Serious-Engine/Sources/EntitiesMP/Elemental.es

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/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
322
%{
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#include "EntitiesMP/StdH/StdH.h"
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//#include "Models/Enemies/Elementals/AirMan.h"
//#include "Models/Enemies/Elementals/IceMan.h"
#include "Models/Enemies/Elementals/Stoneman.h"
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//#include "Models/Enemies/Elementals/Twister.h"
//#include "Models/Enemies/Elementals/WaterMan.h"
//#include "Models/Enemies/Elementals/Projectile/IcePyramid.h"
#include "Models/Enemies/Elementals/Projectile/LavaStone.h"
#include "Models/Enemies/ElementalLava/ElementalLava.h"
#include "EntitiesMP/WorldSettingsController.h"
#include "EntitiesMP/BackgroundViewer.h"
// lava elemental definitions
#define LAVAMAN_SMALL_STRETCH (2.0f*0.75f)
#define LAVAMAN_BIG_STRETCH (4.0f*1.25f)
#define LAVAMAN_LARGE_STRETCH (16.0f*2.5f)
#define LAVAMAN_BOSS_FIRE_RIGHT FLOAT3D(1.01069f, 0.989616f, -1.39743f)
#define LAVAMAN_BOSS_FIRE_LEFT FLOAT3D(-0.39656f, 1.08619f, -1.34373f)
#define LAVAMAN_FIRE_LEFT FLOAT3D(-0.432948f, 1.51133f, -0.476662f)
#define LAVAMAN_FIRE_SMALL (LAVAMAN_FIRE_LEFT*LAVAMAN_SMALL_STRETCH)
#define LAVAMAN_FIRE_BIG (LAVAMAN_FIRE_LEFT*LAVAMAN_BIG_STRETCH)
#define LAVAMAN_FIRE_LARGE_LEFT (LAVAMAN_BOSS_FIRE_LEFT*LAVAMAN_LARGE_STRETCH)
#define LAVAMAN_FIRE_LARGE_RIGHT (LAVAMAN_BOSS_FIRE_RIGHT*LAVAMAN_LARGE_STRETCH)
#define LAVAMAN_SPAWN_BIG (FLOAT3D(0.0171274f, 1.78397f, -0.291414f)*LAVAMAN_BIG_STRETCH)
#define LAVAMAN_SPAWN_LARGE (FLOAT3D(0.0171274f, 1.78397f, -0.291414f)*LAVAMAN_LARGE_STRETCH)
#define DEATH_BURN_TIME 1.0f
%}
uses "EntitiesMP/EnemyBase";
//uses "EntitiesMP/Twister";
//uses "EntitiesMP/Water";
enum ElementalType {
0 ELT_AIR "obsolete", // air elemental
1 ELT_ICE "obsolete", // ice elemental
2 ELT_LAVA "Lava", // lava elemental
3 ELT_STONE "obsolete", // stone elemental
4 ELT_WATER "obsolete", // water elemental
};
enum ElementalCharacter {
0 ELC_SMALL "Small", // small (fighter)
1 ELC_BIG "Big", // big
2 ELC_LARGE "Large", // large
};
enum ElementalState {
0 ELS_NORMAL "Normal", // normal state
1 ELS_BOX "Box", // in box
2 ELS_PLANE "Plane", // as plane
};
%{
#define ECF_AIR ( \
((ECBI_BRUSH|ECBI_MODEL|ECBI_CORPSE|ECBI_ITEM|ECBI_PROJECTILE_MAGIC|ECBI_PROJECTILE_SOLID)<<ECB_TEST) |\
((ECBI_MODEL|ECBI_CORPSE|ECBI_ITEM|ECBI_PROJECTILE_MAGIC|ECBI_PROJECTILE_SOLID)<<ECB_PASS) |\
((ECBI_MODEL)<<ECB_IS))
// info structure
// air
static EntityInfo eiAirElementalSmall = {
EIBT_AIR, 50.0f,
0.0f, 1.7f, 0.0f,
0.0f, 1.0f, 0.0f,
};
static EntityInfo eiAirElementalBig = {
EIBT_AIR, 200.0f,
0.0f, 6.8f, 0.0f,
0.0f, 4.0f, 0.0f,
};
static EntityInfo eiAirElementalLarge = {
EIBT_AIR, 800.0f,
0.0f, 27.2f, 0.0f,
0.0f, 16.0f, 0.0f,
};
// ice
static EntityInfo eiIceElementalSmall = {
EIBT_ICE, 400.0f,
0.0f, 1.7f, 0.0f,
0.0f, 1.0f, 0.0f,
};
static EntityInfo eiIceElementalBig = {
EIBT_ICE, 1600.0f,
0.0f, 6.8f, 0.0f,
0.0f, 4.0f, 0.0f,
};
static EntityInfo eiIceElementalLarge = {
EIBT_ICE, 6400.0f,
0.0f, 27.2f, 0.0f,
0.0f, 16.0f, 0.0f,
};
// lava
static EntityInfo eiLavaElementalSmall = {
EIBT_FIRE, 2000.0f,
0.0f, 1.7f*LAVAMAN_SMALL_STRETCH, 0.0f,
0.0f, LAVAMAN_SMALL_STRETCH, 0.0f,
};
static EntityInfo eiLavaElementalBig = {
EIBT_FIRE, 2800.0f,
0.0f, 1.7f*LAVAMAN_BIG_STRETCH, 0.0f,
0.0f, LAVAMAN_BIG_STRETCH, 0.0f,
};
static EntityInfo eiLavaElementalLarge = {
EIBT_FIRE, 11200.0f,
0.0f, 1.7f*LAVAMAN_LARGE_STRETCH, 0.0f,
0.0f, LAVAMAN_LARGE_STRETCH, 0.0f,
};
// stone
static EntityInfo eiStoneElementalSmall = {
EIBT_ROCK, 1000.0f,
0.0f, 1.7f, 0.0f,
0.0f, 1.0f, 0.0f,
};
static EntityInfo eiStoneElementalBig = {
EIBT_ROCK, 4000.0f,
0.0f, 6.8f, 0.0f,
0.0f, 4.0f, 0.0f,
};
static EntityInfo eiStoneElementalLarge = {
EIBT_ROCK, 16000.0f,
0.0f, 27.2f, 0.0f,
0.0f, 16.0f, 0.0f,
};
// water
static EntityInfo eiWaterElementalSmall = {
EIBT_WATER, 500.0f,
0.0f, 1.7f, 0.0f,
0.0f, 1.0f, 0.0f,
};
static EntityInfo eiWaterElementalBig = {
EIBT_WATER, 2000.0f,
0.0f, 6.8f, 0.0f,
0.0f, 4.0f, 0.0f,
};
static EntityInfo eiWaterElementalLarge = {
EIBT_WATER, 8000.0f,
0.0f, 27.2f, 0.0f,
0.0f, 16.0f, 0.0f,
};
// obsolete
#define EPF_BOX_PLANE_ELEMENTAL (EPF_ORIENTEDBYGRAVITY|EPF_MOVABLE)
#define FIRE_ROCKS FLOAT3D(-0.9f, 1.6f, -1.0f)
#define FIRE_ROCKS_BIG FLOAT3D(-3.6f, 6.4f, -4.0f)
#define FIRE_ROCKS_LARGE FLOAT3D(-14.4f, 25.6f, -16.0f)
#define WATER_LEFT FLOAT3D(-0.75f, 1.3f, -1.2f)
#define WATER_RIGHT FLOAT3D( 0.75f, 1.3f, -1.2f)
#define WATER_BIG_LEFT FLOAT3D(-3.0f, 5.2f, -4.8f)
#define WATER_BIG_RIGHT FLOAT3D( 3.0f, 5.2f, -4.8f)
#define WATER_LARGE_LEFT FLOAT3D(-12.0f, 20.8f, -19.2f)
#define WATER_LARGE_RIGHT FLOAT3D( 12.0f, 20.8f, -19.2f)
%}
class CElemental : CEnemyBase {
name "Elemental";
thumbnail "Thumbnails\\Elemental.tbn";
properties:
1 enum ElementalType m_EetType "Type" 'Y' = ELT_STONE,
2 enum ElementalCharacter m_EecChar "Character" 'C' = ELC_SMALL,
3 enum ElementalState m_EesStartState "State" 'S' = ELS_NORMAL,
4 BOOL m_bSpawnWhenHarmed "Damage spawn" 'N' = TRUE,
5 BOOL m_bSpawnOnBlowUp "Blowup spawn" 'B' = TRUE,
6 enum ElementalState m_EesCurrentState = ELS_NORMAL,
7 BOOL m_bSpawned = FALSE,
8 BOOL m_bMovable "Movable" 'V' = TRUE,
9 RANGE m_fLookRange "Look range" 'O' = 30.0f,
10 INDEX m_iFireCount "Fire count" = 2,
11 FLOAT m_fWaitTime = 0.0f,
12 INDEX m_iCounter = 0,
13 FLOAT m_fDensity "Density" 'D' = 10000.0f,
// placement for non movable elemental
20 CEntityPointer m_penPosition1 "Position 1",
21 CEntityPointer m_penPosition2 "Position 2",
22 CEntityPointer m_penPosition3 "Position 3",
