mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-23 02:40:26 +01:00
639 lines
19 KiB
C++
639 lines
19 KiB
C++
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306
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%{
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#include "Entities/StdH/StdH.h"
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#include "Models/Enemies/SCORPMAN/scorpman.h"
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#include "Models/Enemies/SCORPMAN/Gun.h"
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%}
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uses "Entities/EnemyBase";
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uses "Entities/Bullet";
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uses "Entities/Reminder";
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enum ScorpmanType {
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0 SMT_SOLDIER "Soldier",
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1 SMT_GENERAL "General",
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2 SMT_MONSTER "Obsolete",
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};
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%{
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#define GUN_X 0.375f
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#define GUN_Y 0.6f
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#define GUN_Z -1.85f
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#define STRETCH_SOLDIER 2
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#define STRETCH_GENERAL 3
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#define STRETCH_MONSTER 4
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// info structure
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static EntityInfo eiScorpman = {
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EIBT_FLESH, 1000.0f,
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0, 1.6f*STRETCH_SOLDIER, 0, // source (eyes)
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0.0f, 1.0f*STRETCH_SOLDIER, 0.0f, // target (body)
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};
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static EntityInfo eiScorpmanGeneral = {
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EIBT_FLESH, 1500.0f,
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0, 1.6f*STRETCH_GENERAL, 0, // source (eyes)
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0.0f, 1.0f*STRETCH_GENERAL, 0.0f, // target (body)
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};
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static EntityInfo eiScorpmanMonster = {
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EIBT_FLESH, 2000.0f,
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0, 1.6f*STRETCH_MONSTER, 0, // source (eyes)
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0.0f, 1.0f*STRETCH_MONSTER, 0.0f, // target (body)
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};
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#define LIGHT_ANIM_FIRE 3
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#define LIGHT_ANIM_NONE 5
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%}
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class CScorpman : CEnemyBase {
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name "Scorpman";
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thumbnail "Thumbnails\\Scorpman.tbn";
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properties:
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1 enum ScorpmanType m_smtType "Type" 'Y' = SMT_SOLDIER,
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2 INDEX m_bFireBulletCount = 0, // fire bullet binary divider
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3 INDEX m_iSpawnEffect = 0, // counter for spawn effect every 'x' times
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4 FLOAT m_fFireTime = 0.0f, // time to fire bullets
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5 CAnimObject m_aoLightAnimation, // light animation object
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6 BOOL m_bSleeping "Sleeping" 'S' = FALSE, // set to make scorpman sleep initally
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{
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CEntity *penBullet; // bullet
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CLightSource m_lsLightSource;
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}
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components:
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0 class CLASS_BASE "Classes\\EnemyBase.ecl",
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1 class CLASS_BULLET "Classes\\Bullet.ecl",
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5 model MODEL_SCORPMAN "Models\\Enemies\\Scorpman\\Scorpman.mdl",
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6 texture TEXTURE_SOLDIER "Models\\Enemies\\Scorpman\\Soldier.tex",
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7 texture TEXTURE_GENERAL "Models\\Enemies\\Scorpman\\General.tex",
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// 8 texture TEXTURE_MONSTER "Models\\Enemies\\Scorpman\\Monster.tex",
