Serious-Engine/Sources/EntitiesMP/Guffy.es

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/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
344
%{
#include "StdH.h"
#include "ModelsMP/Enemies/Guffy/Guffy.h"
%}
uses "EntitiesMP/EnemyBase";
uses "EntitiesMP/Projectile";
%{
// info structure
static EntityInfo eiGuffy = {
EIBT_FLESH, 800.0f,
0.0f, 1.9f, 0.0f, // source (eyes)
0.0f, 1.0f, 0.0f, // target (body)
};
#define FIRE_LEFT_ARM FLOAT3D(-0.56f, +1.125f, -1.32f)
#define FIRE_RIGHT_ARM FLOAT3D(+0.50f, +1.060f, -0.82f)
//#define FIRE_DEATH_LEFT FLOAT3D( 0.0f, 7.0f, -2.0f)
//#define FIRE_DEATH_RIGHT FLOAT3D(3.75f, 4.2f, -2.5f)
%}
class CGuffy : CEnemyBase {
name "Guffy";
thumbnail "Thumbnails\\Guffy.tbn";
properties:
2 INDEX m_iLoopCounter = 0,
3 FLOAT m_fSize = 1.0f,
4 BOOL m_bWalkSoundPlaying = FALSE,
5 FLOAT m_fThreatDistance = 5.0f,
6 BOOL m_bEnemyToTheLeft = FALSE,
//10 CSoundObject m_soFeet,
10 CSoundObject m_soFire1,
11 CSoundObject m_soFire2,
components:
0 class CLASS_BASE "Classes\\EnemyBase.ecl",
1 class CLASS_PROJECTILE "Classes\\Projectile.ecl",
10 model MODEL_GUFFY "ModelsMP\\Enemies\\Guffy\\Guffy.mdl",
11 texture TEXTURE_GUFFY "ModelsMP\\Enemies\\Guffy\\Guffy.tex",
12 model MODEL_GUN "ModelsMP\\Enemies\\Guffy\\Gun.mdl",
13 texture TEXTURE_GUN "ModelsMP\\Enemies\\Guffy\\Gun.tex",
// ************** SOUNDS **************
40 sound SOUND_IDLE "ModelsMP\\Enemies\\Guffy\\Sounds\\Idle.wav",
41 sound SOUND_SIGHT "ModelsMP\\Enemies\\Guffy\\Sounds\\Sight.wav",
43 sound SOUND_FIRE "ModelsMP\\Enemies\\Guffy\\Sounds\\Fire.wav",
44 sound SOUND_WOUND "ModelsMP\\Enemies\\Guffy\\Sounds\\Wound.wav",
45 sound SOUND_DEATH "ModelsMP\\Enemies\\Guffy\\Sounds\\Death.wav",
functions:
// describe how this enemy killed player
virtual CTString GetPlayerKillDescription(const CTString &strPlayerName, const EDeath &eDeath)
{
CTString str;
str.PrintF(TRANSV("Guffy gunned %s down"), (const char *) strPlayerName);
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return str;
}
virtual const CTFileName &GetComputerMessageName(void) const {
static DECLARE_CTFILENAME(fnmSoldier, "DataMP\\Messages\\Enemies\\Guffy.txt");
return fnmSoldier;
}
/*// overridable function to get range for switching to another player
FLOAT GetThreatDistance(void)
{
return m_fThreatDistance;
}*/
/*BOOL ForcesCannonballToExplode(void)
{
if (m_EwcChar==WLC_SERGEANT) {
return TRUE;
}
return CEnemyBase::ForcesCannonballToExplode();
}*/
void Precache(void) {
CEnemyBase::Precache();
// guffy
PrecacheModel(MODEL_GUFFY);
PrecacheTexture(TEXTURE_GUFFY);
// weapon
PrecacheModel(MODEL_GUN);
PrecacheTexture(TEXTURE_GUN);
// sounds
PrecacheSound(SOUND_IDLE );
PrecacheSound(SOUND_SIGHT);
PrecacheSound(SOUND_DEATH);
PrecacheSound(SOUND_FIRE);
PrecacheSound(SOUND_WOUND);
// projectile
PrecacheClass(CLASS_PROJECTILE, PRT_GUFFY_PROJECTILE);
};
// Entity info
void *GetEntityInfo(void) {
