Serious-Engine/Sources/EntitiesMP/Scorpman.es

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/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
306
%{
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#include "EntitiesMP/StdH/StdH.h"
#include "Models/Enemies/SCORPMAN/scorpman.h"
#include "Models/Enemies/SCORPMAN/Gun.h"
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%}
uses "EntitiesMP/EnemyBase";
uses "EntitiesMP/Bullet";
uses "EntitiesMP/Reminder";
enum ScorpmanType {
0 SMT_SOLDIER "Soldier",
1 SMT_GENERAL "General",
2 SMT_MONSTER "Obsolete",
};
%{
#define GUN_X 0.375f
#define GUN_Y 0.6f
#define GUN_Z -1.85f
#define STRETCH_SOLDIER 2
#define STRETCH_GENERAL 3
#define STRETCH_MONSTER 4
// info structure
static EntityInfo eiScorpman = {
EIBT_FLESH, 1000.0f,
0, 1.6f*STRETCH_SOLDIER, 0, // source (eyes)
0.0f, 1.0f*STRETCH_SOLDIER, 0.0f, // target (body)
};
static EntityInfo eiScorpmanGeneral = {
EIBT_FLESH, 1500.0f,
0, 1.6f*STRETCH_GENERAL, 0, // source (eyes)
0.0f, 1.0f*STRETCH_GENERAL, 0.0f, // target (body)
};
static EntityInfo eiScorpmanMonster = {
EIBT_FLESH, 2000.0f,
0, 1.6f*STRETCH_MONSTER, 0, // source (eyes)
0.0f, 1.0f*STRETCH_MONSTER, 0.0f, // target (body)
};
#define LIGHT_ANIM_FIRE 3
#define LIGHT_ANIM_NONE 5
%}
class CScorpman : CEnemyBase {
name "Scorpman";
thumbnail "Thumbnails\\Scorpman.tbn";
properties:
1 enum ScorpmanType m_smtType "Type" 'Y' = SMT_SOLDIER,
2 INDEX m_bFireBulletCount = 0, // fire bullet binary divider
3 INDEX m_iSpawnEffect = 0, // counter for spawn effect every 'x' times
4 FLOAT m_fFireTime = 0.0f, // time to fire bullets
5 CAnimObject m_aoLightAnimation, // light animation object
6 BOOL m_bSleeping "Sleeping" 'S' = FALSE, // set to make scorpman sleep initally
{
CEntity *penBullet; // bullet
CLightSource m_lsLightSource;
}
components:
0 class CLASS_BASE "Classes\\EnemyBase.ecl",
1 class CLASS_BULLET "Classes\\Bullet.ecl",
5 model MODEL_SCORPMAN "Models\\Enemies\\Scorpman\\Scorpman.mdl",
6 texture TEXTURE_SOLDIER "Models\\Enemies\\Scorpman\\Soldier.tex",
7 texture TEXTURE_GENERAL "Models\\Enemies\\Scorpman\\General.tex",
// 8 texture TEXTURE_MONSTER "Models\\Enemies\\Scorpman\\Monster.tex",
12 texture TEXTURE_SPECULAR "Models\\SpecularTextures\\Medium.tex",
9 model MODEL_GUN "Models\\Enemies\\Scorpman\\Gun.mdl",
10 model MODEL_FLARE "Models\\Enemies\\Scorpman\\Flare.mdl",
11 texture TEXTURE_GUN "Models\\Enemies\\Scorpman\\Gun.tex",
// ************** SOUNDS **************
50 sound SOUND_IDLE "Models\\Enemies\\Scorpman\\Sounds\\Idle.wav",
51 sound SOUND_SIGHT "Models\\Enemies\\Scorpman\\Sounds\\Sight.wav",
52 sound SOUND_WOUND "Models\\Enemies\\Scorpman\\Sounds\\Wound.wav",
53 sound SOUND_FIRE "Models\\Enemies\\Scorpman\\Sounds\\Fire.wav",
54 sound SOUND_KICK "Models\\Enemies\\Scorpman\\Sounds\\Kick.wav",
