mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-25 07:14:50 +01:00
294 lines
11 KiB
C++
294 lines
11 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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804
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%{
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#include "StdH.h"
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#include "Models/Items/ItemHolder/ItemHolder.h"
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%}
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uses "EntitiesMP/Item";
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// health type
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enum ArmorItemType {
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0 ARIT_SHARD "Shard", // shard
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1 ARIT_SMALL "Small", // small armor
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2 ARIT_MEDIUM "Medium", // medium armor
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3 ARIT_STRONG "Strong", // strong armor
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4 ARIT_SUPER "Super", // super armor
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5 ARIT_HELM "Helm", // helm
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};
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// event for sending through receive item
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event EArmor {
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FLOAT fArmor, // armor to receive
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BOOL bOverTopArmor, // can be received over top armor
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};
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class CArmorItem : CItem {
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name "Armor Item";
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thumbnail "Thumbnails\\ArmorItem.tbn";
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properties:
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1 enum ArmorItemType m_EaitType "Type" 'Y' = ARIT_SHARD, // armor type
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2 BOOL m_bOverTopArmor = FALSE, // can be received over top armor
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3 INDEX m_iSoundComponent = 0,
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components:
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0 class CLASS_BASE "Classes\\Item.ecl",
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// ********* SHARD *********
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1 model MODEL_1 "Models\\Items\\Armor\\Armor_1.mdl",
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2 texture TEXTURE_1 "Models\\Items\\Armor\\Armor_1.tex",
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// ********* SMALL ARMOR *********
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10 model MODEL_25 "Models\\Items\\Armor\\Armor_25.mdl",
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11 texture TEXTURE_25 "Models\\Items\\Armor\\Armor_25.tex",
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// ********* MEDIUM ARMOR *********
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20 model MODEL_50 "Models\\Items\\Armor\\Armor_50.mdl",
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21 texture TEXTURE_50 "Models\\Items\\Armor\\Armor_50.tex",
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// ********* STRONG ARMOR *********
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22 model MODEL_100 "Models\\Items\\Armor\\Armor_100.mdl",
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23 texture TEXTURE_100 "Models\\Items\\Armor\\Armor_100.tex",
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// ********* SUPER ARMOR *********
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40 model MODEL_200 "Models\\Items\\Armor\\Armor_200.mdl",
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41 texture TEXTURE_200 "Models\\Items\\Armor\\Armor_200.tex",
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// ********* HELM *********
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50 model MODEL_5 "ModelsMP\\Items\\Armor\\Armor_5.mdl",
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51 texture TEXTURE_5 "ModelsMP\\Items\\Armor\\Armor_5.tex",
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// ************** FLARE FOR EFFECT **************
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100 texture TEXTURE_FLARE "Models\\Items\\Flares\\Flare.tex",
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101 model MODEL_FLARE "Models\\Items\\Flares\\Flare.mdl",
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// ************** REFLECTIONS **************
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200 texture TEX_REFL_LIGHTMETAL01 "Models\\ReflectionTextures\\LightMetal01.tex",
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// ************** SPECULAR **************
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210 texture TEX_SPEC_MEDIUM "Models\\SpecularTextures\\Medium.tex",
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// ************** SOUNDS **************
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301 sound SOUND_SHARD "Sounds\\Items\\ArmourShard.wav",
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302 sound SOUND_SMALL "Sounds\\Items\\ArmourSmall.wav",
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303 sound SOUND_MEDIUM "Sounds\\Items\\ArmourMedium.wav",
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304 sound SOUND_STRONG "Sounds\\Items\\ArmourStrong.wav",
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305 sound SOUND_SUPER "Sounds\\Items\\ArmourSuper.wav",
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306 sound SOUND_HELM "SoundsMP\\Items\\ArmourHelm.wav",
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functions:
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void Precache(void) {
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switch (m_EaitType) {
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case ARIT_SHARD: PrecacheSound(SOUND_SHARD ); break;
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case ARIT_SMALL: PrecacheSound(SOUND_SMALL ); break;
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case ARIT_MEDIUM: PrecacheSound(SOUND_MEDIUM); break;
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case ARIT_STRONG: PrecacheSound(SOUND_STRONG); break;
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case ARIT_SUPER: PrecacheSound(SOUND_SUPER ); break;
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case ARIT_HELM: PrecacheSound(SOUND_HELM ); break;
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}
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}
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/* Fill in entity statistics - for AI purposes only */
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BOOL FillEntityStatistics(EntityStats *pes)
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{
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pes->es_strName = "Armor";
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pes->es_ctCount = 1;
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pes->es_ctAmmount = m_fValue;
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pes->es_fValue = m_fValue*2;
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pes->es_iScore = 0;//m_iScore;
