mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-22 18:30:27 +01:00
235 lines
8.0 KiB
JavaScript
235 lines
8.0 KiB
JavaScript
/* 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. */
|
|
|
|
351
|
|
%{
|
|
#include "StdH.h"
|
|
#include "ModelsMP/Enemies/ExotechLarva/Charger/WallCharger.h"
|
|
%}
|
|
|
|
uses "EntitiesMP/BloodSpray";
|
|
uses "EntitiesMP/Projectile";
|
|
|
|
class CExotechLarvaBattery : CRationalEntity {
|
|
name "ExotechLarvaBattery";
|
|
thumbnail "Thumbnails\\ExotechLarvaBattery.tbn";
|
|
features "HasName", "IsTargetable";
|
|
|
|
properties:
|
|
|
|
1 BOOL m_bActive = TRUE,
|
|
2 FLOAT m_fMaxHealth "Health" 'H' = 100.0f,
|
|
3 FLOAT m_fStretch "Stretch" 'S' = 1.0f,
|
|
4 FLOAT m_fBurnTreshold = 0.0f,
|
|
5 CEntityPointer m_penSpray, // debris spray
|
|
6 FLOAT m_tmSpraySpawned = 0.0f,
|
|
7 CTString m_strName "Name" 'N' = "ExotechLarva Wall Battery",
|
|
|
|
10 BOOL m_bCustomShading "Custom Shading" = FALSE,
|
|
11 ANGLE3D m_aShadingDirection "Light direction" 'D' = ANGLE3D( AngleDeg(45.0f),AngleDeg(45.0f),AngleDeg(45.0f)),
|
|
12 COLOR m_colLight "Light Color" = C_WHITE,
|
|
13 COLOR m_colAmbient "Ambient Light Color" = C_BLACK,
|
|
|
|
20 CSoundObject m_soSound,
|
|
|
|
components:
|
|
|
|
1 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl",
|
|
2 class CLASS_BLOOD_SPRAY "Classes\\BloodSpray.ecl",
|
|
|
|
5 model MODEL_BATTERY "ModelsMP\\Enemies\\ExotechLarva\\Charger\\WallCharger.mdl",
|
|
6 texture TEXTURE_BATTERY "ModelsMP\\Enemies\\ExotechLarva\\Charger\\WallCharger.tex",
|
|
|
|
7 model MODEL_BEAM "ModelsMP\\Enemies\\ExotechLarva\\Charger\\Beam.mdl",
|
|
8 texture TEXTURE_BEAM "ModelsMP\\Enemies\\ExotechLarva\\Charger\\Beam.tex",
|
|
|
|
10 model MODEL_PLASMA "ModelsMP\\Enemies\\ExotechLarva\\Charger\\PlasmaBeam.mdl",
|
|
11 texture TEXTURE_PLASMA "ModelsMP\\Effects\\Laser\\Laser_Red.tex",
|
|
|
|
12 model MODEL_ELECTRO "ModelsMP\\Enemies\\ExotechLarva\\Charger\\Electricity.mdl",
|
|
13 texture TEXTURE_ELECTRO "ModelsMP\\Enemies\\ExotechLarva\\Projectile\\Projectile.tex",
|
|
|
|
50 sound SOUND_SHUTDOWN "ModelsMP\\Enemies\\ExotechLarva\\Charger\\Sounds\\WallChargerShutdown.wav",
|
|
|
|
functions:
|
|
|
|
void Precache(void) {
|
|
CRationalEntity::Precache();
|
|
PrecacheSound( SOUND_SHUTDOWN );
|
|
PrecacheModel( MODEL_BATTERY );
|
|
PrecacheTexture( TEXTURE_BATTERY );
|
|
PrecacheModel( MODEL_PLASMA );
|
|
PrecacheTexture( TEXTURE_PLASMA );
|
|
PrecacheModel( MODEL_ELECTRO );
|
|
PrecacheTexture( TEXTURE_ELECTRO );
|
|
}
|
|
|
|
|
|
/* Adjust model shading parameters if needed. */