23 CEntityPointer m_penPosition4 "Position 4",
24 CEntityPointer m_penPosition5 "Position 5",
25 CEntityPointer m_penPosition6 "Position 6",
30 CSoundObject m_soBackground, // sound channel for background noise
31 INDEX m_ctSpawned = 0,
32 FLOAT m_fSpawnDamage = 1e6f,
33 BOOL m_bSpawnEnabled = FALSE,
34 CSoundObject m_soFireL,
35 CSoundObject m_soFireR,
36 INDEX m_bCountAsKill = TRUE,
components:
0 class CLASS_BASE "Classes\\EnemyBase.ecl",
1 class CLASS_TWISTER "Classes\\Twister.ecl",
2 class CLASS_WATER "Classes\\Water.ecl",
3 class CLASS_PROJECTILE "Classes\\Projectile.ecl",
4 class CLASS_BLOOD_SPRAY "Classes\\BloodSpray.ecl",
5 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl",
/* // air
10 model MODEL_AIR "Models\\Enemies\\Elementals\\AirMan.mdl",
11 model MODEL_AIR_TWISTER "Models\\Enemies\\Elementals\\Twister.mdl",
12 texture TEXTURE_AIR "Models\\Enemies\\Elementals\\AirMan01.tex",
// ice
20 model MODEL_ICE "Models\\Enemies\\Elementals\\IceMan.mdl",
21 model MODEL_ICE_PICK "Models\\Enemies\\Elementals\\IcePick.mdl",
22 texture TEXTURE_ICE "Models\\Enemies\\Elementals\\IceMan01.tex",
*/
// lava
30 model MODEL_LAVA "Models\\Enemies\\ElementalLava\\ElementalLava.mdl",
31 model MODEL_LAVA_BODY_FLARE "Models\\Enemies\\ElementalLava\\BodyFlare.mdl",
32 model MODEL_LAVA_HAND_FLARE "Models\\Enemies\\ElementalLava\\HandFlare.mdl",
33 texture TEXTURE_LAVA "Models\\Enemies\\ElementalLava\\Lava04Fx.tex",
34 texture TEXTURE_LAVA_DETAIL "Models\\Enemies\\ElementalLava\\Detail.tex",
35 texture TEXTURE_LAVA_FLARE "Models\\Enemies\\ElementalLava\\Flare.tex",
/*
// stone
40 model MODEL_STONE "Models\\Enemies\\Elementals\\StoneMan.mdl",
41 model MODEL_STONE_MAUL "Models\\Enemies\\Elementals\\Maul.mdl",
42 texture TEXTURE_STONE "Models\\Enemies\\Elementals\\StoneMan01.tex",
// water
50 model MODEL_WATER "Models\\Enemies\\Elementals\\WaterMan.mdl",
51 model MODEL_WATER_BODY_FLARE "Models\\Enemies\\Elementals\\WaterManFX\\BodyFlare.mdl",
52 texture TEXTURE_WATER "Models\\Enemies\\Elementals\\WaterManFX.tex",
53 texture TEXTURE_WATER_FLARE "Models\\Enemies\\Elementals\\WaterManFX\\BodyFlare.tex",
*/
// debris
// 80 model MODEL_ELEM_STONE "Models\\Enemies\\Elementals\\Projectile\\Stone.mdl",
// 82 model MODEL_ELEM_LAVASTONE "Models\\Enemies\\ElementalLava\\Projectile\\LavaStone.mdl",
// 83 model MODEL_ELEM_LAVASTONE_FLARE "Models\\Enemies\\ElementalLava\\Projectile\\LavaStoneFlare.mdl",
// 84 model MODEL_ELEM_ICE "Models\\Enemies\\Elementals\\Projectile\\IcePyramid.mdl",
// 85 model MODEL_ELEM_ICE_FLARE "Models\\Enemies\\Elementals\\Projectile\\IcePyramidFlare.mdl",
// 90 texture TEXTURE_ELEM_STONE "Models\\Enemies\\Elementals\\Projectile\\Stone.tex",
// 92 texture TEXTURE_ELEM_LAVASTONE "Models\\Enemies\\ElementalLava\\Projectile\\LavaStone.tex",
// 93 texture TEXTURE_ELEM_ICE "Models\\Enemies\\Elementals\\Projectile\\IcePyramid.tex",
// 94 texture TEXTURE_ELEM_FLARE "Textures\\Effects\\Flares\\03\\Flaire06.tex",
// ************** SPECULAR **************
//210 texture TEX_SPEC_WEAK "Models\\SpecularTextures\\Weak.tex",
//211 texture TEX_SPEC_MEDIUM "Models\\SpecularTextures\\Medium.tex",
//212 texture TEX_SPEC_STRONG "Models\\SpecularTextures\\Strong.tex",
// ************** SOUNDS **************
250 sound SOUND_LAVA_IDLE "Models\\Enemies\\ElementalLava\\Sounds\\Idle.wav",
252 sound SOUND_LAVA_WOUND "Models\\Enemies\\ElementalLava\\Sounds\\Wound.wav",
253 sound SOUND_LAVA_FIRE "Models\\Enemies\\ElementalLava\\Sounds\\Fire.wav",
254 sound SOUND_LAVA_KICK "Models\\Enemies\\ElementalLava\\Sounds\\Kick.wav",
255 sound SOUND_LAVA_DEATH "Models\\Enemies\\ElementalLava\\Sounds\\Death.wav",
220 sound SOUND_LAVA_LAVABURN "Models\\Enemies\\ElementalLava\\Sounds\\LavaBurn.wav",
221 sound SOUND_LAVA_ANGER "Models\\Enemies\\ElementalLava\\Sounds\\Anger.wav",
222 sound SOUND_LAVA_GROW "ModelsMP\\Enemies\\ElementalLava\\Sounds\\Grow.wav",
functions:
// describe how this enemy killed player
virtual CTString GetPlayerKillDescription(const CTString &strPlayerName, const EDeath &eDeath)
{
CTString str;
str.PrintF(TRANSV("%s was killed by a Lava Golem"), (const char *) strPlayerName);
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return str;
}
virtual const CTFileName &GetComputerMessageName(void) const {
static DECLARE_CTFILENAME(fnm, "Data\\Messages\\Enemies\\ElementalLava.txt");
return fnm;
};
// render burning particles
void RenderParticles(void)
{
FLOAT fTimeFactor=1.0f;
FLOAT fPower=0.25f;
if (m_EesCurrentState==ELS_NORMAL)
{
FLOAT fDeathFactor=1.0f;
if( m_fSpiritStartTime!=0.0f)
{
fDeathFactor=1.0f-Clamp((_pTimer->CurrentTick()-m_fSpiritStartTime)/DEATH_BURN_TIME, 0.0f, 1.0f);
}
Particles_Burning(this, fPower, fTimeFactor*fDeathFactor);
}
}
void Precache(void)
{
CEnemyBase::Precache();
switch(m_EetType)
{
case ELT_LAVA:
{
if( m_EecChar == ELC_LARGE)
{
PrecacheClass(CLASS_PROJECTILE, PRT_LAVAMAN_BIG_BOMB);
}
if( (m_EecChar == ELC_LARGE) || (m_EecChar == ELC_BIG) )
{
PrecacheClass(CLASS_PROJECTILE, PRT_LAVAMAN_BOMB);
}
PrecacheClass(CLASS_PROJECTILE, PRT_LAVAMAN_STONE);
PrecacheModel (MODEL_LAVA );
PrecacheModel (MODEL_LAVA_BODY_FLARE );
PrecacheModel (MODEL_LAVA_HAND_FLARE );
PrecacheTexture(TEXTURE_LAVA );
PrecacheTexture(TEXTURE_LAVA_DETAIL );
PrecacheTexture(TEXTURE_LAVA_FLARE );
PrecacheSound(SOUND_LAVA_IDLE );
PrecacheSound(SOUND_LAVA_WOUND );
PrecacheSound(SOUND_LAVA_FIRE );
PrecacheSound(SOUND_LAVA_KICK );
PrecacheSound(SOUND_LAVA_DEATH );
PrecacheSound(SOUND_LAVA_ANGER );
PrecacheSound(SOUND_LAVA_LAVABURN);
PrecacheSound(SOUND_LAVA_GROW );
break;
}
}
};
/* Entity info */
void *GetEntityInfo(void) {
switch (m_EetType) {
case ELT_AIR:
switch(m_EecChar) {
