mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-22 18:30:27 +01:00
421 lines
14 KiB
C++
421 lines
14 KiB
C++
502
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%{
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#include "Entities/StdH/StdH.h"
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#define BLOOD_SPILL_RED RGBAToColor(250,20,20,255)
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#define BLOOD_SPILL_GREEN RGBAToColor(0,250,0,255)
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%}
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uses "Entities/BasicEffects";
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uses "Engine/Classes/MovableEntity";
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// input parameters for bullet
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event EBulletInit {
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CEntityPointer penOwner, // who launched it
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FLOAT fDamage, // damage
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};
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// hit enum
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enum BulletHitType {
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0 BHT_NONE "", // none
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1 BHT_FLESH "", // flesh
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2 BHT_BRUSH_STONE "", // brush stone
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3 BHT_BRUSH_SAND "", // brush sand
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4 BHT_BRUSH_WATER "", // brush water
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5 BHT_BRUSH_UNDER_WATER "", // brush under water
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6 BHT_ACID "", // acid
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7 BHT_BRUSH_RED_SAND "", // brush red sand
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};
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%{
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void CBullet_OnPrecache(CDLLEntityClass *pdec, INDEX iUser)
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{
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pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_BULLETSTAINSTONE);
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pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_BULLETSTAINSAND);
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pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_BULLETSTAINREDSAND);
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pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_BULLETSTAINWATER);
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pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_BULLETSTAINSTONENOSOUND);
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pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_BULLETSTAINSANDNOSOUND);
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pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_BULLETSTAINREDSANDNOSOUND);
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pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_BULLETSTAINWATERNOSOUND);
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pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_BLOODSPILL);
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pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_BULLETTRAIL);
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}
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%}
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class export CBullet : CEntity {
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name "Bullet";
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thumbnail "";
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features "ImplementsOnPrecache";
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properties:
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1 CEntityPointer m_penOwner, // entity which owns it
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2 FLOAT m_fDamage = 0.0f, // damage
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3 FLOAT3D m_vTarget = FLOAT3D(0,0,0), // bullet target point in space
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4 FLOAT3D m_vTargetCopy = FLOAT3D(0,0,0), // copy of bullet target point in space for jitter
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6 FLOAT3D m_vHitPoint = FLOAT3D(0,0,0), // hit point
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8 INDEX m_iBullet = 0, // bullet for lerped launch
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9 enum DamageType m_EdtDamage = DMT_BULLET, // damage type
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10 FLOAT m_fBulletSize = 0.0f, // bullet can have radius, for hitting models only
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components:
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1 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl"
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functions:
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/************************************************************
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* BULLET LAUNCH *
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************************************************************/
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// set bullet damage
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void SetDamage(FLOAT fDamage) {
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m_fDamage = fDamage;
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};
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// calc jitter target
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void CalcTarget(FLOAT fRange) {
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// destination in bullet direction
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AnglesToDirectionVector(GetPlacement().pl_OrientationAngle, m_vTarget);
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m_vTarget *= fRange;
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m_vTarget += GetPlacement().pl_PositionVector;
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m_vTargetCopy = m_vTarget;
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};
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void CalcTarget(CEntity *pen, FLOAT fRange) {
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FLOAT3D vTarget;
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// target body
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EntityInfo *peiTarget = (EntityInfo*) (pen->GetEntityInfo());
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GetEntityInfoPosition(pen, peiTarget->vTargetCenter, vTarget);
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// calculate
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m_vTarget = (vTarget - GetPlacement().pl_PositionVector).Normalize();
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m_vTarget *= fRange;
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m_vTarget += GetPlacement().pl_PositionVector;
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m_vTargetCopy = m_vTarget;
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};
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// calc jitter target - !!! must call CalcTarget first !!!
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void CalcJitterTarget(FLOAT fR) {
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FLOAT3D vJitter;
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/* My Sphere
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FLOAT fXZ = FRnd()*360.0f;
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FLOAT fXY = FRnd()*360.0f;
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// sphere
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fR *= FRnd();
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vJitter(1) = CosFast(fXZ)*CosFast(fXY)*fR;
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vJitter(2) = CosFast(fXZ)*SinFast(fXY)*fR;
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vJitter(3) = SinFast(fXZ)*fR;*/
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// comp graphics algorithms sphere
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FLOAT fZ = FRnd()*2.0f - 1.0f;
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FLOAT fA = FRnd()*360.0f;
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FLOAT fT = Sqrt(1-(fZ*fZ));
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vJitter(1) = fT * CosFast(fA);
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vJitter(2) = fT * SinFast(fA);
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vJitter(3) = fZ;
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vJitter = vJitter*fR*FRnd();
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// target
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m_vTarget = m_vTargetCopy + vJitter;
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};
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// calc jitter target asymetric - !!! must call CalcTarget first !!!
