Serious-Engine/Sources/EntitiesMP/Demon.es

350 lines
10 KiB
C++
Raw Normal View History

2016-03-12 01:20:51 +01:00
/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
2016-03-11 14:57:17 +01:00
336
%{
#include "StdH.h"
#include "ModelsMP/Enemies/Demon/Demon.h"
%}
uses "EntitiesMP/EnemyBase";
uses "EntitiesMP/BasicEffects";
%{
#define REMINDER_DEATTACH_FIREBALL 666
#define CLOSE_ATTACK_RANGE 10.0f
#define DEMON_STRETCH 2.5f
FLOAT3D vFireballLaunchPos = (FLOAT3D(0.06f, 2.6f, 0.15f)*DEMON_STRETCH);
static FLOAT _tmLastStandingAnim =0.0f;
// info structure
static EntityInfo eiDemon = {
EIBT_FLESH, 1600.0f,
0.0f, 2.0f, 0.0f, // source (eyes)
0.0f, 1.5f, 0.0f, // target (body)
};
%}
class CDemon : CEnemyBase {
name "Demon";
thumbnail "Thumbnails\\Demon.tbn";
properties:
2 INDEX m_iCounter = 0,
3 CEntityPointer m_penFireFX,
components:
0 class CLASS_BASE "Classes\\EnemyBase.ecl",
1 class CLASS_PROJECTILE "Classes\\Projectile.ecl",
2 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl",
10 model MODEL_DEMON "ModelsMP\\Enemies\\Demon\\Demon.mdl",
11 texture TEXTURE_DEMON "ModelsMP\\Enemies\\Demon\\Demon.tex",
15 model MODEL_FIREBALL "ModelsMP\\Enemies\\Demon\\Projectile\\Projectile.mdl",
16 texture TEXTURE_FIREBALL "ModelsMP\\Enemies\\Demon\\Projectile\\Projectile.tex",
// ************** SOUNDS **************
50 sound SOUND_IDLE "ModelsMP\\Enemies\\Demon\\Sounds\\Idle.wav",
51 sound SOUND_SIGHT "ModelsMP\\Enemies\\Demon\\Sounds\\Sight.wav",
52 sound SOUND_WOUND "ModelsMP\\Enemies\\Demon\\Sounds\\Wound.wav",
55 sound SOUND_DEATH "ModelsMP\\Enemies\\Demon\\Sounds\\Death.wav",
57 sound SOUND_CAST "ModelsMP\\Enemies\\Demon\\Sounds\\Cast.wav",
functions:
BOOL HandleEvent(const CEntityEvent &ee)
{
// when the shooting of projectile is over, this event comes
// to make sure we deattach the projectile attachment (in case
// the shooting was interrupted
if (ee.ee_slEvent==EVENTCODE_EReminder)
{
EReminder eReminder = ((EReminder &) ee);
if (eReminder.iValue==REMINDER_DEATTACH_FIREBALL)
{
RemoveAttachment(DEMON_ATTACHMENT_FIREBALL);
}
return TRUE;
}
return CEnemyBase::HandleEvent(ee);
}
// describe how this enemy killed player
virtual CTString GetPlayerKillDescription(const CTString &strPlayerName, const EDeath &eDeath)
{
CTString str;
str.PrintF(TRANS("A Demon executed %s"), strPlayerName);
return str;
}
virtual const CTFileName &GetComputerMessageName(void) const {
static DECLARE_CTFILENAME(fnmDemon, "DataMP\\Messages\\Enemies\\Demon.txt");
