Serious-Engine/Sources/Entities/RobotFlying.es

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2016-04-08 00:11:36 +02:00
334
%{
#include "Entities/StdH/StdH.h"
%}
uses "Entities/EnemyFly";
enum RobotFlyingChar {
0 RFC_KAMIKAZE "Kamikaze",
1 RFC_FIGHTER "Fighter",
};
%{
static EntityInfo eiRobotFlying = {
EIBT_ROBOT, 100.0f, // mass[kg]
0.0f, 0.0f, 0.0f, // source
0.0f, 0.0f, 0.0f, // target
};
#define FIRE_POS FLOAT3D(0.0f, 0.0f, 0.0f)
%}
class CRobotFlying : CEnemyFly {
name "RobotFlying";
thumbnail "Thumbnails\\RobotFlying.tbn";
properties:
1 enum RobotFlyingChar m_rfcChar "Character" 'C' = RFC_FIGHTER,
components:
0 class CLASS_BASE "Classes\\EnemyFly.ecl",
10 model MODEL_KAMIKAZE "Models\\Enemies\\Robots\\FloatKamikaze\\FloatKamikaze.mdl",
11 texture TEXTURE_KAMIKAZE "Models\\Enemies\\Robots\\SentryBall\\Ball.tex",
12 model MODEL_FIGHTER "Models\\Enemies\\Robots\\FlyingFighter\\Ship.mdl",
13 texture TEXTURE_FIGHTER "Models\\Enemies\\Robots\\FlyingFighter\\Ship.tex",
// ************** SOUNDS **************
50 sound SOUND_IDLE "Models\\Enemies\\Woman\\Sounds\\Idle.wav",
51 sound SOUND_SIGHT "Models\\Enemies\\Woman\\Sounds\\Sight.wav",
52 sound SOUND_WOUND "Models\\Enemies\\Woman\\Sounds\\Wound.wav",
53 sound SOUND_FIRE "Models\\Enemies\\Woman\\Sounds\\Fire.wav",
54 sound SOUND_KICK "Models\\Enemies\\Woman\\Sounds\\Kick.wav",
55 sound SOUND_DEATH "Models\\Enemies\\Woman\\Sounds\\Death.wav",
functions:
/* Entity info */
void *GetEntityInfo(void) {
return &eiRobotFlying;
};
/* Receive damage */
void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType,
FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection)
{
if (!IsOfSameClass(penInflictor, this)) {
CEnemyFly::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection);
}
};
// virtual anim functions
void StandingAnim(void) {
// StartModelAnim(WALKER_ANIM_STAND03, AOF_LOOPING|AOF_NORESTART);
};
void WalkingAnim(void) {
// StartModelAnim(WALKER_ANIM_WALK, AOF_LOOPING|AOF_NORESTART);
};
void RunningAnim(void) {
// StartModelAnim(WALKER_ANIM_WALK, AOF_LOOPING|AOF_NORESTART);
};
void RotatingAnim(void) {
// StartModelAnim(WALKER_ANIM_WALK, AOF_LOOPING|AOF_NORESTART);
};
// virtual sound functions
void IdleSound(void) {
PlaySound(m_soSound, SOUND_IDLE, SOF_3D);
};
void SightSound(void) {
PlaySound(m_soSound, SOUND_SIGHT, SOF_3D);
};
void WoundSound(void) {
PlaySound(m_soSound, SOUND_WOUND, SOF_3D);
};
void DeathSound(void) {
PlaySound(m_soSound, SOUND_DEATH, SOF_3D);
};
procedures:
/************************************************************
* A T T A C K E N E M Y *
************************************************************/
FlyHit(EVoid) : CEnemyFly::FlyHit {
if (m_rfcChar==RFC_FIGHTER) {
jump FlyFire();
// m_fShootTime = _pTimer->CurrentTick() + 1.0f;
// return EReturn();
}
