332 %{ #include "Entities/StdH/StdH.h" #include "Models/Enemies/Devil/Devil.h" #include "Models/Enemies/Devil/Weapons/Laser.h" #include "Models/Weapons/RocketLauncher/RocketLauncherItem.h" #include "Entities/Effector.h" #include "Entities/WorldSettingsController.h" #include "Entities/PyramidSpaceShip.h" #include "Entities/BackgroundViewer.h" #define DEVIL_LASER_SPEED 100.0f #define DEVIL_ROCKET_SPEED 60.0f %} uses "Entities/DevilMarker"; uses "Entities/EnemyBase"; uses "Entities/Projectile"; uses "Entities/Bullet"; event EBrushDestroyedByDevil { FLOAT3D vDamageDir, }; event ERegenerationImpuls { }; enum DevilCommandType { 0 DC_GRAB_LOWER_WEAPONS "Grab lower weapons", 1 DC_FORCE_ACTION "Force next action", 2 DC_STOP_MOVING "Stop moving", 3 DC_STOP_ATTACK "Stop attacking", 4 DC_JUMP_INTO_PYRAMID "Jump into pyramid", 5 DC_FORCE_ATTACK_RADIUS "Force attack radius", 6 DC_DECREASE_ATTACK_RADIUS "Decrease attack radius", 7 DC_TELEPORT_INTO_PYRAMID "Teleport into pyramid", }; event EDevilCommand { enum DevilCommandType dctType, CEntityPointer penForcedAction, FLOAT fAttackRadius, FLOAT3D vCenterOfAttack, }; enum DevilState { 0 DS_NOT_EXISTING "Not existing", // idle 1 DS_DESTROYING_CITY "Destroying city", // process of destroying city 2 DS_ENEMY "Enemy", // behave as normal enemy 3 DS_JUMPING_INTO_PYRAMID "Jumping into pyramid", // jumping into pyramid 4 DS_PYRAMID_FIGHT "Pyramid fight", // pyramid fight 5 DS_REGENERATION_IMPULSE "Regenerating with impulse", // drinking power }; enum DevilAttackPower { 1 DAP_PLAYER_HUNT "Player hunt", // process of hunting player 2 DAP_LOW_POWER_ATTACK "Low power attack", // low power attack 3 DAP_MEDIUM_POWER_ATTACK "Medium power attack", // medium power attack 4 DAP_FULL_POWER_ATTACK "Full power attack", // full power attack 5 DAP_NOT_ATTACKING "Not attacking", // not attacking }; %{ static FLOAT3D vLastStartPosition; static FLOAT vLastAttackRadius; extern INDEX cht_bKillFinalBoss; extern INDEX cht_bDebugFinalBoss; extern INDEX cht_bDumpFinalBossData; extern INDEX cht_bDebugFinalBossAnimations; #define LIGHT_ANIM_FIRE 3 #define LIGHT_ANIM_NONE 5 // parameters defining boss #define SIZE 50.0f #define DEVIL_HOOF_RADIUS 0.25f*SIZE #define DEVIL_HIT_HOOF_OFFSET FLOAT3D(-0.149021f, 0.084463f, -0.294425f)*SIZE #define DEVIL_WALK_HOOF_RIGHT_OFFSET FLOAT3D(0.374725f, 0.0776713f, 0.0754253f)*SIZE #define DEVIL_WALK_HOOF_LEFT_OFFSET FLOAT3D(-0.402306f, 0.0864595f, 0.292397f)*SIZE #define ATT_PROJECTILE_GUN (FLOAT3D(-0.703544f, 1.12582f, -0.329834f)*SIZE) #define ATT_LASER (FLOAT3D(0.63626f, 1.13841f, -0.033062f)*SIZE) #define ATT_ELECTRICITYGUN (FLOAT3D(-0.764868f, 1.27992f, -0.311084f)*SIZE) #define ATT_ROCKETLAUNCHER (FLOAT3D(0.654788f, 1.30318f, -0.259358f)*SIZE) #define MAGIC_PROJECTILE_EXIT (FLOAT3D(0.035866f, 1.400f, -0.792264f)*SIZE) #define ELECTROGUN_PIPE (FLOAT3D(-0.00423616f, -0.0216781f, -0.506613f)*SIZE) #define LASER_PIPE (FLOAT3D(0.0172566f, -0.123152f, -0.232228f)*SIZE) #define PROJECTILEGUN_PIPE (FLOAT3D(0.0359023f, -0.000490744f, -0.394403f)*SIZE) #define ROCKETLAUNCHER_PIPE (FLOAT3D(4.68194e-005f, 0.0483391f, -0.475134f)*SIZE) #define HEALTH_MULTIPLIER 1.0f #define BOSS_HEALTH (40000.0f*HEALTH_MULTIPLIER) #define HEALTH_IMPULSE (10000.0f*HEALTH_MULTIPLIER) #define HEALTH_CLASS_1 (5000*HEALTH_MULTIPLIER) #define HEALTH_CLASS_2 (7500*HEALTH_MULTIPLIER) #define HEALTH_CLASS_3 (10000*HEALTH_MULTIPLIER) #define HEALTH_CLASS_4 (15000*HEALTH_MULTIPLIER) #define CLASS_2_CANNON_FACTOR 0.75f #define CLASS_3_ROCKETLAUNCHER_FACTOR 0.75f #define CLASS_4_ROCKETLAUNCHER_FACTOR 0.25f #define TM_HEALTH_IMPULSE 4.0f // info structure static EntityInfo eiDevil = { EIBT_FLESH, 50000.0f, 0.0f, 2.0f*SIZE, 0.0f, 0.0f, 1.4f*SIZE, 0.0f, }; %} class CDevil : CEnemyBase { name "Devil"; thumbnail "Thumbnails\\Devil.tbn"; properties: 1 INDEX m_iAttID = 0, // internal temp var 2 FLOAT m_fDeltaWeaponPitch = 0.0f, // for adjusting weapon pitch 3 FLOAT m_fDeltaWeaponHdg = 0.0f, // for adjusting weapon hdg 4 FLOAT m_fFireTime = 0.0f, // time to fire bullets 5 CAnimObject m_aoLightAnimation, // light animation object 6 CEntityPointer m_penAction "Action" 'O', // ptr to action marker entity 8 INDEX m_iFiredProjectiles = 0, // internal counter of fired projectiles 9 INDEX m_iToFireProjectiles = 0, // internal counter of projectiles that should be fired 10 FLOAT m_fPauseStretcher = 0, // stretch factor for pauses between fireing 11 FLOAT m_tmLastPause = 0.0f, // last pause between two fireings 12 enum DevilState m_dsDevilState = DS_NOT_EXISTING,// current devil state 13 FLOAT m_tmLastAngry = -1.0f, // last angry state 14 CPlacement3D m_plTeleport = CPlacement3D(FLOAT3D(0,0,0), ANGLE3D(0,0,0)), 16 FLOAT m_tmTemp = 0, 17 enum DevilState m_dsLastDevilState = DS_REGENERATION_IMPULSE,// last devil state 18 enum DevilAttackPower m_dapAttackPower = DAP_PLAYER_HUNT,// current devil state 19 enum DevilAttackPower m_dapLastAttackPower = DAP_NOT_ATTACKING, 20 BOOL m_bHasUpperWeapons = FALSE, 21 FLOAT3D m_vElectricitySource = FLOAT3D( 0,0,0), // position of electricity ray target 22 FLOAT3D m_vElectricityTarget = FLOAT3D( 0,0,0), // position of electricity ray target 23 BOOL m_bRenderElectricity = FALSE, // if electricity particles are rendered 24 FLOAT m_fAdjustWeaponTime = 0.0f, // time for weapon to lock enemy 25 BOOL m_bWasOnceInMainLoop = FALSE, // if MainLoop was called at least once 26 FLOAT m_tmHitBySpaceShipBeam = -1, // last time when was hit by space ship beam 27 CSoundObject m_soLeft, // left foot sound 28 CSoundObject m_soRight, // right foot sound 29 FLOAT m_fLastWalkTime = -1.0f, // last walk time 30 FLOAT m_tmFireBreathStart = UpperLimit(0.0f), // time when fire breath started 31 FLOAT m_tmFireBreathStop = 0.0f, // time when fire breath stopped 32 FLOAT3D m_vFireBreathSource = FLOAT3D( 0,0,0), // position of fire breath source 33 FLOAT3D m_vFireBreathTarget = FLOAT3D( 0,0,0), // position of fire breath target 34 FLOAT m_tmRegenerationStart = UpperLimit(0.0f), // time when regeneration started 35 FLOAT m_tmRegenerationStop = 0.0f, // time when regeneration stopped 36 FLOAT m_tmNextFXTime = 0.0f, // next effect time 37 INDEX m_iNextChannel = 0, // next channel to play sound on // weapon sound channels 38 CSoundObject m_soWeapon0, 39 CSoundObject m_soWeapon1, 40 CSoundObject m_soWeapon2, 41 CSoundObject m_soWeapon3, 42 CSoundObject m_soWeapon4, 43 INDEX m_iAngryAnim=0, // random angry animation 44 INDEX m_iAngrySound=0, // random angry animation 45 FLOAT m_tmDeathTime = -1.0f, // time of death 50 INDEX m_iLastCurrentAnim = -1, 51 INDEX m_iLastScheduledAnim = -1, 52 enum DevilState m_dsPreRegenerationDevilState = DS_ENEMY, 60 CSoundObject m_soClimb, // sound of climbing 61 CSoundObject m_soGrabLowerWeapons, 62 CSoundObject m_soGrabUpperWeapons, 63 CSoundObject m_soJumpIntoPyramid, { CEntity *penBullet; // bullet CLightSource m_lsLightSource; } components: 0 class CLASS_BASE "Classes\\EnemyBase.ecl", 1 class CLASS_PROJECTILE "Classes\\Projectile.ecl", 2 class CLASS_EFFECTOR "Classes\\Effector.ecl", // ************** DEVIL ************** 10 model MODEL_DEVIL "Models\\Enemies\\Devil\\Devil.mdl", 11 texture TEXTURE_DEVIL "Models\\Enemies\\Devil\\Devil.tex", // ************** LASER ************** 20 model MODEL_LASER "Models\\Enemies\\Devil\\Weapons\\Laser.mdl", 21 texture TEXTURE_LASER "Models\\Enemies\\Devil\\Weapons\\Laser.tex", // ************** ROCKET LAUNCHER ************** 22 model MODEL_ROCKETLAUNCHER "Models\\Enemies\\Devil\\Weapons\\RocketLauncher.mdl", 23 texture TEXTURE_ROCKETLAUNCHER "Models\\Enemies\\Devil\\Weapons\\RocketLauncher.tex", // ************** PROJECTILE GUN ************** 24 model MODEL_PROJECTILEGUN "Models\\Enemies\\Devil\\Weapons\\ProjectileGun.mdl", 25 texture TEXTURE_PROJECTILEGUN "Models\\Enemies\\Devil\\Weapons\\ProjectileGun.tex", // ************** ELECTRICITY GUN ************* 26 model MODEL_ELECTRICITYGUN "Models\\Enemies\\Devil\\Weapons\\ElectricityGun.mdl", 27 texture TEXTURE_ELECTRICITYGUN "Models\\Enemies\\Devil\\Weapons\\ElectricityGun.tex", // ************** SOUNDS ************** 60 sound SOUND_ANGER01 "Models\\Enemies\\Devil\\Sounds\\Anger01.wav", 61 sound SOUND_ANGER02 "Models\\Enemies\\Devil\\Sounds\\Anger02.wav", 62 sound SOUND_ATTACKCLOSE "Models\\Enemies\\Devil\\Sounds\\AttackClose.wav", 63 sound SOUND_CELEBRATE01 "Models\\Enemies\\Devil\\Sounds\\Celebrate01.wav", 65 sound SOUND_DEATH "Models\\Enemies\\Devil\\Sounds\\Death.wav", 66 sound SOUND_DRAW_LOWER_WEAPONS "Models\\Enemies\\Devil\\Sounds\\GrabWeaponsLower.wav", 67 sound SOUND_DRAW_UPPER_WEAPONS "Models\\Enemies\\Devil\\Sounds\\GrabWeaponsUpper.wav", 68 sound SOUND_GETUP "Models\\Enemies\\Devil\\Sounds\\Getup.wav", 69 sound SOUND_IDLE "Models\\Enemies\\Devil\\Sounds\\Idle.wav", 70 sound SOUND_PUNCH "Models\\Enemies\\Devil\\Sounds\\Punch.wav", 71 sound SOUND_SMASH "Models\\Enemies\\Devil\\Sounds\\Smash.wav", 72 sound SOUND_WALK_LEFT "Models\\Enemies\\Devil\\Sounds\\WalkL.wav", 73 sound SOUND_WALK_RIGHT "Models\\Enemies\\Devil\\Sounds\\WalkR.wav", 74 sound SOUND_WOUND "Models\\Enemies\\Devil\\Sounds\\Wound.wav", 75 sound SOUND_ATTACK_BREATH_START "Models\\Enemies\\Devil\\Sounds\\AttackBreathStart.wav", 76 sound SOUND_ATTACK_BREATH_FIRE "Models\\Enemies\\Devil\\Sounds\\BreathProjectile.wav", 77 sound SOUND_ATTACK_BREATH_END "Models\\Enemies\\Devil\\Sounds\\AttackBreathEnd.wav", 78 sound SOUND_HEAL "Models\\Enemies\\Devil\\Sounds\\Heal.wav", 79 sound SOUND_ROCKETLAUNCHER "Models\\Enemies\\Devil\\Sounds\\RocketLauncher.wav", 80 sound SOUND_LASER "Models\\Enemies\\Devil\\Sounds\\Laser.wav", 81 sound SOUND_LAVABOMB "Models\\Enemies\\Devil\\Sounds\\LavaBomb.wav", 82 sound SOUND_GHOSTBUSTER "Models\\Enemies\\Devil\\Sounds\\Ghostbuster.wav", 83 sound SOUND_ATTACK_BREATH_LOOP "Models\\Enemies\\Devil\\Sounds\\AttackBreath.wav", 84 sound SOUND_CLIMB "Models\\Enemies\\Devil\\Sounds\\Enter.wav", 85 sound SOUND_DEATHPARTICLES "Models\\Enemies\\Devil\\Sounds\\DeathParticles.wav", 86 sound SOUND_DISAPPEAR "Models\\Enemies\\Devil\\Sounds\\Disappear.wav", functions: // describe how this enemy killed player virtual CTString GetPlayerKillDescription(const CTString &strPlayerName, const EDeath &eDeath) { CTString str; str.PrintF(TRANS("Ugh Zan killed %s"),(const char*) strPlayerName); return str; } void Precache(void) { CEnemyBase::Precache(); // ************** DEVIL ************** PrecacheModel (MODEL_DEVIL ); PrecacheTexture (TEXTURE_DEVIL ); // ************** LASER ************** PrecacheModel (MODEL_LASER ); PrecacheTexture (TEXTURE_LASER ); // ************** ROCKET LAUNCHER ************** PrecacheModel (MODEL_ROCKETLAUNCHER ); PrecacheTexture (TEXTURE_ROCKETLAUNCHER ); // ************** ELECTRICITY GUN ************** PrecacheModel (MODEL_ELECTRICITYGUN); PrecacheTexture (TEXTURE_ELECTRICITYGUN); // ************** PROJECTILE GUN ************** PrecacheModel (MODEL_PROJECTILEGUN); PrecacheTexture (TEXTURE_PROJECTILEGUN); // ************** PREDICTED PROJECTILE ************** PrecacheClass(CLASS_PROJECTILE, PRT_LAVAMAN_BIG_BOMB); PrecacheClass(CLASS_PROJECTILE, PRT_DEVIL_GUIDED_PROJECTILE); PrecacheClass(CLASS_PROJECTILE, PRT_DEVIL_LASER); PrecacheClass(CLASS_PROJECTILE, PRT_DEVIL_ROCKET); // ************** SOUNDS ************** PrecacheSound (SOUND_ANGER01 ); PrecacheSound (SOUND_ANGER02 ); PrecacheSound (SOUND_ATTACKCLOSE ); PrecacheSound (SOUND_CELEBRATE01 ); PrecacheSound (SOUND_DEATH ); PrecacheSound (SOUND_DRAW_LOWER_WEAPONS ); PrecacheSound (SOUND_DRAW_UPPER_WEAPONS ); PrecacheSound (SOUND_GETUP ); PrecacheSound (SOUND_IDLE ); PrecacheSound (SOUND_PUNCH ); PrecacheSound (SOUND_SMASH ); PrecacheSound (SOUND_WALK_LEFT ); PrecacheSound (SOUND_WALK_RIGHT ); PrecacheSound (SOUND_WOUND ); PrecacheSound (SOUND_ATTACK_BREATH_START ); PrecacheSound (SOUND_ATTACK_BREATH_FIRE ); PrecacheSound (SOUND_ATTACK_BREATH_END ); PrecacheSound (SOUND_HEAL ); PrecacheSound (SOUND_ROCKETLAUNCHER ); PrecacheSound (SOUND_LASER ); PrecacheSound (SOUND_LAVABOMB ); PrecacheSound (SOUND_GHOSTBUSTER ); PrecacheSound (SOUND_ATTACK_BREATH_LOOP ); PrecacheSound (SOUND_CLIMB ); PrecacheSound (SOUND_DEATHPARTICLES ); PrecacheSound (SOUND_DISAPPEAR ); } // Validate offered target for one property BOOL IsTargetValid(SLONG slPropertyOffset, CEntity *penTarget) { if(penTarget==NULL) { return FALSE; } return (IsDerivedFromClass(penTarget, "Devil Marker")); } /* Read from stream. */ void Read_t( CTStream *istr) { // throw char * CEnemyBase::Read_t(istr); // setup light source SetupLightSource(); } /* Get static light source information. */ CLightSource *GetLightSource(void) { if (!IsPredictor()) { return &m_lsLightSource; } else { return NULL; } } // 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); } }; /* Entity info */ void *GetEntityInfo(void) { return &eiDevil; }; BOOL ForcesCannonballToExplode(void) { return TRUE; } void SetSpeedsToDesiredPosition(const FLOAT3D &vPosDelta, FLOAT fPosDist, BOOL bGoingToPlayer) { if(m_penEnemy!=NULL) { FLOAT fEnemyDistance = CalcDist(m_penEnemy); FLOAT fRadius1 = 75.0f; FLOAT fRadius2 = 200.0f; FLOAT fSpeedRadius1 = 6.0f; FLOAT fSpeedRadius2 = 14.0f; FLOAT fDistanceRatio = CalculateRatio( fEnemyDistance, fRadius1, fRadius2, 1, 0); if( fEnemyDistance>=fRadius2) { fDistanceRatio = 1.0f; } m_fAttackRunSpeed = fSpeedRadius1+fDistanceRatio*(fSpeedRadius2-fSpeedRadius1); m_fCloseRunSpeed = m_fAttackRunSpeed; if( cht_bDebugFinalBoss) { CPrintF( "Enm dist:%g, Speed=%g\n", fEnemyDistance, m_fAttackRunSpeed); } } CEnemyBase::SetSpeedsToDesiredPosition(vPosDelta, fPosDist, bGoingToPlayer); } FLOAT GetCrushHealth(void) { return 1000.0f; } void SelectRandomAnger(void) { if( IRnd()%2) { m_iAngryAnim = DEVIL_ANIM_ANGER01; m_iAngrySound = SOUND_ANGER01; } else { m_iAngryAnim = DEVIL_ANIM_ANGER02; m_iAngrySound = SOUND_ANGER02; } } virtual FLOAT GetLockRotationSpeed(void) { return m_aAttackRotateSpeed*4; }; class CWorldSettingsController *GetWSC(void) { CWorldSettingsController *pwsc = NULL; // obtain bcg viewer CBackgroundViewer *penBcgViewer = (CBackgroundViewer *) GetWorld()->GetBackgroundViewer(); if( penBcgViewer != NULL) { // obtain world settings controller pwsc = (CWorldSettingsController *) &*penBcgViewer->m_penWorldSettingsController; } return pwsc; } void ShakeItBaby(FLOAT tmShaketime, FLOAT fPower) { CWorldSettingsController *pwsc = GetWSC(); if (pwsc!=NULL) { pwsc->m_tmShakeStarted = tmShaketime; pwsc->m_vShakePos = GetPlacement().pl_PositionVector; pwsc->m_fShakeFalloff = 400.0f; pwsc->m_fShakeFade = 3.0f; pwsc->m_fShakeIntensityZ = 0.0f; 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; } } void ShakeItFarBaby(FLOAT tmShaketime, FLOAT fPower) { CWorldSettingsController *pwsc = GetWSC(); if (pwsc!