mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-28 16:34:52 +01:00
230 lines
6.4 KiB
C++
230 lines
6.4 KiB
C++
505
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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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uses "Entities/Bullet";
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uses "Entities/PlayerWeapons";
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uses "Engine/Classes/MovableEntity";
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// input parameter for ghost buster ray
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event EGhostBusterRay {
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CEntityPointer penOwner, // entity which owns it
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};
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%{
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#define HIT_DISTANCE 50.0f // ray hit distance
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#define HIT_DAMAGE 15.0f // hit damage for every lerping bullet
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void CGhostBusterRay_OnPrecache(CDLLEntityClass *pdec, INDEX iUser)
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{
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pdec->PrecacheClass(CLASS_BULLET);
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pdec->PrecacheModel(MODEL_RAY);
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pdec->PrecacheTexture(TEXTURE_RAY);
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}
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%}
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class CGhostBusterRay : CMovableModelEntity {
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name "GhostBusterRay";
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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 BOOL m_bRender = FALSE, // do not render on startup
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3 FLOAT3D m_vSrcOld = FLOAT3D(0.0f, 0.0f, 0.0f),
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4 FLOAT3D m_vDstOld = FLOAT3D(0.0f, 0.0f, 0.0f),
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5 FLOAT3D m_vSrc = FLOAT3D(0.0f, 0.0f, 0.0f),
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6 FLOAT3D m_vDst = FLOAT3D(0.0f, 0.0f, 0.0f),
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10 FLOAT3D m_iLastBulletPosition = FLOAT3D(32000.0f, 32000.0f, 32000.0f), // for lerping
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11 CAnimObject m_aoLightAnim,
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12 INDEX m_ctPasses = 0, // for lerping initialization
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{
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CLightSource m_lsLightSource;
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CEntity *penBullet;
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const CPlacement3D *pplSource;
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}
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components:
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1 class CLASS_LIGHT "Classes\\Light.ecl",
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2 class CLASS_BULLET "Classes\\Bullet.ecl",
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// ********* RAY *********
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10 model MODEL_RAY "Models\\Weapons\\GhostBuster\\Projectile\\Ray.mdl",
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11 texture TEXTURE_RAY "Models\\Weapons\\GhostBuster\\Projectile\\Ray.tex",
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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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// render particles
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void RenderParticles(void)
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{
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if (m_ctPasses<2) {
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return;
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}
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FLOAT3D vLerpedSrc = Lerp(m_vSrcOld, m_vSrc, _pTimer->GetLerpFactor());
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FLOAT3D vLerpedDst = Lerp(m_vDstOld, m_vDst, _pTimer->GetLerpFactor());
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Particles_Ghostbuster(vLerpedSrc, vLerpedDst, 32, 1.0f);
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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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CMovableModelEntity::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 = RGBToColor(134,238,255);
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lsNew.ls_rFallOff = 10.0f;
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lsNew.ls_rHotSpot = 1.0f;
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lsNew.ls_plftLensFlare = NULL;
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lsNew.ls_ubPolygonalMask = 0;
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lsNew.ls_paoLightAnimation = &m_aoLightAnim;
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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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* DO MOVING *
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************************************************************/
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void DoMoving(void) {
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en_plLastPlacement = GetPlacement(); // remember old placement for lerping
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};
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void PostMoving(void) {
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if (!IsOfClass(m_penOwner, "Player Weapons")) { return; }
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// from current owner position move away
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CPlacement3D plSource;
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((CPlayerWeapons&)*m_penOwner).GetGhostBusterSourcePlacement(plSource);
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FLOAT3D vDirection, vDesired;
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AnglesToDirectionVector(plSource.pl_OrientationAngle, vDirection);
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vDesired = vDirection*HIT_DISTANCE;
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vDesired = plSource.pl_PositionVector + vDesired;
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// cast a ray to find if any brush is hit
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CCastRay crRay( ((CPlayerWeapons&)*m_penOwner).m_penPlayer, plSource.pl_PositionVector, vDesired);
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m_vSrcOld = m_vSrc;
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m_vSrc = plSource.pl_PositionVector;
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crRay.cr_bHitTranslucentPortals = FALSE;
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crRay.cr_ttHitModels = CCastRay::TT_COLLISIONBOX;
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GetWorld()->CastRay(crRay);
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// if hit anything set new position
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if (crRay.cr_penHit!=NULL) {
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vDesired = crRay.cr_vHit;
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}
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vDesired -= vDirection/10.0f;
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m_vDstOld = m_vDst;
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m_vDst = vDesired;
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// stretch model
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FLOAT fStretch = (plSource.pl_PositionVector - vDesired).Length();
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//GetModelObject()->mo_Stretch(3) = fStretch;
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GetModelObject()->mo_Stretch(3) = 0.001f;
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// set your new placement
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CPlacement3D plSet;
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plSet.pl_PositionVector = vDesired;
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plSet.pl_OrientationAngle = plSource.pl_OrientationAngle;
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SetPlacement(plSet);
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m_ctPasses++;
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};
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/************************************************************
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* FIRE FUNCTIONS *
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************************************************************/
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// prepare Bullet
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void PrepareBullet(const CPlacement3D &plBullet) {
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// create bullet
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penBullet = CreateEntity(plBullet, CLASS_BULLET);
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// init bullet
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EBulletInit eInit;
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eInit.penOwner = ((CPlayerWeapons&)*m_penOwner).m_penPlayer;
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eInit.fDamage = HIT_DAMAGE;
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penBullet->Initialize(eInit);
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((CBullet&)*penBullet).m_EdtDamage = DMT_BULLET;
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};
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// fire
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void Fire(const CPlacement3D &plSource) {
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if (!IsOfClass(m_penOwner, "Player Weapons")) { return; }
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// fire lerped bullets
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PrepareBullet(plSource);
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((CBullet&)*penBullet).CalcTarget(HIT_DISTANCE);
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((CBullet&)*penBullet).m_fBulletSize = 0.5f;
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((CBullet&)*penBullet).CalcJitterTarget(0.02f*HIT_DISTANCE);
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((CBullet&)*penBullet).LaunchBullet(TRUE, FALSE, TRUE);
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((CBullet&)*penBullet).DestroyBullet();
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};
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// destroy yourself
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void DestroyGhostBusterRay(void) {
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Destroy();
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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(EGhostBusterRay egbr) {
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// store owner
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ASSERT(egbr.penOwner!=NULL);
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m_penOwner = egbr.penOwner;
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// initialization
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InitAsModel();
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SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
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SetCollisionFlags(ECF_IMMATERIAL);
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SetModel(MODEL_RAY);
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SetModelMainTexture(TEXTURE_RAY);
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try {
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m_aoLightAnim.SetData_t(CTFILENAME("Animations\\GhostbusterLightning.ani"));
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m_aoLightAnim.PlayAnim(0,AOF_LOOPING);
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} catch (char *strError) {
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CPrintF("%s", strError);
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}
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// setup light source
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SetupLightSource();
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// add to movers list
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AddToMovers();
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m_ctPasses = 0;
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return;
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}
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};
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