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void CalcJitterTargetFixed(FLOAT fX, FLOAT fY, FLOAT fJitter) {
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FLOAT fRndX = FRnd()*2.0f - 1.0f;
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FLOAT fRndY = FRnd()*2.0f - 1.0f;
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FLOAT3D vX, vY;
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const FLOATmatrix3D &m=GetRotationMatrix();
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vX(1) = m(1,1); vX(2) = m(2,1); vX(3) = m(3,1);
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vY(1) = m(1,2); vY(2) = m(2,2); vY(3) = m(3,2);
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// target
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m_vTarget = m_vTargetCopy + (vX*(fX+fRndX*fJitter)) + (vY*(fY+fRndY*fJitter));
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};
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// launch one bullet
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void LaunchBullet(BOOL bSound, BOOL bTrail, BOOL bHitFX)
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{
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// cast a ray to find bullet target
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CCastRay crRay( m_penOwner, GetPlacement().pl_PositionVector, m_vTarget);
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crRay.cr_bHitPortals = TRUE;
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crRay.cr_bHitTranslucentPortals = TRUE;
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crRay.cr_ttHitModels = CCastRay::TT_COLLISIONBOX;
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crRay.cr_bPhysical = FALSE;
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crRay.cr_fTestR = m_fBulletSize;
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FLOAT3D vHitDirection;
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AnglesToDirectionVector(GetPlacement().pl_OrientationAngle, vHitDirection);
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INDEX ctCasts = 0;
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while( ctCasts<10)
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{
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if(ctCasts == 0)
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{
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// perform first cast
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GetWorld()->CastRay(crRay);
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}
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else
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{
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// next casts
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GetWorld()->ContinueCast(crRay);
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}
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ctCasts++;
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// stop casting if nothing hit
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if (crRay.cr_penHit==NULL)
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{
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break;
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}
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// apply damage
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InflictDirectDamage(crRay.cr_penHit, m_penOwner, m_EdtDamage, m_fDamage,
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crRay.cr_vHit, vHitDirection);
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m_vHitPoint = crRay.cr_vHit;
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// if brush hitted
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if (crRay.cr_penHit->GetRenderType()==RT_BRUSH && crRay.cr_pbpoBrushPolygon!=NULL)
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{
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CBrushPolygon *pbpo = crRay.cr_pbpoBrushPolygon;
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FLOAT3D vHitNormal = FLOAT3D(pbpo->bpo_pbplPlane->bpl_plAbsolute);
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// obtain surface type
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INDEX iSurfaceType = pbpo->bpo_bppProperties.bpp_ubSurfaceType;
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BulletHitType bhtType = BHT_BRUSH_STONE;
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// get content type
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INDEX iContent = pbpo->bpo_pbscSector->GetContentType();
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CContentType &ct = GetWorld()->wo_actContentTypes[iContent];
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// if this is under water polygon
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if( ct.ct_ulFlags&CTF_BREATHABLE_GILLS)
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{
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// if we hit water surface
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if( iSurfaceType==SURFACE_WATER)
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{
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vHitNormal = -vHitNormal;
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bhtType=BHT_BRUSH_WATER;
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}
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// if we hit stone under water
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else
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{
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bhtType=BHT_BRUSH_UNDER_WATER;
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}
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}
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else
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{
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if( iSurfaceType==SURFACE_SAND) {bhtType=BHT_BRUSH_SAND;}
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if( iSurfaceType==SURFACE_RED_SAND) {bhtType=BHT_BRUSH_RED_SAND;}
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if( iSurfaceType==SURFACE_WATER) {bhtType=BHT_BRUSH_WATER;}
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}
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// spawn hit effect
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BOOL bPassable = pbpo->bpo_ulFlags & (BPOF_PASSABLE|BPOF_SHOOTTHRU);
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if (!bPassable || iSurfaceType==SURFACE_WATER) {
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SpawnHitTypeEffect(bhtType, bSound, vHitNormal, crRay.cr_vHit, vHitDirection, FLOAT3D(0.0f, 0.0f, 0.0f));
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}
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if(!bPassable) {
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break;
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}
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// if not brush
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} else {
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// if flesh entity
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if (crRay.cr_penHit->GetEntityInfo()!=NULL) {
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if( ((EntityInfo*)crRay.cr_penHit->GetEntityInfo())->Eeibt == EIBT_FLESH)
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{
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CEntity *penOfFlesh = crRay.cr_penHit;
