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CnC_Renegade/Code/Scripts/Test_DAK.cpp

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** 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, see <http://www.gnu.org/licenses/>.
*/
/******************************************************************************
*
* FILE
*
* DESCRIPTION
*
* VERSION INFO
* $Author: Darren_k $
* $Revision: 25 $
* $Modtime: 1/12/02 3:19p $
* $Archive: /Commando/Code/Scripts/Test_DAK.cpp $
*
******************************************************************************/
#include "toolkit.h"
DECLARE_SCRIPT (DAK_TestScriptOne, "")
{
void Damaged( GameObject *obj , GameObject *damager, float amount)
{
if ( Commands->Is_A_Star(damager) )
{
ActionParamsStruct params;
params.Set_Basic( this, 1, 1 );
params.Set_Movement( damager, RUN, 2 );
Commands->Action_Goto( obj, params );
}
}
};
DECLARE_SCRIPT (DAK_PlayerSpotted, "")
{
void Damaged ( GameObject *obj , GameObject *damager, float amount)
{
GameObject * NodSAM = Commands->Find_Object (100012);
if (NodSAM)
{
ActionParamsStruct params;
params.Set_Basic( this, 1, 1 );
params.Set_Movement( NodSAM, RUN, 1 );
Commands->Action_Goto( obj, params );
}
else
{
ActionParamsStruct params;
params.Set_Basic( this, 1, 1 );
params.Set_Attack( damager, 20, 0, 1 );
Commands->Action_Attack( obj, params );
}
}
};
DECLARE_SCRIPT ( DAK_Fire_Gas_Elec_Death_DAK, "DeathType:string" )
{
bool firsttime; // prevents an infinante loop each time obj is damaged by DeathType.
void Damaged ( GameObject *obj, GameObject *damager, float amount )
{
// check to see if obj is at 25% or less of its health.
if ( Commands->Get_Health ( obj ) <= 0.25 * Commands->Get_Max_Health ( obj ) )
{
// plays animation once.
if ( firsttime == true )
{
firsttime = false;
ActionParamsStruct params;
params.Set_Basic( this, 99, 1 );
// set animation based upon DeathType (Gas, Electric or Default to Fire)
if ( strcmp( Get_Parameter( "DeathType" ), "Fire" ) )
{
params.Set_Animation( "S_A_HUMAN.H_A_FLMA",0 ); // fire death
}
else
if ( strcmp( Get_Parameter( "DeathType" ), "Electic" ) )
{
params.Set_Animation( "S_A_HUMAN.H_A_6X05",0 ); // electric death
}
else params.Set_Animation( "S_A_HUMAN.H_A_FLMA",0 ); // gas death
Commands->Action_Play_Animation( obj, params );
// begin DeathType damage
Commands->Apply_Damage( obj, 1.0f, Get_Parameter( "DeathType" ) );
}
}
else
{
firsttime = true;
}
}
void Action_Complete(GameObject * obj, int action_id, ActionCompleteReason reason)
{
if((action_id == 1) && (reason == ACTION_COMPLETE_NORMAL))
{
// animation is complete. kill obj.
Commands->Apply_Damage (obj, 10000.0f, "Blamokiller");
}
}
};
DECLARE_SCRIPT(DAK_Vehicle_Regen_DAK, "" )
{
void Created ( GameObject *obj )
{
Commands->Send_Custom_Event ( obj, obj, 0, 0, 0 );
}
void Custom (GameObject* obj, int type, int param, GameObject* sender)
{
if ( type == 0 ) // regenerate health.
{
// check to see if health needs to be regenerated.
if ( Commands->Get_Health ( obj ) < Commands->Get_Max_Health ( obj ) )
{
Commands->Apply_Damage (obj, -10, "RegenHealth", NULL);
}
// restart the timer
Commands->Send_Custom_Event ( obj, obj, 0, 0, 5 );
}
}
};
DECLARE_SCRIPT(DAK_Electric_Death_DAK, "" )
{
void Created ( GameObject *obj )
{
int time = Commands->Get_Random(1, 3);
Commands->Send_Custom_Event ( obj, obj, 0, 0, time );
}
void Damaged (GameObject *obj, GameObject *damager, float amount )
{
Commands->Send_Custom_Event ( obj, obj, 1, 0, 1 ); // wait a second before applying next ammount of damage.
}
void Custom ( GameObject *obj, int type, int param, GameObject *sender )
{
if ( type == 0 ) // create next soldier, attach script, kill yourself with electric damage.
{
Vector3 position = Commands->Get_Position (obj);
position.X += Commands->Get_Random(-3, 3);
position.Y += Commands->Get_Random(-3, 3);
GameObject *new_object = Commands->Create_Object( "Nod_Minigunner_0_Def", position);
Commands->Attach_Script (new_object, "DAK_Electric_Death_DAK", "");
Commands->Apply_Damage (obj, 10, "Electric", NULL);
}
if ( type == 1 ) // apply next ammount of electric damage.
{
Commands->Apply_Damage (obj, 10, "Electric", NULL);
}
}
};
DECLARE_SCRIPT(DAK_PCT_Pokable_DAK, "" )
{
void Created ( GameObject *obj )
{
Commands->Enable_HUD_Pokable_Indicator( obj, true );
// Commands->Display_Health_Bar( obj, false );
}
};
DECLARE_SCRIPT( M00_BUILDING_EXPLODE_NO_DAMAGE_DAK, "" )
{
void Killed( GameObject *obj, GameObject *killer )
{
//Commands->Create_Explosion ( "Building_Explode_No_Damage", position, NULL );
Commands->Shake_Camera( Commands->Get_Position( obj ), 25, 0.1f, 4.0f );
}
};