55 sound SOUND_DEATH "Models\\Enemies\\Scorpman\\Sounds\\Death.wav",
functions:
// 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 stabbed by an Arachnoid"), (const char *) strPlayerName);
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} else {
str.PrintF(TRANSV("An Arachnoid poured lead into %s"), (const char *) strPlayerName);
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}
return str;
}
void Precache(void) {
CEnemyBase::Precache();
PrecacheModel(MODEL_FLARE);
PrecacheSound(SOUND_IDLE );
PrecacheSound(SOUND_SIGHT);
PrecacheSound(SOUND_WOUND);
PrecacheSound(SOUND_FIRE );
PrecacheSound(SOUND_KICK );
PrecacheSound(SOUND_DEATH);
};
/* Read from stream. */
void Read_t( CTStream *istr) { // throw char *
CEnemyBase::Read_t(istr);
// setup light source
SetupLightSource();
}
/* Fill in entity statistics - for AI purposes only */
BOOL FillEntityStatistics(EntityStats *pes)
{
CEnemyBase::FillEntityStatistics(pes);
switch(m_smtType) {
case SMT_MONSTER: { pes->es_strName+=" Monster"; } break;
case SMT_GENERAL: { pes->es_strName+=" General"; } break;
case SMT_SOLDIER: { pes->es_strName+=" Soldier"; } break;
}
return TRUE;
}
virtual const CTFileName &GetComputerMessageName(void) const {
//static DECLARE_CTFILENAME(fnmMonster, "Data\\Messages\\Enemies\\ScorpmanMonster.txt");
static DECLARE_CTFILENAME(fnmGeneral, "Data\\Messages\\Enemies\\ScorpmanGeneral.txt");
static DECLARE_CTFILENAME(fnmSoldier, "Data\\Messages\\Enemies\\ScorpmanSoldier.txt");
switch(m_smtType) {
default: ASSERT(FALSE);
case SMT_MONSTER: //return fnmMonster;
case SMT_GENERAL: return fnmGeneral;
case SMT_SOLDIER: return fnmSoldier;
}
};
/* Get static light source information. */
CLightSource *GetLightSource(void) {
if (!IsPredictor()) {
return &m_lsLightSource;
} else {
return NULL;
}
}
BOOL ForcesCannonballToExplode(void)
{
if (m_smtType!=SMT_SOLDIER) {
return TRUE;
}
return CEnemyBase::ForcesCannonballToExplode();
}
// Setup light source
void SetupLightSource(void) {
// setup light source
CLightSource lsNew;
lsNew.ls_ulFlags = LSF_NONPERSISTENT|LSF_DYNAMIC;
lsNew.ls_rHotSpot = 2.0f;
lsNew.ls_rFallOff = 8.0f;
lsNew.ls_colColor = RGBToColor(128, 128, 128);
lsNew.ls_plftLensFlare = NULL;
lsNew.ls_ubPolygonalMask = 0;
lsNew.ls_paoLightAnimation = &m_aoLightAnimation;
m_lsLightSource.ls_penEntity = this;
m_lsLightSource.SetLightSource(lsNew);
}
// play light animation
void PlayLightAnim(INDEX iAnim, ULONG ulFlags) {
if (m_aoLightAnimation.GetData()!=NULL) {
m_aoLightAnimation.PlayAnim(iAnim, ulFlags);
}
};
// fire minigun on/off
void MinigunOn(void)
{
PlayLightAnim(LIGHT_ANIM_FIRE, AOF_LOOPING);
CModelObject *pmoGun = &GetModelObject()->GetAttachmentModel(SCORPMAN_ATTACHMENT_MINIGUN)->
amo_moModelObject;
pmoGun->PlayAnim(GUN_ANIM_FIRE, AOF_LOOPING);
