Serious-Engine/Sources/EntitiesMP/Santa.es

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2016-03-11 14:57:17 +01:00
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
355
%{
#include "StdH.h"
#include "ModelsMP/Player/SeriousSam/Player.h"
#include "ModelsMP/Player/SeriousSam/Body.h"
#include "ModelsMP/Player/SeriousSam/Head.h"
%}
uses "EntitiesMP/EnemyBase";
%{
// info structure
static EntityInfo eiSanta = {
EIBT_AIR, 100.0f,
0, 1.6f, 0, // source (eyes)
0.0f, 1.0f, 0.0f, // target (body)
};
%}
class CSanta : CEnemyBase {
name "Santa";
thumbnail "Thumbnails\\Santa.tbn";
properties:
1 FLOAT m_tmLastSpawnTime = -10000.0f,
2 FLOAT m_tmMinSpawnInterval "Min spawn interval" = 1.0f,
3 FLOAT m_fSantaHealth "Santa Health" = 100.0f,
4 CSoundObject m_soRunning, // for running sound
5 BOOL m_bRunSoundPlaying = FALSE,
10 CEntityPointer m_penTemplate0 "Item template 0",
11 CEntityPointer m_penTemplate1 "Item template 1",
12 CEntityPointer m_penTemplate2 "Item template 2",
13 CEntityPointer m_penTemplate3 "Item template 3",
14 CEntityPointer m_penTemplate4 "Item template 4",
components:
0 class CLASS_BASE "Classes\\EnemyBase.ecl",
// ************** SOUNDS **************
50 sound SOUND_RUN "ModelsMP\\CutSequences\\Santa\\Sounds\\Running.wav",
51 sound SOUND_WOUND "ModelsMP\\CutSequences\\Santa\\Sounds\\Wound.wav",
52 sound SOUND_DEATH "ModelsMP\\CutSequences\\Santa\\Sounds\\Death.wav",
functions:
void Precache(void) {
CEnemyBase::Precache();
PrecacheSound(SOUND_RUN );
PrecacheSound(SOUND_WOUND);
PrecacheSound(SOUND_DEATH);
};
virtual const CTFileName &GetComputerMessageName(void) const {
//static DECLARE_CTFILENAME(fnm, "DataMP\\Messages\\Enemies\\Santa.txt");
static CTFileName fnm;
return fnm;
};
/* Entity info */
void *GetEntityInfo(void) {
return &eiSanta;
};
// running sounds
void ActivateRunningSound(void)
{
if (!m_bRunSoundPlaying) {
PlaySound(m_soRunning, SOUND_RUN, SOF_3D|SOF_LOOP);
m_bRunSoundPlaying = TRUE;
}
}
void DeactivateRunningSound(void)
{
m_soRunning.Stop();
m_bRunSoundPlaying = FALSE;
}
/* Handle an event, return false if the event is not handled. */
BOOL HandleEvent(const CEntityEvent &ee)
{
// ignore touching, damaging...
if (ee.ee_slEvent==EVENTCODE_ETouch || ee.ee_slEvent==EVENTCODE_EDamage) {
return TRUE;
}
return CEnemyBase::HandleEvent(ee);
}
/* Receive damage */
void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType,
FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection)
{
// skip base enemy damage handling
CMovableModelEntity::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection);
// if not enough time passed since lst item spawning
if (_pTimer->CurrentTick()-m_tmLastSpawnTime<m_tmMinSpawnInterval) {
// do nothing
return;
}
// play wound sound
WoundSound();
// remember time
m_tmLastSpawnTime = _pTimer->CurrentTick();
// choose an item to spawn
INDEX ctTemplates = 0;
if (m_penTemplate0!=NULL) { ctTemplates++; }
if (m_penTemplate1!=NULL) { ctTemplates++; }
if (m_penTemplate2!=NULL) { ctTemplates++; }
if (m_penTemplate3!=NULL) { ctTemplates++; }
if (m_penTemplate4!=NULL) { ctTemplates++; }
if (ctTemplates==0) {
return;
}
INDEX iTemplate = IRnd()%ctTemplates;
CEntity *penItem = (&m_penTemplate0)[iTemplate];
// if the target doesn't exist, or is destroyed
if (penItem==NULL || (penItem->GetFlags()&ENF_DELETED)) {
// do nothing
return;
}
CEntity *penSpawned = GetWorld()->CopyEntityInWorld( *penItem,
CPlacement3D(FLOAT3D(-32000.0f+FRnd()*200.0f, -32000.0f+FRnd()*200.0f, 0), ANGLE3D(0, 0, 0)) );
