323 %{ #include "Entities/StdH/StdH.h" #include "Models/Enemies/Eyeman/Eyeman.h" %} uses "Entities/EnemyFly"; enum EyemanChar { 0 EYC_SOLDIER "Soldier", // soldier 1 EYC_SERGEANT "Sergeant", // sergeant }; enum EyemanEnv { 0 EYE_NORMAL "Normal", 1 EYE_LAVA "Lava", }; %{ // info structure static EntityInfo eiEyemanBig = { EIBT_FLESH, 140.0f, 0.0f, 1.4f, 0.0f, 0.0f, 1.0f, 0.0f, }; static EntityInfo eiEyemanSmall = { EIBT_FLESH, 120.0f, 0.0f, 1.4f, 0.0f, 0.0f, 1.0f, 0.0f, }; #define BITE_AIR 3.0f #define HIT_GROUND 2.0f #define FIRE_GROUND FLOAT3D(0.75f, 1.5f, -1.25f) %} class CEyeman : CEnemyFly { name "Eyeman"; thumbnail "Thumbnails\\Eyeman.tbn"; properties: 1 enum EyemanChar m_EecChar "Character" 'C' = EYC_SOLDIER, // character 2 BOOL m_bInvisible "Invisible" 'I'=FALSE, 3 enum EyemanEnv m_eeEnv "Environment" 'E' = EYE_NORMAL, 4 BOOL m_bMumbleSoundPlaying = FALSE, 5 CSoundObject m_soMumble, components: 0 class CLASS_BASE "Classes\\EnemyFly.ecl", 1 model MODEL_EYEMAN "Models\\Enemies\\Eyeman\\Eyeman.mdl", 2 texture TEXTURE_EYEMAN_SOLDIER "Models\\Enemies\\Eyeman\\Eyeman4.tex", 3 texture TEXTURE_EYEMAN_SERGEANT "Models\\Enemies\\Eyeman\\Eyeman5.tex", 5 texture TEXTURE_EYEMAN_LAVA "Models\\Enemies\\Eyeman\\Eyeman6.tex", 4 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl", // ************** SOUNDS ************** 50 sound SOUND_IDLE "Models\\Enemies\\Eyeman\\Sounds\\Idle.wav", 51 sound SOUND_SIGHT "Models\\Enemies\\Eyeman\\Sounds\\Sight.wav", 52 sound SOUND_WOUND "Models\\Enemies\\Eyeman\\Sounds\\Wound.wav", 53 sound SOUND_BITE "Models\\Enemies\\Eyeman\\Sounds\\Bite.wav", 54 sound SOUND_PUNCH "Models\\Enemies\\Eyeman\\Sounds\\Punch.wav", 55 sound SOUND_DEATH "Models\\Enemies\\Eyeman\\Sounds\\Death.wav", 56 sound SOUND_MUMBLE "Models\\Enemies\\Eyeman\\Sounds\\Mumble.wav", /* 60 model MODEL_EYEMAN_BODY "Models\\Enemies\\Eyeman\\Debris\\Torso.mdl", 61 model MODEL_EYEMAN_HAND "Models\\Enemies\\Eyeman\\Debris\\Arm.mdl", 62 model MODEL_EYEMAN_LEGS "Models\\Enemies\\Eyeman\\Debris\\Leg.mdl", */ functions: // describe how this enemy killed player virtual CTString GetPlayerKillDescription(const CTString &strPlayerName, const EDeath &eDeath) { CTString str; if (m_bInAir) { str.PrintF(TRANS("A Gnaar bit %s to death"), (const char*)strPlayerName); } else { str.PrintF(TRANS("%s was beaten up by a Gnaar"), (const char*)strPlayerName); } return str; } void Precache(void) { CEnemyBase::Precache(); PrecacheSound(SOUND_IDLE ); PrecacheSound(SOUND_SIGHT); PrecacheSound(SOUND_WOUND); PrecacheSound(SOUND_BITE ); PrecacheSound(SOUND_PUNCH); PrecacheSound(SOUND_DEATH); PrecacheSound(SOUND_MUMBLE); }; /* Entity info */ void *GetEntityInfo(void) { if (m_EecChar==EYC_SERGEANT) { return &eiEyemanBig; } else { return &eiEyemanSmall; } }; /* Receive damage */ void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType, FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection) { // eyeman can't harm eyeman if (!IsOfClass(penInflictor, "Eyeman")) { CEnemyFly::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection); } }; /* Fill in entity statistics - for AI purposes only */ BOOL FillEntityStatistics(EntityStats *pes) { CEnemyBase::FillEntityStatistics(pes); switch(m_EecChar) { case EYC_SERGEANT: { pes->es_strName+=" Sergeant"; } break; case EYC_SOLDIER : { pes->es_strName+=" Soldier"; } break; } if (m_bInvisible) { pes->es_strName+=" Invisible"; } return TRUE; } virtual const CTFileName &GetComputerMessageName(void) const { static DECLARE_CTFILENAME(fnmSergeant, "Data\\Messages\\Enemies\\EyemanGreen.txt"); static DECLARE_CTFILENAME(fnmSoldier , "Data\\Messages\\Enemies\\EyemanPurple.txt"); switch(m_EecChar) { default: ASSERT(FALSE); case EYC_SERGEANT: return fnmSergeant; case EYC_SOLDIER : return fnmSoldier; } }; /* Adjust model shading parameters if needed. */ BOOL AdjustShadingParameters(FLOAT3D &vLightDirection, COLOR &colLight, COLOR &colAmbient) { // no shadows for invisibles if (m_bInvisible) { colAmbient = C_WHITE; return FALSE; } else { return CEnemyBase::AdjustShadingParameters(vLightDirection, colLight, colAmbient); } } // damage anim INDEX AnimForDamage(FLOAT fDamage) { DeactivateMumblingSound(); INDEX iAnim; if (m_bInAir) { switch (IRnd()%2) { case 0: iAnim = EYEMAN_ANIM_MORPHWOUND01; break; case 1: iAnim = EYEMAN_ANIM_MORPHWOUND02; break; default: ASSERTALWAYS("Eyeman unknown fly damage"); } } else { FLOAT3D vFront; GetHeadingDirection(0, vFront); FLOAT fDamageDir = m_vDamage%vFront; if (Abs(fDamageDir)<=10) { switch (IRnd()%3) { case 0: iAnim = EYEMAN_ANIM_WOUND03; break; case 1: iAnim = EYEMAN_ANIM_WOUND06; break; case 2: iAnim = EYEMAN_ANIM_WOUND07; break; } } else { if (fDamageDir<0) { iAnim = EYEMAN_ANIM_FALL01; } else { iAnim = EYEMAN_ANIM_FALL02; } } } StartModelAnim(iAnim, 0); return iAnim; }; // death INDEX AnimForDeath(void) { DeactivateMumblingSound(); INDEX iAnim; if (m_bInAir) { iAnim = EYEMAN_ANIM_MORPHDEATH; } else { FLOAT3D vFront; GetHeadingDirection(0, vFront); FLOAT fDamageDir = m_vDamage%vFront; if (fDamageDir<0) { iAnim = EYEMAN_ANIM_DEATH02; } else { iAnim = EYEMAN_ANIM_DEATH01; } } StartModelAnim(iAnim, 0); return iAnim; }; void DeathNotify(void) { ChangeCollisionBoxIndexWhenPossible(EYEMAN_COLLISION_BOX_DEATH); en_fDensity = 500.0f; }; // mumbling sounds void ActivateMumblingSound(void) { if (!m_bMumbleSoundPlaying) { PlaySound(m_soMumble, SOUND_MUMBLE, SOF_3D|SOF_LOOP); m_bMumbleSoundPlaying = TRUE; } } void DeactivateMumblingSound(void) { m_soMumble.Stop(); m_bMumbleSoundPlaying = FALSE; } // virtual anim functions void StandingAnim(void) { DeactivateMumblingSound(); if (m_bInAir) { StartModelAnim(EYEMAN_ANIM_MORPHATTACKFLY, AOF_LOOPING|AOF_NORESTART); } else { StartModelAnim(EYEMAN_ANIM_STAND, AOF_LOOPING|AOF_NORESTART); } }; void WalkingAnim(void) { ActivateMumblingSound(); if (m_bInAir) { StartModelAnim(EYEMAN_ANIM_MORPHATTACKFLY, AOF_LOOPING|AOF_NORESTART); } else { StartModelAnim(EYEMAN_ANIM_WALK, AOF_LOOPING|AOF_NORESTART); } }; void RunningAnim(void) { ActivateMumblingSound(); if (m_bInAir) { StartModelAnim(EYEMAN_ANIM_MORPHATTACKFLY, AOF_LOOPING|AOF_NORESTART); } else { StartModelAnim(EYEMAN_ANIM_RUN, AOF_LOOPING|AOF_NORESTART); } }; void RotatingAnim(void) { if (m_bInAir) { StartModelAnim(EYEMAN_ANIM_MORPHATTACKFLY, AOF_LOOPING|AOF_NORESTART); } else { StartModelAnim(EYEMAN_ANIM_RUN, AOF_LOOPING|AOF_NORESTART); } }; FLOAT AirToGroundAnim(void) { StartModelAnim(EYEMAN_ANIM_MORPHUP, 0); return(GetModelObject()->GetAnimLength(EYEMAN_ANIM_MORPHUP)); }; FLOAT GroundToAirAnim(void) { StartModelAnim(EYEMAN_ANIM_MORPHDOWN, 