Serious-Engine/Sources/EntitiesMP/Woman.es

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/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
320
%{
#include "StdH.h"
#include "ModelsMP/Enemies/Woman/Woman.h"
#include "Models/Enemies/Headman/headman.h"
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#include "EntitiesMP/Headman.h"
%}
uses "EntitiesMP/EnemyFly";
%{
// info structure
static EntityInfo eiWomanStand = {
EIBT_FLESH, 100.0f,
0.0f, 1.55f, 0.0f,
0.0f, 1.0f, 0.0f,
};
static EntityInfo eiWomanFly = {
EIBT_FLESH, 80.0f,
0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f,
};
#define FIRE_AIR FLOAT3D(0.0f, 0.25f, -0.65f)
#define FIRE_GROUND FLOAT3D(0.0f, 1.3f, -0.5f)
#define KAMIKAZE_ATTACH FLOAT3D(0.0f, -0.43f, -0.28f)
%}
class CWoman : CEnemyFly {
name "Woman";
thumbnail "Thumbnails\\Woman.tbn";
properties:
10 BOOL m_bKamikazeCarrier "Kamikaze Carrier" = FALSE,
11 RANGE m_rKamikazeDropDistance "Kamikaze Drop Range" = 40.0f,
20 BOOL m_bKamikazeAttached = FALSE,
components:
0 class CLASS_BASE "Classes\\EnemyFly.ecl",
1 model MODEL_WOMAN "ModelsMP\\Enemies\\Woman\\Woman.mdl",
2 texture TEXTURE_WOMAN "Models\\Enemies\\Woman\\Woman.tex",
3 class CLASS_PROJECTILE "Classes\\Projectile.ecl",
5 class CLASS_HEADMAN "Classes\\Headman.ecl",
7 model MODEL_HEADMAN "Models\\Enemies\\Headman\\Headman.mdl",
8 texture TEXTURE_HEADMAN "Models\\Enemies\\Headman\\Kamikaze.tex",
9 model MODEL_BOMB "Models\\Enemies\\Headman\\Projectile\\Bomb.mdl",
10 texture TEXTURE_BOMB "Models\\Enemies\\Headman\\Projectile\\Bomb.tex",
// ************** SOUNDS **************
50 sound SOUND_IDLE "Models\\Enemies\\Woman\\Sounds\\Idle.wav",
51 sound SOUND_SIGHT "Models\\Enemies\\Woman\\Sounds\\Sight.wav",
52 sound SOUND_WOUND "Models\\Enemies\\Woman\\Sounds\\Wound.wav",
53 sound SOUND_FIRE "Models\\Enemies\\Woman\\Sounds\\Fire.wav",
54 sound SOUND_KICK "Models\\Enemies\\Woman\\Sounds\\Kick.wav",
55 sound SOUND_DEATH "Models\\Enemies\\Woman\\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(TRANS("%s was beaten by a Scythian Harpy"), (const char *) strPlayerName);
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} else {
str.PrintF(TRANS("A Scythian Harpy got %s spellbound"), (const char *) strPlayerName);
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}
return str;
}
virtual const CTFileName &GetComputerMessageName(void) const {
static DECLARE_CTFILENAME(fnm, "Data\\Messages\\Enemies\\Woman.txt");
return fnm;
}
void Precache(void) {
CEnemyBase::Precache();
PrecacheSound(SOUND_IDLE );
PrecacheSound(SOUND_SIGHT);
PrecacheSound(SOUND_WOUND);
PrecacheSound(SOUND_FIRE );
PrecacheSound(SOUND_KICK );
PrecacheSound(SOUND_DEATH);
PrecacheClass(CLASS_PROJECTILE, PRT_WOMAN_FIRE);
};
/* Entity info */
void *GetEntityInfo(void) {
if (m_bInAir) {
return &eiWomanFly;
} else {
return &eiWomanStand;
}
};
/* Receive damage */
void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType,
FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection)
{
// woman can't harm woman
if (!IsOfClass(penInflictor, "Woman")) {
CEnemyFly::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection);
}
};
// damage anim
INDEX AnimForDamage(FLOAT fDamage) {
INDEX iAnim;
if (m_bInAir) {
iAnim = WOMAN_ANIM_AIRWOUND02;
} else {
iAnim = WOMAN_ANIM_GROUNDWOUND04;
}
StartModelAnim(iAnim, 0);
return iAnim;
};
// death
INDEX AnimForDeath(void) {
INDEX iAnim;
if (m_bInAir) {
iAnim = WOMAN_ANIM_AIRDEATH;
} else {
iAnim = WOMAN_ANIM_GROUNDDEATH01;
}
StartModelAnim(iAnim, 0);
return iAnim;
};
FLOAT WaitForDust(FLOAT3D &vStretch) {
if(GetModelObject()->GetAnim()==WOMAN_ANIM_AIRDEATH)
{
vStretch=FLOAT3D(1,1,2)*1.0f;
return 0.6f;
}
else if(GetModelObject()->GetAnim()==WOMAN_ANIM_GROUNDDEATH01)
{
vStretch=FLOAT3D(1,1,2)*0.75f;
return 0.525f;
}
return -1.0f;
};
void DeathNotify(void) {
ChangeCollisionBoxIndexWhenPossible(WOMAN_COLLISION_BOX_DEATH);
en_fDensity = 500.0f;
};
// virtual anim functions
void StandingAnim(void) {
if (m_bInAir) {
StartModelAnim(WOMAN_ANIM_AIRSTAND, AOF_LOOPING|AOF_NORESTART);
} else {
StartModelAnim(WOMAN_ANIM_GROUNDSTAND, AOF_LOOPING|AOF_NORESTART);
}
};
void WalkingAnim(void) {
if (m_bInAir) {
StartModelAnim(WOMAN_ANIM_AIRFLY, AOF_LOOPING|AOF_NORESTART);
} else {
StartModelAnim(WOMAN_ANIM_GROUNDWALK, AOF_LOOPING|AOF_NORESTART);
}
};
void RunningAnim(void) {
if (m_bInAir) {
StartModelAnim(WOMAN_ANIM_AIRFLY, AOF_LOOPING|AOF_NORESTART);
} else {
StartModelAnim(WOMAN_ANIM_GROUNDRUN, AOF_LOOPING|AOF_NORESTART);
}
};
void RotatingAnim(void) {
if (m_bInAir) {
StartModelAnim(WOMAN_ANIM_AIRFLY, AOF_LOOPING|AOF_NORESTART);
} else {
StartModelAnim(WOMAN_ANIM_GROUNDWALK, AOF_LOOPING|AOF_NORESTART);
}
};
FLOAT AirToGroundAnim(void) {
StartModelAnim(WOMAN_ANIM_AIRTOGROUND, 0);
return(GetModelObject()->GetAnimLength(WOMAN_ANIM_AIRTOGROUND));
};
FLOAT GroundToAirAnim(void) {
StartModelAnim(WOMAN_ANIM_GROUNDTOAIR, 0);
return(GetModelObject()->GetAnimLength(WOMAN_ANIM_GROUNDTOAIR));
};
void ChangeCollisionToAir() {
ChangeCollisionBoxIndexWhenPossible(WOMAN_COLLISION_BOX_AIR);
};
void ChangeCollisionToGround() {
ChangeCollisionBoxIndexWhenPossible(WOMAN_COLLISION_BOX_GROUND);
};
// 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);
};
void AttachKamikaze()
{
AddAttachmentToModel(this, *GetModelObject(), WOMAN_ATTACHMENT_KAMIKAZE, MODEL_HEADMAN, TEXTURE_HEADMAN, 0, 0, 0);
CModelObject &amo = GetModelObject()->GetAttachmentModel(WOMAN_ATTACHMENT_KAMIKAZE)->amo_moModelObject;
AddAttachmentToModel(this, amo, HEADMAN_ATTACHMENT_BOMB_RIGHT_HAND, MODEL_BOMB, TEXTURE_BOMB, 0, 0, 0);
AddAttachmentToModel(this, amo, HEADMAN_ATTACHMENT_BOMB_LEFT_HAND, MODEL_BOMB, TEXTURE_BOMB, 0, 0, 0);
amo.PlayAnim(HEADMAN_ANIM_KAMIKAZE_ATTACK, AOF_LOOPING);
m_bKamikazeAttached = TRUE;
}
void RemoveKamikaze()
{
RemoveAttachmentFromModel(*GetModelObject(), WOMAN_ATTACHMENT_KAMIKAZE);
