/* 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. */ 324 %{ #include "EntitiesMP/StdH/StdH.h" #include "Models/Enemies/Walker/Walker.h" %} uses "EntitiesMP/EnemyBase"; uses "EntitiesMP/Projectile"; enum WalkerChar { 0 WLC_SOLDIER "Soldier", // soldier 1 WLC_SERGEANT "Sergeant", // sergeant }; %{ // info structure static EntityInfo eiWalker = { EIBT_FLESH, 1000.0f, 0.0f, 5.4f, 0.0f, 0.0f, 4.5f, 0.0f, }; #define SIZE_SOLDIER (0.5f) #define SIZE_SERGEANT (1.0f) #define FIRE_LEFT_ARM FLOAT3D(-2.5f, 5.0f, 0.0f) #define FIRE_RIGHT_ARM FLOAT3D(+2.5f, 5.0f, 0.0f) #define FIRE_DEATH_LEFT FLOAT3D( 0.0f, 7.0f, -2.0f) #define FIRE_DEATH_RIGHT FLOAT3D(3.75f, 4.2f, -2.5f) #define WALKERSOUND(soundname) ((m_EwcChar==WLC_SOLDIER)? (SOUND_SOLDIER_##soundname) : (SOUND_SERGEANT_##soundname)) %} class CWalker : CEnemyBase { name "Walker"; thumbnail "Thumbnails\\Walker.tbn"; properties: 1 enum WalkerChar m_EwcChar "Character" 'C' = WLC_SOLDIER, 2 INDEX m_iLoopCounter = 0, 3 FLOAT m_fSize = 1.0f, 4 BOOL m_bWalkSoundPlaying = FALSE, 5 FLOAT m_fThreatDistance = 5.0f, 10 CSoundObject m_soFeet, 11 CSoundObject m_soFire1, 12 CSoundObject m_soFire2, 13 CSoundObject m_soFire3, 14 CSoundObject m_soFire4, components: 0 class CLASS_BASE "Classes\\EnemyBase.ecl", 1 class CLASS_PROJECTILE "Classes\\Projectile.ecl", 2 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl", 10 model MODEL_WALKER "Models\\Enemies\\Walker\\Walker.mdl", 11 texture TEXTURE_WALKER_SOLDIER "Models\\Enemies\\Walker\\Walker02.tex", 12 texture TEXTURE_WALKER_SERGEANT "Models\\Enemies\\Walker\\Walker01.tex", 14 model MODEL_LASER "Models\\Enemies\\Walker\\Laser.mdl", 15 texture TEXTURE_LASER "Models\\Enemies\\Walker\\Laser.tex", 16 model MODEL_ROCKETLAUNCHER "Models\\Enemies\\Walker\\RocketLauncher.mdl", 17 texture TEXTURE_ROCKETLAUNCHER "Models\\Enemies\\Walker\\RocketLauncher.tex", // ************** SOUNDS ************** 50 sound SOUND_SOLDIER_IDLE "Models\\Enemies\\Walker\\Sounds\\Soldier\\Idle.wav", 51 sound SOUND_SOLDIER_SIGHT "Models\\Enemies\\Walker\\Sounds\\Soldier\\Sight.wav", 53 sound SOUND_SOLDIER_FIRE_LASER "Models\\Enemies\\Walker\\Sounds\\Soldier\\Fire.wav", 54 sound SOUND_SOLDIER_DEATH "Models\\Enemies\\Walker\\Sounds\\Soldier\\Death.wav", 55 sound SOUND_SOLDIER_WALK "Models\\Enemies\\Walker\\Sounds\\Soldier\\Walk.wav", 60 sound SOUND_SERGEANT_IDLE "Models\\Enemies\\Walker\\Sounds\\Sergeant\\Idle.wav", 61 sound SOUND_SERGEANT_SIGHT "Models\\Enemies\\Walker\\Sounds\\Sergeant\\Sight.wav", 63 sound SOUND_SERGEANT_FIRE_ROCKET "Models\\Enemies\\Walker\\Sounds\\Sergeant\\Fire.wav", 64 sound SOUND_SERGEANT_DEATH "Models\\Enemies\\Walker\\Sounds\\Sergeant\\Death.wav", 65 sound SOUND_SERGEANT_WALK "Models\\Enemies\\Walker\\Sounds\\Sergeant\\Walk.wav", /* 70 model MODEL_WALKER_HEAD1 "Models\\Enemies\\Walker\\Debris\\Head.mdl", 71 model MODEL_WALKER_HEAD2 "Models\\Enemies\\Walker\\Debris\\Head2.mdl", 72 model MODEL_WALKER_LEG "Models\\Enemies\\Walker\\Debris\\Leg.mdl", */ functions: // describe how this enemy killed player virtual CTString GetPlayerKillDescription(const CTString &strPlayerName, const EDeath &eDeath) { CTString str; str.PrintF(TRANSV("A Biomech blew %s away"), (const char *) strPlayerName); return str; } virtual const CTFileName &GetComputerMessageName(void) const { static DECLARE_CTFILENAME(fnmSoldier, "Data\\Messages\\Enemies\\WalkerSmall.txt"); static DECLARE_CTFILENAME(fnmSergeant, "Data\\Messages\\Enemies\\WalkerBig.txt"); switch(m_EwcChar) { default: ASSERT(FALSE); case WLC_SOLDIER: return fnmSoldier; case WLC_SERGEANT: return fnmSergeant; } } // overridable function to get range for switching to another player FLOAT GetThreatDistance(void) { return m_fThreatDistance; } BOOL ForcesCannonballToExplode(void) { if (m_EwcChar==WLC_SERGEANT) { return TRUE; } return CEnemyBase::ForcesCannonballToExplode(); } void Precache(void) { CEnemyBase::Precache(); PrecacheModel(MODEL_WALKER); if (m_EwcChar==WLC_SOLDIER) { // sounds PrecacheSound(SOUND_SOLDIER_IDLE ); PrecacheSound(SOUND_SOLDIER_SIGHT); PrecacheSound(SOUND_SOLDIER_DEATH); PrecacheSound(SOUND_SOLDIER_FIRE_LASER); PrecacheSound(SOUND_SOLDIER_WALK); // model's texture PrecacheTexture(TEXTURE_WALKER_SOLDIER); // weapon PrecacheModel(MODEL_LASER); PrecacheTexture(TEXTURE_LASER); // projectile PrecacheClass(CLASS_PROJECTILE, PRT_CYBORG_LASER); } else { // sounds PrecacheSound(SOUND_SERGEANT_IDLE); PrecacheSound(SOUND_SERGEANT_SIGHT); PrecacheSound(SOUND_SERGEANT_DEATH); PrecacheSound(SOUND_SERGEANT_FIRE_ROCKET); PrecacheSound(SOUND_SERGEANT_WALK); // model's texture PrecacheTexture(TEXTURE_WALKER_SERGEANT); // weapon PrecacheModel(MODEL_ROCKETLAUNCHER); PrecacheTexture(TEXTURE_ROCKETLAUNCHER); // projectile PrecacheClass(CLASS_PROJECTILE, PRT_WALKER_ROCKET); } }; /* Entity info */ void *GetEntityInfo(void) { return &eiWalker; }; FLOAT GetCrushHealth(void) { if (m_EwcChar==WLC_SERGEANT) { return 100.0f; } return 0.0f; } /* Receive damage */ void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType, FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection) { // take less damage from heavy bullets (e.g. sniper) if(dmtType==DMT_BULLET && fDamageAmmount>100.0f) { fDamageAmmount*=0.666f; } // walker can't harm walker if (!IsOfClass(penInflictor, "Walker") || ((CWalker*)penInflictor)->m_EwcChar!=m_EwcChar) { CEnemyBase::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection); } }; // virtual anim functions void StandingAnim(void) { DeactivateWalkingSound(); StartModelAnim(WALKER_ANIM_STAND01, AOF_LOOPING|AOF_NORESTART); }; void StandingAnimFight(void) { DeactivateWalkingSound(); StartModelAnim(WALKER_ANIM_IDLEFIGHT, AOF_LOOPING|AOF_NORESTART); } void WalkingAnim(void) { ActivateWalkingSound(); if (m_EwcChar==WLC_SERGEANT) { StartModelAnim(WALKER_ANIM_WALKBIG, AOF_LOOPING|AOF_NORESTART); } else { StartModelAnim(WALKER_ANIM_WALK, AOF_LOOPING|AOF_NORESTART); } }; void RunningAnim(void) { WalkingAnim(); }; void RotatingAnim(void) { WalkingAnim(); }; // virtual sound functions void IdleSound(void) { PlaySound(m_soSound, WALKERSOUND(IDLE), SOF_3D); }; void SightSound(void) { PlaySound(m_soSound, WALKERSOUND(SIGHT), SOF_3D); }; void