case ELC_LARGE: return &eiAirElementalLarge;
case ELC_BIG: return &eiAirElementalBig;
default: { return &eiAirElementalSmall; }
}
break;
case ELT_ICE:
switch(m_EecChar) {
case ELC_LARGE: return &eiIceElementalLarge;
case ELC_BIG: return &eiIceElementalBig;
default: { return &eiIceElementalSmall; }
}
break;
case ELT_LAVA:
switch(m_EecChar) {
case ELC_LARGE: return &eiLavaElementalLarge;
case ELC_BIG: return &eiLavaElementalBig;
default: { return &eiLavaElementalSmall; }
}
break;
case ELT_STONE:
switch(m_EecChar) {
case ELC_LARGE: return &eiStoneElementalLarge;
case ELC_BIG: return &eiStoneElementalBig;
default: { return &eiStoneElementalSmall; }
}
break;
//case ELT_WATER:
default: {
switch(m_EecChar) {
case ELC_LARGE: return &eiWaterElementalLarge;
case ELC_BIG: return &eiWaterElementalBig;
default: { return &eiWaterElementalSmall; }
}}
}
};
/* Fill in entity statistics - for AI purposes only */
BOOL FillEntityStatistics(EntityStats *pes)
{
CEnemyBase::FillEntityStatistics(pes);
switch(m_EetType) {
case ELT_WATER : { pes->es_strName+=" Water"; } break;
case ELT_AIR : { pes->es_strName+=" Air"; } break;
case ELT_STONE : { pes->es_strName+=" Stone"; } break;
case ELT_LAVA : { pes->es_strName+=" Lava"; } break;
case ELT_ICE : { pes->es_strName+=" Ice"; } break;
}
switch(m_EecChar) {
case ELC_LARGE: pes->es_strName+=" Large"; break;
case ELC_BIG: pes->es_strName+=" Big"; break;
case ELC_SMALL: pes->es_strName+=" Small"; break;
}
return TRUE;
}
/* Receive damage */
void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType,
FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection)
{
// elemental can't harm elemental
if( IsOfClass(penInflictor, "Elemental")) {
return;
}
// boss can't be telefragged
if( m_EecChar==ELC_LARGE && dmtType==DMT_TELEPORT)
{
return;
}
// elementals take less damage from heavy bullets (e.g. sniper)
if( m_EecChar==ELC_BIG && dmtType==DMT_BULLET && fDamageAmmount>100.0f)
{
fDamageAmmount/=2.5f;
}
INDEX ctShouldSpawn = Clamp( INDEX((m_fMaxHealth-GetHealth())/m_fSpawnDamage), INDEX(0), INDEX(10));
CTString strChar = ElementalCharacter_enum.NameForValue(INDEX(m_EecChar));
//CPrintF( "Character: %s, MaxHlt = %g, Hlt = %g, SpwnDmg = %g, Spawned: %d, Should: %d\n",
// strChar, m_fMaxHealth, GetHealth(), m_fSpawnDamage, m_ctSpawned, ctShouldSpawn);
if (m_bSpawnEnabled && m_bSpawnWhenHarmed && (m_EecChar==ELC_LARGE || m_EecChar==ELC_BIG))
{
INDEX ctShouldSpawn = Clamp( INDEX((m_fMaxHealth-GetHealth())/m_fSpawnDamage), INDEX(0), INDEX(10));
if(m_ctSpawned<ctShouldSpawn)
{
SendEvent( EForceWound() );
}
}
// if not in normal state can't be harmed
if (m_EesCurrentState!=ELS_NORMAL) {
return;
}
CEnemyBase::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection);
};
void LeaveStain( BOOL bGrow)
{
return;
}
// damage anim
INDEX AnimForDamage(FLOAT fDamage) {
INDEX iAnim;
if (m_EetType == ELT_LAVA) {
switch (IRnd()%3) {
case 0: iAnim = ELEMENTALLAVA_ANIM_WOUND01; break;
case 1: iAnim = ELEMENTALLAVA_ANIM_WOUND02; break;
default: iAnim = ELEMENTALLAVA_ANIM_WOUND03; break;
}
} else {
/* switch (IRnd()%3) {
case 0: iAnim = STONEMAN_ANIM_WOUND01; break;
case 1: iAnim = STONEMAN_ANIM_WOUND02; break;
default: iAnim = STONEMAN_ANIM_WOUND03; break;
}*/
}
StartModelAnim(iAnim, 0);
return iAnim;
};
void StandingAnimFight(void) {
StartModelAnim(ELEMENTALLAVA_ANIM_STANDFIGHT, AOF_LOOPING|AOF_NORESTART);
}
// virtual anim functions
void StandingAnim(void) {
if (m_EetType == ELT_LAVA) {
switch (m_EesCurrentState) {
case ELS_NORMAL: StartModelAnim(ELEMENTALLAVA_ANIM_WALKBIG, AOF_LOOPING|AOF_NORESTART); break;
case ELS_BOX: StartModelAnim(ELEMENTALLAVA_ANIM_MELTFLY, AOF_LOOPING|AOF_NORESTART); break;
//case ELS_PLANE:
default: StartModelAnim(ELEMENTALLAVA_ANIM_STANDPLANE, AOF_LOOPING|AOF_NORESTART); break;
}
} else {
/* switch (m_EesCurrentState) {
case ELS_NORMAL: StartModelAnim(STONEMAN_ANIM_STAND, AOF_LOOPING|AOF_NORESTART); break;
case ELS_BOX: StartModelAnim(STONEMAN_ANIM_STANDBOX, AOF_LOOPING|AOF_NORESTART); break;
//case ELS_PLANE:
default: StartModelAnim(STONEMAN_ANIM_STANDPLANE, AOF_LOOPING|AOF_NORESTART); break;
}*/
}
};
void WalkingAnim(void)
{
if (m_EetType == ELT_LAVA) {
if (m_EecChar==ELC_LARGE) {
StartModelAnim(ELEMENTALLAVA_ANIM_WALKBIG, AOF_LOOPING|AOF_NORESTART);
} else if (m_EecChar==ELC_BIG) {
StartModelAnim(ELEMENTALLAVA_ANIM_RUNMEDIUM, AOF_LOOPING|AOF_NORESTART);
} else {
StartModelAnim(ELEMENTALLAVA_ANIM_RUNSMALL, AOF_LOOPING|AOF_NORESTART);
}
} else {
// StartModelAnim(STONEMAN_ANIM_WALK, AOF_LOOPING|AOF_NORESTART);
}
};
void RunningAnim(void)
{
if (m_EetType == ELT_LAVA) {
WalkingAnim();
} else {
// StartModelAnim(STONEMAN_ANIM_RUN, AOF_LOOPING|AOF_NORESTART);
}
};
void RotatingAnim(void) {
if (m_EetType == ELT_LAVA) {
WalkingAnim();
} else {
// StartModelAnim(STONEMAN_ANIM_WALK, AOF_LOOPING|AOF_NORESTART);
}
};
INDEX AnimForDeath(void)
{
INDEX iAnim;
if (m_EetType == ELT_LAVA) {
iAnim = ELEMENTALLAVA_ANIM_DEATH03;
} else {
// iAnim = STONEMAN_ANIM_DEATH03;
}
StartModelAnim(iAnim, 0);
return iAnim;
};
// virtual sound functions
void IdleSound(void) {
PlaySound(m_soSound, SOUND_LAVA_IDLE, SOF_3D);
};
void SightSound(void) {
};
void WoundSound(void) {
PlaySound(m_soSound, SOUND_LAVA_WOUND, SOF_3D);
};
void DeathSound(void) {
PlaySound(m_soSound, SOUND_LAVA_DEATH, SOF_3D);
};
BOOL CountAsKill(void)
{
return m_bCountAsKill;
}
// spawn new elemental
void SpawnNewElemental(void)
{
INDEX ctShouldSpawn = Clamp( INDEX((m_fMaxHealth-GetHealth())/m_fSpawnDamage), INDEX(0), INDEX(10));
// disable too much spawning
if (m_bSpawnOnBlowUp && (m_EecChar==ELC_LARGE || m_EecChar==ELC_BIG) && (GetHealth()<=0.0f) )
{
ctShouldSpawn+=2;
}
ASSERT(m_ctSpawned<=ctShouldSpawn);