AddAttachmentToModel(this, *pmoGun, GUN_ATTACHMENT_FLAME, MODEL_FLARE, TEXTURE_GUN, 0, 0, 0);
switch (m_smtType) {
case SMT_SOLDIER: pmoGun->StretchModel(FLOAT3D(2.0f, 2.0f, 2.0f)); break;
case SMT_GENERAL: pmoGun->StretchModel(FLOAT3D(3.0f, 3.0f, 3.0f)); break;
case SMT_MONSTER: pmoGun->StretchModel(FLOAT3D(4.0f, 4.0f, 4.0f)); break;
}
}
void MinigunOff(void)
{
PlayLightAnim(LIGHT_ANIM_NONE, 0);
CModelObject *pmoGun = &GetModelObject()->GetAttachmentModel(SCORPMAN_ATTACHMENT_MINIGUN)->
amo_moModelObject;
pmoGun->PlayAnim(GUN_ANIM_IDLE, AOF_LOOPING);
pmoGun->RemoveAttachmentModel(GUN_ATTACHMENT_FLAME);
}
/* Entity info */
void *GetEntityInfo(void) {
if (m_smtType == SMT_MONSTER) {
return &eiScorpmanMonster;
} else if (m_smtType == SMT_GENERAL) {
return &eiScorpmanGeneral;
} else {
return &eiScorpman;
}
};
/* Receive damage */
void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType,
FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection)
{
// scorpman can't harm scorpman
if (!IsOfClass(penInflictor, "Scorpman")) {
CEnemyBase::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection);
}
};
// damage anim
INDEX AnimForDamage(FLOAT fDamage) {
INDEX iAnim;
switch (IRnd()%3) {
case 0: iAnim = SCORPMAN_ANIM_WOUND01; break;
case 1: iAnim = SCORPMAN_ANIM_WOUND02; break;
case 2: iAnim = SCORPMAN_ANIM_WOUND03; break;
default: ASSERTALWAYS("Scorpman unknown damage");
}
StartModelAnim(iAnim, 0);
MinigunOff();
return iAnim;
};
// death
INDEX AnimForDeath(void) {
StartModelAnim(SCORPMAN_ANIM_DEATH, 0);
MinigunOff();
return SCORPMAN_ANIM_DEATH;
};
FLOAT WaitForDust(FLOAT3D &vStretch) {
if(GetModelObject()->GetAnim()==SCORPMAN_ANIM_DEATH)
{
vStretch=FLOAT3D(1,1,1)*1.5f;
return 1.3f;
}
return -1.0f;
};
void DeathNotify(void) {
ChangeCollisionBoxIndexWhenPossible(SCORPMAN_COLLISION_BOX_DEATH);
SetCollisionFlags(ECF_MODEL);
};
// virtual anim functions
void StandingAnim(void) {
StartModelAnim(SCORPMAN_ANIM_IDLE, AOF_LOOPING|AOF_NORESTART);
};
void WalkingAnim(void) {
StartModelAnim(SCORPMAN_ANIM_WALK, AOF_LOOPING|AOF_NORESTART);
};
void RunningAnim(void) {
StartModelAnim(SCORPMAN_ANIM_WALK, AOF_LOOPING|AOF_NORESTART);
};
void RotatingAnim(void) {
StartModelAnim(SCORPMAN_ANIM_WALK, 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 BULLET / RAIL *
************************************************************/
BOOL CanFireAtPlayer(void)
{
// get ray source and target
FLOAT3D vSource, vTarget;
GetPositionCastRay(this, m_penEnemy, vSource, vTarget);
// bullet start position
CPlacement3D plBullet;
plBullet.pl_OrientationAngle = ANGLE3D(0,0,0);
plBullet.pl_PositionVector = FLOAT3D(GUN_X, GUN_Y, 0);
// offset are changed according to stretch factor
if (m_smtType == SMT_MONSTER) {
plBullet.pl_PositionVector*=STRETCH_MONSTER;
} else if (m_smtType == SMT_GENERAL) {
