Serious-Engine/Sources/Entities/Fishman.es

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2016-04-08 00:11:36 +02:00
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%{
#include "Entities/StdH/StdH.h"
#include "Models/Enemies/Fishman/fishman.h"
%}
uses "Entities/EnemyDive";
%{
static EntityInfo eiFishmanGround = {
EIBT_FLESH, 100.0f,
0.0f, 1.4f, 0.0f,
0.0f, 1.0f, 0.0f,
};
static EntityInfo eiFishmanLiquid = {
EIBT_FLESH, 33.3f,
0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f,
};
#define FIRE_WATER FLOAT3D(0.0f, 0.3f, -1.1f)
#define FIRE_GROUND FLOAT3D(0.0f, 0.8f, -1.25f)
#define SPEAR_HIT 1.75f
%}
class CFishman : CEnemyDive {
name "Fishman";
thumbnail "Thumbnails\\Fishman.tbn";
properties:
components:
0 class CLASS_BASE "Classes\\EnemyDive.ecl",
1 model MODEL_FISHMAN "Models\\Enemies\\Fishman\\Fishman.mdl",
2 texture TEXTURE_FISHMAN "Models\\Enemies\\Fishman\\Fishman.tex",
// ************** SOUNDS **************
50 sound SOUND_IDLE_WATER "Models\\Enemies\\Fishman\\Sounds\\IdleWater.wav",
51 sound SOUND_IDLE_GROUND "Models\\Enemies\\Fishman\\Sounds\\IdleGround.wav",
52 sound SOUND_SIGHT_WATER "Models\\Enemies\\Fishman\\Sounds\\SightWater.wav",
53 sound SOUND_SIGHT_GROUND "Models\\Enemies\\Fishman\\Sounds\\SightGround.wav",
54 sound SOUND_WOUND_WATER "Models\\Enemies\\Fishman\\Sounds\\WoundWater.wav",
55 sound SOUND_WOUND_GROUND "Models\\Enemies\\Fishman\\Sounds\\WoundGround.wav",
56 sound SOUND_DEATH_WATER "Models\\Enemies\\Fishman\\Sounds\\DeathWater.wav",
57 sound SOUND_DEATH_GROUND "Models\\Enemies\\Fishman\\Sounds\\DeathGround.wav",
58 sound SOUND_FIRE "Models\\Enemies\\Fishman\\Sounds\\Fire.wav",
59 sound SOUND_KICK "Models\\Enemies\\Fishman\\Sounds\\Kick.wav",
functions:
/* Entity info */
void *GetEntityInfo(void) {
if (m_bInLiquid) {
return &eiFishmanLiquid;
} else {
return &eiFishmanGround;
}
};
/* Receive damage */
void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType,
FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection)
{
// fishman can't harm fishman
if (!IsOfClass(penInflictor, "Fishman")) {
CEnemyDive::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection);
}
};
// damage anim
INDEX AnimForDamage(FLOAT fDamage) {
INDEX iAnim;
if (m_bInLiquid) {
switch (IRnd()%2) {
case 0: iAnim = FISHMAN_ANIM_WATERWOUND01; break;
case 1: iAnim = FISHMAN_ANIM_WATERWOUND02; break;
default: ASSERTALWAYS("Fishman unknown liquid damage");
}
} else {
switch (IRnd()%3) {
case 0: iAnim = FISHMAN_ANIM_GROUNDWOUND03; break;
case 1: iAnim = FISHMAN_ANIM_GROUNDWOUND04; break;
case 2: iAnim = FISHMAN_ANIM_GROUNDWOUND05; break;
default: ASSERTALWAYS("Fishman unknown ground damage");
}
}
StartModelAnim(iAnim, 0);
return iAnim;
};
// death
INDEX AnimForDeath(void) {
INDEX iAnim;
if (m_bInLiquid) {
iAnim = FISHMAN_ANIM_WATERDEATH;
} else {
iAnim = FISHMAN_ANIM_GROUNDDEATH;
}
StartModelAnim(iAnim, 0);
return iAnim;
};
void DeathNotify(void) {
if (m_bInLiquid) {
ChangeCollisionBoxIndexWhenPossible(FISHMAN_COLLISION_BOX_DEATH_WATER);
} else {
ChangeCollisionBoxIndexWhenPossible(FISHMAN_COLLISION_BOX_DEATH_GROUND);
}
en_fDensity = 500.0f;
};
// virtual anim functions
void StandingAnim(void) {