=NULL) { pwsc->m_tmShakeStarted = tmShaketime; pwsc->m_vShakePos = GetPlacement().pl_PositionVector; pwsc->m_fShakeFalloff = 2048.0f; pwsc->m_fShakeFade = 2.0f; pwsc->m_fShakeIntensityZ = 0.0f; 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; } } void InflictHoofDamage( FLOAT3D vOffset) { // apply range damage for right foot FLOAT3D vFootRel = vOffset; FLOAT3D vFootAbs = vFootRel*GetRotationMatrix()+GetPlacement().pl_PositionVector; InflictRangeDamage(this, DMT_IMPACT, 1000.0f, vFootAbs, DEVIL_HOOF_RADIUS, DEVIL_HOOF_RADIUS); } void ApplyFootQuake(void) { CModelObject &mo = *GetModelObject(); TIME tmNow = _pTimer->CurrentTick(); FLOAT tmAnim = -1; FLOAT tmWalkLen = mo.GetAnimLength(DEVIL_ANIM_WALK); FLOAT tmLeftFootOffset = 0.4f; FLOAT tmRightFootOffset = 2.05f; // if we are now playing walk anim, but another anim is scheduled to happen after walk if (mo.ao_iLastAnim==DEVIL_ANIM_WALK && mo.ao_tmAnimStart>tmNow) { // we started one anim time back from anim start time tmAnim = mo.ao_tmAnimStart-tmWalkLen; } else if (mo.ao_iCurrentAnim==DEVIL_ANIM_WALK && mo.ao_tmAnimStart<=tmNow) { tmAnim = mo.ao_tmAnimStart; } // if we are now playing walk wo idle anim, but another anim is scheduled to happen after walk to idle else if (mo.ao_iLastAnim==DEVIL_ANIM_FROMWALKTOIDLE && mo.ao_tmAnimStart>tmNow) { // we started one anim time back from anim start time tmAnim = mo.ao_tmAnimStart-tmWalkLen; tmLeftFootOffset = 0.6f; tmRightFootOffset = 1.7f; } else if (mo.ao_iCurrentAnim==DEVIL_ANIM_FROMWALKTOIDLE && mo.ao_tmAnimStart<=tmNow) { tmAnim = mo.ao_tmAnimStart; tmLeftFootOffset = 0.6f; tmRightFootOffset = 1.7f; } // WARNING !!! foot variable names are switched if( tmAnim!=-1) { FLOAT tmAnimLast = tmAnim+INDEX((tmNow-tmAnim)/tmWalkLen)*tmWalkLen; FLOAT tmLeftFootDown = tmAnimLast+tmLeftFootOffset; FLOAT tmRightFootDown = tmAnimLast+tmRightFootOffset; CWorldSettingsController *pwsc = GetWSC(); if( pwsc!=NULL) { if( tmNow>=tmRightFootDown && pwsc->m_tmShakeStarted=tmLeftFootDown && pwsc->m_tmShakeStartedCurrentTick(); } void StopRegenerationParticles(void) { m_tmRegenerationStop = _pTimer->CurrentTick(); } void TurnOnPhysics(void) { SetPhysicsFlags(EPF_MODEL_WALKING); SetCollisionFlags(ECF_MODEL); } void TurnOffPhysics(void) { SetPhysicsFlags(EPF_MODEL_WALKING&~EPF_TRANSLATEDBYGRAVITY); SetCollisionFlags(((ECBI_MODEL)<CurrentTick()>m_tmFireBreathStart) { // render fire breath particles INDEX ctRendered = Particles_FireBreath(this, m_vFireBreathSource, m_vFireBreathTarget, m_tmFireBreathStart, m_tmFireBreathStop); // if should stop rendering fire breath particles if( _pTimer->CurrentTick()>m_tmFireBreathStop && ctRendered==0) { m_tmFireBreathStart = UpperLimit(0.0f); } } // regeneration particles if( _pTimer->CurrentTick()>m_tmRegenerationStart) { // render fire breath particles INDEX ctRendered = Particles_Regeneration(this, m_tmRegenerationStart, m_tmRegenerationStop, 1.0f, FALSE); // if should stop rendering regeneration particles if( _pTimer->CurrentTick()>m_tmRegenerationStop && ctRendered==0) { m_tmRegenerationStart = UpperLimit(0.0f); } } // if is dead if( m_tmDeathTime != -1.0f && _pTimer->CurrentTick()>m_tmDeathTime && _pTimer->CurrentTick()GetAttachmentModel(m_iAttID); FLOAT3D vAttachment = FLOAT3D(0,0,0); switch(m_iAttID) { case DEVIL_ATTACHMENT_LASER: vAttachment = ATT_LASER; break; case DEVIL_ATTACHMENT_PROJECTILEGUN: vAttachment = ATT_PROJECTILE_GUN; break; case DEVIL_ATTACHMENT_ELETRICITYGUN: vAttachment = ATT_ELECTRICITYGUN; break; case DEVIL_ATTACHMENT_ROCKETLAUNCHER: vAttachment = ATT_ROCKETLAUNCHER; break; default: ASSERTALWAYS("Invalid attachment ID"); } return(vAttachment); } FLOAT3D GetWeaponPositionAbsolute(void) { return GetPlacement().pl_PositionVector + GetWeaponPositionRelative()*GetRotationMatrix(); } FLOAT3D GetFireingPositionRelative(void) { CAttachmentModelObject &amo = *GetModelObject()->GetAttachmentModel(m_iAttID); FLOAT3D vWeaponPipe = FLOAT3D(0,0,0); FLOAT3D vAttachment = FLOAT3D(0,0,0); switch(m_iAttID) { case DEVIL_ATTACHMENT_LASER: vWeaponPipe = LASER_PIPE; vAttachment = ATT_LASER; break; case DEVIL_ATTACHMENT_PROJECTILEGUN: vWeaponPipe = PROJECTILEGUN_PIPE; vAttachment = ATT_PROJECTILE_GUN; break; case DEVIL_ATTACHMENT_ELETRICITYGUN: vWeaponPipe = ELECTROGUN_PIPE; vAttachment = ATT_ELECTRICITYGUN; break; case DEVIL_ATTACHMENT_ROCKETLAUNCHER: vWeaponPipe = ROCKETLAUNCHER_PIPE; vAttachment = ATT_ROCKETLAUNCHER; break; default: ASSERTALWAYS("Invalid attachment ID"); } // create matrix FLOATmatrix3D mWpn; MakeRotationMatrixFast(mWpn, amo.amo_plRelative.pl_OrientationAngle); return (vAttachment+vWeaponPipe*mWpn); } FLOAT3D GetFireingPositionAbsolute(void) { return GetPlacement().pl_PositionVector + GetFireingPositionRelative()*GetRotationMatrix(); } /* Regeneration legend: -------------------- - if less than 0 -> no generation - class 1 -> invoke impulse regeneration +HEALTH_IMPULSE - class 2 -> drops when constantly hitted with cannonballs - class 3 -> drops when constantly hitted with rockets - class 4 -> drops when constantly hitted with rockets - if greater than class 5 -> no regeneration */ void ApplyTickRegeneration(void) { if( cht_bKillFinalBoss && GetSP()->sp_bSinglePlayer) { cht_bKillFinalBoss=FALSE; SetHealth(-1); return; } // if currently regenerating or died or out of healing range or recently hit by space ship beam if(m_dsDevilState == DS_REGENERATION_IMPULSE || GetHealth()<=0 || GetHealth()>=HEALTH_CLASS_4 || _pTimer->CurrentTick()TickQuantum; FLOAT fDmgCannonsPerTick = 2959.0f/10.0f*_pTimer->TickQuantum; FLOAT fRegeneration = 0.0f; if(GetHealth()CurrentTick(); CModelObject &mo = *GetModelObject(); // obtain current and scheduled animation INDEX iCurrentAnim, iScheduledAnim; if (mo.ao_tmAnimStart>tmNow) { iCurrentAnim = mo.ao_iLastAnim; iScheduledAnim = mo.ao_iCurrentAnim; } else { iCurrentAnim = mo.ao_iCurrentAnim; iScheduledAnim = -1; } if( iCurrentAnim!=m_iLastCurrentAnim || iScheduledAnim!=m_iLastScheduledAnim) { CAnimData *pad = mo.GetData(); CAnimInfo aiCurrent; mo.GetAnimInfo(iCurrentAnim, aiCurrent); CTString strCurrentAnimName = aiCurrent.ai_AnimName; CTString strScheduledAnimName = "....."; if(iScheduledAnim != -1) { CAnimInfo aiScheduled; mo.GetAnimInfo(iScheduledAnim, aiScheduled); strScheduledAnimName = aiScheduled.ai_AnimName; } CPrintF("Time: %-10g %20s, %s\n", _pTimer->GetLerpedCurrentTick(),(const char*) strCurrentAnimName,(const char*) strScheduledAnimName); } m_iLastCurrentAnim = iCurrentAnim; m_iLastScheduledAnim = iScheduledAnim; } if( cht_bDumpFinalBossData) { cht_bDumpFinalBossData=FALSE; // dump devil data to console CPrintF("\n\n\n\n\n\n\n"); CPrintF("Devil class data ...................\n"); CPrintF("\n\n"); CTString strAttackPower = DevilAttackPower_enum.NameForValue(INDEX(m_dapAttackPower)); CPrintF( "Attack power: %s\n",(const char*) strAttackPower); CTString strDevilState = DevilState_enum.NameForValue(INDEX(m_dsDevilState)); CPrintF( "Devil state: %s\n",(const char*) strDevilState); CPrintF("m_fFireTime = %g\n", m_fFireTime); CPrintF("m_iFiredProjectiles = %d\n", m_iFiredProjectiles); CPrintF("m_iToFireProjectiles = %d\n", m_iToFireProjectiles); CPrintF("m_tmLastPause = %g\n", m_tmLastPause); CPrintF("m_fPauseStretcher = %g\n", m_fPauseStretcher); CPrintF("m_tmLastAngry = %g\n", m_tmLastAngry); CPrintF("m_bHasUpperWeapons = %d\n", m_bHasUpperWeapons); CPrintF("m_fAdjustWeaponTime = %g\n", m_fAdjustWeaponTime); CPrintF("m_bWasOnceInMainLoop = %d\n", m_bWasOnceInMainLoop); CPrintF("m_tmHitBySpaceShipBeam = %g\n", m_tmHitBySpaceShipBeam); CPrintF("m_fLastWalkTime = %g\n", m_fLastWalkTime); CPrintF("m_tmFireBreathStart = %g\n", m_tmFireBreathStart); CPrintF("m_tmFireBreathStop = %g\n", m_tmFireBreathStop); CPrintF("m_tmRegenerationStart = %g\n", m_tmRegenerationStart); CPrintF("m_tmRegenerationStop = %g\n", m_tmRegenerationStop); CPrintF("m_tmNextFXTime = %g\n", m_tmNextFXTime); CPrintF("m_tmDeathTime = %g\n", m_tmDeathTime); CPrintF("Health = %g\n", GetHealth()); CPrintF("\n\n\n\n\n\n\n"); CPrintF("Enemy base data ...................