|
|
BOOL AdjustShadingParameters(FLOAT3D &vLightDirection, COLOR &colLight, COLOR &colAmbient)
|
|
{
|
|
if (m_bCustomShading)
|
|
{
|
|
colLight = m_colLight;
|
|
colAmbient = m_colAmbient;
|
|
|
|
AnglesToDirectionVector(m_aShadingDirection, vLightDirection);
|
|
vLightDirection = -vLightDirection;
|
|
}
|
|
|
|
return TRUE;
|
|
};
|
|
|
|
void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType,
|
|
FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection)
|
|
{
|
|
if (GetHealth()<0.0f) {
|
|
return;
|
|
}
|
|
|
|
if((dmtType!=DMT_BURNING) && (m_tmSpraySpawned<=_pTimer->CurrentTick()-_pTimer->TickQuantum*8))
|
|
{
|
|
// spawn blood spray
|
|
CPlacement3D plSpray = CPlacement3D( vHitPoint, ANGLE3D(0, 0, 0));
|
|
m_penSpray = CreateEntity( plSpray, CLASS_BLOOD_SPRAY);
|
|
m_penSpray->SetParent(this);
|
|
ESpawnSpray eSpawnSpray;
|
|
eSpawnSpray.colBurnColor=C_WHITE|CT_OPAQUE;
|
|
eSpawnSpray.fDamagePower = 3.0f;
|
|
eSpawnSpray.sptType = SPT_ELECTRICITY_SPARKS_NO_BLOOD;
|
|
eSpawnSpray.fSizeMultiplier = 1.0f;
|
|
eSpawnSpray.vDirection = FLOAT3D(0.0f, 1.0f, 0.0f);
|
|
eSpawnSpray.penOwner = this;
|
|
m_penSpray->Initialize( eSpawnSpray);
|
|
|
|
m_tmSpraySpawned = _pTimer->CurrentTick();
|
|
}
|
|
|
|
FLOAT fLastHealth = GetHealth();
|
|
CRationalEntity::ReceiveDamage(penInflictor, dmtType, fDamageAmmount,
|
|
vHitPoint, vDirection);
|
|
FLOAT fNewHealth = GetHealth();
|
|
if (fNewHealth<=0.66f*m_fMaxHealth && fLastHealth>0.66f*m_fMaxHealth) {
|
|
RemoveAttachment(WALLCHARGER_ATTACHMENT_LIGHT);
|
|
GetModelObject()->PlayAnim(WALLCHARGER_ANIM_DAMAGE01, AOF_SMOOTHCHANGE|AOF_NORESTART);
|
|
SpawnExplosions();
|
|
} else if (fNewHealth<=0.33*m_fMaxHealth && fLastHealth>0.33*m_fMaxHealth) {
|
|
RemoveAttachment(WALLCHARGER_ATTACHMENT_PLASMA);
|
|
GetModelObject()->PlayAnim(WALLCHARGER_ANIM_DAMAGE02, AOF_SMOOTHCHANGE|AOF_NORESTART);
|
|
SpawnExplosions();
|
|
}
|
|
};
|
|
|
|
void RenderParticles(void)
|
|
{
|
|
FLOAT fBurnStrength;
|
|
FLOAT fHealth = GetHealth();
|
|
if (fHealth<m_fBurnTreshold) {
|
|
fBurnStrength = 1.0f - fHealth/m_fBurnTreshold;
|
|
if (fBurnStrength>0.99f) { fBurnStrength=0.99f; }
|
|
Particles_Burning(this, 1.0f, fBurnStrength);
|
|
}
|
|
if (fHealth<1.0f) {
|
|
Particles_Smoke(this, FLOAT3D(0.0f, 0.0f, 0.25f)*m_fStretch, 100, 6.0f, 0.4f, 4.0f*m_fStretch, 2.5f);
|
|
}
|
|
};
|
|
|
|
void SpawnExplosions(void) {
|
|
CPlacement3D pl = GetPlacement();
|
|
ESpawnEffect eSpawnEffect;
|
|
eSpawnEffect.colMuliplier = C_WHITE|CT_OPAQUE;
|
|
eSpawnEffect.betType = BET_CANNON;
|
|