0); return(GetModelObject()->GetAnimLength(EYEMAN_ANIM_MORPHDOWN)); }; void ChangeCollisionToAir() { ChangeCollisionBoxIndexWhenPossible(EYEMAN_COLLISION_BOX_AIR); }; void ChangeCollisionToGround() { ChangeCollisionBoxIndexWhenPossible(EYEMAN_COLLISION_BOX_GROUND); }; // 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); }; /************************************************************ * 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_BLOODTRAIL, BET_BLOODSTAIN, fEntitySize, vNormalizedDamage, vBodySpeed, 1.0f, 0.0f); INDEX iTextureID = TEXTURE_EYEMAN_SOLDIER; if (m_EecChar==EYC_SERGEANT) { iTextureID = TEXTURE_EYEMAN_SERGEANT; } Debris_Spawn(this, this, MODEL_EYEMAN_BODY, iTextureID, 0, 0, 0, 0, 0.0f, FLOAT3D(FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f)); Debris_Spawn(this, this, MODEL_EYEMAN_HAND, iTextureID, 0, 0, 0, 0, 0.0f, FLOAT3D(FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f)); Debris_Spawn(this, this, MODEL_EYEMAN_HAND, iTextureID, 0, 0, 0, 0, 0.0f, FLOAT3D(FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f)); Debris_Spawn(this, this, MODEL_EYEMAN_LEGS, iTextureID, 0, 0, 0, 0, 0.0f, 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); };*/ /************************************************************ * MOVING FUNCTIONS * ************************************************************/ // check whether may move while attacking BOOL MayMoveToAttack(void) { if (m_bInAir) { return WouldNotLeaveAttackRadius(); } else { return CEnemyBase::MayMoveToAttack(); } } // must be more relaxed about hitting then usual enemies BOOL CanHitEnemy(CEntity *penTarget, FLOAT fCosAngle) { if (IsInPlaneFrustum(penTarget, fCosAngle)) { return IsVisibleCheckAll(penTarget); } return FALSE; }; procedures: /************************************************************ * A T T A C K E N E M Y * ************************************************************/ FlyHit(EVoid) : CEnemyFly::FlyHit { if (CalcDist(m_penEnemy) > BITE_AIR) { m_fShootTime = _pTimer->CurrentTick() + 0.25f; return EReturn(); } StartModelAnim(EYEMAN_ANIM_MORPHATTACK, 0); StopMoving(); PlaySound(m_soSound, SOUND_BITE, SOF_3D); // damage enemy autowait(0.4f); // damage enemy if (CalcDist(m_penEnemy) < BITE_AIR) { FLOAT3D vDirection = m_penEnemy->GetPlacement().pl_PositionVector-GetPlacement().pl_PositionVector; vDirection.Normalize(); InflictDirectDamage(m_penEnemy, this, DMT_CLOSERANGE, 3.5f, FLOAT3D(0, 0, 0), vDirection); // spawn blood cloud ESpawnEffect eSpawnEffect; eSpawnEffect.colMuliplier = C_WHITE|CT_OPAQUE; eSpawnEffect.betType = BET_BLOODEXPLODE; eSpawnEffect.vStretch = FLOAT3D(1,1,1); CPlacement3D plOne = GetPlacement(); GetEntityPointRatio( FLOAT3D(Lerp(-0.2f, +0.2f, FRnd()), Lerp(-0.2f, +0.2f, FRnd()), -1.0f), plOne.pl_PositionVector); CEntityPointer penBloodCloud = CreateEntity( plOne, CLASS_BASIC_EFFECT); penBloodCloud->Initialize( eSpawnEffect); } autowait(0.24f); StandingAnim(); return EReturn(); }; GroundHit(EVoid) : CEnemyFly::GroundHit { if (CalcDist(m_penEnemy) > HIT_GROUND) { m_fShootTime = _pTimer->CurrentTick() + 0.25f; return EReturn(); } StartModelAnim(EYEMAN_ANIM_ATTACK02, 0); StopMoving(); // damage enemy autowait(0.2f); // damage enemy if (CalcDist(m_penEnemy) < HIT_GROUND) { FLOAT3D vDirection = m_penEnemy->GetPlacement().pl_PositionVector-GetPlacement().pl_PositionVector; vDirection.Normalize(); InflictDirectDamage(m_penEnemy, this, DMT_CLOSERANGE, 3.5f, FLOAT3D(0, 0, 0), vDirection); PlaySound(m_soSound, SOUND_PUNCH, SOF_3D); } autowait(0.3f); // damage enemy if (CalcDist(m_penEnemy) < HIT_GROUND) { FLOAT3D vDirection = m_penEnemy->GetPlacement().pl_PositionVector-GetPlacement().pl_PositionVector; vDirection.Normalize(); InflictDirectDamage(m_penEnemy, this, DMT_CLOSERANGE, 3.5f, FLOAT3D(0, 0, 0), vDirection); PlaySound(m_soSound, SOUND_PUNCH, SOF_3D); } autowait(0.4f); StandingAnim(); 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); if (m_EecChar==EYC_SERGEANT) { SetHealth(90.0f); m_fMaxHealth = 90.0f; // damage/explode properties m_fBlowUpAmount = 130.0f; m_fBodyParts = 5; m_fBlowUpSize = 2.5f; m_fDamageWounded = 40.0f; } else { SetHealth(60.0f); m_fMaxHealth = 60.0f; // damage/explode properties m_fBlowUpAmount = 100.0f; m_fBodyParts = 5; m_fBlowUpSize = 2.0f; m_fDamageWounded = 25.0f; } en_fDensity = 2000.0f; if (m_EeftType == EFT_GROUND_ONLY) { en_tmMaxHoldBreath = 5.0f; } else { en_tmMaxHoldBreath = 30.0f; } // set your appearance SetModel(MODEL_EYEMAN); if (m_EecChar==EYC_SERGEANT) { SetModelMainTexture(TEXTURE_EYEMAN_SERGEANT); GetModelObject()->StretchModel(FLOAT3D(1.3f, 1.3f, 1.3f)); ModelChangeNotify(); m_iScore = 1000; } else { m_iScore = 500; if (m_eeEnv == EYE_LAVA) { SetModelMainTexture(TEXTURE_EYEMAN_LAVA); } else { SetModelMainTexture(TEXTURE_EYEMAN_SOLDIER); } GetModelObject()->StretchModel(FLOAT3D(1.0f, 1.0f, 1.0f)); ModelChangeNotify(); } if (m_bInvisible) { GetModelObject()->mo_colBlendColor = C_WHITE|0x25; m_iScore*=2; } // setup moving speed m_fWalkSpeed = FRnd() + 1.5f; m_aWalkRotateSpeed = FRnd()*10.0f + 500.0f; if (m_EecChar==EYC_SERGEANT) { m_fAttackRunSpeed = FRnd()*2.0f + 10.0f; m_aAttackRotateSpeed = AngleDeg(FRnd()*100 + 600.0f); m_fCloseRunSpeed = FRnd()*2.0f + 10.0f; m_aCloseRotateSpeed = AngleDeg(FRnd()*100 + 600.0f); } else { m_fAttackRunSpeed = FRnd()*2.0f + 9.0f; m_aAttackRotateSpeed = AngleDeg(FRnd()*100 + 600.0f); m_fCloseRunSpeed = FRnd()*2.0f + 9.0f; m_aCloseRotateSpeed = AngleDeg(FRnd()*100 + 600.0f); } // setup attack distances m_fAttackDistance = 100.0f; m_fCloseDistance = 3.5f; m_fStopDistance = 1.5f; m_fAttackFireTime = 2.0f; m_fCloseFireTime = 0.5f; m_fIgnoreRange = 200.0f; // fly moving properties m_fFlyWalkSpeed = FRnd()*2.0f + 3.0f; m_aFlyWalkRotateSpeed = FRnd()*20.0f + 600.0f; if (m_EecChar==EYC_SERGEANT) { m_fFlyAttackRunSpeed = FRnd()*2.0f + 9.5f; m_aFlyAttackRotateSpeed = FRnd()*25 + 350.0f; m_fFlyCloseRunSpeed = FRnd()*2.0f + 9.5f; m_aFlyCloseRotateSpeed = FRnd()*50 + 400.0f; } else { m_fFlyAttackRunSpeed = FRnd()*2.0f + 9.5f; m_aFlyAttackRotateSpeed = FRnd()*25 + 300.0f; m_fFlyCloseRunSpeed = FRnd()*2.0f + 9.5f; m_aFlyCloseRotateSpeed = FRnd()*50 + 300.0f; } m_fGroundToAirSpeed = 2.5f; m_fAirToGroundSpeed = 2.5f; m_fAirToGroundMin = 0.1f; m_fAirToGroundMax = 0.1f; m_fFlyHeight = 1.0f; // attack properties - CAN BE SET m_fFlyAttackDistance = 100.0f; m_fFlyCloseDistance = 10.0f; m_fFlyStopDistance = 1.5f; m_fFlyAttackFireTime = 2.0f; m_fFlyCloseFireTime = 0.5f; m_fFlyIgnoreRange = 200.0f; m_soMumble.Set3DParameters(25.0f, 0.0f, 1.0f, 1.0f); // continue behavior in base class jump CEnemyFly::MainLoop(); }; };