/* 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. */ 340 %{ #include "EntitiesMP/StdH/StdH.h" #include "ModelsMP/Enemies/Mental/Mental.h" %} uses "EntitiesMP/EnemyBase"; uses "EntitiesMP/BasicEffects"; enum BigHeadType { 0 BHT_NORMAL "Normal", 1 BHT_ZOMBIE "Zombie", 2 BHT_SAINT "Saint", }; %{ // info structure static EntityInfo eiMental = { EIBT_FLESH, 200.0f, 0.0f, 1.5f, 0.0f, // source (eyes) 0.0f, 1.0f, 0.0f, // target (body) }; #define GREET_SENSE_RANGE 10.0f #define GREET_SENSE_DELAY 30.0f %} class CBigHead: CEnemyBase { name "BigHead"; thumbnail "Thumbnails\\Mental.tbn"; properties: // class internal 1 CTFileName m_fnmHeadTex "Head texture" 'H' = CTString(""), 2 CTFileName m_fnmNameSnd "Name sound" 'S' = CTString(""), 3 FLOAT m_tmLastGreetTime = -100.0f, 4 enum BigHeadType m_bhtType "Type" 'Y'= BHT_NORMAL, 5 BOOL m_bIgnorePlayer "Ignore player" 'I' = FALSE, 6 BOOL m_bPlayingWalkSound = FALSE, 7 BOOL m_bSleeping "Sleeping" 'S' = FALSE, // set to make it sleep initally 8 FLOAT m_tmLastWalkingSoundTime = -100.0f, 9 FLOAT m_tmWalkingSound "Walk sound frequency" = 5.0f, { CAutoPrecacheSound m_aps; CAutoPrecacheTexture m_apt; } components: 1 class CLASS_BASE "Classes\\EnemyBase.ecl", 2 class CLASS_BLOOD_SPRAY "Classes\\BloodSpray.ecl", 3 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl", // ************** DATA ************** 10 model MODEL_MENTAL "ModelsMP\\Enemies\\Mental\\Mental.mdl", 11 texture TEXTURE_MENTAL "ModelsMP\\Enemies\\Mental\\Mental.tex", 12 model MODEL_HEAD "ModelsMP\\Enemies\\Mental\\Head.mdl", 13 model MODEL_HORNS "ModelsMP\\Enemies\\Mental\\Horns.mdl", 14 texture TEXTURE_HORNS "ModelsMP\\Enemies\\Mental\\Horns.tex", 15 model MODEL_AURA "ModelsMP\\Enemies\\Mental\\Aura.mdl", 16 texture TEXTURE_AURA "ModelsMP\\Enemies\\Mental\\Aura.tex", 50 sound SOUND_IDLE "Models\\Enemies\\Mental\\Sounds\\Idle.wav", 51 sound SOUND_SIGHT "Models\\Enemies\\Mental\\Sounds\\Sight.wav", 52 sound SOUND_WOUND "Models\\Enemies\\Mental\\Sounds\\Wound.wav", 53 sound SOUND_DEATH "Models\\Enemies\\Mental\\Sounds\\Death.wav", 54 sound SOUND_WALKZOMBIE "ModelsMP\\Enemies\\Mental\\Sounds\\ComeToDaddy.wav", 55 sound SOUND_WALKSAINT "ModelsMP\\Enemies\\Mental\\Sounds\\PeaceWithYou.wav", functions: BOOL HandleEvent(const CEntityEvent &ee) { if (m_bIgnorePlayer) { if (ee.ee_slEvent==EVENTCODE_ETouch) { ETouch &et = (ETouch &)ee; if (IsOfClass(et.penOther, "Player")) { return TRUE; } } } return CEnemyBase::HandleEvent(ee); } /* Entity info */ void *GetEntityInfo(void) { return &eiMental; }; void Precache(void) { CEnemyBase::Precache(); PrecacheSound(SOUND_SIGHT); PrecacheSound(SOUND_IDLE); PrecacheSound(SOUND_WOUND); PrecacheSound(SOUND_DEATH); PrecacheSound(SOUND_WALKZOMBIE); PrecacheSound(SOUND_WALKSAINT); m_aps.Precache(m_fnmNameSnd); m_apt.Precache(m_fnmHeadTex); }; INDEX