337 %{ #include "Entities/StdH/StdH.h" #include "Models/Enemies/Fish/Fish.h" %} uses "Entities/EnemyDive"; %{ static EntityInfo eiFish = { EIBT_FLESH, 100.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, }; #define DISTANCE_ELECTRICITY 8.0f %} class CFish : CEnemyDive { name "Fish"; thumbnail "Thumbnails\\Fish.tbn"; properties: 0 BOOL m_bAttackingByElectricity = FALSE, 1 FLOAT m_tmElectricityTimeStart = 0.0f, components: 0 class CLASS_BASE "Classes\\EnemyDive.ecl", 1 model MODEL_FISH "Models\\Enemies\\Fish\\Fish.mdl", 2 texture TEXTURE_FISH "Models\\Enemies\\Fish\\Fish1.tex", 3 model MODEL_GLOW "Models\\Enemies\\Fish\\Glow.mdl", 4 texture TEXTURE_GLOW "Models\\Enemies\\Fish\\Glow.tex", 5 texture TEXTURE_SPECULAR "Models\\SpecularTextures\\Medium.tex", // ************** SOUNDS ************** 50 sound SOUND_IDLE "Models\\Enemies\\Fish\\Sounds\\Idle.wav", 51 sound SOUND_SIGHT "Models\\Enemies\\Fish\\Sounds\\Sight.wav", 52 sound SOUND_WOUND "Models\\Enemies\\Fish\\Sounds\\Wound.wav", 53 sound SOUND_DEATH "Models\\Enemies\\Fish\\Sounds\\Death.wav", 54 sound SOUND_ATTACK "Models\\Enemies\\Fish\\Sounds\\Attack.wav", 55 sound SOUND_WOUNDAIR "Models\\Enemies\\Fish\\Sounds\\WoundAir.wav", 56 sound SOUND_DEATHAIR "Models\\Enemies\\Fish\\Sounds\\DeathAir.wav", functions: // describe how this enemy killed player virtual CTString GetPlayerKillDescription(const CTString &strPlayerName, const EDeath &eDeath) { CTString str; str.PrintF(TRANS("%s was electrocuted by a fish"),(const char*) strPlayerName); return str; } virtual const CTFileName &GetComputerMessageName(void) const { static DECLARE_CTFILENAME(fnm, "Data\\Messages\\Enemies\\Fish.txt"); return fnm; }; void Precache(void) { CEnemyBase::Precache(); PrecacheModel(MODEL_GLOW ); PrecacheTexture(TEXTURE_GLOW); PrecacheSound(SOUND_IDLE); PrecacheSound(SOUND_SIGHT); PrecacheSound(SOUND_WOUND); PrecacheSound(SOUND_DEATH); PrecacheSound(SOUND_WOUNDAIR); PrecacheSound(SOUND_DEATHAIR); PrecacheSound(SOUND_ATTACK); }; /* Entity info */ void *GetEntityInfo(void) { return &eiFish; }; /* Receive damage */ void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType, FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection) { if (dmtType==DMT_DROWNING) { //en_tmMaxHoldBreath = -5.0f; fDamageAmmount/=2.0f; } // fish can't harm fish if (!IsOfClass(penInflictor, "Fish")) { CEnemyDive::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection); } }; // damage anim INDEX AnimForDamage(FLOAT fDamage) { m_bAttackingByElectricity = FALSE; INDEX iAnim = FISH_ANIM_WOUND; StartModelAnim(iAnim, 0); return iAnim; }; // death INDEX AnimForDeath(void) { if (!m_bInLiquid) { return AnimForDamage(10.0f); } INDEX iAnim; switch (IRnd()%3) { default: iAnim = FISH_ANIM_DEATH; break; case 0: iAnim = FISH_ANIM_DEATH; break; case 1: iAnim = FISH_ANIM_DEATH02; break; case 2: iAnim = FISH_ANIM_DEATH03; break; } StartModelAnim(iAnim, 0); return iAnim; }; void DeathNotify(void) { m_bAttackingByElectricity = FALSE; en_fDensity = 500.0f; }; void RenderParticles(void) { if( m_bAttackingByElectricity && m_penEnemy!