/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */ 343 %{ #include "StdH.h" //#include "ModelsMP/Enemies/Grunt/Grunt.h" %} uses "EntitiesMP/EnemyBase"; uses "EntitiesMP/BasicEffects"; enum GruntSkaType { 0 GT_SOLDIER "Grunt soldier", 1 GT_COMMANDER "Grunt commander", }; %{ #define STRETCH_SOLDIER 1.2f #define STRETCH_COMMANDER 1.4f // info structure static EntityInfo eiGruntSoldier = { EIBT_FLESH, 200.0f, 0.0f, 1.9f*STRETCH_SOLDIER, 0.0f, // source (eyes) 0.0f, 1.3f*STRETCH_SOLDIER, 0.0f, // target (body) }; static EntityInfo eiGruntCommander = { EIBT_FLESH, 250.0f, 0.0f, 1.9f*STRETCH_COMMANDER, 0.0f, // source (eyes) 0.0f, 1.3f*STRETCH_COMMANDER, 0.0f, // target (body) }; #define FIREPOS_SOLDIER FLOAT3D(0.07f, 1.36f, -0.78f)*STRETCH_SOLDIER #define FIREPOS_COMMANDER_UP FLOAT3D(0.09f, 1.45f, -0.62f)*STRETCH_COMMANDER #define FIREPOS_COMMANDER_DN FLOAT3D(0.10f, 1.30f, -0.60f)*STRETCH_COMMANDER #define COMANDER_SMC_MODEL "ModelsSKA\\Enemies\\Grunt\\Commander.smc" #define SOLIDER_SMC_MODEL "ModelsSKA\\Enemies\\Grunt\\Grunt.smc" #define GRUNT_MESH #define GRUNT_SKELETON #define GRUNT_ANIMSET #define GRUNT_TEXTURE #define CLEAR_ANIM_TIME 0.2f static INDEX idGrunt_Wound = -1; static INDEX idGrunt_Run = -1; static INDEX idGrunt_IdlePatrol = -1; static INDEX idGrunt_IdleAttack = -1; static INDEX idGrunt_Fire = -1; static INDEX idGrunt_Default = -1; static INDEX idGrunt_DeathForward = -1; static INDEX idGrunt_DeathBackward = -1; static INDEX idGrunt_GunModel = -1; static INDEX idGrund_NormalBox = -1; static INDEX idGrund_DeathBox = -1; static CTextureObject _toStar01; #define SHP_BASE_TEXTURE 0 %} class CGruntSka: CEnemyBase { name "GruntSka"; thumbnail "Thumbnails\\Grunt.tbn"; properties: 1 enum GruntSkaType m_gtType "Type" 'Y' = GT_SOLDIER, 10 CSoundObject m_soFire1, 11 CSoundObject m_soFire2, 20 FLOAT m_fMidBoneRot = 0.0f, 30 CModelInstance m_miTest, // class internal components: 1 class CLASS_BASE "Classes\\EnemyBase.ecl", 3 class CLASS_PROJECTILE "Classes\\Projectile.ecl", // ************** SOUNDS ************** 50 sound SOUND_IDLE "ModelsMP\\Enemies\\Grunt\\Sounds\\Idle.wav", 52 sound SOUND_SIGHT "ModelsMP\\Enemies\\Grunt\\Sounds\\Sight.wav", 53 sound SOUND_WOUND "ModelsMP\\Enemies\\Grunt\\Sounds\\Wound.wav", 57 sound SOUND_FIRE "ModelsMP\\Enemies\\Grunt\\Sounds\\Fire.wav", 58 sound SOUND_DEATH "ModelsMP\\Enemies\\Grunt\\Sounds\\Death.wav", functions: void CGruntSka(void) { // Get animation id's idGrunt_Wound = ska_GetIDFromStringTable("Grunt_Wound"); idGrunt_Run = ska_GetIDFromStringTable("Grunt_Run"); idGrunt_IdlePatrol = ska_GetIDFromStringTable("Grunt_IdlePatrol"); idGrunt_IdleAttack = ska_GetIDFromStringTable("Grunt_IdleAttack"); idGrunt_Fire = ska_GetIDFromStringTable("Grunt_Fire"); idGrunt_Default = ska_GetIDFromStringTable("Grunt_Default"); idGrunt_DeathForward = ska_GetIDFromStringTable("Grunt_DeathForward"); idGrunt_DeathBackward = ska_GetIDFromStringTable("Grunt_DeathBackward"); idGrunt_GunModel = ska_GetIDFromStringTable("Flamer"); // Get colision box id's idGrund_NormalBox = ska_GetIDFromStringTable("Normal"); idGrund_DeathBox = ska_GetIDFromStringTable("Death"); }; void CreateTestModelInstance() { try { m_miTest.AddMesh_t((CTString)"ModelsSKA\\Test\\Arm\\Arm.bm"); m_miTest.AddSkeleton_t((CTString)"ModelsSKA\\Test\\Arm\\Arm.bs"); m_miTest.AddAnimSet_t((CTString)"ModelsSKA\\Test\\Arm\\Arm.ba"); m_miTest.AddTexture_t((CTString)"ModelsSKA\\Test\\Arm\\Objects\\Arm.tex","Arm",NULL); m_miTest.AddColisionBox("Default",FLOAT3D(-0.5f,0.0f,-0.5f),FLOAT3D(0.5f,2.0f,0.5f)); } catch (char *strErr) { FatalError(strErr); } } void BuildGruntModel() { // CreateTestModelInstance(); en_pmiModelInstance = CreateModelInstance("GruntSka"); CModelInstance *pmi = GetModelInstance(); try{ // setup grunt solider pmi->AddMesh_t((CTString)"ModelsSKA\\Enemies\\Grunt\\Grunt.bm"); pmi->AddSkeleton_t((CTString)"ModelsSKA\\Enemies\\Grunt\\Grunt.bs"); pmi->AddAnimSet_t((CTString)"ModelsSKA\\Enemies\\Grunt\\Grunt.ba"); pmi->AddTexture_t((CTString)"ModelsSKA\\Enemies\\Grunt\\Soldier.tex","Grunt",NULL); pmi->AddColisionBox("Default",FLOAT3D(-0.5f,0.0f,-0.5f),FLOAT3D(0.5f,2.0f,0.5f)); // setup weapon CModelInstance *pmiFlamer = CreateModelInstance("Flamer"); pmiFlamer->AddMesh_t((CTString)"ModelsSKA\\Weapons\\Flamer\\Flamer.bm"); pmiFlamer->AddSkeleton_t((CTString)"ModelsSKA\\Weapons\\Flamer\\Flamer.bs"); pmiFlamer->AddAnimSet_t((CTString)"ModelsSKA\\Weapons\\Flamer\\Flamer.ba"); pmiFlamer->AddTexture_t((CTString)"ModelsSKA\\Weapons\\Flamer\\Flamer.tex","Flamer",NULL); pmiFlamer->AddTexture_t((CTString)"ModelsSKA\\Enemies\\Grunt\\Lava04FX.tex","Lava04FX",NULL); // Set flamer offset pmiFlamer->SetOffsetRot(ANGLE3D(0,0,180)); // Attach flamer to grunt pmi->AddChild(pmiFlamer); // Set flamer parent bone INDEX iParenBoneID = ska_GetIDFromStringTable("R_Hand"); pmiFlamer->SetParentBone(iParenBoneID); // Set colision info SetSkaColisionInfo(); } catch(char *strErr) { FatalError(strErr); } }; void BuildCommanderModel(CEntity *penGrunt) { SetSkaModel("ModelsSKA\\Enemies\\Grunt\\CommanderNoGun.smc"); CModelInstance *pmiFlamer = NULL; try{ pmiFlamer = ParseSmcFile_t("ModelsSKA\\Weapons\\Flamer\\Flamer.smc"); } catch(char *strErr) { FatalError(strErr); } // Set flamer parent bone INDEX iParenBoneID = ska_GetIDFromStringTable("R_Hand"); CModelInstance *pmi = GetModelInstance(); pmi->AddChild(pmiFlamer); pmiFlamer->SetParentBone(iParenBoneID); // Set flamer offset pmiFlamer->SetOffsetRot(ANGLE3D(0,0,180)); // Set colision info SetSkaColisionInfo(); }; /* void Particles_OneParticle( FLOAT3D vPos ) { Particle_PrepareTexture(&_toStar01, PBT_ADDALPHA); Particle_SetTexturePart( 512, 512, 0, 0); COLOR col = RGBAToColor(128, 128, 128, 128); Particle_RenderSquare( vPos, 1.0f, 0.0f, col); Particle_Flush(); } void RenderParticles(void) { INDEX iBoneID = ska_GetIDFromStringTable("R_Hand"); FLOAT3D vStartPoint; FLOAT3D vEndPoint; if(GetBoneAbsPosition(iBoneID,vStartPoint,vEndPoint)) { Particles_OneParticle(vStartPoint); } }; */ /* void AdjustBones() { INDEX iBoneID = ska_GetIDFromStringTable("MidTorso"); RenBone *rb = RM_FindRenBone(iBoneID); if(rb!