Serious-Engine/Sources/EntitiesMP/Boneman.es

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/* 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. */
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305
%{
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#include "EntitiesMP/StdH/StdH.h"
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#include "Models/Enemies/Boneman/Boneman.h"
%}
uses "EntitiesMP/EnemyBase";
%{
// info structure
static EntityInfo eiBoneman = {
EIBT_BONES, 250.0f,
0.0f, 1.9f, 0.0f, // source (eyes)
0.0f, 1.9f, 0.0f, // target (body)
};
#define BONES_HIT 2.8f
#define FIRE_RIGHT_HAND FLOAT3D( 0.25f, 1.5f, 0.0f)
#define FIRE_LEFT_HAND FLOAT3D(-0.25f, 1.5f, 0.0f)
%}
class CBoneman : CEnemyBase {
name "Boneman";
thumbnail "Thumbnails\\Boneman.tbn";
properties:
2 BOOL m_bFistHit = FALSE, // used for close attack
3 BOOL m_bTouchAnother = FALSE, // another entity touched on far attack
4 CSoundObject m_soFeet, // for running sound
5 BOOL m_bRunSoundPlaying = FALSE,
components:
0 class CLASS_BASE "Classes\\EnemyBase.ecl",
1 model MODEL_BONEMAN "Models\\Enemies\\Boneman\\Boneman.mdl",
2 texture TEXTURE_BONEMAN "Models\\Enemies\\Boneman\\Boneman.tex",
3 class CLASS_PROJECTILE "Classes\\Projectile.ecl",
// ************** BONEMAN PARTS **************
10 model MODEL_BONEMAN_BODY "Models\\Enemies\\Boneman\\Debris\\Body.mdl",
11 model MODEL_BONEMAN_HAND "Models\\Enemies\\Boneman\\Debris\\Hand.mdl",
12 model MODEL_BONEMAN_LEGS "Models\\Enemies\\Boneman\\Debris\\Legs.mdl",
// ************** SOUNDS **************
50 sound SOUND_IDLE "Models\\Enemies\\Boneman\\Sounds\\Idle.wav",
51 sound SOUND_SIGHT "Models\\Enemies\\Boneman\\Sounds\\Sight.wav",
52 sound SOUND_WOUND "Models\\Enemies\\Boneman\\Sounds\\Wound.wav",
53 sound SOUND_FIRE "Models\\Enemies\\Boneman\\Sounds\\Fire.wav",
54 sound SOUND_KICK "Models\\Enemies\\Boneman\\Sounds\\Kick.wav",
55 sound SOUND_PUNCH "Models\\Enemies\\Boneman\\Sounds\\Punch.wav",
56 sound SOUND_DEATH "Models\\Enemies\\Boneman\\Sounds\\Death.wav",
57 sound SOUND_RUN "Models\\Enemies\\Boneman\\Sounds\\Run.wav",
functions:
void Precache(void) {
CEnemyBase::Precache();
PrecacheSound(SOUND_IDLE );
PrecacheSound(SOUND_SIGHT);
PrecacheSound(SOUND_WOUND);
PrecacheSound(SOUND_FIRE );
PrecacheSound(SOUND_KICK );
PrecacheSound(SOUND_PUNCH);
PrecacheSound(SOUND_DEATH);
PrecacheSound(SOUND_RUN );
PrecacheModel(MODEL_BONEMAN_BODY);
PrecacheModel(MODEL_BONEMAN_HAND);
PrecacheModel(MODEL_BONEMAN_LEGS);
PrecacheClass(CLASS_PROJECTILE, PRT_BONEMAN_FIRE);
};
// describe how this enemy killed player
virtual CTString GetPlayerKillDescription(const CTString &strPlayerName, const EDeath &eDeath)
{
CTString str;
if (eDeath.eLastDamage.dmtType==DMT_CLOSERANGE) {
str.PrintF(TRANSV("%s was ripped apart by a Kleer"), (const char *) strPlayerName);
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} else {
str.PrintF(TRANSV("%s was killed by a Kleer"), (const char *) strPlayerName);
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}
return str;
}
virtual const CTFileName &GetComputerMessageName(void) const {
static DECLARE_CTFILENAME(fnm, "Data\\Messages\\Enemies\\Boneman.txt");
return fnm;
};
/* Entity info */
void *GetEntityInfo(void) {
return &eiBoneman;
};
/* Receive damage */
void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType,
FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection)
{
// boneman can't harm boneman
if (!IsOfClass(penInflictor, "Boneman")) {
CEnemyBase::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection);
}
};
void LeaveStain(BOOL bGrow)
{
// boneman doesn't leave bloody stain
}
// damage anim