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12 texture TEXTURE_SPECULAR "Models\\SpecularTextures\\Medium.tex",
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9 model MODEL_GUN "Models\\Enemies\\Scorpman\\Gun.mdl",
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10 model MODEL_FLARE "Models\\Enemies\\Scorpman\\Flare.mdl",
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11 texture TEXTURE_GUN "Models\\Enemies\\Scorpman\\Gun.tex",
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// ************** SOUNDS **************
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50 sound SOUND_IDLE "Models\\Enemies\\Scorpman\\Sounds\\Idle.wav",
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51 sound SOUND_SIGHT "Models\\Enemies\\Scorpman\\Sounds\\Sight.wav",
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52 sound SOUND_WOUND "Models\\Enemies\\Scorpman\\Sounds\\Wound.wav",
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53 sound SOUND_FIRE "Models\\Enemies\\Scorpman\\Sounds\\Fire.wav",
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54 sound SOUND_KICK "Models\\Enemies\\Scorpman\\Sounds\\Kick.wav",
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55 sound SOUND_DEATH "Models\\Enemies\\Scorpman\\Sounds\\Death.wav",
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functions:
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// describe how this enemy killed player
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virtual CTString GetPlayerKillDescription(const CTString &strPlayerName, const EDeath &eDeath)
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{
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CTString str;
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if (eDeath.eLastDamage.dmtType==DMT_CLOSERANGE) {
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str.PrintF(TRANS("%s was stabbed by an Arachnoid"), (const char*)strPlayerName);
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} else {
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str.PrintF(TRANS("An Arachnoid poured lead into %s"), (const char*)strPlayerName);
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}
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return str;
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}
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void Precache(void) {
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CEnemyBase::Precache();
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PrecacheModel(MODEL_FLARE);
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PrecacheSound(SOUND_IDLE );
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PrecacheSound(SOUND_SIGHT);
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PrecacheSound(SOUND_WOUND);
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PrecacheSound(SOUND_FIRE );
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PrecacheSound(SOUND_KICK );
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PrecacheSound(SOUND_DEATH);
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};
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/* Read from stream. */
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void Read_t( CTStream *istr) { // throw char *
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CEnemyBase::Read_t(istr);
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// setup light source
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SetupLightSource();
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}
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/* Fill in entity statistics - for AI purposes only */
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BOOL FillEntityStatistics(EntityStats *pes)
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{
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CEnemyBase::FillEntityStatistics(pes);
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switch(m_smtType) {
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case SMT_MONSTER: { pes->es_strName+=" Monster"; } break;
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case SMT_GENERAL: { pes->es_strName+=" General"; } break;
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case SMT_SOLDIER: { pes->es_strName+=" Soldier"; } break;
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}
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return TRUE;
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}
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virtual const CTFileName &GetComputerMessageName(void) const {
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//static DECLARE_CTFILENAME(fnmMonster, "Data\\Messages\\Enemies\\ScorpmanMonster.txt");
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static DECLARE_CTFILENAME(fnmGeneral, "Data\\Messages\\Enemies\\ScorpmanGeneral.txt");
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static DECLARE_CTFILENAME(fnmSoldier, "Data\\Messages\\Enemies\\ScorpmanSoldier.txt");
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switch(m_smtType) {
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default: ASSERT(FALSE);
