/* 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. */ 347 %{ #include "EntitiesMP/StdH/StdH.h" #include "EntitiesMP/BackgroundViewer.h" #include "EntitiesMP/WorldSettingsController.h" #include "ModelsMP/Enemies/Summoner/Summoner.h" #include "ModelsMP/Enemies/Summoner/Staff.h" #include "EntitiesMP/Effector.h" %} uses "EntitiesMP/EnemyBase"; uses "EntitiesMP/SpawnerProjectile"; uses "EntitiesMP/AreaMarker"; uses "EntitiesMP/SummonerMarker"; uses "EntitiesMP/Player"; event ESummonerTeleport { FLOAT fWait, }; %{ #define RAND_05 (FLOAT(rand())/RAND_MAX-0.5f) #define SUMMONER_SIZE 7.0f #define TM_WAIT_BEFORE_FIRE 1.9f #define SUMMONER_HEALTH 15000.0f // info structure static EntityInfo eiSummoner = { EIBT_FLESH, 1500.0f, 0.0f, 1.7f*SUMMONER_SIZE, 0.0f, 0.0f, 1.0f*SUMMONER_SIZE, 0.0f, }; //#define FIREPOS_ARMS FLOAT3D(-0.22f, 1.63f, 0.96f) #define FIREPOS_ARMS FLOAT3D(0.131292f, 1.61069f, -0.314068f) #define SUMMONER_MAX_SS 6 // hlth grp1 grp2 grp3 INDEX aiSpawnScheme[SUMMONER_MAX_SS][7] = {100, 4,7, 0,0, 0,0, 90, 3,5, 2,4, 0,0, 70, 3,4, 3,4, 0,0, 50, 1,3, 3,5, 1,1, 30, 1,2, 2,3, 2,2, 15, 1,1, 2,4, 2,3 }; #define SUMMONER_TEMP_PER_GROUP 6 %} class CSummoner : CEnemyBase { name "Summoner"; thumbnail "Thumbnails\\Summoner.tbn"; properties: 1 BOOL m_bInvulnerable = FALSE, // can we be hurt? 2 CEntityPointer m_penBeginDeathTarget "Sum. Begin Death Target", 3 CEntityPointer m_penEndDeathTarget "Sum. End Death Target", 4 CEntityPointer m_penExplodeDeathTarget "Sum. Explode Target", 5 BOOL m_bShouldTeleport = FALSE, // are we allowed to teleport? 6 FLOAT m_fFirePeriod = 3.0f, 7 FLOAT m_fImmaterialDuration "Sum. Immaterial Duration" = 5.0f, // how long to stay immaterial 8 FLOAT m_fCorporealDuration "Sum. Corporeal Duration" = 5.0f, // how long to stay material 9 FLOAT m_tmMaterializationTime = 0.0f, // when we materialized 10 FLOAT m_fStretch "Sum. Stretch" = SUMMONER_SIZE, 11 INDEX m_iSize = 1, // how big it is (gets bigger when harmed) 12 CEntityPointer m_penControlArea "Sum. Control Area", // NOTE: if number of templates per group changes, you MUST change the // SUMMONER_TEMP_PER_GROUP #definition at the beginning of the file 20 INDEX m_iGroup01Count = 0, 21 CEntityPointer m_penGroup01Template01 "Sum. Group01 Template01", 22 CEntityPointer m_penGroup01Template02 "Sum. Group01 Template02", 23 CEntityPointer m_penGroup01Template03 "Sum. Group01 Template03", 24 CEntityPointer m_penGroup01Template04 "Sum. Group01 Template04", 25 CEntityPointer m_penGroup01Template05 "Sum. Group01 Template05", 26 CEntityPointer m_penGroup01Template06 "Sum. Group01 Template06", 30 INDEX m_iGroup02Count = 0, 31 CEntityPointer m_penGroup02Template01 "Sum. Group02 Template01", 32 CEntityPointer m_penGroup02Template02 "Sum. Group02 Template02", 33 CEntityPointer m_penGroup02Template03 "Sum. Group02 Template03", 34 CEntityPointer m_penGroup02Template04 "Sum. Group02 Template04", 35 CEntityPointer m_penGroup02Template05 "Sum. Group02 Template05", 36 CEntityPointer m_penGroup02Template06 "Sum. Group02 Template06", 40 INDEX m_iGroup03Count = 0, 41 CEntityPointer m_penGroup03Template01 "Sum. Group03 Template01", 42 CEntityPointer m_penGroup03Template02 "Sum. Group03 Template02", 43 CEntityPointer m_penGroup03Template03 "Sum. Group03 Template03", 44 CEntityPointer m_penGroup03Template04 "Sum. Group03 Template04", 45 CEntityPointer m_penGroup03Template05 "Sum. Group03 Template05", 46 CEntityPointer m_penGroup03Template06 "Sum. Group03 Template06", 60 CEntityPointer m_penTeleportMarker "Sum. Teleport marker", 61 INDEX m_iTeleportMarkers = 0, // number of teleport markers 65 CEntityPointer m_penSpawnMarker "Sum. Enemy spawn marker", 66 INDEX m_iSpawnMarkers = 0, // number of spawn markers 67 FLOAT m_fTeleportWaitTime = 0.0f, // internal 70 FLOAT m_fFuss = 0.0f, // value of all enemies scores summed up 78 INDEX m_iEnemyCount = 0, // how many enemies in the area 71 FLOAT m_fMaxCurrentFuss = 0.0f, 72 FLOAT m_fMaxBeginFuss "Sum. Max Begin Fuss" = 10000.0f, 73 FLOAT m_fMaxEndFuss "Sum. Max End Fuss" = 60000.0f, 75 INDEX m_iSpawnScheme = 0, 76 BOOL m_bFireOK = TRUE, 79 BOOL m_bFiredThisTurn = FALSE, 77 FLOAT m_fDamageSinceLastSpawn = 0.0f, 88 BOOL m_bExploded = FALSE, // still alive and embodied 90 BOOL m_bDying = FALSE, // set when dying 92 FLOAT m_tmDeathBegin = 0.0f, 93 FLOAT m_fDeathDuration = 0.0f, 94 CEntityPointer m_penDeathInflictor, 111 CEntityPointer