mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-22 10:20:26 +01:00
3814 lines
132 KiB
C++
3814 lines
132 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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501
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%{
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#include "StdH.h"
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#include "Models/Weapons/Laser/Projectile/LaserProjectile.h"
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#include "EntitiesMP/EnemyBase.h"
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//#include "EntitiesMP/Dragonman.h"
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#include "Models/Enemies/Elementals/Projectile/IcePyramid.h"
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#include "Models/Enemies/ElementalLava/Projectile/LavaStone.h"
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#include "Models/Enemies/ElementalLava/Projectile/LavaBomb.h"
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#include "Models/Enemies/Headman/Projectile/Blade.h"
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#include "Models/Enemies/Huanman/Projectile/Projectile.h"
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#include "Models/Enemies/Cyborg/Projectile/LaserProjectile.h"
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#include "ModelsMP/Enemies/Grunt/Projectile/GruntProjectile.h"
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#include "ModelsMP/Enemies/Guffy/Projectile/GuffyProjectile.h"
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#include "ModelsMP/Enemies/ExotechLarva/Weapons/PlasmaGun.h"
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#include "EntitiesMP/PlayerWeapons.h"
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#include "EntitiesMP/Shooter.h"
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#define DEVIL_LASER_SPEED 100.0f
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#define DEVIL_ROCKET_SPEED 60.0f
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%}
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uses "EntitiesMP/BasicEffects";
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uses "EntitiesMP/Light";
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uses "EntitiesMP/Flame";
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enum ProjectileType {
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0 PRT_ROCKET "Rocket", // player rocket
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1 PRT_GRENADE "Grenade", // player grenade
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2 PRT_FLAME "Flame", // player flamer flame
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3 PRT_LASER_RAY "Laser", // player laser ray
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4 PRT_WALKER_ROCKET "WalkerRocket", // walker rocket
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10 PRT_CATMAN_FIRE "Catman", // catman fire
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11 PRT_HEADMAN_FIRECRACKER "Firecracker", // headman firecracker
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12 PRT_HEADMAN_ROCKETMAN "Rocketman", // headman rocketman
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13 PRT_HEADMAN_BOMBERMAN "Bomberman", // headman bomberman
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14 PRT_BONEMAN_FIRE "Boneman", // boneman fire
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15 PRT_WOMAN_FIRE "Woman", // woman fire
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16 PRT_DRAGONMAN_FIRE "Dragonman", // dragonman fire
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17 PRT_DRAGONMAN_STRONG_FIRE "Dragonman Strong", // dragonman strong fire
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18 PRT_STONEMAN_FIRE "Stoneman", // stoneman fire rock
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19 PRT_STONEMAN_BIG_FIRE "Stoneman Big", // stoneman big fire rock
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20 PRT_STONEMAN_LARGE_FIRE "Stoneman Large", // stoneman large fire rock
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21 PRT_LAVAMAN_BIG_BOMB "Lavaman Big Bomb", // lavaman big bomb
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22 PRT_LAVAMAN_BOMB "Lavaman Bomb", // lavaman bomb
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23 PRT_LAVAMAN_STONE "Lavaman Stone", // lavaman rock projectile
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27 PRT_ICEMAN_FIRE "Iceman", // iceman ice cube
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28 PRT_ICEMAN_BIG_FIRE "Iceman Big", // iceman big ice cube
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29 PRT_ICEMAN_LARGE_FIRE "Iceman Large", // iceman large ice cube
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41 PRT_HUANMAN_FIRE "Huanman", // huanman fire
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42 PRT_FISHMAN_FIRE "Fishman", // fishman fire
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43 PRT_MANTAMAN_FIRE "Mantaman", // mantaman fire
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44 PRT_CYBORG_LASER "Cyborg Laser", // cyborg laser
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45 PRT_CYBORG_BOMB "Cyborg Bomb", // cyborg bomb
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50 PRT_LAVA_COMET "Lava Comet", // lava comet
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51 PRT_BEAST_PROJECTILE "Beast Projectile", // beast projectile
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52 PRT_BEAST_BIG_PROJECTILE "Beast Big Projectile", // big beast projectile
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53 PRT_BEAST_DEBRIS "Beast Debris", // beast projectile's debris
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54 PRT_BEAST_BIG_DEBRIS "Beast Big Debris", // big beast projectile's debris
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55 PRT_DEVIL_LASER "Devil Laser", // devil laser
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56 PRT_DEVIL_ROCKET "Devil Rocket", // devil rocket
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57 PRT_DEVIL_GUIDED_PROJECTILE "Devil Guided Projectile", // devil guided projectile
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60 PRT_GRUNT_PROJECTILE_SOL "Grunt Soldier Laser", // grunt laser
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64 PRT_GRUNT_PROJECTILE_COM "Grunt Commander Laser", // grunt commander laser
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61 PRT_GUFFY_PROJECTILE "Guffy Projectile", // guffy rocket
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62 PRT_DEMON_FIREBALL "Demon Fireball", // demon fireball
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63 PRT_DEMON_FIREBALL_DEBRIS "Demon Fireball Debris", // demon fireball debris
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70 PRT_SHOOTER_WOODEN_DART "Shooter Wooden Dart", // shooter's wooden dart
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71 PRT_SHOOTER_FIREBALL "Shooter Fireball", // shooter's fireball
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72 PRT_SHOOTER_FLAME "Shooter Flame", // shooter's flame
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73 PRT_LARVA_PLASMA "ExotechLarva Plasma", //exotech larva plasma gun
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74 PRT_LARVA_TAIL_PROJECTILE "ExotechLarva Tail Projectile", //exotech larva tail projectile
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75 PRT_AIRELEMENTAL_WIND "Air Elemental Wind Blast", //air elemental wind blast
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76 PRT_AFTERBURNER_DEBRIS "Afterburner debris",
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77 PRT_METEOR "Meteor",
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};
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enum ProjectileMovingType {
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0 PMT_FLYING "", // flying through space
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1 PMT_SLIDING "", // sliding on floor
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2 PMT_GUIDED "", // guided projectile
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3 PMT_GUIDED_FAST "", // fast guided projectile
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4 PMT_FLYING_REBOUNDING "", // flying and rebounding from walls a few times
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5 PMT_GUIDED_SLIDING "", // sliding on floor and guided at the same time
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};
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// input parameter for launching the projectile
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event ELaunchProjectile {
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CEntityPointer penLauncher, // who launched it
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enum ProjectileType prtType, // type of projectile
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FLOAT fSpeed, // optional - projectile speed (only for some projectiles)
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FLOAT fStretch, // optional - projectile stretch (only for some projectiles)
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};
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%{
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#define DRAGONMAN_NORMAL 0
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#define DRAGONMAN_STRONG 1
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#define ELEMENTAL_LARGE 2
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#define ELEMENTAL_BIG 1
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#define ELEMENTAL_NORMAL 0
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#define ELEMENTAL_STONEMAN 0
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#define ELEMENTAL_LAVAMAN 1
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#define ELEMENTAL_ICEMAN 2
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void CProjectile_OnInitClass(void)
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{
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}
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void CProjectile_OnPrecache(CDLLEntityClass *pdec, INDEX iUser)
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{
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pdec->PrecacheTexture(TEX_REFL_BWRIPLES01);
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pdec->PrecacheTexture(TEX_REFL_BWRIPLES02);
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pdec->PrecacheTexture(TEX_REFL_LIGHTMETAL01);
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pdec->PrecacheTexture(TEX_REFL_LIGHTBLUEMETAL01);
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pdec->PrecacheTexture(TEX_REFL_DARKMETAL);
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pdec->PrecacheTexture(TEX_REFL_PURPLE01);
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pdec->PrecacheTexture(TEX_SPEC_WEAK);
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pdec->PrecacheTexture(TEX_SPEC_MEDIUM);
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pdec->PrecacheTexture(TEX_SPEC_STRONG);
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switch ((ProjectileType)iUser) {
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case PRT_ROCKET :
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case PRT_WALKER_ROCKET :
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case PRT_DEVIL_ROCKET :
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pdec->PrecacheModel(MODEL_ROCKET );
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pdec->PrecacheTexture(TEXTURE_ROCKET);
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pdec->PrecacheSound(SOUND_FLYING );
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pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_ROCKET);
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pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_EXPLOSIONSTAIN);
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pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_SHOCKWAVE);
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pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_ROCKET_PLANE);
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break;
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case PRT_GRENADE:
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pdec->PrecacheModel(MODEL_GRENADE);
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pdec->PrecacheTexture(TEXTURE_GRENADE);
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pdec->PrecacheSound(SOUND_GRENADE_BOUNCE);
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pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_GRENADE);
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pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_EXPLOSIONSTAIN);
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pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_SHOCKWAVE);
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pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_GRENADE_PLANE);
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break;
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case PRT_FLAME:
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pdec->PrecacheModel(MODEL_FLAME);
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pdec->PrecacheClass(CLASS_FLAME);
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break;
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case PRT_LASER_RAY:
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pdec->PrecacheModel(MODEL_LASER );
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pdec->PrecacheTexture(TEXTURE_GREEN_LASER );
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pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_LASERWAVE);
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break;
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case PRT_GRUNT_PROJECTILE_SOL:
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pdec->PrecacheModel(MODEL_GRUNT_PROJECTILE );
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pdec->PrecacheTexture(TEXTURE_GRUNT_PROJECTILE_01 );
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pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_LASERWAVE);
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break;
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case PRT_GRUNT_PROJECTILE_COM:
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pdec->PrecacheModel(MODEL_GRUNT_PROJECTILE );
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pdec->PrecacheTexture(TEXTURE_GRUNT_PROJECTILE_02 );
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pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_LASERWAVE);
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break;
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case PRT_CATMAN_FIRE:
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pdec->PrecacheModel(MODEL_CATMAN_FIRE );
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pdec->PrecacheTexture(TEXTURE_CATMAN_FIRE );
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break;
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case PRT_HEADMAN_FIRECRACKER:
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pdec->PrecacheModel(MODEL_HEADMAN_FIRECRACKER );
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pdec->PrecacheTexture(TEXTURE_HEADMAN_FIRECRACKER );
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break;
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case PRT_HEADMAN_ROCKETMAN:
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pdec->PrecacheModel(MODEL_HEADMAN_BLADE );
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pdec->PrecacheTexture(TEXTURE_HEADMAN_BLADE );
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pdec->PrecacheModel(MODEL_HEADMAN_BLADE_FLAME );
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pdec->PrecacheTexture(TEXTURE_HEADMAN_BLADE_FLAME );
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break;
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case PRT_HEADMAN_BOMBERMAN:
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pdec->PrecacheModel(MODEL_HEADMAN_BOMB );
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pdec->PrecacheTexture(TEXTURE_HEADMAN_BOMB );
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pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_BOMB);
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pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_EXPLOSIONSTAIN);
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pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_GRENADE_PLANE);
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break;
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case PRT_BONEMAN_FIRE:
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pdec->PrecacheModel(MODEL_BONEMAN_FIRE );
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pdec->PrecacheTexture(TEXTURE_BONEMAN_FIRE );
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break;
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case PRT_WOMAN_FIRE:
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pdec->PrecacheModel(MODEL_WOMAN_FIRE );
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pdec->PrecacheTexture(TEXTURE_WOMAN_FIRE );
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break;
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case PRT_DRAGONMAN_FIRE:
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case PRT_DRAGONMAN_STRONG_FIRE:
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pdec->PrecacheModel(MODEL_DRAGONMAN_FIRE );
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pdec->PrecacheTexture(TEXTURE_DRAGONMAN_FIRE1 );
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pdec->PrecacheTexture(TEXTURE_DRAGONMAN_FIRE2 );
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break;
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case PRT_STONEMAN_FIRE:
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case PRT_STONEMAN_BIG_FIRE:
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case PRT_STONEMAN_LARGE_FIRE:
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pdec->PrecacheModel(MODEL_ELEM_STONE );
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pdec->PrecacheTexture(TEXTURE_ELEM_STONE );
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break;
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case PRT_LAVAMAN_BIG_BOMB:
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case PRT_LAVAMAN_BOMB:
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case PRT_LAVAMAN_STONE:
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pdec->PrecacheModel(MODEL_ELEM_LAVA_STONE);
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pdec->PrecacheModel(MODEL_ELEM_LAVA_STONE_FLARE);
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pdec->PrecacheModel(MODEL_ELEM_LAVA_BOMB);
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pdec->PrecacheModel(MODEL_ELEM_LAVA_BOMB_FLARE);
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pdec->PrecacheTexture(TEXTURE_ELEM_LAVA_STONE);
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pdec->PrecacheTexture(TEXTURE_ELEM_LAVA_STONE_FLARE );
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pdec->PrecacheTexture(TEXTURE_ELEM_LAVA_BOMB);
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pdec->PrecacheTexture(TEXTURE_ELEM_LAVA_BOMB_FLARE);
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pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_SHOCKWAVE);
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pdec->PrecacheClass(CLASS_BLOOD_SPRAY);
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break;
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case PRT_METEOR:
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pdec->PrecacheSound(SOUND_FLYING );
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pdec->PrecacheSound(SOUND_METEOR_BLAST );
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pdec->PrecacheModel(MODEL_ELEM_LAVA_BOMB);
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pdec->PrecacheTexture(TEXTURE_ELEM_LAVA_BOMB);
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pdec->PrecacheClass(CLASS_BLOOD_SPRAY);
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pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_CANNON);
