mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-23 02:40:26 +01:00
24cb244d43
This was a _ton_ of changes, made 15 years ago, so there are probably some problems to work out still. Among others: Engine/Base/Stream.* was mostly abandoned and will need to be re-ported. Still, this is a pretty good start, and probably holds a world record for lines of changes or something. :)
361 lines
11 KiB
JavaScript
361 lines
11 KiB
JavaScript
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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345
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%{
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#include "StdH.h"
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%}
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uses "EntitiesMP/ModelHolder2";
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uses "EntitiesMP/Projectile";
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uses "EntitiesMP/SoundHolder";
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uses "EntitiesMP/BloodSpray";
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uses "EntitiesMP/CannonBall";
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enum FireType {
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0 SFT_WOODEN_DART "Wooden dart",
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1 SFT_FIRE "Fire",
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2 SFT_GAS "-none-",
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3 SFT_IRONBALL "Ironball",
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4 SFT_FIREBALL "Fireball",
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};
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class CShooter: CModelHolder2 {
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name "Shooter";
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thumbnail "Thumbnails\\Shooter.tbn";
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features "HasName", "IsTargetable";
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properties:
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2 FLOAT m_fShootingPeriod "Shooting Period" = 1.0f,
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5 enum FireType m_sftType "Type" 'Y' = SFT_WOODEN_DART,
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7 FLOAT m_fHealth "Health" = 0.0f,
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8 FLOAT m_fCannonBallSize "Cannon/fire ball size" = 1.0f,
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9 FLOAT m_fCannonBallPower "Cannon/fire ball power" = 10.0f,
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10 ANIMATION m_iModelPreFireAnimation "Model pre-fire animation" = 0,
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11 ANIMATION m_iTexturePreFireAnimation "Texture pre-fire animation" = 0,
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12 ANIMATION m_iModelPostFireAnimation "Model post-fire animation" = 0,
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13 ANIMATION m_iTexturePostFireAnimation "Texture post-fire animation" = 0,
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14 FLOAT m_fFlameBurstDuration "Flame burst duration" = 1.0f,
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15 FLOAT m_fRndBeginWait "Random begin wait time" = 0.0f,
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20 CEntityPointer m_penSoundLaunch "Sound launch", // sound when firing
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21 CSoundObject m_soLaunch,
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30 CEntityPointer m_penFlame,
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//internal:
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50 BOOL m_bFiring = FALSE,
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51 BOOL m_bIndestructable = FALSE,
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60 FLOAT m_tmFlameStart = 0.0f,
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components:
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1 class CLASS_PROJECTILE "Classes\\Projectile.ecl",
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2 class CLASS_BLOOD_SPRAY "Classes\\BloodSpray.ecl",
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3 class CLASS_CANNONBALL "Classes\\CannonBall.ecl",
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functions:
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void Precache(void) {
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CModelHolder2::Precache();
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PrecacheClass(CLASS_PROJECTILE, PRT_SHOOTER_WOODEN_DART);
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PrecacheClass(CLASS_PROJECTILE, PRT_SHOOTER_FIREBALL);
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PrecacheClass(CLASS_CANNONBALL);
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};
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void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType,
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FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection)
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{
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// receive damage if not indestructable, and shooter can't hurt another shooter
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if (!m_bIndestructable && !IsOfClass(penInflictor, "Shooter")) {
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if (m_tmSpraySpawned<=_pTimer->CurrentTick()-_pTimer->TickQuantum*8
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&& m_penDestruction!=NULL) {
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CModelDestruction *penDestruction = GetDestruction();
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// spawn blood spray
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CPlacement3D plSpray = CPlacement3D( vHitPoint, ANGLE3D(0, 0, 0));
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m_penSpray = CreateEntity( plSpray, CLASS_BLOOD_SPRAY);
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m_penSpray->SetParent(this);
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ESpawnSpray eSpawnSpray;
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eSpawnSpray.colBurnColor=C_WHITE|CT_OPAQUE;
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// adjust spray power
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if( fDamageAmmount > 50.0f) {
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eSpawnSpray.fDamagePower = 3.0f;
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} else if(fDamageAmmount > 25.0f ) {
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eSpawnSpray.fDamagePower = 2.0f;
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} else {
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eSpawnSpray.fDamagePower = 1.0f;
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}
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// remember spray type
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eSpawnSpray.sptType = penDestruction->m_sptType;
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eSpawnSpray.fSizeMultiplier = 1.0f;
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// get your down vector (simulates gravity)
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FLOAT3D vDn(-en_mRotation(1,2), -en_mRotation(2,2), -en_mRotation(3,2));
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// setup direction of spray
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FLOAT3D vHitPointRelative = vHitPoint - GetPlacement().pl_PositionVector;
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FLOAT3D vReflectingNormal;
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GetNormalComponent( vHitPointRelative, vDn, vReflectingNormal);
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vReflectingNormal.Normalize();
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vReflectingNormal(1)/=5.0f;
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FLOAT3D vProjectedComponent = vReflectingNormal*(vDirection%vReflectingNormal);
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FLOAT3D vSpilDirection = vDirection-vProjectedComponent*2.0f-vDn*0.5f;
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eSpawnSpray.vDirection = vSpilDirection;
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eSpawnSpray.penOwner = this;
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// initialize spray
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m_penSpray->Initialize( eSpawnSpray);