// when close enough
if (CalcDist(m_penEnemy) <= 3.0f) {
// explode
SetHealth(-45.0f);
ReceiveDamage(NULL, DMT_EXPLOSION, 10.0f, FLOAT3D(0,0,0), FLOAT3D(0,1,0));
InflictRangeDamage(this, DMT_EXPLOSION, 20.0f, GetPlacement().pl_PositionVector,
2.75f, 8.0f);
}
// run to enemy
m_fShootTime = _pTimer->CurrentTick() + 0.1f;
return EReturn();
};
FlyFire(EVoid) : CEnemyFly::FlyFire {
if (m_rfcChar==RFC_KAMIKAZE) {
m_fShootTime = _pTimer->CurrentTick() + 1.0f;
return EReturn();
}
ShootProjectile(PRT_CYBORG_LASER, FIRE_POS, ANGLE3D(0, 0, 0));
PlaySound(m_soSound, SOUND_FIRE, SOF_3D);
return EReturn();
};
Death(EVoid) : CEnemyBase::Death {
// stop moving
StopMoving();
DeathSound(); // death sound
// set physic flags
SetPhysicsFlags(EPF_MODEL_CORPSE);
SetCollisionFlags(ECF_CORPSE);
// robots don't have different collision boxes, so no need to change
// robots don't have death animations
return EEnd();
};
/************************************************************
* M A I N *
************************************************************/
Main(EVoid) {
// must always be fly-only
m_EeftType = EFT_FLY_ONLY;
// declare yourself as a model
InitAsModel();
SetPhysicsFlags(EPF_MODEL_WALKING);
SetCollisionFlags(ECF_MODEL);
SetFlags(GetFlags()|ENF_ALIVE);
SetHealth(20.0f);
m_fMaxHealth = 20.0f;
en_fDensity = 13000.0f;
// damage/explode properties
m_fBlowUpAmount = 0.0f;
m_fBodyParts = 4;
m_bRobotBlowup = TRUE;
m_fDamageWounded = 100000.0f;
// set your appearance
switch (m_rfcChar) {
case RFC_KAMIKAZE: {
SetModel(MODEL_KAMIKAZE);
SetModelMainTexture(TEXTURE_KAMIKAZE);
// fly moving properties
m_fFlyWalkSpeed = FRnd()/2 + 1.0f;
m_aFlyWalkRotateSpeed = FRnd()*10.0f + 25.0f;
m_fFlyAttackRunSpeed = FRnd()*2.0f + 8.0f;
m_aFlyAttackRotateSpeed = FRnd()*25 + 150.0f;
m_fFlyCloseRunSpeed = FRnd()*2.0f + 6.0f;
m_aFlyCloseRotateSpeed = FRnd()*50 + 500.0f;
// attack properties - CAN BE SET
m_fFlyAttackDistance = 50.0f;
m_fFlyCloseDistance = 12.5f;
m_fFlyStopDistance = 0.0f;
m_fFlyAttackFireTime = 2.0f;
m_fFlyCloseFireTime = 0.1f;
m_fFlyIgnoreRange = 200.0f;
m_fFlyHeight = 1.0f;
m_iScore = 1000;
} break;
case RFC_FIGHTER: {
SetModel(MODEL_FIGHTER);
SetModelMainTexture(TEXTURE_FIGHTER);
// fly moving properties
m_fFlyWalkSpeed = FRnd()/2 + 1.0f;
m_aFlyWalkRotateSpeed = FRnd()*10.0f + 25.0f;
m_fFlyAttackRunSpeed = FRnd()*2.0f + 7.0f;
m_aFlyAttackRotateSpeed = FRnd()*25 + 150.0f;
m_fFlyCloseRunSpeed = FRnd()*2.0f + 20.0f;
m_aFlyCloseRotateSpeed = 150.0f;//FRnd()*50 + 0.0f;
// attack properties - CAN BE SET
m_fFlyAttackDistance = 50.0f;
m_fFlyCloseDistance = 10.0f;
m_fFlyStopDistance = 0.1f;
m_fFlyAttackFireTime = 3.0f;
m_fFlyCloseFireTime = 0.2f;
m_fFlyIgnoreRange = 200.0f;
m_fFlyHeight = 2.5f;
} break;
default: ASSERT(FALSE);
}
// continue behavior in base class
jump CEnemyFly::MainLoop();
};
};