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break;
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case PRT_ICEMAN_FIRE:
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case PRT_ICEMAN_BIG_FIRE:
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case PRT_ICEMAN_LARGE_FIRE:
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pdec->PrecacheModel(MODEL_ELEM_ICE );
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pdec->PrecacheModel(MODEL_ELEM_ICE_FLARE );
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pdec->PrecacheTexture(TEXTURE_ELEM_ICE );
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//pdec->PrecacheTexture(TEXTURE_ELEM_ICE_FLARE);
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break;
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case PRT_HUANMAN_FIRE:
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pdec->PrecacheModel(MODEL_HUANMAN_FIRE );
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pdec->PrecacheTexture(TEXTURE_HUANMAN_FIRE );
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pdec->PrecacheModel(MODEL_HUANMAN_FLARE );
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pdec->PrecacheTexture(TEXTURE_HUANMAN_FLARE );
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break;
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case PRT_FISHMAN_FIRE:
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pdec->PrecacheModel(MODEL_FISHMAN_FIRE );
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pdec->PrecacheTexture(TEXTURE_FISHMAN_FIRE );
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break;
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case PRT_MANTAMAN_FIRE:
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pdec->PrecacheModel(MODEL_MANTAMAN_FIRE );
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pdec->PrecacheTexture(TEXTURE_MANTAMAN_FIRE );
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break;
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case PRT_DEVIL_LASER:
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/*
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pdec->PrecacheModel(MODEL_DEVIL_LASER );
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pdec->PrecacheTexture(TEXTURE_DEVIL_LASER );
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break;
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*/
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case PRT_CYBORG_LASER:
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case PRT_CYBORG_BOMB:
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pdec->PrecacheModel(MODEL_CYBORG_LASER );
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pdec->PrecacheTexture(TEXTURE_CYBORG_LASER );
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pdec->PrecacheModel(MODEL_CYBORG_BOMB );
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pdec->PrecacheTexture(TEXTURE_CYBORG_BOMB );
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pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_BOMB);
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pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_EXPLOSIONSTAIN);
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pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_GRENADE_PLANE);
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break;
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case PRT_LAVA_COMET:
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pdec->PrecacheModel(MODEL_ELEM_LAVA_STONE);
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pdec->PrecacheModel(MODEL_ELEM_LAVA_STONE_FLARE);
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pdec->PrecacheModel(MODEL_ELEM_LAVA_BOMB);
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pdec->PrecacheModel(MODEL_ELEM_LAVA_BOMB_FLARE);
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pdec->PrecacheTexture(TEXTURE_ELEM_LAVA_STONE);
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pdec->PrecacheTexture(TEXTURE_ELEM_LAVA_STONE_FLARE );
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pdec->PrecacheTexture(TEXTURE_ELEM_LAVA_BOMB);
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pdec->PrecacheTexture(TEXTURE_ELEM_LAVA_BOMB_FLARE);
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pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_SHOCKWAVE);
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pdec->PrecacheClass(CLASS_BLOOD_SPRAY);
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pdec->PrecacheModel(MODEL_LAVA );
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pdec->PrecacheTexture(TEXTURE_LAVA );
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pdec->PrecacheModel(MODEL_LAVA_FLARE );
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pdec->PrecacheTexture(TEXTURE_LAVA_FLARE);
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pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_SHOCKWAVE);
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pdec->PrecacheClass(CLASS_BLOOD_SPRAY);
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break;
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case PRT_BEAST_PROJECTILE:
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case PRT_BEAST_DEBRIS:
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pdec->PrecacheSound(SOUND_BEAST_FLYING );
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pdec->PrecacheModel(MODEL_BEAST_FIRE);
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pdec->PrecacheTexture(TEXTURE_BEAST_FIRE);
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pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_CANNON);
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break;
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case PRT_GUFFY_PROJECTILE:
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pdec->PrecacheSound(SOUND_FLYING );
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pdec->PrecacheModel(MODEL_GUFFY_PROJECTILE );
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pdec->PrecacheTexture(TEXTURE_GUFFY_PROJECTILE );
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pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_ROCKET );
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break;
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case PRT_BEAST_BIG_PROJECTILE:
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case PRT_DEVIL_GUIDED_PROJECTILE:
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case PRT_BEAST_BIG_DEBRIS:
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case PRT_SHOOTER_FIREBALL:
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pdec->PrecacheSound(SOUND_BEAST_FLYING );
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pdec->PrecacheModel(MODEL_BEAST_FIRE);
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pdec->PrecacheTexture(TEXTURE_BEAST_BIG_FIRE);
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pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_LIGHT_CANNON);
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break;
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case PRT_DEMON_FIREBALL:
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case PRT_DEMON_FIREBALL_DEBRIS:
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pdec->PrecacheSound(SOUND_DEMON_FLYING );
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pdec->PrecacheModel(MODEL_DEMON_FIREBALL);
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pdec->PrecacheTexture(TEXTURE_DEMON_FIREBALL);
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pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_LIGHT_CANNON);
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break;
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case PRT_LARVA_PLASMA:
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pdec->PrecacheSound(SOUND_DEMON_FLYING );
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pdec->PrecacheModel(MODEL_LARVA_PLASMA);
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pdec->PrecacheTexture(TEXTURE_LARVA_PLASMA);
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pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_LIGHT_CANNON);
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break;
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case PRT_LARVA_TAIL_PROJECTILE:
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pdec->PrecacheSound(SOUND_LARVETTE );
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pdec->PrecacheModel(MODEL_LARVA_TAIL);
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pdec->PrecacheTexture(TEXTURE_LARVA_TAIL);
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pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_CANNON);
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break;
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case PRT_SHOOTER_WOODEN_DART:
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pdec->PrecacheModel(MODEL_SHTR_WOODEN_DART);
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pdec->PrecacheTexture(TEX_SHTR_WOODEN_DART);
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break;
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case PRT_SHOOTER_FLAME:
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pdec->PrecacheModel(MODEL_FLAME);
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pdec->PrecacheClass(CLASS_FLAME);
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break;
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case PRT_AIRELEMENTAL_WIND:
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pdec->PrecacheModel(MODEL_WINDBLAST);
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pdec->PrecacheTexture(TEXTURE_WINDBLAST);
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break;
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case PRT_AFTERBURNER_DEBRIS:
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pdec->PrecacheModel(MODEL_MARKER);
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pdec->PrecacheTexture(TEXTURE_MARKER);
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break;
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default:
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ASSERT(FALSE);
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}
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}
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%}
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class export CProjectile : CMovableModelEntity {
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name "Projectile";
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thumbnail "";
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features "ImplementsOnInitClass", "ImplementsOnPrecache", "CanBePredictable";
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properties:
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1 CEntityPointer m_penLauncher, // who lanuched it
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2 enum ProjectileType m_prtType = PRT_ROCKET, // type of the projectile
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3 enum ProjectileMovingType m_pmtMove = PMT_FLYING, // projectile moving type
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4 CEntityPointer m_penParticles, // another entity for particles
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5 CEntityPointer m_penTarget, // guided projectile's target
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6 CEntityPointer m_penLastDamaged, // last entity this projectile damaged
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10 FLOAT m_fSpeed = 0.0f, // projectile speed (optional, only for some projectiles)
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11 FLOAT m_fIgnoreTime = 0.0f, // time when laucher will be ignored
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12 FLOAT m_fFlyTime = 0.0f, // fly time before explode/disappear
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13 FLOAT m_fStartTime = 0.0f, // start time when launched
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14 FLOAT m_fDamageAmount = 0.0f, // damage amount when hit something
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15 FLOAT m_fRangeDamageAmount = 0.0f, // range damage amount
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16 FLOAT m_fDamageHotSpotRange = 0.0f, // hot spot range damage for exploding projectile
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17 FLOAT m_fDamageFallOffRange = 0.0f, // fall off range damage for exploding projectile
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18 FLOAT m_fSoundRange = 0.0f, // sound range where explosion can be heard
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19 BOOL m_bExplode = FALSE, // explode -> range damage
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20 BOOL m_bLightSource = FALSE, // projectile is also light source
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21 BOOL m_bCanHitHimself = FALSE, // projectile can him himself
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22 BOOL m_bCanBeDestroyed = FALSE, // projectile can be destroyed from something else
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23 FLOAT m_fWaitAfterDeath = 0.0f, // wait after death for particles
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24 FLOAT m_aRotateSpeed = 0.0f, // speed of rotation for guided projectiles
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25 FLOAT m_tmExpandBox = 0.0f, // expand collision after a few seconds
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26 FLOAT m_tmInvisibility = 0.0f, // don't render before given time
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27 INDEX m_iRebounds = 0, // how many times to rebound
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28 FLOAT m_fStretch=1.0f, // stretch
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30 CSoundObject m_soEffect, // sound channel
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31 CSoundObject m_soExplosion, // sound channel
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35 FLOAT m_fGuidedMaxSpeedFactor = 30.0f, // speed factor for guided projectiles
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50 BOOL bLockedOn = TRUE,
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51 BOOL m_bLeftFlame = FALSE,
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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_BASIC_EFFECT "Classes\\BasicEffect.ecl",
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2 class CLASS_LIGHT "Classes\\Light.ecl",
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3 class CLASS_PROJECTILE "Classes\\Projectile.ecl",
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4 class CLASS_BLOOD_SPRAY "Classes\\BloodSpray.ecl",
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// ********* PLAYER ROCKET *********
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5 model MODEL_ROCKET "Models\\Weapons\\RocketLauncher\\Projectile\\Rocket.mdl",
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6 texture TEXTURE_ROCKET "Models\\Weapons\\RocketLauncher\\Projectile\\Rocket.tex",
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8 sound SOUND_FLYING "Sounds\\Weapons\\RocketFly.wav",
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9 sound SOUND_BEAST_FLYING "Sounds\\Weapons\\ProjectileFly.wav",
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// ********* PLAYER GRENADE *********
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10 model MODEL_GRENADE "Models\\Weapons\\GrenadeLauncher\\Grenade\\Grenade.mdl",
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11 texture TEXTURE_GRENADE "Models\\Weapons\\GrenadeLauncher\\Grenade\\Grenade.tex",
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12 sound SOUND_GRENADE_BOUNCE "Models\\Weapons\\GrenadeLauncher\\Sounds\\Bounce.wav",
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// ********* PLAYER FLAME *********
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15 model MODEL_FLAME "ModelsMP\\Weapons\\Flamer\\Projectile\\Invisible.mdl",
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16 class CLASS_FLAME "Classes\\Flame.ecl",
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// ********* CATMAN FIRE *********
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20 model MODEL_CATMAN_FIRE "Models\\Enemies\\Catman\\Projectile\\Projectile.mdl",
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21 texture TEXTURE_CATMAN_FIRE "Models\\Enemies\\Catman\\Projectile\\Projectile.tex",
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// ********* HEADMAN FIRE *********
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30 model MODEL_HEADMAN_FIRECRACKER "Models\\Enemies\\Headman\\Projectile\\FireCracker.mdl",
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31 texture TEXTURE_HEADMAN_FIRECRACKER "Models\\Enemies\\Headman\\Projectile\\Texture.tex",
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32 model MODEL_HEADMAN_BLADE "Models\\Enemies\\Headman\\Projectile\\Blade.mdl",
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33 texture TEXTURE_HEADMAN_BLADE "Models\\Enemies\\Headman\\Projectile\\Blade.tex",
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34 model MODEL_HEADMAN_BLADE_FLAME "Models\\Enemies\\Headman\\Projectile\\FireTrail.mdl",
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35 texture TEXTURE_HEADMAN_BLADE_FLAME "Models\\Enemies\\Headman\\Projectile\\FireTrail.tex",
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36 model MODEL_HEADMAN_BOMB "Models\\Enemies\\Headman\\Projectile\\Bomb.mdl",
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37 texture TEXTURE_HEADMAN_BOMB "Models\\Enemies\\Headman\\Projectile\\Bomb.tex",
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// ********* LAVA *********
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40 model MODEL_LAVA "Models\\Effects\\Debris\\Lava01\\Lava.mdl",
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41 texture TEXTURE_LAVA "Models\\Effects\\Debris\\Lava01\\Lava.tex",
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42 model MODEL_LAVA_FLARE "Models\\Effects\\Debris\\Lava01\\LavaFlare.mdl",
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43 texture TEXTURE_LAVA_FLARE "Models\\Effects\\Debris\\Lava01\\Flare.tex",
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// ********* PLAYER LASER *********
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50 model MODEL_LASER "Models\\Weapons\\Laser\\Projectile\\LaserProjectile.mdl",
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51 texture TEXTURE_GREEN_LASER "Models\\Weapons\\Laser\\Projectile\\LaserProjectile.tex",
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52 texture TEXTURE_BLUE_LASER "Models\\Weapons\\Laser\\Projectile\\LaserProjectileBlue.tex",
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// ********* BONEMAN FIRE *********
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60 model MODEL_BONEMAN_FIRE "Models\\Enemies\\Boneman\\Projectile\\Projectile.mdl",
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61 texture TEXTURE_BONEMAN_FIRE "Models\\Enemies\\Boneman\\Projectile\\Projectile.tex",
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// ********* WOMAN FIRE *********
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65 model MODEL_WOMAN_FIRE "Models\\Enemies\\Woman\\Projectile\\Projectile.mdl",
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66 texture TEXTURE_WOMAN_FIRE "Models\\Enemies\\Woman\\Projectile\\Projectile.tex",
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// ********* DRAGONMAN FIRE *********
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70 model MODEL_DRAGONMAN_FIRE "Models\\Enemies\\Dragonman\\Projectile\\Projectile.mdl",
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71 texture TEXTURE_DRAGONMAN_FIRE1 "Models\\Enemies\\Dragonman\\Projectile\\Projectile1.tex",
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72 texture TEXTURE_DRAGONMAN_FIRE2 "Models\\Enemies\\Dragonman\\Projectile\\Projectile2.tex",
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// ********* ELEMENTAL FIRE *********
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80 model MODEL_ELEM_STONE "Models\\Enemies\\Elementals\\Projectile\\Stone.mdl",
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81 model MODEL_ELEM_ICE "Models\\Enemies\\Elementals\\Projectile\\IcePyramid.mdl",
