mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-26 20:25:54 +01:00
225 lines
6.2 KiB
C++
225 lines
6.2 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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508
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%{
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#include "StdH.h"
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%}
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uses "EntitiesMP/Light";
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enum WaterSize {
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0 WTS_SMALL "", // small water
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1 WTS_BIG "", // big water
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2 WTS_LARGE "", // large water
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};
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// input parameter for water
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event EWater {
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CEntityPointer penLauncher, // entity which launch it
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enum WaterSize EwsSize, // water size
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};
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%{
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#define FLY_TIME 5.0f
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%}
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class CWater : CMovableModelEntity {
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name "Water";
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thumbnail "";
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properties:
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1 CEntityPointer m_penLauncher, // entity which launch it
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2 enum WaterSize m_EwsSize = WTS_SMALL, // water size (type)
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// internal -> do not use
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10 FLOAT m_fDamageAmount = 0.0f, // water hit damage
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11 FLOAT m_fIgnoreTime = 0.0f, // time when laucher will be ignored
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12 FLOAT m_fPushAwayFactor = 0.0f, // push away on hit
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{
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CLightSource m_lsLightSource;
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}
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components:
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1 class CLASS_LIGHT "Classes\\Light.ecl",
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// ********* WATER *********
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10 model MODEL_WATER "Models\\Enemies\\Elementals\\Projectile\\WaterDrop.mdl",
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11 texture TEXTURE_WATER "Models\\Enemies\\Elementals\\WaterManFX.tex",
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// ************** SPECULAR **************
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210 texture TEX_SPEC_WEAK "Models\\SpecularTextures\\Weak.tex",
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211 texture TEX_SPEC_MEDIUM "Models\\SpecularTextures\\Medium.tex",
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212 texture TEX_SPEC_STRONG "Models\\SpecularTextures\\Strong.tex",
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functions:
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/* Read from stream. */
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void Read_t( CTStream *istr) // throw char *
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{
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CRationalEntity::Read_t(istr);
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SetupLightSource();
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};
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/* Get static light source information. */
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CLightSource *GetLightSource(void)
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{
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if (!IsPredictor()) {
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return &m_lsLightSource;
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} else {
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return NULL;
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}
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};
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// Setup light source
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void SetupLightSource(void)
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{
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// setup light source
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CLightSource lsNew;
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lsNew.ls_ulFlags = LSF_NONPERSISTENT|LSF_DYNAMIC;
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lsNew.ls_colColor = C_lBLUE;
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lsNew.ls_rFallOff = 1.0f;
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lsNew.ls_rHotSpot = 0.2f;
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lsNew.ls_plftLensFlare = NULL;
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lsNew.ls_ubPolygonalMask = 0;
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lsNew.ls_paoLightAnimation = NULL;
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m_lsLightSource.ls_penEntity = this;
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m_lsLightSource.SetLightSource(lsNew);
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};
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// render particles
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void RenderParticles(void) {
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};
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// water touch his valid target
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void WaterTouch(CEntityPointer penHit) {
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// direct damage
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FLOAT3D vDirection;
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AnglesToDirectionVector(GetPlacement().pl_OrientationAngle, vDirection);
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InflictDirectDamage(penHit, m_penLauncher, DMT_PROJECTILE, m_fDamageAmount,
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GetPlacement().pl_PositionVector, vDirection);
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// push target away
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FLOAT3D vSpeed;
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GetHeadingDirection(0.0f, vSpeed);
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vSpeed = vSpeed * m_fPushAwayFactor;
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KickEntity(penHit, vSpeed);
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};
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/************************************************************
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* P R O C E D U R E S *
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************************************************************/
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procedures:
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// --->>> PROJECTILE SLIDE ON BRUSH
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WaterFly(EVoid) {
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// fly loop
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wait(FLY_TIME) {
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on (EBegin) : { resume; }
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on (EPass epass) : {
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BOOL bHit;
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// ignore launcher within 1 second
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bHit = epass.penOther!=m_penLauncher || _pTimer->CurrentTick()>m_fIgnoreTime;
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// ignore water
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bHit &= !(IsOfClass(epass.penOther, "Water"));
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if (bHit) {
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WaterTouch(epass.penOther);
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stop;
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}
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resume;
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}
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on (ETouch etouch) : {
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// clear time limit for launcher
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m_fIgnoreTime = 0.0f;
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// ignore brushes
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BOOL bHit;
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bHit = !(etouch.penOther->GetRenderType() & RT_BRUSH);
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// ignore another projectile of same type
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bHit &= !(IsOfClass(etouch.penOther, "Water"));
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if (bHit) {
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WaterTouch(etouch.penOther);
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stop;
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}
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// water is moving to slow (stuck somewhere) -> kill it
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if (en_vCurrentTranslationAbsolute.Length() < 0.25f*en_vDesiredTranslationRelative.Length()) {
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stop;
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}
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resume;
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}
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on (EDeath) : { stop; }
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on (ETimer) : { stop; }
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}
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return EEnd();
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};
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// --->>> MAIN
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Main(EWater ew) {
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// remember the initial parameters
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ASSERT(ew.penLauncher!=NULL);
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m_penLauncher = ew.penLauncher;
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m_EwsSize = ew.EwsSize;
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// initialization
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InitAsModel();
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SetPhysicsFlags(EPF_ONBLOCK_SLIDE|EPF_PUSHABLE|EPF_MOVABLE);
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SetCollisionFlags(ECF_PROJECTILE_MAGIC);
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SetComponents(this, *GetModelObject(), MODEL_WATER, TEXTURE_WATER, 0, TEX_SPEC_STRONG, 0);
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// setup
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switch(m_EwsSize) {
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case WTS_SMALL:
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m_fDamageAmount = 10.0f;
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m_fPushAwayFactor = 10.0f;
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LaunchAsPropelledProjectile(FLOAT3D(0.0f, 0.0f, -30.0f), (CMovableEntity*)(CEntity*)m_penLauncher);
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break;
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case WTS_BIG:
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m_fDamageAmount = 20.0f;
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m_fPushAwayFactor = 20.0f;
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GetModelObject()->StretchModel(FLOAT3D(4.0f, 4.0f, 4.0f));
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LaunchAsPropelledProjectile(FLOAT3D(0.0f, 0.0f, -50.0f), (CMovableEntity*)(CEntity*)m_penLauncher);
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break;
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case WTS_LARGE:
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m_fDamageAmount = 40.0f;
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m_fPushAwayFactor = 40.0f;
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GetModelObject()->StretchModel(FLOAT3D(16.0f, 16.0f, 16.0f));
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LaunchAsPropelledProjectile(FLOAT3D(0.0f, 0.0f, -80.0f), (CMovableEntity*)(CEntity*)m_penLauncher);
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break;
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}
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ModelChangeNotify();
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// setup light source
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SetupLightSource();
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// remember lauching time
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m_fIgnoreTime = _pTimer->CurrentTick() + 1.0f;
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// fly
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autocall WaterFly() EEnd;
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// cease to exist
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Destroy();
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return;
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}
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};
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