plBullet.pl_PositionVector*=STRETCH_GENERAL;
} else {
plBullet.pl_PositionVector*=STRETCH_SOLDIER;
}
plBullet.RelativeToAbsolute(GetPlacement());
vSource = plBullet.pl_PositionVector;
// cast the ray
CCastRay crRay(this, vSource, vTarget);
crRay.cr_ttHitModels = CCastRay::TT_NONE; // check for brushes only
crRay.cr_bHitTranslucentPortals = FALSE;
en_pwoWorld->CastRay(crRay);
// if hit nothing (no brush) the entity can be seen
return (crRay.cr_penHit==NULL);
}
void PrepareBullet(FLOAT fDamage) {
// bullet start position
CPlacement3D plBullet;
plBullet.pl_OrientationAngle = ANGLE3D(0,0,0);
plBullet.pl_PositionVector = FLOAT3D(GUN_X, GUN_Y, 0);
// offset are changed according to stretch factor
if (m_smtType == SMT_MONSTER) {
plBullet.pl_PositionVector*=STRETCH_MONSTER;
} else if (m_smtType == SMT_GENERAL) {
plBullet.pl_PositionVector*=STRETCH_GENERAL;
} else {
plBullet.pl_PositionVector*=STRETCH_SOLDIER;
}
plBullet.RelativeToAbsolute(GetPlacement());
// create bullet
penBullet = CreateEntity(plBullet, CLASS_BULLET);
// init bullet
EBulletInit eInit;
eInit.penOwner = this;
eInit.fDamage = fDamage;
penBullet->Initialize(eInit);
};
// fire bullet
void FireBullet(void) {
// binary divide counter
m_bFireBulletCount++;
if (m_bFireBulletCount>1) { m_bFireBulletCount = 0; }
if (m_bFireBulletCount==1) { return; }
// bullet
PrepareBullet(3.0f);
((CBullet&)*penBullet).CalcTarget(m_penEnemy, 250);
((CBullet&)*penBullet).CalcJitterTarget(10);
((CBullet&)*penBullet).LaunchBullet( TRUE, TRUE, TRUE);
((CBullet&)*penBullet).DestroyBullet();
};
// 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);
};
procedures:
/************************************************************
* A T T A C K E N E M Y *
************************************************************/
// shoot
Fire(EVoid) : CEnemyBase::Fire{
if (!CanFireAtPlayer()) {
return EReturn();
}
// confused amount
switch (m_smtType) {
case SMT_MONSTER:
m_fDamageConfused = 200;
m_fFireTime = 8.0f;
break;
case SMT_GENERAL:
m_fDamageConfused = 100;
m_fFireTime = 4.0f;
break;
case SMT_SOLDIER:
m_fDamageConfused = 50;
m_fFireTime = 2.0f;
break;
}
if (GetSP()->sp_gdGameDifficulty<=CSessionProperties::GD_EASY) {
m_fFireTime *= 0.5f;
}
// to fire
StartModelAnim(SCORPMAN_ANIM_STANDTOFIRE, 0);
m_fLockOnEnemyTime = GetModelObject()->GetAnimLength(SCORPMAN_ANIM_STANDTOFIRE) + 0.5f + FRnd()/3;
autocall CEnemyBase::LockOnEnemy() EReturn;
// fire
m_iSpawnEffect = 0; // effect every 'x' frames
m_fFireTime += _pTimer->CurrentTick();
m_bFireBulletCount = 0;
PlaySound(m_soSound, SOUND_FIRE, SOF_3D|SOF_LOOP);
MinigunOn();
while (m_fFireTime > _pTimer->CurrentTick()) {
m_fMoveFrequency = 0.1f;
wait(m_fMoveFrequency) {
on (EBegin) : {
// make fuss
AddToFuss();
// fire bullet
FireBullet();
m_vDesiredPosition = m_penEnemy->GetPlacement().pl_PositionVector;