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82 model MODEL_ELEM_ICE_FLARE "Models\\Enemies\\Elementals\\Projectile\\IcePyramidFlare.mdl",
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83 model MODEL_ELEM_LAVA_BOMB "Models\\Enemies\\Elementals\\Projectile\\LavaBomb.mdl",
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84 model MODEL_ELEM_LAVA_BOMB_FLARE "Models\\Enemies\\Elementals\\Projectile\\LavaBombFlare.mdl",
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85 model MODEL_ELEM_LAVA_STONE "Models\\Enemies\\Elementals\\Projectile\\LavaStone.mdl",
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86 model MODEL_ELEM_LAVA_STONE_FLARE "Models\\Enemies\\Elementals\\Projectile\\LavaStoneFlare.mdl",
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90 texture TEXTURE_ELEM_STONE "Models\\Enemies\\Elementals\\Projectile\\Stone.tex",
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91 texture TEXTURE_ELEM_ICE "Models\\Enemies\\Elementals\\Projectile\\IcePyramid.tex",
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//92 texture TEXTURE_ELEM_ICE_FLARE "Textures\\Effects\\Flares\\03\\Flare06.tex",
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93 texture TEXTURE_ELEM_LAVA_BOMB "Models\\Enemies\\Elementals\\Projectile\\LavaBomb.tex",
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94 texture TEXTURE_ELEM_LAVA_BOMB_FLARE "Models\\Enemies\\Elementals\\Projectile\\LavaBombFlare.tex",
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95 texture TEXTURE_ELEM_LAVA_STONE "Models\\Enemies\\Elementals\\Projectile\\LavaStone.tex",
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96 texture TEXTURE_ELEM_LAVA_STONE_FLARE "Models\\Enemies\\Elementals\\Projectile\\LavaBombFlare.tex",
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// ********* HUANMAN FIRE *********
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105 model MODEL_HUANMAN_FIRE "Models\\Enemies\\Huanman\\Projectile\\Projectile.mdl",
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106 texture TEXTURE_HUANMAN_FIRE "Models\\Enemies\\Huanman\\Projectile\\Projectile.tex",
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107 model MODEL_HUANMAN_FLARE "Models\\Enemies\\Huanman\\Projectile\\Flare.mdl",
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108 texture TEXTURE_HUANMAN_FLARE "Textures\\Effects\\Flares\\01\\WhiteRedRing66.tex",
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// ********* FISHMAN FIRE *********
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110 model MODEL_FISHMAN_FIRE "Models\\Enemies\\Fishman\\Projectile\\Projectile.mdl",
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111 texture TEXTURE_FISHMAN_FIRE "Models\\Enemies\\Fishman\\Projectile\\Water.tex",
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// ********* FISHMAN FIRE *********
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120 model MODEL_MANTAMAN_FIRE "Models\\Enemies\\Mantaman\\Projectile\\Projectile.mdl",
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121 texture TEXTURE_MANTAMAN_FIRE "Models\\Enemies\\Mantaman\\Projectile\\Water.tex",
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// ********* CYBORG FIRE *********
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130 model MODEL_CYBORG_LASER "Models\\Weapons\\Laser\\Projectile\\LaserProjectile.mdl",
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132 texture TEXTURE_CYBORG_LASER "Models\\Weapons\\Laser\\Projectile\\LaserProjectileBlue.tex",
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133 model MODEL_CYBORG_BOMB "Models\\Enemies\\Cyborg\\Projectile\\Projectile.mdl",
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134 texture TEXTURE_CYBORG_BOMB "Models\\Enemies\\Cyborg\\Projectile\\Projectile.tex",
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// ********* GRUNT PROJECTILES *********
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135 model MODEL_GRUNT_PROJECTILE "ModelsMP\\Enemies\\Grunt\\Projectile\\GruntProjectile.mdl",
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136 texture TEXTURE_GRUNT_PROJECTILE_01 "ModelsMP\\Enemies\\Grunt\\Projectile\\GruntProjectileSoldier.tex",
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137 texture TEXTURE_GRUNT_PROJECTILE_02 "ModelsMP\\Enemies\\Grunt\\Projectile\\GruntProjectileCommander.tex",
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// ********* DEVIL FIRE *********
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/*
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135 model MODEL_DEVIL_LASER "Models\\Enemies\\Devil\\Weapons\\DevilLaserProjectile.mdl",
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136 texture TEXTURE_DEVIL_LASER "Models\\Enemies\\Devil\\Weapons\\DevilLaserProjectile.tex",
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*/
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// ********* BEAST FIRE *********
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140 model MODEL_BEAST_FIRE "Models\\Enemies\\Beast\\Projectile\\Projectile.mdl",
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141 texture TEXTURE_BEAST_FIRE "Models\\Enemies\\Beast\\Projectile\\Projectile.tex",
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142 texture TEXTURE_BEAST_BIG_FIRE "Models\\Enemies\\Beast\\Projectile\\ProjectileBig.tex",
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// ********* DEMON FIREBALL *********
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150 model MODEL_DEMON_FIREBALL "ModelsMP\\Enemies\\Demon\\Projectile\\Projectile.mdl",
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151 texture TEXTURE_DEMON_FIREBALL "ModelsMP\\Enemies\\Demon\\Projectile\\Projectile.tex",
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152 sound SOUND_DEMON_FLYING "SoundsMP\\Weapons\\ProjectileFly.wav",
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// ********** SHOOTERS **********
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160 model MODEL_SHTR_WOODEN_DART "ModelsMP\\Enemies\\Shooters\\Arrow01.mdl",
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161 texture TEX_SHTR_WOODEN_DART "ModelsMP\\Enemies\\Shooters\\Arrow01.tex",
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// ********** GUFFY PROJECTILE **********
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170 model MODEL_GUFFY_PROJECTILE "ModelsMP\\Enemies\\Guffy\\Projectile\\GuffyProjectile.mdl",
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171 texture TEXTURE_GUFFY_PROJECTILE "ModelsMP\\Enemies\\Guffy\\Projectile\\GuffyProjectile.tex",
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// ********** LARVA PROJECTILES **********
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172 model MODEL_LARVA_PLASMA "ModelsMP\\Enemies\\ExotechLarva\\Projectile\\Projectile.mdl",
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173 texture TEXTURE_LARVA_PLASMA "ModelsMP\\Enemies\\ExotechLarva\\Projectile\\Projectile.tex",
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174 model MODEL_LARVA_PLASMA_BALL "ModelsMP\\Enemies\\ExotechLarva\\Weapons\\PlasmaGun.mdl",
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175 texture TEXTURE_LARVA_PLASMA_BALL "ModelsMP\\Enemies\\ExotechLarva\\Weapons\\PlasmaGun.tex",
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176 model MODEL_LARVA_TAIL "ModelsMP\\Enemies\\ExotechLarva\\Projectile\\TailProjectile.mdl",
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177 texture TEXTURE_LARVA_TAIL "ModelsMP\\Enemies\\ExotechLarva\\Projectile\\TailProjectile.tex",
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178 sound SOUND_LARVETTE "ModelsMP\\Enemies\\ExotechLarva\\Sounds\\Squeak.wav",
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// ********** AIR ELEMENTAL WIND BLAST **********
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180 model MODEL_WINDBLAST "ModelsMP\\Enemies\\AirElemental\\Projectile\\WindBlast.mdl",
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181 texture TEXTURE_WINDBLAST "ModelsMP\\Enemies\\AirElemental\\Projectile\\WindBlast.tex",
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// ****************** METEOR ******************
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185 sound SOUND_METEOR_BLAST "SoundsMP\\Weapons\\MeteorBlast.wav",
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// ************** REFLECTIONS **************
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200 texture TEX_REFL_BWRIPLES01 "Models\\ReflectionTextures\\BWRiples01.tex",
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201 texture TEX_REFL_BWRIPLES02 "Models\\ReflectionTextures\\BWRiples02.tex",
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202 texture TEX_REFL_LIGHTMETAL01 "Models\\ReflectionTextures\\LightMetal01.tex",
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203 texture TEX_REFL_LIGHTBLUEMETAL01 "Models\\ReflectionTextures\\LightBlueMetal01.tex",
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204 texture TEX_REFL_DARKMETAL "Models\\ReflectionTextures\\DarkMetal.tex",
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205 texture TEX_REFL_PURPLE01 "Models\\ReflectionTextures\\Purple01.tex",
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// ************** SPECULAR **************
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210 texture TEX_SPEC_WEAK "Models\\SpecularTextures\\Weak.tex",
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211 texture TEX_SPEC_MEDIUM "Models\\SpecularTextures\\Medium.tex",
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212 texture TEX_SPEC_STRONG "Models\\SpecularTextures\\Strong.tex",
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220 model MODEL_MARKER "Models\\Editor\\Axis.mdl",
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221 texture TEXTURE_MARKER "Models\\Editor\\Vector.tex"
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functions:
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// premoving
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void PreMoving(void) {
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if (m_tmExpandBox>0) {
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if (_pTimer->CurrentTick()>m_fStartTime+m_tmExpandBox) {
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ChangeCollisionBoxIndexWhenPossible(1);
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m_tmExpandBox = 0;
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}
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}
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CMovableModelEntity::PreMoving();
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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 flamer flame
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if (m_prtType==PRT_FLAME || m_prtType==PRT_SHOOTER_FLAME) {
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// if came to water
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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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m_fWaitAfterDeath = 0.0f; // immediate stop
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SendEvent(EEnd());
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}
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}
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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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// setup light source
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if( m_bLightSource) {
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SetupLightSource(TRUE);
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}
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}
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// dump sync data to text file
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export void DumpSync_t(CTStream &strm, INDEX iExtensiveSyncCheck) // throw char *
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{
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CMovableModelEntity ::DumpSync_t(strm, iExtensiveSyncCheck);
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strm.FPrintF_t("projectile type: %d\n", m_prtType);
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strm.FPrintF_t("launcher:");
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if (m_penLauncher!=NULL) {
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strm.FPrintF_t("id:%05d '%s'(%s) (%g, %g, %g)\n",
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m_penLauncher->en_ulID,
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m_penLauncher->GetName(), m_penLauncher->GetClass()->ec_pdecDLLClass->dec_strName,
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m_penLauncher->GetPlacement().pl_PositionVector(1),
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m_penLauncher->GetPlacement().pl_PositionVector(2),
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m_penLauncher->GetPlacement().pl_PositionVector(3));
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} else {
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strm.FPrintF_t("<none>\n");
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}
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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( m_bLightSource && !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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export void Copy(CEntity &enOther, ULONG ulFlags)
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{
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CMovableModelEntity::Copy(enOther, ulFlags);
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CProjectile *penOther = (CProjectile *)(&enOther);
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if (ulFlags©_PREDICTOR) {
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//m_lsLightSource;
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//SetupLightSource(); //? is this ok !!!!
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m_bLightSource = FALSE;
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}
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}
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BOOL AdjustShadingParameters(FLOAT3D &vLightDirection, COLOR &colLight, COLOR &colAmbient)
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{
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// if time now is inside invisibility time, don't render model
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CModelObject *pmo = GetModelObject();
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if ( (pmo != NULL) && (_pTimer->GetLerpedCurrentTick() < (m_fStartTime+m_tmInvisibility) ) )
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{
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// make it invisible
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pmo->mo_colBlendColor = 0;
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}
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else
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{
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// make it visible
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pmo->mo_colBlendColor = C_WHITE|CT_OPAQUE;
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}
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return CEntity::AdjustShadingParameters(vLightDirection, colLight, colAmbient);
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}
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// Setup light source
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void SetupLightSource(BOOL bLive)
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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_rHotSpot = 0.0f;
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switch (m_prtType) {
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case PRT_ROCKET:
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case PRT_WALKER_ROCKET:
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case PRT_DEVIL_ROCKET:
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if( bLive)
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{
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lsNew.ls_colColor = 0xA0A080FF;
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}
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else
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{
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lsNew.ls_colColor = C_BLACK|CT_OPAQUE;
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}
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lsNew.ls_rFallOff = 5.0f;
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lsNew.ls_plftLensFlare = &_lftYellowStarRedRingFar;
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break;
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case PRT_GUFFY_PROJECTILE:
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lsNew.ls_colColor = C_BLUE;
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lsNew.ls_rFallOff = 1.5f;
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lsNew.ls_plftLensFlare = NULL;
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case PRT_GRENADE:
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lsNew.ls_colColor = 0x2F1F0F00;
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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 = &_lftYellowStarRedRingFar;
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break;
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case PRT_FLAME:
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lsNew.ls_colColor = C_dORANGE;
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lsNew.ls_rFallOff = 1.0f;
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lsNew.ls_plftLensFlare = NULL;
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break;
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case PRT_LASER_RAY:
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lsNew.ls_colColor = C_vdGREEN;
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lsNew.ls_rFallOff = 1.5f;
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lsNew.ls_plftLensFlare = NULL;
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break;
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case PRT_GRUNT_PROJECTILE_SOL:
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lsNew.ls_colColor = C_vdRED;
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lsNew.ls_rFallOff = 1.5f;
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lsNew.ls_plftLensFlare = NULL;
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break;
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case PRT_GRUNT_PROJECTILE_COM:
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lsNew.ls_colColor = C_vdRED;
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lsNew.ls_rFallOff = 1.5f;
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lsNew.ls_plftLensFlare = NULL;
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break;
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case PRT_CATMAN_FIRE:
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lsNew.ls_colColor = C_BLUE;
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lsNew.ls_rFallOff = 3.5f;
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lsNew.ls_plftLensFlare = &_lftCatmanFireGlow;
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break;
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case PRT_HEADMAN_FIRECRACKER:
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lsNew.ls_colColor = C_ORANGE;
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lsNew.ls_rFallOff = 1.5f;
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lsNew.ls_plftLensFlare = NULL;
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break;
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case PRT_HEADMAN_ROCKETMAN:
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lsNew.ls_colColor = C_YELLOW;
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lsNew.ls_rFallOff = 1.5f;
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lsNew.ls_plftLensFlare = NULL;
|
|
break;
|
|
case PRT_WOMAN_FIRE:
|
|
lsNew.ls_colColor = C_WHITE;
|
|
lsNew.ls_rFallOff = 3.5f;
|
|
lsNew.ls_plftLensFlare = &_lftCatmanFireGlow;
|
|
break;
|
|
case PRT_DRAGONMAN_FIRE:
|
|
lsNew.ls_colColor = C_YELLOW;
|
|
lsNew.ls_rFallOff = 3.5f;
|
|
lsNew.ls_plftLensFlare = &_lftProjectileYellowBubbleGlow;
|
|
break;
|
|
case PRT_DRAGONMAN_STRONG_FIRE:
