mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-25 11:45:53 +01:00
183 lines
4.6 KiB
C++
183 lines
4.6 KiB
C++
504
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%{
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#include "Entities/StdH/StdH.h"
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%}
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uses "Entities/Light";
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// input parameter for flame
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event EFlame {
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CEntityPointer penOwner, // entity which owns it
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CEntityPointer penAttach, // entity on which flame is attached (his parent)
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};
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%{
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void CFlame_OnPrecache(CDLLEntityClass *pdec, INDEX iUser)
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{
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pdec->PrecacheModel(MODEL_FLAME);
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pdec->PrecacheTexture(TEXTURE_FLAME);
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pdec->PrecacheSound(SOUND_FLAME);
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}
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%}
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class CFlame : CMovableModelEntity {
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name "Flame";
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thumbnail "";
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features "ImplementsOnPrecache", "CanBePredictable";
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properties:
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1 CEntityPointer m_penOwner, // entity which owns it
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2 CEntityPointer m_penAttach, // entity on which flame is attached (his parent)
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5 BOOL m_bLoop = FALSE, // internal for loops
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10 CSoundObject m_soEffect, // sound channel
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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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// ********* FLAME *********
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10 model MODEL_FLAME "Models\\Effects\\Flame\\Flame.mdl",
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//"Models\\Weapons\\Flamer\\Projectile\\Invisible.mdl",
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11 texture TEXTURE_FLAME "Models\\Effects\\Flame\\Flame.tex",
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12 sound SOUND_FLAME "Sounds\\Fire\\Fire4.wav",
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functions:
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// add to prediction any entities that this entity depends on
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void AddDependentsToPrediction(void)
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{
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m_penOwner->AddToPrediction();
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}
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// postmoving
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void PostMoving(void) {
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CMovableModelEntity::PostMoving();
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// if no air
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CContentType &ctDn = GetWorld()->wo_actContentTypes[en_iDnContent];
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// stop existing
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if (!(ctDn.ct_ulFlags&CTF_BREATHABLE_LUNGS)) {
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SendEvent(EEnd());
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}
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// never remove from list of movers
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en_ulFlags &= ~ENF_INRENDERING;
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// not moving in fact, only moving with its parent
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en_plLastPlacement = en_plPlacement;
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};
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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_dYELLOW;
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lsNew.ls_rFallOff = 2.0f;
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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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/************************************************************
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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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// --->>> MAIN
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Main(EFlame ef) {
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// attach to parent (another entity)
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ASSERT(ef.penOwner!=NULL);
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ASSERT(ef.penAttach!=NULL);
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m_penOwner = ef.penOwner;
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m_penAttach = ef.penAttach;
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SetParent(ef.penAttach);
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// initialization
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InitAsModel();
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SetPhysicsFlags(EPF_MODEL_FLYING);
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SetCollisionFlags(ECF_FLAME);
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SetFlags(GetFlags() | ENF_SEETHROUGH);
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// if parent is model
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if (m_penAttach->GetRenderType()==CEntity::RT_MODEL) {
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// stretch to its size
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FLOATaabbox3D box;
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m_penAttach->GetBoundingBox(box);
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GetModelObject()->StretchModel(box.Size());
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}
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ModelChangeNotify();
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SetModel(MODEL_FLAME);
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SetModelMainTexture(TEXTURE_FLAME);
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// play the burning sound
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m_soEffect.Set3DParameters(5.0f, 1.0f, 1.0f, 1.0f);
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PlaySound(m_soEffect, SOUND_FLAME, SOF_3D|SOF_LOOP);
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// setup light source
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SetupLightSource();
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// must always be in movers, to find sector content type
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AddToMovers();
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// burning damage
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SpawnReminder(this, 7.5f, 0);
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m_bLoop = TRUE;
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while(m_bLoop) {
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wait(0.25f) {
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// damage to parent
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on (EBegin) : {
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// if parent does not exist anymore
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if (m_penAttach==NULL || (m_penAttach->GetFlags()&ENF_DELETED)) {
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// stop existing
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m_bLoop = FALSE;
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stop;
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}
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// inflict damage to parent
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m_penAttach->InflictDirectDamage(m_penAttach, m_penOwner, DMT_BURNING, 1.0f, FLOAT3D(0, 0, 0), -en_vGravityDir);
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resume;
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}
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on (EFlame ef) : {
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m_penOwner = ef.penOwner;
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resume;
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};
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on (ETimer) : { stop; }
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on (EReminder) : {
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m_bLoop = FALSE;
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stop;
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}
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on (EEnd) : {
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m_bLoop = FALSE;
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stop;
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}
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}
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}
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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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