if(m_ctSpawned>=ctShouldSpawn)
{
return;
}
CPlacement3D pl;
// spawn placement
if (m_EecChar==ELC_LARGE) {
pl = CPlacement3D(LAVAMAN_SPAWN_LARGE, ANGLE3D(-90.0f+FRnd()*180.0f, 30+FRnd()*30, 0));
} else {
pl = CPlacement3D(LAVAMAN_SPAWN_BIG, ANGLE3D(-90.0f+FRnd()*180.0f, 40+FRnd()*20, 0));
}
pl.RelativeToAbsolute(GetPlacement());
// create entity
CEntityPointer pen = GetWorld()->CreateEntity(pl, GetClass());
((CElemental&)*pen).m_EetType = m_EetType;
// elemental size
if (m_EecChar==ELC_LARGE) {
((CElemental&)*pen).m_EecChar = ELC_BIG;
} else {
((CElemental&)*pen).m_EecChar = ELC_SMALL;
}
// start properties
((CElemental&)*pen).m_EesStartState = ELS_BOX;
((CElemental&)*pen).m_fDensity = m_fDensity;
((CElemental&)*pen).m_colColor = m_colColor;
((CElemental&)*pen).m_penEnemy = m_penEnemy;
((CElemental&)*pen).m_ttTarget = m_ttTarget;
((CElemental&)*pen).m_bSpawned = TRUE;
pen->Initialize(EVoid());
// set moving
if (m_EecChar==ELC_LARGE) {
((CElemental&)*pen).LaunchAsFreeProjectile(FLOAT3D(0, 0, -40.0f), this);
} else {
((CElemental&)*pen).LaunchAsFreeProjectile(FLOAT3D(0, 0, -20.0f), this);
}
((CElemental&)*pen).SetDesiredRotation(ANGLE3D(0, 0, FRnd()*360-180));
// spawn particle debris explosion
CEntity *penSpray = CreateEntity( pl, CLASS_BLOOD_SPRAY);
penSpray->SetParent( pen);
ESpawnSpray eSpawnSpray;
eSpawnSpray.fDamagePower = 4.0f;
eSpawnSpray.fSizeMultiplier = 0.5f;
eSpawnSpray.sptType = SPT_LAVA_STONES;
eSpawnSpray.vDirection = FLOAT3D(0,-0.5f,0);
eSpawnSpray.colBurnColor=C_WHITE|CT_OPAQUE;
eSpawnSpray.penOwner = pen;
penSpray->Initialize( eSpawnSpray);
m_ctSpawned++;
};
// throw rocks
void ThrowRocks(ProjectileType EptProjectile) {
// projectile type and position
FLOAT3D vPos;
ANGLE3D aAngle;
// throw rocks
switch (m_EecChar) {
case ELC_LARGE: {
vPos = FIRE_ROCKS_LARGE;
ShootProjectile(EptProjectile, vPos, ANGLE3D(0, 0, 0));
aAngle = ANGLE3D(FRnd()*5.0f+5.0f, FRnd()*3.0f-2.0f, 0);
ShootProjectile(EptProjectile, vPos, aAngle);
aAngle = ANGLE3D(FRnd()*-5.0f-5.0f, FRnd()*3.0f-2.0f, 0);
ShootProjectile(EptProjectile, vPos, aAngle);
break; }
case ELC_BIG: {
vPos = FIRE_ROCKS_BIG;
ShootProjectile(EptProjectile, vPos, ANGLE3D(0, 0, 0));
aAngle = ANGLE3D(FRnd()*4.0f+4.0f, FRnd()*3.0f-2.0f, 0);
ShootProjectile(EptProjectile, vPos, aAngle);
aAngle = ANGLE3D(FRnd()*-4.0f-4.0f, FRnd()*3.0f-2.0f, 0);
ShootProjectile(EptProjectile, vPos, aAngle);
break; }
default: {
vPos = FIRE_ROCKS;
ShootProjectile(EptProjectile, vPos, ANGLE3D(0, 0, 0));
aAngle = ANGLE3D(FRnd()*3.0f+3.0f, FRnd()*3.0f-2.0f, 0);
ShootProjectile(EptProjectile, vPos, aAngle);
aAngle = ANGLE3D(FRnd()*-3.0f-3.0f, FRnd()*3.0f-2.0f, 0);
ShootProjectile(EptProjectile, vPos, aAngle);
}
}
};
void BossFirePredictedLavaRock(FLOAT3D vFireingRel)
{
FLOAT3D vShooting = GetPlacement().pl_PositionVector+vFireingRel*GetRotationMatrix();
FLOAT3D vTarget = m_penEnemy->GetPlacement().pl_PositionVector;
FLOAT3D vSpeedDest = ((CMovableEntity&) *m_penEnemy).en_vCurrentTranslationAbsolute;
FLOAT fLaunchSpeed;
FLOAT fRelativeHdg;
FLOAT fDistanceFactor = ClampUp( (vShooting-vTarget).Length()/150.0f, 1.0f)-0.75f;
FLOAT fPitch = fDistanceFactor*45.0f;
// calculate parameters for predicted angular launch curve
EntityInfo *peiTarget = (EntityInfo*) (m_penEnemy->GetEntityInfo());
CalculateAngularLaunchParams( vShooting, peiTarget->vTargetCenter[1]-6.0f/3.0f, vTarget,
vSpeedDest, fPitch, fLaunchSpeed, fRelativeHdg);
// target enemy body
FLOAT3D vShootTarget;
GetEntityInfoPosition(m_penEnemy, peiTarget->vTargetCenter, vShootTarget);
// launch
CPlacement3D pl;
PrepareFreeFlyingProjectile(pl, vShootTarget, vFireingRel, ANGLE3D( fRelativeHdg, fPitch, 0));
CEntityPointer penProjectile = CreateEntity(pl, CLASS_PROJECTILE);
ELaunchProjectile eLaunch;
eLaunch.penLauncher = this;
eLaunch.prtType = PRT_LAVAMAN_BIG_BOMB;
eLaunch.fSpeed = fLaunchSpeed;
penProjectile->Initialize(eLaunch);
}
/* Shake ground */
void ShakeItBaby(FLOAT tmShaketime, FLOAT fPower)
{
CWorldSettingsController *pwsc = GetWSC(this);
if (pwsc!=NULL) {
pwsc->m_tmShakeStarted = tmShaketime;
pwsc->m_vShakePos = GetPlacement().pl_PositionVector;
pwsc->m_fShakeFalloff = 450.0f;
pwsc->m_fShakeFade = 3.0f;
pwsc->m_fShakeIntensityZ = 0;
pwsc->m_tmShakeFrequencyZ = 5.0f;
pwsc->m_fShakeIntensityY = 0.1f*fPower;
pwsc->m_tmShakeFrequencyY = 5.0f;
pwsc->m_fShakeIntensityB = 2.5f*fPower;
pwsc->m_tmShakeFrequencyB = 7.2f;
pwsc->m_bShakeFadeIn = FALSE;
}
}
void SpawnShockwave(FLOAT fSize)
{
CPlacement3D pl = GetPlacement();
pl.pl_PositionVector(2) += 0.1f;
CEntityPointer penShockwave = CreateEntity(pl, CLASS_BASIC_EFFECT);
ESpawnEffect eSpawnEffect;
eSpawnEffect.colMuliplier = C_WHITE|CT_OPAQUE;
eSpawnEffect.betType = BET_CANNONSHOCKWAVE;
eSpawnEffect.vStretch = FLOAT3D(fSize, fSize, fSize);
penShockwave->Initialize(eSpawnEffect);
}
// hit ground
void HitGround(void) {
FLOAT3D vSource;
if( m_penEnemy != NULL)
{
vSource = GetPlacement().pl_PositionVector +
FLOAT3D(m_penEnemy->en_mRotation(1, 2), m_penEnemy->en_mRotation(2, 2), m_penEnemy->en_mRotation(3, 2));
}
else
{
vSource = GetPlacement().pl_PositionVector;
}
// damage
if (m_EecChar==ELC_LARGE) {
InflictRangeDamage(this, DMT_IMPACT, 150.0f, vSource, 7.5f, m_fCloseDistance);
ShakeItBaby(_pTimer->CurrentTick(), 5.0f);
SpawnShockwave(10.0f);
} else if (m_EecChar==ELC_BIG) {
InflictRangeDamage(this, DMT_IMPACT, 75.0f, vSource, 5.0f, m_fCloseDistance);
ShakeItBaby(_pTimer->CurrentTick(), 2.0f);
SpawnShockwave(3.0f);
} else {
InflictRangeDamage(this, DMT_IMPACT, 25.0f, vSource, 2.5f, m_fCloseDistance);
SpawnShockwave(1.0f);
}
};
// fire water
/* void FireWater(void) {
// target enemy body
EntityInfo *peiTarget = (EntityInfo*) (m_penEnemy->GetEntityInfo());
