mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-26 15:44:51 +01:00
274 lines
7.8 KiB
C++
274 lines
7.8 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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503
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%{
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#include "StdH.h"
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%}
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uses "EntitiesMP/BasicEffects";
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uses "EntitiesMP/Light";
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uses "EntitiesMP/AmmoItem";
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// input parameter for launching the projectile
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event EDropPipebomb {
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CEntityPointer penLauncher, // who launched it
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FLOAT fSpeed, // launch speed
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};
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%{
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#define ECF_PIPEBOMB ( \
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((ECBI_MODEL|ECBI_BRUSH|ECBI_PROJECTILE_SOLID|ECBI_MODEL_HOLDER)<<ECB_TEST) |\
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((ECBI_PROJECTILE_SOLID)<<ECB_IS) )
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void CPipebomb_OnPrecache(CDLLEntityClass *pdec, INDEX iUser)
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{
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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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pdec->PrecacheModel(MODEL_PIPEBOMB);
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pdec->PrecacheTexture(TEXTURE_PIPEBOMB);
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pdec->PrecacheSound(SOUND_LAUNCH);
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}
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%}
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class CPipebomb : CMovableModelEntity {
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name "Pipebomb";
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thumbnail "";
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features "ImplementsOnPrecache", "CanBePredictable";
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properties:
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1 CEntityPointer m_penLauncher, // who lanuched it
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2 FLOAT m_fIgnoreTime = 0.0f, // time when laucher will be ignored
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3 FLOAT m_fSpeed = 0.0f, // launch speed
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4 BOOL m_bCollected = FALSE, // collect -> do not explode
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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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// ********* PIPEBOMB (GRENADE) *********
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10 model MODEL_PIPEBOMB "Models\\Weapons\\Pipebomb\\Grenade\\Grenade.mdl",
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11 texture TEXTURE_PIPEBOMB "Models\\Weapons\\Pipebomb\\Grenade\\Grenade.tex",
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12 sound SOUND_LAUNCH "Sounds\\Weapons\\RocketFired.wav",
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functions:
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/* Read from stream. */
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void Read_t( CTStream *istr) // throw char *
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{
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CMovableModelEntity::Read_t(istr);
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SetupLightSource();
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}
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/* Get static light source information. */
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CLightSource *GetLightSource(void)
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{
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if (!IsPredictor()) {
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return &m_lsLightSource;
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} else {
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return NULL;
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}
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}
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// Setup light source
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void SetupLightSource(void)
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{
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// setup light source
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CLightSource lsNew;
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lsNew.ls_ulFlags = LSF_NONPERSISTENT|LSF_DYNAMIC;
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lsNew.ls_colColor = C_vdRED;
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lsNew.ls_rFallOff = 1.0f;
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lsNew.ls_rHotSpot = 0.1f;
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lsNew.ls_plftLensFlare = &_lftYellowStarRedRingFar;
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lsNew.ls_ubPolygonalMask = 0;
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lsNew.ls_paoLightAnimation = NULL;
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m_lsLightSource.ls_penEntity = this;
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m_lsLightSource.SetLightSource(lsNew);
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}
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// render particles
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void RenderParticles(void) {
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Particles_GrenadeTrail(this);
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}
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/************************************************************
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* PIPEBOMB *
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************************************************************/
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void Pipebomb(void) {
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// set appearance
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InitAsModel();
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SetPhysicsFlags(EPF_MODEL_BOUNCING);
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SetCollisionFlags(ECF_PIPEBOMB);
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//GetModelObject()->StretchModel(FLOAT3D(2.5f, 2.5f, 2.5f));
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//ModelChangeNotify();
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SetModel(MODEL_PIPEBOMB);
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SetModelMainTexture(TEXTURE_PIPEBOMB);
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// start moving
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LaunchAsFreeProjectile(FLOAT3D(0.0f, 0.0f, -m_fSpeed), (CMovableEntity*)&*m_penLauncher);
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SetDesiredRotation(ANGLE3D(0, FRnd()*120.0f+120.0f, FRnd()*250.0f-125.0f));
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en_fBounceDampNormal = 0.7f;
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en_fBounceDampParallel = 0.7f;
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en_fJumpControlMultiplier = 0.0f;
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en_fCollisionSpeedLimit = 45.0f;
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en_fCollisionDamageFactor = 10.0f;
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SetHealth(20.0f);
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};
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void PipebombExplosion(void) {
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ESpawnEffect ese;
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FLOAT3D vPoint;
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FLOATplane3D vPlaneNormal;
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FLOAT fDistanceToEdge;
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// explosion
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ese.colMuliplier = C_WHITE|CT_OPAQUE;
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ese.betType = BET_GRENADE;
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ese.vStretch = FLOAT3D(1,1,1);