=NULL) { // render one lightning toward enemy FLOAT3D vSource = GetPlacement().pl_PositionVector; FLOAT3D vTarget = m_penEnemy->GetPlacement().pl_PositionVector; FLOAT3D vDirection = (vTarget-vSource).Normalize(); Particles_Ghostbuster(vSource, vTarget, 32, 1.0f); // random lightnings arround for( INDEX i=0; i<4; i++) { FLOAT3D vDirection = vSource; vDirection(1) += ((FLOAT(rand())/RAND_MAX)-0.5f) * DISTANCE_ELECTRICITY/1.0f; vDirection(2) += ((FLOAT(rand())/RAND_MAX)-0.5f) * DISTANCE_ELECTRICITY/1.0f; vDirection(3) += ((FLOAT(rand())/RAND_MAX)-0.5f) * DISTANCE_ELECTRICITY/1.0f; Particles_Ghostbuster(vSource, vDirection, 32, 1.0f); } } CEnemyBase::RenderParticles(); } // virtual anim functions void StandingAnim(void) { StartModelAnim(FISH_ANIM_IDLE, AOF_LOOPING|AOF_NORESTART); }; void WalkingAnim(void) { if (m_bInLiquid) { StartModelAnim(FISH_ANIM_SWIM, AOF_LOOPING|AOF_NORESTART); } else { StartModelAnim(FISH_ANIM_WOUND, AOF_LOOPING|AOF_NORESTART); } }; void RunningAnim(void) { WalkingAnim(); }; void RotatingAnim(void) { WalkingAnim(); }; // virtual sound functions void IdleSound(void) { PlaySound(m_soSound, SOUND_IDLE, SOF_3D|SOF_NOFILTER); }; void SightSound(void) { PlaySound(m_soSound, SOUND_SIGHT, SOF_3D|SOF_NOFILTER); }; void WoundSound(void) { if (m_bInLiquid) { PlaySound(m_soSound, SOUND_WOUND, SOF_3D|SOF_NOFILTER); } else { PlaySound(m_soSound, SOUND_WOUNDAIR, SOF_3D|SOF_NOFILTER); } }; void DeathSound(void) { if (m_bInLiquid) { PlaySound(m_soSound, SOUND_DEATH, SOF_3D|SOF_NOFILTER); } else { PlaySound(m_soSound, SOUND_DEATHAIR, SOF_3D|SOF_NOFILTER); } }; BOOL AdjustShadingParameters(FLOAT3D &vLightDirection, COLOR &colLight, COLOR &colAmbient) { FLOAT fTimePassed = _pTimer->GetLerpedCurrentTick()-m_tmElectricityTimeStart; if( m_bAttackingByElectricity && (fTimePassed>0)) { FLOAT fDieFactor = 1.0f; if( fTimePassed > 0.25f) { // calculate light dying factor fDieFactor = 1.0-(ClampUp(fTimePassed-0.25f,0.5f)/0.5f); } // adjust light fx FLOAT fR = 0.7f+0.1f*(FLOAT(rand())/RAND_MAX); FLOAT fG = 0.7f+0.2f*(FLOAT(rand())/RAND_MAX); FLOAT fB = 0.7f+0.3f*(FLOAT(rand())/RAND_MAX); colAmbient = RGBToColor( fR*128*fDieFactor, fG*128*fDieFactor, fB*128*fDieFactor); colLight = C_WHITE; return CEnemyBase::AdjustShadingParameters(vLightDirection, colLight, colAmbient); } return CEnemyBase::AdjustShadingParameters(vLightDirection, colLight, colAmbient); }; procedures: /************************************************************ * A T T A C K E N E M Y * ************************************************************/ DiveHit(EVoid) : CEnemyDive::DiveHit { if (CalcDist(m_penEnemy) > DISTANCE_ELECTRICITY) { // swim to enemy m_fShootTime = _pTimer->CurrentTick() + 0.25f; return EReturn(); } // wait to allow enemy to go aoutside bite range autowait(0.6f); m_bAttackingByElectricity = TRUE; m_tmElectricityTimeStart = _pTimer->CurrentTick(); AddAttachmentToModel(this, *GetModelObject(), FISH_ATTACHMENT_GLOW, MODEL_GLOW, TEXTURE_GLOW, 0, 0, 0); CModelObject &moGlow = GetModelObject()->GetAttachmentModel(FISH_ATTACHMENT_GLOW)->amo_moModelObject; moGlow.StretchModel(FLOAT3D(4.0f, 4.0f, 4.0f)); // bite StartModelAnim(FISH_ANIM_ATTACK, 0); PlaySound(m_soSound, SOUND_ATTACK, SOF_3D|SOF_NOFILTER); if (CalcDist(m_penEnemy)RemoveAttachmentModel(FISH_ATTACHMENT_GLOW); StandingAnim(); autowait(0.2f + FRnd()/3); return EReturn(); }; Hit(EVoid) : CEnemyBase::Hit { jump DiveHit(); } /************************************************************ * M A I N * ************************************************************/ Main(EVoid) { // declare yourself as a model InitAsModel(); // fish must not go upstairs, or it will get out of water SetPhysicsFlags((EPF_MODEL_WALKING|EPF_HASGILLS)&~EPF_ONBLOCK_CLIMBORSLIDE|EPF_ONBLOCK_SLIDE); SetCollisionFlags(ECF_MODEL); SetFlags(GetFlags()|ENF_ALIVE); SetHealth(30.0f); m_fMaxHealth = 30.0f; en_tmMaxHoldBreath = 15.0f; en_fDensity = 1000.0f; m_EedtType = EDT_GROUND_DIVE; // set your appearance SetModel(MODEL_FISH); SetModelMainTexture(TEXTURE_FISH); SetModelSpecularTexture(TEXTURE_SPECULAR); // rotation speeds m_fDiveWalkSpeed = 15.0f; m_fDiveAttackRunSpeed = 20.0f; m_fDiveCloseRunSpeed = 25.0f; m_fWalkSpeed = 15.0f; m_aWalkRotateSpeed = 900.0f; m_fAttackRunSpeed = 10.0f; m_fCloseRunSpeed = 12.0f; // translation speeds m_aDiveWalkRotateSpeed = 360.0f; m_aDiveAttackRotateSpeed = 1800.0f; m_aDiveCloseRotateSpeed = 3600.0f; // distances m_fDiveIgnoreRange = 200.0f; m_fDiveAttackDistance = 100.0f; m_fDiveCloseDistance = 15.0f; m_fDiveStopDistance = 2.0f; // frequencies m_fDiveAttackFireTime = 0.0f; m_fDiveCloseFireTime = 0.0f; // damage/explode properties m_fBlowUpAmount = 80.0f; m_fBodyParts = 2; m_fDamageWounded = 1.0f; m_iScore = 500; { // translation speeds m_aWalkRotateSpeed = 360.0f; m_aAttackRotateSpeed = 1800.0f; m_aCloseRotateSpeed = 3600.0f; // distances m_fIgnoreRange = 200.0f; m_fAttackDistance = 100.0f; m_fCloseDistance = 15.0f; m_fStopDistance = 2.0f; // frequencies m_fAttackFireTime = 0.0f; m_fCloseFireTime = 0.0f; } // set stretch factors for height and width GetModelObject()->StretchModel(FLOAT3D(1.0f, 1.0f, 1.0f)); ModelChangeNotify(); en_fAcceleration = 200.0f; en_fDeceleration = 200.0f; // continue behavior in base class jump CEnemyDive::MainLoop(); }; };