FLOAT3D vShootTarget;
GetEntityInfoPosition(m_penEnemy, peiTarget->vTargetCenter, vShootTarget);
// water projectile
CPlacement3D pl;
EWater ew;
ew.penLauncher = this;
if (m_EecChar==ELC_LARGE) {
ew.EwsSize = WTS_LARGE;
// launch
PreparePropelledProjectile(pl, vShootTarget, WATER_LARGE_LEFT, ANGLE3D(0, 0, 0));
CEntityPointer penWater = CreateEntity(pl, CLASS_WATER);
penWater->Initialize(ew);
// launch
PreparePropelledProjectile(pl, vShootTarget, WATER_LARGE_RIGHT, ANGLE3D(0, 0, 0));
penWater = CreateEntity(pl, CLASS_WATER);
penWater->Initialize(ew);
} else if (m_EecChar==ELC_BIG) {
ew.EwsSize = WTS_BIG;
// launch
PreparePropelledProjectile(pl, vShootTarget, WATER_BIG_LEFT, ANGLE3D(0, 0, 0));
CEntityPointer penWater = CreateEntity(pl, CLASS_WATER);
penWater->Initialize(ew);
// launch
PreparePropelledProjectile(pl, vShootTarget, WATER_BIG_RIGHT, ANGLE3D(0, 0, 0));
penWater = CreateEntity(pl, CLASS_WATER);
penWater->Initialize(ew);
} else {
ew.EwsSize = WTS_SMALL;
// launch
PreparePropelledProjectile(pl, vShootTarget, WATER_LEFT, ANGLE3D(0, 0, 0));
CEntityPointer penWater = CreateEntity(pl, CLASS_WATER);
penWater->Initialize(ew);
// launch
PreparePropelledProjectile(pl, vShootTarget, WATER_RIGHT, ANGLE3D(0, 0, 0));
penWater = CreateEntity(pl, CLASS_WATER);
penWater->Initialize(ew);
}
};
*/
// add attachments
void AddAttachments(void) {
switch (m_EetType) {
/* case ELT_AIR:
if (GetModelObject()->GetAttachmentModel(AIRMAN_ATTACHMENT_TWISTER)==NULL) {
AddAttachmentToModel(this, *GetModelObject(), AIRMAN_ATTACHMENT_TWISTER,
MODEL_AIR_TWISTER, TEXTURE_AIR, 0, 0, 0);
GetModelObject()->mo_ColorMask &= ~AIRMAN_PART_BODYDOWN;
}
break;
case ELT_ICE:
if (GetModelObject()->GetAttachmentModel(ICEMAN_ATTACHMENT_ICEPICK)==NULL) {
AddAttachmentToModel(this, *GetModelObject(), ICEMAN_ATTACHMENT_ICEPICK,
MODEL_ICE_PICK, TEXTURE_ICE, TEXTURE_ICE, TEX_SPEC_STRONG, 0);
}
break;*/
case ELT_LAVA:
if (GetModelObject()->GetAttachmentModel(ELEMENTALLAVA_ATTACHMENT_BODY_FLARE)==NULL) {
AddAttachmentToModel(this, *GetModelObject(), ELEMENTALLAVA_ATTACHMENT_BODY_FLARE, MODEL_LAVA_BODY_FLARE, TEXTURE_LAVA_FLARE, 0, 0, 0);
AddAttachmentToModel(this, *GetModelObject(), ELEMENTALLAVA_ATTACHMENT_RIGHT_HAND_FLARE, MODEL_LAVA_HAND_FLARE, TEXTURE_LAVA_FLARE, 0, 0, 0);
AddAttachmentToModel(this, *GetModelObject(), ELEMENTALLAVA_ATTACHMENT_LEFT_HAND_FLARE, MODEL_LAVA_HAND_FLARE, TEXTURE_LAVA_FLARE, 0, 0, 0);
}
break;
/* case ELT_STONE:
if (GetModelObject()->GetAttachmentModel(STONEMAN_ATTACHMENT_MAUL)==NULL) {
AddAttachmentToModel(this, *GetModelObject(), STONEMAN_ATTACHMENT_MAUL,
MODEL_STONE_MAUL, TEXTURE_STONE, 0, 0, 0);
}
break;
case ELT_WATER:
if (GetModelObject()->GetAttachmentModel(WATERMAN_ATTACHMENT_BODY_FLARE)==NULL) {
AddAttachmentToModel(this, *GetModelObject(), WATERMAN_ATTACHMENT_BODY_FLARE,
MODEL_WATER_BODY_FLARE, TEXTURE_WATER_FLARE, 0, 0, 0);
}
break;*/
}
GetModelObject()->StretchModel(GetModelObject()->mo_Stretch);
ModelChangeNotify();
};
// remove attachments
void RemoveAttachments(void) {
switch (m_EetType) {
/* case ELT_AIR:
RemoveAttachmentFromModel(*GetModelObject(), AIRMAN_ATTACHMENT_TWISTER);
GetModelObject()->mo_ColorMask |= AIRMAN_PART_BODYDOWN;
break;
case ELT_ICE:
RemoveAttachmentFromModel(*GetModelObject(), ICEMAN_ATTACHMENT_ICEPICK);
break;*/
case ELT_LAVA:
RemoveAttachmentFromModel(*GetModelObject(), ELEMENTALLAVA_ATTACHMENT_BODY_FLARE);
RemoveAttachmentFromModel(*GetModelObject(), ELEMENTALLAVA_ATTACHMENT_RIGHT_HAND_FLARE);
RemoveAttachmentFromModel(*GetModelObject(), ELEMENTALLAVA_ATTACHMENT_LEFT_HAND_FLARE);
break;
/* case ELT_STONE:
RemoveAttachmentFromModel(*GetModelObject(), STONEMAN_ATTACHMENT_MAUL);
break;
case ELT_WATER:
RemoveAttachmentFromModel(*GetModelObject(), WATERMAN_ATTACHMENT_BODY_FLARE);
break;*/
}
};
/************************************************************
* BLOW UP FUNCTIONS *
************************************************************/
// spawn body parts
void BlowUp(void) {
// get your size
FLOATaabbox3D box;
GetBoundingBox(box);
FLOAT fEntitySize = box.Size().MaxNorm()/2;
INDEX iCount = 1;
switch (m_EecChar) {
case ELC_SMALL: iCount = 3; break;
case ELC_BIG: iCount = 5; break;
case ELC_LARGE: iCount = 7; break;
}
FLOAT3D vNormalizedDamage = m_vDamage-m_vDamage*(m_fBlowUpAmount/m_vDamage.Length());
vNormalizedDamage /= Sqrt(vNormalizedDamage.Length());
vNormalizedDamage *= 1.75f;
FLOAT3D vBodySpeed = en_vCurrentTranslationAbsolute-en_vGravityDir*(en_vGravityDir%en_vCurrentTranslationAbsolute);
// spawn debris
/*
switch (m_EetType) {
case ELT_ICE: {
Debris_Begin(EIBT_ICE, DPT_NONE, BET_NONE, fEntitySize, vNormalizedDamage, vBodySpeed, 1.0f, 0.0f);
for (iDebris=0; iDebris<iCount; iDebris++) {
CEntityPointer pen;
pen = Debris_Spawn(this, this, MODEL_ELEM_ICE, TEXTURE_ELEM_ICE, 0, 0, 0, 0, 0.5f,
FLOAT3D(FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f));
AddAttachmentToModel(this, *(pen->GetModelObject()), ICEPYRAMID_ATTACHMENT_FLARE,
MODEL_ELEM_ICE_FLARE, TEXTURE_ELEM_FLARE, 0, 0, 0);
pen->GetModelObject()->StretchModel(pen->GetModelObject()->mo_Stretch);
ModelChangeNotify();
}}
break;
case ELT_LAVA: {
Debris_Begin(EIBT_FIRE, DPT_NONE, BET_NONE, fEntitySize, vNormalizedDamage, vBodySpeed, 1.0f, 0.0f);
for (iDebris=0; iDebris<iCount; iDebris++) {
CEntityPointer pen;
pen = Debris_Spawn(this, this, MODEL_ELEM_LAVASTONE, TEXTURE_ELEM_LAVASTONE, 0, 0, 0, 0, 0.5f,
FLOAT3D(FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f));
AddAttachmentToModel(this, *(pen->GetModelObject()), LAVASTONE_ATTACHMENT_FLARE,
MODEL_ELEM_LAVASTONE_FLARE, TEXTURE_ELEM_FLARE, 0, 0, 0);
pen->GetModelObject()->StretchModel(pen->GetModelObject()->mo_Stretch);