|
|
lsNew.ls_colColor = C_RED;
|
|
lsNew.ls_rFallOff = 3.5f;
|
|
lsNew.ls_plftLensFlare = &_lftProjectileStarGlow;
|
|
break;
|
|
case PRT_HUANMAN_FIRE:
|
|
lsNew.ls_colColor = C_lBLUE;
|
|
lsNew.ls_rFallOff = 2.0f;
|
|
lsNew.ls_plftLensFlare = NULL;
|
|
break;
|
|
case PRT_FISHMAN_FIRE:
|
|
lsNew.ls_colColor = C_lBLUE;
|
|
lsNew.ls_rFallOff = 2.0f;
|
|
lsNew.ls_plftLensFlare = NULL;
|
|
break;
|
|
case PRT_MANTAMAN_FIRE:
|
|
lsNew.ls_colColor = C_lBLUE;
|
|
lsNew.ls_rFallOff = 2.0f;
|
|
lsNew.ls_plftLensFlare = NULL;
|
|
break;
|
|
case PRT_CYBORG_LASER:
|
|
lsNew.ls_colColor = C_dBLUE;
|
|
lsNew.ls_rFallOff = 1.5f;
|
|
lsNew.ls_plftLensFlare = NULL;
|
|
break;
|
|
case PRT_DEVIL_LASER:
|
|
lsNew.ls_colColor = C_dBLUE;
|
|
lsNew.ls_rFallOff = 5.0f;
|
|
lsNew.ls_plftLensFlare = &_lftYellowStarRedRingFar;
|
|
break;
|
|
case PRT_LARVA_PLASMA:
|
|
lsNew.ls_colColor = C_dBLUE;
|
|
lsNew.ls_rFallOff = 5.0f;
|
|
lsNew.ls_plftLensFlare = &_lftCatmanFireGlow;
|
|
break;
|
|
case PRT_SHOOTER_FIREBALL:
|
|
lsNew.ls_colColor = C_dORANGE;
|
|
lsNew.ls_rFallOff = 5.0f;
|
|
lsNew.ls_plftLensFlare = &_lftYellowStarRedRingFar;
|
|
break;
|
|
case PRT_SHOOTER_FLAME:
|
|
lsNew.ls_colColor = C_dORANGE;
|
|
lsNew.ls_rFallOff = 1.0f;
|
|
lsNew.ls_plftLensFlare = NULL;
|
|
break;
|
|
default:
|
|
ASSERTALWAYS("Unknown light source");
|
|
}
|
|
lsNew.ls_ubPolygonalMask = 0;
|
|
lsNew.ls_paoLightAnimation = NULL;
|
|
|
|
m_lsLightSource.ls_penEntity = this;
|
|
m_lsLightSource.SetLightSource(lsNew);
|
|
}
|
|
|
|
// render particles
|
|
void RenderParticles(void) {
|
|
switch (m_prtType) {
|
|
case PRT_ROCKET:
|
|
case PRT_WALKER_ROCKET: Particles_RocketTrail(this, 1.0f); break;
|
|
case PRT_DEVIL_ROCKET: Particles_RocketTrail(this, 8.0f); break;
|
|
case PRT_GUFFY_PROJECTILE: break;// Particles_RocketTrail(this, 1.0f); break;
|
|
case PRT_GRENADE: {
|
|
//Particles_GrenadeTrail(this);
|
|
FLOAT fSpeedRatio = en_vCurrentTranslationAbsolute.Length()/140.0f;
|
|
Particles_CannonBall(this, fSpeedRatio);
|
|
break;
|
|
}
|
|
case PRT_FLAME: {
|
|
// elapsed time
|
|
FLOAT fLeaderLiving, fFollowerLiving, fInFrontLiving;
|
|
fInFrontLiving=0.05f;
|
|
fLeaderLiving = _pTimer->GetLerpedCurrentTick() - m_fStartTime;
|
|
// not NULL or deleted
|
|
if (m_penParticles!=NULL && !(m_penParticles->GetFlags()&ENF_DELETED)) {
|
|
FLOAT3D vDirLeader=en_vCurrentTranslationAbsolute;
|
|
vDirLeader.Normalize();
|
|
// if last is not flame thrower pipe
|
|
if(IsOfClass(m_penParticles, "Projectile"))
|
|
{
|
|
CProjectile &prLast=(CProjectile &)*m_penParticles;
|
|
// if pre last is flame thrower pipe
|
|
if( IsOfClass(prLast.m_penParticles, "Player Weapons"))
|
|
{
|
|
CPlayerWeapons &plw=(CPlayerWeapons&)*prLast.m_penParticles;
|
|
if(!(plw.GetPlayer()->GetFlags()&ENF_ALIVE))
|
|
{
|
|
return;
|
|
}
|
|
CPlacement3D plPipe, plInFrontOfPipe;
|
|
((CPlayerWeapons&)*prLast.m_penParticles).GetFlamerSourcePlacement(plPipe, plInFrontOfPipe);
|
|
fFollowerLiving = _pTimer->GetLerpedCurrentTick() - ((CProjectile&)*m_penParticles).m_fStartTime;
|
|
FLOAT3D vDirPipeFront;
|
|
AnglesToDirectionVector( plInFrontOfPipe.pl_OrientationAngle, vDirPipeFront);
|
|
vDirPipeFront.Normalize();
|
|
Particles_FlameThrower(GetLerpedPlacement(), plInFrontOfPipe,
|
|
vDirLeader, vDirPipeFront,
|
|
fLeaderLiving, fInFrontLiving, en_ulID, FALSE);
|
|
}
|
|
// draw particles with another projectile
|
|
else
|
|
{
|
|
fFollowerLiving = _pTimer->GetLerpedCurrentTick() - ((CProjectile&)*m_penParticles).m_fStartTime;
|
|
FLOAT3D vDirFollower = ((CMovableModelEntity*)(CEntity*)m_penParticles)->en_vCurrentTranslationAbsolute;
|
|
vDirFollower.Normalize();
|
|
Particles_FlameThrower(GetLerpedPlacement(), m_penParticles->GetLerpedPlacement(),
|
|
vDirLeader, vDirFollower, fLeaderLiving, fFollowerLiving, en_ulID, FALSE);
|
|
}
|
|
// draw particles with player weapons
|
|
} else if (IsOfClass(m_penParticles, "Player Weapons")) {
|
|
CPlayerWeapons &plw=(CPlayerWeapons&)*m_penParticles;
|
|
if(!(plw.GetPlayer()->GetFlags()&ENF_ALIVE))
|
|
{
|
|
return;
|
|
}
|
|
CPlacement3D plPipe, plInFrontOfPipe;
|
|
plw.GetFlamerSourcePlacement(plPipe, plInFrontOfPipe);
|
|
FLOAT3D vDirPipeFront;
|
|
AnglesToDirectionVector( plInFrontOfPipe.pl_OrientationAngle, vDirPipeFront);
|
|
FLOAT3D vViewDir;
|
|
AnglesToDirectionVector( plPipe.pl_OrientationAngle, vViewDir);
|
|
FLOAT3D vDirFollower = vViewDir.Normalize();
|
|
|
|
/*
|
|
Particles_FlameThrower(GetLerpedPlacement(), plPipe,
|
|
vDirLeader, vDirFollower,
|
|
fLeaderLiving, 0.0f, en_ulID, TRUE);
|
|
*/
|
|
|
|
Particles_FlameThrower(plInFrontOfPipe, plPipe,
|
|
vDirPipeFront, vDirFollower,
|
|
fInFrontLiving, 0.0f, en_ulID, TRUE);
|
|
|
|
Particles_FlameThrowerStart(plPipe, plw.m_tmFlamerStart, plw.m_tmFlamerStop);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case PRT_CATMAN_FIRE: Particles_RocketTrail(this, 1.0f); break;
|
|
case PRT_HEADMAN_FIRECRACKER: Particles_FirecrackerTrail(this); break;
|
|
case PRT_HEADMAN_ROCKETMAN: Particles_Fireball01Trail(this); break;
|
|
case PRT_HEADMAN_BOMBERMAN: Particles_BombTrail(this); break;
|
|
case PRT_LAVA_COMET: Particles_LavaTrail(this); break;
|
|
case PRT_LAVAMAN_BIG_BOMB: Particles_LavaBombTrail(this, 4.0f); break;
|
|
case PRT_LAVAMAN_BOMB: Particles_LavaBombTrail(this, 1.0f); break;
|
|
case PRT_BEAST_PROJECTILE: Particles_BeastProjectileTrail( this, 2.0f, 0.25f, 48); break;
|
|
case PRT_BEAST_BIG_PROJECTILE:
|
|
case PRT_DEMON_FIREBALL:
|
|
Particles_BeastBigProjectileTrail( this, 4.0f, 0.25f, 0.0f, 64);
|
|
Particles_AfterBurner( this, m_fStartTime, 1.0f);
|
|
break;
|
|
case PRT_DEVIL_GUIDED_PROJECTILE:
|
|
Particles_BeastBigProjectileTrail( this, 6.0f, 0.375f, 0.0f, 64);
|
|
break;
|
|
case PRT_BEAST_DEBRIS: Particles_BeastProjectileDebrisTrail(this, 0.20f); break;
|
|
case PRT_BEAST_BIG_DEBRIS: Particles_BeastProjectileDebrisTrail(this, 0.25f); break;
|
|
case PRT_SHOOTER_WOODEN_DART: Particles_RocketTrail(this, 0.25f); break;
|
|
case PRT_SHOOTER_FIREBALL: Particles_Fireball01Trail(this); break;
|
|
case PRT_SHOOTER_FLAME: {
|
|
// elapsed time
|
|
FLOAT fTimeElapsed, fParticlesTimeElapsed;
|
|
fTimeElapsed = _pTimer->GetLerpedCurrentTick() - m_fStartTime;
|
|
// not NULL or deleted
|
|
if (m_penParticles!=NULL && !(m_penParticles->GetFlags()&ENF_DELETED)) {
|
|
// draw particles with another projectile
|
|
if (IsOfClass(m_penParticles, "Projectile")) {
|
|
fParticlesTimeElapsed = _pTimer->GetLerpedCurrentTick() - ((CProjectile&)*m_penParticles).m_fStartTime;
|
|
Particles_ShooterFlame(GetLerpedPlacement(), m_penParticles->GetLerpedPlacement(),
|
|
fTimeElapsed, fParticlesTimeElapsed);
|
|
} else if (IsOfClass(m_penParticles, "Shooter")) {
|
|
Particles_ShooterFlame(GetLerpedPlacement(),
|
|
((CShooter&)*m_penParticles).GetPlacement(),
|
|
fTimeElapsed, 0.0f);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case PRT_METEOR:
|
|
Particles_MeteorTrail(this, m_fStretch, 1.0f, en_vCurrentTranslationAbsolute);
|
|
Particles_AfterBurner(this, m_fStartTime, m_fStretch*4.0f, 2);
|
|
break;
|
|
case PRT_AFTERBURNER_DEBRIS:
|
|
Particles_AfterBurner(this, m_fStartTime, m_fStretch);
|
|
break;
|
|
case PRT_AIRELEMENTAL_WIND:
|
|
Particles_Windblast(this, m_fStretch/4.0f, m_fStartTime+3.0f);
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
/************************************************************
|
|
* PLAYER ROCKET / GRENADE *
|
|
************************************************************/
|
|
void PlayerRocket(void) {
|
|
// set appearance
|
|
InitAsModel();
|
|
SetPhysicsFlags(EPF_PROJECTILE_FLYING);
|
|
SetCollisionFlags(ECF_PROJECTILE_SOLID);
|
|
SetModel(MODEL_ROCKET);
|
|
SetModelMainTexture(TEXTURE_ROCKET);
|
|
// start moving
|
|
LaunchAsPropelledProjectile(FLOAT3D(0.0f, 0.0f, -30.0f), (CMovableEntity*)(CEntity*)m_penLauncher);
|
|
SetDesiredRotation(ANGLE3D(0, 0, 0));
|
|
// play the flying sound
|
|
m_soEffect.Set3DParameters(20.0f, 2.0f, 1.0f, 1.0f);
|
|
PlaySound(m_soEffect, SOUND_FLYING, SOF_3D|SOF_LOOP);
|
|
m_fFlyTime = 30.0f;
|
|
if( GetSP()->sp_bCooperative)
|
|
{
|
|
m_fDamageAmount = 100.0f;
|
|
m_fRangeDamageAmount = 50.0f;
|
|
}
|
|
else
|
|
{
|
|
m_fDamageAmount = 75.0f;
|
|
m_fRangeDamageAmount = 75.0f;
|
|
}
|
|
m_fDamageHotSpotRange = 4.0f;
|
|
m_fDamageFallOffRange = 8.0f;
|
|
m_fSoundRange = 50.0f;
|
|
m_bExplode = TRUE;
|
|
m_bLightSource = TRUE;
|
|
m_bCanHitHimself = TRUE;
|
|
m_bCanBeDestroyed = TRUE;
|
|
m_fWaitAfterDeath = 1.125f;
|
|
m_tmExpandBox = 0.1f;
|
|
m_tmInvisibility = 0.05f;
|
|
SetHealth(5.0f);
|
|
m_pmtMove = PMT_FLYING;
|
|
};
|
|
|
|
void WalkerRocket(void) {
|
|
// set appearance
|
|
InitAsModel();
|
|
SetPhysicsFlags(EPF_PROJECTILE_FLYING);
|
|
SetCollisionFlags(ECF_PROJECTILE_SOLID);
|
|
SetModel(MODEL_ROCKET);
|
|
SetModelMainTexture(TEXTURE_ROCKET);
|
|
// start moving
|
|
LaunchAsPropelledProjectile(FLOAT3D(0.0f, 0.0f, -30.0f), (CMovableEntity*)(CEntity*)m_penLauncher);
|
|
SetDesiredRotation(ANGLE3D(0, 0, 0));
|
|
// play the flying sound
|
|
m_soEffect.Set3DParameters(20.0f, 2.0f, 1.0f, 1.0f);
|
|
PlaySound(m_soEffect, SOUND_FLYING, SOF_3D|SOF_LOOP);
|
|
m_fFlyTime = 30.0f;
|
|
if (GetSP()->sp_gdGameDifficulty<=CSessionProperties::GD_EASY) {
|
|
m_fDamageAmount = 40.0f;
|
|
m_fRangeDamageAmount = 20.0f;
|
|
} else {
|
|
m_fDamageAmount = 100.0f;
|
|
m_fRangeDamageAmount = 50.0f;
|
|
}
|
|
m_fDamageHotSpotRange = 4.0f;
|
|
m_fDamageFallOffRange = 8.0f;
|
|
m_fSoundRange = 50.0f;
|
|
m_bExplode = TRUE;
|
|
m_bLightSource = TRUE;
|
|
m_bCanHitHimself = TRUE;
|
|
m_bCanBeDestroyed = TRUE;
|
|
m_fWaitAfterDeath = 1.125f;
|
|
m_tmExpandBox = 0.1f;
|
|
m_tmInvisibility = 0.05f;
|
|
SetHealth(5.0f);
|
|
m_pmtMove = PMT_FLYING;
|
|
};
|
|
|
|
void WalkerRocketExplosion(void) {
|
|
PlayerRocketExplosion();
|
|
}
|
|
|
|
void PlayerRocketExplosion(void) {
|
|
ESpawnEffect ese;
|
|
FLOAT3D vPoint;
|
|
FLOATplane3D vPlaneNormal;
|
|
FLOAT fDistanceToEdge;
|
|
|
|
// explosion
|
|
ese.colMuliplier = C_WHITE|CT_OPAQUE;
|
|
ese.betType = BET_ROCKET;
|
|
ese.vStretch = FLOAT3D(1,1,1);
|
|
SpawnEffect(GetPlacement(), ese);
|
|
// spawn sound event in range
|
|
if( IsDerivedFromClass( m_penLauncher, "Player")) {
|
|
SpawnRangeSound( m_penLauncher, this, SNDT_PLAYER, m_fSoundRange);
|
|
}
|
|
|
|
// explosion debris
|
|
ese.betType = BET_EXPLOSION_DEBRIS;
|
|
SpawnEffect(GetPlacement(), ese);
|
|
|
|
// explosion smoke
|
|
ese.betType = BET_EXPLOSION_SMOKE;
|
|
SpawnEffect(GetPlacement(), ese);
|
|
|
|
// on plane
|
|
if (GetNearestPolygon(vPoint, vPlaneNormal, fDistanceToEdge)) {
|
|
if ((vPoint-GetPlacement().pl_PositionVector).Length() < 3.5f) {
|
|
// stain
|
|
ese.betType = BET_EXPLOSIONSTAIN;
|
|
ese.vNormal = FLOAT3D(vPlaneNormal);
|
|
SpawnEffect(CPlacement3D(vPoint, ANGLE3D(0, 0, 0)), ese);
|
|
// shock wave
|
|
ese.betType = BET_SHOCKWAVE;
|
|
ese.vNormal = FLOAT3D(vPlaneNormal);
|
|
SpawnEffect(CPlacement3D(vPoint, ANGLE3D(0, 0, 0)), ese);
|
|
// second explosion on plane
|
|
ese.betType = BET_ROCKET_PLANE;
|
|
ese.vNormal = FLOAT3D(vPlaneNormal);
|
|
SpawnEffect(CPlacement3D(vPoint+ese.vNormal/50.0f, ANGLE3D(0, 0, 0)), ese);
|
|
}
|
|
}
|
|
};
|
|
|
|
|
|
void PlayerGrenade(void) {
|
|
// set appearance
|
|
InitAsModel();
|
|
SetPhysicsFlags(EPF_MODEL_BOUNCING);
|
|
SetCollisionFlags(ECF_PROJECTILE_SOLID);
|
|
SetModel(MODEL_GRENADE);
|
|
SetModelMainTexture(TEXTURE_GRENADE);
|
|
// start moving
|
|
LaunchAsFreeProjectile(FLOAT3D(0.0f, 5.0f, -m_fSpeed), (CMovableEntity*)&*m_penLauncher);
|
|
SetDesiredRotation(ANGLE3D(0, FRnd()*120.0f+120.0f, FRnd()*250.0f-125.0f));
|
|
en_fBounceDampNormal = 0.75f;
|
|
en_fBounceDampParallel = 0.6f;
|
|
en_fJumpControlMultiplier = 0.0f;
|
|
en_fCollisionSpeedLimit = 45.0f;
|
|
en_fCollisionDamageFactor = 10.0f;
|
|
m_fFlyTime = 3.0f;
|
|
m_fDamageAmount = 75.0f;
|
|
m_fRangeDamageAmount = 100.0f;
|
|
m_fDamageHotSpotRange = 4.0f;
|
|
m_fDamageFallOffRange = 8.0f;
|
|
m_fSoundRange = 50.0f;
|
|
m_bExplode = TRUE;
|
|
en_fDeceleration = 25.0f;
|
|
m_bLightSource = TRUE;
|
|
m_bCanHitHimself = TRUE;
|
|
m_bCanBeDestroyed = TRUE;
|
|
m_fWaitAfterDeath = 0.0f;
|
|
SetHealth(20.0f);
|
|
m_pmtMove = PMT_SLIDING;
|
|
m_tmInvisibility = 0.05f;
|
|
m_tmExpandBox = 0.1f;
|
|
};
|
|
|
|
void PlayerGrenadeExplosion(void) {
|
|
ESpawnEffect ese;
|
|
FLOAT3D vPoint;
|
|
FLOATplane3D vPlaneNormal;
|
|
FLOAT fDistanceToEdge;
|
|
|
|
// explosion
|
|
ese.colMuliplier = C_WHITE|CT_OPAQUE;
|
|
ese.betType = BET_GRENADE;
|
|
ese.vStretch = FLOAT3D(1,1,1);
|
|
SpawnEffect(GetPlacement(), ese);
|
|
// spawn sound event in range
|
|
if( IsDerivedFromClass( m_penLauncher, "Player")) {
|
|
SpawnRangeSound( m_penLauncher, this, SNDT_PLAYER, m_fSoundRange);
|
|
}
|
|
|
|
// on plane
|
|
if (GetNearestPolygon(vPoint, vPlaneNormal, fDistanceToEdge)) {
|
|
if ((vPoint-GetPlacement().pl_PositionVector).Length() < 3.5f) {
|
|
// wall stain
|
|
ese.betType = BET_EXPLOSIONSTAIN;
|
|
ese.vNormal = FLOAT3D(vPlaneNormal);
|
|
SpawnEffect(CPlacement3D(vPoint, ANGLE3D(0, 0, 0)), ese);
|
|
// shock wave
|
|
ese.betType = BET_SHOCKWAVE;
|
|
ese.vNormal = FLOAT3D(vPlaneNormal);
|
|
SpawnEffect(CPlacement3D(vPoint, ANGLE3D(0, 0, 0)), ese);
|
|
// second explosion on plane
|
|
ese.betType = BET_GRENADE_PLANE;
|
|
ese.vNormal = FLOAT3D(vPlaneNormal);
|
|
SpawnEffect(CPlacement3D(vPoint+ese.vNormal/50.0f, ANGLE3D(0, 0, 0)), ese);
|
|
}
|
|
}
|
|
};
|
|
|
|
|
|
|
|
/************************************************************
|
|
* PLAYER FLAME *
|
|
************************************************************/
|
|
void PlayerFlame(void) {
|
|
// set appearance
|
|
InitAsEditorModel();
|
|
SetPhysicsFlags(EPF_MODEL_SLIDING&~EPF_TRANSLATEDBYGRAVITY&~EPF_ORIENTEDBYGRAVITY);
|
|
//SetPhysicsFlags(EPF_PROJECTILE_FLYING);
|
|
SetCollisionFlags(ECF_PROJECTILE_MAGIC);
|
|
SetFlags(GetFlags() | ENF_SEETHROUGH);
|
|
SetModel(MODEL_FLAME);
|
|
//SetModel(MODEL_BEAST_FIRE);
|
|
//SetModelMainTexture(TEXTURE_ROCKET);
|
|
|
|
// add player's forward velocity to flame
|
|
CMovableEntity *penPlayer = (CMovableEntity*)(CEntity*)m_penLauncher;
|
|
FLOAT3D vDirection = penPlayer->en_vCurrentTranslationAbsolute;
|
|
FLOAT3D vFront = -GetRotationMatrix().GetColumn(3);
|
|
FLOAT fSpeedFwd = ClampDn( vDirection%vFront, 0.0f);
|
|
// start moving
|
|
LaunchAsPropelledProjectile(FLOAT3D(0.0f, 0.0f, -(25.0f+fSpeedFwd)), penPlayer);
|
|
SetDesiredRotation(ANGLE3D(0, 0, 0));
|
|
m_fFlyTime = 1.0f;
|
|
m_fDamageAmount = (GetSP()->sp_bCooperative) ? 10.0f : 4.0f;
|
|
m_fSoundRange = 0.0f;
|
|
m_bExplode = FALSE;
|
|
m_bLightSource = TRUE;
|
|
m_bCanHitHimself = FALSE;
|
|
m_bCanBeDestroyed = FALSE;
|
|
m_fWaitAfterDeath = 0.3f;
|
|
m_tmExpandBox = 0.1f;
|
|
m_pmtMove = PMT_SLIDING;
|
|
};
|
|
|
|
|
|
|
|
/************************************************************
|
|
* PLAYER LASER *
|
|
************************************************************/
|
|
void PlayerLaserRay(void) {
|
|
// set appearance
|
|
InitAsModel();
|
|
SetPhysicsFlags(EPF_PROJECTILE_FLYING);
|
|
SetCollisionFlags(ECF_PROJECTILE_SOLID);
|
|
SetFlags(GetFlags() | ENF_SEETHROUGH);
|
|
SetModel(MODEL_LASER);
|
|
CModelObject *pmo = GetModelObject();
|
|
if(pmo != NULL)
|
|
{
|
|
pmo->PlayAnim( LASERPROJECTILE_ANIM_GROW, 0);
|
|
}
|
|
SetModelMainTexture(TEXTURE_GREEN_LASER);
|
|
// start moving
|
|
LaunchAsPropelledProjectile(FLOAT3D(0.0f, 0.0f, -120.0f), (CMovableEntity*)(CEntity*)m_penLauncher);
|
|
SetDesiredRotation(ANGLE3D(0, 0, 0));
|
|
m_fFlyTime = 3.0f;
|
|
m_fDamageAmount = 20.0f;
|
|
m_fSoundRange = 0.0f;
|
|
m_bExplode = FALSE;
|
|
m_bLightSource = TRUE;
|
|
m_bCanHitHimself = FALSE;
|
|
m_bCanBeDestroyed = FALSE;
|
|
m_fWaitAfterDeath = 0.0f;
|
|
m_tmExpandBox = 0.1f;
|
|
// time when laser ray becomes visible
|
|
m_tmInvisibility = 0.025f;
|
|
m_pmtMove = PMT_FLYING;
|
|
};
|
|
|
|
void PlayerLaserWave(void) {
|
|
ESpawnEffect ese;
|
|
FLOAT3D vPoint;
|
|
FLOATplane3D vPlaneNormal;
|
|
FLOAT fDistanceToEdge;
|
|
|
|
// on plane
|
|
if (GetNearestPolygon(vPoint, vPlaneNormal, fDistanceToEdge)) {
|
|
if ((vPoint-GetPlacement().pl_PositionVector).Length() < 3.5f) {
|
|
// shock wave
|
|
ese.colMuliplier = C_dRED|CT_OPAQUE;
|
|
ese.betType = BET_LASERWAVE;
|
|
ese.vNormal = FLOAT3D(vPlaneNormal);
|
|
SpawnEffect(CPlacement3D(vPoint, ANGLE3D(0, 0, 0)), ese);
|
|
}
|
|
}
|
|
};
|
|
|
|
|
|
|
|
/************************************************************
|
|
* CATMAN PROJECTILE *
|
|
************************************************************/
|
|
void CatmanProjectile(void) {
|
|
// set appearance
|
|
InitAsModel();
|
|
SetPhysicsFlags(EPF_PROJECTILE_FLYING);
|
|
SetCollisionFlags(ECF_PROJECTILE_MAGIC);
|
|
SetFlags(GetFlags() | ENF_SEETHROUGH);
|
|
SetModel(MODEL_CATMAN_FIRE);
|
|
SetModelMainTexture(TEXTURE_CATMAN_FIRE);
|
|
// start moving
|
|
LaunchAsPropelledProjectile(FLOAT3D(0.0f, 0.0f, -15.0f), (CMovableEntity*)(CEntity*)m_penLauncher);
|
|
SetDesiredRotation(ANGLE3D(0, 0, 0));
|
|
m_fFlyTime = 5.0f;
|
|
m_fDamageAmount = 5.0f;
|
|
m_fSoundRange = 0.0f;
|
|
m_bExplode = FALSE;
|
|
m_bLightSource = TRUE;
|
|
m_bCanHitHimself = FALSE;
|
|
m_bCanBeDestroyed = FALSE;
|
|
m_fWaitAfterDeath = 0.0f;
|
|
m_pmtMove = PMT_FLYING;
|
|
};
|
|
|
|
|
|
|
|
/************************************************************
|
|
* HEADMAN PROJECTILE *
|
|
************************************************************/
|
|
void HeadmanFirecracker(void) {
|
|
// set appearance
|
|
InitAsModel();
|
|
SetPhysicsFlags(EPF_MODEL_SLIDING);
|
|
SetCollisionFlags(ECF_PROJECTILE_MAGIC);
|
|
SetFlags(GetFlags() | ENF_SEETHROUGH);
|
|
SetModel(MODEL_HEADMAN_FIRECRACKER);
|
|
SetModelMainTexture(TEXTURE_HEADMAN_FIRECRACKER);
|
|
GetModelObject()->StretchModel(FLOAT3D(0.75f, 0.75f, 0.75f));
|
|
ModelChangeNotify();
|
|
// start moving
|
|
LaunchAsPropelledProjectile(FLOAT3D(0.0f, 0.0f, -25.0f), (CMovableEntity*)(CEntity*)m_penLauncher);
|
|
SetDesiredRotation(ANGLE3D(0, 0, FRnd()*20.0f-10.0f));
|
|
m_fFlyTime = 5.0f;
|
|
m_fDamageAmount = 4.0f;
|
|
m_fSoundRange = 0.0f;
|
|
m_bExplode = FALSE;
|
|
m_bLightSource = FALSE;
|
|
m_bCanHitHimself = FALSE;
|
|
m_bCanBeDestroyed = FALSE;
|
|
m_fWaitAfterDeath = 0.0f;
|
|
m_pmtMove = PMT_SLIDING;
|
|
};
|
|
|
|
void HeadmanRocketman(void) {
|
|
// set appearance
|
|
InitAsModel();
|
|
SetPhysicsFlags(EPF_PROJECTILE_FLYING);
|
|
SetCollisionFlags(ECF_PROJECTILE_MAGIC);
|
|
SetFlags(GetFlags() | ENF_SEETHROUGH);
|
|
SetComponents(this, *GetModelObject(), MODEL_HEADMAN_BLADE, TEXTURE_HEADMAN_BLADE,
|
|
TEX_REFL_LIGHTBLUEMETAL01, TEX_SPEC_MEDIUM, 0);
|
|
AddAttachmentToModel(this, *GetModelObject(), BLADE_ATTACHMENT_FLAME01,
|
|
MODEL_HEADMAN_BLADE_FLAME, TEXTURE_HEADMAN_BLADE_FLAME, 0, 0, 0);
|
|
AddAttachmentToModel(this, *GetModelObject(), BLADE_ATTACHMENT_FLAME02,
|
|
MODEL_HEADMAN_BLADE_FLAME, TEXTURE_HEADMAN_BLADE_FLAME, 0, 0, 0);
|
|
AddAttachmentToModel(this, *GetModelObject(), BLADE_ATTACHMENT_FLAME03,
|
|
MODEL_HEADMAN_BLADE_FLAME, TEXTURE_HEADMAN_BLADE_FLAME, 0, 0, 0);
|
|
GetModelObject()->StretchModel(FLOAT3D(0.5f, 0.5f, 0.5f));
|
|
ModelChangeNotify();
|
|
// start moving
|
|
LaunchAsPropelledProjectile(FLOAT3D(0.0f, 0.0f, -30.0f), (CMovableEntity*)(CEntity*)m_penLauncher);
|
|
SetDesiredRotation(ANGLE3D(0, 0, 0));
|
|
m_fFlyTime = 5.0f;
|
|
m_fDamageAmount = 5.0f;
|
|
m_fSoundRange = 0.0f;
|
|
m_bExplode = FALSE;
|
|
m_bLightSource = TRUE;
|
|
m_bCanHitHimself = FALSE;
|
|
m_bCanBeDestroyed = FALSE;
|
|
m_fWaitAfterDeath = 0.0f;
|
|
m_pmtMove = PMT_FLYING;
|
|
};
|
|
|
|
void HeadmanBomberman(void) {
|
|
// set appearance
|
|
InitAsModel();
|
|
SetPhysicsFlags(EPF_MODEL_BOUNCING);
|
|
SetCollisionFlags(ECF_PROJECTILE_SOLID);
|
|
SetModel(MODEL_HEADMAN_BOMB);
|
|
SetModelMainTexture(TEXTURE_HEADMAN_BOMB);
|
|
|
|
// start moving
|
|
LaunchAsFreeProjectile(FLOAT3D(0.0f, 0.0f, -m_fSpeed), (CMovableEntity*)&*m_penLauncher);
|
|
SetDesiredRotation(ANGLE3D(0, FRnd()*360.0f-180.0f, FRnd()*360.0f-180.0f));
|
|
m_fFlyTime = 2.5f;
|
|
m_fDamageAmount = 10.0f;
|
|
m_fRangeDamageAmount = 15.0f;
|
|
m_fDamageHotSpotRange = 1.0f;
|
|
m_fDamageFallOffRange = 6.0f;
|
|
m_fSoundRange = 25.0f;
|
|
m_bExplode = TRUE;
|
|
m_bLightSource = FALSE;
|
|
m_bCanHitHimself = TRUE;
|
|
m_bCanBeDestroyed = TRUE;
|
|
m_fWaitAfterDeath = 0.0f;
|
|
SetHealth(5.0f);
|
|
m_pmtMove = PMT_FLYING;
|
|
};
|
|
|
|
void HeadmanBombermanExplosion(void) {
|
|
ESpawnEffect ese;
|
|
FLOAT3D vPoint;
|
|
FLOATplane3D vPlaneNormal;
|
|
FLOAT fDistanceToEdge;
|
|
|
|
// explosion
|
|
ese.colMuliplier = C_WHITE|CT_OPAQUE;
