/* 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. */ 341 %{ #include "StdH.h" #include "Models/Enemies/Mental/Mental.h" #include "Models/CutSequences/CrateRider/Crate.h" %} uses "EntitiesMP/EnemyBase"; uses "EntitiesMP/BasicEffects"; %{ // info structure static EntityInfo eiCrate = { EIBT_FLESH, 500.0f, 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 10.0f %} class CCrateRider: CEnemyBase { name "CrateRider"; thumbnail "Thumbnails\\Mental.tbn"; properties: // class internal 1 CTFileName m_fnmHeadTex1 "Head texture1" 'H' = CTString(""), 2 CTFileName m_fnmHeadTex2 "Head texture2" = CTString(""), 3 CTFileName m_fnmDriveSnd "Drive sound" 'S' = CTString(""), { CAutoPrecacheSound m_aps; CAutoPrecacheTexture m_apt1; CAutoPrecacheTexture m_apt2; } components: 1 class CLASS_BASE "Classes\\EnemyBase.ecl", 2 class CLASS_DEBRIS "Classes\\Debris.ecl", 3 class CLASS_BLOOD_SPRAY "Classes\\BloodSpray.ecl", 4 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl", // ************** DATA ************** 10 model MODEL_MENTAL "Models\\Enemies\\Mental\\Mental.mdl", 11 texture TEXTURE_MENTAL "Models\\Enemies\\Mental\\Mental.tex", 12 model MODEL_HEAD "Models\\Enemies\\Mental\\Head.mdl", 13 model MODEL_CRATE "Models\\CutSequences\\CrateRider\\Crate.mdl", 14 texture TEXTURE_CRATE "Models\\CutSequences\\CrateRider\\Crate.tex", 15 texture TEXTURE_BUMP "Models\\CutSequences\\Bridge\\BridgeBump.tex", functions: /* Entity info */ void *GetEntityInfo(void) { return &eiCrate; }; void Precache(void) { CEnemyBase::Precache(); PrecacheClass(CLASS_DEBRIS); m_apt1.Precache(m_fnmHeadTex1); m_apt2.Precache(m_fnmHeadTex2); m_aps.Precache(m_fnmDriveSnd); }; // damage anim INDEX AnimForDamage(FLOAT fDamage) { INDEX iAnim; iAnim = 0; StartModelAnim(iAnim, 0); return iAnim; }; // death INDEX AnimForDeath(void) { INDEX iAnim; iAnim = 0; StartModelAnim(iAnim, 0); return iAnim; }; void DeathNotify(void) { // ChangeCollisionBoxIndexWhenPossible(HEADMAN_COLLISION_BOX_DEATH); en_fDensity = 500.0f; }; // virtual anim functions void StandingAnim(void) { StartModelAnim(CRATE_ANIM_DEFAULT, AOF_LOOPING|AOF_NORESTART|AOF_SMOOTHCHANGE); CModelObject *pmo0 = &(GetModelObject()->GetAttachmentModel(0)->amo_moModelObject); pmo0->PlayAnim(MENTAL_ANIM_CRATEANIMLEFTSEATING, AOF_LOOPING|AOF_NORESTART|AOF_SMOOTHCHANGE); CModelObject *pmo1 = &(GetModelObject()->GetAttachmentModel(1)->amo_moModelObject); pmo1->PlayAnim(MENTAL_ANIM_CRATEANIMRIGHTSEATING, AOF_LOOPING|AOF_NORESTART|AOF_SMOOTHCHANGE); m_soSound.Stop(); }; void WalkingAnim(void) { RunningAnim(); StartModelAnim(CRATE_ANIM_DRIVE, AOF_LOOPING|AOF_NORESTART); }; void RunningAnim(void) { if (m_fnmDriveSnd!="") { PlaySound(m_soSound, m_fnmDriveSnd, SOF_3D); } CModelObject *pmo0 = &(GetModelObject()->GetAttachmentModel(0)->amo_moModelObject); pmo0->PlayAnim(MENTAL_ANIM_CRATEANIMLEFT, AOF_LOOPING|AOF_NORESTART); CModelObject *pmo1 = &(GetModelObject()->GetAttachmentModel(1)->amo_moModelObject); pmo1->PlayAnim(MENTAL_ANIM_CRATEANIMRIGHT, AOF_LOOPING|AOF_NORESTART); StartModelAnim(CRATE_ANIM_DRIVE, AOF_LOOPING|AOF_NORESTART); }; 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); }; void AddRider(INDEX i, const CTFileName &fnmHead) { AddAttachment(i, MODEL_MENTAL, TEXTURE_MENTAL); CModelObject *pmoMain = &(GetModelObject()->GetAttachmentModel(i)->amo_moModelObject); // pmoMain->PlayAnim(i==0 ? MENTAL_ANIM_CRATEANIMLEFTSEATING : MENTAL_ANIM_CRATEANIMRIGHTSEATING, AOF_LOOPING); pmoMain->PlayAnim(i==0 ? MENTAL_ANIM_CRATEANIMLEFT: MENTAL_ANIM_CRATEANIMRIGHT, AOF_LOOPING); AddAttachmentToModel(this, *pmoMain, 0, MODEL_HEAD, TEXTURE_MENTAL, 0, 0, 0); CModelObject *pmoHead = &(pmoMain->GetAttachmentModel(0)->amo_moModelObject); if (fnmHead!="") { // try to try { pmoHead->mo_toTexture.SetData_t(fnmHead); // if anything failed } catch (char *strError) { // report error CPrintF("%s\n", strError); } } } procedures: /************************************************************ * 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(1.0f); m_fMaxHealth = 1.0f; en_tmMaxHoldBreath = 5.0f; en_fDensity = 2000.0f; m_fBlowUpSize = 2.0f; // set your appearance SetModel(MODEL_CRATE); SetModelMainTexture(TEXTURE_CRATE); AddRider(0, m_fnmHeadTex1); AddRider(1, m_fnmHeadTex2); // setup moving speed m_fWalkSpeed = m_fAttackRunSpeed = m_fCloseRunSpeed = 1.0f; m_aWalkRotateSpeed = AngleDeg(30.0f); m_aAttackRotateSpeed = AngleDeg(30); m_aCloseRotateSpeed = AngleDeg(30); // setup attack distances m_fAttackDistance = 50.0f; m_fCloseDistance = 0.0f; m_fStopDistance = 5.0f; // greeting distance m_fAttackFireTime = 2.0f; m_fCloseFireTime = 1.0f; m_fIgnoreRange = 200.0f; // damage/explode properties m_fBlowUpAmount = 0.0f; m_fBodyParts = 4; m_fDamageWounded = 1.0f; m_iScore = 0; m_bBlind = TRUE; m_bRobotBlowup = 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(); }; };