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case SMT_MONSTER: //return fnmMonster;
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case SMT_GENERAL: return fnmGeneral;
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case SMT_SOLDIER: return fnmSoldier;
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}
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};
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/* Get static light source information. */
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CLightSource *GetLightSource(void) {
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if (!IsPredictor()) {
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return &m_lsLightSource;
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} else {
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return NULL;
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}
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}
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BOOL ForcesCannonballToExplode(void)
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{
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if (m_smtType!=SMT_SOLDIER) {
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return TRUE;
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}
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return CEnemyBase::ForcesCannonballToExplode();
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}
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// Setup light source
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void SetupLightSource(void) {
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// setup light source
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CLightSource lsNew;
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lsNew.ls_ulFlags = LSF_NONPERSISTENT|LSF_DYNAMIC;
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lsNew.ls_rHotSpot = 2.0f;
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lsNew.ls_rFallOff = 8.0f;
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lsNew.ls_colColor = RGBToColor(128, 128, 128);
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lsNew.ls_plftLensFlare = NULL;
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lsNew.ls_ubPolygonalMask = 0;
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lsNew.ls_paoLightAnimation = &m_aoLightAnimation;
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m_lsLightSource.ls_penEntity = this;
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m_lsLightSource.SetLightSource(lsNew);
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}
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// play light animation
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void PlayLightAnim(INDEX iAnim, ULONG ulFlags) {
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if (m_aoLightAnimation.GetData()!=NULL) {
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m_aoLightAnimation.PlayAnim(iAnim, ulFlags);
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}
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};
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// fire minigun on/off
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void MinigunOn(void)
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{
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PlayLightAnim(LIGHT_ANIM_FIRE, AOF_LOOPING);
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CModelObject *pmoGun = &GetModelObject()->GetAttachmentModel(SCORPMAN_ATTACHMENT_MINIGUN)->
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amo_moModelObject;
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pmoGun->PlayAnim(GUN_ANIM_FIRE, AOF_LOOPING);
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AddAttachmentToModel(this, *pmoGun, GUN_ATTACHMENT_FLAME, MODEL_FLARE, TEXTURE_GUN, 0, 0, 0);
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switch (m_smtType) {
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case SMT_SOLDIER: pmoGun->StretchModel(FLOAT3D(2.0f, 2.0f, 2.0f)); break;
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case SMT_GENERAL: pmoGun->StretchModel(FLOAT3D(3.0f, 3.0f, 3.0f)); break;
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case SMT_MONSTER: pmoGun->StretchModel(FLOAT3D(4.0f, 4.0f, 4.0f)); break;
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}
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}
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void MinigunOff(void)
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{
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PlayLightAnim(LIGHT_ANIM_NONE, 0);
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CModelObject *pmoGun = &GetModelObject()->GetAttachmentModel(SCORPMAN_ATTACHMENT_MINIGUN)->
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amo_moModelObject;
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pmoGun->PlayAnim(GUN_ANIM_IDLE, AOF_LOOPING);
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pmoGun->RemoveAttachmentModel(GUN_ATTACHMENT_FLAME);
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}
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/* Entity info */