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m_tmSpraySpawned = _pTimer->CurrentTick();
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}
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CRationalEntity::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection);
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}
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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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// fire particles
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if (m_sftType==SFT_FIRE) {
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}
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CModelHolder2::RenderParticles();
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}
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/* Get anim data for given animation property - return NULL for none. */
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CAnimData *GetAnimData(SLONG slPropertyOffset)
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{
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if (slPropertyOffset==_offsetof(CShooter, m_iModelPreFireAnimation) ||
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slPropertyOffset==_offsetof(CShooter, m_iModelPostFireAnimation)) {
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return GetModelObject()->GetData();
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} else if (slPropertyOffset==_offsetof(CShooter, m_iTexturePreFireAnimation) ||
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slPropertyOffset==_offsetof(CShooter, m_iTexturePostFireAnimation)) {
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return GetModelObject()->mo_toTexture.GetData();
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} else {
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return CModelHolder2::GetAnimData(slPropertyOffset);
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}
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}
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// shoot projectile on enemy
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CEntity *ShootProjectile(enum ProjectileType pt, const FLOAT3D &vOffset, const ANGLE3D &aOffset) {
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// launch
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CPlacement3D pl;
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pl = GetPlacement();
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CEntityPointer penProjectile = CreateEntity(pl, CLASS_PROJECTILE);
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ELaunchProjectile eLaunch;
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eLaunch.penLauncher = this;
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eLaunch.prtType = pt;
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penProjectile->Initialize(eLaunch);
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return penProjectile;
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};
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// fire flame
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void FireFlame(void) {
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// flame start position
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CPlacement3D plFlame;
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plFlame = GetPlacement();
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FLOAT3D vNormDir;
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AnglesToDirectionVector(plFlame.pl_OrientationAngle, vNormDir);
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plFlame.pl_PositionVector += vNormDir*0.1f;
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// create flame
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CEntityPointer penFlame = CreateEntity(plFlame, CLASS_PROJECTILE);
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// init and launch flame
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ELaunchProjectile eLaunch;
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eLaunch.penLauncher = this;
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eLaunch.prtType = PRT_SHOOTER_FLAME;
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penFlame->Initialize(eLaunch);
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// link last flame with this one (if not NULL or deleted)
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if (m_penFlame!=NULL && !(m_penFlame->GetFlags()&ENF_DELETED)) {
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((CProjectile&)*m_penFlame).m_penParticles = penFlame;
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}
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// link to this
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((CProjectile&)*penFlame).m_penParticles = this;
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// store last flame
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m_penFlame = penFlame;
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};
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void StopFlame(void) {
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((CProjectile&)*m_penFlame).m_penParticles = NULL;
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//m_penFlame = NULL;
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}
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void PlayFireSound(void) {
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// if sound entity exists
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if (m_penSoundLaunch!=NULL) {
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CSoundHolder &sh = (CSoundHolder&)*m_penSoundLaunch;
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m_soLaunch.Set3DParameters(FLOAT(sh.m_rFallOffRange), FLOAT(sh.m_rHotSpotRange), sh.m_fVolume, 1.0f);
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PlaySound(m_soLaunch, sh.m_fnSound, sh.m_iPlayType);
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}
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};
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void ShootCannonball()
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{
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// cannon ball start position
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CPlacement3D plBall = GetPlacement();
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// create cannon ball
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CEntityPointer penBall = CreateEntity(plBall, CLASS_CANNONBALL);
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// init and launch cannon ball
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ELaunchCannonBall eLaunch;
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eLaunch.penLauncher = this;
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eLaunch.fLaunchPower = 10.0f+m_fCannonBallPower; // ranges from 50-150 (since iPower can be max 100)
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eLaunch.cbtType = CBT_IRON;
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eLaunch.fSize = m_fCannonBallSize;
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penBall->Initialize(eLaunch);
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};
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void ShootFireball()
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{
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// cannon ball start position
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CPlacement3D plBall = GetPlacement();
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// create cannon ball
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CEntityPointer penBall = CreateEntity(plBall, CLASS_CANNONBALL);
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// init and launch cannon ball
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ELaunchCannonBall eLaunch;
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eLaunch.penLauncher = this;
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eLaunch.fLaunchPower = 10.0f+m_fCannonBallPower; // ranges from 50-150 (since iPower can be max 100)
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eLaunch.cbtType = CBT_IRON;
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eLaunch.fSize = m_fCannonBallSize;
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penBall->Initialize(eLaunch);
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};