GetWalkAnim(void) { if (m_bhtType==BHT_ZOMBIE) { return MENTAL_ANIM_WALKZOMBIE; } else if (m_bhtType==BHT_SAINT) { return MENTAL_ANIM_WALKANGEL; } else { return MENTAL_ANIM_RUN; } } // damage anim INDEX AnimForDamage(FLOAT fDamage) { INDEX iAnim; iAnim = MENTAL_ANIM_PANIC; StartModelAnim(iAnim, 0); return iAnim; }; // death INDEX AnimForDeath(void) { INDEX iAnim; iAnim = MENTAL_ANIM_DEATH; StartModelAnim(iAnim, 0); return iAnim; }; void DeathNotify(void) { // ChangeCollisionBoxIndexWhenPossible(HEADMAN_COLLISION_BOX_DEATH); en_fDensity = 500.0f; }; // virtual anim functions void StandingAnim(void) { StartModelAnim(MENTAL_ANIM_GROUNDREST, AOF_LOOPING|AOF_NORESTART); }; void WalkingAnim(void) { PlayWalkSound(); StartModelAnim(GetWalkAnim(), AOF_LOOPING|AOF_NORESTART); if (!m_bIgnorePlayer && _pTimer->CurrentTick()>m_tmLastGreetTime+GREET_SENSE_DELAY) { m_fSenseRange = GREET_SENSE_RANGE; m_bDeaf = FALSE; } }; void RunningAnim(void) { PlayWalkSound(); StartModelAnim(GetWalkAnim(), AOF_LOOPING|AOF_NORESTART); }; void RotatingAnim(void) { RunningAnim(); }; void PlayWalkSound(void) { INDEX iSound = SOUND_WALKZOMBIE; if (m_bhtType==BHT_ZOMBIE) { iSound = SOUND_WALKZOMBIE; } else if (m_bhtType==BHT_SAINT) { iSound = SOUND_WALKSAINT; } else { return; } if (!m_bPlayingWalkSound || _pTimer->CurrentTick()-m_tmLastWalkingSoundTime>m_tmWalkingSound) { m_bPlayingWalkSound = TRUE; m_tmLastWalkingSoundTime = _pTimer->CurrentTick(); PlaySound(m_soSound, iSound, SOF_3D); } } // virtual sound functions void IdleSound(void) { if (m_bIgnorePlayer) { return; } PlaySound(m_soSound, SOUND_IDLE, SOF_3D); m_bPlayingWalkSound = FALSE; }; void SightSound(void) { PlaySound(m_soSound, SOUND_SIGHT, SOF_3D); m_bPlayingWalkSound = FALSE; }; void WoundSound(void) { PlaySound(m_soSound, SOUND_WOUND, SOF_3D); m_bPlayingWalkSound = FALSE; }; void DeathSound(void) { PlaySound(m_soSound, SOUND_DEATH, SOF_3D); m_bPlayingWalkSound = FALSE; }; procedures: Fire(EVoid) : CEnemyBase::Fire { // hit if (CalcDist(m_penEnemy) <= m_fStopDistance*1.1f) { if (m_fnmNameSnd!="") { PlaySound(m_soSound, m_fnmNameSnd, SOF_3D); m_bPlayingWalkSound = FALSE; } m_bBlind = TRUE; m_bDeaf = TRUE; m_fSenseRange = 0.0f; m_tmLastGreetTime = _pTimer->CurrentTick(); SetTargetNone(); StartModelAnim(MENTAL_ANIM_GREET, 0); autowait(GetModelObject()->GetCurrentAnimLength()); StandingAnim(); return EReconsiderBehavior(); } return EReturn(); } Sleep(EVoid) { // start sleeping anim StartModelAnim(MENTAL_ANIM_SNORE, AOF_LOOPING); // repeat wait() { // if triggered on(ETrigger eTrigger) : { // // remember enemy // SetTargetSoft(eTrigger.penCaused); // wake up jump WakeUp(); } /* // if damaged on(EDamage eDamage) : { // wake