\n"); CPrintF("\n\n"); CPrintF( "m_ttTarget (type): %d\n", INDEX(m_ttTarget)); CPrintF( "m_penWatcher %x\n",(const char*) m_penWatcher->GetName()); CTString strEnemyName = "Null ptr, no name"; if( m_penEnemy != NULL) { strEnemyName = m_penEnemy->GetName(); } CPrintF( "m_penEnemy %x, enemy name: %s\n",(const char*) (m_penEnemy->GetName()),(const char*) strEnemyName); CPrintF( "m_vStartPosition (%g, %g, %g)\n", m_vStartPosition(1), m_vStartPosition(2), m_vStartPosition(3)); CPrintF( "m_vStartDirection (%g, %g, %g)\n", m_vStartDirection(1), m_vStartDirection(2), m_vStartDirection(3)); CPrintF( "m_bOnStartPosition = %d\n", m_bOnStartPosition); CPrintF( "m_fFallHeight = %g\n", m_fFallHeight); CPrintF( "m_fStepHeight = %g\n", m_fStepHeight); CPrintF( "m_fSenseRange = %g\n", m_fSenseRange); CPrintF( "m_fViewAngle = %g\n", m_fViewAngle); CPrintF( "m_fWalkSpeed = %g\n", m_fWalkSpeed); CPrintF( "m_aWalkRotateSpeed = %g\n", m_aWalkRotateSpeed); CPrintF( "m_fAttackRunSpeed = %g\n", m_fAttackRunSpeed); CPrintF( "m_aAttackRotateSpeed = %g\n", m_aAttackRotateSpeed); CPrintF( "m_fCloseRunSpeed = %g\n", m_fCloseRunSpeed); CPrintF( "m_aCloseRotateSpeed = %g\n", m_aCloseRotateSpeed); CPrintF( "m_fAttackDistance = %g\n", m_fAttackDistance); CPrintF( "m_fCloseDistance = %g\n", m_fCloseDistance); CPrintF( "m_fAttackFireTime = %g\n", m_fAttackFireTime); CPrintF( "m_fCloseFireTime = %g\n", m_fCloseFireTime); CPrintF( "m_fStopDistance = %g\n", m_fStopDistance); CPrintF( "m_fIgnoreRange = %g\n", m_fIgnoreRange); CPrintF( "m_fLockOnEnemyTime = %g\n", m_fLockOnEnemyTime); CPrintF( "m_fMoveTime = %g\n", m_fMoveTime); CPrintF( "m_vDesiredPosition (%g, %g, %g)\n", m_vDesiredPosition(1), m_vDesiredPosition(2), m_vDesiredPosition(3)); CTString strDestinationType = DestinationType_enum.NameForValue(INDEX(m_dtDestination)); CPrintF( "m_dtDestination: %s\n",(const char*) strDestinationType); CPrintF( "m_penPathMarker %x\n",(const char*) (m_penPathMarker->GetName())); CPrintF( "m_vPlayerSpotted (%g, %g, %g)\n", m_vPlayerSpotted(1), m_vPlayerSpotted(2), m_vPlayerSpotted(3)); CPrintF( "m_fMoveFrequency = %g\n", m_fMoveFrequency); CPrintF( "m_fMoveSpeed = %g\n", m_fMoveSpeed); CPrintF( "m_aRotateSpeed = %g\n", m_aRotateSpeed); CPrintF( "m_fLockStartTime = %g\n", m_fLockStartTime); CPrintF( "m_fRangeLast = %g\n", m_fRangeLast); CPrintF( "m_fShootTime = %g\n", m_fShootTime); CPrintF( "m_fAttackRadius = %g\n", m_fAttackRadius); CPrintF( "m_tmGiveUp = %g\n", m_tmGiveUp); CPrintF( "m_fActivityRange = %g\n", m_fActivityRange); CTString strMarkerName = "Null ptr, no name"; if( m_penMarker != NULL) { strMarkerName = m_penMarker->GetName(); } CPrintF( "m_penMarker %x, marker name: %s\n",(const char*) (m_penMarker->GetName()),(const char*) strMarkerName); CTString strMainMusicHolderName = "Null ptr, no name"; if( m_penMainMusicHolder != NULL) { strMainMusicHolderName = m_penMainMusicHolder->GetName(); } CPrintF( "m_penMainMusicHolder %x, MainMusicHolder name: %s\n",(const char*) (m_penMainMusicHolder->GetName()),(const char*) strMainMusicHolderName); CPrintF( "m_tmLastFussTime = %g\n", m_tmLastFussTime); CPrintF( "m_iScore = %d\n", m_iScore); CPrintF( "m_fMaxHealth = %g\n", m_fMaxHealth); CPrintF( "m_bBoss = %d\n", m_bBoss); CPrintF( "m_fSpiritStartTime = %g\n", m_fSpiritStartTime); CPrintF( "m_tmSpraySpawned = %g\n", m_tmSpraySpawned); CPrintF( "m_fSprayDamage = %g\n", m_fSprayDamage); CPrintF( "m_fMaxDamageAmmount = %g\n", m_fMaxDamageAmmount ); } vLightDirection = FLOAT3D(0.0f, 270.0f, 0.0f); colAmbient = RGBToColor(32,32,32); colLight = RGBToColor(255,235,145); return CMovableModelEntity::AdjustShadingParameters(vLightDirection, colLight, colAmbient); //return CEnemyBase::AdjustShadingParameters(vLightDirection, colLight, colAmbient); }; // damage anim INDEX AnimForDamage(FLOAT fDamage) { StartModelAnim(DEVIL_ANIM_WOUNDLOOP, 0); return DEVIL_ANIM_WOUNDLOOP; }; // death INDEX AnimForDeath(void) { StartModelAnim(DEVIL_ANIM_DEATH, 0); return DEVIL_ANIM_DEATH; }; void DeathNotify(void) { StopFireBreathParticles(); StopRegenerationParticles(); }; // virtual anim functions void StandingAnim(void) { StartModelAnim(DEVIL_ANIM_IDLE, AOF_SMOOTHCHANGE|AOF_LOOPING|AOF_NORESTART); }; void WalkingAnim(void) { CModelObject &mo = *GetModelObject(); INDEX iAnim = mo.GetAnim(); if (iAnim==DEVIL_ANIM_WALK) { // do nothing } else if (iAnim==DEVIL_ANIM_FROMIDLETOWALK) { StartModelAnim(DEVIL_ANIM_WALK, AOF_LOOPING|AOF_SMOOTHCHANGE); } else { StartModelAnim(DEVIL_ANIM_FROMIDLETOWALK, AOF_SMOOTHCHANGE); } }; void RunningAnim(void) { WalkingAnim(); }; void RotatingAnim(void) { WalkingAnim(); }; // 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|SOF_VOLUMETRIC); }; // start fire laser void StartFireLaser(void) { //PlaySound(m_soSound, SOUND_FIRE, SOF_3D|SOF_LOOP); PlayLightAnim(LIGHT_ANIM_FIRE, AOF_LOOPING|SOF_3D); }; // fire one laser void FireOneLaser(FLOAT fRatio, FLOAT fDeltaPitch) { PlayWeaponSound( SOUND_LASER); FLOAT3D vWpnPipeRel = GetFireingPositionRelative(); FLOAT3D vWpnPipeAbs = GetFireingPositionAbsolute(); // calculate predicted position FLOAT3D vTarget = m_penEnemy->GetPlacement().pl_PositionVector; FLOAT3D vSpeedDst = ((CMovableEntity&) *m_penEnemy).en_vCurrentTranslationAbsolute*fRatio; FLOAT fSpeedSrc = DEVIL_LASER_SPEED; m_vDesiredPosition = CalculatePredictedPosition(vWpnPipeAbs, vTarget, fSpeedSrc, vSpeedDst, GetPlacement().pl_PositionVector(2) ); // shoot predicted propelled projectile ShootPredictedProjectile(PRT_DEVIL_LASER, m_vDesiredPosition, vWpnPipeRel, ANGLE3D(0, fDeltaPitch, 0)); //PlaySound(m_soSound, SOUND_FIRE, SOF_3D|SOF_LOOP); PlayLightAnim(LIGHT_ANIM_FIRE, AOF_LOOPING); }; // stop fire laser void StopFireLaser(void) { m_soSound.Stop(); PlayLightAnim(LIGHT_ANIM_NONE, 0); }; // start fire rocket void StartFireRocket(void) { //PlaySound(m_soSound, SOUND_FIRE, SOF_3D|SOF_LOOP); PlayLightAnim(LIGHT_ANIM_FIRE, AOF_LOOPING); }; void PlayWeaponSound( ULONG idSound) { CSoundObject &so = (&m_soWeapon0)[m_iNextChannel]; m_iNextChannel = (m_iNextChannel+1)%5; PlaySound(so, idSound, SOF_3D); } // fire one rocket void FireOneRocket(FLOAT fRatio) { PlayWeaponSound( SOUND_ROCKETLAUNCHER); FLOAT3D vWpnPipeRel = GetFireingPositionRelative(); FLOAT3D vWpnPipeAbs = GetFireingPositionAbsolute(); // calculate predicted position FLOAT3D vTarget = m_penEnemy->GetPlacement().pl_PositionVector; FLOAT3D vSpeedDst = ((CMovableEntity&) *m_penEnemy).en_vCurrentTranslationAbsolute*fRatio; FLOAT fSpeedSrc = DEVIL_ROCKET_SPEED; m_vDesiredPosition = CalculatePredictedPosition(vWpnPipeAbs, vTarget, fSpeedSrc, vSpeedDst, GetPlacement().pl_PositionVector(2) ); // shoot predicted propelled projectile ShootPredictedProjectile(PRT_DEVIL_ROCKET, m_vDesiredPosition, vWpnPipeRel, ANGLE3D(0, 0, 0)); //PlaySound(m_soSound, SOUND_FIRE, SOF_3D|SOF_LOOP); PlayLightAnim(LIGHT_ANIM_FIRE, AOF_LOOPING); //PlaySound(m_soSound, SOUND_FIRE, SOF_3D|SOF_LOOP); PlayLightAnim(LIGHT_ANIM_FIRE, AOF_LOOPING); }; // stop fire rocket void StopFireRocket(void) { m_soSound.Stop(); PlayLightAnim(LIGHT_ANIM_NONE, 0); }; void AddLowerWeapons(void) { // laser AddAttachmentToModel(this, *GetModelObject(), DEVIL_ATTACHMENT_LASER, MODEL_LASER, TEXTURE_LASER, 0, 0, 0); // projectile gun AddAttachmentToModel(this, *GetModelObject(), DEVIL_ATTACHMENT_PROJECTILEGUN, MODEL_PROJECTILEGUN, TEXTURE_PROJECTILEGUN, 0, 0, 0); GetModelObject()->StretchModel(FLOAT3D(SIZE, SIZE, SIZE)); }; void AddUpperWeapons(void) { // rocket launcher AddAttachmentToModel(this, *GetModelObject(), DEVIL_ATTACHMENT_ROCKETLAUNCHER, MODEL_ROCKETLAUNCHER, TEXTURE_ROCKETLAUNCHER, 0, 0, 0); // electro gun AddAttachmentToModel(this, *GetModelObject(), DEVIL_ATTACHMENT_ELETRICITYGUN, MODEL_ELECTRICITYGUN, TEXTURE_ELECTRICITYGUN, 0, 0, 0); GetModelObject()->StretchModel(FLOAT3D(SIZE, SIZE, SIZE)); }; void RemoveWeapons(void) { // remove all weapons RemoveAttachmentFromModel(*GetModelObject(), DEVIL_ATTACHMENT_LASER); RemoveAttachmentFromModel(*GetModelObject(), DEVIL_ATTACHMENT_PROJECTILEGUN); RemoveAttachmentFromModel(*GetModelObject(), DEVIL_ATTACHMENT_ELETRICITYGUN); RemoveAttachmentFromModel(*GetModelObject(), DEVIL_ATTACHMENT_ROCKETLAUNCHER); } class