if (m_bInLiquid) {
StartModelAnim(FISHMAN_ANIM_WATERSTAND, AOF_LOOPING|AOF_NORESTART);
} else {
StartModelAnim(FISHMAN_ANIM_GROUNDSTAND, AOF_LOOPING|AOF_NORESTART);
}
};
void WalkingAnim(void) {
if (m_bInLiquid) {
StartModelAnim(FISHMAN_ANIM_WATERSWIM02, AOF_LOOPING|AOF_NORESTART);
} else {
StartModelAnim(FISHMAN_ANIM_GROUNDWALK, AOF_LOOPING|AOF_NORESTART);
}
};
void RunningAnim(void) {
if (m_bInLiquid) {
StartModelAnim(FISHMAN_ANIM_WATERSWIM01, AOF_LOOPING|AOF_NORESTART);
} else {
StartModelAnim(FISHMAN_ANIM_GROUNDRUN, AOF_LOOPING|AOF_NORESTART);
}
};
void RotatingAnim(void) {
if (m_bInLiquid) {
StartModelAnim(FISHMAN_ANIM_WATERSWIM02, AOF_LOOPING|AOF_NORESTART);
} else {
StartModelAnim(FISHMAN_ANIM_GROUNDWALK, AOF_LOOPING|AOF_NORESTART);
}
};
void ChangeCollisionToLiquid() {
ChangeCollisionBoxIndexWhenPossible(FISHMAN_COLLISION_BOX_WATER);
};
void ChangeCollisionToGround() {
ChangeCollisionBoxIndexWhenPossible(FISHMAN_COLLISION_BOX_GROUND);
};
// virtual sound functions
void IdleSound(void) {
if (m_bInLiquid) {
PlaySound(m_soSound, SOUND_IDLE_WATER , SOF_3D);
} else {
PlaySound(m_soSound, SOUND_IDLE_GROUND, SOF_3D);
}
};
void SightSound(void) {
if (m_bInLiquid) {
PlaySound(m_soSound, SOUND_SIGHT_WATER , SOF_3D);
} else {
PlaySound(m_soSound, SOUND_SIGHT_GROUND, SOF_3D);
}
};
void WoundSound(void) {
if (m_bInLiquid) {
PlaySound(m_soSound, SOUND_WOUND_WATER , SOF_3D);
} else {
PlaySound(m_soSound, SOUND_WOUND_GROUND, SOF_3D);
}
};
void DeathSound(void) {
if (m_bInLiquid) {
PlaySound(m_soSound, SOUND_DEATH_WATER , SOF_3D);
} else {
PlaySound(m_soSound, SOUND_DEATH_GROUND, SOF_3D);
}
};
procedures:
/************************************************************
* A T T A C K E N E M Y *
************************************************************/
DiveFire(EVoid) : CEnemyDive::DiveFire {
// fire projectile
StartModelAnim(FISHMAN_ANIM_WATERATTACK02, 0);
autowait(0.4f);
ShootProjectile(PRT_FISHMAN_FIRE, FIRE_WATER, ANGLE3D(0, 0, 0));
PlaySound(m_soSound, SOUND_FIRE, SOF_3D);
autowait(0.95f);
StandingAnim();
autowait(FRnd()/3 + _pTimer->TickQuantum);
return EReturn();
};
DiveHit(EVoid) : CEnemyDive::DiveHit {
if (CalcDist(m_penEnemy) > SPEAR_HIT) {
// run to enemy
m_fShootTime = _pTimer->CurrentTick() + 0.25f;
return EReturn();
}
// attack with spear
StartModelAnim(FISHMAN_ANIM_WATERATTACK01, 0);
// to left hit
autowait(0.5f);
PlaySound(m_soSound, SOUND_KICK, SOF_3D);
if (CalcDist(m_penEnemy)<SPEAR_HIT) {
// damage enemy
FLOAT3D vDirection = m_penEnemy->GetPlacement().pl_PositionVector-GetPlacement().pl_PositionVector;
vDirection.Normalize();
InflictDirectDamage(m_penEnemy, this, DMT_CLOSERANGE, 5.0f, FLOAT3D(0, 0, 0), vDirection);
// push target away
FLOAT3D vSpeed;
GetHeadingDirection(0.0f, vSpeed);
vSpeed = vSpeed * 5.0f;
KickEntity(m_penEnemy, vSpeed);
}
autowait(0.5f);
StandingAnim();
autowait(0.2f + FRnd()/3);
return EReturn();
};
Fire(EVoid) : CEnemyBase::Fire {
// wait anim end
if (!GetModelObject()->IsAnimFinished()) {
autowait(GetModelObject()->GetCurrentAnimLength() - GetModelObject()->GetPassedTime());
}
// fire projectile
StartModelAnim(FISHMAN_ANIM_GROUNDATTACK02, 0);
autowait(0.3f);