return &eiGuffy;
};
/*FLOAT GetCrushHealth(void)
{
if (m_EwcChar==WLC_SERGEANT) {
return 100.0f;
}
return 0.0f;
}*/
// Receive damage
void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType,
FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection)
{
// guffy can't harm guffy
if (!IsOfClass(penInflictor, "Guffy")) {
CEnemyBase::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection);
}
};
// virtual anim functions
void StandingAnim(void) {
StartModelAnim(GUFFY_ANIM_IDLE, AOF_LOOPING|AOF_NORESTART);
};
/*void StandingAnimFight(void)
{
StartModelAnim(GUFFY_ANIM_FIRE, AOF_LOOPING|AOF_NORESTART);
}*/
void RunningAnim(void) {
StartModelAnim(GUFFY_ANIM_RUN, AOF_LOOPING|AOF_NORESTART);
};
void WalkingAnim(void) {
RunningAnim();
};
void RotatingAnim(void) {
StartModelAnim(GUFFY_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);
};
// fire rocket
void FireRocket(FLOAT3D &vPos) {
CPlacement3D plRocket;
plRocket.pl_PositionVector = vPos;
plRocket.pl_OrientationAngle = ANGLE3D(0, -5.0f-FRnd()*10.0f, 0);
plRocket.RelativeToAbsolute(GetPlacement());
CEntityPointer penProjectile = CreateEntity(plRocket, CLASS_PROJECTILE);
ELaunchProjectile eLaunch;
eLaunch.penLauncher = this;
eLaunch.prtType = PRT_GUFFY_PROJECTILE;
penProjectile->Initialize(eLaunch);
};
// adjust sound and watcher parameters here if needed
void EnemyPostInit(void)
{
// set sound default parameters
m_soSound.Set3DParameters(160.0f, 50.0f, 1.0f, 1.0f);
m_soFire1.Set3DParameters(160.0f, 50.0f, 1.0f, 1.0f);
m_soFire2.Set3DParameters(160.0f, 50.0f, 1.0f, 1.0f);
};
// damage anim
INDEX AnimForDamage(FLOAT fDamage) {
INDEX iAnim;
iAnim = GUFFY_ANIM_WOUND;
StartModelAnim(iAnim, 0);
return iAnim;
};
// death
INDEX AnimForDeath(void) {
INDEX iAnim;
FLOAT3D vFront;
GetHeadingDirection(0, vFront);
FLOAT fDamageDir = m_vDamage%vFront;
if (fDamageDir<0) {
iAnim = GUFFY_ANIM_DEATHBACKWARD;
} else {
iAnim = GUFFY_ANIM_DEATHFORWARD;
}
StartModelAnim(iAnim, 0);
return iAnim;
};
// death
FLOAT WaitForDust(FLOAT3D &vStretch) {
vStretch=FLOAT3D(1,1,2)*1.5f;
if(GetModelObject()->GetAnim()==GUFFY_ANIM_DEATHBACKWARD)
{
return 0.48f;
}
else if(GetModelObject()->GetAnim()==GUFFY_ANIM_DEATHFORWARD)
{
return 1.0f;
}
return -1.0f;
};
procedures:
/************************************************************
* A T T A C K E N E M Y *
************************************************************/
Fire(EVoid) : CEnemyBase::Fire {
StartModelAnim(GUFFY_ANIM_FIRE, AOF_LOOPING);
// wait for animation to bring the left hand into firing position
autowait(0.1f);
FLOATmatrix3D m;
FLOAT3D fLookRight = FLOAT3D(1.0f, 0.0f, 0.0f);
MakeRotationMatrixFast(m, GetPlacement().pl_OrientationAngle);
fLookRight = fLookRight * m;
BOOL bEnemyRight = (BOOL) (fLookRight % (m_penEnemy->GetPlacement().pl_PositionVector - GetPlacement().pl_PositionVector));
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if (bEnemyRight>=0) { // enemy is to the right of guffy