CDevilMarker *GetAction(void) { CDevilMarker *penAction = (CDevilMarker *) (CEntity*) m_penAction; ASSERT( penAction != NULL); return penAction; }; /************************************************************ * PREDICTED PROJECTILE * ************************************************************/ void F_FirePredictedProjectile(void) { PlayWeaponSound( SOUND_LAVABOMB); FLOAT3D vFireingRel = GetFireingPositionRelative(); FLOAT3D vFireingAbs = GetFireingPositionAbsolute(); FLOAT3D vTarget = m_penEnemy->GetPlacement().pl_PositionVector; FLOAT3D vSpeedDest = ((CMovableEntity&) *m_penEnemy).en_vCurrentTranslationAbsolute; FLOAT fLaunchSpeed; FLOAT fRelativeHdg; // obtain current gun orientation CAttachmentModelObject &amo = *GetModelObject()->GetAttachmentModel(m_iAttID); FLOAT fPitch = amo.amo_plRelative.pl_OrientationAngle(2); // calculate parameters for predicted angular launch curve EntityInfo *peiTarget = (EntityInfo*) (m_penEnemy->GetEntityInfo()); CalculateAngularLaunchParams( vFireingAbs, 0, vTarget, vSpeedDest, fPitch, fLaunchSpeed, fRelativeHdg); // target enemy body FLOAT3D vShootTarget; GetEntityInfoPosition(m_penEnemy, peiTarget->vTargetCenter, vShootTarget); // launch CPlacement3D pl; PrepareFreeFlyingProjectile(pl, vShootTarget, vFireingRel, ANGLE3D( fRelativeHdg, fPitch, 0)); CEntityPointer penProjectile = CreateEntity(pl, CLASS_PROJECTILE); ELaunchProjectile eLaunch; eLaunch.penLauncher = this; eLaunch.prtType = PRT_LAVAMAN_BIG_BOMB; eLaunch.fSpeed = fLaunchSpeed; penProjectile->Initialize(eLaunch); } /* Handle an event, return false if the event is not handled. */ BOOL HandleEvent(const CEntityEvent &ee) { if (ee.ee_slEvent==EVENTCODE_EDevilCommand) { EDevilCommand eDevilCommand = ((EDevilCommand &) ee); if( eDevilCommand.dctType == DC_FORCE_ATTACK_RADIUS) { m_fAttackRadius = eDevilCommand.fAttackRadius; m_vStartPosition = eDevilCommand.vCenterOfAttack; } if( eDevilCommand.dctType == DC_DECREASE_ATTACK_RADIUS) { if( m_fAttackRadius>21.0f) { m_fAttackRadius -= 20.0f; } } } return CEnemyBase::HandleEvent(ee); } procedures: /************************************************************ * TRY TO REACH DESTINATION * ************************************************************/ // move to given destination position WalkTo(EVoid) { autocall WaitCurrentAnimEnd() EReturn; WalkingAnim(); m_vDesiredPosition = GetAction()->GetPlacement().pl_PositionVector; // setup parameters m_fMoveFrequency = 0.25f; m_fMoveSpeed = 15.0f; m_aRotateSpeed = 60.0f; m_fMoveTime = _pTimer->CurrentTick() + CalcDistanceInPlaneToDestination()/m_fMoveSpeed + 5.0f; // while not there and time not expired while (CalcDistanceInPlaneToDestination()>m_fMoveSpeed*m_fMoveFrequency*4.0f && m_fMoveTime>_pTimer->CurrentTick()) { // every once in a while wait (m_fMoveFrequency) { on (EBegin) : { // adjust direction and speed ULONG ulFlags = SetDesiredMovement(); MovementAnimation(ulFlags); resume; } on (ETimer) : { stop; } } } StopMoving(); // return to the caller return EReturn(); }; /************************************************************ * CITY DESTROYING * ************************************************************/ DestroyCity() { m_soSound.Set3DParameters(1000.0f, 500.0f, 3.0f, 1.0f); while(TRUE) { if( GetAction()->m_datType == DAT_RISE) { autocall Rise() EReturn; } else if( GetAction()->m_datType == DAT_ROAR) { SelectRandomAnger(); autocall Angry() EReturn; } else if( GetAction()->m_datType == DAT_SMASH) { autocall Smash() EReturn; } else if( GetAction()->m_datType == DAT_PUNCH) { autocall Punch() EReturn; } else if( GetAction()->m_datType == DAT_HIT_GROUND) { autocall HitGround() EReturn; } else if( GetAction()->m_datType == DAT_JUMP) { // do nothing, obsolete } else if( GetAction()->m_datType == DAT_WAIT) { autocall WaitCurrentAnimEnd() EReturn; StartModelAnim(DEVIL_ANIM_IDLE, 0); autowait(GetModelObject()->GetAnimLength(DEVIL_ANIM_IDLE)*GetAction()->m_iWaitIdles); } else if( GetAction()->m_datType == DAT_WALK) { autocall WalkTo() EReturn; } else if( GetAction()->m_datType == DAT_STOP_DESTROYING) { return EReturn(); } else if(TRUE) { StartModelAnim(DEVIL_ANIM_IDLE, 0); autowait(GetModelObject()->GetAnimLength(DEVIL_ANIM_IDLE)); } // switch to next action m_penAction = GetAction()->m_penTarget; if( GetAction()->m_penTrigger != NULL) { GetAction()->m_penTrigger->SendEvent(ETrigger()); } } }; WaitCurrentAnimEnd() { autowait(_pTimer->TickQuantum); CModelObject &mo = *GetModelObject(); FLOAT tmWait = mo.GetAnimLength( mo.ao_iCurrentAnim )-mo.GetPassedTime(); if( tmWait > _pTimer->TickQuantum) { FLOAT fTimeToWait = tmWait-_pTimer->TickQuantum*2; if( fTimeToWait>=_pTimer->TickQuantum) { autowait(fTimeToWait); } } return EReturn(); } WaitWalkToEnd() { if(GetModelObject()->GetAnim()==DEVIL_ANIM_WALK) { autocall WaitCurrentAnimEnd() EReturn; StartModelAnim(DEVIL_ANIM_FROMWALKTOIDLE, AOF_SMOOTHCHANGE); autowait( GetModelObject()->GetAnimLength(DEVIL_ANIM_FROMWALKTOIDLE)-0.1f); } autocall WaitCurrentAnimEnd() EReturn; return EReturn(); } WaitWalkOrIdleToEnd() { if(GetModelObject()->GetAnim()==DEVIL_ANIM_WALK) { autocall WaitCurrentAnimEnd() EReturn; StartModelAnim(DEVIL_ANIM_FROMWALKTOIDLE, AOF_SMOOTHCHANGE); autowait( GetModelObject()->GetAnimLength(DEVIL_ANIM_FROMWALKTOIDLE)-0.1f); } else if(GetModelObject()->GetAnim()==DEVIL_ANIM_FROMIDLETOWALK) { autocall WaitCurrentAnimEnd() EReturn; StartModelAnim(DEVIL_ANIM_FROMWALKTOIDLE, AOF_SMOOTHCHANGE); autowait( GetModelObject()->GetAnimLength(DEVIL_ANIM_FROMWALKTOIDLE)-0.1f); } else if(GetModelObject()->GetAnim()==DEVIL_ANIM_IDLE) { autocall WaitCurrentAnimEnd() EReturn; } return EReturn(); } Rise() { autocall WaitCurrentAnimEnd() EReturn; PlaySound(m_soSound, SOUND_GETUP, SOF_3D); GetModelObject()->PlayAnim(DEVIL_ANIM_GETUP, 0); return EReturn(); } Celebrate() { autocall WaitWalkToEnd() EReturn; PlaySound(m_soSound, SOUND_CELEBRATE01, SOF_3D); GetModelObject()->PlayAnim(DEVIL_ANIM_CELEBRATE01, AOF_SMOOTHCHANGE); autowait( GetModelObject()->GetAnimLength(DEVIL_ANIM_CELEBRATE01)-0.1f); return EReturn(); } Angry() { autocall WaitWalkToEnd() EReturn; GetModelObject()->PlayAnim(m_iAngryAnim, AOF_SMOOTHCHANGE); autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn; PlaySound(m_soSound, m_iAngrySound, SOF_3D); autowait( GetModelObject()->GetAnimLength(m_iAngryAnim)-0.1f); return EReturn(); } SubBeamDamage1() { StopMoving(); PlaySound(m_soSound, SOUND_WOUND, SOF_3D); GetModelObject()->PlayAnim(DEVIL_ANIM_WOUNDSTART, AOF_SMOOTHCHANGE); autowait( GetModelObject()->GetAnimLength(DEVIL_ANIM_WOUNDSTART)-0.1f); GetModelObject()->PlayAnim(DEVIL_ANIM_WOUNDLOOP, AOF_LOOPING|AOF_SMOOTHCHANGE); jump SubBeamDamage2(); } SubBeamDamage2() { while(TRUE) { wait(0.1f) { on (EBegin) : { resume; } on (EHitBySpaceShipBeam) : { m_tmHitBySpaceShipBeam = _pTimer->CurrentTick(); stop; } on (ETimer) : { jump SubBeamDamage3(); } } } } SubBeamDamage3() { GetModelObject()->PlayAnim(DEVIL_ANIM_WOUNDEND, AOF_SMOOTHCHANGE); autowait( GetModelObject()->GetAnimLength(DEVIL_ANIM_WOUNDEND)-0.1f); GetModelObject()->PlayAnim(DEVIL_ANIM_IDLE, AOF_LOOPING|AOF_SMOOTHCHANGE); return EReturn(); } BeamDamage() { wait() { on (EBegin) : { call SubBeamDamage1(); } on (EHitBySpaceShipBeam) : { m_tmHitBySpaceShipBeam = _pTimer->CurrentTick(); resume; } on (EReturn) : { stop; } } return EReturn(); } Smash() { //autocall WaitCurrentAnimEnd() EReturn; //autocall WaitWalkToEnd() EReturn; GetModelObject()->PlayAnim(DEVIL_ANIM_FROMWALKTOIDLE, AOF_SMOOTHCHANGE); autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn; GetModelObject()->PlayAnim(DEVIL_ANIM_SMASH, AOF_SMOOTHCHANGE); autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn; autowait(0.05f); PlaySound(m_soSound, SOUND_SMASH, SOF_3D); autowait(0.7f); if( GetAction()->m_penToDestroy1 != NULL) { EBrushDestroyedByDevil ebdbd; ebdbd.vDamageDir = FLOAT3D( -0.125f, 0.0f, -0.5f); GetAction()->m_penToDestroy1->SendEvent(ebdbd); } autowait(2.8f-1.0f); if( GetAction()->m_penToDestroy2 != NULL) { EBrushDestroyedByDevil ebdbd; ebdbd.vDamageDir = FLOAT3D( -0.125f, 0.0f, -0.5f); GetAction()->m_penToDestroy2->SendEvent(ebdbd); } return EReturn(); } Punch() { //autocall WaitWalkToEnd() EReturn; //autocall WaitCurrentAnimEnd() EReturn; GetModelObject()->PlayAnim(DEVIL_ANIM_FROMWALKTOIDLE, AOF_SMOOTHCHANGE); autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn; GetModelObject()->PlayAnim(DEVIL_ANIM_PUNCH, AOF_SMOOTHCHANGE); autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn; autowait(0.05f); PlaySound(m_soSound, SOUND_PUNCH, SOF_3D); autowait(0.8f); if( GetAction()->m_penToDestroy1 != NULL) { EBrushDestroyedByDevil ebdbd; ebdbd.vDamageDir = FLOAT3D( -0.125f, 0.0f, -0.5f); GetAction()->m_penToDestroy1->SendEvent(ebdbd); } autowait(2.8f-1.1f); if( GetAction()->m_penToDestroy2 != NULL) { EBrushDestroyedByDevil ebdbd; ebdbd.vDamageDir = FLOAT3D( 0.125f, 0.0f, -0.5f); GetAction()->m_penToDestroy2->SendEvent(ebdbd); } return EReturn(); } HitGround() { autocall WaitWalkToEnd() EReturn; PlaySound(m_soSound, SOUND_ATTACKCLOSE, SOF_3D); GetModelObject()->PlayAnim(DEVIL_ANIM_ATTACKCLOSE, AOF_SMOOTHCHANGE); autowait(1.44f); ShakeItBaby(_pTimer->CurrentTick(), 5.0f); CPlacement3D plObelisk = GetPlacement(); // spawn spray spray CEntity *penEffector = CreateEntity( plObelisk, CLASS_EFFECTOR); // set spawn parameters ESpawnEffector eSpawnEffector; eSpawnEffector.tmLifeTime = 6.0f; eSpawnEffector.fSize = 1.0f; eSpawnEffector.eetType = ET_HIT_GROUND; eSpawnEffector.vDamageDir = FLOAT3D( 0.0f, 2.0f, 0.0f); // initialize spray penEffector->Initialize( eSpawnEffector); return EReturn(); } GrabLowerWeapons() { autocall WaitWalkToEnd() EReturn; GetModelObject()->PlayAnim(DEVIL_ANIM_GRABWEAPONS01, AOF_SMOOTHCHANGE); autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn; PlaySound(m_soSound, SOUND_DRAW_LOWER_WEAPONS, SOF_3D); autowait(0.84f); AddLowerWeapons(); WalkingAnim(); autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn; return EReturn(); } GrabUpperWeapons() { autocall WaitWalkToEnd() EReturn; GetModelObject()->PlayAnim(DEVIL_ANIM_GRABWEAPONS02, AOF_SMOOTHCHANGE); autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn; PlaySound(m_soSound, SOUND_DRAW_UPPER_WEAPONS, SOF_3D); autowait(0.84f); AddUpperWeapons(); m_bHasUpperWeapons = TRUE; WalkingAnim(); autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn; return EReturn(); } GrabBothWeapons() { autocall WaitWalkToEnd() EReturn; GetModelObject()->PlayAnim(DEVIL_ANIM_GRABWEAPONS01, AOF_SMOOTHCHANGE); autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn; PlaySound(m_soGrabLowerWeapons, SOUND_DRAW_LOWER_WEAPONS, SOF_3D); autowait(0.84f); AddLowerWeapons(); GetModelObject()->PlayAnim(DEVIL_ANIM_GRABWEAPONS02, AOF_SMOOTHCHANGE); autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn; PlaySound(m_soGrabUpperWeapons, SOUND_DRAW_UPPER_WEAPONS, SOF_3D); autowait(0.84f); AddUpperWeapons(); m_bHasUpperWeapons = TRUE; WalkingAnim(); autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn; return EReturn(); } PreMainLoop(EVoid) : CEnemyBase::PreMainLoop { m_soSound.Set3DParameters(1000.0f, 500.0f, 2.0f, 1.0f); m_soGrabLowerWeapons.Set3DParameters(1000.0f, 500.0f, 2.0f, 1.0f); m_soGrabUpperWeapons.Set3DParameters(1000.0f, 500.0f, 2.0f, 1.0f); m_soJumpIntoPyramid.Set3DParameters(1000.0f, 500.0f, 2.0f, 1.0f); m_soLeft.Set3DParameters(1000.0f, 500.0f, 2.0f, 1.0f); m_soRight.Set3DParameters(1000.0f, 500.0f, 2.0f, 1.0f); m_soWeapon0.Set3DParameters(1000.0f, 500.0f, 1.0f, 1.0f); m_soWeapon1.Set3DParameters(1000.0f, 500.0f, 1.0f, 1.0f); m_soWeapon2.Set3DParameters(1000.0f, 500.0f, 1.0f, 1.0f); m_soWeapon3.Set3DParameters(1000.0f, 500.0f, 1.0f, 1.0f); m_soWeapon4.Set3DParameters(1000.0f, 500.0f, 1.0f, 1.0f); TurnOnPhysics(); if (m_penEnemy==NULL) { // get some player for trigger source if any is existing CEntity *penEnemy = FixupCausedToPlayer(this, m_penEnemy, /*bWarning=*/FALSE); if (penEnemy!=m_penEnemy) { SetTargetSoft(penEnemy); } } return EReturn(); } /************************************************************ * PROCEDURES WHEN HARMED * ************************************************************/ // Play wound animation BeWounded(EDamage eDamage) : CEnemyBase::BeWounded { StopMoving(); // determine damage anim and play the wounding autowait(GetModelObject()->GetAnimLength(AnimForDamage(eDamage.fAmount))); return EReturn(); }; /************************************************************ * C L O S E A T T A C K * ************************************************************/ Hit(EVoid) : CEnemyBase::Hit { autocall WaitCurrentAnimEnd() EReturn; StartModelAnim(DEVIL_ANIM_ATTACKCLOSE, AOF_SMOOTHCHANGE); autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn; PlaySound(m_soSound, SOUND_ATTACKCLOSE, SOF_3D); autowait(1.4f); ShakeItBaby(_pTimer->CurrentTick(), 5.0f); if( CalcDist(m_penEnemy) < m_fCloseDistance) { InflictDirectDamage(m_penEnemy, this, DMT_IMPACT, 1000.0f, m_penEnemy->GetPlacement().pl_PositionVector, FLOAT3D(0,1,0)); } InflictHoofDamage( DEVIL_HIT_HOOF_OFFSET); autowait(GetModelObject()->GetAnimLength(DEVIL_ANIM_ATTACKCLOSE-1.4f)-_pTimer->TickQuantum); return EReturn(); }; /************************************************************ * A T T A C K E N E M Y * ************************************************************/ // initial preparation InitializeAttack(EVoid) : CEnemyBase::InitializeAttack { jump CEnemyBase::InitializeAttack(); }; Fire(EVoid) : CEnemyBase::Fire { m_iToFireProjectiles = 0; m_fAttackFireTime = 10.0f; m_fPauseStretcher = 1.0f; if( m_dapAttackPower==DAP_MEDIUM_POWER_ATTACK && (_pTimer->CurrentTick()-m_fLastWalkTime) > 6.0f) { m_fAttackFireTime = 6.0f; m_fLastWalkTime = _pTimer->CurrentTick()+6.0f; return; } switch( m_dapAttackPower) { case DAP_PLAYER_HUNT: if( _pTimer->CurrentTick()-m_tmLastAngry > 10.0f) { m_fAttackFireTime = 7.5+FRnd()*5; m_tmLastAngry = _pTimer->CurrentTick(); SelectRandomAnger(); jump Angry(); } return; break; case DAP_LOW_POWER_ATTACK: m_iToFireProjectiles = 2; m_fAttackFireTime = 5.0f; m_fPauseStretcher = 1.0f; break; case DAP_MEDIUM_POWER_ATTACK: m_iToFireProjectiles = 3; m_fAttackFireTime = 0.1f; m_fPauseStretcher = 0.5f; break; case DAP_FULL_POWER_ATTACK: m_iToFireProjectiles = 4; m_fAttackFireTime = 0.1f; m_fPauseStretcher = 0.1f; break; } INDEX iRnd = IRnd()%5; if( !m_bHasUpperWeapons) { iRnd = IRnd()%3; } /*iRnd = Clamp(INDEX(tmp_af[0]), INDEX(0), INDEX(4));*/ switch(iRnd) { case 0: jump FirePredictedProjectile(); break; case 1: jump FireLaser(); break; case 2: jump FireGuidedProjectile(); break; case 3: jump FireRocketLauncher(); break; case 4: jump FireElectricityGun(); break; } }; // call this to lock on player for some time - set m_fLockOnEnemyTime before calling DevilLockOnEnemy(EVoid) { // stop moving StopMoving(); // play animation for locking ChargeAnim(); // wait charge time m_fLockStartTime = _pTimer->CurrentTick(); while (m_fLockStartTime+GetProp(m_fLockOnEnemyTime) > _pTimer->CurrentTick()) { // each tick m_fMoveFrequency = 0.05f; wait (m_fMoveFrequency) { on (ETimer) : { stop; } on (EBegin) : { m_vDesiredPosition = PlayerDestinationPos(); // if not heading towards enemy if (!IsInPlaneFrustum(m_penEnemy, CosFast(30.0f))) { m_fLockStartTime = -10000.0f; stop; } /* if (!IsInPlaneFrustum(m_penEnemy, CosFast(5.0f))) { m_fMoveSpeed = 