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FLOAT3D vHitNormal = (GetPlacement().pl_PositionVector-m_vTarget).Normalize();
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FLOAT3D vOldHitPos = crRay.cr_vHit;
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FLOAT3D vDistance;
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// look behind the entity (for back-stains)
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GetWorld()->ContinueCast(crRay);
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if( crRay.cr_penHit!=NULL && crRay.cr_pbpoBrushPolygon!=NULL &&
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crRay.cr_penHit->GetRenderType()==RT_BRUSH)
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{
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vDistance = crRay.cr_vHit-vOldHitPos;
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vHitNormal = FLOAT3D(crRay.cr_pbpoBrushPolygon->bpo_pbplPlane->bpl_plAbsolute);
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}
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else
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{
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vDistance = FLOAT3D(0.0f, 0.0f, 0.0f);
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vHitNormal = FLOAT3D(0,0,0);
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}
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if(IsOfClass(penOfFlesh, "Gizmo") ||
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IsOfClass(penOfFlesh, "Beast"))
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{
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// spawn green blood hit spill effect
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SpawnHitTypeEffect(BHT_ACID, bSound, vHitNormal, crRay.cr_vHit, vHitDirection, vDistance);
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}
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else
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{
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// spawn red blood hit spill effect
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SpawnHitTypeEffect(BHT_FLESH, bSound, vHitNormal, crRay.cr_vHit, vHitDirection, vDistance);
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}
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break;
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}
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}
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// stop casting ray if not brush
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break;
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}
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}
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if( bTrail)
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{
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SpawnTrail();
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}
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};
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// destroy yourself
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void DestroyBullet(void) {
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Destroy();
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};
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/************************************************************
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* EFFECTS *
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************************************************************/
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// spawn effect from hit type
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void SpawnHitTypeEffect(enum BulletHitType bhtType, BOOL bSound, FLOAT3D vHitNormal, FLOAT3D vHitPoint,
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FLOAT3D vDirection, FLOAT3D vDistance)
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{
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switch (bhtType)
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{
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case BHT_BRUSH_STONE:
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case BHT_BRUSH_SAND:
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case BHT_BRUSH_RED_SAND:
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case BHT_BRUSH_WATER:
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case BHT_BRUSH_UNDER_WATER:
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{
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// bullet stain
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ESpawnEffect ese;
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if( bSound)
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{
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if( bhtType == BHT_BRUSH_STONE) {ese.betType = BET_BULLETSTAINSTONE;};
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if( bhtType == BHT_BRUSH_SAND) {ese.betType = BET_BULLETSTAINSAND;};
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if( bhtType == BHT_BRUSH_RED_SAND) {ese.betType = BET_BULLETSTAINREDSAND;};
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if( bhtType == BHT_BRUSH_WATER) {ese.betType = BET_BULLETSTAINWATER;};
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if( bhtType == BHT_BRUSH_UNDER_WATER) {ese.betType = BET_BULLETSTAINUNDERWATER;};
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}
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else
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{
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if( bhtType == BHT_BRUSH_STONE) {ese.betType = BET_BULLETSTAINSTONENOSOUND;};
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if( bhtType == BHT_BRUSH_SAND) {ese.betType = BET_BULLETSTAINSANDNOSOUND;};
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if( bhtType == BHT_BRUSH_RED_SAND) {ese.betType = BET_BULLETSTAINREDSANDNOSOUND;};
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if( bhtType == BHT_BRUSH_WATER) {ese.betType = BET_BULLETSTAINWATERNOSOUND;};
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if( bhtType == BHT_BRUSH_UNDER_WATER) {ese.betType = BET_BULLETSTAINUNDERWATERNOSOUND;};
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}
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ese.vNormal = vHitNormal;
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ese.colMuliplier = C_WHITE|CT_OPAQUE;
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FLOAT3D vDirection = (vHitPoint-GetPlacement().pl_PositionVector).Normalize();
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// reflect direction arround normal
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FLOAT fNx = vHitNormal(1);
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FLOAT fNy = vHitNormal(2);
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FLOAT fNz = vHitNormal(3);
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FLOAT fNV = fNx*vDirection(1) + fNy*vDirection(2) + fNz*vDirection(3);
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FLOAT fRVx = vDirection(1) - 2*fNx*fNV;
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FLOAT fRVy = vDirection(2) - 2*fNy*fNV;
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FLOAT fRVz = vDirection(3) - 2*fNz*fNV;
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ese.vStretch = FLOAT3D( fRVx, fRVy, fRVz);