ShootProjectile(PRT_GUFFY_PROJECTILE, FIRE_LEFT_ARM*m_fSize, ANGLE3D(0, 0, 0));
PlaySound(m_soFire1, SOUND_FIRE, SOF_3D);
ShootProjectile(PRT_GUFFY_PROJECTILE, FIRE_RIGHT_ARM*m_fSize, ANGLE3D(-9, 0, 0));
PlaySound(m_soFire2, SOUND_FIRE, SOF_3D);
} else { // enemy is to the left of guffy
ShootProjectile(PRT_GUFFY_PROJECTILE, FIRE_LEFT_ARM*m_fSize, ANGLE3D(9, 0, 0));
PlaySound(m_soFire1, SOUND_FIRE, SOF_3D);
ShootProjectile(PRT_GUFFY_PROJECTILE, FIRE_RIGHT_ARM*m_fSize, ANGLE3D(0, 0, 0));
PlaySound(m_soFire2, SOUND_FIRE, SOF_3D);
}
autowait(1.0f);
StopMoving();
MaybeSwitchToAnotherPlayer();
// wait for a while
StandingAnimFight();
autowait(FRnd()*0.25f+0.25f);
return EReturn();
};
/************************************************************
* D E A T H *
************************************************************/
/*Death(EVoid) : CEnemyBase::Death {
// stop moving
StopMoving();
DeathSound(); // death sound
// set physic flags
SetCollisionFlags(ECF_MODEL);
SetFlags(GetFlags() | ENF_SEETHROUGH);
// death notify (change collision box)
ChangeCollisionBoxIndexWhenPossible(GUFFY_COLLISION_BOX_DEATH);
// start death anim
StartModelAnim(GUFFY_ANIM_DEATHFORWARD, 0);
autowait(GetModelObject()->GetAnimLength(GUFFY_ANIM_TOFIRE));
return EEnd();
};*/
/************************************************************
* M A I N *
************************************************************/
Main(EVoid) {
// declare yourself as a model
InitAsModel();
SetPhysicsFlags(EPF_MODEL_WALKING);
SetCollisionFlags(ECF_MODEL);
SetFlags(GetFlags()|ENF_ALIVE);
SetHealth(210.0f);
m_fMaxHealth = 210.0f;
en_fDensity = 2000.0f;
// set your appearance
SetModel(MODEL_GUFFY);
m_fSize = 1.5f;
SetModelMainTexture(TEXTURE_GUFFY);
AddAttachment(GUFFY_ATTACHMENT_GUNRIGHT, MODEL_GUN, TEXTURE_GUN);
AddAttachment(GUFFY_ATTACHMENT_GUNLEFT, MODEL_GUN, TEXTURE_GUN);
GetModelObject()->StretchModel(FLOAT3D(m_fSize, m_fSize, m_fSize));
ModelChangeNotify();
CModelObject *pmoRight = &GetModelObject()->GetAttachmentModel(GUFFY_ATTACHMENT_GUNRIGHT)->amo_moModelObject;
pmoRight->StretchModel(FLOAT3D(-1,1,1));
m_fBlowUpAmount = 10000.0f;
m_iScore = 3000;
//m_fThreatDistance = 15;
if (m_fStepHeight==-1) {
m_fStepHeight = 4.0f;
}
StandingAnim();
// setup moving speed
m_fWalkSpeed = FRnd() + 2.5f;
m_aWalkRotateSpeed = AngleDeg(FRnd()*10.0f + 500.0f);
m_fAttackRunSpeed = FRnd() + 5.0f;
m_aAttackRotateSpeed = AngleDeg(FRnd()*50 + 245.0f);
m_fCloseRunSpeed = FRnd() + 5.0f;
m_aCloseRotateSpeed = AngleDeg(FRnd()*50 + 245.0f);
// setup attack distances
m_fAttackDistance = 150.0f;
m_fCloseDistance = 0.0f;
m_fStopDistance = 25.0f;
m_fAttackFireTime = 5.0f;
m_fCloseFireTime = 5.0f;
m_fIgnoreRange = 250.0f;
// damage/explode properties
m_fBodyParts = 5;
m_fDamageWounded = 100.0f;
// continue behavior in base class
jump CEnemyBase::MainLoop();
};
};