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switch (m_EaitType) {
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case ARIT_SHARD: pes->es_strName+=" shard"; break;
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case ARIT_SMALL: pes->es_strName+=" small"; break;
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case ARIT_MEDIUM: pes->es_strName+=" medium"; break;
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case ARIT_STRONG: pes->es_strName+=" strong"; break;
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case ARIT_SUPER: pes->es_strName+=" super"; break;
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case ARIT_HELM: pes->es_strName+=" helm"; break;
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}
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return TRUE;
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}
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// render particles
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void RenderParticles(void) {
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// no particles when not existing or in DM modes
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if (GetRenderType()!=CEntity::RT_MODEL || GetSP()->sp_gmGameMode>CSessionProperties::GM_COOPERATIVE
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|| !ShowItemParticles())
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{
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return;
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}
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switch (m_EaitType) {
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case ARIT_SHARD:
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Particles_Emanate(this, 0.75f*0.75, 0.75f*0.75, PT_STAR04, 8, 7.0f);
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break;
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case ARIT_SMALL:
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Particles_Emanate(this, 1.0f*0.75, 1.0f*0.75, PT_STAR04, 32, 7.0f);
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break;
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case ARIT_MEDIUM:
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Particles_Emanate(this, 1.5f*0.75, 1.5f*0.75, PT_STAR04, 64, 7.0f);
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break;
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case ARIT_STRONG:
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Particles_Emanate(this, 2.0f*0.75, 1.25f*0.75, PT_STAR04, 96, 7.0f);
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break;
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case ARIT_SUPER:
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Particles_Emanate(this, 2.5f*0.75, 1.5f*0.75, PT_STAR04, 128, 7.0f);
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break;
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case ARIT_HELM:
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Particles_Emanate(this, 0.875f*0.75, 0.875f*0.75, PT_STAR04, 16, 7.0f);
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break;
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}
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}
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// set health properties depending on health type
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void SetProperties(void) {
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switch (m_EaitType) {
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case ARIT_SHARD:
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ForceCollisionBoxIndexChange(ITEMHOLDER_COLLISION_BOX_SMALL);
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m_fValue = 1.0f;
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m_bOverTopArmor = TRUE;
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m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 10.0f;
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m_strDescription.PrintF("Shard - H:%g T:%g", m_fValue, m_fRespawnTime);
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// set appearance
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AddItem(MODEL_1, TEXTURE_1, 0, TEX_SPEC_MEDIUM, 0);
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AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.4f,0), FLOAT3D(1.0,1.0,0.3f) );
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StretchItem(FLOAT3D(0.75f*0.75, 0.75f*0.75, 0.75f*0.75));
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m_iSoundComponent = SOUND_SHARD;
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break;
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case ARIT_SMALL:
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ForceCollisionBoxIndexChange(ITEMHOLDER_COLLISION_BOX_MEDIUM);
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m_fValue = 25.0f;
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m_bOverTopArmor = FALSE;
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m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 10.0f;
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m_strDescription.PrintF("Small - H:%g T:%g", m_fValue, m_fRespawnTime);
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// set appearance
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AddItem(MODEL_25, TEXTURE_25, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0);
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AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.6f,0), FLOAT3D(2,2,0.5f) );
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StretchItem(FLOAT3D(2.0f, 2.0f, 2.0f));
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m_iSoundComponent = SOUND_SMALL;
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break;
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case ARIT_MEDIUM: {
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ForceCollisionBoxIndexChange(ITEMHOLDER_COLLISION_BOX_MEDIUM);
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m_fValue = 50.0f;
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m_bOverTopArmor = FALSE;
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m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 25.0f;
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m_strDescription.PrintF("Medium - H:%g T:%g", m_fValue, m_fRespawnTime);
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// set appearance
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AddItem(MODEL_50, TEXTURE_50, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0);
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AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,1.0f,0), FLOAT3D(3,3,0.5f) );
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StretchItem(FLOAT3D(2.0f, 2.0f, 2.0f));
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m_iSoundComponent = SOUND_MEDIUM;
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} break;
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case ARIT_STRONG:
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ForceCollisionBoxIndexChange(ITEMHOLDER_COLLISION_BOX_MEDIUM);
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m_fValue = 100.0f;
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m_bOverTopArmor = FALSE;
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m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 60.0f;