INDEX AnimForDamage(FLOAT fDamage) {
INDEX iAnim;
switch (IRnd()%5) {
case 0: iAnim = BONEMAN_ANIM_WOUNDCRITICAL01; break;
case 1: iAnim = BONEMAN_ANIM_WOUNDCRITICAL02; break;
case 2: iAnim = BONEMAN_ANIM_WOUNDCRITICAL03; break;
case 3: iAnim = BONEMAN_ANIM_FALL01; break;
case 4: iAnim = BONEMAN_ANIM_FALL02; break;
default: ASSERTALWAYS("Boneman unknown damage");
}
StartModelAnim(iAnim, 0);
DeactivateRunningSound();
return iAnim;
};
// death
INDEX AnimForDeath(void) {
INDEX iAnim;
switch (IRnd()%2) {
case 0: iAnim = BONEMAN_ANIM_DEATHTOBACK; break;
case 1: iAnim = BONEMAN_ANIM_DEATHTOFRONT; break;
default: ASSERTALWAYS("Boneman unknown death");
}
StartModelAnim(iAnim, 0);
DeactivateRunningSound();
return iAnim;
};
FLOAT WaitForDust(FLOAT3D &vStretch) {
if(GetModelObject()->GetAnim()==BONEMAN_ANIM_DEATHTOBACK)
{
vStretch=FLOAT3D(1,1,2)*1.0f;
return 0.48f;
}
else if(GetModelObject()->GetAnim()==BONEMAN_ANIM_DEATHTOFRONT)
{
vStretch=FLOAT3D(1,1,2)*0.75f;
return 0.48f;
}
return -1.0f;
};
void DeathNotify(void) {
ChangeCollisionBoxIndexWhenPossible(BONEMAN_COLLISION_BOX_DEATH);
};
// virtual anim functions
void StandingAnim(void) {
StartModelAnim(BONEMAN_ANIM_STANDLOOP, AOF_LOOPING|AOF_NORESTART);
DeactivateRunningSound();
};
void WalkingAnim(void) {
StartModelAnim(BONEMAN_ANIM_WALKLOOP, AOF_LOOPING|AOF_NORESTART);
DeactivateRunningSound();
};
void RunningAnim(void) {
StartModelAnim(BONEMAN_ANIM_RUNLOOP, AOF_LOOPING|AOF_NORESTART);
ActivateRunningSound();
};
void RotatingAnim(void) {
StartModelAnim(BONEMAN_ANIM_WALKLOOP, AOF_LOOPING|AOF_NORESTART);
DeactivateRunningSound();
};
// 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);
};
// running sounds
void ActivateRunningSound(void)
{
if (!m_bRunSoundPlaying) {
PlaySound(m_soFeet, SOUND_RUN, SOF_3D|SOF_LOOP);
m_bRunSoundPlaying = TRUE;
}
}
void DeactivateRunningSound(void)
{
m_soFeet.Stop();
m_bRunSoundPlaying = FALSE;
}
/************************************************************
* BLOW UP FUNCTIONS *
************************************************************/
// spawn body parts
void BlowUp(void) {
// get your size
FLOATaabbox3D box;
GetBoundingBox(box);
FLOAT fEntitySize = box.Size().MaxNorm();
FLOAT3D vNormalizedDamage = m_vDamage-m_vDamage*(m_fBlowUpAmount/m_vDamage.Length());
vNormalizedDamage /= Sqrt(vNormalizedDamage.Length());
vNormalizedDamage *= 0.75f;
FLOAT3D vBodySpeed = en_vCurrentTranslationAbsolute-en_vGravityDir*(en_vGravityDir%en_vCurrentTranslationAbsolute);
// spawn debris
Debris_Begin(EIBT_BONES, DPT_NONE, BET_NONE, fEntitySize, vNormalizedDamage, vBodySpeed, 5.0f, 2.0f);
Debris_Spawn(this, this, MODEL_BONEMAN_BODY, TEXTURE_BONEMAN, 0, 0, 0, 0, 0.0f,
FLOAT3D(FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f));
Debris_Spawn(this, this, MODEL_BONEMAN_HAND, TEXTURE_BONEMAN, 0, 0, 0, 0, 0.0f,
FLOAT3D(FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f));
Debris_Spawn(this, this, MODEL_BONEMAN_HAND, TEXTURE_BONEMAN, 0, 0, 0, 0, 0.0f,
FLOAT3D(FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f));
Debris_Spawn(this, this, MODEL_BONEMAN_LEGS, TEXTURE_BONEMAN, 0, 0, 0, 0, 0.0f,
FLOAT3D(FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f));
// hide yourself (must do this after spawning debris)
SwitchToEditorModel();
SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
SetCollisionFlags(ECF_IMMATERIAL);
};
procedures:
/************************************************************
* A T T A C K E N E M Y *
************************************************************/
Fire(EVoid) : CEnemyBase::Fire {
// fire projectile
StartModelAnim(BONEMAN_ANIM_ATTACKCLOSELOOP, 0);
DeactivateRunningSound();
autowait(0.35f);