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SpawnEffect(vHitPoint, ese);
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break;
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}
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case BHT_FLESH:
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case BHT_ACID:
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{
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// spawn bullet entry wound
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ESpawnEffect ese;
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ese.colMuliplier = C_WHITE|CT_OPAQUE;
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// if there is exit wound blood spill place
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FLOAT fDistance = vDistance.Length();
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if( fDistance>0.01f && !(IRnd()%2) )
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{
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// spawn bullet exit wound blood patch
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ese.betType = BET_BLOODSPILL;
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if( bhtType == BHT_ACID)
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{
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ese.colMuliplier = BLOOD_SPILL_GREEN;
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}
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else
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{
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ese.colMuliplier = BLOOD_SPILL_RED;
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}
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ese.vNormal = vHitNormal;
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if (fDistance<25.0f)
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{
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GetNormalComponent( vDistance/fDistance, vHitNormal, ese.vDirection);
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FLOAT fLength = ese.vDirection.Length();
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fLength = Clamp( fLength*3, 1.0f, 3.0f);
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fDistance = Clamp( log10(fDistance), 0.5f, 2.0f);
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ese.vStretch = FLOAT3D( fDistance, fLength*fDistance, 1.0f);
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SpawnEffect(vHitPoint, ese);
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}
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}
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break;
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}
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}
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};
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// spawn trail of this bullet
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void SpawnTrail(void)
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{
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// get bullet path positions
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const FLOAT3D &v0 = GetPlacement().pl_PositionVector;
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const FLOAT3D &v1 = m_vHitPoint;
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// calculate distance
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FLOAT3D vD = v1-v0;
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FLOAT fD = vD.Length();
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// if too short
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if (fD<1.0f) {
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// no trail
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return;
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}
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// length must be such that it doesn't get out of path
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FLOAT fLen = Min(20.0f, fD);
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// position is random, but it must not make trail go out of path
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FLOAT3D vPos;
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if (fLen<fD) {
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vPos = Lerp(v0, v1, FRnd()*(fD-fLen)/fD);
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} else {
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vPos = v0;
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}
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ESpawnEffect ese;
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UBYTE ubRndH = UBYTE( 8+FRnd()*32);
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UBYTE ubRndS = UBYTE( 8+FRnd()*32);
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UBYTE ubRndV = UBYTE( 224+FRnd()*32);
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UBYTE ubRndA = UBYTE( 32+FRnd()*128);
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ese.colMuliplier = HSVToColor(ubRndH, ubRndS, ubRndV)|ubRndA;
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ese.betType = BET_BULLETTRAIL;
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ese.vNormal = vD/fD;
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ese.vStretch = FLOAT3D(0.1f, fLen, 1.0f);
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SpawnEffect(vPos , ese);
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}
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// spawn effect
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void SpawnEffect(const FLOAT3D &vHit, const ESpawnEffect &eSpawnEffect)
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{
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FLOAT3D vDirection;
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vDirection = (m_vTarget-GetPlacement().pl_PositionVector).Normalize();
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CPlacement3D plHit = CPlacement3D(vHit-vDirection*0.1f, GetPlacement().pl_OrientationAngle);
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CEntityPointer penHit = CreateEntity(plHit , CLASS_BASIC_EFFECT);
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penHit->Initialize(eSpawnEffect);
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};
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procedures:
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Main(EBulletInit eInit)
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{
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// remember the initial parameters
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ASSERT(eInit.penOwner!=NULL);
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m_penOwner = eInit.penOwner;
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m_fDamage = eInit.fDamage;
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InitAsVoid();
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SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
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SetCollisionFlags(ECF_IMMATERIAL);
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// for lerped launch
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m_iBullet = 0;
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return;
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};
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};
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