0.0f; m_aRotateSpeed = GetLockRotationSpeed(); // if heading towards enemy } else { m_fMoveSpeed = 0.0f; m_aRotateSpeed = 0.0f; }*/ // adjust direction and speed //ULONG ulFlags = SetDesiredMovement(); //MovementAnimation(ulFlags); resume; } } } // stop rotating StopRotating(); // return to caller return EReturn(); }; AdjustWeaponForFire() { FLOAT3D vRelWeapon = GetWeaponPositionRelative(); FLOAT3D vAbsWeapon = GetPlacement().pl_PositionVector + vRelWeapon*GetRotationMatrix(); m_fFireTime = _pTimer->CurrentTick()+m_fAdjustWeaponTime; FLOAT3D vEnemy = m_penEnemy->GetPlacement().pl_PositionVector; FLOAT3D vDir = (vEnemy-vAbsWeapon).Normalize(); ANGLE3D aAngles; DirectionVectorToAngles(vDir, aAngles); CPlacement3D plRelPl = CPlacement3D(FLOAT3D(0,0,0),aAngles); plRelPl.AbsoluteToRelative(GetPlacement()); FLOAT fWantedHdg = plRelPl.pl_OrientationAngle(1); FLOAT fWantedPitch = plRelPl.pl_OrientationAngle(2); // adjust angle of projectile gun if( m_iAttID == DEVIL_ATTACHMENT_PROJECTILEGUN) { FLOAT3D vShooting = GetPlacement().pl_PositionVector; FLOAT3D vTarget = m_penEnemy->GetPlacement().pl_PositionVector; FLOAT fDistanceFactor = 1.0f-ClampUp( (vShooting-vTarget).Length()/250.0f, 1.0f); fWantedPitch = 20-fDistanceFactor*50.0f; } CAttachmentModelObject &amo = *GetModelObject()->GetAttachmentModel(m_iAttID); m_fDeltaWeaponHdg = (fWantedHdg -amo.amo_plRelative.pl_OrientationAngle(1))/(m_fAdjustWeaponTime/_pTimer->TickQuantum); m_fDeltaWeaponPitch = (fWantedPitch-amo.amo_plRelative.pl_OrientationAngle(2))/(m_fAdjustWeaponTime/_pTimer->TickQuantum); while (m_fFireTime > _pTimer->CurrentTick()) { wait(_pTimer->TickQuantum) { on (EBegin) : { CAttachmentModelObject &amo = *GetModelObject()->GetAttachmentModel(m_iAttID); amo.amo_plRelative.pl_OrientationAngle(1) += m_fDeltaWeaponHdg; amo.amo_plRelative.pl_OrientationAngle(2) += m_fDeltaWeaponPitch; resume; } on (ETimer) : { stop; } } } return EReturn(); } StraightenUpWeapon() { FLOAT fAdjustWeaponTime = 0.25f; m_fFireTime = _pTimer->CurrentTick()+fAdjustWeaponTime; CAttachmentModelObject &amo = *GetModelObject()->GetAttachmentModel(m_iAttID); m_fDeltaWeaponHdg = amo.amo_plRelative.pl_OrientationAngle(1)/(fAdjustWeaponTime/_pTimer->TickQuantum); m_fDeltaWeaponPitch = amo.amo_plRelative.pl_OrientationAngle(2)/(fAdjustWeaponTime/_pTimer->TickQuantum); while (m_fFireTime > _pTimer->CurrentTick()) { wait(_pTimer->TickQuantum) { on (EBegin) : { CAttachmentModelObject &amo = *GetModelObject()->GetAttachmentModel(m_iAttID); amo.amo_plRelative.pl_OrientationAngle(1) -= m_fDeltaWeaponHdg; amo.amo_plRelative.pl_OrientationAngle(2) -= m_fDeltaWeaponPitch; resume; } on (ETimer) : { stop; } } } return EReturn(); } FireLaser(EVoid) { autocall WaitWalkOrIdleToEnd() EReturn; // to fire StartModelAnim(DEVIL_ANIM_FROMIDLETOATTACK01, AOF_SMOOTHCHANGE); autowait( GetModelObject()->GetAnimLength(DEVIL_ANIM_FROMIDLETOATTACK01)-0.1f); StartModelAnim(DEVIL_ANIM_ATTACK01, AOF_SMOOTHCHANGE|AOF_LOOPING); m_iAttID = DEVIL_ATTACHMENT_LASER; m_fAdjustWeaponTime = 0.25f; autocall AdjustWeaponForFire() EReturn; // fire lasers StartFireLaser(); m_iFiredProjectiles = 0; while (m_iFiredProjectilesGetAnimLength(DEVIL_ANIM_FROMIDLETOATTACK02)-0.1f); StartModelAnim(DEVIL_ANIM_ATTACK02, AOF_SMOOTHCHANGE|AOF_LOOPING); m_iAttID = DEVIL_ATTACHMENT_ROCKETLAUNCHER; m_fAdjustWeaponTime = 0.5f; autocall AdjustWeaponForFire() EReturn; // fire rockets StartFireRocket(); m_iFiredProjectiles = 0; while (m_iFiredProjectilesGetAnimLength(DEVIL_ANIM_FROMIDLETOATTACK01)-0.1f); StartModelAnim(DEVIL_ANIM_ATTACK01, AOF_SMOOTHCHANGE|AOF_LOOPING); m_iAttID = DEVIL_ATTACHMENT_PROJECTILEGUN; m_fAdjustWeaponTime = 0.5f; autocall AdjustWeaponForFire() EReturn; // start fireing predicted magic projectile m_iFiredProjectiles = 0; while (m_iFiredProjectilesGetAnimLength(DEVIL_ANIM_FROMATTACK01TOIDLE)-0.1f); //StartModelAnim(DEVIL_ANIM_IDLE, AOF_SMOOTHCHANGE|AOF_LOOPING); //autowait(0.25f*m_fPauseStretcher); MaybeSwitchToAnotherPlayer(); // shoot completed return EReturn(); } FireElectricityGun(EVoid) { autocall WaitWalkOrIdleToEnd() EReturn; // to fire StartModelAnim(DEVIL_ANIM_FROMIDLETOATTACK02, AOF_SMOOTHCHANGE); autowait( GetModelObject()->GetAnimLength(DEVIL_ANIM_FROMIDLETOATTACK02)-0.1f); StartModelAnim(DEVIL_ANIM_ATTACK02, AOF_SMOOTHCHANGE|AOF_LOOPING); m_iAttID = DEVIL_ATTACHMENT_ELETRICITYGUN; m_fAdjustWeaponTime = 0.5f; //autocall AdjustWeaponForFire() EReturn; // start fireing electricity m_iFiredProjectiles = 0; while (m_iFiredProjectilesGetEntityInfo()); GetEntityInfoPosition(m_penEnemy, peiTarget->vTargetCenter, m_vElectricityTarget); // give some time so player can move away from electricity beam autowait(0.4f); // fire electricity beam m_bRenderElectricity = TRUE; m_tmTemp = _pTimer->CurrentTick(); m_tmNextFXTime = m_tmTemp-_pTimer->TickQuantum; PlayWeaponSound( SOUND_GHOSTBUSTER); while( _pTimer->CurrentTick() < m_tmTemp+0.75f) { wait(_pTimer->TickQuantum) { on (EBegin): { // correct electricity beam target FLOAT3D vNewTarget; EntityInfo *peiTarget = (EntityInfo*) (m_penEnemy->GetEntityInfo()); GetEntityInfoPosition(m_penEnemy, peiTarget->vTargetCenter, vNewTarget); FLOAT3D vDiff = vNewTarget-m_vElectricityTarget; // if we have valid length if( vDiff.Length() > 1.0f) { // calculate adjustment m_vElectricityTarget = m_vElectricityTarget+vDiff.Normalize()*10.0f*_pTimer->TickQuantum; } // cast ray CCastRay crRay( this, m_vElectricitySource, m_vElectricityTarget); crRay.cr_bHitTranslucentPortals = FALSE; crRay.cr_bPhysical = FALSE; crRay.cr_ttHitModels = CCastRay::TT_COLLISIONBOX; GetWorld()->CastRay(crRay); // if entity is hit if( crRay.cr_penHit != NULL) { // apply damage InflictDirectDamage( crRay.cr_penHit, this, DMT_BULLET, 50.0f*_pTimer->TickQuantum/0.5f, FLOAT3D(0, 0, 0), (m_vElectricitySource-m_vElectricityTarget).Normalize()); } if( _pTimer->CurrentTick()>m_tmNextFXTime) { m_tmNextFXTime = _pTimer->CurrentTick()+0.125f+FRnd()*0.125f; CPlacement3D plElectricityTarget = CPlacement3D( m_vElectricityTarget, ANGLE3D(0,0,0)); CEntity *penEffector = CreateEntity( plElectricityTarget, CLASS_EFFECTOR); // set spawn parameters ESpawnEffector eSpawnEffector; eSpawnEffector.tmLifeTime = 6.0f; eSpawnEffector.fSize = 0.025f; eSpawnEffector.eetType = ET_HIT_GROUND; eSpawnEffector.vDamageDir = FLOAT3D( 0.0f, 2.0f, 0.0f); // initialize spray penEffector->Initialize( eSpawnEffector); } resume; }; on (ETimer): { stop; }; } } m_soSound.Stop(); m_bRenderElectricity = FALSE; autowait( 0.8f-m_fAdjustWeaponTime); m_iFiredProjectiles++; if (!IsInFrustum(m_penEnemy, CosFast(30.0f))) { m_iFiredProjectiles = 10000; } } autocall StraightenUpWeapon() EReturn; // from idle StartModelAnim(DEVIL_ANIM_FROMATTACK02TOIDLE, AOF_SMOOTHCHANGE); //autowait( GetModelObject()->GetAnimLength(DEVIL_ANIM_FROMATTACK02TOIDLE)-0.1f); //StartModelAnim(DEVIL_ANIM_IDLE, AOF_SMOOTHCHANGE|AOF_LOOPING); MaybeSwitchToAnotherPlayer(); // shoot completed return EReturn(); } FireGuidedProjectile(EVoid) { autocall WaitWalkOrIdleToEnd() EReturn; StartModelAnim(DEVIL_ANIM_ATTACKBREATHSTART, AOF_SMOOTHCHANGE); autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn; PlaySound(m_soLeft, SOUND_ATTACK_BREATH_START, SOF_3D); StartModelAnim(DEVIL_ANIM_ATTACKBREATH, AOF_SMOOTHCHANGE); autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn; PlaySound(m_soRight, SOUND_ATTACK_BREATH_LOOP, SOF_LOOP|SOF_3D); // start fireing predicted magic projectile m_iFiredProjectiles = 0; m_tmFireBreathStart = _pTimer->CurrentTick(); m_tmFireBreathStop = UpperLimit(0.0f); // calculate breath source and target positions const FLOATmatrix3D &m = GetRotationMatrix(); m_vFireBreathSource = GetPlacement().pl_PositionVector+MAGIC_PROJECTILE_EXIT*m; m_vFireBreathTarget = m_penEnemy->GetPlacement().pl_PositionVector-FLOAT3D(0,20.0f,0); while (m_iFiredProjectilesPlayAnim(DEVIL_ANIM_CLIMB, 0); PlaySound(m_soJumpIntoPyramid, SOUND_CLIMB, SOF_3D); autowait(7.0f); // turn it arround m_tmTemp = _pTimer->CurrentTick(); while( _pTimer->CurrentTick() < m_tmTemp+0.7f) { wait(_pTimer->TickQuantum) { on (EBegin): { resume; }; on (ETimer): { stop; }; otherwise(): { resume; }; } CPlacement3D plCurrent = GetPlacement(); FLOAT aDelta = -35.0f/0.7f*_pTimer->TickQuantum; plCurrent.pl_OrientationAngle+=FLOAT3D(aDelta,0,0); SetPlacement(plCurrent); } ShakeItFarBaby(_pTimer->CurrentTick(), 1.5f); autowait(GetModelObject()->GetAnimLength(DEVIL_ANIM_CLIMB)-7.335f-_pTimer->TickQuantum); SelectRandomAnger(); GetModelObject()->PlayAnim(m_iAngryAnim, 0); PlaySound(m_soSound, m_iAngrySound, SOF_3D); autowait( GetModelObject()->GetAnimLength(m_iAngryAnim)-0.1f); StopMoving(); StopRotating(); TurnOnPhysics(); autocall GrabBothWeapons() EReturn; m_dsDevilState = DS_PYRAMID_FIGHT; m_dapAttackPower = DAP_MEDIUM_POWER_ATTACK; m_fAttackRadius = 1e6f; m_fAttackRunSpeed = 8.0f; return EReturn(); } TeleportIntoPyramid(EVoid) { // remove weapons RemoveWeapons(); SetTargetNone(); Teleport(m_plTeleport, FALSE); StopMoving(); StopRotating(); SelectRandomAnger(); GetModelObject()->PlayAnim(m_iAngryAnim, 0); PlaySound(m_soSound, m_iAngrySound, SOF_3D); autowait( GetModelObject()->GetAnimLength(m_iAngryAnim)-0.1f); TurnOnPhysics(); autocall GrabBothWeapons() EReturn; m_dsDevilState = DS_PYRAMID_FIGHT; m_dapAttackPower = DAP_MEDIUM_POWER_ATTACK; m_fAttackRadius = 1e6f; m_fAttackRunSpeed = 8.0f; return EReturn(); } RegenerationImpulse(EVoid) { m_dsPreRegenerationDevilState = m_dsDevilState; m_dsDevilState = DS_REGENERATION_IMPULSE; GetModelObject()->PlayAnim(DEVIL_ANIM_HEAL, 0); PlaySound(m_soSound, SOUND_HEAL, SOF_3D); StopFireBreathParticles(); m_tmRegenerationStart = _pTimer->CurrentTick(); m_tmRegenerationStop = m_tmRegenerationStart+TM_HEALTH_IMPULSE-1.5f/*Regeneration particle life time*/; // apply health impulse m_tmTemp = _pTimer->CurrentTick(); while( _pTimer->CurrentTick() < m_tmTemp+TM_HEALTH_IMPULSE) { wait(_pTimer->TickQuantum) { on (EBegin): { resume; }; on (ETimer): { stop; }; otherwise(): { resume; }; } SetHealth(GetHealth()+HEALTH_IMPULSE*_pTimer->TickQuantum/TM_HEALTH_IMPULSE); } m_dsDevilState = m_dsPreRegenerationDevilState; return EReturn(); } StopAttack(EVoid) : CEnemyBase::StopAttack { if(m_penEnemy==NULL) { autocall Celebrate() EReturn; } jump CEnemyBase::StopAttack(); }; ContinueInMainLoop(EVoid) { SwitchToModel(); // continue behavior in base class if( !m_bWasOnceInMainLoop) { m_bWasOnceInMainLoop = TRUE; jump CEnemyBase::MainLoop(); } else { // get some player for trigger source if any is existing CEntity *penEnemy = FixupCausedToPlayer(this, m_penEnemy, /*bWarning=*/FALSE); if (penEnemy!=m_penEnemy) { SetTargetSoft(penEnemy); } jump CEnemyBase::StandardBehavior(); } } /************************************************************ * D E A T H * ************************************************************/ Death(EVoid) : CEnemyBase::Death { SetFlags(GetFlags()&~ENF_ALIVE); StopFireBreathParticles(); StopRegenerationParticles(); // stop moving StopMoving(); DeathSound(); // death sound // set physic flags SetCollisionFlags(ECF_MODEL); // start death anim AnimForDeath(); autowait(4.66f); ShakeItFarBaby(_pTimer->CurrentTick(), 5.0f); autowait(GetModelObject()->GetAnimLength(DEVIL_ANIM_DEATH)-4.66f); m_tmDeathTime = _pTimer->CurrentTick(); CWorldSettingsController *pwsc = GetWSC(); if (pwsc!=NULL) { pwsc->m_tmGlaringStarted = _pTimer->CurrentTick()+1.5f; pwsc->m_tmGlaringEnded = pwsc->m_tmGlaringStarted+1.0f, pwsc->m_fGlaringFadeInRatio = 0.2f; pwsc->m_fGlaringFadeOutRatio = 0.7f; } autowait(1.5f); PlaySound(m_soLeft, SOUND_DISAPPEAR, SOF_3D|SOF_VOLUMETRIC); autowait(0.25f); SwitchToEditorModel(); PlaySound(m_soRight, SOUND_DEATHPARTICLES, SOF_3D); return EEnd(); }; /************************************************************ * M A I N * ************************************************************/ Main(EVoid) { m_sptType = SPT_NONE; // declare yourself as a model InitAsEditorModel(); SetPhysicsFlags(EPF_MODEL_WALKING&~EPF_TRANSLATEDBYGRAVITY); SetCollisionFlags(((ECBI_MODEL)<StretchModel(FLOAT3D(SIZE, SIZE, SIZE)); ModelChangeNotify(); StandingAnim(); // setup moving speed m_fWalkSpeed = 10.0f; m_aWalkRotateSpeed = AngleDeg(90.0f); m_fAttackRunSpeed = 8.0f; m_aAttackRotateSpeed = AngleDeg(90.0f); m_fCloseRunSpeed = 8.0f; m_aCloseRotateSpeed = AngleDeg(90.0f); // setup attack distances m_fAttackDistance = 1e24f; m_fCloseDistance = 50.0f; m_fStopDistance = 10.0f; m_fAttackFireTime = 10.0f; m_fCloseFireTime = 5.0f; m_fIgnoreRange = UpperLimit(0.0f); m_iScore = 1E6; en_fAcceleration = en_fDeceleration = 50.0f; m_fLockOnEnemyTime = 0.05f; m_fPauseStretcher = 1.0f; m_bWasOnceInMainLoop = FALSE; // 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); } PlayLightAnim(LIGHT_ANIM_NONE, 0); autowait(0.1f); wait() { on (EBegin) : { resume; } on (ETrigger) : { stop; } } StartModelAnim(DEVIL_ANIM_POSEDOWN, 0); SwitchToModel(); // set initial state m_dsDevilState = DS_NOT_EXISTING; wait() { on (EBegin) : { if( cht_bDebugFinalBoss) { CPrintF("Main loop, event: Begin\n"); } if(m_dsDevilState == DS_NOT_EXISTING) { m_dsDevilState = DS_DESTROYING_CITY; call DestroyCity(); } resume; } on (ETrigger) : { if( cht_bDebugFinalBoss) { CPrintF("Main loop, event: Trigger\n"); } resume; } on (EDevilCommand eDevilCommand) : { if( cht_bDebugFinalBoss) { CTString strDevilCommand = DevilCommandType_enum.NameForValue(INDEX(eDevilCommand.dctType)); CPrintF("Main loop, event: Devil command: %s\n",(const char*) strDevilCommand); } if( eDevilCommand.dctType == DC_GRAB_LOWER_WEAPONS) { m_dapAttackPower = DAP_LOW_POWER_ATTACK; m_dsDevilState = DS_ENEMY; call GrabLowerWeapons(); } // force given action marker else if( eDevilCommand.dctType == DC_FORCE_ACTION) { m_penAction = eDevilCommand.penForcedAction; call DestroyCity(); } else if( eDevilCommand.dctType == DC_STOP_MOVING) { m_vStartPosition = GetPlacement().pl_PositionVector; m_fAttackRadius = 0.0f; } else if( eDevilCommand.dctType == DC_STOP_ATTACK) { SetTargetNone(); } else if( eDevilCommand.dctType == DC_JUMP_INTO_PYRAMID) { GetModelObject()->PlayAnim( DEVIL_ANIM_IDLE, 0); m_plTeleport = eDevilCommand.penForcedAction->GetPlacement(); m_dsDevilState = DS_JUMPING_INTO_PYRAMID; call JumpIntoPyramid(); } else if( eDevilCommand.dctType == DC_TELEPORT_INTO_PYRAMID) { GetModelObject()->PlayAnim( DEVIL_ANIM_IDLE, 0); m_plTeleport = eDevilCommand.penForcedAction->GetPlacement(); m_dsDevilState = DS_JUMPING_INTO_PYRAMID; call TeleportIntoPyramid(); } resume; } on (ERegenerationImpuls) : { if( cht_bDebugFinalBoss) { CPrintF("Main loop, event: Regeneration impulse\n"); } m_bRenderElectricity = FALSE; call RegenerationImpulse(); resume; } on (EHitBySpaceShipBeam) : { if( cht_bDebugFinalBoss) { CPrintF("Main loop, event: Hit by space ship beam\n"); } m_bRenderElectricity = FALSE; m_tmHitBySpaceShipBeam = _pTimer->CurrentTick(); call BeamDamage(); resume; } // if dead on (EDeath eDeath) : { if( !(GetFlags()&ENF_ALIVE)) { resume; } if( cht_bDebugFinalBoss) { CPrintF("Main loop, event: Death\n"); } // die m_bRenderElectricity = FALSE; jump CEnemyBase::Die(eDeath); } on (EReturn) : { if( cht_bDebugFinalBoss) { CPrintF("Main loop, event: Return\n"); } if( m_dsDevilState==DS_DESTROYING_CITY) { m_soSound.Set3DParameters(1000.0f, 500.0f, 2.0f, 1.0f); m_dsDevilState = DS_ENEMY; if( m_dapAttackPower == DAP_NOT_ATTACKING) { m_dapAttackPower = DAP_PLAYER_HUNT; } } call ContinueInMainLoop(); resume; } } }; };