// teleport back
CPlacement3D pl = GetPlacement();
pl.pl_PositionVector += GetRotationMatrix().GetColumn(2)*1.5f; // a bit up in the air
penSpawned->Teleport(pl, FALSE);
};
void LeaveStain( BOOL bGrow)
{
}
// damage anim
INDEX AnimForDamage(FLOAT fDamage) {
// StartModelAnim(iAnim, 0);
return 0;
};
// death
INDEX AnimForDeath(void) {
// StartModelAnim(iAnim, 0);
return 0;
};
void DeathNotify(void) {
SwitchToEditorModel();
// ChangeCollisionBoxIndexWhenPossible(PLAYER_COLLISION_BOX_DEATH);
SetCollisionFlags(ECF_MODEL);
DeactivateRunningSound();
};
CModelObject *GetBody(void)
{
return &GetModelObject()->GetAttachmentModel(PLAYER_ATTACHMENT_TORSO)->amo_moModelObject;
}
// virtual anim functions
void StandingAnim(void) {
// StartModelAnim(PLAYER_ANIM_STAND, AOF_LOOPING|AOF_NORESTART);
// GetBody()->PlayAnim(BODY_ANIM_WAIT, AOF_LOOPING|AOF_NORESTART);
};
void WalkingAnim(void) {
ActivateRunningSound();
// StartModelAnim(PLAYER_ANIM_NORMALWALK, AOF_LOOPING|AOF_NORESTART);
// GetBody()->PlayAnim(BODY_ANIM_NORMALWALK, AOF_LOOPING|AOF_NORESTART);
};
void RunningAnim(void) {
ActivateRunningSound();
// StartModelAnim(PLAYER_ANIM_RUN, AOF_LOOPING|AOF_NORESTART);
// GetBody()->PlayAnim(BODY_ANIM_NORMALWALK, AOF_LOOPING|AOF_NORESTART);
};
void RotatingAnim(void) {
ActivateRunningSound();
// StartModelAnim(BODY_ANIM_NORMALWALK, AOF_LOOPING|AOF_NORESTART);
// GetBody()->PlayAnim(BODY_ANIM_NORMALWALK, 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);
};
// adjust sound and watcher parameters here if needed
void EnemyPostInit(void)
{
// set sound default parameters
m_soSound.Set3DParameters(160.0f, 50.0f, 1.0f, 1.0f);
};
procedures:
/************************************************************
* A T T A C K E N E M Y *
************************************************************/
// shoot
Fire(EVoid) : CEnemyBase::Fire{
return EReturn();
};
// hit enemy
Hit(EVoid) : CEnemyBase::Hit {
return EReturn();
};
/************************************************************
* M A I N *
************************************************************/
Main(EVoid) {
// declare yourself as a model
InitAsModel();
SetPhysicsFlags(EPF_MODEL_WALKING|EPF_HASLUNGS);
SetCollisionFlags(ECF_MODEL);
SetFlags(GetFlags()|ENF_ALIVE);
en_tmMaxHoldBreath = 25.0f;
en_fDensity = 3000.0f;
// set your appearance
CTString strDummy;
extern BOOL SetPlayerAppearance_internal(CModelObject *pmo, const CTFileName &fnmAMC, CTString &strName, BOOL bPreview);
SetPlayerAppearance_internal(GetModelObject(), CTFILENAME("ModelsMP\\CutSequences\\Santa\\Santa.amc"), strDummy, /*bPreview=*/FALSE);
SetHealth(m_fSantaHealth);
m_fMaxHealth = m_fSantaHealth;
// damage/explode properties
m_fDamageWounded = 1E10f;
m_fBlowUpAmount = 1E10f;
m_fBodyParts = 30;
// setup attack distances
m_fAttackDistance = 150.0f;
m_fCloseDistance = 5.0f;
m_fStopDistance = 4.5f;
m_fAttackFireTime = 0.5f;
m_fCloseFireTime = 1.0f;
m_fIgnoreRange = 300.0f;
m_iScore = 1000;
// setup moving speed
m_fWalkSpeed = (FRnd() + 1.5f)*1.5f;
m_aWalkRotateSpeed = AngleDeg(FRnd()*20.0f + 550.0f);
m_fAttackRunSpeed = FRnd()*1.5f + 4.5f;
m_aAttackRotateSpeed = AngleDeg(FRnd()*50.0f + 275.0f);
m_fCloseRunSpeed = FRnd()*1.5f + 4.5f;
m_aCloseRotateSpeed = AngleDeg(FRnd()*50.0f + 275.0f);
// set stretch factors for height and width
CEnemyBase::SizeModel();
m_soRunning.Set3DParameters(500.0f, 50.0f, 1.0f, 1.0f);
m_bRunSoundPlaying = FALSE;
// continue behavior in base class
jump CEnemyBase::MainLoop();
};
};