mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-29 21:25:54 +01:00
182 lines
6.8 KiB
C++
182 lines
6.8 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
|
|
This program is free software; you can redistribute it and/or modify
|
|
it under the terms of version 2 of the GNU General Public License as published by
|
|
the Free Software Foundation
|
|
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License along
|
|
with this program; if not, write to the Free Software Foundation, Inc.,
|
|
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
|
|
|
|
603
|
|
%{
|
|
#include "StdH.h"
|
|
%}
|
|
|
|
// input parameter for spawning a blood spray
|
|
event ESpawnSpray {
|
|
enum SprayParticlesType sptType, // type of particles
|
|
FLOAT fDamagePower, // factor saying how powerfull damage has been
|
|
FLOAT fSizeMultiplier, // stretch factor
|
|
FLOAT3D vDirection, // dammage direction
|
|
CEntityPointer penOwner, // who spawned the spray
|
|
COLOR colCentralColor, // central color of particles that is randomized a little
|
|
FLOAT fLaunchPower,
|
|
COLOR colBurnColor, // burn color
|
|
};
|
|
|
|
class CBloodSpray: CRationalEntity {
|
|
name "Blood Spray";
|
|
thumbnail "";
|
|
features "CanBePredictable";
|
|
|
|
properties:
|
|
|
|
1 enum SprayParticlesType m_sptType = SPT_NONE, // type of particles
|
|
2 FLOAT m_tmStarted = 0.0f, // time when spawned
|
|
3 FLOAT3D m_vDirection = FLOAT3D(0,0,0), // dammage direction
|
|
5 CEntityPointer m_penOwner, // who spawned the spray
|
|
6 FLOAT m_fDamagePower = 1.0f, // power of inflicted damage
|
|
8 FLOATaabbox3D m_boxSizedOwner = FLOATaabbox3D(FLOAT3D(0,0,0), 0.01f), // bounding box of blood spray's owner
|
|
9 FLOAT3D m_vGDir = FLOAT3D(0,0,0), // gravity direction
|
|
10 FLOAT m_fGA = 0.0f, // gravity strength
|
|
11 FLOAT m_fLaunchPower = 1.0f,
|
|
12 COLOR m_colCentralColor = COLOR(C_WHITE|CT_OPAQUE),
|
|
13 FLOATaabbox3D m_boxOriginalOwner = FLOATaabbox3D(FLOAT3D(0,0,0), 0.01f),
|
|
14 COLOR m_colBurnColor = COLOR(C_WHITE|CT_OPAQUE),
|
|
|
|
|
|
components:
|
|
1 model MODEL_MARKER "Models\\Editor\\Axis.mdl",
|
|
2 texture TEXTURE_MARKER "Models\\Editor\\Vector.tex"
|
|
|
|
functions:
|
|
|
|
// particles
|
|
void RenderParticles(void)
|
|
{
|
|
switch( m_sptType)
|
|
{
|
|
case SPT_BLOOD:
|
|
case SPT_BONES:
|
|
case SPT_FEATHER:
|
|
case SPT_STONES:
|
|
case SPT_WOOD:
|
|
case SPT_SLIME:
|
|
case SPT_LAVA_STONES:
|
|
case SPT_SMALL_LAVA_STONES:
|
|
case SPT_BEAST_PROJECTILE_SPRAY:
|
|
case SPT_AIRSPOUTS:
|
|
case SPT_GOO:
|
|
{
|
|
Particles_BloodSpray(m_sptType, GetLerpedPlacement().pl_PositionVector, m_vGDir, m_fGA,
|
|
m_boxSizedOwner, m_vDirection, m_tmStarted, m_fDamagePower, m_colBurnColor);
|
|
break;
|
|
}
|
|
case SPT_COLOREDSTONE:
|
|
{
|
|
Particles_BloodSpray(m_sptType, GetLerpedPlacement().pl_PositionVector, m_vGDir, m_fGA,
|
|
m_boxSizedOwner, m_vDirection, m_tmStarted, m_fDamagePower, MulColors(m_colCentralColor, m_colBurnColor) );
|
|
break;
|
|
}
|
|
case SPT_TREE01:
|
|
Particles_BloodSpray(SPT_WOOD, GetLerpedPlacement().pl_PositionVector, m_vGDir, m_fGA/1.5f,
|
|
m_boxSizedOwner, m_vDirection, m_tmStarted, m_fDamagePower/2.0f, m_colBurnColor);
|
|
Particles_Leaves(m_penOwner, m_boxOriginalOwner, GetLerpedPlacement().pl_PositionVector,