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void *GetEntityInfo(void) {
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if (m_smtType == SMT_MONSTER) {
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return &eiScorpmanMonster;
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} else if (m_smtType == SMT_GENERAL) {
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return &eiScorpmanGeneral;
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} else {
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return &eiScorpman;
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}
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};
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/* Receive damage */
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void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType,
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FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection)
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{
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// scorpman can't harm scorpman
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if (!IsOfClass(penInflictor, "Scorpman")) {
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CEnemyBase::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection);
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}
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};
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// damage anim
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INDEX AnimForDamage(FLOAT fDamage) {
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INDEX iAnim;
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switch (IRnd()%3) {
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case 0: iAnim = SCORPMAN_ANIM_WOUND01; break;
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case 1: iAnim = SCORPMAN_ANIM_WOUND02; break;
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case 2: iAnim = SCORPMAN_ANIM_WOUND03; break;
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default: ASSERTALWAYS("Scorpman unknown damage");
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}
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StartModelAnim(iAnim, 0);
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MinigunOff();
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return iAnim;
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};
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// death
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INDEX AnimForDeath(void) {
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StartModelAnim(SCORPMAN_ANIM_DEATH, 0);
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MinigunOff();
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return SCORPMAN_ANIM_DEATH;
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};
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void DeathNotify(void) {
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ChangeCollisionBoxIndexWhenPossible(SCORPMAN_COLLISION_BOX_DEATH);
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SetCollisionFlags(ECF_MODEL);
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};
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// virtual anim functions
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void StandingAnim(void) {
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StartModelAnim(SCORPMAN_ANIM_IDLE, AOF_LOOPING|AOF_NORESTART);
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};
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void WalkingAnim(void) {
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StartModelAnim(SCORPMAN_ANIM_WALK, AOF_LOOPING|AOF_NORESTART);
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};
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void RunningAnim(void) {
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StartModelAnim(SCORPMAN_ANIM_WALK, AOF_LOOPING|AOF_NORESTART);
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};
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void RotatingAnim(void) {
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StartModelAnim(SCORPMAN_ANIM_WALK, AOF_LOOPING|AOF_NORESTART);
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};
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// virtual sound functions
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void IdleSound(void) {
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PlaySound(m_soSound, SOUND_IDLE, SOF_3D);
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};
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void SightSound(void) {
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PlaySound(m_soSound, SOUND_SIGHT, SOF_3D);
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};
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void WoundSound(void) {
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PlaySound(m_soSound, SOUND_WOUND, SOF_3D);
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};
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void DeathSound(void) {
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PlaySound(m_soSound, SOUND_DEATH, SOF_3D);