DeathSound(void) { PlaySound(m_soSound, WALKERSOUND(DEATH), SOF_3D); }; // walking sounds void ActivateWalkingSound(void) { if (!m_bWalkSoundPlaying) { PlaySound(m_soFeet, WALKERSOUND(WALK), SOF_3D|SOF_LOOP); m_bWalkSoundPlaying = TRUE; } } void DeactivateWalkingSound(void) { m_soFeet.Stop(); m_bWalkSoundPlaying = FALSE; } // fire death rocket void FireDeathRocket(const FLOAT3D &vPos) { CPlacement3D plRocket; plRocket.pl_PositionVector = vPos; plRocket.pl_OrientationAngle = ANGLE3D(0, -5.0f-FRnd()*10.0f, 0); plRocket.RelativeToAbsolute(GetPlacement()); CEntityPointer penProjectile = CreateEntity(plRocket, CLASS_PROJECTILE); ELaunchProjectile eLaunch; eLaunch.penLauncher = this; eLaunch.prtType = PRT_WALKER_ROCKET; penProjectile->Initialize(eLaunch); }; // fire death laser void FireDeathLaser(const FLOAT3D &vPos) { CPlacement3D plLaser; plLaser.pl_PositionVector = vPos; plLaser.pl_OrientationAngle = ANGLE3D(0, -5.0f-FRnd()*10.0f, 0); plLaser.RelativeToAbsolute(GetPlacement()); CEntityPointer penProjectile = CreateEntity(plLaser, CLASS_PROJECTILE); ELaunchProjectile eLaunch; eLaunch.penLauncher = this; eLaunch.prtType = PRT_CYBORG_LASER; penProjectile->Initialize(eLaunch); }; // adjust sound and watcher parameters here if needed void EnemyPostInit(void) { // set sound default parameters m_soSound.Set3DParameters(160.0f, 50.0f, 1.0f, 1.0f); m_soFeet.Set3DParameters(160.0f, 50.0f, 1.0f, 1.0f); m_soFire1.Set3DParameters(160.0f, 50.0f, 1.0f, 1.0f); m_soFire2.Set3DParameters(160.0f, 50.0f, 1.0f, 1.0f); m_soFire3.Set3DParameters(160.0f, 50.0f, 1.0f, 1.0f); m_soFire4.Set3DParameters(160.0f, 50.0f, 1.0f, 1.0f); }; /************************************************************ * BLOW UP FUNCTIONS * ************************************************************/ // spawn body parts /* void BlowUp(void) { // get your size FLOATaabbox3D box; GetBoundingBox(box); FLOAT fEntitySize = box.Size().MaxNorm(); FLOAT3D vNormalizedDamage = m_vDamage-m_vDamage*(m_fBlowUpAmount/m_vDamage.Length()); vNormalizedDamage /= Sqrt(vNormalizedDamage.Length()); vNormalizedDamage *= 0.75f; FLOAT3D vBodySpeed = en_vCurrentTranslationAbsolute-en_vGravityDir*(en_vGravityDir%en_vCurrentTranslationAbsolute); // spawn debris Debris_Begin(EIBT_FLESH, DPT_NONE, BET_NONE, fEntitySize, vNormalizedDamage, vBodySpeed, 5.0f, 2.0f); Debris_Spawn(this, this, MODEL_WALKER_HEAD1, TEXTURE_WALKER_SOLDIER, 0, 0, 0, 0, 0.1250f, FLOAT3D(FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f)); Debris_Spawn(this, this, MODEL_WALKER_HEAD2, TEXTURE_WALKER_SOLDIER, 0, 0, 0, 0, 0.125f, FLOAT3D(FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f)); Debris_Spawn(this, this, MODEL_WALKER_LEG, TEXTURE_WALKER_SOLDIER, 0, 0, 0, 0, 0.125f, FLOAT3D(FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f)); Debris_Spawn(this, this, MODEL_WALKER_LEG, TEXTURE_WALKER_SOLDIER, 0, 0, 0, 0, 0.125f, FLOAT3D(FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f)); // hide yourself (must do this after spawning debris) SwitchToEditorModel(); SetPhysicsFlags(EPF_MODEL_IMMATERIAL); SetCollisionFlags(ECF_IMMATERIAL); };*/ procedures: /************************************************************ * A T T A C K E N E M Y * ************************************************************/ Fire(EVoid) : CEnemyBase::Fire { DeactivateWalkingSound(); // to fire StartModelAnim(WALKER_ANIM_TOFIRE, 0); m_fLockOnEnemyTime = GetModelObject()->GetAnimLength(WALKER_ANIM_TOFIRE); autocall CEnemyBase::LockOnEnemy() EReturn; // sergeant 4 rockets if (m_EwcChar==WLC_SERGEANT) { StartModelAnim(WALKER_ANIM_FIRERIGHT, AOF_LOOPING); ShootProjectile(PRT_WALKER_ROCKET, FIRE_RIGHT_ARM*m_fSize, ANGLE3D(0, 0, 0)); PlaySound(m_soFire1, SOUND_SERGEANT_FIRE_ROCKET, SOF_3D); if (GetSP()->sp_gdGameDifficulty<=CSessionProperties::GD_EASY) { m_fLockOnEnemyTime = 1.0f; } else { m_fLockOnEnemyTime = 0.5f; } autocall CEnemyBase::LockOnEnemy() EReturn; StartModelAnim(WALKER_ANIM_FIRELEFT, AOF_LOOPING); ShootProjectile(PRT_WALKER_ROCKET, FIRE_LEFT_ARM*m_fSize, ANGLE3D(0, 0, 0)); PlaySound(m_soFire2, SOUND_SERGEANT_FIRE_ROCKET, SOF_3D); // m_fLockOnEnemyTime = 0.25f; // autocall CEnemyBase::LockOnEnemy() EReturn; } if (m_EwcChar==WLC_SOLDIER) { if (GetSP()->sp_gdGameDifficulty<=CSessionProperties::GD_EASY) { m_iLoopCounter = 4; } else { m_iLoopCounter = 8; } while(m_iLoopCounter>0) { if (m_iLoopCounter%2) { StartModelAnim(WALKER_ANIM_FIRELEFT, AOF_LOOPING); ShootProjectile(PRT_CYBORG_LASER, FIRE_LEFT_ARM*m_fSize, ANGLE3D(0, 0, 0)); } else { StartModelAnim(WALKER_ANIM_FIRERIGHT, AOF_LOOPING); ShootProjectile(PRT_CYBORG_LASER, FIRE_RIGHT_ARM*m_fSize, ANGLE3D(0, 0, 0)); } INDEX iChannel = m_iLoopCounter%4; if (iChannel==0) { PlaySound(m_soFire1, SOUND_SOLDIER_FIRE_LASER, SOF_3D); } else if (iChannel==1) { PlaySound(m_soFire2, SOUND_SOLDIER_FIRE_LASER, SOF_3D); } else if (iChannel==2) { PlaySound(m_soFire3, SOUND_SOLDIER_FIRE_LASER, SOF_3D); } else if (iChannel==3) { PlaySound(m_soFire4, SOUND_SOLDIER_FIRE_LASER, SOF_3D); } if (m_iLoopCounter>1) { if (GetSP()->sp_gdGameDifficulty<=CSessionProperties::GD_EASY) { m_fLockOnEnemyTime = 0.4f; } else { m_fLockOnEnemyTime = 0.1f; } autocall CEnemyBase::LockOnEnemy() EReturn; } m_iLoopCounter--; } } StopMoving(); MaybeSwitchToAnotherPlayer(); // from fire StartModelAnim(WALKER_ANIM_FROMFIRE, 0); autowait(GetModelObject()->GetAnimLength(WALKER_ANIM_FROMFIRE)); // wait for a while StandingAnimFight(); autowait(FRnd()*0.1f+0.1f); return EReturn(); }; /************************************************************ * D E A T H * ************************************************************/ Death(EVoid) : CEnemyBase::Death { // stop moving StopMoving(); DeathSound(); // death sound DeactivateWalkingSound(); // set physic flags SetCollisionFlags(ECF_MODEL); SetFlags(GetFlags() | ENF_SEETHROUGH); // death notify (change collision box) ChangeCollisionBoxIndexWhenPossible(WALKER_COLLISION_BOX_DEATH); // start death anim StartModelAnim(WALKER_ANIM_DEATH, 0); autowait(0.9f); // one rocket/laser from left or right arm if (m_EwcChar==WLC_SERGEANT) { if (IRnd()&1) { FireDeathRocket(FIRE_DEATH_RIGHT*m_fSize); } else { FireDeathRocket(FIRE_DEATH_LEFT*m_fSize); } PlaySound(m_soSound, SOUND_SERGEANT_FIRE_ROCKET, SOF_3D); } if (m_EwcChar==WLC_SOLDIER) { if (IRnd()&1) { FireDeathLaser(FIRE_DEATH_RIGHT*m_fSize); } else { FireDeathLaser(FIRE_DEATH_LEFT*m_fSize); } PlaySound(m_soFire2, SOUND_SOLDIER_FIRE_LASER, SOF_3D); } autowait(0.25f); FLOAT fStretch=2.0f; if (m_EwcChar==WLC_SERGEANT) { fStretch=4.0f; } // spawn dust effect CPlacement3D plFX=GetPlacement(); ESpawnEffect ese; ese.colMuliplier = C_WHITE|CT_OPAQUE; ese.vStretch = FLOAT3D(1.5,1,1)*fStretch; ese.vNormal = FLOAT3D(0,1,0); ese.betType = BET_DUST_FALL; CPlacement3D plSmoke=plFX; plSmoke.pl_PositionVector+=FLOAT3D(0,0.35f*ese.vStretch(2),0); CEntityPointer penFX = CreateEntity(plSmoke, CLASS_BASIC_EFFECT); penFX->Initialize(ese); autowait(0.35f); return EEnd(); }; /************************************************************ * M A I N * ************************************************************/ Main(EVoid) { // declare yourself as a model InitAsModel(); SetPhysicsFlags(EPF_MODEL_WALKING); SetCollisionFlags(ECF_MODEL); SetFlags(GetFlags()|ENF_ALIVE); if (m_EwcChar==WLC_SERGEANT) { SetHealth(750.0f); m_fMaxHealth = 750.0f; } else { SetHealth(150.0f); m_fMaxHealth = 150.0f; } en_fDensity = 3000.0f; m_sptType = SPT_ELECTRICITY_SPARKS; // set your appearance SetModel(MODEL_WALKER); if (m_EwcChar==WLC_SERGEANT) { m_fSize = 1.0f; SetModelMainTexture(TEXTURE_WALKER_SERGEANT); AddAttachment(WALKER_ATTACHMENT_ROCKETLAUNCHER_LT, MODEL_ROCKETLAUNCHER, TEXTURE_ROCKETLAUNCHER); AddAttachment(WALKER_ATTACHMENT_ROCKETLAUNCHER_RT, MODEL_ROCKETLAUNCHER, TEXTURE_ROCKETLAUNCHER); GetModelObject()->StretchModel(FLOAT3D(1,1,1)); ModelChangeNotify(); CModelObject *pmoRight = &GetModelObject()->GetAttachmentModel(WALKER_ATTACHMENT_ROCKETLAUNCHER_RT)->amo_moModelObject; pmoRight->StretchModel(FLOAT3D(-1,1,1)); m_fBlowUpAmount = 1E10f; m_iScore = 7500; m_fThreatDistance = 15; } else { m_fSize = 0.5f; SetModelMainTexture(TEXTURE_WALKER_SOLDIER); AddAttachment(WALKER_ATTACHMENT_LASER_LT, MODEL_LASER, TEXTURE_LASER); AddAttachment(WALKER_ATTACHMENT_LASER_RT, MODEL_LASER, TEXTURE_LASER); GetModelObject()->StretchModel(FLOAT3D(0.5f,0.5f,0.5f)); ModelChangeNotify(); CModelObject *pmoRight = &GetModelObject()->GetAttachmentModel(WALKER_ATTACHMENT_LASER_RT)->amo_moModelObject; pmoRight->StretchModel(FLOAT3D(-0.5f,0.5f,0.5f)); m_fBlowUpAmount = 1E10f; //m_fBlowUpAmount = 100.0f; //m_bRobotBlowup = TRUE; m_iScore = 2000; m_fThreatDistance = 5; } if (m_fStepHeight==-1) { m_fStepHeight = 4.0f; } StandingAnim(); // setup moving speed m_fWalkSpeed = FRnd()*1.5f + 9.0f; m_aWalkRotateSpeed = AngleDeg(FRnd()*50.0f + 500.0f); m_fAttackRunSpeed = m_fWalkSpeed; m_aAttackRotateSpeed = m_aWalkRotateSpeed/2; m_fCloseRunSpeed = m_fWalkSpeed; m_aCloseRotateSpeed = m_aWalkRotateSpeed/2; m_fWalkSpeed/=2.0f; // setup attack distances m_fAttackDistance = 150.0f; m_fCloseDistance = 0.0f; m_fStopDistance = 15.0f; m_fAttackFireTime = 3.0f; m_fCloseFireTime = 1.0f; m_fIgnoreRange = 300.0f; // damage/explode properties m_fBodyParts = 8; m_fDamageWounded = 100000.0f; // continue behavior in base class jump CEnemyBase::MainLoop(); }; };