m_penKiller, // internal variables 95 FLOAT3D m_vDeathPosition = FLOAT3D(0.0f, 0.0f, 0.0f), 96 CEntityPointer m_penDeathMarker "Sum. Death marker", 100 INDEX m_iIndex = 0, // temp. index 102 INDEX m_iTaunt = 0, // index of currently active taunt 110 FLOAT m_tmParticlesDisappearStart=-1e6, 120 FLOAT m_tmLastAnimation=0.0f, 150 CSoundObject m_soExplosion, 151 CSoundObject m_soSound, 152 CSoundObject m_soChant, 153 CSoundObject m_soTeleport, { CEmiter m_emEmiter; } components: 0 class CLASS_BASE "Classes\\EnemyBase.ecl", 1 class CLASS_BLOOD_SPRAY "Classes\\BloodSpray.ecl", 2 class CLASS_SPAWNER_PROJECTILE "Classes\\SpawnerProjectile.ecl", 3 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl", 4 class CLASS_EFFECTOR "Classes\\Effector.ecl", // ************** MAIN MODEL ************** 10 model MODEL_SUMMONER "ModelsMP\\Enemies\\Summoner\\Summoner.mdl", 11 texture TEXTURE_SUMMONER "ModelsMP\\Enemies\\Summoner\\Summoner.tex", 12 model MODEL_STAFF "ModelsMP\\Enemies\\Summoner\\Staff.mdl", 13 texture TEXTURE_STAFF "ModelsMP\\Enemies\\Summoner\\Staff.tex", 16 model MODEL_DEBRIS01 "ModelsMP\\Enemies\\Summoner\\Debris\\Cloth01.mdl", 17 model MODEL_DEBRIS02 "ModelsMP\\Enemies\\Summoner\\Debris\\Cloth02.mdl", 18 model MODEL_DEBRIS03 "ModelsMP\\Enemies\\Summoner\\Debris\\Cloth03.mdl", 19 model MODEL_DEBRIS_FLESH "Models\\Effects\\Debris\\Flesh\\Flesh.mdl", 20 texture TEXTURE_DEBRIS_FLESH "Models\\Effects\\Debris\\Flesh\\FleshRed.tex", // ************** SOUNDS ************** //200 sound SOUND_IDLE "ModelsMP\\Enemies\\Summoner\\Sounds\\Idle.wav", 101 sound SOUND_LAUGH "ModelsMP\\Enemies\\Summoner\\Sounds\\Laugh.wav", 102 sound SOUND_EXPLODE "ModelsMP\\Enemies\\Summoner\\Sounds\\Explode.wav", 103 sound SOUND_TREMORS "ModelsMP\\Enemies\\Summoner\\Sounds\\Tremors.wav", 104 sound SOUND_DEATH "ModelsMP\\Enemies\\Summoner\\Sounds\\Death.wav", 105 sound SOUND_LASTWORDS "ModelsMP\\Enemies\\Summoner\\Sounds\\LastWords.wav", 106 sound SOUND_FIRE "ModelsMP\\Enemies\\Summoner\\Sounds\\Fire.wav", 108 sound SOUND_CHIMES "ModelsMP\\Enemies\\Summoner\\Sounds\\Chimes.wav", 107 sound SOUND_MATERIALIZE "ModelsMP\\Enemies\\Summoner\\Sounds\\Materialize.wav", 109 sound SOUND_TELEPORT "ModelsMP\\Enemies\\Summoner\\Sounds\\Teleport.wav", // ***** TAUNTS ****** 150 sound SOUND_TAUNT01 "ModelsMP\\Enemies\\Summoner\\Sounds\\Quote03.wav", 151 sound SOUND_TAUNT02 "ModelsMP\\Enemies\\Summoner\\Sounds\\Quote05.wav", 152 sound SOUND_TAUNT03 "ModelsMP\\Enemies\\Summoner\\Sounds\\Quote07.wav", 153 sound SOUND_TAUNT04 "ModelsMP\\Enemies\\Summoner\\Sounds\\Quote08.wav", 154 sound SOUND_TAUNT05 "ModelsMP\\Enemies\\Summoner\\Sounds\\Quote10.wav", 155 sound SOUND_TAUNT06 "ModelsMP\\Enemies\\Summoner\\Sounds\\Quote11.wav", 156 sound SOUND_TAUNT07 "ModelsMP\\Enemies\\Summoner\\Sounds\\Quote14.wav", 157 sound SOUND_TAUNT08 "ModelsMP\\Enemies\\Summoner\\Sounds\\Quote15.wav", 158 sound SOUND_TAUNTLAST "ModelsMP\\Enemies\\Summoner\\Sounds\\Quote16.wav", functions: void Read_t( CTStream *istr) // throw char * { CEnemyBase::Read_t(istr); m_emEmiter.Read_t(*istr); } void Write_t( CTStream *istr) // throw char * { CEnemyBase::Write_t(istr); m_emEmiter.Write_t(*istr); } BOOL IsTargetValid(SLONG slPropertyOffset, CEntity *penTarget) { if ( slPropertyOffset >= _offsetof(CSummoner, m_penGroup01Template01) && slPropertyOffset <= _offsetof(CSummoner, m_penGroup03Template06)) { if (IsDerivedFromClass(penTarget, "Enemy Base")) { if (((CEnemyBase &)*penTarget).m_bTemplate) { return TRUE; } else { return FALSE; } } else { return FALSE; } } if( slPropertyOffset == _offsetof(CSummoner, m_penControlArea)) { if (IsDerivedFromClass(penTarget, "AreaMarker")) { return TRUE; } else { return FALSE; } } if( slPropertyOffset == _offsetof(CSummoner, m_penSpawnMarker)) { if (IsDerivedFromClass(penTarget, "Enemy Marker")) { return TRUE; } else { return FALSE; } } if( slPropertyOffset == _offsetof(CSummoner, m_penTeleportMarker) || slPropertyOffset == _offsetof(CSummoner, m_penDeathMarker)) { if (IsDerivedFromClass(penTarget, "SummonerMarker")) { return TRUE; } else { return FALSE; } } return CEntity::IsTargetValid(slPropertyOffset, penTarget); } BOOL DoSafetyChecks(void) { if (m_penSpawnMarker==NULL) { WarningMessage( "No valid Spawn Marker for Summoner boss! Destroying boss..."); return FALSE; } if (m_penTeleportMarker==NULL) { WarningMessage( "No valid Teleport Marker for Summoner