// rotate to enemy
if (!IsInPlaneFrustum(m_penEnemy, CosFast(5.0f))) {
m_fMoveSpeed = 0.0f;
m_aRotateSpeed = 4000.0f;
StartModelAnim(SCORPMAN_ANIM_WALK_AND_FIRE, AOF_LOOPING|AOF_NORESTART);
// stand in place
} else {
m_fMoveSpeed = 0.0f;
m_aRotateSpeed = 0.0f;
StartModelAnim(SCORPMAN_ANIM_FIRE_MINIGUN, AOF_LOOPING|AOF_NORESTART);
}
// adjust direction and speed
SetDesiredMovement();
resume;
}
on (ETimer) : { stop; }
}
}
m_soSound.Stop();
MinigunOff();
// set next shoot time
m_fShootTime = _pTimer->CurrentTick() + m_fAttackFireTime*(1.0f + FRnd()/3.0f);
// from fire
StartModelAnim(SCORPMAN_ANIM_FIRETOSTAND, 0);
autowait(GetModelObject()->GetAnimLength(SCORPMAN_ANIM_FIRETOSTAND));
MaybeSwitchToAnotherPlayer();
// shoot completed
return EReturn();
};
// hit enemy
Hit(EVoid) : CEnemyBase::Hit {
// close attack
StartModelAnim(SCORPMAN_ANIM_SPIKEHIT, 0);
autowait(0.5f);
PlaySound(m_soSound, SOUND_KICK, SOF_3D);
if (CalcDist(m_penEnemy) < m_fCloseDistance) {
FLOAT3D vDirection = m_penEnemy->GetPlacement().pl_PositionVector-GetPlacement().pl_PositionVector;
vDirection.Normalize();
if (m_smtType == SMT_MONSTER) {
InflictDirectDamage(m_penEnemy, this, DMT_CLOSERANGE, 80.0f, FLOAT3D(0, 0, 0), vDirection);
} else if (m_smtType == SMT_GENERAL) {
InflictDirectDamage(m_penEnemy, this, DMT_CLOSERANGE, 40.0f, FLOAT3D(0, 0, 0), vDirection);
} else {
InflictDirectDamage(m_penEnemy, this, DMT_CLOSERANGE, 20.0f, FLOAT3D(0, 0, 0), vDirection);
}
}
autowait(0.3f);
MaybeSwitchToAnotherPlayer();
return EReturn();
};
Sleep(EVoid)
{
// start sleeping anim
StartModelAnim(SCORPMAN_ANIM_SLEEP, AOF_LOOPING);
// repeat
wait() {
// if triggered
on(ETrigger eTrigger) : {
// remember enemy
SetTargetSoft(eTrigger.penCaused);
// wake up
jump WakeUp();
}
// if damaged
on(EDamage eDamage) : {
// wake up
jump WakeUp();
}
otherwise() : {
resume;
}
}
}
WakeUp(EVoid)
{
// wakeup anim
SightSound();
StartModelAnim(SCORPMAN_ANIM_WAKEUP, 0);
autowait(GetModelObject()->GetCurrentAnimLength());
// trigger your target
SendToTarget(m_penDeathTarget, m_eetDeathType);
// proceed with normal functioning
return EReturn();
}
// overridable called before main enemy loop actually begins
PreMainLoop(EVoid) : CEnemyBase::PreMainLoop
{
// if sleeping
if (m_bSleeping) {
m_bSleeping = FALSE;
// go to sleep until waken up
wait() {
on (EBegin) : {
call Sleep();
}
on (EReturn) : {
stop;
};
// if dead
on(EDeath eDeath) : {
// die
jump CEnemyBase::Die(eDeath);
}
}
}
return EReturn();
}
/************************************************************
* M A I N *
************************************************************/
Main(EVoid) {
if (m_smtType==SMT_MONSTER) {
m_smtType=SMT_GENERAL;
}
// declare yourself as a model
InitAsModel();
SetPhysicsFlags(EPF_MODEL_WALKING|EPF_HASLUNGS);