|
|
ese.betType = BET_BOMB;
|
|
ese.vStretch = FLOAT3D(1.0f,1.0f,1.0f);
|
|
SpawnEffect(GetPlacement(), ese);
|
|
// on plane
|
|
if (GetNearestPolygon(vPoint, vPlaneNormal, fDistanceToEdge)) {
|
|
if ((vPoint-GetPlacement().pl_PositionVector).Length() < 3.5f) {
|
|
// wall stain
|
|
ese.betType = BET_EXPLOSIONSTAIN;
|
|
ese.vNormal = FLOAT3D(vPlaneNormal);
|
|
SpawnEffect(CPlacement3D(vPoint, ANGLE3D(0, 0, 0)), ese);
|
|
ese.betType = BET_GRENADE_PLANE;
|
|
ese.vNormal = FLOAT3D(vPlaneNormal);
|
|
SpawnEffect(CPlacement3D(vPoint+ese.vNormal/50.0f, ANGLE3D(0, 0, 0)), ese);
|
|
}
|
|
}
|
|
};
|
|
|
|
void CyborgBombExplosion(void)
|
|
{
|
|
ESpawnEffect ese;
|
|
FLOAT3D vPoint;
|
|
FLOATplane3D vPlaneNormal;
|
|
FLOAT fDistanceToEdge;
|
|
|
|
// explosion
|
|
ese.colMuliplier = C_WHITE|CT_OPAQUE;
|
|
ese.betType = BET_BOMB;
|
|
ese.vStretch = FLOAT3D(1.0f,1.0f,1.0f);
|
|
SpawnEffect(GetPlacement(), ese);
|
|
// on plane
|
|
if (GetNearestPolygon(vPoint, vPlaneNormal, fDistanceToEdge)) {
|
|
if ((vPoint-GetPlacement().pl_PositionVector).Length() < 3.5f) {
|
|
// wall stain
|
|
ese.betType = BET_EXPLOSIONSTAIN;
|
|
ese.vNormal = FLOAT3D(vPlaneNormal);
|
|
SpawnEffect(CPlacement3D(vPoint, ANGLE3D(0, 0, 0)), ese);
|
|
ese.betType = BET_GRENADE_PLANE;
|
|
ese.vNormal = FLOAT3D(vPlaneNormal);
|
|
SpawnEffect(CPlacement3D(vPoint+ese.vNormal/50.0f, ANGLE3D(0, 0, 0)), ese);
|
|
}
|
|
}
|
|
};
|
|
|
|
/************************************************************
|
|
* BONEMAN PROJECTILE *
|
|
************************************************************/
|
|
void BonemanProjectile(void) {
|
|
// set appearance
|
|
InitAsModel();
|
|
SetPhysicsFlags(EPF_PROJECTILE_FLYING);
|
|
SetCollisionFlags(ECF_PROJECTILE_MAGIC);
|
|
SetFlags(GetFlags() | ENF_SEETHROUGH);
|
|
SetModel(MODEL_BONEMAN_FIRE);
|
|
SetModelMainTexture(TEXTURE_BONEMAN_FIRE);
|
|
// start moving
|
|
LaunchAsPropelledProjectile(FLOAT3D(0.0f, 0.0f, -30.0f), (CMovableEntity*)(CEntity*)m_penLauncher);
|
|
SetDesiredRotation(ANGLE3D(0, 0, 0));
|
|
m_fFlyTime = 5.0f;
|
|
m_fDamageAmount = 10.0f;
|
|
m_fSoundRange = 0.0f;
|
|
m_bExplode = FALSE;
|
|
m_bLightSource = FALSE;
|
|
m_bCanHitHimself = FALSE;
|
|
m_bCanBeDestroyed = FALSE;
|
|
m_fWaitAfterDeath = 0.0f;
|
|
m_pmtMove = PMT_SLIDING;
|
|
};
|
|
|
|
|
|
|
|
/************************************************************
|
|
* WOMAN PROJECTILE *
|
|
************************************************************/
|
|
void WomanProjectile(void) {
|
|
// set appearance
|
|
InitAsModel();
|
|
SetPhysicsFlags(EPF_PROJECTILE_FLYING);
|
|
SetCollisionFlags(ECF_PROJECTILE_MAGIC);
|
|
SetFlags(GetFlags() | ENF_SEETHROUGH);
|
|
SetModel(MODEL_WOMAN_FIRE);
|
|
SetModelMainTexture(TEXTURE_WOMAN_FIRE);
|
|
// start moving
|
|
LaunchAsPropelledProjectile(FLOAT3D(0.0f, 0.0f, -30.0f), (CMovableEntity*)(CEntity*)m_penLauncher);
|
|
SetDesiredRotation(ANGLE3D(0, 0, 0));
|
|
m_fFlyTime = 5.0f;
|
|
m_fDamageAmount = 8.0f;
|
|
m_fSoundRange = 0.0f;
|
|
m_bExplode = FALSE;
|
|
m_bLightSource = TRUE;
|
|
m_bCanHitHimself = FALSE;
|
|
m_bCanBeDestroyed = FALSE;
|
|
m_fWaitAfterDeath = 0.0f;
|
|
m_pmtMove = PMT_FLYING;
|
|
};
|
|
|
|
|
|
|
|
/************************************************************
|
|
* DRAGONMAN PROJECTILE *
|
|
************************************************************/
|
|
void DragonmanProjectile(INDEX iType) {
|
|
// set appearance
|
|
InitAsModel();
|
|
SetPhysicsFlags(EPF_ONBLOCK_SLIDE|EPF_PUSHABLE|EPF_MOVABLE);
|
|
SetCollisionFlags(ECF_PROJECTILE_MAGIC);
|
|
SetFlags(GetFlags() | ENF_SEETHROUGH);
|
|
SetModel(MODEL_DRAGONMAN_FIRE);
|
|
if (iType==DRAGONMAN_STRONG) {
|
|
SetModelMainTexture(TEXTURE_DRAGONMAN_FIRE2);
|
|
} else {
|
|
SetModelMainTexture(TEXTURE_DRAGONMAN_FIRE1);
|
|
}
|
|
// start moving
|
|
if (iType==DRAGONMAN_STRONG) {
|
|
LaunchAsPropelledProjectile(FLOAT3D(0.0f, 0.0f, -40.0f), (CMovableEntity*)(CEntity*)m_penLauncher);
|
|
m_fDamageAmount = 14.0f;
|
|
} else {
|
|
LaunchAsPropelledProjectile(FLOAT3D(0.0f, 0.0f, -30.0f), (CMovableEntity*)(CEntity*)m_penLauncher);
|
|
m_fDamageAmount = 7.0f;
|
|
}
|
|
SetDesiredRotation(ANGLE3D(0, 0, 0));
|
|
m_fFlyTime = 5.0f;
|
|
m_fSoundRange = 0.0f;
|
|
m_bExplode = FALSE;
|
|
m_bLightSource = TRUE;
|
|
m_bCanHitHimself = FALSE;
|
|
m_bCanBeDestroyed = FALSE;
|
|
m_fWaitAfterDeath = 0.0f;
|
|
m_pmtMove = PMT_FLYING;
|
|
};
|
|
|
|
|
|
|
|
/************************************************************
|
|
* ELEMENTAL PROJECTILE *
|
|
************************************************************/
|
|
void ElementalRock(INDEX iSize, INDEX iType) {
|
|
// set appearance
|
|
InitAsModel();
|
|
SetPhysicsFlags(EPF_ONBLOCK_SLIDE|EPF_PUSHABLE|EPF_MOVABLE);
|
|
SetCollisionFlags(ECF_PROJECTILE_SOLID);
|
|
switch (iType) {
|
|
case ELEMENTAL_STONEMAN:
|
|
SetModel(MODEL_ELEM_STONE);
|
|
SetModelMainTexture(TEXTURE_ELEM_STONE);
|
|
break;
|
|
case ELEMENTAL_LAVAMAN:
|
|
SetModel(MODEL_ELEM_LAVA_STONE);
|
|
SetModelMainTexture(TEXTURE_ELEM_LAVA_STONE);
|
|
AddAttachmentToModel(this, *GetModelObject(), LAVASTONE_ATTACHMENT_FLARE,
|
|
MODEL_ELEM_LAVA_STONE_FLARE, TEXTURE_ELEM_LAVA_STONE_FLARE, 0, 0, 0);
|
|
break;
|
|
case ELEMENTAL_ICEMAN:
|
|
SetModel(MODEL_ELEM_ICE);
|
|
SetModelMainTexture(TEXTURE_ELEM_ICE);
|
|
//AddAttachmentToModel(this, *GetModelObject(), ICEPYRAMID_ATTACHMENT_FLARE,
|
|
// MODEL_ELEM_ICE_FLARE, TEXTURE_ELEM_ICE_FLARE, 0, 0, 0);
|
|
break;
|
|
}
|
|
if (iSize==ELEMENTAL_LARGE) {
|
|
GetModelObject()->StretchModel(FLOAT3D(2.25f, 2.25f, 2.25f));
|
|
} else if (iSize==ELEMENTAL_BIG) {
|
|
GetModelObject()->StretchModel(FLOAT3D(0.75f, 0.75f, 0.75f));
|
|
} else {
|
|
GetModelObject()->StretchModel(FLOAT3D(0.4f, 0.4f, 0.4f));
|
|
}
|
|
ModelChangeNotify();
|
|
// start moving
|
|
if (iSize==ELEMENTAL_LARGE) {
|
|
LaunchAsPropelledProjectile(FLOAT3D(0.0f, 0.0f, -80.0f), (CMovableEntity*)(CEntity*)m_penLauncher);
|
|
m_fDamageAmount = 20.0f;
|
|
SetHealth(40.0f);
|
|
} else if (iSize==ELEMENTAL_BIG) {
|
|
LaunchAsPropelledProjectile(FLOAT3D(0.0f, 0.0f, -50.0f), (CMovableEntity*)(CEntity*)m_penLauncher);
|
|
m_fDamageAmount = 12.5f;
|
|
SetHealth(20.0f);
|
|
} else {
|
|
LaunchAsPropelledProjectile(FLOAT3D(0.0f, 0.0f, -30.0f), (CMovableEntity*)(CEntity*)m_penLauncher);
|
|
m_fDamageAmount = 7.0f;
|
|
SetHealth(10.0f);
|
|
}
|
|
SetDesiredRotation(ANGLE3D(0, 0, FRnd()*1800.0f-900.0f));
|
|
en_fCollisionSpeedLimit = 1000.0f;
|
|
en_fCollisionDamageFactor = 0.0f;
|
|
m_fFlyTime = 5.0f;
|
|
m_fSoundRange = 0.0f;
|
|
m_bExplode = FALSE;
|
|
m_bLightSource = FALSE;
|
|
m_bCanHitHimself = FALSE;
|
|
m_bCanBeDestroyed = TRUE;
|
|
m_fWaitAfterDeath = 0.0f;
|
|
m_pmtMove = PMT_SLIDING;
|
|
};
|
|
|
|
void LavaManBomb(void)
|
|
{
|
|
// set appearance
|
|
InitAsModel();
|
|
SetPhysicsFlags(EPF_MODEL_BOUNCING);
|
|
SetCollisionFlags(ECF_PROJECTILE_SOLID);
|
|
|
|
SetModel(MODEL_ELEM_LAVA_BOMB);
|
|
SetModelMainTexture(TEXTURE_ELEM_LAVA_BOMB);
|
|
AddAttachmentToModel(this, *GetModelObject(), LAVABOMB_ATTACHMENT_FLARE,
|
|
MODEL_ELEM_LAVA_BOMB_FLARE, TEXTURE_ELEM_LAVA_BOMB_FLARE, 0, 0, 0);
|
|
|
|
if (m_prtType == PRT_LAVAMAN_BIG_BOMB)
|
|
{
|
|
GetModelObject()->StretchModel(FLOAT3D(6.0f, 6.0f, 6.0f));
|
|
m_fDamageAmount = 20.0f;
|
|
m_fRangeDamageAmount = 10.0f;
|
|
m_fDamageHotSpotRange = 7.5f;
|
|
m_fDamageFallOffRange = 15.0f;
|
|
SetHealth(30.0f);
|
|
}
|
|
else if (m_prtType == PRT_LAVAMAN_BOMB)
|
|
{
|
|
GetModelObject()->StretchModel(FLOAT3D(1.5f, 1.5f, 1.5f));
|
|
m_fDamageAmount = 10.0f;
|
|
m_fRangeDamageAmount = 5.0f;
|
|
m_fDamageHotSpotRange = 5.0f;
|
|
m_fDamageFallOffRange = 10.0f;
|
|
SetHealth(10.0f);
|
|
}
|
|
ModelChangeNotify();
|
|
|
|
// start moving
|
|
LaunchAsFreeProjectile(FLOAT3D(0.0f, 0.0f, -m_fSpeed), (CMovableEntity*)&*m_penLauncher);
|
|
SetDesiredRotation(ANGLE3D(0, FRnd()*360.0f-180.0f, 0.0f));
|
|
m_fFlyTime = 20.0f;
|
|
m_fSoundRange = 50.0f;
|
|
m_bExplode = TRUE;
|
|
m_bLightSource = FALSE;
|
|
m_bCanHitHimself = FALSE;
|
|
m_bCanBeDestroyed = TRUE;
|
|
m_pmtMove = PMT_FLYING;
|
|
m_fWaitAfterDeath = 4.0f;
|
|
|
|
|
|
if (m_prtType == PRT_LAVAMAN_BIG_BOMB)
|
|
{
|
|
// spawn particle debris
|
|
CPlacement3D plSpray = GetPlacement();
|
|
CEntityPointer penSpray = CreateEntity( plSpray, CLASS_BLOOD_SPRAY);
|
|
penSpray->SetParent( this);
|
|
ESpawnSpray eSpawnSpray;
|
|
eSpawnSpray.colBurnColor=C_WHITE|CT_OPAQUE;
|
|
eSpawnSpray.fDamagePower = 4.0f;
|
|
eSpawnSpray.fSizeMultiplier = 0.5f;
|
|
eSpawnSpray.sptType = SPT_LAVA_STONES;
|
|
eSpawnSpray.vDirection = FLOAT3D(0,-0.5f,0);
|
|
eSpawnSpray.penOwner = this;
|
|
penSpray->Initialize( eSpawnSpray);
|
|
}
|
|
}
|
|
|
|
void LavamanBombExplosion(void)
|
|
{
|
|
ESpawnEffect ese;
|
|
FLOAT3D vPoint;
|
|
FLOATplane3D vPlaneNormal;
|
|
FLOAT fDistanceToEdge;
|
|
|
|
if (GetNearestPolygon(vPoint, vPlaneNormal, fDistanceToEdge))
|
|
{
|
|
if ((vPoint-GetPlacement().pl_PositionVector).Length() < 3.5f)
|
|
{
|
|
// shock wave
|
|
ese.colMuliplier = C_WHITE|CT_OPAQUE;
|
|
ese.betType = BET_SHOCKWAVE;
|
|
ese.vNormal = FLOAT3D(vPlaneNormal);
|
|
SpawnEffect(CPlacement3D(vPoint, ANGLE3D(0, 0, 0)), ese);
|
|
}
|
|
}
|
|
|
|
// shock wave
|
|
ese.colMuliplier = C_WHITE|CT_OPAQUE;
|
|
ese.betType = BET_LIGHT_CANNON;
|
|
ese.vStretch = FLOAT3D(4,4,4);
|
|
SpawnEffect(GetPlacement(), ese);
|
|
|
|
// spawn particle debris
|
|
CPlacement3D plSpray = GetPlacement();
|
|
CEntityPointer penSpray = CreateEntity( plSpray, CLASS_BLOOD_SPRAY);
|
|
penSpray->SetParent( this);
|
|
ESpawnSpray eSpawnSpray;
|
|
eSpawnSpray.colBurnColor=C_WHITE|CT_OPAQUE;
|
|
eSpawnSpray.fDamagePower = 4.0f;
|
|
eSpawnSpray.fSizeMultiplier = 0.5f;
|
|
eSpawnSpray.sptType = SPT_LAVA_STONES;
|
|
eSpawnSpray.vDirection = en_vCurrentTranslationAbsolute/32.0f;
|
|
eSpawnSpray.penOwner = this;
|
|
penSpray->Initialize( eSpawnSpray);
|
|
|
|
// spawn smaller lava bombs
|
|
for( INDEX iDebris=0; iDebris<3+IRnd()%3; iDebris++)
|
|
{
|
|
FLOAT fHeading = (FRnd()-0.5f)*180.0f;
|
|
FLOAT fPitch = 10.0f+FRnd()*40.0f;
|
|
FLOAT fSpeed = 10.0+FRnd()*50.0f;
|
|
|
|
// launch
|
|
CPlacement3D pl = GetPlacement();
|
|
pl.pl_PositionVector(2) += 2.0f;
|
|
pl.pl_OrientationAngle = m_penLauncher->GetPlacement().pl_OrientationAngle;
|
|
pl.pl_OrientationAngle(1) += AngleDeg(fHeading);
|
|
pl.pl_OrientationAngle(2) = AngleDeg(fPitch);
|
|
|
|
CEntityPointer penProjectile = CreateEntity(pl, CLASS_PROJECTILE);
|
|
ELaunchProjectile eLaunch;
|
|
eLaunch.penLauncher = this;
|
|
eLaunch.prtType = PRT_LAVAMAN_BOMB;
|
|
eLaunch.fSpeed = fSpeed;
|
|
penProjectile->Initialize(eLaunch);
|
|
|
|
// spawn particle debris
|
|
CPlacement3D plSpray = pl;
|
|
CEntityPointer penSpray = CreateEntity( plSpray, CLASS_BLOOD_SPRAY);
|
|
penSpray->SetParent( penProjectile);
|
|
ESpawnSpray eSpawnSpray;
|
|
eSpawnSpray.colBurnColor=C_WHITE|CT_OPAQUE;
|
|
eSpawnSpray.fDamagePower = 1.0f;
|
|
eSpawnSpray.fSizeMultiplier = 0.5f;
|
|
eSpawnSpray.sptType = SPT_LAVA_STONES;
|
|
eSpawnSpray.vDirection = FLOAT3D(0,-0.5f,0);
|
|
eSpawnSpray.penOwner = penProjectile;
|
|
penSpray->Initialize( eSpawnSpray);
|
|
}
|
|
};
|
|
|
|
void LavamanBombDebrisExplosion(void)
|
|
{
|
|
ESpawnEffect ese;
|
|
FLOAT3D vPoint;
|
|
FLOATplane3D vPlaneNormal;
|
|
FLOAT fDistanceToEdge;
|
|
|
|
// spawn shock wave
|
|
if (GetNearestPolygon(vPoint, vPlaneNormal, fDistanceToEdge))
|
|
{
|
|
if ((vPoint-GetPlacement().pl_PositionVector).Length() < 3.5f)
|
|
{
|
|
ese.colMuliplier = C_WHITE|CT_OPAQUE;
|
|
ese.betType = BET_SHOCKWAVE;
|
|
ese.vNormal = FLOAT3D(vPlaneNormal);
|
|
SpawnEffect(CPlacement3D(vPoint, ANGLE3D(0, 0, 0)), ese);
|
|
}
|
|
}
|
|
|
|
// spawn explosion
|
|
ese.colMuliplier = C_WHITE|CT_OPAQUE;
|
|
ese.betType = BET_LIGHT_CANNON;
|
|
ese.vStretch = FLOAT3D(2,2,2);
|
|
SpawnEffect(GetPlacement(), ese);
|
|
|
|
// spawn particle debris
|
|
CPlacement3D plSpray = GetPlacement();
|
|
CEntityPointer penSpray = CreateEntity( plSpray, CLASS_BLOOD_SPRAY);
|
|
penSpray->SetParent( this);
|
|
ESpawnSpray eSpawnSpray;
|
|
eSpawnSpray.colBurnColor=C_WHITE|CT_OPAQUE;
|
|
eSpawnSpray.fSizeMultiplier = 4.0f;
|
|
eSpawnSpray.fDamagePower = 2.0f;
|
|
eSpawnSpray.sptType = SPT_LAVA_STONES;
|
|
eSpawnSpray.vDirection = en_vCurrentTranslationAbsolute/16.0f;
|
|
eSpawnSpray.penOwner = this;
|
|
penSpray->Initialize( eSpawnSpray);
|
|
}
|
|
|
|
/************************************************************
|
|
* HUANMAN PROJECTILE *
|
|
************************************************************/
|
|
void HuanmanProjectile(void) {
|
|
// set appearance
|
|
InitAsModel();
|
|
SetPhysicsFlags(EPF_PROJECTILE_FLYING);
|
|
SetCollisionFlags(ECF_PROJECTILE_MAGIC);
|
|
SetFlags(GetFlags() | ENF_SEETHROUGH);
|
|
SetComponents(this, *GetModelObject(), MODEL_HUANMAN_FIRE, TEXTURE_HUANMAN_FIRE,
|
|
TEX_REFL_LIGHTMETAL01, TEX_SPEC_STRONG, 0);
|
|
AddAttachmentToModel(this, *GetModelObject(), PROJECTILE_ATTACHMENT_FLARE,
|
|
MODEL_HUANMAN_FLARE, TEXTURE_HUANMAN_FLARE, 0, 0, 0);
|
|
GetModelObject()->StretchModel(FLOAT3D(0.5f, 0.5f, 0.5f));
|
|
ModelChangeNotify();
|
|
// start moving
|
|
LaunchAsPropelledProjectile(FLOAT3D(0.0f, 0.0f, -30.0f), (CMovableEntity*)(CEntity*)m_penLauncher);
|
|
SetDesiredRotation(ANGLE3D(0, 0, 0));
|
|
m_fFlyTime = 5.0f;
|
|
m_fDamageAmount = 10.0f;
|
|
m_fSoundRange = 0.0f;
|
|
m_bExplode = FALSE;
|
|
m_bLightSource = TRUE;
|
|
m_bCanHitHimself = FALSE;
|
|
m_bCanBeDestroyed = FALSE;
|
|
m_fWaitAfterDeath = 0.0f;
|
|
m_pmtMove = PMT_FLYING;
|
|
};
|
|
|
|
/************************************************************
|
|
* BEAST PROJECTILE *
|
|
************************************************************/
|
|
void BeastProjectile(void) {
|
|
// we need target for guied misile
|
|
if (IsDerivedFromClass(m_penLauncher, "Enemy Base")) {
|
|
m_penTarget = ((CEnemyBase *) &*m_penLauncher)->m_penEnemy;
|
|
}
|
|
// set appearance
|
|
InitAsModel();
|
|
SetPhysicsFlags(EPF_MODEL_FREE_FLYING);
|
|
SetCollisionFlags(ECF_PROJECTILE_SOLID);
|
|
|
|
SetModel(MODEL_BEAST_FIRE);
|
|
SetModelMainTexture(TEXTURE_BEAST_FIRE);
|
|
GetModelObject()->StretchModel(FLOAT3D(1.5f, 1.5f, 1.5f));
|
|
|
|
ModelChangeNotify();
|
|
// play the flying sound
|
|
m_soEffect.Set3DParameters(20.0f, 2.0f, 1.0f, 1.0f);
|
|
PlaySound(m_soEffect, SOUND_BEAST_FLYING, SOF_3D|SOF_LOOP);
|
|
// start moving
|
|
LaunchAsPropelledProjectile(FLOAT3D(0.0f, 0.0f, -60.0f), (CMovableEntity*)(CEntity*)m_penLauncher);
|
|
SetDesiredRotation(ANGLE3D(0, 0, 0));
|
|
m_fFlyTime = 10.0f;
|
|
m_fDamageAmount = 10.0f;
|
|
m_fSoundRange = 0.0f;
|
|
m_bExplode = FALSE;
|
|
m_bLightSource = FALSE;
|
|
m_bCanHitHimself = FALSE;
|
|
m_bCanBeDestroyed = TRUE;
|
|
m_fWaitAfterDeath = 0.0f;
|
|
m_pmtMove = PMT_GUIDED;
|
|
m_fGuidedMaxSpeedFactor = 30.0f;
|
|
m_aRotateSpeed = 175.0f;
|
|
SetHealth(10.0f);
|
|
};
|
|
|
|
void BeastBigProjectile(void) {
|
|
// we need target for guided misile
|
|
if (IsDerivedFromClass(m_penLauncher, "Enemy Base")) {
|
|
m_penTarget = ((CEnemyBase *) &*m_penLauncher)->m_penEnemy;
|
|
}
|
|
// set appearance
|
|
InitAsModel();
|
|
SetPhysicsFlags(EPF_MODEL_FREE_FLYING);
|
|
SetCollisionFlags(ECF_PROJECTILE_SOLID);
|
|
|
|
SetModel(MODEL_BEAST_FIRE);
|
|
SetModelMainTexture(TEXTURE_BEAST_BIG_FIRE);
|
|
GetModelObject()->StretchModel(FLOAT3D(2.5f, 2.5f, 2.5f));
|
|
|
|
ModelChangeNotify();
|
|
// play the flying sound
|
|
m_soEffect.Set3DParameters(50.0f, 2.0f, 1.0f, 0.75f);
|
|
PlaySound(m_soEffect, SOUND_BEAST_FLYING, SOF_3D|SOF_LOOP);
|
|
// start moving
|
|
LaunchAsPropelledProjectile(FLOAT3D(0.0f, 0.0f, -60.0f), (CMovableEntity*)(CEntity*)m_penLauncher);
|
|
SetDesiredRotation(ANGLE3D(0, 0, 0));
|
|
m_fFlyTime = 10.0f;
|
|
m_fDamageAmount = 20.0f;
|
|
m_fSoundRange = 0.0f;
|
|
m_bExplode = FALSE;
|
|
m_bLightSource = FALSE;
|
|
m_bCanHitHimself = FALSE;
|
|
m_bCanBeDestroyed = FALSE;
|
|
m_fWaitAfterDeath = 0.0f;
|
|
m_pmtMove = PMT_GUIDED_FAST;
|
|
m_fGuidedMaxSpeedFactor = 90.0f;
|
|
SetHealth(10000.0f);
|
|
m_aRotateSpeed = 100.0f;
|
|
};
|
|
|
|
void BeastDebris(void)
|
|
{
|
|
// set appearance
|
|
InitAsModel();
|
|
SetPhysicsFlags(EPF_MODEL_BOUNCING);
|
|
SetCollisionFlags(ECF_PROJECTILE_SOLID);
|
|
|
|
SetModel(MODEL_BEAST_FIRE);
|
|
GetModelObject()->StretchModel(FLOAT3D(0.75f, 0.75f, 0.75f));
|
|
SetModelMainTexture(TEXTURE_BEAST_FIRE);
|
|
GetModelObject()->StartAnim(1+(ULONG)FRnd()*5.0f);
|
|
|
|
ModelChangeNotify();
|
|
// start moving
|
|
LaunchAsFreeProjectile(FLOAT3D(0.0f, 0.0f, -20.0f), (CMovableEntity*)&*m_penLauncher);
|
|
SetDesiredRotation(ANGLE3D(0, 0, 0));
|
|
m_fFlyTime = 10.0f;
|
|
m_fDamageAmount = 0.0f;
|
|
m_fSoundRange = 0.0f;
|
|
m_bExplode = FALSE;
|
|
m_bLightSource = FALSE;
|
|
m_bCanHitHimself = FALSE;
|
|
m_bCanBeDestroyed = TRUE;
|
|
m_fWaitAfterDeath = 0.0f;
|
|
m_pmtMove = PMT_FLYING;
|
|
SetHealth(1.0f);
|
|
m_aRotateSpeed = 100.0f;
|
|
};
|
|
|
|
void BeastBigDebris(void)
|
|
{
|
|
// set appearance
|
|
InitAsModel();
|
|
SetPhysicsFlags(EPF_MODEL_BOUNCING);
|
|
SetCollisionFlags(ECF_PROJECTILE_SOLID);
|
|
|
|
SetModel(MODEL_BEAST_FIRE);
|
|
SetModelMainTexture(TEXTURE_BEAST_BIG_FIRE);
|
|
GetModelObject()->StretchModel(FLOAT3D(1.0f, 1.0f, 1.0f));
|
|
GetModelObject()->StartAnim(1+(ULONG)FRnd()*5.0f);
|
|
|
|
ModelChangeNotify();
|
|
// start moving
|
|
LaunchAsFreeProjectile(FLOAT3D(0.0f, 0.0f, -20.0f), (CMovableEntity*)&*m_penLauncher);
|
|
SetDesiredRotation(ANGLE3D(0, 0, 0));
|
|
m_fFlyTime = 10.0f;
|
|
m_fDamageAmount = 0.0f;
|
|
m_fSoundRange = 0.0f;
|
|
m_bExplode = FALSE;
|
|
m_bLightSource = FALSE;
|
|
m_bCanHitHimself = FALSE;
|
|
m_bCanBeDestroyed = TRUE;
|
|
m_fWaitAfterDeath = 0.0f;
|
|
m_pmtMove = PMT_FLYING;
|
|
SetHealth(1.0f);
|
|
m_aRotateSpeed = 100.0f;
|
|
};
|
|
|
|
void BeastDebrisExplosion(void)
|
|
{
|
|
// explosion
|
|
ESpawnEffect ese;
|
|
ese.colMuliplier = C_GREEN|CT_OPAQUE;
|
|
ese.betType = BET_LIGHT_CANNON;
|
|
ese.vStretch = FLOAT3D(0.75,0.75,0.75);
|
|
SpawnEffect(GetPlacement(), ese);
|
|
|
|
// spawn particles
|
|
CPlacement3D plSpray = GetPlacement();
|
|
CEntityPointer penSpray = CreateEntity( plSpray, CLASS_BLOOD_SPRAY);
|
|
penSpray->SetParent( this);
|
|
ESpawnSpray eSpawnSpray;
|
|
eSpawnSpray.colBurnColor=C_WHITE|CT_OPAQUE;
|
|
eSpawnSpray.fDamagePower = 2.0f;
|
|
eSpawnSpray.fSizeMultiplier = 0.75f;
|
|
eSpawnSpray.sptType = SPT_BEAST_PROJECTILE_SPRAY;
|
|
eSpawnSpray.vDirection = en_vCurrentTranslationAbsolute/64.0f;
|
|
eSpawnSpray.penOwner = this;
|
|
penSpray->Initialize( eSpawnSpray);
|
|
}
|
|
|
|
void BeastBigDebrisExplosion(void)
|
|
{
|
|
// explosion
|
|
ESpawnEffect ese;
|
|
ese.colMuliplier = C_WHITE|CT_OPAQUE;
|
|
ese.betType = BET_LIGHT_CANNON;
|
|
ese.vStretch = FLOAT3D(1,1,1);
|
|
SpawnEffect(GetPlacement(), ese);
|
|
|
|
// spawn particles
|
|
CPlacement3D plSpray = GetPlacement();
|
|
CEntityPointer penSpray = CreateEntity( plSpray, CLASS_BLOOD_SPRAY);
|
|
penSpray->SetParent( this);
|
|
ESpawnSpray eSpawnSpray;
|
|
eSpawnSpray.colBurnColor=C_WHITE|CT_OPAQUE;
|
|
eSpawnSpray.fDamagePower = 2.0f;
|
|
eSpawnSpray.fSizeMultiplier = 1.0f;
|
|
eSpawnSpray.sptType = SPT_LAVA_STONES;
|
|
eSpawnSpray.vDirection = en_vCurrentTranslationAbsolute/64.0f;
|
|
eSpawnSpray.penOwner = this;
|
|
penSpray->Initialize( eSpawnSpray);
|
|
}
|
|
|
|
void BeastProjectileExplosion(void)
|
|
{
|
|
// explosion
|
|
ESpawnEffect ese;
|
|
ese.colMuliplier = C_GREEN|CT_OPAQUE;
|
|
ese.betType = BET_LIGHT_CANNON;
|
|
ese.vStretch = FLOAT3D(1.25,1.25,1.25);
|
|
SpawnEffect(GetPlacement(), ese);
|
|
|
|
// particles
|
|
CPlacement3D plSpray = GetPlacement();
|
|
CEntityPointer penSpray = CreateEntity( plSpray, CLASS_BLOOD_SPRAY);
|
|
penSpray->SetParent( this);
|
|
ESpawnSpray eSpawnSpray;
|
|
eSpawnSpray.colBurnColor=C_WHITE|CT_OPAQUE;
|
|
eSpawnSpray.fDamagePower = 2.0f;
|
|
eSpawnSpray.fSizeMultiplier = 1.0f;
|
|
eSpawnSpray.sptType = SPT_BEAST_PROJECTILE_SPRAY;
|
|
eSpawnSpray.vDirection = en_vCurrentTranslationAbsolute/64.0f;
|
|
eSpawnSpray.penOwner = this;
|
|
penSpray->Initialize( eSpawnSpray);
|
|
|
|
FLOAT fHeading = 20.0f+(FRnd()-0.5f)*60.0f;
|
|
// debris
|
|
for( INDEX iDebris=0; iDebris<2; iDebris++)
|
|
{
|
|
FLOAT fPitch = 10.0f+FRnd()*10.0f;
|
|
FLOAT fSpeed = 5.0+FRnd()*20.0f;
|
|
|
|
// launch
|
|
CPlacement3D pl = GetPlacement();
|
|
pl.pl_OrientationAngle(1) += AngleDeg(fHeading);
|
|
// turn to other way
|
|
fHeading = -fHeading;
|
|
pl.pl_OrientationAngle(2) = AngleDeg(fPitch);
|
|
|
|
CEntityPointer penProjectile = CreateEntity(pl, CLASS_PROJECTILE);
|
|
ELaunchProjectile eLaunch;
|
|
eLaunch.penLauncher = this;