return fnmDemon;
}
void Precache(void) {
CEnemyBase::Precache();
PrecacheSound(SOUND_IDLE );
PrecacheSound(SOUND_SIGHT);
PrecacheSound(SOUND_WOUND);
PrecacheSound(SOUND_DEATH);
PrecacheSound(SOUND_CAST);
PrecacheModel(MODEL_DEMON);
PrecacheTexture(TEXTURE_DEMON);
PrecacheModel(MODEL_FIREBALL);
PrecacheTexture(TEXTURE_FIREBALL);
PrecacheClass(CLASS_PROJECTILE, PRT_BEAST_PROJECTILE);
};
/* Entity info */
void *GetEntityInfo(void) {
return &eiDemon;
};
BOOL ForcesCannonballToExplode(void)
{
return TRUE;
}
/*FLOAT GetCrushHealth(void)
{
if (m_bcType == BT_BIG) {
return 100.0f;
}
return 0.0f;
}*/
/* Receive damage */
void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType,
FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection)
{
// take less damage from heavy bullets (e.g. sniper)
if(dmtType==DMT_BULLET && fDamageAmmount>100.0f)
{
fDamageAmmount*=0.5f;
}
// can't harm own class
if (!IsOfClass(penInflictor, "Demon")) {
CEnemyBase::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection);
}
};
// damage anim
INDEX AnimForDamage(FLOAT fDamage) {
RemoveAttachment(DEMON_ATTACHMENT_FIREBALL);
StartModelAnim(DEMON_ANIM_WOUND, 0);
return DEMON_ANIM_WOUND;
};
// death
INDEX AnimForDeath(void) {
if( m_penFireFX != NULL)
{
m_penFireFX->SendEvent(EStop());
m_penFireFX = NULL;
}
RemoveAttachment(DEMON_ATTACHMENT_FIREBALL);
StartModelAnim(DEMON_ANIM_DEATHFORWARD, 0);
return DEMON_ANIM_DEATHFORWARD;
};
FLOAT WaitForDust(FLOAT3D &vStretch)
{
vStretch=FLOAT3D(1,1,2)*3.0f;
return 1.1f;
};
void DeathNotify(void) {
ChangeCollisionBoxIndexWhenPossible(DEMON_COLLISION_BOX_DEATH);
en_fDensity = 500.0f;
};
// virtual anim functions
void StandingAnim(void) {
//_tmLastStandingAnim = _pTimer->CurrentTick();
StartModelAnim(DEMON_ANIM_IDLE, AOF_LOOPING|AOF_NORESTART);
};
void WalkingAnim(void) {
/*if(_pTimer->CurrentTick()>=_tmLastStandingAnim-_pTimer->TickQuantum &&
_pTimer->CurrentTick()<=_tmLastStandingAnim+_pTimer->TickQuantum)
{
BREAKPOINT;
}*/
RunningAnim();
};
void RunningAnim(void) {
StartModelAnim(DEMON_ANIM_RUN, AOF_LOOPING|AOF_NORESTART);
};
void RotatingAnim(void) {
StartModelAnim(DEMON_ANIM_RUN, 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)
{
m_soSound.Set3DParameters(160.0f, 50.0f, 2.0f, 1.0f);
};
procedures:
/************************************************************
* A T T A C K E N E M Y *
************************************************************/
Fire(EVoid) : CEnemyBase::Fire
{
// SetDesiredTranslation???