}
void DropKamikaze()
{
if (!m_bKamikazeAttached) { return; }
CEntity *pen = NULL;
CPlacement3D pl;
pl = GetPlacement();
pl.pl_PositionVector += KAMIKAZE_ATTACH*GetRotationMatrix();
pen = CreateEntity(pl, CLASS_HEADMAN);
((CHeadman *)&*pen)->m_hdtType = HDT_KAMIKAZE;
// change needed properties
pen->End();
CEnemyBase *peb = ((CEnemyBase*)pen);
peb->m_bTemplate = FALSE;
pen->Initialize();
// mark that we don't have the kamikaze any more
m_bKamikazeAttached = FALSE;
// deattach the kamikaze model
RemoveKamikaze();
}
void PreMoving() {
if (m_bKamikazeAttached && m_bKamikazeCarrier) {
// see if any of players are close enough to drop the kamikaze
INDEX ctMaxPlayers = GetMaxPlayers();
CEntity *penPlayer;
for(INDEX i=0; i<ctMaxPlayers; i++) {
penPlayer=GetPlayerEntity(i);
if (penPlayer!=NULL) {
if (DistanceTo(this, penPlayer)<m_rKamikazeDropDistance && IsVisible(penPlayer)) {
DropKamikaze();
}
}
} // end for
}
CEnemyFly::PreMoving();
}
void BlowUp(void)
{
DropKamikaze();
CEnemyFly::BlowUp();
}
procedures:
/************************************************************
* A T T A C K E N E M Y *
************************************************************/
FlyFire(EVoid) : CEnemyFly::FlyFire {
if (m_bKamikazeAttached) { return EReturn(); }
// fire projectile
StartModelAnim(WOMAN_ANIM_AIRATTACK02, 0);
autowait(0.6f);
ShootProjectile(PRT_WOMAN_FIRE, FIRE_AIR, ANGLE3D(0, 0, 0));
PlaySound(m_soSound, SOUND_FIRE, SOF_3D);
autowait(0.6f);
StandingAnim();
autowait(FRnd()/2 + _pTimer->TickQuantum);
return EReturn();
};
FlyHit(EVoid) : CEnemyFly::FlyHit {
if (m_bKamikazeAttached) { return EReturn(); }
// if enemy near
if (CalcDist(m_penEnemy) <= 5.0f) {
// if enemy is not in water
CMovableEntity *pen = (CMovableEntity *)&*m_penEnemy;
CContentType &ctDn = pen->en_pwoWorld->wo_actContentTypes[pen->en_iDnContent];
BOOL bEnemySwimming = !(ctDn.ct_ulFlags&CTF_BREATHABLE_LUNGS);
if (bEnemySwimming) {
jump FlyFire();
} else {
jump FlyOnEnemy();
}
}
// run to enemy
m_fShootTime = _pTimer->CurrentTick() + 0.25f;
return EReturn();
};
/************************************************************
* D E A T H *
************************************************************/
Death(EVoid) : CEnemyFly::Death {
DropKamikaze();
jump CEnemyFly::Death();
};
AirToGround(EVoid) : CEnemyFly::AirToGround {
DropKamikaze();
jump CEnemyFly::AirToGround(EVoid());
};
FlyOnEnemy(EVoid) {
StartModelAnim(WOMAN_ANIM_AIRATTACK01, 0);
// jump
FLOAT3D vDir = PlayerDestinationPos();
vDir = (vDir - GetPlacement().pl_PositionVector).Normalize();
vDir *= !GetRotationMatrix();
vDir *= m_fFlyCloseRunSpeed*1.9f;
SetDesiredTranslation(vDir);
PlaySound(m_soSound, SOUND_KICK, SOF_3D);
// animation - IGNORE DAMAGE WOUND -
SpawnReminder(this, 0.9f, 0);
m_iChargeHitAnimation = WOMAN_ANIM_AIRATTACK01;
m_fChargeHitDamage = 20.0f;
m_fChargeHitAngle = 0.0f;
m_fChargeHitSpeed = 10.0f;