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procedures:
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FireOnce()
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{
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if (m_sftType==SFT_FIRE) { jump FlameBurst(); }
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PlayFireSound();
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GetModelObject()->PlayAnim(m_iModelPreFireAnimation, 0);
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GetModelObject()->mo_toTexture.PlayAnim(m_iTexturePreFireAnimation, 0);
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autowait(GetModelObject()->GetAnimLength(m_iModelPreFireAnimation));
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switch (m_sftType) {
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case SFT_WOODEN_DART:
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ShootProjectile(PRT_SHOOTER_WOODEN_DART, FLOAT3D (0.0f, 0.0f, 0.0f), ANGLE3D (0.0f, 0.0f, 0.0f));
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break;
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case SFT_GAS:
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break;
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case SFT_IRONBALL:
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ShootCannonball();
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break;
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case SFT_FIREBALL:
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ShootProjectile(PRT_SHOOTER_FIREBALL, FLOAT3D (0.0f, 0.0f, 0.0f), ANGLE3D (0.0f, 0.0f, 0.0f));
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break;
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}
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GetModelObject()->PlayAnim(m_iModelPostFireAnimation, 0);
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GetModelObject()->mo_toTexture.PlayAnim(m_iTexturePostFireAnimation, 0);
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autowait(GetModelObject()->GetAnimLength(m_iModelPostFireAnimation));
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return EEnd();
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}
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FireContinuous() {
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// possible random wait
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if (m_fRndBeginWait>0.0f)
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{
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FLOAT fRndWait = FRnd()*m_fRndBeginWait+0.05;
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autowait(fRndWait);
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}
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while(m_bFiring) {
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autocall FireOnce() EEnd;
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autowait(m_fShootingPeriod);
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}
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return EReturn();
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};
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FlameBurst() {
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PlayFireSound();
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m_penFlame = NULL;
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m_tmFlameStart = _pTimer->CurrentTick();
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while(_pTimer->CurrentTick( ) < m_tmFlameStart + m_fFlameBurstDuration)
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{
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// wait a bit and fire
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autowait(0.05f);
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FireFlame();
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}
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StopFlame();
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return EEnd();
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};
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MainLoop() {
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//main loop
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wait() {
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on (EBegin) : {
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resume;
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}
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on (ETrigger) : {
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if (!m_bFiring) {
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call FireOnce();
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} else {
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resume;
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}
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}
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on (EActivate) : {
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m_bFiring = TRUE;
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call FireContinuous();
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}
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on (EDeactivate) : {
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m_bFiring = FALSE;
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resume;
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}
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on (EDeath) : {
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if (m_penDestruction!=NULL) {
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jump CModelHolder2::Die();
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} else {
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Destroy();
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return;
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}
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}
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on (EReturn) : {
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resume;
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}
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}
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};
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Main() {
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// init as model
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CModelHolder2::InitModelHolder();
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if (m_fHealth>0.0f) {
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SetHealth(m_fHealth);
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m_bIndestructable = FALSE;
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} else {
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SetHealth(10000.0f);
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m_bIndestructable = TRUE;
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}
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ClampUp(m_fCannonBallSize, 10.0f);
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ClampDn(m_fCannonBallSize, 0.1f);
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ClampUp(m_fCannonBallPower, 100.0f);
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ClampDn(m_fCannonBallPower, 0.0f);
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if (m_penSoundLaunch!=NULL && !IsOfClass(m_penSoundLaunch, "SoundHolder")) {
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WarningMessage( "Entity '%s' is not of class SoundHolder!", (const char *) m_penSoundLaunch->GetName());
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m_penSoundLaunch=NULL;
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}
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if (m_penDestruction!=NULL && !IsOfClass(m_penDestruction, "ModelDestruction")) {
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WarningMessage( "Entity '%s' is not of class ModelDestruction!", (const char *) m_penDestruction->GetName());
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m_penDestruction=NULL;
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}
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autowait(_pTimer->TickQuantum);
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jump MainLoop();
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return;
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};
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};
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