if (m_fMoveSpeed>0.0f) {
SetDesiredTranslation(FLOAT3D(0.0f, 0.0f, -m_fMoveSpeed));
}
//StartModelAnim(DEMON_ANIM_ATTACK, AOF_SMOOTHCHANGE);
StartModelAnim(DEMON_ANIM_ATTACK, 0);
autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn;
SetDesiredTranslation(FLOAT3D(0.0f, 0.0f, 0.0f));
PlaySound(m_soSound, SOUND_CAST, SOF_3D);
SpawnReminder(this, 3.0f, REMINDER_DEATTACH_FIREBALL);
autowait(1.0f);
// spawn particle effect
CPlacement3D plFX=GetPlacement();
const FLOATmatrix3D &m = GetRotationMatrix();
plFX.pl_PositionVector=plFX.pl_PositionVector+vFireballLaunchPos*m;
ESpawnEffect ese;
ese.colMuliplier = C_WHITE|CT_OPAQUE;
ese.betType = BET_COLLECT_ENERGY;
ese.vStretch = FLOAT3D(1.0f, 1.0f, 1.0f);
m_penFireFX = CreateEntity(plFX, CLASS_BASIC_EFFECT);
m_penFireFX->Initialize(ese);
autowait(1.4f);
AddAttachment(DEMON_ATTACHMENT_FIREBALL, MODEL_FIREBALL, TEXTURE_FIREBALL);
CModelObject *pmoFire = &GetModelObject()->GetAttachmentModel(DEMON_ATTACHMENT_FIREBALL)->amo_moModelObject;
pmoFire->StretchModel(FLOAT3D(DEMON_STRETCH, DEMON_STRETCH, DEMON_STRETCH));
autowait(2.94f-2.4f);
RemoveAttachment(DEMON_ATTACHMENT_FIREBALL);
MaybeSwitchToAnotherPlayer();
if (IsVisible(m_penEnemy)) {
ShootProjectile(PRT_DEMON_FIREBALL, vFireballLaunchPos, ANGLE3D(0.0f, 0.0f, 0.0f));
}
else {
ShootProjectileAt(m_vPlayerSpotted, PRT_DEMON_FIREBALL, vFireballLaunchPos, ANGLE3D(0.0f, 0.0f, 0.0f));
}
autowait(1.0f);
return EReturn();
};
Hit(EVoid) : CEnemyBase::Hit {
// close attack
if (CalcDist(m_penEnemy) < 6.0f) {
StartModelAnim(DEMON_ANIM_WOUND, 0);
autowait(0.45f);
PlaySound(m_soSound, SOUND_WOUND, SOF_3D);
if (CalcDist(m_penEnemy) < CLOSE_ATTACK_RANGE
&& IsInPlaneFrustum(m_penEnemy, CosFast(60.0f)))
{
FLOAT3D vDirection = m_penEnemy->GetPlacement().pl_PositionVector-GetPlacement().pl_PositionVector;
vDirection.Normalize();
InflictDirectDamage(m_penEnemy, this, DMT_CLOSERANGE, 50.0f, FLOAT3D(0, 0, 0), vDirection);
}
autowait(1.5f);
MaybeSwitchToAnotherPlayer();
} else {
// run to enemy
m_fShootTime = _pTimer->CurrentTick() + 0.5f;
}
return EReturn();
}
/************************************************************
* M A I N *
************************************************************/
Main(EVoid) {
// declare yourself as a model
InitAsModel();
SetPhysicsFlags(EPF_MODEL_WALKING);
SetCollisionFlags(ECF_MODEL);
SetFlags(GetFlags()|ENF_ALIVE);
en_fDensity = 1100.0f;
// set your appearance
SetModel(MODEL_DEMON);
StandingAnim();
// setup moving speed
m_fWalkSpeed = FRnd()/1.0f + 12.0f;
m_aWalkRotateSpeed = AngleDeg(FRnd()*20.0f + 50.0f);
m_fCloseRunSpeed = FRnd()/1.0f + 13.0f;
m_aCloseRotateSpeed = AngleDeg(FRnd()*100 + 900.0f);
m_fAttackRunSpeed = FRnd()/1.0f + 9.0f;
m_aAttackRotateSpeed = AngleDeg(FRnd()*100.0f + 900.0f);
// setup attack distances
m_fAttackDistance = 650.0f;
m_fCloseDistance = 12.0f;
m_fStopDistance = 0.0f;
m_fAttackFireTime = 5.0f;
m_fCloseFireTime = 1.0f;
m_fIgnoreRange = 800.0f;
m_fStopDistance = 5.0f;
m_tmGiveUp = Max(m_tmGiveUp, 10.0f);
// damage/explode properties
SetHealth(500.0f);
m_fMaxHealth = GetHealth();
SetModelMainTexture(TEXTURE_DEMON);
m_fBlowUpAmount = 10000.0f;
m_fBodyParts = 4;
m_fDamageWounded = 1000.0f;
m_iScore = 5000;
m_fLockOnEnemyTime = 3.0f;
// set stretch factor
GetModelObject()->StretchModel(FLOAT3D(4.2f, 4.2f, 4.2f));
ModelChangeNotify();
// continue behavior in base class
jump CEnemyBase::MainLoop();
};
};