boss! Destroying boss..."); return FALSE; } if (m_penDeathMarker==NULL) { WarningMessage( "No valid Death Marker for Summoner boss! Destroying boss..."); return FALSE; } if (m_penControlArea==NULL) { WarningMessage( "No valid Area Marker for Summoner boss! Destroying boss..."); return FALSE; } if (m_iGroup01Count<1 || m_iGroup02Count<1 || m_iGroup03Count<1) { WarningMessage( "At least one template in each group required! Destroying boss..."); return FALSE; } return TRUE; } // describe how this enemy killed player virtual CTString GetPlayerKillDescription(const CTString &strPlayerName, const EDeath &eDeath) { CTString str; str.PrintF(TRANSV("The Summoner unsummoned %s"), (const char *) strPlayerName); return str; } virtual const CTFileName &GetComputerMessageName(void) const { static DECLARE_CTFILENAME(fnm, "DataMP\\Messages\\Enemies\\Summoner.txt"); return fnm; }; void Precache(void) { CEnemyBase::Precache(); PrecacheClass(CLASS_BLOOD_SPRAY ); PrecacheClass(CLASS_SPAWNER_PROJECTILE ); PrecacheClass(CLASS_BASIC_EFFECT, BET_CANNON ); PrecacheModel(MODEL_SUMMONER ); PrecacheModel(MODEL_STAFF ); PrecacheTexture(TEXTURE_SUMMONER ); PrecacheTexture(TEXTURE_STAFF ); PrecacheModel(MODEL_DEBRIS01 ); PrecacheModel(MODEL_DEBRIS02 ); PrecacheModel(MODEL_DEBRIS03 ); PrecacheModel(MODEL_DEBRIS_FLESH ); PrecacheTexture(TEXTURE_DEBRIS_FLESH ); PrecacheSound(SOUND_LAUGH ); PrecacheSound(SOUND_EXPLODE ); PrecacheSound(SOUND_TREMORS ); PrecacheSound(SOUND_DEATH ); PrecacheSound(SOUND_LASTWORDS ); PrecacheSound(SOUND_FIRE ); PrecacheSound(SOUND_CHIMES ); PrecacheSound(SOUND_MATERIALIZE ); PrecacheSound(SOUND_TELEPORT ); for (INDEX i=SOUND_TAUNT01; i<=SOUND_TAUNTLAST; i++) { PrecacheSound(i); } }; // Entity info void *GetEntityInfo(void) { return &eiSummoner; }; CMusicHolder *GetMusicHolder() { CEntity *penMusicHolder; penMusicHolder = _pNetwork->GetEntityWithName("MusicHolder", 0); return (CMusicHolder *)&*penMusicHolder; } BOOL DistanceToAllPlayersGreaterThen(FLOAT fDistance) { // find actual number of players INDEX ctMaxPlayers = GetMaxPlayers(); CEntity *penPlayer; for(INDEX i=0; im_tmShakeStarted = tmShaketime; pwsc->m_vShakePos = GetPlacement().pl_PositionVector; pwsc->m_fShakeFalloff = 450.0f; pwsc->m_fShakeFade = 3.0f; pwsc->m_fShakeIntensityZ = 0; pwsc->m_tmShakeFrequencyZ = 5.0f; pwsc->m_fShakeIntensityY = 0.1f*fPower; pwsc->m_tmShakeFrequencyY = 5.0f; pwsc->m_fShakeIntensityB = 2.5f*fPower; pwsc->m_tmShakeFrequencyB = 7.2f; pwsc->m_bShakeFadeIn = bFadeIn; } } void ChangeEnemyNumberForAllPlayers(INDEX iDelta) { // find actual number of players INDEX ctMaxPlayers = GetMaxPlayers(); CEntity *penPlayer; for(INDEX i=0; ifNewHealth) { m_iSpawnScheme = i; } } // adjust fuss m_fMaxCurrentFuss = (1.0f-(GetHealth()/m_fMaxHealth))*(m_fMaxEndFuss-m_fMaxBeginFuss)+m_fMaxBeginFuss; // bosses don't darken when burning m_colBurning=COLOR(C_WHITE|CT_OPAQUE); }; // damage anim /*INDEX AnimForDamage(FLOAT fDamage) { INDEX iAnim; iAnim = SUMMONER_ANIM_WOUND; StartModelAnim(iAnim, 0); return iAnim; };*/ void StandingAnimFight(void) { StartModelAnim(SUMMONER_ANIM_IDLE, AOF_LOOPING|AOF_NORESTART); }; // virtual anim functions void StandingAnim(void) { StartModelAnim(SUMMONER_ANIM_IDLE, AOF_LOOPING|AOF_NORESTART); }; void WalkingAnim(void) { StartModelAnim(SUMMONER_ANIM_IDLE, AOF_LOOPING|AOF_NORESTART); }; void RunningAnim(void) { WalkingAnim(); }; void RotatingAnim(void) { WalkingAnim(); }; /*INDEX AnimForDeath(void) { INDEX iAnim; iAnim = SUMMONER_ANIM_DEATH; StartModelAnim(iAnim, 0); return iAnim; };*/ // virtual sound functions void IdleSound(void) { //PlaySound(m_soSound, SOUND_IDLE, SOF_3D); }; FLOAT3D AcquireTarget() { CEnemyMarker *marker; marker = &((CEnemyMarker &)*m_penSpawnMarker); INDEX iMarker = IRnd()%m_iSpawnMarkers; while (iMarker>0) { marker = &((CEnemyMarker &)*marker->m_penTarget); iMarker--; } FLOAT3D vTarget = marker->GetPlacement().pl_PositionVector; FLOAT fR = FRnd()*marker->m_fMarkerRange; FLOAT fA = FRnd()*360.0f; vTarget += FLOAT3D(CosFast(fA)*fR, 0.05f, SinFast(fA)*fR); return vTarget; }; void LaunchMonster(FLOAT3D vTarget, CEntity *penTemplate) { ASSERT(penTemplate!