=NULL) { FLOATquat3D quat; quat.FromEuler(ANGLE3D(0,0,AngleRad(Sin(m_fMidBoneRot)/3.0f))); rb->rb_arRot.ar_qRot = quat; } m_fMidBoneRot+=1; }; */ /* void AdjustBones() { INDEX ctrb = 0; RenBone *pRenBones=RM_GetRenBoneArray(ctrb); // for each t ren bones after first dummy one for(INDEX irb=1;irbGetShaderDesc(sdDesc); if(sdDesc.sd_astrTextureNames.Count() > SHP_BASE_TEXTURE) { spParams.sp_aiTextureIDs[SHP_BASE_TEXTURE] = ska_GetIDFromStringTable("Lava04FX"); } } } } */ /* CModelInstance *GetModelInstanceForRendering() { return &m_miTest; }; */ // describe how this enemy killed player virtual CTString GetPlayerKillDescription(const CTString &strPlayerName, const EDeath &eDeath) { CTString str; str.PrintF(TRANS("A Grunt sent %s into the halls of Valhalla"), strPlayerName); return str; } /* Entity info */ void *GetEntityInfo(void) { if (m_gtType==GT_SOLDIER) { return &eiGruntSoldier; } else if (m_gtType==GT_COMMANDER) { return &eiGruntSoldier; } else { ASSERT("Unknown grunt type!"); return NULL; } }; virtual const CTFileName &GetComputerMessageName(void) const { static DECLARE_CTFILENAME(fnmSoldier, "DataMP\\Messages\\Enemies\\GruntSoldier.txt"); static DECLARE_CTFILENAME(fnmCommander, "DataMP\\Messages\\Enemies\\GruntCommander.txt"); switch(m_gtType) { default: ASSERT(FALSE); case GT_SOLDIER: return fnmSoldier; case GT_COMMANDER: return fnmCommander; } }; void Precache(void) { CEnemyBase::Precache(); if (m_gtType==GT_SOLDIER) { PrecacheClass(CLASS_PROJECTILE, PRT_GRUNT_PROJECTILE_SOL); } if (m_gtType==GT_COMMANDER) { PrecacheClass(CLASS_PROJECTILE, PRT_GRUNT_PROJECTILE_COM); } PrecacheSound(SOUND_IDLE); PrecacheSound(SOUND_SIGHT); PrecacheSound(SOUND_WOUND); PrecacheSound(SOUND_FIRE); PrecacheSound(SOUND_DEATH); }; /* Receive damage */ void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType, FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection) { CEnemyBase::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection); }; // damage anim INDEX AnimForDamage(FLOAT fDamage) { GetModelInstance()->AddAnimation(idGrunt_Wound,AN_CLEAR,1,0); return idGrunt_Wound; }; // death INDEX AnimForDeath(void) { INDEX idAnimDeath; FLOAT3D vFront; GetHeadingDirection(0, vFront); FLOAT fDamageDir = m_vDamage%vFront; if (fDamageDir<0) { idAnimDeath = idGrunt_DeathBackward; } else { idAnimDeath = idGrunt_DeathForward; } GetModelInstance()->AddAnimation(idAnimDeath,AN_CLEAR,1,0); return idAnimDeath; }; FLOAT WaitForDust(FLOAT3D &vStretch) { vStretch=FLOAT3D(1,1,2); if(GetModelInstance()->IsAnimationPlaying(idGrunt_DeathBackward)) { return 0.5f; } else if(GetModelInstance()->IsAnimationPlaying(idGrunt_DeathForward)) { return 1.0f; } return -1.0f; }; void DeathNotify(void) { INDEX