mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-25 03:40:26 +01:00
1a2ccb8f50
Conflicts: Sources/Ecc/Parser.cpp Sources/Ecc/Scanner.cpp Sources/Engine/Base/Scanner.cpp Sources/Engine/GameAgent/GameAgent.cpp Sources/Engine/Graphics/Gfx_wrapper.h Sources/Engine/Network/Network.cpp Sources/Engine/Sound/SoundDecoder.h Sources/Engine/Templates/HashTableTemplate.cpp Sources/Engine/Terrain/Terrain.h Sources/EntitiesMP/ParticleCloudsHolder.es Sources/EntitiesMP/ParticleCloudsMarker.es Sources/SeriousSam/CDCheck.h Sources/SeriousSam/Menu.cpp Sources/SeriousSam/MenuGadgets.cpp Sources/SeriousSam/SeriousSam.cpp Sources/SeriousSam/SplashScreen.cpp Sources/SeriousSam/StdH.cpp Sources/SeriousSam/StdH.h Sources/Shaders/StdH.cpp
182 lines
6.8 KiB
C++
182 lines
6.8 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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603
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%{
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#include "EntitiesMP/StdH/StdH.h"
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%}
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// input parameter for spawning a blood spray
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event ESpawnSpray {
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enum SprayParticlesType sptType, // type of particles
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FLOAT fDamagePower, // factor saying how powerfull damage has been
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FLOAT fSizeMultiplier, // stretch factor
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FLOAT3D vDirection, // dammage direction
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CEntityPointer penOwner, // who spawned the spray
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COLOR colCentralColor, // central color of particles that is randomized a little
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FLOAT fLaunchPower,
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COLOR colBurnColor, // burn color
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};
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class CBloodSpray: CRationalEntity {
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name "Blood Spray";
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thumbnail "";
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features "CanBePredictable";
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properties:
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1 enum SprayParticlesType m_sptType = SPT_NONE, // type of particles
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2 FLOAT m_tmStarted = 0.0f, // time when spawned
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3 FLOAT3D m_vDirection = FLOAT3D(0,0,0), // dammage direction
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5 CEntityPointer m_penOwner, // who spawned the spray
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6 FLOAT m_fDamagePower = 1.0f, // power of inflicted damage
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8 FLOATaabbox3D m_boxSizedOwner = FLOATaabbox3D(FLOAT3D(0,0,0), 0.01f), // bounding box of blood spray's owner
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9 FLOAT3D m_vGDir = FLOAT3D(0,0,0), // gravity direction
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10 FLOAT m_fGA = 0.0f, // gravity strength
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11 FLOAT m_fLaunchPower = 1.0f,
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12 COLOR m_colCentralColor = COLOR(C_WHITE|CT_OPAQUE),
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13 FLOATaabbox3D m_boxOriginalOwner = FLOATaabbox3D(FLOAT3D(0,0,0), 0.01f),
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14 COLOR m_colBurnColor = COLOR(C_WHITE|CT_OPAQUE),
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components:
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1 model MODEL_MARKER "Models\\Editor\\Axis.mdl",
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2 texture TEXTURE_MARKER "Models\\Editor\\Vector.tex"
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functions:
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// particles
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void RenderParticles(void)
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{
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switch( m_sptType)
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{
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case SPT_BLOOD:
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case SPT_BONES:
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case SPT_FEATHER:
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case SPT_STONES:
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case SPT_WOOD:
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case SPT_SLIME:
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case SPT_LAVA_STONES:
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case SPT_SMALL_LAVA_STONES:
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case SPT_BEAST_PROJECTILE_SPRAY:
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case SPT_AIRSPOUTS:
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case SPT_GOO:
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{
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Particles_BloodSpray(m_sptType, GetLerpedPlacement().pl_PositionVector, m_vGDir, m_fGA,
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m_boxSizedOwner, m_vDirection, m_tmStarted, m_fDamagePower, m_colBurnColor);
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break;
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}
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case SPT_COLOREDSTONE:
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{
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Particles_BloodSpray(m_sptType, GetLerpedPlacement().pl_PositionVector, m_vGDir, m_fGA,
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m_boxSizedOwner, m_vDirection, m_tmStarted, m_fDamagePower, MulColors(m_colCentralColor, m_colBurnColor) );
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break;
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}
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case SPT_TREE01:
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Particles_BloodSpray(SPT_WOOD, GetLerpedPlacement().pl_PositionVector, m_vGDir, m_fGA/1.5f,
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m_boxSizedOwner, m_vDirection, m_tmStarted, m_fDamagePower/2.0f, m_colBurnColor);
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Particles_Leaves(m_penOwner, m_boxOriginalOwner, GetLerpedPlacement().pl_PositionVector,
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m_fDamagePower, m_fDamagePower*m_fLaunchPower, m_vGDir,
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m_fGA/2.0f, m_tmStarted, MulColors(m_colCentralColor,m_colBurnColor));