=NULL); // calculate parameters for predicted angular launch curve FLOAT3D vFirePos = FIREPOS_ARMS*m_fStretch; FLOAT3D vShooting = GetPlacement().pl_PositionVector + vFirePos*GetRotationMatrix(); FLOAT fLaunchSpeed; FLOAT fRelativeHdg; //FLOAT fPitch = FRnd()*30.0f - 5.0f; FLOAT fPitch = FRnd()*10.0f + 25.0f; CPlacement3D pl; CalculateAngularLaunchParams( vShooting, 0.0f, vTarget, FLOAT3D(0.0f, 0.0f, 0.0f), fPitch, fLaunchSpeed, fRelativeHdg); PrepareFreeFlyingProjectile(pl, vTarget, vFirePos, ANGLE3D( fRelativeHdg, fPitch, 0.0f)); ESpawnerProjectile esp; CEntityPointer penSProjectile = CreateEntity(pl, CLASS_SPAWNER_PROJECTILE); esp.penOwner = this; esp.penTemplate = penTemplate; penSProjectile->Initialize(esp); ((CMovableEntity &)*penSProjectile).LaunchAsFreeProjectile(FLOAT3D(0.0f, 0.0f, -fLaunchSpeed), (CMovableEntity*)(CEntity*)this); } FLOAT FussModifier(INDEX iEnemyCount) { return (0.995 + 0.005 * pow(m_iEnemyCount , 2.8)); } void RecalculateFuss(void) { // get area box FLOATaabbox3D box; ((CAreaMarker &)*m_penControlArea).GetAreaBox(box); static CStaticStackArray apenNearEntities; GetWorld()->FindEntitiesNearBox(box, apenNearEntities); INDEX m_iEnemyCount = 0; m_fFuss = 0.0f; for (INDEX i=0; iGetFlags()&ENF_ALIVE) { m_fFuss += ((CEnemyBase &)*apenNearEntities[i]).m_iScore; m_iEnemyCount ++; } } } m_fFuss *= FussModifier(m_iEnemyCount); // if too much fuss, make disable firing if (m_fFuss>m_fMaxCurrentFuss) { //CPrintF("FIRE DISABLED -> too much fuss\n"); m_bFireOK = FALSE; // enable firing only when very little fuss } else if (m_fFuss<0.4f*m_fMaxCurrentFuss) { //CPrintF("FIRE ENABLE -> fuss more then %f\n", 0.4*m_fMaxCurrentFuss); m_bFireOK = TRUE; // but if significant damage since last spawn, enable firing anyway } else if (m_fDamageSinceLastSpawn>0.07f*m_fMaxHealth) { //CPrintF("FIRE ENABLED -> much damagesincelastspawn - %f\n", m_fDamageSinceLastSpawn); m_bFireOK = TRUE; } //CPrintF("Fuss = %f/%f (%d enemies) at %f\n", m_fFuss, m_fMaxCurrentFuss, m_iEnemyCount, _pTimer->CurrentTick()); //CPrintF("health: %f, scheme: %i\n", GetHealth(), m_iSpawnScheme); return; } void CountEnemiesAndScoreValue(INDEX& iEnemies, FLOAT& fScore) { // get area box FLOATaabbox3D box; ((CAreaMarker &)*m_penControlArea).GetAreaBox(box); static CStaticStackArray apenNearEntities; GetWorld()->FindEntitiesNearBox(box, apenNearEntities); iEnemies = 0; fScore = 0.0f; for (INDEX i=0; iGetFlags()&ENF_ALIVE) { fScore += ((CEnemyBase &)*apenNearEntities[i]).m_iScore; iEnemies ++; } } } return; } CEnemyBase *GetRandomTemplate (INDEX iGroup) { CEntityPointer *pen; INDEX iCount; if (iGroup == 0) { pen = &m_penGroup01Template01; iCount = IRnd()%m_iGroup01Count+1; } else if (iGroup == 1) { pen = &m_penGroup02Template01; iCount = IRnd()%m_iGroup02Count+1; } else if (iGroup == 2) { pen = &m_penGroup03Template01; iCount = IRnd()%m_iGroup03Count+1; } else { ASSERTALWAYS("Invalid group!"); iCount = 0; // DG: this should have a deterministic value in case this happens after all! } ASSERT(iCount>0); INDEX i=-1; while (iCount>0) { i++; while (&*pen[i]==NULL) { i++; } iCount--; } ASSERT (&(CEnemyBase &)*pen[i]!=NULL); return &(CEnemyBase &)*pen[i]; } void DisappearEffect(void) { CPlacement3D plFX=GetPlacement(); ESpawnEffect ese; ese.colMuliplier = C_WHITE|CT_OPAQUE; ese.vStretch = FLOAT3D(3,3,3); ese.vNormal = FLOAT3D(0,1,0); ese.betType = BET_DUST_FALL; for( INDEX iSmoke=0; iSmoke<3; iSmoke++) { CPlacement3D plSmoke=plFX; plSmoke.pl_PositionVector+=FLOAT3D(0,iSmoke*4+4.0f,0); CEntityPointer penFX = CreateEntity(plSmoke, CLASS_BASIC_EFFECT); penFX->Initialize(ese); } /* // growing swirl ese.betType = BET_DISAPPEAR_DUST; penFX = CreateEntity(plFX, CLASS_BASIC_EFFECT); penFX->Initialize(ese); */ } void SpawnTeleportEffect(void) { ESpawnEffect ese; ese.colMuliplier = C_lMAGENTA|CT_OPAQUE; ese.vStretch = FLOAT3D(5,5,5); ese.vNormal = FLOAT3D(0,1,0); // explosion debris ese.betType = BET_EXPLOSION_DEBRIS; CPlacement3D plFX=GetPlacement(); CEntityPointer penFX = CreateEntity(plFX, CLASS_BASIC_EFFECT); penFX->Initialize(ese); ese.colMuliplier = C_MAGENTA|CT_OPAQUE; CEntityPointer penFX2 = CreateEntity(plFX, CLASS_BASIC_EFFECT); penFX2->Initialize(ese); ese.colMuliplier = C_lCYAN|CT_OPAQUE; CEntityPointer penFX3 = CreateEntity(plFX, CLASS_BASIC_EFFECT); penFX3->Initialize(ese); ese.betType = BET_CANNON; ese.colMuliplier = C_CYAN|CT_OPAQUE; CEntityPointer penFX4 = CreateEntity(plFX, CLASS_BASIC_EFFECT); penFX4->Initialize(ese); // explosion smoke /* ese.betType = BET_EXPLOSION_SMOKE; penFX = CreateEntity(plFX, CLASS_BASIC_EFFECT); penFX->Initialize(ese); */ ESpawnEffector eLightning; eLightning.eetType = ET_LIGHTNING; eLightning.tmLifeTime = 0.5f; eLightning.fSize = 24; eLightning.ctCount = 32; CEntity *penLightning = CreateEntity( plFX, CLASS_EFFECTOR); ANGLE3D angRnd=ANGLE3D( 0.0f, 90.0f+(FRnd()-0.5f)*30.0f, (FRnd()-0.5f)*30.0f); FLOAT3D vRndDir; AnglesToDirectionVector(angRnd, vRndDir); FLOAT3D vDest=plFX.pl_PositionVector; vDest+=vRndDir*512.0f; eLightning.vDestination = vDest; penLightning->Initialize( eLightning); } void KillAllEnemiesInArea(EDeath eDeath) { EDeath eDeath2; FLOATaabbox3D box; ((CAreaMarker &)*m_penControlArea).GetAreaBox(box); static CStaticStackArray apenNearEntities; GetWorld()->FindEntitiesNearBox(box, apenNearEntities); for (INDEX i=0; iGetFlags()&ENF_ALIVE) { eDeath2.eLastDamage.penInflictor = eDeath.eLastDamage.penInflictor; eDeath2.eLastDamage.vDirection = apenNearEntities[i]->GetPlacement().pl_PositionVector; eDeath2.eLastDamage.vHitPoint = eDeath2.eLastDamage.vDirection; eDeath2.eLastDamage.fAmount = 10000.0f; eDeath2.eLastDamage.dmtType = DMT_CLOSERANGE; apenNearEntities[i]->SendEvent(eDeath); } } CMusicHolder *penMusicHolder = GetMusicHolder(); if (IsOfClass(apenNearEntities[i],"SpawnerProjectile")) { CPlacement3D pl; pl.pl_OrientationAngle = ANGLE3D(0.0f, 0.0f, 0.0f); pl.pl_PositionVector = apenNearEntities[i]->GetPlacement().pl_PositionVector; CEntityPointer penExplosion = CreateEntity(pl, CLASS_BASIC_EFFECT); ESpawnEffect eSpawnEffect; eSpawnEffect.colMuliplier = C_WHITE|CT_OPAQUE; eSpawnEffect.betType = BET_CANNON; eSpawnEffect.vStretch = FLOAT3D(2.0f, 2.0f, 2.0f); penExplosion->Initialize(eSpawnEffect); apenNearEntities[i]->Destroy(); // decrease the number of spawned enemies for those that haven't been born if (penMusicHolder!=NULL) { penMusicHolder->m_ctEnemiesInWorld--; } ChangeEnemyNumberForAllPlayers(-1); } } } void RenderParticles(void) { FLOAT tmNow = _pTimer->CurrentTick(); if( tmNow>m_tmParticlesDisappearStart && tmNowm_tmLastAnimation) { INDEX ctInterpolations=2; // if invisible or dead don't add new sparks if(!m_bInvulnerable && !m_bExploded && GetHealth()>0) { for( INDEX iInter=0; iInterTickQuantum/ctInterpolations; // head FLOAT fLife=2.5f; FLOAT fCone=360.0f; FLOAT fStretch=1.0f; FLOAT fRotSpeed=360.0f; COLOR col=C_lYELLOW|CT_OPAQUE; MakeRotationMatrixFast(mRot, ANGLE3D(0.0f, 0.0f, 0.0f)); vPos=FLOAT3D(0.0f, 0.0f, 0.0f); GetModelObject()->GetAttachmentTransformations(SUMMONER_ATTACHMENT_STAFF, mRot, vPos, FALSE); // next in hierarchy CAttachmentModelObject *pamo = GetModelObject()->GetAttachmentModel(SUMMONER_ATTACHMENT_STAFF); pamo->amo_moModelObject.GetAttachmentTransformations( STAFF_ATTACHMENT_PARTICLES, mRot, vPos, TRUE); vPos=GetPlacement().pl_PositionVector+vPos*GetRotationMatrix(); FLOAT3D vSpeed=FLOAT3D( 0.1f+RAND_05, 0.1f+RAND_05, -1.0f-RAND_05); vSpeed=vSpeed.Normalize()*8.0f; m_emEmiter.AddParticle(vPos, vSpeed*mRot*mEn, RAND_05*360.0f, fRotSpeed, tmBirth, fLife, fStretch, col); } } m_emEmiter.em_vG=m_emEmiter.GetGravity(this); m_emEmiter.em_vG/=2.0f; m_emEmiter.AnimateParticles(); m_tmLastAnimation=tmNow; } m_emEmiter.RenderParticles(); } procedures: InitiateTeleport() { m_bInvulnerable = TRUE; StartModelAnim(SUMMONER_ANIM_VANISHING, 0); // start disappear particles FLOAT tmNow = _pTimer->CurrentTick(); m_tmParticlesDisappearStart=tmNow; PlaySound(m_soSound, SOUND_TELEPORT, SOF_3D); autowait(GetModelObject()->GetAnimLength(SUMMONER_ANIM_VANISHING)-0.2f); jump Immaterial(); } Fire(EVoid) : CEnemyBase::Fire { // if not allready fired if (!m_bFiredThisTurn) { // if not too much fuss, we can really fire if (m_bFireOK) { INDEX iTaunt = SOUND_TAUNT01 + m_iTaunt%(SOUND_TAUNTLAST-SOUND_TAUNT01+1); PlaySound(m_soChant, iTaunt, SOF_3D); m_iTaunt++; StartModelAnim(SUMMONER_ANIM_MAGICATTACK, SOF_SMOOTHCHANGE); //wait to get into spawner emitting position autowait(TM_WAIT_BEFORE_FIRE); PlaySound(m_soSound, SOUND_FIRE, SOF_3D); INDEX i,j; FLOAT3D vTarget; FLOAT fTotalSpawnedScore = 0.0f; INDEX iTotalSpawnedCount = 0; INDEX iEnemyCount; FLOAT fScore; CountEnemiesAndScoreValue(iEnemyCount, fScore); CMusicHolder *penMusicHolder = GetMusicHolder(); FLOAT fTmpFuss = 0.0f; // for each group in current spawn scheme for (i=0; i<3; i++) { INDEX iMin = aiSpawnScheme[m_iSpawnScheme][i*2+1]; INDEX iMax = aiSpawnScheme[m_iSpawnScheme][i*2+2]; ASSERT(iMin<=iMax); INDEX iToSpawn; iToSpawn = iMin + IRnd()%(iMax - iMin + 1); for (j=0; jm_iScore; iTotalSpawnedCount++; // increase the number of spawned enemies in music holder if (penMusicHolder!