iBoxIndex = GetModelInstance()->GetColisionBoxIndex(idGrund_DeathBox); ASSERT(iBoxIndex>=0); ChangeCollisionBoxIndexWhenPossible(iBoxIndex); en_fDensity = 500.0f; }; // virtual anim functions void StandingAnim(void) { GetModelInstance()->AddAnimation(idGrunt_IdleAttack,AN_LOOPING|AN_NORESTART|AN_CLEAR,1,0); }; /*void StandingAnimFight(void) { StartModelAnim(HEADMAN_ANIM_IDLE_FIGHT, AOF_LOOPING|AOF_NORESTART); }*/ void RunningAnim(void) { GetModelInstance()->AddAnimation(idGrunt_Run,AN_LOOPING|AN_NORESTART|AN_CLEAR,1,0); }; void WalkingAnim(void) { RunningAnim(); }; void RotatingAnim(void) { RunningAnim(); }; // 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); }; // adjust sound and watcher parameters here if needed void EnemyPostInit(void) { // set sound default parameters m_soFire1.Set3DParameters(160.0f, 50.0f, 1.0f, 1.0f); m_soFire2.Set3DParameters(160.0f, 50.0f, 1.0f, 1.0f); }; procedures: /************************************************************ * A T T A C K E N E M Y * ************************************************************/ Fire(EVoid) : CEnemyBase::Fire { // soldier if (m_gtType == GT_SOLDIER) { autocall SoldierAttack() EEnd; // commander } else if (m_gtType == GT_COMMANDER) { autocall CommanderAttack() EEnd; // should never get here } else{ ASSERT(FALSE); } return EReturn(); }; // Soldier attack SoldierAttack(EVoid) { StandingAnimFight(); autowait(0.2f + FRnd()*0.25f); GetModelInstance()->AddAnimation(idGrunt_Fire,AN_CLEAR,1.0f,0); ShootProjectile(PRT_GRUNT_PROJECTILE_SOL, FIREPOS_SOLDIER, ANGLE3D(0, 0, 0)); PlaySound(m_soFire1, SOUND_FIRE, SOF_3D); autowait(0.15f + FRnd()*0.1f); GetModelInstance()->AddAnimation(idGrunt_Fire,AN_CLEAR,1.0f,0); ShootProjectile(PRT_GRUNT_PROJECTILE_SOL, FIREPOS_SOLDIER, ANGLE3D(0, 0, 0)); PlaySound(m_soFire2, SOUND_FIRE, SOF_3D); autowait(FRnd()*0.333f); return EEnd(); }; // Commander attack (predicted firing on moving player) CommanderAttack(EVoid) { StandingAnimFight(); autowait(0.2f + FRnd()*0.25f); /*FLOAT3D vGunPosAbs = GetPlacement().pl_PositionVector + FLOAT3D(0.0f, 1.0f, 0.0f)*GetRotationMatrix(); FLOAT3D vEnemySpeed = ((CMovableEntity&) *m_penEnemy).en_vCurrentTranslationAbsolute; FLOAT3D vEnemyPos = ((CMovableEntity&) *m_penEnemy).GetPlacement().pl_PositionVector; FLOAT fLaserSpeed = 45.0f; // m/s FLOAT3D vPredictedEnemyPosition = CalculatePredictedPosition(vGunPosAbs, vEnemyPos, fLaserSpeed, vEnemySpeed, GetPlacement().pl_PositionVector(2) ); ShootPredictedProjectile(PRT_GRUNT_LASER, vPredictedEnemyPosition, FLOAT3D(0.0f, 1.0f, 0.0f), ANGLE3D(0, 0, 0));*/ GetModelInstance()->AddAnimation(idGrunt_Fire,AN_CLEAR,1,0); ShootProjectile(PRT_GRUNT_PROJECTILE_COM, FIREPOS_COMMANDER_DN, ANGLE3D(-20, 0, 0)); PlaySound(m_soFire1, SOUND_FIRE, SOF_3D); autowait(0.035f); GetModelInstance()->AddAnimation(idGrunt_Fire,AN_CLEAR,1,0); ShootProjectile(PRT_GRUNT_PROJECTILE_COM, FIREPOS_COMMANDER_DN, ANGLE3D(-10, 0, 