mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-22 18:30:27 +01:00
198 lines
5.6 KiB
C++
198 lines
5.6 KiB
C++
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329
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%{
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#include "Entities/StdH/StdH.h"
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#include "Models/Enemies/MANTAMAN/mantaman.h"
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%}
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uses "Entities/EnemyDive";
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%{
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static EntityInfo eiMantamanLiquid = {
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EIBT_FLESH, 150.0f,
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0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f,
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#define FIRE_WATER FLOAT3D(0.0f, 0.5f, -1.25f)
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};
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%}
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class CMantaman : CEnemyDive {
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name "Mantaman";
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thumbnail "Thumbnails\\Mantaman.tbn";
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properties:
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1 BOOL m_FixedState "Fixed state" 'X' = FALSE, // fixed state on beginning
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components:
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0 class CLASS_BASE "Classes\\EnemyDive.ecl",
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1 model MODEL_MANTAMAN "Models\\Enemies\\Mantaman\\Mantaman.mdl",
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2 texture TEXTURE_MANTAMAN "Models\\Enemies\\Mantaman\\Mantaman.tex",
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// ************** SOUNDS **************
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50 sound SOUND_IDLE "Models\\Enemies\\Mantaman\\Sounds\\Idle.wav",
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51 sound SOUND_SIGHT "Models\\Enemies\\Mantaman\\Sounds\\Sight.wav",
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52 sound SOUND_WOUND "Models\\Enemies\\Mantaman\\Sounds\\Wound.wav",
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53 sound SOUND_FIRE "Models\\Enemies\\Mantaman\\Sounds\\Fire.wav",
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54 sound SOUND_KICK "Models\\Enemies\\Mantaman\\Sounds\\Kick.wav",
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55 sound SOUND_DEATH "Models\\Enemies\\Mantaman\\Sounds\\Death.wav",
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functions:
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/* Entity info */
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void *GetEntityInfo(void) {
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return &eiMantamanLiquid;
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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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// mantaman can't harm mantaman
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if (!IsOfClass(penInflictor, "Mantaman")) {
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CEnemyDive::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()%2) {
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case 0: iAnim = MANTAMAN_ANIM_WOUND01; break;
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case 1: iAnim = MANTAMAN_ANIM_WOUND02; break;
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default: ASSERTALWAYS("Mantaman unknown liquid damage");
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}
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StartModelAnim(iAnim, 0);
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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(MANTAMAN_ANIM_DEATH, 0);
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return MANTAMAN_ANIM_DEATH;
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};
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void DeathNotify(void) {
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ChangeCollisionBoxIndexWhenPossible(MANTAMAN_COLLISION_BOX_DEATH);
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en_fDensity = 500.0f;
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};
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// virtual anim functions
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void StandingAnim(void) {
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if (m_FixedState) {
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StartModelAnim(MANTAMAN_ANIM_DEFAULT_ANIMATION02, AOF_LOOPING|AOF_NORESTART);
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} else {
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StartModelAnim(MANTAMAN_ANIM_STANDORANDSWIMSLOW, AOF_LOOPING|AOF_NORESTART);
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}
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};
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void WalkingAnim(void) {
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StartModelAnim(MANTAMAN_ANIM_STANDORANDSWIMSLOW, AOF_LOOPING|AOF_NORESTART);
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};
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void RunningAnim(void) {
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StartModelAnim(MANTAMAN_ANIM_SWIMFAST, AOF_LOOPING|AOF_NORESTART);
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};
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void RotatingAnim(void) {
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StartModelAnim(MANTAMAN_ANIM_STANDORANDSWIMSLOW, AOF_LOOPING|AOF_NORESTART);
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};
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void ChangeCollisionToLiquid() {
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ChangeCollisionBoxIndexWhenPossible(MANTAMAN_COLLISION_BOX_DEAFULT);
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};
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void ChangeCollisionToGround() {
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ChangeCollisionBoxIndexWhenPossible(MANTAMAN_COLLISION_BOX_DEAFULT);
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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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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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AttackEnemy(EVoid) : CEnemyBase::AttackEnemy {
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if (m_FixedState) {
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m_FixedState = FALSE;
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StartModelAnim(MANTAMAN_ANIM_MORPH, 0);
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wait(GetModelObject()->GetAnimLength(MANTAMAN_ANIM_MORPH)) {
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on (EBegin) : { resume; }
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on (ETimer) : { stop; }
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on (EWatch) : { resume; }
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on (EDamage) : { resume; }
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}
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}
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jump CEnemyBase::AttackEnemy();
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};
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DiveFire(EVoid) : CEnemyDive::DiveFire {
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// fire projectile
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StartModelAnim(MANTAMAN_ANIM_ATTACK01, 0);
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autowait(0.3f);
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ShootProjectile(PRT_MANTAMAN_FIRE, FIRE_WATER, ANGLE3D(0, 0, 0));
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PlaySound(m_soSound, SOUND_FIRE, SOF_3D);
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autowait(0.8f);
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StandingAnim();
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autowait(FRnd()/2 + _pTimer->TickQuantum);
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return EReturn();
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};
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/************************************************************
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* M A I N *
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************************************************************/
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Main(EVoid) {
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// declare yourself as a model
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InitAsModel();
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SetPhysicsFlags(EPF_MODEL_WALKING|EPF_HASGILLS);
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SetCollisionFlags(ECF_MODEL);
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SetFlags(GetFlags()|ENF_ALIVE);
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SetHealth(50.0f);
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m_fMaxHealth = 50.0f;
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en_tmMaxHoldBreath = 5.0f;
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en_fDensity = 1000.0f;
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// set your appearance
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SetModel(MODEL_MANTAMAN);
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SetModelMainTexture(TEXTURE_MANTAMAN);
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// dive moving properties
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m_fDiveWalkSpeed = FRnd() + 2.0f;
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m_aDiveWalkRotateSpeed = FRnd()*10.0f + 500.0f;
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m_fDiveAttackRunSpeed = FRnd()*4.0f + 14.0f;
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m_aDiveAttackRotateSpeed = FRnd()*25 + 250.0f;
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m_fDiveCloseRunSpeed = FRnd()*2.0f + 6.5f;
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m_aDiveCloseRotateSpeed = FRnd()*50 + 250.0f;
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// attack properties
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m_fDiveAttackDistance = 100.0f;
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m_fDiveCloseDistance = 0.0f;
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m_fDiveStopDistance = 5.0f;
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m_fDiveAttackFireTime = 3.0f;
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m_fDiveCloseFireTime = 2.0f;
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m_fDiveIgnoreRange = 200.0f;
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// damage/explode properties
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m_fBlowUpAmount = 140.0f;
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m_fBodyParts = 4;
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m_fDamageWounded = 30.0f;
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m_iScore = 2000;
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// allowed types
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m_EedtType = EDT_DIVE_ONLY;
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// continue behavior in base class
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jump CEnemyDive::MainLoop();
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};
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};
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