eSpawnEffect.vStretch = FLOAT3D(m_fStretch*1.5f, m_fStretch*1.5f, m_fStretch*1.5f);
|
|
CEntityPointer penExplosion = CreateEntity(pl, CLASS_BASIC_EFFECT);
|
|
penExplosion->Initialize(eSpawnEffect);
|
|
pl.pl_PositionVector += FLOAT3D(FRnd()*0.5f, FRnd()*0.5f, 0.0f);
|
|
penExplosion = CreateEntity(pl, CLASS_BASIC_EFFECT);
|
|
penExplosion->Initialize(eSpawnEffect);
|
|
pl.pl_PositionVector += FLOAT3D(FRnd()*0.5f, FRnd()*0.5f, 0.0f);
|
|
penExplosion = CreateEntity(pl, CLASS_BASIC_EFFECT);
|
|
penExplosion->Initialize(eSpawnEffect);
|
|
InflictRangeDamage( this, DMT_EXPLOSION, 25.0f, GetPlacement().pl_PositionVector, 5.0f, 25.0f);
|
|
}
|
|
|
|
void AddAttachments(void) {
|
|
AddAttachmentToModel(this, *GetModelObject(), WALLCHARGER_ATTACHMENT_LIGHT, MODEL_BEAM, TEXTURE_BEAM, 0, 0, 0);
|
|
AddAttachmentToModel(this, *GetModelObject(), WALLCHARGER_ATTACHMENT_PLASMA, MODEL_PLASMA, TEXTURE_PLASMA, 0, 0, 0);
|
|
AddAttachmentToModel(this, *GetModelObject(), WALLCHARGER_ATTACHMENT_ELECTRICITY, MODEL_ELECTRO, TEXTURE_ELECTRO, 0, 0, 0);
|
|
AddAttachmentToModel(this, *GetModelObject(), WALLCHARGER_ATTACHMENT_ELECTRICITY2, MODEL_ELECTRO, TEXTURE_ELECTRO, 0, 0, 0);
|
|
}
|
|
|
|
void RemoveAttachment(INDEX iAtt) {
|
|
RemoveAttachmentFromModel(*GetModelObject(), iAtt);
|
|
}
|
|
|
|
procedures:
|
|
Destroyed()
|
|
{
|
|
m_bActive = FALSE;
|
|
|
|
RemoveAttachment(WALLCHARGER_ATTACHMENT_ELECTRICITY);
|
|
RemoveAttachment(WALLCHARGER_ATTACHMENT_ELECTRICITY2);
|
|
PlaySound(m_soSound, SOUND_SHUTDOWN, SOF_3D);
|
|
GetModelObject()->PlayAnim(WALLCHARGER_ANIM_DAMAGE03, AOF_SMOOTHCHANGE|AOF_NORESTART);
|
|
SpawnExplosions();
|
|
|
|
//wait forever
|
|
while (TRUE) {
|
|
autowait(1.0f);
|
|
}
|
|
return;
|
|
}
|
|
|
|
Main()
|
|
{
|
|
InitAsModel();
|
|
SetPhysicsFlags(EPF_MODEL_FIXED);
|
|
SetCollisionFlags(ECF_MODEL);
|
|
SetFlags(GetFlags()|ENF_ALIVE);
|
|
|
|
// set your appearance
|
|
SetModel(MODEL_BATTERY);
|
|
SetModelMainTexture(TEXTURE_BATTERY);
|
|
|
|
AddAttachments();
|
|
|
|
// set stretch factors for height and width
|
|
GetModelObject()->StretchModel(FLOAT3D(m_fStretch, m_fStretch, m_fStretch));
|
|
ModelChangeNotify();
|
|
|
|
SetHealth(m_fMaxHealth);
|
|
|
|
autowait(0.05f);
|
|
|
|
m_soSound.Set3DParameters(100.0f, 50.0f, 3.5f, 1.0f);
|
|
m_bActive = TRUE;
|
|
m_fBurnTreshold = 0.66f*m_fMaxHealth;
|
|
|
|
StartModelAnim(WALLCHARGER_ANIM_DEFAULT, 0);
|
|
|
|
wait()
|
|
{
|
|
on (EBegin) : {
|
|
resume;
|
|
}
|
|
on (EDeath eDeath) : {
|
|
jump Destroyed();
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
};
|