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AmmoItem.es
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AmmoItem.es
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/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
803
%{
#include "StdH.h"
#include "Models/Items/ItemHolder/ItemHolder.h"
#include "Models/Items/Ammo/Shells/Shells.h"
#include "Models/Items/Ammo/Bullets/Bullets.h"
#include "Models/Items/Ammo/Rockets/Rockets.h"
#include "Models/Weapons/RocketLauncher/Projectile/Rocket.h"
#include "Models/Items/Ammo/Grenades/Grenades.h"
#include "Models/Items/Ammo/Electricity/Electricity.h"
#include "Models/Items/Ammo/Cannonball/Cannonball.h"
#include "Models/Items/Ammo/Cannonball/CannonballQuad.h"
#include "ModelsMP/Items/Ammo/SniperBullets/SniperBullets.h"
%}
uses "Entities/Item";
// ammo type
enum AmmoItemType {
1 AIT_SHELLS "Shells",
2 AIT_BULLETS "Bullets",
3 AIT_ROCKETS "Rockets",
4 AIT_GRENADES "Grenades",
5 AIT_ELECTRICITY "Electricity",
6 AIT_NUKEBALL "obsolete",
7 AIT_IRONBALLS "IronBalls",
8 AIT_SERIOUSPACK "SeriousPack - don't use",
9 AIT_BACKPACK "BackPack - don't use",
10 AIT_NAPALM "Napalm",
11 AIT_SNIPERBULLETS "Sniper bullets"
};
// event for sending through receive item
event EAmmoItem {
enum AmmoItemType EaitType, // ammo type
INDEX iQuantity, // ammo quantity
};
class CAmmoItem : CItem {
name "Ammo Item";
thumbnail "Thumbnails\\AmmoItem.tbn";
properties:
1 enum AmmoItemType m_EaitType "Type" 'Y' = AIT_SHELLS, // health type
components:
0 class CLASS_BASE "Classes\\Item.ecl",
// ********* SHELLS *********
1 model MODEL_SHELLS "Models\\Items\\Ammo\\Shells\\Shells.mdl",
2 texture TEXTURE_SHELLS "Models\\Items\\Ammo\\Shells\\Shells.tex",
// ********* BULLETS *********
10 model MODEL_BULLETS "Models\\Items\\Ammo\\Bullets\\Bullets.mdl",
11 texture TEXTURE_BULLETS "Models\\Items\\Ammo\\Bullets\\Bullets.tex",
// ********* ROCKETS *********
20 model MODEL_ROCKETS "Models\\Items\\Ammo\\Rockets\\Rockets.mdl",
21 model MODEL_RC_ROCKET "Models\\Weapons\\RocketLauncher\\Projectile\\Rocket.mdl",
22 texture TEXTURE_ROCKET "Models\\Weapons\\RocketLauncher\\Projectile\\Rocket.tex",
// ********* GRENADES *********
30 model MODEL_GRENADES "Models\\Items\\Ammo\\Grenades\\Grenades.mdl",
31 model MODEL_GR_GRENADE "Models\\Items\\Ammo\\Grenades\\Grenade.mdl",
32 texture TEXTURE_GRENADES "Models\\Items\\Ammo\\Grenades\\Grenades.tex",
33 texture TEXTURE_GR_GRENADE "Models\\Weapons\\GrenadeLauncher\\Grenade\\Grenade.tex",
// ********* ELECTRICITY *********
40 model MODEL_ELECTRICITY "Models\\Items\\Ammo\\Electricity\\Electricity.mdl",
41 model MODEL_EL_EFFECT "Models\\Items\\Ammo\\Electricity\\Effect.mdl",
42 model MODEL_EL_EFFECT2 "Models\\Items\\Ammo\\Electricity\\Effect2.mdl",
43 texture TEXTURE_ELECTRICITY "Models\\Items\\Ammo\\Electricity\\Electricity.tex",
44 texture TEXTURE_EL_EFFECT "Models\\Items\\Ammo\\Electricity\\Effect.tex",
// ********* CANNON BALLS *********