|
|
eLaunch.prtType = PRT_BEAST_DEBRIS;
|
|
eLaunch.fSpeed = fSpeed;
|
|
penProjectile->Initialize(eLaunch);
|
|
|
|
// spawn particle debris
|
|
CPlacement3D plSpray = pl;
|
|
CEntityPointer penSpray = CreateEntity( plSpray, CLASS_BLOOD_SPRAY);
|
|
penSpray->SetParent( penProjectile);
|
|
ESpawnSpray eSpawnSpray;
|
|
eSpawnSpray.colBurnColor=C_WHITE|CT_OPAQUE;
|
|
eSpawnSpray.fDamagePower = 0.5f;
|
|
eSpawnSpray.fSizeMultiplier = 0.25f;
|
|
eSpawnSpray.sptType = SPT_BEAST_PROJECTILE_SPRAY;
|
|
eSpawnSpray.vDirection = FLOAT3D(0,-0.5f,0);
|
|
eSpawnSpray.penOwner = penProjectile;
|
|
penSpray->Initialize( eSpawnSpray);
|
|
}
|
|
}
|
|
|
|
void BeastBigProjectileExplosion(void)
|
|
{
|
|
// explosion
|
|
ESpawnEffect ese;
|
|
ese.colMuliplier = C_WHITE|CT_OPAQUE;
|
|
ese.betType = BET_LIGHT_CANNON;
|
|
ese.vStretch = FLOAT3D(2,2,2);
|
|
SpawnEffect(GetPlacement(), ese);
|
|
|
|
// particles
|
|
CPlacement3D plSpray = GetPlacement();
|
|
CEntityPointer penSpray = CreateEntity( plSpray, CLASS_BLOOD_SPRAY);
|
|
penSpray->SetParent( this);
|
|
ESpawnSpray eSpawnSpray;
|
|
eSpawnSpray.colBurnColor=C_WHITE|CT_OPAQUE;
|
|
eSpawnSpray.fDamagePower = 4.0f;
|
|
eSpawnSpray.fSizeMultiplier = 0.5f;
|
|
eSpawnSpray.sptType = SPT_LAVA_STONES;
|
|
eSpawnSpray.vDirection = en_vCurrentTranslationAbsolute/32.0f;
|
|
eSpawnSpray.penOwner = this;
|
|
penSpray->Initialize( eSpawnSpray);
|
|
|
|
// debris
|
|
for( INDEX iDebris=0; iDebris<3+IRnd()%2; iDebris++)
|
|
{
|
|
FLOAT fHeading = (FRnd()-0.5f)*180.0f;
|
|
FLOAT fPitch = 10.0f+FRnd()*40.0f;
|
|
FLOAT fSpeed = 10.0+FRnd()*50.0f;
|
|
|
|
// launch
|
|
CPlacement3D pl = GetPlacement();
|
|
pl.pl_OrientationAngle(1) += AngleDeg(fHeading);
|
|
pl.pl_OrientationAngle(2) += AngleDeg(fPitch);
|
|
|
|
CEntityPointer penProjectile = CreateEntity(pl, CLASS_PROJECTILE);
|
|
ELaunchProjectile eLaunch;
|
|
eLaunch.penLauncher = this;
|
|
eLaunch.prtType = PRT_BEAST_BIG_DEBRIS;
|
|
eLaunch.fSpeed = fSpeed;
|
|
penProjectile->Initialize(eLaunch);
|
|
|
|
// spawn particle debris
|
|
CPlacement3D plSpray = pl;
|
|
CEntityPointer penSpray = CreateEntity( plSpray, CLASS_BLOOD_SPRAY);
|
|
penSpray->SetParent( penProjectile);
|
|
ESpawnSpray eSpawnSpray;
|
|
eSpawnSpray.colBurnColor=C_WHITE|CT_OPAQUE;
|
|
eSpawnSpray.fDamagePower = 1.0f;
|
|
eSpawnSpray.fSizeMultiplier = 0.5f;
|
|
eSpawnSpray.sptType = SPT_LAVA_STONES;
|
|
eSpawnSpray.vDirection = FLOAT3D(0,-0.5f,0);
|
|
eSpawnSpray.penOwner = penProjectile;
|
|
penSpray->Initialize( eSpawnSpray);
|
|
}
|
|
}
|
|
|
|
/************************************************************
|
|
* FISHMAN PROJECTILE *
|
|
************************************************************/
|
|
void FishmanProjectile(void) {
|
|
// set appearance
|
|
InitAsModel();
|
|
SetPhysicsFlags(EPF_PROJECTILE_FLYING);
|
|
SetCollisionFlags(ECF_PROJECTILE_MAGIC);
|
|
SetFlags(GetFlags() | ENF_SEETHROUGH);
|
|
SetComponents(this, *GetModelObject(), MODEL_FISHMAN_FIRE, TEXTURE_FISHMAN_FIRE, 0, 0, 0);
|
|
ModelChangeNotify();
|
|
// start moving
|
|
LaunchAsPropelledProjectile(FLOAT3D(0.0f, 0.0f, -30.0f), (CMovableEntity*)(CEntity*)m_penLauncher);
|
|
SetDesiredRotation(ANGLE3D(0, 0, 0));
|
|
m_fFlyTime = 5.0f;
|
|
m_fDamageAmount = 5.0f;
|
|
m_fSoundRange = 0.0f;
|
|
m_bExplode = FALSE;
|
|
m_bLightSource = TRUE;
|
|
m_bCanHitHimself = FALSE;
|
|
m_bCanBeDestroyed = FALSE;
|
|
m_fWaitAfterDeath = 0.0f;
|
|
m_pmtMove = PMT_FLYING;
|
|
};
|
|
|
|
|
|
|
|
/************************************************************
|
|
* MANTAMAN PROJECTILE *
|
|
************************************************************/
|
|
void MantamanProjectile(void) {
|
|
// set appearance
|
|
InitAsModel();
|
|
SetPhysicsFlags(EPF_PROJECTILE_FLYING);
|
|
SetCollisionFlags(ECF_PROJECTILE_MAGIC);
|
|
SetFlags(GetFlags() | ENF_SEETHROUGH);
|
|
SetComponents(this, *GetModelObject(), MODEL_MANTAMAN_FIRE, TEXTURE_MANTAMAN_FIRE, 0, 0, 0);
|
|
ModelChangeNotify();
|
|
// start moving
|
|
LaunchAsPropelledProjectile(FLOAT3D(0.0f, 0.0f, -35.0f), (CMovableEntity*)(CEntity*)m_penLauncher);
|
|
SetDesiredRotation(ANGLE3D(0, 0, 0));
|
|
m_fFlyTime = 5.0f;
|
|
m_fDamageAmount = 7.0f;
|
|
m_fSoundRange = 0.0f;
|
|
m_bExplode = FALSE;
|
|
m_bLightSource = TRUE;
|
|
m_bCanHitHimself = FALSE;
|
|
m_bCanBeDestroyed = FALSE;
|
|
m_fWaitAfterDeath = 0.0f;
|
|
m_pmtMove = PMT_FLYING;
|
|
};
|
|
|
|
|
|
/************************************************************
|
|
* DEVIL PROJECTILES *
|
|
************************************************************/
|
|
void DevilLaser(void) {
|
|
// set appearance
|
|
InitAsModel();
|
|
SetPhysicsFlags(EPF_PROJECTILE_FLYING);
|
|
SetCollisionFlags(ECF_PROJECTILE_MAGIC);
|
|
SetFlags(GetFlags() | ENF_SEETHROUGH);
|
|
SetComponents(this, *GetModelObject(), MODEL_CYBORG_LASER, TEXTURE_CYBORG_LASER, 0, 0, 0);
|
|
GetModelObject()->StretchModel(FLOAT3D(4.0f, 4.0f, 2.0f));
|
|
ModelChangeNotify();
|
|
// start moving
|
|
LaunchAsPropelledProjectile(FLOAT3D(0.0f, 0.0f, -DEVIL_LASER_SPEED), (CMovableEntity*)(CEntity*)m_penLauncher);
|
|
SetDesiredRotation(ANGLE3D(0, 0, 0));
|
|
m_fFlyTime = 5.0f;
|
|
m_fDamageAmount = 10.0f;
|
|
m_fSoundRange = 0.0f;
|
|
m_bExplode = FALSE;
|
|
m_bLightSource = TRUE;
|
|
m_bCanHitHimself = FALSE;
|
|
m_bCanBeDestroyed = FALSE;
|
|
m_fWaitAfterDeath = 0.0f;
|
|
m_pmtMove = PMT_FLYING;
|
|
};
|
|
|
|
void DevilRocket(void) {
|
|
// set appearance
|
|
InitAsModel();
|
|
SetPhysicsFlags(EPF_PROJECTILE_FLYING);
|
|
SetCollisionFlags(ECF_PROJECTILE_SOLID);
|
|
SetModel(MODEL_ROCKET);
|
|
SetModelMainTexture(TEXTURE_ROCKET);
|
|
GetModelObject()->StretchModel(FLOAT3D(12.0f, 12.0f, 8.0f));
|
|
ModelChangeNotify();
|
|
// start moving
|
|
LaunchAsPropelledProjectile(FLOAT3D(0.0f, 0.0f, -DEVIL_ROCKET_SPEED), (CMovableEntity*)(CEntity*)m_penLauncher);
|
|
SetDesiredRotation(ANGLE3D(0, 0, 0));
|
|
// play the flying sound
|
|
m_soEffect.Set3DParameters(100.0f, 2.0f, 1.0f, 1.0f);
|
|
PlaySound(m_soEffect, SOUND_FLYING, SOF_3D|SOF_LOOP);
|
|
m_fFlyTime = 50.0f;
|
|
m_fDamageAmount = 50.0f;
|
|
m_fRangeDamageAmount = 50.0f;
|
|
m_fDamageHotSpotRange = 2.0f;
|
|
m_fDamageFallOffRange = 10.0f;
|
|
m_fSoundRange = 100.0f;
|
|
m_bExplode = TRUE;
|
|
m_bLightSource = TRUE;
|
|
m_bCanHitHimself = TRUE;
|
|
m_bCanBeDestroyed = TRUE;
|
|
m_fWaitAfterDeath = 1.125f;
|
|
m_tmExpandBox = 10000.0f;
|
|
m_tmInvisibility = 0.05f;
|
|
SetHealth(25.0f);
|
|
m_pmtMove = PMT_FLYING;
|
|
};
|
|
|
|
void DevilRocketExplosion(void) {
|
|
ESpawnEffect ese;
|
|
FLOAT3D vPoint;
|
|
FLOATplane3D vPlaneNormal;
|
|
FLOAT fDistanceToEdge;
|
|
|
|
// explosion
|
|
ese.colMuliplier = C_WHITE|CT_OPAQUE;
|
|
ese.betType = BET_GRENADE;
|
|
ese.vStretch = FLOAT3D(2,2,2);
|
|
SpawnEffect(GetPlacement(), ese);
|
|
// spawn sound event in range
|
|
if( IsDerivedFromClass( m_penLauncher, "Player")) {
|
|
SpawnRangeSound( m_penLauncher, this, SNDT_PLAYER, m_fSoundRange);
|
|
}
|
|
|
|
// on plane
|
|
if (GetNearestPolygon(vPoint, vPlaneNormal, fDistanceToEdge)) {
|
|
if ((vPoint-GetPlacement().pl_PositionVector).Length() < 3.5f) {
|
|
// stain
|
|
ese.betType = BET_EXPLOSIONSTAIN;
|
|
ese.vNormal = FLOAT3D(vPlaneNormal);
|
|
ese.vStretch = FLOAT3D(2,2,2);
|
|
SpawnEffect(CPlacement3D(vPoint, ANGLE3D(0, 0, 0)), ese);
|
|
// shock wave
|
|
ese.betType = BET_SHOCKWAVE;
|
|
ese.vNormal = FLOAT3D(vPlaneNormal);
|
|
ese.vStretch = FLOAT3D(2,2,2);
|
|
SpawnEffect(CPlacement3D(vPoint, ANGLE3D(0, 0, 0)), ese);
|
|
// second explosion on plane
|
|
ese.betType = BET_GRENADE_PLANE;
|
|
ese.vNormal = FLOAT3D(vPlaneNormal);
|
|
ese.vStretch = FLOAT3D(2,2,2);
|
|
SpawnEffect(CPlacement3D(vPoint+ese.vNormal/50.0f, ANGLE3D(0, 0, 0)), ese);
|
|
}
|
|
}
|
|
};
|
|
|
|
void DevilGuidedProjectile(void) {
|
|
// we need target for guied misile
|
|
if (IsDerivedFromClass(m_penLauncher, "Enemy Base")) {
|
|
m_penTarget = ((CEnemyBase *) &*m_penLauncher)->m_penEnemy;
|
|
}
|
|
// set appearance
|
|
InitAsModel();
|
|
SetPhysicsFlags(EPF_MODEL_FREE_FLYING);
|
|
SetCollisionFlags(ECF_PROJECTILE_SOLID);
|
|
|
|
SetModel(MODEL_BEAST_FIRE);
|
|
SetModelMainTexture(TEXTURE_BEAST_BIG_FIRE);
|
|
GetModelObject()->StretchModel(FLOAT3D(2.5f, 2.5f, 2.5f));
|
|
ModelChangeNotify();
|
|
// play the flying sound
|
|
m_soEffect.Set3DParameters(250.0f, 2.0f, 1.0f, 0.75f);
|
|
PlaySound(m_soEffect, SOUND_FLYING, SOF_3D|SOF_LOOP);
|
|
// start moving
|
|
LaunchAsPropelledProjectile(FLOAT3D(0.0f, 0.0f, -80.0f), (CMovableEntity*)(CEntity*)m_penLauncher);
|
|
SetDesiredRotation(ANGLE3D(0, 0, 0));
|
|
m_fFlyTime = 20.0f;
|
|
m_fDamageAmount = 20.0f;
|
|
m_fSoundRange = 0.0f;
|
|
m_bExplode = FALSE;
|
|
m_bLightSource = FALSE;
|
|
m_bCanHitHimself = FALSE;
|
|
m_bCanBeDestroyed = TRUE;
|
|
m_fWaitAfterDeath = 0.0f;
|
|
m_pmtMove = PMT_GUIDED;
|
|
m_fGuidedMaxSpeedFactor = 30.0f;
|
|
SetHealth(30.0f);
|
|
m_aRotateSpeed = 100.0f;
|
|
};
|
|
|
|
void DevilGuidedProjectileExplosion(void)
|
|
{
|
|
// explosion
|
|
ESpawnEffect ese;
|
|
ese.colMuliplier = C_WHITE|CT_OPAQUE;
|
|
ese.betType = BET_LIGHT_CANNON;
|
|
ese.vStretch = FLOAT3D(4,4,4);
|
|
SpawnEffect(GetPlacement(), ese);
|
|
|
|
// particles
|
|
CPlacement3D plSpray = GetPlacement();
|
|
CEntityPointer penSpray = CreateEntity( plSpray, CLASS_BLOOD_SPRAY);
|
|
penSpray->SetParent( this);
|
|
ESpawnSpray eSpawnSpray;
|
|
eSpawnSpray.colBurnColor=C_WHITE|CT_OPAQUE;
|
|
eSpawnSpray.fDamagePower = 8.0f;
|
|
eSpawnSpray.fSizeMultiplier = 1.0f;
|
|
eSpawnSpray.sptType = SPT_LAVA_STONES;
|
|
eSpawnSpray.vDirection = en_vCurrentTranslationAbsolute/32.0f;
|
|
eSpawnSpray.penOwner = this;
|
|
penSpray->Initialize( eSpawnSpray);
|
|
|
|
// debris
|
|
for( INDEX iDebris=0; iDebris<3+IRnd()%2; iDebris++)
|
|
{
|
|
FLOAT fHeading = (FRnd()-0.5f)*180.0f;
|
|
FLOAT fPitch = 10.0f+FRnd()*40.0f;
|
|
FLOAT fSpeed = 10.0+FRnd()*50.0f;
|
|
|
|
// launch
|
|
CPlacement3D pl = GetPlacement();
|
|
pl.pl_OrientationAngle(1) += AngleDeg(fHeading);
|
|
pl.pl_OrientationAngle(2) += AngleDeg(fPitch);
|
|
|
|
CEntityPointer penProjectile = CreateEntity(pl, CLASS_PROJECTILE);
|
|
ELaunchProjectile eLaunch;
|
|
eLaunch.penLauncher = this;
|
|
eLaunch.prtType = PRT_BEAST_BIG_DEBRIS;
|
|
eLaunch.fSpeed = fSpeed;
|
|
penProjectile->Initialize(eLaunch);
|
|
|
|
// spawn particle debris
|
|
CPlacement3D plSpray = pl;
|
|
CEntityPointer penSpray = CreateEntity( plSpray, CLASS_BLOOD_SPRAY);
|
|
penSpray->SetParent( penProjectile);
|
|
ESpawnSpray eSpawnSpray;
|
|
eSpawnSpray.colBurnColor=C_WHITE|CT_OPAQUE;
|
|
eSpawnSpray.fDamagePower = 2.0f;
|
|
eSpawnSpray.fSizeMultiplier = 1.0f;
|
|
eSpawnSpray.sptType = SPT_LAVA_STONES;
|
|
eSpawnSpray.vDirection = FLOAT3D(0,-0.5f,0);
|
|
eSpawnSpray.penOwner = penProjectile;
|
|
penSpray->Initialize( eSpawnSpray);
|
|
}
|
|
}
|
|
|
|
/************************************************************
|
|
* CYBORG LASER / PROJECTILE *
|
|
************************************************************/
|
|
void CyborgLaser(void) {
|
|
// set appearance
|
|
InitAsModel();
|
|
SetPhysicsFlags(EPF_PROJECTILE_FLYING);
|
|
SetCollisionFlags(ECF_PROJECTILE_MAGIC);
|
|
SetFlags(GetFlags() | ENF_SEETHROUGH);
|
|
SetComponents(this, *GetModelObject(), MODEL_CYBORG_LASER, TEXTURE_CYBORG_LASER, 0, 0, 0);
|
|
ModelChangeNotify();
|
|
// start moving
|
|
LaunchAsPropelledProjectile(FLOAT3D(0.0f, 0.0f, -60.0f), (CMovableEntity*)(CEntity*)m_penLauncher);
|
|
SetDesiredRotation(ANGLE3D(0, 0, 0));
|
|
m_fFlyTime = 4.0f;
|
|
m_fDamageAmount = 5.0f;
|
|
m_fSoundRange = 0.0f;
|
|
m_bExplode = FALSE;
|
|
m_bLightSource = TRUE;
|
|
m_bCanHitHimself = FALSE;
|
|
m_bCanBeDestroyed = FALSE;
|
|
m_fWaitAfterDeath = 0.0f;
|
|
m_pmtMove = PMT_FLYING;
|
|
};
|
|
|
|
void CyborgBomb(void)
|
|
{
|
|
// set appearance
|
|
InitAsModel();
|
|
SetPhysicsFlags(EPF_MODEL_BOUNCING);
|
|
SetCollisionFlags(ECF_PROJECTILE_SOLID);
|
|
SetModel(MODEL_CYBORG_BOMB);
|
|
SetModelMainTexture(TEXTURE_CYBORG_BOMB);
|
|
ModelChangeNotify();
|
|
// just freefall
|
|
LaunchAsFreeProjectile(FLOAT3D(0.0f, 0.0f, -m_fSpeed), (CMovableEntity*)&*m_penLauncher);
|
|
SetDesiredRotation(ANGLE3D(0, 0, 0));
|
|
m_fFlyTime = 2.5f;
|
|
m_fDamageAmount = 10.0f;
|
|
m_fRangeDamageAmount = 15.0f;
|
|
m_fDamageHotSpotRange = 1.0f;
|
|
m_fDamageFallOffRange = 6.0f;
|
|
m_fSoundRange = 25.0f;
|
|
m_bExplode = TRUE;
|
|
m_bLightSource = FALSE;
|
|
m_bCanHitHimself = TRUE;
|
|
m_bCanBeDestroyed = TRUE;
|
|
m_fWaitAfterDeath = 0.0f;
|
|
SetHealth(5.0f);
|
|
m_pmtMove = PMT_FLYING;
|
|
};
|
|
|
|
|
|
|
|
/************************************************************
|
|
* LAVA BALL *
|
|
************************************************************/
|
|
void LavaBall(void) {
|
|
// set appearance
|
|
InitAsModel();
|
|
SetPhysicsFlags(EPF_MODEL_FALL);
|
|
SetCollisionFlags(ECF_PROJECTILE_MAGIC);
|
|
SetModel(MODEL_LAVA);
|
|
SetModelMainTexture(TEXTURE_LAVA);
|
|
AddAttachment(0, MODEL_LAVA_FLARE, TEXTURE_LAVA_FLARE);
|
|
|
|
// start moving
|
|
LaunchAsFreeProjectile(FLOAT3D(0.0f, 0.0f, -m_fSpeed), (CMovableEntity*)&*m_penLauncher);
|
|
SetDesiredRotation(ANGLE3D(0, FRnd()*360.0f-180.0f, FRnd()*360.0f-180.0f));
|
|
m_fFlyTime = 5.0f;
|
|
m_fDamageAmount = 5.0f;
|
|
m_fRangeDamageAmount = 5.0f;
|
|
m_fDamageHotSpotRange = 1.0f;
|
|
m_fDamageFallOffRange = 4.0f;
|
|
m_fSoundRange = 0.0f;
|
|
m_bExplode = TRUE;
|
|
m_bLightSource = FALSE;
|
|
m_bCanHitHimself = FALSE;
|
|
m_bCanBeDestroyed = FALSE;
|
|
m_fWaitAfterDeath = 0.0f;
|
|
m_pmtMove = PMT_FLYING;
|
|
};
|
|
|
|
void LavaBallExplosion(void) {
|
|
ESpawnEffect ese;
|
|
FLOAT3D vPoint;
|
|
FLOATplane3D vPlaneNormal;
|
|
FLOAT fDistanceToEdge;
|
|
if (GetNearestPolygon(vPoint, vPlaneNormal, fDistanceToEdge)) {
|
|
if ((vPoint-GetPlacement().pl_PositionVector).Length() < 3.5f) {
|
|
// shock wave
|
|
ese.colMuliplier = C_WHITE|CT_OPAQUE;
|
|
ese.betType = BET_SHOCKWAVE;
|
|
ese.vNormal = FLOAT3D(vPlaneNormal);
|
|
SpawnEffect(CPlacement3D(vPoint, ANGLE3D(0, 0, 0)), ese);
|
|
}
|
|
}
|
|
};
|
|
|
|
/************************************************************
|
|
* G R U N T L A S E R *
|
|
************************************************************/
|
|
|
|
void GruntSoldierLaser(void) {
|
|
// set appearance
|
|
InitAsModel();
|
|
SetPhysicsFlags(EPF_PROJECTILE_FLYING);
|
|
SetCollisionFlags(ECF_PROJECTILE_MAGIC);
|
|
SetFlags(GetFlags() | ENF_SEETHROUGH);
|
|
SetModel(MODEL_GRUNT_PROJECTILE);
|
|
CModelObject *pmo = GetModelObject();
|
|
if(pmo != NULL)
|
|
{
|
|
pmo->PlayAnim(GRUNTPROJECTILE_ANIM_DEFAULT, 0);
|
|
}
|
|
SetModelMainTexture(TEXTURE_GRUNT_PROJECTILE_01);
|
|
// start moving
|
|
LaunchAsPropelledProjectile(FLOAT3D(0.0f, 0.0f, -45.0f), (CMovableEntity*)(CEntity*)m_penLauncher);
|
|
SetDesiredRotation(ANGLE3D(0, 0, 0));
|
|
m_fFlyTime = 3.0f;
|
|
m_fDamageAmount = 10.0f;
|
|
m_fSoundRange = 0.0f;
|
|
m_bExplode = FALSE;
|
|
m_bLightSource = TRUE;
|
|
m_bCanHitHimself = FALSE;
|
|
m_bCanBeDestroyed = FALSE;
|
|
m_fWaitAfterDeath = 0.0f;
|
|
m_tmExpandBox = 0.1f;
|
|
// time when laser ray becomes visible
|
|
m_tmInvisibility = 0.025f;
|
|
m_pmtMove = PMT_FLYING;
|
|
};
|
|
|
|
void GruntCommanderLaser(void) {
|
|
// set appearance
|
|
InitAsModel();
|
|
SetPhysicsFlags(EPF_PROJECTILE_FLYING);
|
|
SetCollisionFlags(ECF_PROJECTILE_MAGIC);
|
|
SetFlags(GetFlags() | ENF_SEETHROUGH);
|
|
SetModel(MODEL_GRUNT_PROJECTILE);
|
|
CModelObject *pmo = GetModelObject();
|
|
if(pmo != NULL)
|
|
{
|
|
pmo->PlayAnim(GRUNTPROJECTILE_ANIM_DEFAULT, 0);
|
|
}
|
|
SetModelMainTexture(TEXTURE_GRUNT_PROJECTILE_02);
|
|
// start moving
|
|
LaunchAsPropelledProjectile(FLOAT3D(0.0f, 0.0f, -55.0f), (CMovableEntity*)(CEntity*)m_penLauncher);
|
|
SetDesiredRotation(ANGLE3D(0, 0, 0));
|
|
m_fFlyTime = 3.0f;
|
|
m_fDamageAmount = 10.0f;
|
|
m_fSoundRange = 0.0f;
|
|
m_bExplode = FALSE;
|
|
m_bLightSource = TRUE;
|
|
m_bCanHitHimself = FALSE;
|
|
m_bCanBeDestroyed = FALSE;
|
|
m_fWaitAfterDeath = 0.0f;
|
|
m_tmExpandBox = 0.1f;
|
|
// time when laser ray becomes visible
|
|
m_tmInvisibility = 0.025f;
|
|
m_pmtMove = PMT_FLYING;
|
|
};
|
|
|
|
|
|
/************************************************************
|
|
* G U F F Y R O C K E T *
|
|
************************************************************/
|
|
|
|
void GuffyProjectile(void) {
|
|
// set appearance
|
|
InitAsModel();
|
|
SetPhysicsFlags(EPF_PROJECTILE_FLYING);
|
|
SetCollisionFlags(ECF_PROJECTILE_MAGIC);
|
|
SetModel(MODEL_GUFFY_PROJECTILE);
|
|
SetModelMainTexture(TEXTURE_GUFFY_PROJECTILE);
|
|
GetModelObject()->StretchModel(FLOAT3D(1.0f, 1.0f, 1.0f));
|
|
|
|
CModelObject *pmo = GetModelObject();
|
|
if(pmo != NULL)
|
|
{
|
|
pmo->PlayAnim(GUFFYPROJECTILE_ANIM_ROTATE01, AOF_LOOPING);
|
|
}
|
|
|
|
// start moving
|
|
LaunchAsPropelledProjectile(FLOAT3D(0.0f, 0.0f, -50.0f), (CMovableEntity*)(CEntity*)m_penLauncher);
|
|
SetDesiredRotation(ANGLE3D(0, 0, 0));
|
|
// play the flying sound
|
|
m_soEffect.Set3DParameters(20.0f, 2.0f, 1.0f, 1.0f);
|
|
PlaySound(m_soEffect, SOUND_FLYING, SOF_3D|SOF_LOOP);
|
|
m_fFlyTime = 30.0f;
|
|
m_fDamageAmount = 10.0f;
|
|
m_fRangeDamageAmount = 10.0f;
|
|
m_fDamageHotSpotRange = 4.0f;
|
|
m_fDamageFallOffRange = 8.0f;
|
|
m_fSoundRange = 50.0f;
|
|
m_bExplode = TRUE;
|
|
m_bLightSource = TRUE;
|
|
m_bCanHitHimself = FALSE;
|
|
m_bCanBeDestroyed = FALSE;
|
|
m_fWaitAfterDeath = 1.125f;
|
|
m_tmExpandBox = 0.1f;
|
|
m_tmInvisibility = 0.05f;
|
|
SetHealth(10000.0f);
|
|
m_pmtMove = PMT_FLYING;
|
|
};
|
|
|
|
void GuffyProjectileExplosion(void) {
|
|
PlayerRocketExplosion();
|
|
}
|
|
|
|
|
|
/************************************************************
|
|
* D E M O N F I R E B A L L *
|
|
************************************************************/
|
|
|
|
void DemonFireball(void) {
|
|
// we need target for guided misile
|
|
if (IsDerivedFromClass(m_penLauncher, "Enemy Base")) {
|
|
m_penTarget = ((CEnemyBase *) &*m_penLauncher)->m_penEnemy;
|
|
}
|
|
// set appearance
|
|
InitAsModel();
|
|
SetPhysicsFlags(EPF_MODEL_FREE_FLYING);
|
|
SetCollisionFlags(ECF_PROJECTILE_SOLID);
|
|
|
|
SetModel(MODEL_DEMON_FIREBALL);
|
|
SetModelMainTexture(TEXTURE_DEMON_FIREBALL);
|
|
GetModelObject()->StretchModel(FLOAT3D(2.5f, 2.5f, 2.5f));
|
|
|
|
ModelChangeNotify();
|
|
// play the flying sound
|
|
m_soEffect.Set3DParameters(50.0f, 2.0f, 1.0f, 0.75f);
|
|
PlaySound(m_soEffect, SOUND_BEAST_FLYING, SOF_3D|SOF_LOOP);
|
|
// start moving
|
|
LaunchAsPropelledProjectile(FLOAT3D(0.0f, 0.0f, -100.0f), (CMovableEntity*)(CEntity*)m_penLauncher);
|
|
SetDesiredRotation(ANGLE3D(0, 0, 0));
|
|
m_fFlyTime = 12.0f;
|
|
m_fDamageAmount = 20.0f;
|
|
m_fSoundRange = 0.0f;
|
|
m_bExplode = FALSE;
|
|
m_bLightSource = FALSE;
|
|
m_bCanHitHimself = FALSE;
|
|
m_bCanBeDestroyed = TRUE;
|
|
m_fWaitAfterDeath = 0.0f;
|
|
m_pmtMove = PMT_GUIDED_FAST;
|
|
m_fGuidedMaxSpeedFactor = 90.0f;
|
|
SetHealth(10000.0f);
|
|
m_aRotateSpeed = 200.0f;
|
|
};
|
|
|
|
void DemonFireballExplosion(void)
|
|
{
|
|
// explosion
|
|
ESpawnEffect ese;
|
|
ese.colMuliplier = C_WHITE|CT_OPAQUE;
|
|
ese.betType = BET_LIGHT_CANNON;
|
|
ese.vStretch = FLOAT3D(2,2,2);
|
|
SpawnEffect(GetPlacement(), ese);
|
|
|
|
// particles
|
|
CPlacement3D plSpray = GetPlacement();
|
|
CEntityPointer penSpray = CreateEntity( plSpray, CLASS_BLOOD_SPRAY);
|
|
penSpray->SetParent( this);
|
|
ESpawnSpray eSpawnSpray;
|
|
eSpawnSpray.colBurnColor=C_WHITE|CT_OPAQUE;
|
|
eSpawnSpray.fDamagePower = 4.0f;
|
|
eSpawnSpray.fSizeMultiplier = 0.5f;
|
|
eSpawnSpray.sptType = SPT_LAVA_STONES;
|
|
eSpawnSpray.vDirection = en_vCurrentTranslationAbsolute/32.0f;
|
|
eSpawnSpray.penOwner = this;
|
|
penSpray->Initialize( eSpawnSpray);
|
|
}
|
|
|
|
/************************************************************
|
|
* L A R V A P R O J E C T I L E S *
|
|
************************************************************/
|
|
|
|
void LarvaPlasma(void) {
|
|
// set appearance
|
|
InitAsModel();
|
|
SetPhysicsFlags(EPF_PROJECTILE_FLYING);
|
|
SetCollisionFlags(ECF_PROJECTILE_MAGIC);
|
|
SetModel(MODEL_LARVA_PLASMA_BALL);
|
|
SetModelMainTexture(TEXTURE_LARVA_PLASMA_BALL);
|
|
AddAttachmentToModel(this, *GetModelObject(), PLASMAGUN_ATTACHMENT_PROJECTILE,
|
|
MODEL_LARVA_PLASMA, TEXTURE_LARVA_PLASMA, 0, 0, 0);
|
|
|
|
GetModelObject()->StretchModel(FLOAT3D(2.5f, 2.5f, 2.5f));
|
|
ModelChangeNotify();
|
|
|
|
// start moving
|
|
LaunchAsPropelledProjectile(FLOAT3D(0.0f, 0.0f, -60.0f), (CMovableEntity*)(CEntity*)m_penLauncher);
|
|
SetDesiredRotation(ANGLE3D(0, 0, 0));
|
|
// play the flying sound
|
|
m_soEffect.Set3DParameters(20.0f, 2.0f, 1.0f, 1.0f);
|
|