0)); PlaySound(m_soFire2, SOUND_FIRE, SOF_3D); autowait(0.035f); GetModelInstance()->AddAnimation(idGrunt_Fire,AN_CLEAR,1,0); ShootProjectile(PRT_GRUNT_PROJECTILE_COM, FIREPOS_COMMANDER_DN, ANGLE3D(0, 0, 0)); PlaySound(m_soFire1, SOUND_FIRE, SOF_3D); autowait(0.035f); GetModelInstance()->AddAnimation(idGrunt_Fire,AN_CLEAR,1,0); ShootProjectile(PRT_GRUNT_PROJECTILE_COM, FIREPOS_COMMANDER_DN, ANGLE3D(10, 0, 0)); PlaySound(m_soFire2, SOUND_FIRE, SOF_3D); autowait(0.035f); GetModelInstance()->AddAnimation(idGrunt_Fire,AN_CLEAR,1,0); ShootProjectile(PRT_GRUNT_PROJECTILE_COM, FIREPOS_COMMANDER_DN, ANGLE3D(20, 0, 0)); PlaySound(m_soFire2, SOUND_FIRE, SOF_3D); autowait(FRnd()*0.5f); return EEnd(); }; /************************************************************ * M A I N * ************************************************************/ Main(EVoid) { // declare yourself as a model InitAsSkaModel(); SetPhysicsFlags(EPF_MODEL_WALKING|EPF_HASLUNGS); SetCollisionFlags(ECF_MODEL); SetFlags(GetFlags()|ENF_ALIVE); en_tmMaxHoldBreath = 5.0f; en_fDensity = 2000.0f; //m_fBlowUpSize = 2.0f; //_toStar01.SetData_t(CTFILENAME("Models\\Items\\Particles\\Star01.tex")); // set your appearance switch (m_gtType) { case GT_SOLDIER: SetSkaModel(SOLIDER_SMC_MODEL); // BuildGruntModel(); // setup moving speed m_fWalkSpeed = FRnd() + 2.5f; m_aWalkRotateSpeed = AngleDeg(FRnd()*10.0f + 500.0f); m_fAttackRunSpeed = FRnd() + 6.5f; m_aAttackRotateSpeed = AngleDeg(FRnd()*50 + 245.0f); m_fCloseRunSpeed = FRnd() + 6.5f; m_aCloseRotateSpeed = AngleDeg(FRnd()*50 + 245.0f); // setup attack distances m_fAttackDistance = 80.0f; m_fCloseDistance = 0.0f; m_fStopDistance = 8.0f; m_fAttackFireTime = 2.0f; m_fCloseFireTime = 1.0f; m_fIgnoreRange = 200.0f; //m_fBlowUpAmount = 65.0f; m_fBlowUpAmount = 80.0f; m_fBodyParts = 4; m_fDamageWounded = 0.0f; m_iScore = 500; SetHealth(40.0f); m_fMaxHealth = 40.0f; // set stretch factors for height and width GetModelInstance()->StretchModel(FLOAT3D(STRETCH_SOLDIER, STRETCH_SOLDIER, STRETCH_SOLDIER)); break; case GT_COMMANDER: SetSkaModel(COMANDER_SMC_MODEL); // BuildCommanderModel(); m_fWalkSpeed = FRnd() + 2.5f; m_aWalkRotateSpeed = AngleDeg(FRnd()*10.0f + 500.0f); m_fAttackRunSpeed = FRnd() + 8.0f; m_aAttackRotateSpeed = AngleDeg(FRnd()*50 + 245.0f); m_fCloseRunSpeed = FRnd() + 8.0f; m_aCloseRotateSpeed = AngleDeg(FRnd()*50 + 245.0f); // setup attack distances m_fAttackDistance = 90.0f; m_fCloseDistance = 0.0f; m_fStopDistance = 15.0f; m_fAttackFireTime = 4.0f; m_fCloseFireTime = 2.0f; //m_fBlowUpAmount = 180.0f; m_fIgnoreRange = 200.0f; // damage/explode properties m_fBodyParts = 5; m_fDamageWounded = 0.0f; m_iScore = 800; SetHealth(60.0f); m_fMaxHealth = 60.0f; // set stretch factors for height and width GetModelInstance()->StretchModel(FLOAT3D(STRETCH_COMMANDER, STRETCH_COMMANDER, STRETCH_COMMANDER)); break; } ModelChangeNotify(); StandingAnim(); // continue behavior in base class jump CEnemyBase::MainLoop(); }; };