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SpawnEffect(GetPlacement(), ese);
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// spawn sound event in range
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if( IsDerivedFromClass( m_penLauncher, "Player")) {
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SpawnRangeSound( m_penLauncher, this, SNDT_PLAYER, 50.0f);
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}
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// on plane
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if (GetNearestPolygon(vPoint, vPlaneNormal, fDistanceToEdge)) {
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if ((vPoint-GetPlacement().pl_PositionVector).Length() < 3.5f) {
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// wall stain
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ese.betType = BET_EXPLOSIONSTAIN;
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ese.vNormal = FLOAT3D(vPlaneNormal);
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SpawnEffect(CPlacement3D(vPoint, ANGLE3D(0, 0, 0)), ese);
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// shock wave
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ese.betType = BET_SHOCKWAVE;
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ese.vNormal = FLOAT3D(vPlaneNormal);
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SpawnEffect(CPlacement3D(vPoint, ANGLE3D(0, 0, 0)), ese);
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// second explosion on plane
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ese.betType = BET_GRENADE_PLANE;
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ese.vNormal = FLOAT3D(vPlaneNormal);
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SpawnEffect(CPlacement3D(vPoint+ese.vNormal/50.0f, ANGLE3D(0, 0, 0)), ese);
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}
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}
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};
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/************************************************************
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* C O M M O N F U N C T I O N S *
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************************************************************/
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// projectile hitted (or time expired or can't move any more)
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void ProjectileHit(void) {
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// explode ...
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InflictRangeDamage(m_penLauncher, DMT_EXPLOSION, 100.0f,
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GetPlacement().pl_PositionVector, 4.0f, 8.0f);
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// sound event
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ESound eSound;
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eSound.EsndtSound = SNDT_EXPLOSION;
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eSound.penTarget = m_penLauncher;
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SendEventInRange(eSound, FLOATaabbox3D(GetPlacement().pl_PositionVector, 50.0f));
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};
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// spawn effect
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void SpawnEffect(const CPlacement3D &plEffect, const ESpawnEffect &eSpawnEffect) {
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CEntityPointer penEffect = CreateEntity(plEffect, CLASS_BASIC_EFFECT);
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penEffect->Initialize(eSpawnEffect);
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};
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/************************************************************
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* P R O C E D U R E S *
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************************************************************/
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procedures:
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// --->>> PROJECTILE SLIDE ON BRUSH
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ProjectileSlide(EVoid) {
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m_bCollected = FALSE;
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// fly loop
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wait() {
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on (EBegin) : { resume; }
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// collected
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on (ETouch etouch) : {
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// clear time limit for launcher
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if (etouch.penOther->GetRenderType() & RT_BRUSH) {
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m_fIgnoreTime = 0.0f;
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resume;
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}
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BOOL bCollect;
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// ignore launcher within 0.5 second
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bCollect = etouch.penOther!=m_penLauncher || _pTimer->CurrentTick()>m_fIgnoreTime;
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// speed must be almost zero
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bCollect &= (en_vCurrentTranslationAbsolute.Length() < 0.25f);
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// only if can be collected
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EAmmoItem eai;
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eai.EaitType = AIT_GRENADES;
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eai.iQuantity = 1;
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if (bCollect && etouch.penOther->ReceiveItem(eai)) {
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m_bCollected = TRUE;
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stop;
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}
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resume;
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}
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// killed
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on (EDeath) : {
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ProjectileHit();
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stop;
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}
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// activated
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on (EStart) : {
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ProjectileHit();
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stop;
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}
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}
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return EEnd();
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};
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// --->>> MAIN
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Main(EDropPipebomb edrop) {
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// remember the initial parameters
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ASSERT(edrop.penLauncher!=NULL);
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m_penLauncher = edrop.penLauncher;
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m_fSpeed = edrop.fSpeed;
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// projectile initialization
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Pipebomb();
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// setup light source
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SetupLightSource();
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// remember lauching time
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m_fIgnoreTime = _pTimer->CurrentTick() + 0.5f;
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// slide
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autocall ProjectileSlide() EEnd;
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// pipebomb explosion if not collected
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if (!m_bCollected) {
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PipebombExplosion();
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}
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Destroy();
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return;
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}
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};
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