PlaySound(m_soEffect, SOUND_FLYING, SOF_3D|SOF_LOOP);
|
|
m_fFlyTime = 30.0f;
|
|
if( GetSP()->sp_bCooperative)
|
|
{
|
|
m_fDamageAmount = 30.0f;
|
|
m_fRangeDamageAmount = 30.0f;
|
|
}
|
|
else
|
|
{
|
|
m_fDamageAmount = 25.0f;
|
|
m_fRangeDamageAmount = 25.0f;
|
|
}
|
|
m_fDamageHotSpotRange = 4.0f;
|
|
m_fDamageFallOffRange = 8.0f;
|
|
m_fSoundRange = 50.0f;
|
|
m_bExplode = TRUE;
|
|
m_bLightSource = TRUE;
|
|
m_bCanHitHimself = FALSE;
|
|
m_bCanBeDestroyed = FALSE;
|
|
m_fWaitAfterDeath = 0.05f;
|
|
m_tmExpandBox = 0.1f;
|
|
m_tmInvisibility = 0.05f;
|
|
SetHealth(100.0f);
|
|
m_iRebounds = 4;
|
|
m_pmtMove = PMT_FLYING_REBOUNDING;
|
|
}
|
|
|
|
void LarvaPlasmaExplosion(void) {
|
|
// explosion
|
|
ESpawnEffect ese;
|
|
ese.colMuliplier = C_WHITE|CT_OPAQUE;
|
|
ese.betType = BET_LIGHT_CANNON;
|
|
ese.vStretch = FLOAT3D(2,2,2);
|
|
SpawnEffect(GetPlacement(), ese);
|
|
|
|
// particles
|
|
CPlacement3D plSpray = GetPlacement();
|
|
CEntityPointer penSpray = CreateEntity( plSpray, CLASS_BLOOD_SPRAY);
|
|
penSpray->SetParent( this);
|
|
ESpawnSpray eSpawnSpray;
|
|
eSpawnSpray.colBurnColor=C_WHITE|CT_OPAQUE;
|
|
eSpawnSpray.fDamagePower = 1.0f;
|
|
eSpawnSpray.fSizeMultiplier = 0.25f;
|
|
eSpawnSpray.sptType = SPT_PLASMA;
|
|
eSpawnSpray.vDirection = FLOAT3D(0.0f, 2.5f, 0.0f);
|
|
eSpawnSpray.penOwner = this;
|
|
penSpray->Initialize( eSpawnSpray);
|
|
}
|
|
|
|
void LarvaTail(void) {
|
|
|
|
// we need target for guied misile
|
|
if (IsDerivedFromClass(m_penLauncher, "Enemy Base")) {
|
|
m_penTarget = ((CEnemyBase *) &*m_penLauncher)->m_penEnemy;
|
|
}
|
|
// set appearance
|
|
InitAsModel();
|
|
SetPhysicsFlags(EPF_MODEL_SLIDING);
|
|
SetCollisionFlags(ECF_PROJECTILE_SOLID);
|
|
|
|
SetModel(MODEL_LARVA_TAIL);
|
|
SetModelMainTexture(TEXTURE_LARVA_TAIL);
|
|
GetModelObject()->StretchModel(FLOAT3D(4.0f, 4.0f, 4.0f));
|
|
|
|
ModelChangeNotify();
|
|
// play the flying sound
|
|
m_soEffect.Set3DParameters(50.0f, 10.0f, 1.0f, 1.0f);
|
|
PlaySound(m_soEffect, SOUND_LARVETTE, SOF_3D|SOF_LOOP);
|
|
// start moving
|
|
LaunchAsPropelledProjectile(FLOAT3D(0.0f, 0.0f, -30.0f), (CMovableEntity*)(CEntity*)m_penLauncher);
|
|
SetDesiredRotation(ANGLE3D(0, 0, 0));
|
|
m_fFlyTime = 12.0f;
|
|
m_fDamageAmount = 10.0f;
|
|
m_fSoundRange = 0.0f;
|
|
m_bExplode = FALSE;
|
|
m_bLightSource = FALSE;
|
|
m_bCanHitHimself = FALSE;
|
|
m_bCanBeDestroyed = TRUE;
|
|
m_fWaitAfterDeath = 0.0f;
|
|
m_pmtMove = PMT_GUIDED_SLIDING;
|
|
m_aRotateSpeed = 275.0f;
|
|
SetHealth(10.0f);
|
|
}
|
|
|
|
void LarvaTailExplosion(void) {
|
|
PlayerRocketExplosion();
|
|
}
|
|
|
|
|
|
/*****************************************************************
|
|
* A I R E L E M E N T A L P R O J E C T I L E S *
|
|
*****************************************************************/
|
|
|
|
void WindBlast(void) {
|
|
// set appearance
|
|
InitAsEditorModel();
|
|
SetPhysicsFlags(EPF_MODEL_SLIDING);
|
|
SetCollisionFlags(ECF_PROJECTILE_MAGIC);
|
|
SetFlags(GetFlags() | ENF_SEETHROUGH);
|
|
SetModel(MODEL_WINDBLAST);
|
|
SetModelMainTexture(TEXTURE_WINDBLAST);
|
|
GetModelObject()->StretchModel(FLOAT3D(3.0f, 3.0f, 3.0f));
|
|
ModelChangeNotify();
|
|
// start moving
|
|
LaunchAsPropelledProjectile(FLOAT3D(0.0f, 0.0f, -50.0f), (CMovableEntity*)(CEntity*)m_penLauncher);
|
|
SetDesiredRotation(ANGLE3D(0, 0, 0));
|
|
m_fFlyTime = 5.0f;
|
|
m_fDamageAmount = 20.0f;
|
|
m_fSoundRange = 0.0f;
|
|
m_bExplode = FALSE;
|
|
m_bLightSource = FALSE;
|
|
m_bCanHitHimself = FALSE;
|
|
m_bCanBeDestroyed = FALSE;
|
|
m_fWaitAfterDeath = 0.0f;
|
|
m_pmtMove = PMT_SLIDING;
|
|
}
|
|
|
|
/************************************************************
|
|
* M E T E O R *
|
|
************************************************************/
|
|
|
|
void Meteor() {
|
|
// set appearance
|
|
InitAsModel();
|
|
SetPhysicsFlags(EPF_PROJECTILE_FLYING);
|
|
SetCollisionFlags(ECF_PROJECTILE_SOLID);
|
|
|
|
SetModel(MODEL_ELEM_LAVA_BOMB);
|
|
SetModelMainTexture(TEXTURE_ELEM_LAVA_BOMB);
|
|
/*AddAttachmentToModel(this, *GetModelObject(), LAVABOMB_ATTACHMENT_FLARE,
|
|
MODEL_ELEM_LAVA_BOMB_FLARE, TEXTURE_ELEM_LAVA_BOMB_FLARE, 0, 0, 0);*/
|
|
|
|
GetModelObject()->StretchModel(FLOAT3D(m_fStretch, m_fStretch, m_fStretch));
|
|
ModelChangeNotify();
|
|
|
|
Particles_AfterBurner_Prepare(this);
|
|
|
|
// start moving
|
|
LaunchAsPropelledProjectile(FLOAT3D(0.0f, 0.0f, -m_fSpeed), (CMovableEntity*)(CEntity*)m_penLauncher);
|
|
SetDesiredRotation(ANGLE3D(0, 0, 0));
|
|
// play the flying sound
|
|
m_soEffect.Set3DParameters(250.0f, 10.0f, 2.0f, 1.0f);
|
|
PlaySound(m_soEffect, SOUND_FLYING, SOF_3D|SOF_LOOP);
|
|
m_fFlyTime = 30.0f;
|
|
m_fDamageAmount = 100.0f;
|
|
m_fRangeDamageAmount = 100.0f;
|
|
m_fDamageHotSpotRange = 15.0f;
|
|
m_fDamageFallOffRange = 30.0f;
|
|
m_fSoundRange = 100.0f;
|
|
m_bExplode = TRUE;
|
|
m_bLightSource = FALSE;
|
|
m_bCanHitHimself = TRUE;
|
|
m_bCanBeDestroyed = FALSE;
|
|
m_fWaitAfterDeath = GetSoundLength(SOUND_METEOR_BLAST)+0.25f;
|
|
m_tmExpandBox = 0.1f;
|
|
m_tmInvisibility = 0.05f;
|
|
SetHealth(100.0f);
|
|
m_pmtMove = PMT_FLYING;
|
|
}
|
|
|
|
void MeteorExplosion() {
|
|
//LavamanBombExplosion();
|
|
//PlayerRocketExplosion();
|
|
// spawn particle debris
|
|
CPlacement3D plSpray = GetPlacement();
|
|
CEntityPointer penSpray = CreateEntity( plSpray, CLASS_BLOOD_SPRAY);
|
|
penSpray->SetParent( this);
|
|
ESpawnSpray eSpawnSpray;
|
|
eSpawnSpray.colBurnColor=C_WHITE|CT_OPAQUE;
|
|
eSpawnSpray.fDamagePower = 4.0f;
|
|
eSpawnSpray.fSizeMultiplier = 0.5f;
|
|
eSpawnSpray.sptType = SPT_LAVA_STONES;
|
|
eSpawnSpray.vDirection = en_vCurrentTranslationAbsolute/32.0f;
|
|
eSpawnSpray.penOwner = this;
|
|
penSpray->Initialize( eSpawnSpray);
|
|
|
|
ESpawnEffect ese;
|
|
FLOAT3D vPoint;
|
|
FLOATplane3D vPlaneNormal;
|
|
FLOAT fDistanceToEdge;
|
|
|
|
// explosion
|
|
ese.colMuliplier = C_WHITE|CT_OPAQUE;
|
|
ese.betType = BET_CANNON;
|
|
ese.vStretch = FLOAT3D(5,5,5);
|
|
SpawnEffect(GetPlacement(), ese);
|
|
// spawn sound event in range
|
|
if( IsDerivedFromClass( m_penLauncher, "Player")) {
|
|
SpawnRangeSound( m_penLauncher, this, SNDT_PLAYER, m_fSoundRange);
|
|
}
|
|
|
|
// explosion debris
|
|
ese.betType = BET_EXPLOSION_DEBRIS;
|
|
SpawnEffect(GetPlacement(), ese);
|
|
|
|
// explosion smoke
|
|
ese.betType = BET_EXPLOSION_SMOKE;
|
|
SpawnEffect(GetPlacement(), ese);
|
|
|
|
// on plane
|
|
if (GetNearestPolygon(vPoint, vPlaneNormal, fDistanceToEdge)) {
|
|
if ((vPoint-GetPlacement().pl_PositionVector).Length() < 3.5f) {
|
|
// stain
|
|
ese.betType = BET_EXPLOSIONSTAIN;
|
|
ese.vNormal = FLOAT3D(vPlaneNormal);
|
|
SpawnEffect(CPlacement3D(vPoint, ANGLE3D(0, 0, 0)), ese);
|
|
// shock wave
|
|
ese.betType = BET_SHOCKWAVE;
|
|
ese.vNormal = FLOAT3D(vPlaneNormal);
|
|
SpawnEffect(CPlacement3D(vPoint, ANGLE3D(0, 0, 0)), ese);
|
|
// second explosion on plane
|
|
ese.betType = BET_ROCKET_PLANE;
|
|
ese.vNormal = FLOAT3D(vPlaneNormal);
|
|
SpawnEffect(CPlacement3D(vPoint+ese.vNormal/50.0f, ANGLE3D(0, 0, 0)), ese);
|
|
}
|
|
}
|
|
m_soExplosion.Set3DParameters(150.0f, 10.0f, 1.5f, 1.0f);
|
|
PlaySound(m_soExplosion, SOUND_METEOR_BLAST, SOF_3D);
|
|
}
|
|
|
|
|
|
/************************************************************
|
|
* S H O O T E R S *
|
|
************************************************************/
|
|
|
|
void ShooterWoodenDart(void) {
|
|
// set appearance
|
|
InitAsModel();
|
|
SetPhysicsFlags(EPF_PROJECTILE_FLYING);
|
|
SetCollisionFlags(ECF_PROJECTILE_SOLID);
|
|
SetModel(MODEL_SHTR_WOODEN_DART);
|
|
SetModelMainTexture(TEX_SHTR_WOODEN_DART);
|
|
|
|
// start moving
|
|
LaunchAsPropelledProjectile(FLOAT3D(0.0f, 0.0f, -30.0f), (CMovableEntity*)(CEntity*)m_penLauncher);
|
|
SetDesiredRotation(ANGLE3D(0, 0, 0));
|
|
/*// play the flying sound
|
|
m_soEffect.Set3DParameters(20.0f, 2.0f, 1.0f, 1.0f);
|
|
PlaySound(m_soEffect, SOUND_FLYING, SOF_3D|SOF_LOOP);*/
|
|
m_fFlyTime = 10.0f;
|
|
if (GetSP()->sp_gdGameDifficulty<=CSessionProperties::GD_EASY) {
|
|
m_fDamageAmount = 5.0f;
|
|
} else {
|
|
m_fDamageAmount = 10.0f;
|
|
}
|
|
m_bExplode = FALSE;
|
|
m_bLightSource = FALSE;
|
|
m_bCanHitHimself = FALSE;
|
|
m_bCanBeDestroyed = TRUE;
|
|
m_fWaitAfterDeath = 1.125f;
|
|
m_tmExpandBox = 0.1f;
|
|
m_tmInvisibility = 0.05f;
|
|
SetHealth(5.0f);
|
|
m_pmtMove = PMT_FLYING;
|
|
};
|
|
|
|
void ShooterWoodenDartExplosion() {
|
|
// particles
|
|
CPlacement3D plSpray = GetPlacement();
|
|
CEntityPointer penSpray = CreateEntity( plSpray, CLASS_BLOOD_SPRAY);
|
|
penSpray->SetParent( this);
|
|
ESpawnSpray eSpawnSpray;
|
|
eSpawnSpray.colBurnColor=C_WHITE|CT_OPAQUE;
|
|
eSpawnSpray.fDamagePower = 0.5f;
|
|
eSpawnSpray.fSizeMultiplier = 0.1f;
|
|
eSpawnSpray.sptType = SPT_WOOD;
|
|
eSpawnSpray.vDirection = -en_vCurrentTranslationAbsolute/32.0f;
|
|
eSpawnSpray.penOwner = this;
|
|
penSpray->Initialize( eSpawnSpray);
|
|
};
|
|
|
|
void ShooterFireball(void) {
|
|
// set appearance
|
|
InitAsModel();
|
|
SetPhysicsFlags(EPF_PROJECTILE_FLYING);
|
|
SetCollisionFlags(ECF_PROJECTILE_SOLID);
|
|
SetModel(MODEL_BEAST_FIRE);
|
|
SetModelMainTexture(TEXTURE_BEAST_BIG_FIRE);
|
|
GetModelObject()->StretchModel(FLOAT3D(0.25f, 0.25f, 0.25f));
|
|
ModelChangeNotify();
|
|
|
|
// start moving
|
|
LaunchAsPropelledProjectile(FLOAT3D(0.0f, 0.0f, -30.0f), (CMovableEntity*)(CEntity*)m_penLauncher);
|
|
SetDesiredRotation(ANGLE3D(0, 0, 0));
|
|
/*// play the flying sound
|
|
m_soEffect.Set3DParameters(20.0f, 2.0f, 1.0f, 1.0f);
|
|
PlaySound(m_soEffect, SOUND_FLYING, SOF_3D|SOF_LOOP);*/
|
|
m_fFlyTime = 10.0f;
|
|
if (GetSP()->sp_gdGameDifficulty<=CSessionProperties::GD_EASY) {
|
|
m_fDamageAmount = 7.5f;
|
|
} else {
|
|
m_fDamageAmount = 15.0f;
|
|
}
|
|
m_bExplode = FALSE;
|
|
m_bLightSource = TRUE;
|
|
m_bCanHitHimself = FALSE;
|
|
m_bCanBeDestroyed = TRUE;
|
|
m_fWaitAfterDeath = 0.125f;
|
|
m_tmExpandBox = 0.1f;
|
|
m_tmInvisibility = 0.05f;
|
|
SetHealth(5.0f);
|
|
m_pmtMove = PMT_FLYING;
|
|
};
|
|
|
|
void ShooterFireballExplosion() {
|
|
// particles
|
|
CPlacement3D plSpray = GetPlacement();
|
|
CEntityPointer penSpray = CreateEntity( plSpray, CLASS_BLOOD_SPRAY);
|
|
penSpray->SetParent( this);
|
|
ESpawnSpray eSpawnSpray;
|
|
eSpawnSpray.colBurnColor=C_WHITE|CT_OPAQUE;
|
|
eSpawnSpray.fDamagePower = 1.0f;
|
|
eSpawnSpray.fSizeMultiplier = 0.5f;
|
|
eSpawnSpray.sptType = SPT_LAVA_STONES;
|
|
eSpawnSpray.vDirection = -en_vCurrentTranslationAbsolute/32.0f;
|
|
eSpawnSpray.penOwner = this;
|
|
penSpray->Initialize( eSpawnSpray);
|
|
};
|
|
|
|
void ShooterFlame(void) {
|
|
// set appearance
|
|
InitAsModel();
|
|
SetPhysicsFlags(EPF_PROJECTILE_FLYING);
|
|
SetCollisionFlags(ECF_PROJECTILE_SOLID);
|
|
SetFlags(GetFlags() | ENF_SEETHROUGH);
|
|
SetModel(MODEL_FLAME);
|
|
// start moving
|
|
LaunchAsPropelledProjectile(FLOAT3D(0.0f, 0.0f, -10.0f), (CMovableEntity*)(CEntity*)m_penLauncher);
|
|
SetDesiredRotation(ANGLE3D(0, 0, 0));
|
|
m_fFlyTime = 1.0f;
|
|
m_fDamageAmount = 3.0f;
|
|
m_fSoundRange = 0.0f;
|
|
m_bExplode = FALSE;
|
|
m_bLightSource = TRUE;
|
|
m_bCanHitHimself = FALSE;
|
|
m_bCanBeDestroyed = FALSE;
|
|
m_fWaitAfterDeath = 0.3f;
|
|
m_pmtMove = PMT_FLYING;
|
|
};
|
|
|
|
void AfterburnerDebris(void)
|
|
{
|
|
Particles_AfterBurner_Prepare(this);
|
|
// set appearance
|
|
InitAsEditorModel();
|
|
SetPhysicsFlags(EPF_MODEL_FALL);
|
|
SetCollisionFlags(ECF_PROJECTILE_MAGIC);
|
|
SetModel(MODEL_MARKER);
|
|
SetModelMainTexture(TEXTURE_MARKER);
|
|
// start moving
|
|
LaunchAsFreeProjectile(FLOAT3D(0.0f, 0.0f, -m_fSpeed), (CMovableEntity*)&*m_penLauncher);
|
|
SetDesiredRotation(ANGLE3D(0, FRnd()*360.0f-180.0f, FRnd()*360.0f-180.0f));
|
|
m_fFlyTime = 10.0f;
|
|
m_fDamageAmount = 0.0f;
|
|
m_fRangeDamageAmount = 0.0f;
|
|
m_fDamageHotSpotRange = 0.0f;
|
|
m_fDamageFallOffRange = 0.0f;
|
|
m_fSoundRange = 0.0f;
|
|
m_bExplode = TRUE;
|
|
m_bLightSource = FALSE;
|
|
m_bCanHitHimself = FALSE;
|
|
m_bCanBeDestroyed = FALSE;
|
|
m_fWaitAfterDeath = 2.0f;
|
|
m_pmtMove = PMT_FLYING;
|
|
}
|
|
|
|
|
|
/************************************************************
|
|
* C O M M O N F U N C T I O N S *
|
|
************************************************************/
|
|
|
|
// projectile touch his valid target
|
|
void ProjectileTouch(CEntityPointer penHit)
|
|
{
|
|
// explode if needed
|
|
ProjectileHit();
|
|
|
|
// direct damage
|
|
FLOAT3D vDirection;
|
|
FLOAT fTransLen = en_vIntendedTranslation.Length();
|
|
if( fTransLen>0.5f)
|
|
{
|
|
vDirection = en_vIntendedTranslation/fTransLen;
|
|
}
|
|
else
|
|
{
|
|
vDirection = -en_vGravityDir;
|
|
}
|
|
|
|
// spawn flame
|
|
const FLOAT fDamageMul = GetSeriousDamageMultiplier(m_penLauncher);
|
|
if ((m_prtType==PRT_FLAME||m_prtType==PRT_SHOOTER_FLAME) && m_fWaitAfterDeath>0.0f) {
|
|
// don't burn the same entity twice while passing through it
|
|
if (m_penLastDamaged==penHit) {
|
|
return;
|
|
} else {
|
|
m_penLastDamaged=penHit;
|
|
}
|
|
|
|
// don't spawn flame on AirElemental
|
|
BOOL bSpawnFlame=TRUE;
|
|
BOOL bInflictDamage=TRUE;
|
|
if (IsOfClass(penHit, "AirElemental"))
|
|
{
|
|
bSpawnFlame=FALSE;
|
|
}
|
|
|
|
EntityInfo *pei=(EntityInfo *)penHit->GetEntityInfo();
|
|
if(pei!=NULL && pei->Eeibt==EIBT_ICE)
|
|
{
|
|
bSpawnFlame=FALSE;
|
|
bInflictDamage=FALSE;
|
|
}
|
|
|
|
if( bSpawnFlame)
|
|
{
|
|
SpawnFlame(m_penLauncher, penHit, GetPlacement().pl_PositionVector);
|
|
}
|
|
if(bInflictDamage)
|
|
{
|
|
InflictDirectDamage(penHit, m_penLauncher, DMT_BURNING, m_fDamageAmount*fDamageMul,
|
|
GetPlacement().pl_PositionVector, vDirection);
|
|
}
|
|
|
|
// don't damage the same entity twice (wind blast)
|
|
} else if (m_prtType==PRT_AIRELEMENTAL_WIND) {
|
|
if (penHit==m_penLastDamaged) {
|
|
return;
|
|
} else {
|
|
m_penLastDamaged=penHit;
|
|
}
|
|
InflictDirectDamage(penHit, m_penLauncher, DMT_PROJECTILE, m_fDamageAmount*fDamageMul,
|
|
GetPlacement().pl_PositionVector, vDirection);
|
|
|
|
// other projectiles
|
|
} else {
|
|
InflictDirectDamage(penHit, m_penLauncher, DMT_PROJECTILE, m_fDamageAmount*fDamageMul,
|
|
GetPlacement().pl_PositionVector, vDirection);
|
|
}
|
|
};
|
|
|
|
|
|
// projectile hit (or time expired or can't move any more)
|
|
void ProjectileHit(void)
|
|
{
|
|
// explode ...
|
|
if (m_bExplode) {
|
|
const FLOAT fDamageMul = GetSeriousDamageMultiplier(m_penLauncher);
|
|
InflictRangeDamage(m_penLauncher, DMT_EXPLOSION, m_fRangeDamageAmount*fDamageMul,
|
|
GetPlacement().pl_PositionVector, m_fDamageHotSpotRange, m_fDamageFallOffRange);
|
|
}
|
|
// sound event
|
|
if (m_fSoundRange>0.0f && IsDerivedFromClass( m_penLauncher, "Player"))
|
|
{
|
|
ESound eSound;
|
|
eSound.EsndtSound = SNDT_EXPLOSION;
|
|
eSound.penTarget = m_penLauncher;
|
|
SendEventInRange(eSound, FLOATaabbox3D(GetPlacement().pl_PositionVector, m_fSoundRange));
|
|
}
|
|
};
|
|
|
|
|
|
// spawn effect
|
|
void SpawnEffect(const CPlacement3D &plEffect, const ESpawnEffect &eSpawnEffect) {
|
|
CEntityPointer penEffect = CreateEntity(plEffect, CLASS_BASIC_EFFECT);
|
|
penEffect->Initialize(eSpawnEffect);
|
|
};
|
|
|
|
|
|
|
|
/************************************************************
|
|
* S O U N D S *
|
|
************************************************************/
|
|
void BounceSound(void) {
|
|
switch (m_prtType) {
|
|
case PRT_GRENADE:
|
|
if (en_vCurrentTranslationAbsolute.Length() > 3.0f) {
|
|
m_soEffect.Set3DParameters(20.0f, 2.0f, 1.0f, 1.0f);
|
|
PlaySound(m_soEffect, SOUND_GRENADE_BOUNCE, SOF_3D);
|
|
}
|
|
break;
|
|
}
|
|
};
|
|
|
|
|
|
|
|
// Calculate current rotation speed to rich given orientation in future
|
|
ANGLE GetRotationSpeed(ANGLE aWantedAngle, ANGLE aRotateSpeed, FLOAT fWaitFrequency)
|
|
{
|
|
ANGLE aResult;
|
|
// if desired position is smaller
|
|
if ( aWantedAngle<-aRotateSpeed*fWaitFrequency)
|
|
{
|
|
// start decreasing
|
|
aResult = -aRotateSpeed;
|
|
}
|
|
// if desired position is bigger
|
|
else if (aWantedAngle>aRotateSpeed*fWaitFrequency)
|
|
{
|
|
// start increasing
|
|
aResult = +aRotateSpeed;
|
|
}
|
|
// if desired position is more-less ahead
|
|
else
|
|
{
|
|
aResult = aWantedAngle/fWaitFrequency;
|
|
}
|
|
return aResult;
|
|
}
|
|
|
|
|
|
/* Receive damage */
|
|
void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType,
|
|
FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection)
|
|
{
|
|
|
|
// cannonball immediately destroys demons fireball
|
|
if (m_prtType==PRT_DEMON_FIREBALL && dmtType==DMT_CANNONBALL)
|
|
{
|
|
fDamageAmmount*=10001.0f;
|
|
}
|
|
if (m_prtType==PRT_FLAME && IsOfClass(penInflictor, "Moving Brush"))
|
|
{
|
|
Destroy();
|
|
}
|
|
|
|
CMovableModelEntity::ReceiveDamage(penInflictor,
|
|
dmtType, fDamageAmmount, vHitPoint, vDirection);
|
|
}
|
|
|
|
/************************************************************
|
|
* P R O C E D U R E S *
|
|
************************************************************/
|
|
procedures:
|
|
// --->>> PROJECTILE FLY IN SPACE
|
|
ProjectileFly(EVoid) {
|
|
// if already inside some entity
|
|
CEntity *penObstacle;
|
|
if (CheckForCollisionNow(0, &penObstacle)) {
|
|
// explode now
|
|
ProjectileTouch(penObstacle);
|
|
// if flame, continue existing
|
|
/*if (m_prtType==PRT_FLAME && ((CEntity &)*&penObstacle).en_RenderType==RT_MODEL) {
|
|
resume;
|
|
}*/
|
|
return EEnd();
|
|
}
|
|
// fly loop
|
|
wait(m_fFlyTime) {
|
|
on (EBegin) : { resume; }
|
|
on (EPass epass) : {
|
|
BOOL bHit;
|
|
// ignore launcher within 1 second
|
|
bHit = epass.penOther!=m_penLauncher || _pTimer->CurrentTick()>m_fIgnoreTime;
|
|
// ignore another projectile of same type
|
|
bHit &= !((!m_bCanHitHimself && IsOfClass(epass.penOther, "Projectile") &&
|
|
((CProjectile*)&*epass.penOther)->m_prtType==m_prtType));
|
|
// ignore twister
|
|
bHit &= !IsOfClass(epass.penOther, "Twister");
|
|
if (bHit) {
|
|
ProjectileTouch(epass.penOther);
|
|
// player flame passes through enemies
|
|
//if (m_prtType==PRT_FLAME && IsDerivedFromClass((CEntity *)&*(epass.penOther), "Enemy Base")) { resume; }
|
|
stop;
|
|
}
|
|
resume;
|
|
}
|
|
on (ETouch etouch) : {
|
|
// clear time limit for launcher
|
|
m_fIgnoreTime = 0.0f;
|
|
// ignore another projectile of same type
|
|
BOOL bHit;
|
|
bHit = !((!m_bCanHitHimself && IsOfClass(etouch.penOther, "Projectile") &&
|
|
((CProjectile*)&*etouch.penOther)->m_prtType==m_prtType));
|
|
|
|
if (bHit) {
|
|
ProjectileTouch(etouch.penOther);
|
|
stop;
|
|
}
|
|
resume;
|
|
}
|
|
on (EDeath) : {
|
|
if (m_bCanBeDestroyed) {
|
|
ProjectileHit();
|
|
stop;
|
|
}
|
|
resume;
|
|
}
|
|
on (ETimer) : {
|
|
ProjectileHit();
|
|
stop;
|
|
}
|
|
}
|
|
return EEnd();
|
|
};
|
|
|
|
// --->>> GUIDED PROJECTILE FLY IN SPACE
|
|
ProjectileGuidedFly(EVoid) {
|
|
// if already inside some entity
|
|
CEntity *penObstacle;
|
|
if (CheckForCollisionNow(0, &penObstacle)) {
|
|
// explode now
|
|
ProjectileTouch(penObstacle);
|
|
return EEnd();
|
|
}
|
|
// fly loop
|
|
while( _pTimer->CurrentTick()<(m_fStartTime+m_fFlyTime))
|
|
{
|
|
FLOAT fWaitFrequency = 0.1f;
|
|
// beast big projectile destroys soon after passing near the player
|
|
/*if (m_prtType==PRT_BEAST_BIG_PROJECTILE &&
|
|
DistanceTo(this, m_penTarget)<20.0f &&
|
|
(m_fStartTime+m_fFlyTime-_pTimer->CurrentTick())>1.5f)
|
|
{
|
|
m_fFlyTime = _pTimer->CurrentTick() - m_fStartTime + 1.5f;
|
|
}*/
|
|
if (m_penTarget!=NULL) {
|
|
// calculate desired position and angle
|
|
EntityInfo *pei= (EntityInfo*) (m_penTarget->GetEntityInfo());
|
|
FLOAT3D vDesiredPosition;
|
|
GetEntityInfoPosition( m_penTarget, pei->vSourceCenter, vDesiredPosition);
|
|
FLOAT3D vDesiredDirection = (vDesiredPosition-GetPlacement().pl_PositionVector).Normalize();
|
|
// for heading
|
|
ANGLE aWantedHeading = GetRelativeHeading( vDesiredDirection);
|
|
/*if (m_prtType==PRT_BEAST_BIG_PROJECTILE && m_fStartTime+m_fFlyTime-_pTimer->CurrentTick()<1.5f)
|
|
{
|
|
m_aRotateSpeed = 10.0f;
|
|
}*/
|
|
ANGLE aHeading = GetRotationSpeed( aWantedHeading, m_aRotateSpeed, fWaitFrequency);
|
|
|
|
// factor used to decrease speed of projectiles oriented opposite of its target
|
|
FLOAT fSpeedDecreasingFactor = ((180-Abs(aWantedHeading))/180.0f);
|
|
// factor used to increase speed when far away from target
|
|
FLOAT fSpeedIncreasingFactor = (vDesiredPosition-GetPlacement().pl_PositionVector).Length()/100;
|
|
fSpeedIncreasingFactor = ClampDn(fSpeedIncreasingFactor, 1.0f);
|
|
// decrease speed acodring to target's direction
|
|
FLOAT fMaxSpeed = m_fGuidedMaxSpeedFactor*fSpeedIncreasingFactor;
|
|
FLOAT fMinSpeedRatio = 0.5f;
|
|
FLOAT fWantedSpeed = fMaxSpeed*( fMinSpeedRatio+(1-fMinSpeedRatio)*fSpeedDecreasingFactor);