SetCollisionFlags(ECF_MODEL);
SetFlags(GetFlags()|ENF_ALIVE);
en_tmMaxHoldBreath = 25.0f;
en_fDensity = 3000.0f;
// set your appearance
SetModel(MODEL_SCORPMAN);
switch (m_smtType) {
case SMT_SOLDIER:
// set your texture
SetModelMainTexture(TEXTURE_SOLDIER);
SetModelSpecularTexture(TEXTURE_SPECULAR);
SetHealth(300.0f);
m_fMaxHealth = 300.0f;
// damage/explode properties
m_fDamageWounded = 200.0f;
m_fBlowUpAmount = 1E10f;
m_fBodyParts = 30;
// setup attack distances
m_fAttackDistance = 200.0f;
m_fCloseDistance = 5.0f;
m_fStopDistance = 4.5f;
m_fAttackFireTime = 0.5f;
m_fCloseFireTime = 1.0f;
m_fIgnoreRange = 350.0f;
m_iScore = 1000;
break;
case SMT_GENERAL:
// set your texture
SetModelMainTexture(TEXTURE_GENERAL);
SetModelSpecularTexture(TEXTURE_SPECULAR);
SetHealth(600.0f);
m_fMaxHealth = 600.0f;
// damage/explode properties
m_fDamageWounded = 400.0f;
m_fBlowUpAmount = 1E10f;
m_fBodyParts = 30;
// setup attack distances
m_fAttackDistance = 200.0f;
m_fCloseDistance = 5.0f;
m_fStopDistance = 4.5f;
m_fAttackFireTime = 2.0f;
m_fCloseFireTime = 1.0f;
m_fIgnoreRange = 350.0f;
m_iScore = 5000;
break;
case SMT_MONSTER:
// set your texture
SetModelMainTexture(TEXTURE_GENERAL);
SetModelSpecularTexture(TEXTURE_SPECULAR);
SetHealth(1200.0f);
m_fMaxHealth = 1200.0f;
// damage/explode properties
m_fDamageWounded = 800.0f;
m_fBlowUpAmount = 1E10f;
m_fBodyParts = 60;
// setup attack distances
m_fAttackDistance = 250.0f;
m_fCloseDistance = 11.0f;
m_fStopDistance = 9.0f;
m_fAttackFireTime = 2.0f;
m_fCloseFireTime = 1.0f;
m_fIgnoreRange = 500.0f;
m_iScore = 10000;
break;
}
AddAttachment(SCORPMAN_ATTACHMENT_MINIGUN, MODEL_GUN, TEXTURE_GUN);
// set stretch factors for height and width - MUST BE DONE BEFORE SETTING MODEL!
switch (m_smtType) {
case SMT_SOLDIER: GetModelObject()->StretchModel(FLOAT3D(1.0f, 1.0f, 1.0f)*STRETCH_SOLDIER); break;
case SMT_GENERAL: GetModelObject()->StretchModel(FLOAT3D(1.0f, 1.0f, 1.0f)*STRETCH_GENERAL); break;
case SMT_MONSTER: GetModelObject()->StretchModel(FLOAT3D(1.0f, 1.0f, 1.0f)*STRETCH_MONSTER); break;
}
ModelChangeNotify();
// setup moving speed
m_fWalkSpeed = FRnd() + 1.5f;
m_aWalkRotateSpeed = AngleDeg(FRnd()*20.0f + 550.0f);
m_fAttackRunSpeed = FRnd()*1.5f + 4.5f;
m_aAttackRotateSpeed = AngleDeg(FRnd()*50.0f + 275.0f);
m_fCloseRunSpeed = FRnd()*1.5f + 4.5f;
m_aCloseRotateSpeed = AngleDeg(FRnd()*50.0f + 275.0f);
// set stretch factors for height and width
CEnemyBase::SizeModel();
// setup light source
SetupLightSource();
// set light animation if available
try {
m_aoLightAnimation.SetData_t(CTFILENAME("Animations\\BasicEffects.ani"));
} catch (char *strError) {
WarningMessage(TRANS("Cannot load Animations\\BasicEffects.ani: %s"), strError);
}
MinigunOff();
// continue behavior in base class
jump CEnemyBase::MainLoop();
};
};