50 model MODEL_CANNONBALL "Models\\Items\\Ammo\\Cannonball\\Cannonball.mdl",
51 model MODEL_CANNONBALLS "Models\\Items\\Ammo\\Cannonball\\CannonballQuad.mdl",
52 texture TEXTURE_IRONBALL "Models\\Weapons\\Cannon\\Projectile\\IronBall.tex",
// 53 texture TEXTURE_NUKEBALL "Models\\Weapons\\Cannon\\Projectile\\NukeBall.tex",
// ********* BACK PACK *********
60 model MODEL_BACKPACK "Models\\Items\\PowerUps\\BackPack\\BackPack.mdl",
61 texture TEXTURE_BACKPACK "Models\\Items\\PowerUps\\BackPack\\BackPack.tex",
// ********* SERIOUS PACK *********
70 model MODEL_SERIOUSPACK "Models\\Items\\PowerUps\\SeriousPack\\SeriousPack.mdl",
71 texture TEXTURE_SERIOUSPACK "Models\\Items\\PowerUps\\SeriousPack\\SeriousPack.tex",
// ********* FUEL RESERVOIR *********
80 model MODEL_FL_RESERVOIR "ModelsMP\\Items\\Ammo\\Napalm\\Napalm.mdl",
81 texture TEXTURE_FL_FUELRESERVOIR "ModelsMP\\Weapons\\Flamer\\FuelReservoir.tex",
// ******** SNIPER BULLETS *********
90 model MODEL_SNIPER_BULLETS "ModelsMP\\Items\\Ammo\\SniperBullets\\SniperBullets.mdl",
91 texture TEXTURE_SNIPER_BULLETS "ModelsMP\\Items\\Ammo\\SniperBullets\\SniperBullets.tex",
// ************** FLARE FOR EFFECT **************
100 texture TEXTURE_FLARE "Models\\Items\\Flares\\Flare.tex",
101 model MODEL_FLARE "Models\\Items\\Flares\\Flare.mdl",
// ************** REFLECTIONS **************
200 texture TEX_REFL_BWRIPLES01 "Models\\ReflectionTextures\\BWRiples01.tex",
201 texture TEX_REFL_BWRIPLES02 "Models\\ReflectionTextures\\BWRiples02.tex",
202 texture TEX_REFL_LIGHTMETAL01 "Models\\ReflectionTextures\\LightMetal01.tex",
203 texture TEX_REFL_LIGHTBLUEMETAL01 "Models\\ReflectionTextures\\LightBlueMetal01.tex",
204 texture TEX_REFL_DARKMETAL "Models\\ReflectionTextures\\DarkMetal.tex",
205 texture TEX_REFL_PURPLE01 "Models\\ReflectionTextures\\Purple01.tex",
// ************** SPECULAR **************
210 texture TEX_SPEC_WEAK "Models\\SpecularTextures\\Weak.tex",
211 texture TEX_SPEC_MEDIUM "Models\\SpecularTextures\\Medium.tex",
212 texture TEX_SPEC_STRONG "Models\\SpecularTextures\\Strong.tex",
// ************** SOUNDS **************
213 sound SOUND_PICK "Sounds\\Items\\Ammo.wav",
214 sound SOUND_DEFAULT "Sounds\\Default.wav",
functions:
void Precache(void) {
PrecacheSound(SOUND_PICK);
}
// render particles
void RenderParticles(void) {
// no particles when not existing or in DM modes
if (GetRenderType()!=CEntity::RT_MODEL || GetSP()->sp_gmGameMode>CSessionProperties::GM_COOPERATIVE
|| !ShowItemParticles())
{
return;
}
switch (m_EaitType) {
case AIT_SHELLS:
Particles_Spiral(this, 1.0f*0.75, 1.0f*0.75, PT_STAR04, 4);
break;
case AIT_BULLETS:
Particles_Spiral(this, 1.5f*0.75, 1.0f*0.75, PT_STAR04, 6);
break;
case AIT_ROCKETS:
Particles_Spiral(this, 1.5f*0.75, 1.25f*0.75, PT_STAR04, 6);
break;
case AIT_GRENADES:
Particles_Spiral(this, 2.0f*0.75, 1.25f*0.75, PT_STAR04, 6);
break;
case AIT_ELECTRICITY:
Particles_Spiral(this, 1.5f*0.75, 1.125f*0.75, PT_STAR04, 6);