|
|
m_fDamagePower, m_fDamagePower*m_fLaunchPower, m_vGDir,
|
|
m_fGA/2.0f, m_tmStarted, MulColors(m_colCentralColor,m_colBurnColor));
|
|
break;
|
|
case SPT_PLASMA:
|
|
Particles_BloodSpray(m_sptType, GetLerpedPlacement().pl_PositionVector, m_vGDir, m_fGA,
|
|
m_boxSizedOwner, m_vDirection, m_tmStarted, m_fDamagePower);
|
|
Particles_DamageSmoke(this, m_tmStarted, m_boxSizedOwner, m_fDamagePower);
|
|
Particles_ElectricitySparks( this, m_tmStarted, 5.0f, 0.0f, 32);
|
|
break;
|
|
case SPT_ELECTRICITY_SPARKS:
|
|
{
|
|
Particles_MetalParts(this, m_tmStarted, m_boxSizedOwner, m_fDamagePower);
|
|
Particles_DamageSmoke(this, m_tmStarted, m_boxSizedOwner, m_fDamagePower);
|
|
Particles_BloodSpray(SPT_BLOOD, GetLerpedPlacement().pl_PositionVector, m_vGDir, m_fGA,
|
|
m_boxSizedOwner, m_vDirection, m_tmStarted, m_fDamagePower/2.0f, C_WHITE|CT_OPAQUE);
|
|
Particles_ElectricitySparks( this, m_tmStarted, 5.0f, 0.0f, 32);
|
|
break;
|
|
}
|
|
case SPT_ELECTRICITY_SPARKS_NO_BLOOD:
|
|
{
|
|
Particles_MetalParts(this, m_tmStarted, m_boxSizedOwner, m_fDamagePower);
|
|
Particles_DamageSmoke(this, m_tmStarted, m_boxSizedOwner, m_fDamagePower);
|
|
Particles_ElectricitySparks( this, m_tmStarted, 5.0f, 0.0f, 32);
|
|
}
|
|
}
|
|
};
|
|
|
|
/************************************************************
|
|
* MAIN *
|
|
************************************************************/
|
|
|
|
procedures:
|
|
|
|
Main( ESpawnSpray eSpawn)
|
|
{
|
|
InitAsEditorModel();
|
|
SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
|
|
SetCollisionFlags(ECF_IMMATERIAL);
|
|
SetPredictable(TRUE);
|
|
|
|
// set appearance
|
|
SetModel(MODEL_MARKER);
|
|
SetModelMainTexture(TEXTURE_MARKER);
|
|
|
|
// setup variables
|
|
m_sptType = eSpawn.sptType;
|
|
m_vDirection = eSpawn.vDirection;
|
|
m_penOwner = eSpawn.penOwner;
|
|
m_fDamagePower = eSpawn.fDamagePower;
|
|
m_fLaunchPower = eSpawn.fLaunchPower;
|
|
m_colBurnColor = eSpawn.colBurnColor;
|
|
m_tmStarted = _pTimer->CurrentTick();
|
|
m_colCentralColor = eSpawn.colCentralColor;
|
|
|
|
// if owner doesn't exist (could be destroyed in initialization)
|
|
if( eSpawn.penOwner==NULL || eSpawn.penOwner->en_pmoModelObject == NULL)
|
|
{
|
|
// don't do anything
|
|
Destroy();
|
|
return;
|
|
}
|
|
|
|
if(eSpawn.penOwner->en_RenderType == RT_SKAMODEL) {
|
|
eSpawn.penOwner->GetModelInstance()->GetCurrentColisionBox( m_boxSizedOwner);
|
|
} else {
|
|
eSpawn.penOwner->en_pmoModelObject->GetCurrentFrameBBox( m_boxSizedOwner);
|
|
m_boxOriginalOwner=m_boxSizedOwner;
|
|
m_boxSizedOwner.StretchByVector(eSpawn.penOwner->en_pmoModelObject->mo_Stretch*eSpawn.fSizeMultiplier);
|
|
m_boxOriginalOwner.StretchByVector(eSpawn.penOwner->en_pmoModelObject->mo_Stretch);
|
|
}
|
|
|
|
if (m_penOwner->GetPhysicsFlags()&EPF_MOVABLE) {
|
|
m_vGDir = ((CMovableEntity *)&*m_penOwner)->en_vGravityDir;
|
|
m_fGA = ((CMovableEntity *)&*m_penOwner)->en_fGravityA;
|
|
} else {
|
|
FLOATmatrix3D &m = m_penOwner->en_mRotation;
|
|
m_vGDir = FLOAT3D(-m(1,2), -m(2,2), -m(3,2));
|
|
m_fGA = 30.0f;
|
|
}
|
|
|
|
FLOAT fWaitTime = 4.0f;
|
|
if( m_sptType==SPT_ELECTRICITY_SPARKS || m_sptType==SPT_ELECTRICITY_SPARKS_NO_BLOOD)
|
|
{
|
|
fWaitTime = 4.0f;
|
|
}
|
|
autowait(fWaitTime);
|
|
Destroy();
|
|
|
|
return;
|
|
}
|
|
};
|