autocall CEnemyBase::ChargeHitEnemy() EReturn;
StandingAnim();
autowait(0.3f);
return EReturn();
}
GroundFire(EVoid) : CEnemyFly::GroundFire {
// fire projectile
StartModelAnim(WOMAN_ANIM_GROUNDATTACK02, 0);
autowait(0.3f);
ShootProjectile(PRT_WOMAN_FIRE, FIRE_GROUND, ANGLE3D(0, 0, 0));
PlaySound(m_soSound, SOUND_FIRE, SOF_3D);
autowait(0.3f);
StandingAnim();
autowait(FRnd()/2 + _pTimer->TickQuantum);
return EReturn();
};
GroundHit(EVoid) : CEnemyFly::GroundHit {
StartModelAnim(WOMAN_ANIM_GROUNDATTACK01, 0);
// jump
FLOAT3D vDir = (m_penEnemy->GetPlacement().pl_PositionVector -
GetPlacement().pl_PositionVector).Normalize();
vDir *= !GetRotationMatrix();
vDir *= m_fCloseRunSpeed*1.75f;
vDir(2) = 2.5f;
SetDesiredTranslation(vDir);
PlaySound(m_soSound, SOUND_KICK, SOF_3D);
// animation - IGNORE DAMAGE WOUND -
SpawnReminder(this, 0.9f, 0);
m_iChargeHitAnimation = WOMAN_ANIM_GROUNDATTACK01;
m_fChargeHitDamage = 20.0f;
m_fChargeHitAngle = 0.0f;
m_fChargeHitSpeed = 10.0f;
autocall CEnemyBase::ChargeHitEnemy() EReturn;
StandingAnim();
autowait(0.3f);
return EReturn();
};
/************************************************************
* M A I N *
************************************************************/
Main(EVoid) {
// declare yourself as a model
InitAsModel();
SetPhysicsFlags(EPF_MODEL_WALKING|EPF_HASLUNGS);
SetCollisionFlags(ECF_MODEL);
SetFlags(GetFlags()|ENF_ALIVE);
SetHealth(100.0f);
m_fMaxHealth = 100.0f;
en_tmMaxHoldBreath = 5.0f;
en_fDensity = 2000.0f;
m_sptType = SPT_FEATHER;
// set your appearance
SetModel(MODEL_WOMAN);
SetModelMainTexture(TEXTURE_WOMAN);
// setup moving speed
m_fWalkSpeed = FRnd() + 1.5f;
m_aWalkRotateSpeed = FRnd()*10.0f + 25.0f;
m_fAttackRunSpeed = FRnd()*2.0f + 9.0f;
m_aAttackRotateSpeed = FRnd()*50 + 245.0f;
m_fCloseRunSpeed = FRnd()*2.0f + 4.0f;
m_aCloseRotateSpeed = FRnd()*50 + 245.0f;
// setup attack distances
m_fAttackDistance = 50.0f;
m_fCloseDistance = 5.0f;
m_fStopDistance = 0.0f;
m_fAttackFireTime = 3.0f;
m_fCloseFireTime = 2.0f;
m_fIgnoreRange = 200.0f;
// fly moving properties
m_fFlyWalkSpeed = FRnd()/2 + 1.0f;
m_aFlyWalkRotateSpeed = FRnd()*10.0f + 25.0f;
m_fFlyAttackRunSpeed = FRnd()*2.0f + 10.0f;
m_aFlyAttackRotateSpeed = FRnd()*25 + 150.0f;
m_fFlyCloseRunSpeed = FRnd()*2.0f + 10.0f;
m_aFlyCloseRotateSpeed = FRnd()*50 + 500.0f;
m_fGroundToAirSpeed = m_fFlyCloseRunSpeed;
m_fAirToGroundSpeed = m_fFlyCloseRunSpeed;
m_fAirToGroundMin = 0.1f;
m_fAirToGroundMax = 0.1f;
// attack properties - CAN BE SET
m_fFlyAttackDistance = 50.0f;
m_fFlyCloseDistance = 12.5f;
m_fFlyStopDistance = 0.0f;
m_fFlyAttackFireTime = 3.0f;
m_fFlyCloseFireTime = 2.0f;
m_fFlyIgnoreRange = 200.0f;
// damage/explode properties
m_fBlowUpAmount = 100.0f;
m_fBodyParts = 4;
m_fDamageWounded = 20.0f;
m_iScore = 1000;
if (m_bKamikazeCarrier) {
AttachKamikaze();
}
autowait(0.05f);
// continue behavior in base class
jump CEnemyFly::MainLoop();
};
};