=NULL) { penMusicHolder->m_ctEnemiesInWorld++; } ChangeEnemyNumberForAllPlayers(+1); // stop spawning if too much fuss or too many enemies fTmpFuss = (fTotalSpawnedScore+fScore)*FussModifier(iTotalSpawnedCount+iEnemyCount); if (fTmpFuss>m_fMaxCurrentFuss) { break; } } } m_fDamageSinceLastSpawn = 0.0f; //wait for firing animation to stop autowait(GetModelObject()->GetAnimLength(SUMMONER_ANIM_MAGICATTACK)-TM_WAIT_BEFORE_FIRE); // stand a while StartModelAnim(SUMMONER_ANIM_IDLE, SOF_SMOOTHCHANGE); // teleport by sending an event to ourselves ESummonerTeleport est; est.fWait = FRnd()*1.0f+3.0f; SendEvent(est); // if too much fuss, just laugh and initiate teleport } else if (TRUE) { PlaySound(m_soExplosion, SOUND_LAUGH, SOF_3D); autowait(1.0f); StartModelAnim(SUMMONER_ANIM_MAGICATTACK, SOF_SMOOTHCHANGE); INDEX iTaunt = SOUND_TAUNT01 + m_iTaunt%(SOUND_TAUNTLAST-SOUND_TAUNT01+1); PlaySound(m_soChant, iTaunt, SOF_3D); m_iTaunt++; //wait to get into spawner emitting position autowait(TM_WAIT_BEFORE_FIRE); PlaySound(m_soSound, SOUND_FIRE, SOF_3D); INDEX iEnemyCount; FLOAT fScore; CountEnemiesAndScoreValue(iEnemyCount, fScore); FLOAT fToSpawn; INDEX iScheme; // find last active scheme for (INDEX i=0; i<3; i++) { if (aiSpawnScheme[m_iSpawnScheme][i*2+2]>0) { iScheme = i; } } if (m_iSpawnScheme>3) { iEnemyCount += (m_iSpawnScheme-3); } if (iEnemyCount<6) { fToSpawn = (6.0f - (FLOAT)iEnemyCount)/2.0f; } else { fToSpawn = 1.0f; } INDEX iToSpawn = (INDEX) ceilf(fToSpawn); CMusicHolder *penMusicHolder = GetMusicHolder(); //CPrintF("spawning %d from %d group\n", iToSpawn, iScheme); // spawn for (INDEX j=0; jm_ctEnemiesInWorld++; } ChangeEnemyNumberForAllPlayers(+1); } // teleport by sending an event to ourselves ESummonerTeleport est; est.fWait = FRnd()*1.0f+3.0f; SendEvent(est); // laugh autowait(1.0f); } m_bFiredThisTurn = TRUE; } return EReturn(); }; Hit(EVoid) : CEnemyBase::Hit { jump Fire(); return EReturn(); }; /************************************************************ * D E A T H * ************************************************************/ Die(EDeath eDeath) : CEnemyBase::Die { m_bDying = TRUE; m_penDeathInflictor = eDeath.eLastDamage.penInflictor; // find the one who killed, or other best suitable player m_penKiller = m_penDeathInflictor; if (m_penKiller ==NULL || !IsOfClass(m_penKiller, "Player")) { m_penKiller = m_penEnemy; } if (m_penKiller==NULL || !IsOfClass(m_penKiller, "Player")) { m_penKiller = FixupCausedToPlayer(this, m_penKiller, /*bWarning=*/FALSE); } // stop rotations SetDesiredRotation(ANGLE3D(0.0f, 0.0f, 0.0f)); // first kill off all enemies inside the control area KillAllEnemiesInArea(eDeath); StartModelAnim(SUMMONER_ANIM_CHANTING, SOF_SMOOTHCHANGE); PlaySound(m_soExplosion, SOUND_LASTWORDS, SOF_3D); autowait(4.0f); autocall TeleportToDeathMarker() EReturn; // do this once more, just in case anything survived EDeath eDeath; eDeath.eLastDamage.penInflictor = m_penDeathInflictor; KillAllEnemiesInArea(eDeath); // slowly start shaking ShakeItBaby(_pTimer->CurrentTick(), 0.25f, TRUE); PlaySound(m_soExplosion, SOUND_TREMORS, SOF_3D); m_vDeathPosition = GetPlacement().pl_PositionVector; // notify possible targets of beginning of the death sequence if (m_penBeginDeathTarget!=NULL) { SendToTarget(m_penBeginDeathTarget, EET_TRIGGER, m_penKiller); } PlaySound(m_soSound, SOUND_DEATH, SOF_3D); StartModelAnim(SUMMONER_ANIM_DEATHBLOW, SOF_SMOOTHCHANGE); autowait(GetModelObject()->GetAnimLength(SUMMONER_ANIM_DEATHBLOW)-0.25f); // hide model SwitchToEditorModel(); // start death starts CPlacement3D plStars; plStars = GetPlacement(); ESpawnEffect eSpawnEffect; eSpawnEffect.betType = BET_SUMMONERSTAREXPLOSION; eSpawnEffect.colMuliplier = C_WHITE|CT_OPAQUE; CEntityPointer penStars = CreateEntity(plStars, CLASS_BASIC_EFFECT); penStars->Initialize(eSpawnEffect); m_tmDeathBegin = _pTimer->CurrentTick(); m_fDeathDuration = 12.0f; m_bExploded = TRUE; ShakeItBaby(_pTimer->CurrentTick(), 5.0f, FALSE); PlaySound(m_soExplosion, SOUND_EXPLODE, SOF_3D); // spawn debris Debris_Begin(EIBT_FLESH, DPT_BLOODTRAIL, BET_BLOODSTAIN, 1.0f, FLOAT3D(0.0f, 10.0f, 0.0f), FLOAT3D(0.0f, 0.0f, 0.0f), 5.0f, 2.0f); for (INDEX i=0; i<15; i++) { FLOAT3D vSpeed = FLOAT3D(0.3f+FRnd()*0.1f, 1.0f+FRnd()*0.5f, 0.3f+FRnd()*0.1f)*1.5f*m_fStretch; FLOAT3D vPos = vSpeed + GetPlacement().pl_PositionVector; ANGLE3D aAng = ANGLE3D(FRnd()*360.0f, FRnd()*360.0f, FRnd()*360.0f); vSpeed.Normalize(); vSpeed(2) *= vSpeed(2); CPlacement3D plPos = CPlacement3D (vPos, aAng); switch(i%3) { case 0: Debris_Spawn_Independent(this, this, MODEL_DEBRIS01, TEXTURE_SUMMONER, 0, 0, 0, 0, m_fStretch, plPos, vSpeed*70.0f, aAng); Debris_Spawn_Independent(this, this, MODEL_DEBRIS_FLESH, TEXTURE_DEBRIS_FLESH , 0, 0, 0, 0, m_fStretch*0.33f, plPos, vSpeed*70.0f, aAng); break; case 1: Debris_Spawn_Independent(this, this, MODEL_DEBRIS02, TEXTURE_SUMMONER, 0, 0, 0, 0, m_fStretch, plPos, vSpeed*70.0f, aAng); Debris_Spawn_Independent(this, this, MODEL_DEBRIS_FLESH, TEXTURE_DEBRIS_FLESH , 0, 0, 0, 0, m_fStretch*0.33f, plPos, vSpeed*70.0f, aAng); break; case 2: Debris_Spawn_Independent(this, this, MODEL_DEBRIS03, TEXTURE_SUMMONER, 0, 0, 0, 0, m_fStretch, plPos, vSpeed*70.0f, aAng); Debris_Spawn_Independent(this, this, MODEL_DEBRIS_FLESH, TEXTURE_DEBRIS_FLESH , 0, 0, 0, 0, m_fStretch*0.33f, plPos, vSpeed*70.0f, aAng); break; } } // notify possible targets of end of the death sequence if (m_penExplodeDeathTarget!=NULL) { SendToTarget(m_penExplodeDeathTarget, EET_TRIGGER, m_penKiller); } // turn off collision and physics //SetPhysicsFlags(EPF_MODEL_IMMATERIAL); //SetCollisionFlags(ECF_IMMATERIAL); PlaySound(m_soSound, SOUND_CHIMES, SOF_3D); m_iIndex = 20; while ((m_iIndex--)>1) { CPlacement3D plExplosion; plExplosion.pl_OrientationAngle = ANGLE3D(0.0f, 0.0f, 0.0f); plExplosion.pl_PositionVector = FLOAT3D(0.3f+FRnd()*0.1f, 1.0f+FRnd()*0.5f, 0.3f+FRnd()*0.1f)*m_fStretch; plExplosion.pl_PositionVector += GetPlacement().pl_PositionVector; ESpawnEffect eSpawnEffect; eSpawnEffect.colMuliplier = C_WHITE|CT_OPAQUE; eSpawnEffect.betType = BET_CANNON; FLOAT fSize = (m_fStretch*m_iIndex)*0.333f; eSpawnEffect.vStretch = FLOAT3D(fSize, fSize, fSize); CEntityPointer penExplosion = CreateEntity(plExplosion, CLASS_BASIC_EFFECT); penExplosion->Initialize(eSpawnEffect); ShakeItBaby(_pTimer->CurrentTick(), m_iIndex/4.0f, FALSE); autowait(0.05f + FRnd()*0.2f); } autowait(m_fDeathDuration); // notify possible targets of end of the death sequence if (m_penEndDeathTarget!=NULL) { SendToTarget(m_penEndDeathTarget, EET_TRIGGER, m_penKiller); } EDeath eDeath; eDeath.eLastDamage.penInflictor = m_penDeathInflictor; jump CEnemyBase::Die(eDeath); } TeleportToDeathMarker(EVoid) { m_bInvulnerable = TRUE; StartModelAnim(SUMMONER_ANIM_VANISHING, SOF_SMOOTHCHANGE); autowait(GetModelObject()->GetAnimLength(SUMMONER_ANIM_VANISHING)); // hide model DisappearEffect(); SwitchToEditorModel(); SetCollisionFlags(ECF_IMMATERIAL); // destroy possible flames CEntityPointer penFlame = GetChildOfClass("Flame"); if (penFlame!=NULL) { penFlame->Destroy(); } // wait a little bit autowait(2.0f); CPlacement3D pl; pl.pl_PositionVector = m_penDeathMarker->GetPlacement().pl_PositionVector; FLOAT3D vToPlayer; if (m_penEnemy!=NULL) { vToPlayer = m_penEnemy->GetPlacement().pl_PositionVector - pl.pl_PositionVector; } else { vToPlayer = m_vPlayerSpotted - pl.pl_PositionVector; } vToPlayer.Normalize(); DirectionVectorToAngles(vToPlayer, pl.pl_OrientationAngle); Teleport(pl); // show model SpawnTeleportEffect(); autowait(0.5f); SwitchToModel(); SetCollisionFlags(ECF_MODEL); m_bInvulnerable = FALSE; StartModelAnim(SUMMONER_ANIM_APPEARING, SOF_SMOOTHCHANGE); autowait(GetModelObject()->GetAnimLength(SUMMONER_ANIM_APPEARING)); return EReturn(); } BossAppear(EVoid) { return EReturn(); } // overridable called before main enemy loop actually begins PreMainLoop(EVoid) : CEnemyBase::PreMainLoop { autocall BossAppear() EReturn; return EReturn(); } Immaterial() { // hide model DisappearEffect(); SwitchToEditorModel(); SetCollisionFlags(ECF_IMMATERIAL); // destroy possible flames CEntityPointer penFlame = GetChildOfClass("Flame"); if (penFlame!=NULL) { penFlame->Destroy(); } // wait required time autowait(m_fImmaterialDuration+FRnd()*2.0f-1.0f); INDEX iMaxTries = 10; FLOAT3D vTarget; // move to a new position do { CSummonerMarker *marker = &((CSummonerMarker &)*m_penTeleportMarker); INDEX iMarker = IRnd()%m_iTeleportMarkers; while (iMarker>0) { marker = &((CSummonerMarker &)*marker->m_penTarget); iMarker--; } vTarget = marker->GetPlacement().pl_PositionVector; FLOAT fR = FRnd()*marker->m_fMarkerRange; FLOAT fA = FRnd()*360.0f; vTarget += FLOAT3D(CosFast(fA)*fR, 0.05f, SinFast(fA)*fR); } while (!DistanceToAllPlayersGreaterThen(1.0f) || (iMaxTries--)<1); CPlacement3D pl; pl.pl_PositionVector = vTarget; FLOAT3D vToPlayer; if (m_penEnemy!