ShootProjectile(PRT_BONEMAN_FIRE, FIRE_RIGHT_HAND, ANGLE3D(0, 0, 0));
PlaySound(m_soSound, SOUND_FIRE, SOF_3D);
autowait(0.45f);
ShootProjectile(PRT_BONEMAN_FIRE, FIRE_LEFT_HAND, ANGLE3D(0, 0, 0));
PlaySound(m_soSound, SOUND_FIRE, SOF_3D);
autowait(FRnd()/3+0.6f);
return EReturn();
};
Hit(EVoid) : CEnemyBase::Hit {
// hit
if (CalcDist(m_penEnemy) < BONES_HIT) {
jump HitWithBones();
// jump
} else if (CalcDist(m_penEnemy) < 10.0f) {
jump JumpOnEnemy();
}
// run to enemy
m_fShootTime = _pTimer->CurrentTick() + 0.5f;
return EReturn();
};
// jump on enemy
JumpOnEnemy(EVoid) {
StartModelAnim(BONEMAN_ANIM_ATTACKFAR, 0);
DeactivateRunningSound();
// jump
FLOAT3D vDir = (m_penEnemy->GetPlacement().pl_PositionVector -
GetPlacement().pl_PositionVector).Normalize();
vDir *= !GetRotationMatrix();
vDir *= m_fCloseRunSpeed*1.5f;
vDir(2) = 2.5f;
SetDesiredTranslation(vDir);
PlaySound(m_soSound, SOUND_KICK, SOF_3D);
// animation - IGNORE DAMAGE WOUND -
SpawnReminder(this, 0.5f, 0);
m_iChargeHitAnimation = BONEMAN_ANIM_ATTACKFAR;
m_fChargeHitDamage = 20.0f;
m_fChargeHitAngle = 0.0f;
m_fChargeHitSpeed = 15.0f;
autocall CEnemyBase::ChargeHitEnemy() EReturn;
autowait(0.3f);
return EReturn();
};
// hit with bones
HitWithBones(EVoid) {
// attack with bones
StartModelAnim(BONEMAN_ANIM_ATTACKCLOSELOOP, 0);
DeactivateRunningSound();
// right hand
m_bFistHit = FALSE;
autowait(0.35f);
if (CalcDist(m_penEnemy)<BONES_HIT) { m_bFistHit = TRUE; }
PlaySound(m_soSound, SOUND_PUNCH, SOF_3D);
autowait(0.10f);
if (CalcDist(m_penEnemy)<BONES_HIT) { m_bFistHit = TRUE; }
if (m_bFistHit) {
FLOAT3D vDirection = m_penEnemy->GetPlacement().pl_PositionVector-GetPlacement().pl_PositionVector;
vDirection.Normalize();
// damage enemy
InflictDirectDamage(m_penEnemy, this, DMT_CLOSERANGE, 10.0f, FLOAT3D(0, 0, 0), vDirection);
// push target left
FLOAT3D vSpeed;
GetHeadingDirection(AngleDeg(90.0f), vSpeed);
vSpeed = vSpeed * 5.0f;
KickEntity(m_penEnemy, vSpeed);
}
// left hand
m_bFistHit = FALSE;
autowait(0.25f);
if (CalcDist(m_penEnemy)<BONES_HIT) { m_bFistHit = TRUE; }
PlaySound(m_soSound, SOUND_PUNCH, SOF_3D);
autowait(0.10f);
if (CalcDist(m_penEnemy)<BONES_HIT) { m_bFistHit = TRUE; }
if (m_bFistHit) {
// damage enemy
FLOAT3D vDirection = m_penEnemy->GetPlacement().pl_PositionVector-GetPlacement().pl_PositionVector;
vDirection.Normalize();
InflictDirectDamage(m_penEnemy, this, DMT_CLOSERANGE, 10.0f, FLOAT3D(0, 0, 0), vDirection);
// push target left
FLOAT3D vSpeed;
GetHeadingDirection(AngleDeg(-90.0f), vSpeed);
vSpeed = vSpeed * 5.0f;
KickEntity(m_penEnemy, vSpeed);
}
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);
SetHealth(125.0f);
m_fMaxHealth = 125.0f;
en_fDensity = 2000.0f;
// set your appearance
SetModel(MODEL_BONEMAN);
SetModelMainTexture(TEXTURE_BONEMAN);
StandingAnim();
m_sptType = SPT_BONES;
// setup moving speed
m_fWalkSpeed = FRnd() + 2.5f;
m_aWalkRotateSpeed = FRnd()*25.0f + 45.0f;
m_fAttackRunSpeed = FRnd()*3.0f + 10.0f;
m_aAttackRotateSpeed = FRnd()*200 + 600.0f;
m_fCloseRunSpeed = FRnd() + 13.0f;
m_aCloseRotateSpeed = FRnd()*100 + 1000.0f;
// setup attack distances
m_fAttackDistance = 100.0f;
m_fCloseDistance = 30.0f;
m_fStopDistance = 2.0f;
m_fAttackFireTime = 3.0f;
m_fCloseFireTime = 2.0f;
m_fIgnoreRange = 200.0f;
// damage/explode properties
m_fBlowUpAmount = 70.0f;
m_fBodyParts = 4;
m_fDamageWounded = 80.0f;
m_iScore = 1000;
if (m_fStepHeight==-1) {
m_fStepHeight = 4.0f;
}
// set stretch factors for height and width
CEnemyBase::SizeModel();
m_soFeet.Set3DParameters(80.0f, 5.0f, 1.0f, 1.0f);
m_bRunSoundPlaying = FALSE;
// continue behavior in base class
jump CEnemyBase::MainLoop();
};
};