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};
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/************************************************************
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* FIRE BULLET / RAIL *
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************************************************************/
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BOOL CanFireAtPlayer(void)
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{
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// get ray source and target
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FLOAT3D vSource, vTarget;
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GetPositionCastRay(this, m_penEnemy, vSource, vTarget);
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// bullet start position
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CPlacement3D plBullet;
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plBullet.pl_OrientationAngle = ANGLE3D(0,0,0);
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plBullet.pl_PositionVector = FLOAT3D(GUN_X, GUN_Y, 0);
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// offset are changed according to stretch factor
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if (m_smtType == SMT_MONSTER) {
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plBullet.pl_PositionVector*=STRETCH_MONSTER;
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} else if (m_smtType == SMT_GENERAL) {
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plBullet.pl_PositionVector*=STRETCH_GENERAL;
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} else {
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plBullet.pl_PositionVector*=STRETCH_SOLDIER;
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}
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plBullet.RelativeToAbsolute(GetPlacement());
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vSource = plBullet.pl_PositionVector;
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// cast the ray
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CCastRay crRay(this, vSource, vTarget);
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crRay.cr_ttHitModels = CCastRay::TT_NONE; // check for brushes only
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crRay.cr_bHitTranslucentPortals = FALSE;
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en_pwoWorld->CastRay(crRay);
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// if hit nothing (no brush) the entity can be seen
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return (crRay.cr_penHit==NULL);
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}
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void PrepareBullet(FLOAT fDamage) {
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// bullet start position
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CPlacement3D plBullet;
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plBullet.pl_OrientationAngle = ANGLE3D(0,0,0);
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plBullet.pl_PositionVector = FLOAT3D(GUN_X, GUN_Y, 0);
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// offset are changed according to stretch factor
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if (m_smtType == SMT_MONSTER) {
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plBullet.pl_PositionVector*=STRETCH_MONSTER;
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} else if (m_smtType == SMT_GENERAL) {
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plBullet.pl_PositionVector*=STRETCH_GENERAL;
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} else {
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plBullet.pl_PositionVector*=STRETCH_SOLDIER;
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}
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plBullet.RelativeToAbsolute(GetPlacement());
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// create bullet
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penBullet = CreateEntity(plBullet, CLASS_BULLET);
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// init bullet
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EBulletInit eInit;
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eInit.penOwner = this;
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eInit.fDamage = fDamage;
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penBullet->Initialize(eInit);
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};
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// fire bullet
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void FireBullet(void) {
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// binary divide counter
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m_bFireBulletCount++;
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if (m_bFireBulletCount>1) { m_bFireBulletCount = 0; }
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if (m_bFireBulletCount==1) { return; }
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// bullet
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PrepareBullet(3.0f);