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break;
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case SPT_PLASMA:
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Particles_BloodSpray(m_sptType, GetLerpedPlacement().pl_PositionVector, m_vGDir, m_fGA,
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m_boxSizedOwner, m_vDirection, m_tmStarted, m_fDamagePower);
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Particles_DamageSmoke(this, m_tmStarted, m_boxSizedOwner, m_fDamagePower);
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Particles_ElectricitySparks( this, m_tmStarted, 5.0f, 0.0f, 32);
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break;
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case SPT_ELECTRICITY_SPARKS:
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{
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Particles_MetalParts(this, m_tmStarted, m_boxSizedOwner, m_fDamagePower);
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Particles_DamageSmoke(this, m_tmStarted, m_boxSizedOwner, m_fDamagePower);
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Particles_BloodSpray(SPT_BLOOD, GetLerpedPlacement().pl_PositionVector, m_vGDir, m_fGA,
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m_boxSizedOwner, m_vDirection, m_tmStarted, m_fDamagePower/2.0f, C_WHITE|CT_OPAQUE);
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Particles_ElectricitySparks( this, m_tmStarted, 5.0f, 0.0f, 32);
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break;
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}
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case SPT_ELECTRICITY_SPARKS_NO_BLOOD:
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{
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Particles_MetalParts(this, m_tmStarted, m_boxSizedOwner, m_fDamagePower);
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Particles_DamageSmoke(this, m_tmStarted, m_boxSizedOwner, m_fDamagePower);
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Particles_ElectricitySparks( this, m_tmStarted, 5.0f, 0.0f, 32);
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}
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}
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};
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/************************************************************
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* MAIN *
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************************************************************/
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procedures:
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Main( ESpawnSpray eSpawn)
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{
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InitAsEditorModel();
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SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
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SetCollisionFlags(ECF_IMMATERIAL);
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SetPredictable(TRUE);
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// set appearance
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SetModel(MODEL_MARKER);
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SetModelMainTexture(TEXTURE_MARKER);
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// setup variables
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m_sptType = eSpawn.sptType;
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m_vDirection = eSpawn.vDirection;
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m_penOwner = eSpawn.penOwner;
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m_fDamagePower = eSpawn.fDamagePower;
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m_fLaunchPower = eSpawn.fLaunchPower;
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m_colBurnColor = eSpawn.colBurnColor;
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m_tmStarted = _pTimer->CurrentTick();
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m_colCentralColor = eSpawn.colCentralColor;
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// if owner doesn't exist (could be destroyed in initialization)
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if( eSpawn.penOwner==NULL || eSpawn.penOwner->en_pmoModelObject == NULL)
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{
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// don't do anything
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Destroy();
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return;
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}
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if(eSpawn.penOwner->en_RenderType == RT_SKAMODEL) {
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eSpawn.penOwner->GetModelInstance()->GetCurrentColisionBox( m_boxSizedOwner);
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} else {
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eSpawn.penOwner->en_pmoModelObject->GetCurrentFrameBBox( m_boxSizedOwner);
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m_boxOriginalOwner=m_boxSizedOwner;
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m_boxSizedOwner.StretchByVector(eSpawn.penOwner->en_pmoModelObject->mo_Stretch*eSpawn.fSizeMultiplier);
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m_boxOriginalOwner.StretchByVector(eSpawn.penOwner->en_pmoModelObject->mo_Stretch);
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}
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if (m_penOwner->GetPhysicsFlags()&EPF_MOVABLE) {
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m_vGDir = ((CMovableEntity *)&*m_penOwner)->en_vGravityDir;
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m_fGA = ((CMovableEntity *)&*m_penOwner)->en_fGravityA;
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} else {
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FLOATmatrix3D &m = m_penOwner->en_mRotation;
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m_vGDir = FLOAT3D(-m(1,2), -m(2,2), -m(3,2));
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m_fGA = 30.0f;
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}
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FLOAT fWaitTime = 4.0f;
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if( m_sptType==SPT_ELECTRICITY_SPARKS || m_sptType==SPT_ELECTRICITY_SPARKS_NO_BLOOD)
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{
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fWaitTime = 4.0f;
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}
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autowait(fWaitTime);
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Destroy();
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return;
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}
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};
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