up jump WakeUp(); } */ otherwise() : { resume; } } } WakeUp(EVoid) { // wakeup anim SightSound(); StartModelAnim(MENTAL_ANIM_GETUP, 0); autowait(GetModelObject()->GetCurrentAnimLength()); // trigger your target // SendToTarget(m_penDeathTarget, m_eetDeathType); // proceed with normal functioning return EReturn(); } // overridable called before main enemy loop actually begins PreMainLoop(EVoid) : CEnemyBase::PreMainLoop { // if sleeping if (m_bSleeping) { m_bSleeping = FALSE; // go to sleep until waken up wait() { on (EBegin) : { call Sleep(); } on (EReturn) : { stop; }; // if dead on(EDeath eDeath) : { // die jump CEnemyBase::Die(eDeath); } } } return EReturn(); } /************************************************************ * M A I N * ************************************************************/ Main(EVoid) { // declare yourself as a model InitAsModel(); SetPhysicsFlags(EPF_MODEL_WALKING|EPF_HASLUNGS); SetCollisionFlags(ECF_MODEL); SetFlags(GetFlags()|ENF_ALIVE); SetHealth(20.0f); m_fMaxHealth = 20.0f; en_tmMaxHoldBreath = 5.0f; en_fDensity = 2000.0f; m_fBlowUpSize = 2.0f; // set your appearance SetModel(MODEL_MENTAL); SetModelMainTexture(TEXTURE_MENTAL); AddAttachment(0, MODEL_HEAD, TEXTURE_MENTAL); if (m_fnmHeadTex!="") { // try to try { CAttachmentModelObject *pamoHead = GetModelObject()->GetAttachmentModel(0); if (pamoHead!=NULL) { pamoHead->amo_moModelObject.mo_toTexture.SetData_t(m_fnmHeadTex); } // if anything failed } catch (char *strError) { // report error CPrintF("%s\n", strError); AddAttachment(0, MODEL_HEAD, TEXTURE_MENTAL); } } if (m_bhtType==BHT_ZOMBIE) { AddAttachment(MENTAL_ATTACHMENT_HORNS, MODEL_HORNS, TEXTURE_HORNS); } else if (m_bhtType==BHT_SAINT) { AddAttachment(MENTAL_ATTACHMENT_AURA, MODEL_AURA, TEXTURE_AURA); } // setup moving speed m_fWalkSpeed = FRnd() + 1.5f; m_aWalkRotateSpeed = AngleDeg(FRnd()*10.0f + 500.0f); m_fAttackRunSpeed = FRnd()*2.0f + 6.0f; m_aAttackRotateSpeed = AngleDeg(FRnd()*50 + 245.0f); m_fCloseRunSpeed = FRnd()*2.0f + 6.0f; m_aCloseRotateSpeed = AngleDeg(FRnd()*50 + 245.0f); // setup attack distances m_fAttackDistance = 50.0f; m_fCloseDistance = 0.0f; m_fStopDistance = 5.0f; // greeting distance m_fAttackFireTime = 0.1f; m_fCloseFireTime = 0.1f; m_fIgnoreRange = 200.0f; // damage/explode properties m_fBlowUpAmount = 65.0f; m_fBodyParts = 4; m_fDamageWounded = 1.0f; m_iScore = 0; if (m_bIgnorePlayer) { m_bBlind = TRUE; m_bDeaf = TRUE; m_fSenseRange = 0; } else { m_bBlind = TRUE; m_fSenseRange = GREET_SENSE_RANGE; } // set stretch factors for height and width const FLOAT fSize = 0.6f; GetModelObject()->StretchModel(FLOAT3D(fSize, fSize, fSize)); ModelChangeNotify(); StandingAnim(); // continue behavior in base class jump CEnemyBase::MainLoop(); }; };