=NULL) { vToPlayer = m_penEnemy->GetPlacement().pl_PositionVector - vTarget; } else { vToPlayer = m_vPlayerSpotted - vTarget; } vToPlayer.Normalize(); DirectionVectorToAngles(vToPlayer, pl.pl_OrientationAngle); Teleport(pl); // show model SpawnTeleportEffect(); SwitchToModel(); SetCollisionFlags(ECF_MODEL); m_bShouldTeleport = FALSE; m_tmMaterializationTime = _pTimer->CurrentTick(); m_bFiredThisTurn = FALSE; m_bInvulnerable = FALSE; PlaySound(m_soTeleport, SOUND_MATERIALIZE, SOF_3D); StartModelAnim(SUMMONER_ANIM_APPEARING, SOF_SMOOTHCHANGE); autowait(GetModelObject()->GetAnimLength(SUMMONER_ANIM_APPEARING)); SendEvent(EBegin()); return EReturn(); } SummonerLoop() { // spawn a 1sec reminder SpawnReminder(this, 1.0f, 128); wait () { on (EBegin) : { call CEnemyBase::MainLoop(); } on (EReminder er) : { // pass all reminders but the 128 one if (er.iValue==128) { RecalculateFuss(); // see if we have to teleport if (_pTimer->CurrentTick()>m_tmMaterializationTime+m_fCorporealDuration) { m_bShouldTeleport = TRUE; } // spawn the reminder again so that we return here SpawnReminder(this, 1.0f, 128); } else if (er.iValue==129 && !m_bDying) { call InitiateTeleport(); } else if (TRUE) { pass; } resume; } // we want to teleport in near future on (ESummonerTeleport est) : { //m_fTeleportWaitTime = est.fWait; SpawnReminder(this, est.fWait, 129); resume; } otherwise () : { resume; } } } /************************************************************ * M A I N * ************************************************************/ Main(EVoid) { // declare yourself as a model InitAsEditorModel(); SetPhysicsFlags(EPF_MODEL_WALKING); SetCollisionFlags(ECF_IMMATERIAL); SetFlags(GetFlags()|ENF_ALIVE); en_fDensity = 10000.0f; m_fDamageWounded = 1e6f; m_sptType = SPT_BLOOD; m_bBoss = TRUE; SetHealth(SUMMONER_HEALTH); m_fMaxHealth = SUMMONER_HEALTH; m_fBodyParts = 0; // setup moving speed m_fWalkSpeed = 0.0f; m_aWalkRotateSpeed = AngleDeg(270.0f); m_fAttackRunSpeed = 0.0f; m_aAttackRotateSpeed = AngleDeg(270.0f); m_fCloseRunSpeed = 0.0f; m_aCloseRotateSpeed = AngleDeg(270.0f); // setup attack distances m_fAttackDistance = 500.0f; m_fCloseDistance = 50.0f; m_fStopDistance = 500.0f; m_fIgnoreRange = 600.0f; m_iScore = 1000000; // setup attack times m_fAttackFireTime = m_fFirePeriod; m_fCloseFireTime = m_fFirePeriod; SetPhysicsFlags(EPF_MODEL_WALKING); StandingAnim(); // set your appearance //m_fStretch = SIZE; SetComponents(this, *GetModelObject(), MODEL_SUMMONER, TEXTURE_SUMMONER, 0, 0, 0); AddAttachmentToModel(this, *GetModelObject(), SUMMONER_ATTACHMENT_STAFF, MODEL_STAFF, TEXTURE_STAFF, 0, 0, 0); GetModelObject()->StretchModel(FLOAT3D(m_fStretch, m_fStretch, m_fStretch )); ModelChangeNotify(); AddToMovers(); autowait(_pTimer->TickQuantum); m_emEmiter.Initialize(this); m_emEmiter.em_etType=ET_SUMMONER_STAFF; // count templates by groups INDEX i; CEntityPointer *pen; m_iGroup01Count = 0; pen = &m_penGroup01Template01; for (i=0; im_penTarget!=NULL) { it = &((CEnemyMarker &)*it->m_penTarget); m_iSpawnMarkers ++; } // count teleport markers m_iTeleportMarkers = 1; it = &((CEnemyMarker &)*m_penTeleportMarker); while (it->m_penTarget!=NULL) { it = &((CEnemyMarker &)*it->m_penTarget); m_iTeleportMarkers ++; } m_iSpawnScheme = 0; m_fMaxCurrentFuss = m_fMaxBeginFuss; m_bDying = FALSE; m_tmDeathBegin = 0.0f; m_fDeathDuration = 0.0f; m_bInvulnerable = TRUE; m_bExploded = FALSE; // wait to be triggered wait() { on (EBegin) : { resume; } on (ETrigger) : { stop; } otherwise (): { resume; } } m_soExplosion.Set3DParameters(1500.0f, 1000.0f, 2.0f, 1.0f); m_soSound.Set3DParameters(1500.0f, 1000.0f, 2.0f, 1.0f); m_soChant.Set3DParameters(1500.0f, 1000.0f, 2.0f, 1.0f); m_soTeleport.Set3DParameters(1500.0f, 1000.0f, 3.0f, 1.0f); m_iTaunt = 0; //PlaySound(m_soSound, SOUND_APPEAR, SOF_3D); // teleport in SpawnTeleportEffect(); SwitchToModel(); m_bInvulnerable = FALSE; SetCollisionFlags(ECF_MODEL); PlaySound(m_soTeleport, SOUND_MATERIALIZE, SOF_3D); StartModelAnim(SUMMONER_ANIM_APPEARING, SOF_SMOOTHCHANGE); autowait(GetModelObject()->GetAnimLength(SUMMONER_ANIM_APPEARING)); m_tmMaterializationTime = _pTimer->CurrentTick(); // one state under base class to intercept some events jump SummonerLoop(); //jump CEnemyBase::MainLoop(); }; };