ModelChangeNotify();
}}
break;
case ELT_STONE: {
Debris_Begin(EIBT_ROCK, DPT_NONE, BET_NONE, fEntitySize, vNormalizedDamage, vBodySpeed, 1.0f, 0.0f);
for (iDebris=0; iDebris<iCount; iDebris++) {
Debris_Spawn(this, this, MODEL_ELEM_STONE, TEXTURE_ELEM_STONE, 0, 0, 0, 0, 0.5f,
FLOAT3D(FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f));
}}
break;
}
*/
// hide yourself (must do this after spawning debris)
SwitchToEditorModel();
SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
SetCollisionFlags(ECF_IMMATERIAL);
};
// adjust sound and watcher parameters here if needed
void EnemyPostInit(void)
{
if (m_EecChar==ELC_LARGE && m_EetType==ELT_LAVA)
{
m_soBackground.Set3DParameters(400.0f, 0.0f, 1.0f, 1.0f);
m_soSound.Set3DParameters(400.0f, 50.0f, 1.0f, 1.0f);
m_soFireL.Set3DParameters(400.0f, 50.0f, 1.0f, 1.0f);
m_soFireR.Set3DParameters(400.0f, 50.0f, 1.0f, 1.0f);
}
else if (m_EecChar==ELC_BIG && m_EetType==ELT_LAVA)
{
m_soBackground.Set3DParameters(150.0f, 15.0f, 0.5f, 1.0f);
m_soSound.Set3DParameters(200.0f, 0.0f, 1.0f, 1.0f);
m_soFireL.Set3DParameters(200.0f, 0.0f, 1.0f, 1.0f);
m_soFireR.Set3DParameters(200.0f, 0.0f, 1.0f, 1.0f);
}
};
procedures:
/************************************************************
* CLASS INTERNAL *
************************************************************/
FallOnFloor(EVoid) {
// drop to floor
SetPhysicsFlags(EPF_MODEL_WALKING);
// wait at most 10 seconds
wait (10.0f) {
on (ETimer) : { stop; }
on (EBegin) : { resume; }
// if a brush is touched
on (ETouch et) : {
if (et.penOther->GetRenderType()&RT_BRUSH) {
// stop waiting
StopMoving();
stop;
}
resume;
}
otherwise() : { resume; }
}
StartModelAnim(ELEMENTALLAVA_ANIM_MELTUP, 0);
return EReturn();
};
/************************************************************
* FIRE PROCEDURES *
************************************************************/
//
// STONEMAN
//
/* StonemanFire(EVoid) {
StartModelAnim(STONEMAN_ANIM_ATTACK05, 0);
autowait(0.7f);
// throw rocks
if (m_EecChar==ELC_LARGE) {
ThrowRocks(PRT_STONEMAN_LARGE_FIRE);
} else if (m_EecChar==ELC_BIG) {
ThrowRocks(PRT_STONEMAN_BIG_FIRE);
} else {
ThrowRocks(PRT_STONEMAN_FIRE);
}
PlaySound(m_soSound, SOUND_LAVA_FIRE, SOF_3D);
autowait(0.9f);
// stand a while
StandingAnim();
autowait(FRnd()/3+_pTimer->TickQuantum);
return EReturn();
};
StonemanHit(EVoid) {
StartModelAnim(STONEMAN_ANIM_ATTACK06, 0);
autowait(0.6f);
HitGround();
PlaySound(m_soSound, SOUND_LAVA_KICK, SOF_3D);
autowait(0.5f);
// stand a while
StandingAnim();
autowait(FRnd()/3+_pTimer->TickQuantum);
return EReturn();
};
*/
//
// LAVAMAN
//
LavamanFire(EVoid)
{
m_bSpawnEnabled = TRUE;
// shoot projectiles
if (m_EecChar==ELC_LARGE)
{
CModelObject &mo = *GetModelObject();
FLOAT tmWait = mo.GetAnimLength( mo.ao_iCurrentAnim )-mo.GetPassedTime();
StartModelAnim(ELEMENTALLAVA_ANIM_ATTACKBOSS, AOF_SMOOTHCHANGE);
autowait(tmWait+0.95f);
BossFirePredictedLavaRock(LAVAMAN_FIRE_LARGE_RIGHT);
PlaySound(m_soFireR, SOUND_LAVA_FIRE, SOF_3D);
autowait(2.0150f-0.95f);
BossFirePredictedLavaRock(LAVAMAN_FIRE_LARGE_LEFT);
PlaySound(m_soFireL, SOUND_LAVA_FIRE, SOF_3D);
StartModelAnim(ELEMENTALLAVA_ANIM_WALKBIG, AOF_SMOOTHCHANGE);
autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn;
MaybeSwitchToAnotherPlayer();
// set next shoot time
m_fShootTime = _pTimer->CurrentTick() + m_fAttackFireTime*(1.0f + FRnd()/5.0f);
return EReturn();
}
else if (m_EecChar==ELC_BIG)
{
CModelObject &mo = *GetModelObject();
FLOAT tmWait = mo.GetAnimLength( mo.ao_iCurrentAnim )-mo.GetPassedTime();
StartModelAnim(ELEMENTALLAVA_ANIM_ATTACKLEFTHAND, AOF_SMOOTHCHANGE);
autowait(tmWait+0.90f);
FLOAT3D vShooting = GetPlacement().pl_PositionVector;
FLOAT3D vTarget = m_penEnemy->GetPlacement().pl_PositionVector;
FLOAT3D vSpeedDest = ((CMovableEntity&) *m_penEnemy).en_vCurrentTranslationAbsolute;
FLOAT fLaunchSpeed;
FLOAT fRelativeHdg;
FLOAT fPitch = 20.0f;
// calculate parameters for predicted angular launch curve
EntityInfo *peiTarget = (EntityInfo*) (m_penEnemy->GetEntityInfo());
CalculateAngularLaunchParams( vShooting, LAVAMAN_FIRE_BIG(2)-peiTarget->vTargetCenter[1]-1.5f/3.0f, vTarget,
vSpeedDest, fPitch, fLaunchSpeed, fRelativeHdg);
// target enemy body
FLOAT3D vShootTarget;
GetEntityInfoPosition(m_penEnemy, peiTarget->vTargetCenter, vShootTarget);
// launch
CPlacement3D pl;
PrepareFreeFlyingProjectile(pl, vShootTarget, LAVAMAN_FIRE_BIG, ANGLE3D( fRelativeHdg, fPitch, 0));
CEntityPointer penProjectile = CreateEntity(pl, CLASS_PROJECTILE);
ELaunchProjectile eLaunch;
eLaunch.penLauncher = this;
eLaunch.prtType = PRT_LAVAMAN_BOMB;
eLaunch.fSpeed = fLaunchSpeed;
penProjectile->Initialize(eLaunch);
PlaySound(m_soSound, SOUND_LAVA_FIRE, SOF_3D);
}
else if (TRUE)
{
CModelObject &mo = *GetModelObject();
FLOAT tmWait = mo.GetAnimLength( mo.ao_iCurrentAnim )-mo.GetPassedTime();
StartModelAnim(ELEMENTALLAVA_ANIM_ATTACKLEFTHAND, AOF_SMOOTHCHANGE);
autowait(tmWait+0.8f);
ShootProjectile(PRT_LAVAMAN_STONE, LAVAMAN_FIRE_SMALL, ANGLE3D(0, 0, 0));
PlaySound(m_soSound, SOUND_LAVA_FIRE, SOF_3D);
}
autowait( GetModelObject()->GetAnimLength( ELEMENTALLAVA_ANIM_ATTACKLEFTHAND) - 0.9f);
StandingAnim();
autowait(_pTimer->TickQuantum);
if (m_EecChar!=ELC_SMALL) {
MaybeSwitchToAnotherPlayer();
}
// set next shoot time
m_fShootTime = _pTimer->CurrentTick() + m_fAttackFireTime*(1.0f + FRnd()/5.0f);
return EReturn();
};
LavamanStones(EVoid)
{
StartModelAnim(ELEMENTALLAVA_ANIM_ATTACKLEFTHAND, 0);
autowait(0.7f);
// throw rocks
if (m_EecChar==ELC_LARGE) {
ThrowRocks(PRT_LAVAMAN_STONE);
} else if (m_EecChar==ELC_BIG) {
ThrowRocks(PRT_LAVAMAN_STONE);
} else {
ThrowRocks(PRT_LAVAMAN_STONE);
}