ShootProjectile(PRT_FISHMAN_FIRE, FIRE_GROUND, ANGLE3D(0, 0, 0));
PlaySound(m_soSound, SOUND_FIRE, SOF_3D);
autowait(0.4f);
StandingAnim();
autowait(FRnd()/3 + _pTimer->TickQuantum);
return EReturn();
};
Hit(EVoid) : CEnemyBase::Hit {
if (CalcDist(m_penEnemy) > SPEAR_HIT) {
// run to enemy
m_fShootTime = _pTimer->CurrentTick() + 0.25f;
return EReturn();
}
// wait anim end
if (!GetModelObject()->IsAnimFinished()) {
autowait(GetModelObject()->GetCurrentAnimLength() - GetModelObject()->GetPassedTime());
}
// attack with spear
StartModelAnim(FISHMAN_ANIM_GROUNDATTACKLOOP, 0);
// to left hit
autowait(0.5f);
PlaySound(m_soSound, SOUND_KICK, SOF_3D);
if (CalcDist(m_penEnemy)<SPEAR_HIT) {
// damage enemy
FLOAT3D vDirection = m_penEnemy->GetPlacement().pl_PositionVector-GetPlacement().pl_PositionVector;
vDirection.Normalize();
InflictDirectDamage(m_penEnemy, this, DMT_CLOSERANGE, 2.5f, FLOAT3D(0, 0, 0), vDirection);
// push target left
FLOAT3D vSpeed;
GetHeadingDirection(90.0f, vSpeed);
vSpeed = vSpeed * 5.0f;
KickEntity(m_penEnemy, vSpeed);
}
autowait(0.5f);
PlaySound(m_soSound, SOUND_KICK, SOF_3D);
if (CalcDist(m_penEnemy)<SPEAR_HIT) {
// damage enemy
FLOAT3D vDirection = m_penEnemy->GetPlacement().pl_PositionVector-GetPlacement().pl_PositionVector;
vDirection.Normalize();
InflictDirectDamage(m_penEnemy, this, DMT_CLOSERANGE, 2.5f, FLOAT3D(0, 0, 0), vDirection);
// push target right
FLOAT3D vSpeed;
GetHeadingDirection(-90.0f, vSpeed);
vSpeed = vSpeed * 5.0f;
KickEntity(m_penEnemy, vSpeed);
}
autowait(0.6f);
StandingAnim();
autowait(0.2f + FRnd()/3);
return EReturn();
};
/************************************************************
* M A I N *
************************************************************/
Main(EVoid) {
// declare yourself as a model
InitAsModel();
SetPhysicsFlags(EPF_MODEL_WALKING|EPF_HASLUNGS|EPF_HASGILLS);
SetCollisionFlags(ECF_MODEL);
SetFlags(GetFlags()|ENF_ALIVE);
SetHealth(30.0f);
m_fMaxHealth = 30.0f;
en_tmMaxHoldBreath = 5.0f;
en_fDensity = 1000.0f;
// set your appearance
SetModel(MODEL_FISHMAN);
SetModelMainTexture(TEXTURE_FISHMAN);
// setup moving speed
m_fWalkSpeed = FRnd() + 1.5f;
m_aWalkRotateSpeed = FRnd()*10.0f + 500.0f;
m_fAttackRunSpeed = FRnd()*0.5f + 5.0f;
m_aAttackRotateSpeed = FRnd()*50 + 245.0f;
m_fCloseRunSpeed = FRnd()*0.5f + 5.0f;
m_aCloseRotateSpeed = FRnd()*50 + 245.0f;
// setup attack distances
m_fAttackDistance = 50.0f;
m_fCloseDistance = 5.0f;
m_fStopDistance = 0.0f;
m_fAttackFireTime = 3.0f;
m_fCloseFireTime = 2.0f;
m_fIgnoreRange = 200.0f;
// fly moving properties
m_fDiveWalkSpeed = FRnd() + 3.0f;
m_aDiveWalkRotateSpeed = FRnd()*10.0f + 500.0f;
m_fDiveAttackRunSpeed = FRnd()*4.0f + 14.0f;
m_aDiveAttackRotateSpeed = FRnd()*25 + 500.0f;
m_fDiveCloseRunSpeed = FRnd()*2.0f + 8.0f;
m_aDiveCloseRotateSpeed = FRnd()*50 + 800.0f;
// attack properties
m_fDiveAttackDistance = 50.0f;
m_fDiveCloseDistance = 3.0f;
m_fDiveStopDistance = 0.0f;
m_fDiveAttackFireTime = 3.0f;
m_fDiveCloseFireTime = 2.0f;
m_fDiveIgnoreRange = 200.0f;
// damage/explode properties
m_fBlowUpAmount = 60.0f;
m_fBodyParts = 4;
m_fDamageWounded = 15.0f;
m_iScore = 500;
// continue behavior in base class
jump CEnemyDive::MainLoop();
};
};