break;
case AIT_NUKEBALL:
Particles_Spiral(this, 1.25f*0.75, 1.0f*0.75, PT_STAR04, 4);
break;
case AIT_IRONBALLS:
Particles_Spiral(this, 2.0f*0.75, 1.25f*0.75, PT_STAR04, 8);
break;
case AIT_BACKPACK:
Particles_Spiral(this, 3.0f*0.5, 2.5f*0.5, PT_STAR04, 10);
break;
case AIT_SERIOUSPACK:
Particles_Spiral(this, 3.0f*0.5, 2.5f*0.5, PT_STAR04, 10);
break;
case AIT_NAPALM:
Particles_Spiral(this, 3.0f*0.5, 2.5f*0.5, PT_STAR04, 10);
break;
case AIT_SNIPERBULLETS:
Particles_Spiral(this, 1.5f*0.75, 1.25f*0.75, PT_STAR04, 6);
break;
}
}
/* Fill in entity statistics - for AI purposes only */
BOOL FillEntityStatistics(EntityStats *pes)
{
pes->es_ctCount = 1;
pes->es_ctAmmount = m_fValue;
switch (m_EaitType) {
case AIT_SHELLS:
pes->es_strName = "Shells";
pes->es_fValue = m_fValue*AV_SHELLS;
break;
case AIT_BULLETS:
pes->es_strName = "Bullets";
pes->es_fValue = m_fValue*AV_BULLETS;
break;
case AIT_ROCKETS:
pes->es_strName = "Rockets";
pes->es_fValue = m_fValue*AV_ROCKETS;
break;
case AIT_GRENADES:
pes->es_strName = "Grenades";
pes->es_fValue = m_fValue*AV_GRENADES;
break;
case AIT_ELECTRICITY:
pes->es_strName = "Electricity";
pes->es_fValue = m_fValue*AV_ELECTRICITY;
break;
/*
case AIT_NUKEBALL:
pes->es_strName = "Nukeballs";
pes->es_fValue = m_fValue*AV_NUKEBALLS;
break;
*/
case AIT_IRONBALLS:
pes->es_strName = "Ironballs";
pes->es_fValue = m_fValue*AV_IRONBALLS;
break;
case AIT_SERIOUSPACK:
pes->es_strName = "SeriousPack";
pes->es_fValue = m_fValue*100000;
break;
case AIT_BACKPACK:
pes->es_strName = "BackPack";
pes->es_fValue = m_fValue*100000;
break;
case AIT_NAPALM:
pes->es_strName = "Napalm";
pes->es_fValue = m_fValue*AV_NAPALM;
break;
case AIT_SNIPERBULLETS:
pes->es_strName = "Sniper bullets";
pes->es_fValue = m_fValue*AV_SNIPERBULLETS;
break;
}
pes->es_iScore = 0;//m_iScore;
return TRUE;
}
// set ammo properties depending on ammo type
void SetProperties(void)
{
switch (m_EaitType) {
case AIT_SHELLS:
m_fValue = 10.0f;
m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 30.0f;
m_strDescription.PrintF("Shells: %d", (int) m_fValue);
// set appearance
AddItem(MODEL_SHELLS, TEXTURE_SHELLS, 0, 0, 0);
AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.25f,0), FLOAT3D(1.5,1.5,0.75f) );
StretchItem(FLOAT3D(0.75f, 0.75f, 0.75f));
break;
case AIT_BULLETS:
m_fValue = 50.0f;
m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 30.0f;
m_strDescription.PrintF("Bullets: %d", (int) m_fValue);
// set appearance
AddItem(MODEL_BULLETS, TEXTURE_BULLETS, 0, 0, 0);
AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.6f,0), FLOAT3D(3,3,1.0f) );
StretchItem(FLOAT3D(0.75f, 0.75f, 0.75f));
break;
case AIT_ROCKETS:
m_fValue = 5.0f;
m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 30.0f;
m_strDescription.PrintF("Rockets: %d", (int) m_fValue);
// set appearance
AddItem(MODEL_ROCKETS, TEXTURE_ROCKET, 0, 0, 0);
AddItemAttachment(ROCKETS_ATTACHMENT_ROCKET1, MODEL_RC_ROCKET, TEXTURE_ROCKET, 0, 0, 0);