PlaySound(m_soSound, SOUND_LAVA_FIRE, SOF_3D);
autowait(0.9f);
// stand a while
StandingAnim();
autowait(FRnd()/3+_pTimer->TickQuantum);
return EReturn();
};
LavamanHit(EVoid)
{
StartModelAnim(ELEMENTALLAVA_ANIM_ATTACKTWOHANDS, 0);
autowait(0.6f);
HitGround();
PlaySound(m_soFireL, SOUND_LAVA_KICK, SOF_3D);
StartModelAnim(ELEMENTALLAVA_ANIM_WALKBIG, AOF_SMOOTHCHANGE);
autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn;
return EReturn();
};
/*
//
// ICEMAN
//
IcemanFire(EVoid) {
StartModelAnim(STONEMAN_ANIM_ATTACK05, 0);
autowait(0.7f);
// throw rocks
if (m_EecChar==ELC_LARGE) {
ThrowRocks(PRT_ICEMAN_LARGE_FIRE);
} else if (m_EecChar==ELC_BIG) {
ThrowRocks(PRT_ICEMAN_BIG_FIRE);
} else {
ThrowRocks(PRT_ICEMAN_FIRE);
}
PlaySound(m_soSound, SOUND_LAVA_FIRE, SOF_3D);
autowait(0.9f);
// stand a while
StandingAnim();
autowait(FRnd()/3+_pTimer->TickQuantum);
return EReturn();
};
IcemanHit(EVoid) {
StartModelAnim(STONEMAN_ANIM_ATTACK01, 0);
autowait(0.6f);
HitGround();
PlaySound(m_soSound, SOUND_LAVA_KICK, SOF_3D);
autowait(0.5f);
// stand a while
StandingAnim();
autowait(FRnd()/3+_pTimer->TickQuantum);
return EReturn();
};
//
// AIRMAN
//
AirmanFire(EVoid) {
StartModelAnim(STONEMAN_ANIM_ATTACK06, 0);
autowait(1.0f);
// spawn twister
CPlacement3D pl = m_penEnemy->GetPlacement();
FLOAT fR, fA;
ETwister et;
fA = FRnd()*360.0f;
if (m_EecChar==ELC_LARGE) {
fR = FRnd()*10.0f;
et.EtsSize = TWS_LARGE;
} else if (m_EecChar==ELC_BIG) {
fR = FRnd()*7.5f;
et.EtsSize = TWS_BIG;
} else {
fR = FRnd()*5.0f;
et.EtsSize = TWS_SMALL;
}
pl.pl_PositionVector += FLOAT3D(CosFast(fA)*fR, 0, SinFast(fA)*fR);;
CEntityPointer penTwister = CreateEntity(pl, CLASS_TWISTER);
et.penOwner = this;
penTwister->Initialize(et);
PlaySound(m_soSound, SOUND_LAVA_FIRE, SOF_3D);
autowait(0.6f);
// stand a while
StandingAnim();
autowait(FRnd()/3+_pTimer->TickQuantum);
return EReturn();
};
//
// WATERMAN
//
WatermanFire(EVoid) {
StartModelAnim(STONEMAN_ANIM_ATTACK02, 0);
autowait(0.5f);
// throw rocks
FireWater();
PlaySound(m_soSound, SOUND_LAVA_FIRE, SOF_3D);
autowait(0.6f);
// stand a while
StandingAnim();
autowait(FRnd()/3+_pTimer->TickQuantum);
return EReturn();
};
*/
/************************************************************
* PROCEDURES WHEN HARMED *
************************************************************/
// Play wound animation and falling body part
BeWounded(EDamage eDamage) : CEnemyBase::BeWounded {
// spawn additional elemental
if( m_bSpawnEnabled)
{
SpawnNewElemental();
}
jump CEnemyBase::BeWounded(eDamage);
};
/************************************************************
* CHANGE STATE PROCEDURES *
************************************************************/
// box to normal
BoxToNormal(EVoid) {
m_EesCurrentState = ELS_NORMAL;
SetPhysicsFlags(EPF_MODEL_WALKING);
ChangeCollisionBoxIndexWhenPossible(STONEMAN_COLLISION_BOX_NORMAL);
PlaySound(m_soFireL, SOUND_LAVA_GROW, SOF_3D);
StartModelAnim(STONEMAN_ANIM_MORPHBOXUP, 0);
AddAttachments();
autowait(GetModelObject()->GetAnimLength(STONEMAN_ANIM_MORPHBOXUP));
return EReturn();
};
// normal to box
/* NormalToBox(EVoid) {
StartModelAnim(STONEMAN_ANIM_MORPHBOXDOWN, 0);
autowait(GetModelObject()->GetAnimLength(STONEMAN_ANIM_MORPHBOXDOWN));
m_EesCurrentState = ELS_BOX;
SetPhysicsFlags(EPF_BOX_PLANE_ELEMENTAL);
ChangeCollisionBoxIndexWhenPossible(STONEMAN_COLLISION_BOX_BOX);
RemoveAttachments();
return EReturn();
};*/
// plane to normal
PlaneToNormal(EVoid) {
m_EesCurrentState = ELS_NORMAL;
SwitchToModel();
SetPhysicsFlags(EPF_MODEL_WALKING);
ChangeCollisionBoxIndexWhenPossible(ELEMENTALLAVA_COLLISION_BOX_NORMAL);
PlaySound(m_soFireL, SOUND_LAVA_GROW, SOF_3D);
INDEX iAnim;
if (m_EetType == ELT_LAVA) {
iAnim = ELEMENTALLAVA_ANIM_MELTUP;
} else {
// iAnim = STONEMAN_ANIM_MORPHPLANEUP;
}
StartModelAnim(iAnim, 0);
AddAttachments();
autowait(GetModelObject()->GetAnimLength(iAnim));
return EReturn();
};
/************************************************************
* A T T A C K E N E M Y *
************************************************************/
InitializeAttack(EVoid) : CEnemyBase::InitializeAttack {
// change state from box to normal
if (m_EesCurrentState==ELS_BOX)
{
autocall BoxToNormal() EReturn;
}
// change state from plane to normal
else if (m_EesCurrentState==ELS_PLANE)
{
autocall PlaneToNormal() EReturn;
}
jump CEnemyBase::InitializeAttack();
};
Fire(EVoid) : CEnemyBase::Fire {
// fire projectile
switch (m_EetType) {
// case ELT_STONE: jump StonemanFire(); break;
case ELT_LAVA: jump LavamanFire(); break;
// case ELT_ICE: jump IcemanFire(); break;
// case ELT_AIR: jump AirmanFire(); break;
// case ELT_WATER: jump WatermanFire(); break;
}
return EReturn();
};
Hit(EVoid) : CEnemyBase::Hit {
// hit ground
switch (m_EetType) {
// case ELT_STONE: jump StonemanHit(); break;
case ELT_LAVA: jump LavamanHit(); break;
// case ELT_ICE: jump IcemanHit(); break;
// case ELT_AIR: jump AirmanFire(); break;
// case ELT_WATER: jump WatermanFire(); break;
}
return EReturn();
};
/************************************************************
* D E A T H *
************************************************************/
Death(EVoid) : CEnemyBase::Death
{
if (m_bSpawnOnBlowUp && (m_EecChar==ELC_LARGE || m_EecChar==ELC_BIG)) {
SpawnNewElemental();
SpawnNewElemental();
}
// air fade out
if (m_EetType == ELT_AIR) {
m_fFadeStartTime = _pTimer->CurrentTick();
m_bFadeOut = TRUE;
m_fFadeTime = 2.0f;
autowait(m_fFadeTime);
}
autocall CEnemyBase::Death() EEnd;
GetModelObject()->mo_toBump.SetData( NULL);
return EEnd();
};
BossAppear(EVoid)
{
autowait(2.0f);
m_fFadeStartTime = _pTimer->CurrentTick();
GetModelObject()->PlayAnim(ELEMENTALLAVA_ANIM_ANGER, 0);
PlaySound(m_soSound, SOUND_LAVA_ANGER, SOF_3D);