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m_strDescription.PrintF("Strong - H:%g T:%g", m_fValue, m_fRespawnTime);
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// set appearance
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AddItem(MODEL_100, TEXTURE_100, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0);
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AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.75f,0), FLOAT3D(3.5,3.5,1.0f) );
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StretchItem(FLOAT3D(2.5f, 2.5f, 2.5f));
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m_iSoundComponent = SOUND_STRONG;
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break;
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case ARIT_SUPER:
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ForceCollisionBoxIndexChange(ITEMHOLDER_COLLISION_BOX_MEDIUM);
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m_fValue = 200.0f;
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m_bOverTopArmor = TRUE;
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m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 120.0f;
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m_strDescription.PrintF("Super - H:%g T:%g", m_fValue, m_fRespawnTime);
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// set appearance
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AddItem(MODEL_200, TEXTURE_200, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0);
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AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.75f,0), FLOAT3D(3,3,1.0f) );
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StretchItem(FLOAT3D(2.5f, 2.5f, 2.5f));
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m_iSoundComponent = SOUND_SUPER;
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break;
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case ARIT_HELM:
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ForceCollisionBoxIndexChange(ITEMHOLDER_COLLISION_BOX_SMALL);
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m_fValue = 5.0f;
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m_bOverTopArmor = FALSE;
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m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 10.0f;
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m_strDescription.PrintF("Helm - H:%g T:%g", m_fValue, m_fRespawnTime);
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// set appearance
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AddItem(MODEL_5, TEXTURE_5, 0, TEX_SPEC_MEDIUM, 0);
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AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.5f,0), FLOAT3D(1.5,1.5,0.4f) );
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StretchItem(FLOAT3D(0.875f*0.75, 0.875f*0.75, 0.875f*0.75));
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m_iSoundComponent = SOUND_HELM;
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break;
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}
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};
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void AdjustDifficulty(void)
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{
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if (!GetSP()->sp_bAllowArmor && m_penTarget==NULL) {
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Destroy();
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}
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}
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procedures:
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ItemCollected(EPass epass) : CItem::ItemCollected {
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ASSERT(epass.penOther!=NULL);
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// if armor stays
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if (GetSP()->sp_bHealthArmorStays && !(m_bPickupOnce||m_bRespawn)) {
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// if already picked by this player
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BOOL bWasPicked = MarkPickedBy(epass.penOther);
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if (bWasPicked) {
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// don't pick again
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return;
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}
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}
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// send health to entity
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EArmor eArmor;
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eArmor.fArmor = m_fValue;
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eArmor.bOverTopArmor = m_bOverTopArmor;
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// if health is received
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if (epass.penOther->ReceiveItem(eArmor)) {
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if(_pNetwork->IsPlayerLocal(epass.penOther))
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{
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switch (m_EaitType)
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{
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case ARIT_SHARD: IFeel_PlayEffect("PU_ArmourShard"); break;
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case ARIT_SMALL: IFeel_PlayEffect("PU_ArmourSmall"); break;
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case ARIT_MEDIUM: IFeel_PlayEffect("PU_ArmourMedium"); break;
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case ARIT_STRONG: IFeel_PlayEffect("PU_ArmourStrong"); break;
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case ARIT_SUPER: IFeel_PlayEffect("PU_ArmourSuper"); break;
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case ARIT_HELM: IFeel_PlayEffect("PU_ArmourHelm"); break;
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}
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}
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// play the pickup sound
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m_soPick.Set3DParameters(50.0f, 1.0f, 1.0f, 1.0f);
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PlaySound(m_soPick, m_iSoundComponent, SOF_3D);
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m_fPickSoundLen = GetSoundLength(m_iSoundComponent);
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if (!GetSP()->sp_bHealthArmorStays || (m_bPickupOnce||m_bRespawn)) {
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jump CItem::ItemReceived();
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}
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}
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return;
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};
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Main() {
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Initialize(); // initialize base class
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StartModelAnim(ITEMHOLDER_ANIM_SMALLOSCILATION, AOF_LOOPING|AOF_NORESTART);
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SetProperties(); // set properties
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jump CItem::ItemLoop();
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};
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};
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