AddItemAttachment(ROCKETS_ATTACHMENT_ROCKET2, MODEL_RC_ROCKET, TEXTURE_ROCKET, 0, 0, 0);
AddItemAttachment(ROCKETS_ATTACHMENT_ROCKET3, MODEL_RC_ROCKET, TEXTURE_ROCKET, 0, 0, 0);
AddItemAttachment(ROCKETS_ATTACHMENT_ROCKET4, MODEL_RC_ROCKET, TEXTURE_ROCKET, 0, 0, 0);
AddItemAttachment(ROCKETS_ATTACHMENT_ROCKET5, MODEL_RC_ROCKET, TEXTURE_ROCKET, 0, 0, 0);
SetItemAttachmentAnim(ROCKETS_ATTACHMENT_ROCKET1, ROCKET_ANIM_FORAMMO);
SetItemAttachmentAnim(ROCKETS_ATTACHMENT_ROCKET2, ROCKET_ANIM_FORAMMO);
SetItemAttachmentAnim(ROCKETS_ATTACHMENT_ROCKET3, ROCKET_ANIM_FORAMMO);
SetItemAttachmentAnim(ROCKETS_ATTACHMENT_ROCKET4, ROCKET_ANIM_FORAMMO);
SetItemAttachmentAnim(ROCKETS_ATTACHMENT_ROCKET5, ROCKET_ANIM_FORAMMO);
AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.6f,0), FLOAT3D(2,2,0.75f) );
StretchItem(FLOAT3D(0.75f, 0.75f, 0.75f));
break;
case AIT_GRENADES:
m_fValue = 5.0f;
m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 30.0f;
m_strDescription.PrintF("Grenades: %d", (int) m_fValue);
// set appearance
AddItem(MODEL_GRENADES, TEXTURE_GRENADES, 0, 0, 0);
AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.6f,0), FLOAT3D(4,4,1.0f) );
StretchItem(FLOAT3D(0.75f, 0.75f, 0.75f));
break;
case AIT_ELECTRICITY:
m_fValue = 50.0f;
m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 30.0f;
m_strDescription.PrintF("Electricity: %d", (int) m_fValue);
// set appearance
AddItem(MODEL_ELECTRICITY, TEXTURE_ELECTRICITY, TEXTURE_EL_EFFECT, TEXTURE_EL_EFFECT, 0);
AddItemAttachment(ELECTRICITY_ATTACHMENT_EFFECT1, MODEL_EL_EFFECT, TEXTURE_EL_EFFECT, 0, 0, 0);
AddItemAttachment(ELECTRICITY_ATTACHMENT_EFFECT2, MODEL_EL_EFFECT, TEXTURE_EL_EFFECT, 0, 0, 0);
AddItemAttachment(ELECTRICITY_ATTACHMENT_EFFECT3, MODEL_EL_EFFECT2,TEXTURE_EL_EFFECT, 0, 0, 0);
AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.6f,0), FLOAT3D(3,3,0.8f) );
StretchItem(FLOAT3D(0.75f, 0.75f, 0.75f));
break;
/*
case AIT_NUKEBALL:
m_fValue = 1.0f;
m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 30.0f;
m_strDescription.PrintF("Nuke ball: %d", (int) m_fValue);
// set appearance
AddItem(MODEL_CANNONBALL, TEXTURE_NUKEBALL, TEX_REFL_BWRIPLES01, TEX_SPEC_MEDIUM, 0);
AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.5f,0), FLOAT3D(2,2,0.5f) );
StretchItem(FLOAT3D(0.75f, 0.75f, 0.75f));
break;
*/
case AIT_IRONBALLS:
m_fValue = 4.0f;
m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 30.0f;
m_strDescription.PrintF("Iron balls: %d", (int) m_fValue);
// set appearance
AddItem(MODEL_CANNONBALLS, TEXTURE_IRONBALL, TEX_REFL_DARKMETAL, TEX_SPEC_WEAK, 0);
AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.75f,0), FLOAT3D(5,5,1.3f) );
StretchItem(FLOAT3D(0.75f, 0.75f, 0.75f));
break;
case AIT_NAPALM:
m_fValue = 100.0f;
m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 30.0f;
m_strDescription.PrintF("Napalm: %d", (int) m_fValue);
// set appearance