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((CBullet&)*penBullet).CalcTarget(m_penEnemy, 250);
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((CBullet&)*penBullet).CalcJitterTarget(10);
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((CBullet&)*penBullet).LaunchBullet( TRUE, TRUE, TRUE);
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((CBullet&)*penBullet).DestroyBullet();
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};
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// adjust sound and watcher parameters here if needed
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void EnemyPostInit(void)
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{
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// set sound default parameters
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m_soSound.Set3DParameters(160.0f, 50.0f, 1.0f, 1.0f);
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};
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procedures:
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/************************************************************
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* A T T A C K E N E M Y *
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************************************************************/
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// shoot
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Fire(EVoid) : CEnemyBase::Fire{
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if (!CanFireAtPlayer()) {
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return EReturn();
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}
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// confused amount
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switch (m_smtType) {
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case SMT_MONSTER:
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m_fDamageConfused = 200;
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m_fFireTime = 8.0f;
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break;
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case SMT_GENERAL:
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m_fDamageConfused = 100;
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m_fFireTime = 4.0f;
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break;
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case SMT_SOLDIER:
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m_fDamageConfused = 50;
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m_fFireTime = 2.0f;
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break;
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}
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if (GetSP()->sp_gdGameDifficulty<=CSessionProperties::GD_EASY) {
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m_fFireTime *= 0.5f;
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}
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// to fire
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StartModelAnim(SCORPMAN_ANIM_STANDTOFIRE, 0);
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m_fLockOnEnemyTime = GetModelObject()->GetAnimLength(SCORPMAN_ANIM_STANDTOFIRE) + 0.5f + FRnd()/3;
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autocall CEnemyBase::LockOnEnemy() EReturn;
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// fire
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||
|
m_iSpawnEffect = 0; // effect every 'x' frames
|
||
|
m_fFireTime += _pTimer->CurrentTick();
|
||
|
m_bFireBulletCount = 0;
|
||
|
PlaySound(m_soSound, SOUND_FIRE, SOF_3D|SOF_LOOP);
|
||
|
MinigunOn();
|
||
|
|
||
|
while (m_fFireTime > _pTimer->CurrentTick()) {
|
||
|
m_fMoveFrequency = 0.1f;
|
||
|
wait(m_fMoveFrequency) {
|
||
|
on (EBegin) : {
|
||
|
// make fuss
|
||
|
AddToFuss();
|
||
|
// fire bullet
|
||
|
FireBullet();
|
||
|
m_vDesiredPosition = m_penEnemy->GetPlacement().pl_PositionVector;
|
||
|
// rotate to enemy
|
||
|
if (!IsInPlaneFrustum(m_penEnemy, CosFast(5.0f))) {
|
||
|
m_fMoveSpeed = 0.0f;
|
||
|
m_aRotateSpeed = 4000.0f;
|
||
|
StartModelAnim(SCORPMAN_ANIM_WALK_AND_FIRE, AOF_LOOPING|AOF_NORESTART);
|
||
|
// stand in place
|
||
|
} else {
|
||
|
m_fMoveSpeed = 0.0f;
|
||
|
m_aRotateSpeed = 0.0f;
|
||
|
StartModelAnim(SCORPMAN_ANIM_FIRE_MINIGUN, AOF_LOOPING|AOF_NORESTART);
|
||
|
}
|
||
|
// adjust direction and speed
|
||
|
SetDesiredMovement();
|
||
|
resume;
|
||
|
}
|
||
|
on (ETimer) : { stop; }
|
||
|
}
|
||
|
}
|
||
|
m_soSound.Stop();
|
||
|
MinigunOff();
|
||
|
// set next shoot time
|
||
|
m_fShootTime = _pTimer->CurrentTick() + m_fAttackFireTime*(1.0f + FRnd()/3.0f);
|
||
|
|
||
|
// from fire
|
||
|
StartModelAnim(SCORPMAN_ANIM_FIRETOSTAND, 0);
|
||
|
autowait(GetModelObject()->GetAnimLength(SCORPMAN_ANIM_FIRETOSTAND));
|
||
|
|
||
|
MaybeSwitchToAnotherPlayer();
|
||
|
|
||
|
// shoot completed
|
||
|
return EReturn();
|
||
|
};
|
||
|
|
||
|
// hit enemy
|
||
|
Hit(EVoid) : CEnemyBase::Hit {
|
||
|
// close attack
|
||
|
StartModelAnim(SCORPMAN_ANIM_SPIKEHIT, 0);
|
||
|
autowait(0.5f);
|
||
|
PlaySound(m_soSound, SOUND_KICK, SOF_3D);
|
||
|