autowait(GetModelObject()->GetAnimLength(ELEMENTALLAVA_ANIM_ANGER)-_pTimer->TickQuantum);
StartModelAnim(ELEMENTALLAVA_ANIM_ATTACKTWOHANDS, AOF_SMOOTHCHANGE);
autowait(0.7f);
HitGround();
PlaySound(m_soFireL, SOUND_LAVA_KICK, SOF_3D);
autowait(GetModelObject()->GetAnimLength(ELEMENTALLAVA_ANIM_ATTACKTWOHANDS)-0.7f-_pTimer->TickQuantum);
StartModelAnim(ELEMENTALLAVA_ANIM_ATTACKTWOHANDS, 0);
autowait(0.6f);
HitGround();
PlaySound(m_soFireR, SOUND_LAVA_KICK, SOF_3D);
autowait(GetModelObject()->GetAnimLength(ELEMENTALLAVA_ANIM_ATTACKTWOHANDS)-0.6f-_pTimer->TickQuantum);
return EReturn();
}
// overridable called before main enemy loop actually begins
PreMainLoop(EVoid) : CEnemyBase::PreMainLoop
{
// if spawned by other entity
if (m_bSpawned) {
m_bSpawned = FALSE;
m_bCountAsKill = FALSE;
// wait till touching the ground
autocall FallOnFloor() EReturn;
}
if (m_EecChar==ELC_LARGE || m_EecChar==ELC_BIG && m_EetType==ELT_LAVA)
{
PlaySound(m_soBackground, SOUND_LAVA_LAVABURN, SOF_3D|SOF_LOOP);
}
if( m_EecChar==ELC_LARGE)
{
autocall BossAppear() EReturn;
}
return EReturn();
}
/************************************************************
* M A I N *
************************************************************/
Main(EVoid) {
if (m_EetType!=ELT_LAVA) {
m_EetType=ELT_LAVA;
}
// declare yourself as a model
InitAsModel();
// movable
if (m_bMovable) {
SetPhysicsFlags(EPF_MODEL_WALKING);
// non movable
} else {
SetPhysicsFlags(EPF_MODEL_IMMATERIAL|EPF_MOVABLE);
}
// air elemental
if (m_EetType==ELT_AIR) {
SetCollisionFlags(ECF_AIR);
// solid elemental
} else {
SetCollisionFlags(ECF_MODEL);
}
SetFlags(GetFlags()|ENF_ALIVE);
en_fDensity = m_fDensity;
m_fSpawnDamage = 1e6f;
m_fDamageWounded = 1e6f;
m_bSpawnEnabled = FALSE;
m_bBoss = FALSE;
// set your appearance
switch (m_EetType) {
/* case ELT_AIR:
SetComponents(this, *GetModelObject(), MODEL_AIR, TEXTURE_AIR, 0, 0, 0);
break;
case ELT_ICE:
SetComponents(this, *GetModelObject(), MODEL_ICE, TEXTURE_ICE, TEXTURE_ICE, TEX_SPEC_STRONG, 0);
break;*/
case ELT_LAVA:
m_fBlowUpAmount = 1E30f;
SetComponents(this, *GetModelObject(), MODEL_LAVA, TEXTURE_LAVA, 0, 0, TEXTURE_LAVA_DETAIL);
break;
/* case ELT_STONE:
SetComponents(this, *GetModelObject(), MODEL_STONE, TEXTURE_STONE, 0, 0, 0);
break;
case ELT_WATER:
SetComponents(this, *GetModelObject(), MODEL_WATER, TEXTURE_WATER, TEXTURE_WATER, TEX_SPEC_STRONG, 0);
break;*/
}
ModelChangeNotify();
// character settings
if (m_EecChar==ELC_LARGE)
{
// this one is boss!
m_sptType = SPT_SMALL_LAVA_STONES;
m_bBoss = TRUE;
SetHealth(10000.0f);
m_fMaxHealth = 10000.0f;
// after loosing this ammount of damage we will spawn new elemental
m_fSpawnDamage = 2000.0f;
// setup moving speed
m_fWalkSpeed = FRnd()/2 + 1.0f;
m_aWalkRotateSpeed = AngleDeg(FRnd()*10.0f + 25.0f);
m_fAttackRunSpeed = FRnd() + 2.0f;
m_aAttackRotateSpeed = AngleDeg(FRnd()*50 + 245.0f);
m_fCloseRunSpeed = FRnd() + 2.0f;
m_aCloseRotateSpeed = AngleDeg(FRnd()*50 + 245.0f);
// setup attack distances
m_fAttackDistance = 300.0f;
m_fCloseDistance = 60.0f;
m_fStopDistance = 30.0f;
m_fAttackFireTime = 0.5f;
m_fCloseFireTime = 1.0f;
m_fIgnoreRange = 600.0f;
m_iScore = 50000;
}
else if (m_EecChar==ELC_BIG)
{
m_sptType = SPT_LAVA_STONES;
SetHealth(800.0f);
m_fMaxHealth = 800.0f;
// after loosing this ammount of damage we will spawn new elemental
m_fSpawnDamage = 500.0f;
// setup moving speed
m_fWalkSpeed = FRnd() + 1.5f;
m_aWalkRotateSpeed = AngleDeg(FRnd()*10.0f + 25.0f);
m_fAttackRunSpeed = FRnd()*1.0f + 6.0f;
m_aAttackRotateSpeed = AngleDeg(FRnd()*50 + 300.0f);
m_fCloseRunSpeed = FRnd()*2.0f + 2.0f;
m_aCloseRotateSpeed = AngleDeg(FRnd()*50 + 300.0f);
// setup attack distances
m_fAttackDistance = 150.0f;
m_fCloseDistance = 20.0f;
m_fStopDistance = 5.0f;
m_fAttackFireTime = 0.5f;
m_fCloseFireTime = 1.0f;
m_fIgnoreRange = 400.0f;
// damage/explode properties
m_iScore = 2500;
}
else
{
m_sptType = SPT_LAVA_STONES;
SetHealth(100.0f);
m_fMaxHealth = 100.0f;
// setup moving speed
m_fWalkSpeed = FRnd() + 1.5f;
m_aWalkRotateSpeed = AngleDeg(FRnd()*10.0f + 25.0f);
m_fAttackRunSpeed = FRnd()*2.0f + 6.0f;
m_aAttackRotateSpeed = AngleDeg(FRnd()*50 + 500.0f);
m_fCloseRunSpeed = FRnd()*3.0f + 4.0f;
m_aCloseRotateSpeed = AngleDeg(FRnd()*50 + 500.0f);
// setup attack distances
m_fAttackDistance = 100.0f;
m_fCloseDistance = 10.0f;
m_fStopDistance = 5.0f;
m_fAttackFireTime = 1.5f;
m_fCloseFireTime = 1.0f;
m_fIgnoreRange = 200.0f;
// damage/explode properties
m_iScore = 500;
}
// non movable
if (!m_bMovable)
{
m_EesStartState = ELS_NORMAL;
m_bSpawnWhenHarmed = FALSE;
m_bSpawnOnBlowUp = FALSE;
// fire count
if (m_iFireCount <= 0)
{
WarningMessage("Entity: %s - Fire count must be greater than zero", (const char *) GetName());
2016-03-11 14:57:17 +01:00
m_iFireCount = 1;
}
}
// state and flare attachments
m_EesCurrentState = m_EesStartState;
RemoveAttachments();
switch (m_EesCurrentState) {
case ELS_NORMAL:
SetPhysicsFlags(EPF_MODEL_WALKING);
AddAttachments();
break;
case ELS_BOX:
SetPhysicsFlags(EPF_BOX_PLANE_ELEMENTAL);
break;
case ELS_PLANE:
SetPhysicsFlags(EPF_MODEL_IMMATERIAL|EPF_MOVABLE);
SwitchToEditorModel();
break;
}
StandingAnim();
// stretch
if (m_EecChar==ELC_SMALL) {
GetModelObject()->StretchModel(FLOAT3D(LAVAMAN_SMALL_STRETCH, LAVAMAN_SMALL_STRETCH, LAVAMAN_SMALL_STRETCH));
}
else if (m_EecChar==ELC_LARGE) {
GetModelObject()->StretchModel(FLOAT3D(LAVAMAN_LARGE_STRETCH, LAVAMAN_LARGE_STRETCH, LAVAMAN_LARGE_STRETCH));
} else if (m_EecChar==ELC_BIG) {
GetModelObject()->StretchModel(FLOAT3D(LAVAMAN_BIG_STRETCH, LAVAMAN_BIG_STRETCH, LAVAMAN_BIG_STRETCH));
}
ModelChangeNotify();
// continue behavior in base class
jump CEnemyBase::MainLoop();
};
};