|
|
// adjust translation velocity
|
|
SetDesiredTranslation( FLOAT3D(0, 0, -fWantedSpeed));
|
|
|
|
// adjust rotation speed
|
|
m_aRotateSpeed = 75.0f*(1+0.5f*fSpeedDecreasingFactor);
|
|
|
|
// calculate distance factor
|
|
FLOAT fDistanceFactor = (vDesiredPosition-GetPlacement().pl_PositionVector).Length()/50.0;
|
|
fDistanceFactor = ClampUp(fDistanceFactor, 4.0f);
|
|
FLOAT fRNDHeading = (FRnd()-0.5f)*180*fDistanceFactor;
|
|
FLOAT fRNDPitch = (FRnd()-0.5f)*90*fDistanceFactor;
|
|
|
|
// if we are looking near direction of target
|
|
if( Abs( aWantedHeading) < 30.0f)
|
|
{
|
|
// calculate pitch speed
|
|
ANGLE aWantedPitch = GetRelativePitch( vDesiredDirection);
|
|
ANGLE aPitch = GetRotationSpeed( aWantedPitch, m_aRotateSpeed*1.5f, fWaitFrequency);
|
|
// adjust heading and pich
|
|
SetDesiredRotation(ANGLE3D(aHeading+fRNDHeading,aPitch+fRNDPitch,0));
|
|
}
|
|
// just adjust heading
|
|
else
|
|
{
|
|
SetDesiredRotation(ANGLE3D(aHeading,fDistanceFactor*40,0));
|
|
}
|
|
}
|
|
|
|
wait( fWaitFrequency)
|
|
{
|
|
on (EBegin) : { resume; }
|
|
on (EPass epass) : {
|
|
BOOL bHit;
|
|
// ignore launcher within 1 second
|
|
bHit = epass.penOther!=m_penLauncher || _pTimer->CurrentTick()>m_fIgnoreTime;
|
|
// ignore another projectile of same type
|
|
bHit &= !((!m_bCanHitHimself && IsOfClass(epass.penOther, "Projectile") &&
|
|
((CProjectile*)&*epass.penOther)->m_prtType==m_prtType));
|
|
// ignore twister
|
|
bHit &= !IsOfClass(epass.penOther, "Twister");
|
|
if (bHit) {
|
|
ProjectileTouch(epass.penOther);
|
|
return EEnd();
|
|
}
|
|
resume;
|
|
}
|
|
on (EDeath) :
|
|
{
|
|
if (m_bCanBeDestroyed)
|
|
{
|
|
ProjectileHit();
|
|
return EEnd();
|
|
}
|
|
resume;
|
|
}
|
|
on (ETimer) :
|
|
{
|
|
stop;
|
|
}
|
|
}
|
|
}
|
|
return EEnd();
|
|
};
|
|
|
|
ProjectileGuidedFastFly(EVoid) {
|
|
// if already inside some entity
|
|
CEntity *penObstacle;
|
|
if (CheckForCollisionNow(0, &penObstacle)) {
|
|
// explode now
|
|
ProjectileTouch(penObstacle);
|
|
return EEnd();
|
|
}
|
|
// fly loop
|
|
while( _pTimer->CurrentTick()<(m_fStartTime+m_fFlyTime))
|
|
{
|
|
FLOAT fWaitFrequency = 0.1f;
|
|
// beast big projectile destroys soon after passing near the player
|
|
if (m_prtType==PRT_BEAST_BIG_PROJECTILE &&
|
|
DistanceTo(this, m_penTarget)<20.0f &&
|
|
(m_fStartTime+m_fFlyTime-_pTimer->CurrentTick())>1.5f)
|
|
{
|
|
m_fFlyTime = _pTimer->CurrentTick() - m_fStartTime + 1.5f;
|
|
}
|
|
if (m_penTarget!=NULL) {
|
|
// calculate desired position and angle
|
|
EntityInfo *pei= (EntityInfo*) (m_penTarget->GetEntityInfo());
|
|
FLOAT3D vDesiredPosition;
|
|
GetEntityInfoPosition( m_penTarget, pei->vSourceCenter, vDesiredPosition);
|
|
FLOAT3D vDesiredDirection = (vDesiredPosition-GetPlacement().pl_PositionVector).Normalize();
|
|
// for heading
|
|
ANGLE aWantedHeading = GetRelativeHeading( vDesiredDirection);
|
|
ANGLE aHeading = GetRotationSpeed( aWantedHeading, 5.0f/*m_aRotateSpeed*/, fWaitFrequency);
|
|
|
|
// factor used to decrease speed of projectiles oriented opposite of its target
|
|
FLOAT fSpeedDecreasingFactor = ((180-Abs(aWantedHeading))/180.0f);
|
|
// factor used to increase speed when far away from target
|
|
FLOAT fSpeedIncreasingFactor = (vDesiredPosition-GetPlacement().pl_PositionVector).Length()/100;
|
|
fSpeedIncreasingFactor = ClampDn(fSpeedIncreasingFactor, 1.0f);
|
|
// decrease speed acording to target's direction
|
|
FLOAT fMaxSpeed = m_fGuidedMaxSpeedFactor*fSpeedIncreasingFactor;
|
|
FLOAT fMinSpeedRatio = 10.0f;
|
|
FLOAT fWantedSpeed = fMaxSpeed*( fMinSpeedRatio+(1-fMinSpeedRatio)*fSpeedDecreasingFactor);
|
|
// adjust translation velocity
|
|
SetDesiredTranslation( FLOAT3D(0, 0, -fWantedSpeed));
|
|
|
|
// adjust rotation speed
|
|
m_aRotateSpeed = 110.0f*(1+0.5f*fSpeedDecreasingFactor);
|
|
|
|
// calculate distance factor
|
|
FLOAT fDistanceFactor = (vDesiredPosition-GetPlacement().pl_PositionVector).Length()/50.0;
|
|
fDistanceFactor = ClampUp(fDistanceFactor, 4.0f);
|
|
|
|
// if we are looking near direction of target
|
|
if( Abs( aWantedHeading) < 30.0f)
|
|
{
|
|
bLockedOn = TRUE;
|
|
// calculate pitch speed
|
|
ANGLE aWantedPitch = GetRelativePitch( vDesiredDirection);
|
|
ANGLE aPitch = GetRotationSpeed( aWantedPitch, m_aRotateSpeed*1.5f, fWaitFrequency);
|
|
// adjust heading and pitch
|
|
SetDesiredRotation(ANGLE3D(aHeading, aPitch, 0));
|
|
}
|
|
// just adjust heading
|
|
else
|
|
{
|
|
if (bLockedOn) // we just missed the player
|
|
{
|
|
ANGLE3D aBankingUp;
|
|
aBankingUp = GetPlacement().pl_OrientationAngle;
|
|
aBankingUp(3) = 0.0f;
|
|
SetPlacement(CPlacement3D(GetPlacement().pl_PositionVector, aBankingUp));
|
|
}
|
|
bLockedOn = FALSE;
|
|
//SetDesiredRotation(ANGLE3D(aHeading,fDistanceFactor*40,0));
|
|
SetDesiredRotation(ANGLE3D(aHeading,400,0));
|
|
}
|
|
}
|
|
|
|
wait( fWaitFrequency)
|
|
{
|
|
on (EBegin) : { resume; }
|
|
on (ETouch etouch) : {
|
|
// clear time limit for launcher
|
|
m_fIgnoreTime = 0.0f;
|
|
// ignore itself and the demon
|
|
BOOL bHit;
|
|
bHit = !((!m_bCanHitHimself && IsOfClass(etouch.penOther, "Projectile") &&
|
|
((CProjectile*)&*etouch.penOther)->m_prtType==m_prtType));
|
|
bHit &= !IsOfClass(etouch.penOther, "Demon");
|
|
FLOAT3D vTrans = en_vCurrentTranslationAbsolute;
|
|
bHit &= Abs(vTrans.Normalize() % FLOAT3D(etouch.plCollision)) > 0.35;
|
|
|
|
if (bHit) {
|
|
ProjectileTouch(etouch.penOther);
|
|
return EEnd();
|
|
}
|
|
|
|
resume;
|
|
}
|
|
on (EPass epass) : {
|
|
BOOL bHit;
|
|
// ignore launcher within 1 second
|
|
bHit = epass.penOther!=m_penLauncher || _pTimer->CurrentTick()>m_fIgnoreTime;
|
|
// ignore another projectile of same type
|
|
bHit &= !((!m_bCanHitHimself && IsOfClass(epass.penOther, "Projectile") &&
|
|
((CProjectile*)&*epass.penOther)->m_prtType==m_prtType));
|
|
// ignore twister
|
|
bHit &= !IsOfClass(epass.penOther, "Twister");
|
|
// if demons projectile, ignore all other projectiles
|
|
bHit &= !(m_prtType==PRT_DEMON_FIREBALL && IsOfClass(epass.penOther, "Projectile"));
|
|
bHit &= !(m_prtType==PRT_BEAST_BIG_PROJECTILE && IsOfClass(epass.penOther, "Projectile"));
|
|
|
|
if (bHit) {
|
|
ProjectileTouch(epass.penOther);
|
|
return EEnd();
|
|
}
|
|
resume;
|
|
}
|
|
on (EDeath) :
|
|
{
|
|
if (m_bCanBeDestroyed)
|
|
{
|
|
ProjectileHit();
|
|
return EEnd();
|
|
}
|
|
resume;
|
|
}
|
|
on (ETimer) :
|
|
{
|
|
stop;
|
|
}
|
|
}
|
|
}
|
|
return EEnd();
|
|
};
|
|
|
|
|
|
ProjectileGuidedSlide(EVoid) {
|
|
// if already inside some entity
|
|
CEntity *penObstacle;
|
|
if (CheckForCollisionNow(0, &penObstacle)) {
|
|
// explode now
|
|
ProjectileTouch(penObstacle);
|
|
return EEnd();
|
|
}
|
|
// fly loop
|
|
while( _pTimer->CurrentTick()<(m_fStartTime+m_fFlyTime))
|
|
{
|
|
FLOAT fWaitFrequency = 0.1f;
|
|
if (m_penTarget!=NULL) {
|
|
// calculate desired position and angle
|
|
EntityInfo *pei= (EntityInfo*) (m_penTarget->GetEntityInfo());
|
|
FLOAT3D vDesiredPosition;
|
|
GetEntityInfoPosition( m_penTarget, pei->vSourceCenter, vDesiredPosition);
|
|
FLOAT3D vDesiredDirection = (vDesiredPosition-GetPlacement().pl_PositionVector).Normalize();
|
|
// for heading
|
|
ANGLE aWantedHeading = GetRelativeHeading( vDesiredDirection);
|
|
ANGLE aHeading = GetRotationSpeed( aWantedHeading, m_aRotateSpeed, fWaitFrequency);
|
|
|
|
// factor used to decrease speed of projectiles oriented opposite of its target
|
|
FLOAT fSpeedDecreasingFactor = ((180-Abs(aWantedHeading))/180.0f);
|
|
// factor used to increase speed when far away from target
|
|
FLOAT fSpeedIncreasingFactor = (vDesiredPosition-GetPlacement().pl_PositionVector).Length()/100;
|
|
fSpeedIncreasingFactor = ClampDn(fSpeedIncreasingFactor, 1.0f);
|
|
// decrease speed acodring to target's direction
|
|
FLOAT fMaxSpeed = 30.0f*fSpeedIncreasingFactor;
|
|
FLOAT fMinSpeedRatio = 0.5f;
|
|
FLOAT fWantedSpeed = fMaxSpeed*( fMinSpeedRatio+(1-fMinSpeedRatio)*fSpeedDecreasingFactor);
|
|
// adjust translation velocity
|
|
SetDesiredTranslation( FLOAT3D(0, 0, -fWantedSpeed));
|
|
|
|
// adjust rotation speed
|
|
m_aRotateSpeed = 75.0f*(1+0.5f*fSpeedDecreasingFactor);
|
|
|
|
// calculate distance factor
|
|
FLOAT fDistanceFactor = (vDesiredPosition-GetPlacement().pl_PositionVector).Length()/50.0;
|
|
fDistanceFactor = ClampUp(fDistanceFactor, 4.0f);
|
|
FLOAT fRNDHeading = (FRnd()-0.5f)*180*fDistanceFactor;
|
|
|
|
// if we are looking near direction of target
|
|
if( Abs( aWantedHeading) < 30.0f)
|
|
{
|
|
// adjust heading and pich
|
|
SetDesiredRotation(ANGLE3D(aHeading+fRNDHeading,0,0));
|
|
}
|
|
// just adjust heading
|
|
else
|
|
{
|
|
SetDesiredRotation(ANGLE3D(aHeading,0,0));
|
|
}
|
|
}
|
|
|
|
wait( fWaitFrequency)
|
|
{
|
|
on (EBegin) : { resume; }
|
|
on (EPass epass) : {
|
|
BOOL bHit;
|
|
// ignore launcher within 1 second
|
|
bHit = epass.penOther!=m_penLauncher || _pTimer->CurrentTick()>m_fIgnoreTime;
|
|
// ignore another projectile of same type
|
|
bHit &= !((!m_bCanHitHimself && IsOfClass(epass.penOther, "Projectile") &&
|
|
((CProjectile*)&*epass.penOther)->m_prtType==m_prtType));
|
|
// ignore twister
|
|
bHit &= !IsOfClass(epass.penOther, "Twister");
|
|
if (bHit) {
|
|
ProjectileTouch(epass.penOther);
|
|
return EEnd();
|
|
}
|
|
resume;
|
|
}
|
|
on (EDeath) :
|
|
{
|
|
if (m_bCanBeDestroyed)
|
|
{
|
|
ProjectileHit();
|
|
return EEnd();
|
|
}
|
|
resume;
|
|
}
|
|
on (ETimer) :
|
|
{
|
|
stop;
|
|
}
|
|
}
|
|
}
|
|
return EEnd();
|
|
};
|
|
|
|
// --->>> PROJECTILE SLIDE ON BRUSH
|
|
ProjectileSlide(EVoid) {
|
|
// if already inside some entity
|
|
CEntity *penObstacle;
|
|
if (CheckForCollisionNow(0, &penObstacle)) {
|
|
// explode now
|
|
ProjectileTouch(penObstacle);
|
|
return EEnd();
|
|
}
|
|
// fly loop
|
|
wait(m_fFlyTime) {
|
|
on (EBegin) : { resume; }
|
|
on (EPass epass) : {
|
|
BOOL bHit;
|
|
// ignore launcher within 1 second
|
|
bHit = epass.penOther!=m_penLauncher || _pTimer->CurrentTick()>m_fIgnoreTime;
|
|
// ignore another projectile of same type
|
|
bHit &= !((!m_bCanHitHimself && IsOfClass(epass.penOther, "Projectile") &&
|
|
((CProjectile*)&*epass.penOther)->m_prtType==m_prtType));
|
|
// ignore twister
|
|
bHit &= !IsOfClass(epass.penOther, "Twister");
|
|
if (epass.penOther!=m_penLauncher) {
|
|
bHit = bHit ;
|
|
}
|
|
if (bHit) {
|
|
ProjectileTouch(epass.penOther);
|
|
// player flame passes through enemies
|
|
if (m_prtType==PRT_FLAME && IsDerivedFromClass((CEntity *)&*(epass.penOther), "Enemy Base")) {
|
|
resume;
|
|
}
|
|
// wind blast passes through movable entities
|
|
if (m_prtType==PRT_AIRELEMENTAL_WIND && IsDerivedFromClass((CEntity *)&*(epass.penOther), "MovableEntity")) {
|
|
resume;
|
|
}
|
|
|
|
stop;
|
|
}
|
|
resume;
|
|
}
|
|
on (ETouch etouch) : {
|
|
// clear time limit for launcher
|
|
m_fIgnoreTime = 0.0f;
|
|
// ignore brushes
|
|
BOOL bHit;
|
|
bHit = !(etouch.penOther->GetRenderType() & RT_BRUSH);
|
|
if( m_prtType==PRT_FLAME && !bHit && !m_bLeftFlame)
|
|
{
|
|
SpawnFlame(m_penLauncher, etouch.penOther, GetPlacement().pl_PositionVector);
|
|
m_bLeftFlame=TRUE;
|
|
}
|
|
if (!bHit) { BounceSound(); }
|
|
// ignore another projectile of same type
|
|
bHit &= !((!m_bCanHitHimself && IsOfClass(etouch.penOther, "Projectile") &&
|
|
((CProjectile*)&*etouch.penOther)->m_prtType==m_prtType));
|
|
if (bHit) {
|
|
ProjectileTouch(etouch.penOther);
|
|
stop;
|
|
}
|
|
// projectile is moving to slow (stuck somewhere) -> kill it
|
|
if (en_vCurrentTranslationAbsolute.Length() < 0.25f*en_vDesiredTranslationRelative.Length()) {
|
|
ProjectileHit();
|
|
stop;
|
|
}
|
|
resume;
|
|
}
|
|
on (EDeath) : {
|
|
if (m_bCanBeDestroyed) {
|
|
ProjectileHit();
|
|
stop;
|
|
}
|
|
resume;
|
|
}
|
|
on (ETimer) : {
|
|
ProjectileHit();
|
|
stop;
|
|
}
|
|
}
|
|
return EEnd();
|
|
};
|
|
|
|
// --->>> PROJECTILE FLY IN SPACE WITH REBOUNDING
|
|
ProjectileFlyRebounding(EVoid) {
|
|
// if already inside some entity
|
|
CEntity *penObstacle;
|
|
if (CheckForCollisionNow(0, &penObstacle)) {
|
|
// explode now
|
|
ProjectileTouch(penObstacle);
|
|
return EEnd();
|
|
}
|
|
// fly loop
|
|
wait(m_fFlyTime) {
|
|
on (EBegin) : { resume; }
|
|
on (EPass epass) : {
|
|
BOOL bHit;
|
|
// ignore launcher within 1 second
|
|
bHit = epass.penOther!=m_penLauncher || _pTimer->CurrentTick()>m_fIgnoreTime;
|
|
// ignore another projectile of same type
|
|
bHit &= !((!m_bCanHitHimself && IsOfClass(epass.penOther, "Projectile") &&
|
|
((CProjectile*)&*epass.penOther)->m_prtType==m_prtType));
|
|
// ignore twister
|
|
bHit &= !IsOfClass(epass.penOther, "Twister");
|
|
if (bHit) {
|
|
ProjectileTouch(epass.penOther);
|
|
stop;
|
|
}
|
|
resume;
|
|
}
|
|
on (ETouch etouch) : {
|
|
// clear time limit for launcher
|
|
m_fIgnoreTime = 0.0f;
|
|
|
|
BOOL bHit;
|
|
|
|
// if brush hit
|
|
bHit = (etouch.penOther->GetRenderType() == RT_BRUSH);
|
|
|
|
if (bHit && m_iRebounds>0) {
|
|
//reverse direction
|
|
ReflectDirectionVectorByPlane(etouch.plCollision, en_vCurrentTranslationAbsolute);
|
|
ReflectRotationMatrixByPlane_cols(etouch.plCollision, en_mRotation);
|
|
m_iRebounds--;
|
|
} else {
|
|
// ignore another projectile of same type
|
|
bHit = !((!m_bCanHitHimself && IsOfClass(etouch.penOther, "Projectile") &&
|
|
((CProjectile*)&*etouch.penOther)->m_prtType==m_prtType));
|
|
|
|
if (bHit) {
|
|
ProjectileTouch(etouch.penOther);
|
|
stop;
|
|
}
|
|
}
|
|
resume;
|
|
}
|
|
on (EDeath) : {
|
|
if (m_bCanBeDestroyed) {
|
|
ProjectileHit();
|
|
stop;
|
|
}
|
|
resume;
|
|
}
|
|
on (ETimer) : {
|
|
ProjectileHit();
|
|
stop;
|
|
}
|
|
}
|
|
return EEnd();
|
|
};
|
|
|
|
// --->>> MAIN
|
|
Main(ELaunchProjectile eLaunch) {
|
|
// remember the initial parameters
|
|
ASSERT(eLaunch.penLauncher!=NULL);
|
|
m_penLauncher = eLaunch.penLauncher;
|
|
m_prtType = eLaunch.prtType;
|
|
m_fSpeed = eLaunch.fSpeed;
|
|
m_fStretch=eLaunch.fStretch;
|
|
SetPredictable(TRUE);
|
|
// remember lauching time
|
|
m_fIgnoreTime = _pTimer->CurrentTick() + 1.0f;
|
|
m_penLastDamaged = NULL;
|
|
|
|
switch (m_prtType) {
|
|
case PRT_DEVIL_ROCKET:
|
|
case PRT_WALKER_ROCKET:
|
|
case PRT_ROCKET:
|
|
case PRT_SHOOTER_WOODEN_DART:
|
|
{
|
|
Particles_RocketTrail_Prepare(this);
|
|
break;
|
|
}
|
|
case PRT_GUFFY_PROJECTILE: break; //Particles_RocketTrail_Prepare(this); break;
|
|
case PRT_GRENADE: Particles_GrenadeTrail_Prepare(this); break;
|
|
case PRT_CATMAN_FIRE: Particles_RocketTrail_Prepare(this); break;
|
|
case PRT_HEADMAN_FIRECRACKER: Particles_FirecrackerTrail_Prepare(this); break;
|
|
case PRT_HEADMAN_ROCKETMAN: Particles_Fireball01Trail_Prepare(this); break;
|
|
case PRT_HEADMAN_BOMBERMAN: Particles_BombTrail_Prepare(this); break;
|
|
case PRT_LAVA_COMET: Particles_LavaTrail_Prepare(this); break;
|
|
case PRT_LAVAMAN_BIG_BOMB: Particles_LavaBombTrail_Prepare(this); break;
|
|
case PRT_LAVAMAN_BOMB: Particles_LavaBombTrail_Prepare(this); break;
|
|
case PRT_BEAST_PROJECTILE: Particles_Fireball01Trail_Prepare(this); break;
|
|
case PRT_BEAST_BIG_PROJECTILE:
|
|
case PRT_DEVIL_GUIDED_PROJECTILE:
|
|
case PRT_DEMON_FIREBALL:
|
|
//case PRT_METEOR:
|
|
Particles_FirecrackerTrail_Prepare(this);
|
|
break;
|
|
case PRT_SHOOTER_FIREBALL: Particles_Fireball01Trail_Prepare(this); break;
|
|
}
|
|
// projectile initialization
|
|
switch (m_prtType)
|
|
{
|
|
case PRT_WALKER_ROCKET: WalkerRocket(); break;
|
|
case PRT_ROCKET: PlayerRocket(); break;
|
|
case PRT_GRENADE: PlayerGrenade(); break;
|
|
case PRT_FLAME: PlayerFlame(); break;
|
|
case PRT_LASER_RAY: PlayerLaserRay(); break;
|
|
case PRT_CATMAN_FIRE: CatmanProjectile(); break;
|
|
case PRT_HEADMAN_FIRECRACKER: HeadmanFirecracker(); break;
|
|
case PRT_HEADMAN_ROCKETMAN: HeadmanRocketman(); break;
|
|
case PRT_HEADMAN_BOMBERMAN: HeadmanBomberman(); break;
|
|
case PRT_BONEMAN_FIRE: BonemanProjectile(); break;
|
|
case PRT_WOMAN_FIRE: WomanProjectile(); break;
|
|
case PRT_DRAGONMAN_FIRE: DragonmanProjectile(DRAGONMAN_NORMAL); break;
|
|
case PRT_DRAGONMAN_STRONG_FIRE: DragonmanProjectile(DRAGONMAN_STRONG); break;
|
|
case PRT_STONEMAN_FIRE: ElementalRock(ELEMENTAL_NORMAL, ELEMENTAL_STONEMAN); break;
|
|
case PRT_STONEMAN_BIG_FIRE: ElementalRock(ELEMENTAL_BIG, ELEMENTAL_STONEMAN); break;
|
|
case PRT_STONEMAN_LARGE_FIRE: ElementalRock(ELEMENTAL_LARGE, ELEMENTAL_STONEMAN); break;
|
|
case PRT_LAVAMAN_BIG_BOMB: LavaManBomb(); break;
|
|
case PRT_LAVAMAN_BOMB: LavaManBomb(); break;
|
|
case PRT_LAVAMAN_STONE: ElementalRock(ELEMENTAL_NORMAL, ELEMENTAL_LAVAMAN); break;
|
|
case PRT_ICEMAN_FIRE: ElementalRock(ELEMENTAL_NORMAL, ELEMENTAL_ICEMAN); break;
|
|
case PRT_ICEMAN_BIG_FIRE: ElementalRock(ELEMENTAL_BIG, ELEMENTAL_ICEMAN); break;
|
|
case PRT_ICEMAN_LARGE_FIRE: ElementalRock(ELEMENTAL_LARGE, ELEMENTAL_ICEMAN); break;
|
|
case PRT_HUANMAN_FIRE: HuanmanProjectile(); break;
|
|
case PRT_FISHMAN_FIRE: FishmanProjectile(); break;
|
|
case PRT_MANTAMAN_FIRE: MantamanProjectile(); break;
|
|
case PRT_CYBORG_LASER: CyborgLaser(); break;
|
|
case PRT_CYBORG_BOMB: CyborgBomb(); break;
|
|
case PRT_LAVA_COMET: LavaBall(); break;
|
|
case PRT_BEAST_PROJECTILE: BeastProjectile(); break;
|
|
case PRT_BEAST_BIG_PROJECTILE: BeastBigProjectile(); break;
|
|
case PRT_BEAST_DEBRIS: BeastDebris(); break;
|
|
case PRT_BEAST_BIG_DEBRIS: BeastBigDebris(); break;
|
|
case PRT_DEVIL_LASER: DevilLaser(); break;
|
|
case PRT_DEVIL_ROCKET: DevilRocket(); break;
|
|
case PRT_DEVIL_GUIDED_PROJECTILE: DevilGuidedProjectile(); break;
|
|
case PRT_GRUNT_PROJECTILE_SOL: GruntSoldierLaser(); break;
|
|
case PRT_GRUNT_PROJECTILE_COM: GruntCommanderLaser(); break;
|
|
case PRT_GUFFY_PROJECTILE: GuffyProjectile(); break;
|
|
case PRT_DEMON_FIREBALL: DemonFireball(); break;
|
|
case PRT_LARVA_PLASMA: LarvaPlasma(); break;
|
|
case PRT_LARVA_TAIL_PROJECTILE: LarvaTail(); break;
|
|
case PRT_SHOOTER_WOODEN_DART: ShooterWoodenDart(); break;
|
|
case PRT_SHOOTER_FIREBALL: ShooterFireball(); break;
|
|
case PRT_SHOOTER_FLAME: ShooterFlame(); break;
|
|
case PRT_AFTERBURNER_DEBRIS: AfterburnerDebris(); break;
|
|
case PRT_AIRELEMENTAL_WIND: WindBlast(); break;
|
|
case PRT_METEOR: Meteor(); break;
|
|
default: ASSERTALWAYS("Unknown projectile type");
|
|
}
|
|
|
|
// setup light source
|
|
if (m_bLightSource) { SetupLightSource(TRUE); }
|
|
|
|
// fly
|
|
m_fStartTime = _pTimer->CurrentTick();
|
|
// if guided projectile
|
|
if( m_pmtMove == PMT_GUIDED) {
|
|
autocall ProjectileGuidedFly() EEnd;
|
|
} else if (m_pmtMove==PMT_GUIDED_FAST) {
|
|
autocall ProjectileGuidedFastFly() EEnd;
|
|
} else if (m_pmtMove==PMT_FLYING) {
|
|
autocall ProjectileFly() EEnd;
|
|
} else if (m_pmtMove==PMT_SLIDING) {
|
|
autocall ProjectileSlide() EEnd;
|
|
} else if (m_pmtMove==PMT_FLYING_REBOUNDING) {
|
|
autocall ProjectileFlyRebounding() EEnd;
|
|
} else if (m_pmtMove==PMT_GUIDED_SLIDING) {
|
|
autocall ProjectileGuidedSlide() EEnd;
|
|
}
|
|
|
|
// projectile explosion
|
|
switch (m_prtType) {
|
|
case PRT_WALKER_ROCKET: WalkerRocketExplosion(); break;
|
|
case PRT_ROCKET: PlayerRocketExplosion(); break;
|
|
case PRT_GRENADE: PlayerGrenadeExplosion(); break;
|
|
case PRT_LASER_RAY: PlayerLaserWave(); break;
|
|
case PRT_HEADMAN_BOMBERMAN: HeadmanBombermanExplosion(); break;
|
|
case PRT_CYBORG_BOMB: CyborgBombExplosion(); break;
|
|
case PRT_LAVA_COMET: LavamanBombDebrisExplosion(); break;
|
|
case PRT_LAVAMAN_BIG_BOMB: LavamanBombExplosion(); break;
|
|
case PRT_LAVAMAN_BOMB: LavamanBombDebrisExplosion(); break;
|
|
case PRT_BEAST_BIG_PROJECTILE: BeastBigProjectileExplosion(); break;
|
|
case PRT_BEAST_PROJECTILE: BeastProjectileExplosion(); break;
|
|
case PRT_BEAST_DEBRIS: BeastDebrisExplosion(); break;
|
|
case PRT_BEAST_BIG_DEBRIS: BeastBigDebrisExplosion(); break;
|
|
case PRT_DEVIL_ROCKET: DevilRocketExplosion(); break;
|
|
case PRT_DEVIL_GUIDED_PROJECTILE: DevilGuidedProjectileExplosion(); break;
|
|
case PRT_GUFFY_PROJECTILE: GuffyProjectileExplosion(); break;
|
|
case PRT_DEMON_FIREBALL: DemonFireballExplosion(); break;
|
|
case PRT_LARVA_PLASMA: LarvaPlasmaExplosion(); break;
|
|
case PRT_LARVA_TAIL_PROJECTILE: LarvaTailExplosion(); break;
|
|
case PRT_SHOOTER_WOODEN_DART: ShooterWoodenDartExplosion(); break;
|
|
case PRT_SHOOTER_FIREBALL: ShooterFireballExplosion(); break;
|
|
case PRT_METEOR: MeteorExplosion(); break;
|
|
}
|
|
|
|
// wait after death
|
|
if (m_fWaitAfterDeath>0.0f) {
|
|
SwitchToEditorModel();
|
|
ForceFullStop();
|
|
SetCollisionFlags(ECF_IMMATERIAL);
|
|
// kill light source
|
|
if (m_bLightSource) { SetupLightSource(FALSE); }
|
|
autowait(m_fWaitAfterDeath);
|
|
}
|
|
|
|
Destroy();
|
|
|
|
return;
|
|
}
|
|
};
|