if (CalcDist(m_penEnemy) < m_fCloseDistance) {
|
||
|
FLOAT3D vDirection = m_penEnemy->GetPlacement().pl_PositionVector-GetPlacement().pl_PositionVector;
|
||
|
vDirection.Normalize();
|
||
|
if (m_smtType == SMT_MONSTER) {
|
||
|
InflictDirectDamage(m_penEnemy, this, DMT_CLOSERANGE, 80.0f, FLOAT3D(0, 0, 0), vDirection);
|
||
|
} else if (m_smtType == SMT_GENERAL) {
|
||
|
InflictDirectDamage(m_penEnemy, this, DMT_CLOSERANGE, 40.0f, FLOAT3D(0, 0, 0), vDirection);
|
||
|
} else {
|
||
|
InflictDirectDamage(m_penEnemy, this, DMT_CLOSERANGE, 20.0f, FLOAT3D(0, 0, 0), vDirection);
|
||
|
}
|
||
|
}
|
||
|
autowait(0.3f);
|
||
|
MaybeSwitchToAnotherPlayer();
|
||
|
return EReturn();
|
||
|
};
|
||
|
|
||
|
Sleep(EVoid)
|
||
|
{
|
||
|
// start sleeping anim
|
||
|
StartModelAnim(SCORPMAN_ANIM_SLEEP, AOF_LOOPING);
|
||
|
// repeat
|
||
|
wait() {
|
||
|
// if triggered
|
||
|
on(ETrigger eTrigger) : {
|
||
|
// remember enemy
|
||
|
SetTargetSoft(eTrigger.penCaused);
|
||
|
// wake up
|
||
|
jump WakeUp();
|
||
|
}
|
||
|
// if damaged
|
||
|
on(EDamage eDamage) : {
|
||
|
// wake up
|
||
|
jump WakeUp();
|
||
|
}
|
||
|
otherwise() : {
|
||
|
resume;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
WakeUp(EVoid)
|
||
|
{
|
||
|
// wakeup anim
|
||
|
SightSound();
|
||
|
StartModelAnim(SCORPMAN_ANIM_WAKEUP, 0);
|
||
|
autowait(GetModelObject()->GetCurrentAnimLength());
|
||
|
|
||
|
// trigger your target
|
||
|
SendToTarget(m_penDeathTarget, m_eetDeathType);
|
||
|
// proceed with normal functioning
|
||
|
return EReturn();
|
||
|
}
|
||
|
|
||
|
// overridable called before main enemy loop actually begins
|
||
|
PreMainLoop(EVoid) : CEnemyBase::PreMainLoop
|
||
|
{
|
||
|
// if sleeping
|
||
|
if (m_bSleeping) {
|
||
|
m_bSleeping = FALSE;
|
||
|
// go to sleep until waken up
|
||
|
wait() {
|
||
|
on (EBegin) : {
|
||
|
call Sleep();
|
||
|
}
|
||
|
on (EReturn) : {
|
||
|
stop;
|
||
|
};
|
||
|
// if dead
|
||
|
on(EDeath eDeath) : {
|
||
|
// die
|
||
|
jump CEnemyBase::Die(eDeath);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
return EReturn();
|
||
|
}
|
||
|
|
||
|
/************************************************************
|
||
|
* M A I N *
|
||
|
************************************************************/
|
||
|
Main(EVoid) {
|
||
|
if (m_smtType==SMT_MONSTER) {
|
||
|
m_smtType=SMT_GENERAL;
|
||
|
}
|
||
|
|
||
|
// 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
|
||
|
SetModel(MODEL_SCORPMAN);
|
||
|
switch (m_smtType) {
|
||
|
case SMT_SOLDIER:
|
||
|
// set your texture
|
||
|
SetModelMainTexture(TEXTURE_SOLDIER);
|
||
|
SetModelSpecularTexture(TEXTURE_SPECULAR);
|
||
|
SetHealth(300.0f);
|
||
|
m_fMaxHealth = 300.0f;
|
||
|
// damage/explode properties
|
||
|
m_fDamageWounded = 200.0f;
|
||
|
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;
|
||
|
break;
|
||
|
|
||
|
case SMT_GENERAL:
|
||
|
// set your texture
|
||
|
SetModelMainTexture(TEXTURE_GENERAL);
|
||
|
SetModelSpecularTexture(TEXTURE_SPECULAR);
|
||
|
SetHealth(600.0f);
|
||
|
m_fMaxHealth = 600.0f;
|
||
|
// damage/explode properties
|
||
|
m_fDamageWounded = 400.0f;
|
||
|
m_fBlowUpAmount = 1E10f;
|
||
|
m_fBodyParts = 30;
|
||
|
// setup attack distances
|
||
|
m_fAttackDistance = 150.0f;
|
||
|
m_fCloseDistance = 5.0f;
|
||
|
m_fStopDistance = 4.5f;
|
||
|
m_fAttackFireTime = 2.0f;
|
||
|
m_fCloseFireTime = 1.0f;
|
||
|
m_fIgnoreRange = 300.0f;
|
||
|
m_iScore = 5000;
|
||
|
break;
|
||
|
|
||
|
case SMT_MONSTER:
|
||
|
// set your texture
|
||
|
SetModelMainTexture(TEXTURE_GENERAL);
|
||
|
SetModelSpecularTexture(TEXTURE_SPECULAR);
|
||
|
SetHealth(1200.0f);
|
||
|
m_fMaxHealth = 1200.0f;
|
||
|
// damage/explode properties
|
||
|
m_fDamageWounded = 800.0f;
|
||
|
m_fBlowUpAmount = 1E10f;
|
||
|
m_fBodyParts = 60;
|
||
|
// setup attack distances
|
||
|
m_fAttackDistance = 250.0f;
|
||
|
m_fCloseDistance = 11.0f;
|
||
|
m_fStopDistance = 9.0f;
|
||
|
m_fAttackFireTime = 2.0f;
|
||
|
m_fCloseFireTime = 1.0f;
|
||
|
m_fIgnoreRange = 500.0f;
|
||
|
m_iScore = 10000;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
AddAttachment(SCORPMAN_ATTACHMENT_MINIGUN, MODEL_GUN, TEXTURE_GUN);
|
||
|
|
||
|
// set stretch factors for height and width - MUST BE DONE BEFORE SETTING MODEL!
|
||
|
switch (m_smtType) {
|
||
|
case SMT_SOLDIER: GetModelObject()->StretchModel(FLOAT3D(1.0f, 1.0f, 1.0f)*STRETCH_SOLDIER); break;
|
||
|
case SMT_GENERAL: GetModelObject()->StretchModel(FLOAT3D(1.0f, 1.0f, 1.0f)*STRETCH_GENERAL); break;
|
||
|
case SMT_MONSTER: GetModelObject()->StretchModel(FLOAT3D(1.0f, 1.0f, 1.0f)*STRETCH_MONSTER); break;
|
||
|
}
|
||
|
|
||
|
ModelChangeNotify();
|
||
|
|
||
|
// setup moving speed
|
||
|
m_fWalkSpeed = FRnd() + 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::StretchModel();
|
||
|
// setup light source
|
||
|
SetupLightSource();
|
||
|
// set light animation if available
|
||
|
try {
|
||
|
m_aoLightAnimation.SetData_t(CTFILENAME("Animations\\BasicEffects.ani"));
|
||
|
} catch (char *strError) {
|
||
|
WarningMessage(TRANS("Cannot load Animations\\BasicEffects.ani: %s"), strError);
|
||
|
}
|
||
|
MinigunOff();
|
||
|
|
||
|
// continue behavior in base class
|
||
|
jump CEnemyBase::MainLoop();
|
||
|
|
||
|
};
|
||
|
};
|