AddItem(MODEL_FL_RESERVOIR, TEXTURE_FL_FUELRESERVOIR, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0);
AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.75f,0), FLOAT3D(3,3,1.0f) );
StretchItem(FLOAT3D(1.25f, 1.25f, 1.25f));
break;
case AIT_SERIOUSPACK:
m_fValue = 1.0f;
m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 30.0f;
m_strDescription.PrintF("SeriousPack: %d", (int) m_fValue);
// set appearance
AddItem(MODEL_SERIOUSPACK, TEXTURE_SERIOUSPACK, 0,0,0);
AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.75f,0), FLOAT3D(2,2,1.3f) );
StretchItem(FLOAT3D(0.5f, 0.5f, 0.5f));
break;
case AIT_BACKPACK:
m_fValue = 1.0f;
m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 30.0f;
m_strDescription.PrintF("BackPack: %d", (int) m_fValue);
// set appearance
AddItem(MODEL_BACKPACK, TEXTURE_BACKPACK, 0,0,0);
AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.75f,0), FLOAT3D(2,2,1.3f) );
StretchItem(FLOAT3D(0.5f, 0.5f, 0.5f));
break;
case AIT_SNIPERBULLETS:
m_fValue = 5.0f;
m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 30.0f;
m_strDescription.PrintF("Sniper bullets: %d", (int) m_fValue);
// set appearance
AddItem(MODEL_SNIPER_BULLETS, TEXTURE_SNIPER_BULLETS, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0);
AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.75f,0), FLOAT3D(3,3,1.0f) );
StretchItem(FLOAT3D(1.25f, 1.25f, 1.25f));
break;
default: ASSERTALWAYS("Uknown ammo");
}
};
void AdjustDifficulty(void)
{
m_fValue = ceil(m_fValue*GetSP()->sp_fAmmoQuantity);
if (GetSP()->sp_bInfiniteAmmo && m_penTarget==NULL) {
Destroy();
}
}
procedures:
ItemCollected(EPass epass) : CItem::ItemCollected {
ASSERT(epass.penOther!=NULL);
// if ammo stays
if (GetSP()->sp_bAmmoStays && !(m_bPickupOnce||m_bRespawn)) {
// if already picked by this player
BOOL bWasPicked = MarkPickedBy(epass.penOther);
if (bWasPicked) {
// don't pick again
return;
}
}
// send ammo to entity
EAmmoItem eAmmo;
eAmmo.EaitType = m_EaitType;
eAmmo.iQuantity = (INDEX) m_fValue;
// if health is received
if (epass.penOther->ReceiveItem(eAmmo)) {
// play the pickup sound
m_soPick.Set3DParameters(50.0f, 1.0f, 1.0f, 1.0f);
if(_pNetwork->IsPlayerLocal(epass.penOther)) {IFeel_PlayEffect("PU_Ammo");}
if( (m_EaitType == AIT_SERIOUSPACK) || (m_EaitType == AIT_BACKPACK) )
{
PlaySound(m_soPick, SOUND_DEFAULT, SOF_3D);
CPrintF("^cFF0000^f5Warning!!! Replace old serious pack with new, BackPack entity!^r\n");
}
else
{
PlaySound(m_soPick, SOUND_PICK, SOF_3D);
}
m_fPickSoundLen = GetSoundLength(SOUND_PICK);
if (!GetSP()->sp_bAmmoStays || (m_bPickupOnce||m_bRespawn)) {
jump CItem::ItemReceived();
}
}
return;
};
Main() {
if (m_EaitType==AIT_NUKEBALL /*|| m_EaitType==AIT_NAPALM*/) {
m_EaitType=AIT_SHELLS;
}
Initialize(); // initialize base class
StartModelAnim(ITEMHOLDER_ANIM_MEDIUMOSCILATION, AOF_LOOPING|AOF_NORESTART);
ForceCollisionBoxIndexChange(ITEMHOLDER_COLLISION_BOX_MEDIUM);
SetProperties(); // set properties
jump CItem::ItemLoop();
};
};