/* 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. */ 343 %{ #include "EntitiesMP/StdH/StdH.h" #include "ModelsMP/Enemies/Grunt/Grunt.h" %} uses "EntitiesMP/EnemyBase"; uses "EntitiesMP/BasicEffects"; enum GruntType { 0 GT_SOLDIER "Grunt soldier", 1 GT_COMMANDER "Grunt commander", }; %{ #define STRETCH_SOLDIER 1.2f #define STRETCH_COMMANDER 1.4f // info structure static EntityInfo eiGruntSoldier = { EIBT_FLESH, 200.0f, 0.0f, 1.9f*STRETCH_SOLDIER, 0.0f, // source (eyes) 0.0f, 1.3f*STRETCH_SOLDIER, 0.0f, // target (body) }; static EntityInfo eiGruntCommander = { EIBT_FLESH, 250.0f, 0.0f, 1.9f*STRETCH_COMMANDER, 0.0f, // source (eyes) 0.0f, 1.3f*STRETCH_COMMANDER, 0.0f, // target (body) }; #define FIREPOS_SOLDIER FLOAT3D(0.07f, 1.36f, -0.78f)*STRETCH_SOLDIER #define FIREPOS_COMMANDER_UP FLOAT3D(0.09f, 1.45f, -0.62f)*STRETCH_COMMANDER #define FIREPOS_COMMANDER_DN FLOAT3D(0.10f, 1.30f, -0.60f)*STRETCH_COMMANDER %} class CGrunt: CEnemyBase { name "Grunt"; thumbnail "Thumbnails\\Grunt.tbn"; properties: 1 enum GruntType m_gtType "Type" 'Y' = GT_SOLDIER, 10 CSoundObject m_soFire1, 11 CSoundObject m_soFire2, // class internal components: 1 class CLASS_BASE "Classes\\EnemyBase.ecl", 3 class CLASS_PROJECTILE "Classes\\Projectile.ecl", 10 model MODEL_GRUNT "ModelsMP\\Enemies\\Grunt\\Grunt.mdl", 11 model MODEL_GUN_COMMANDER "ModelsMP\\Enemies\\Grunt\\Gun_Commander.mdl", 12 model MODEL_GUN_SOLDIER "ModelsMP\\Enemies\\Grunt\\Gun.mdl", 20 texture TEXTURE_SOLDIER "ModelsMP\\Enemies\\Grunt\\Soldier.tex", 21 texture TEXTURE_COMMANDER "ModelsMP\\Enemies\\Grunt\\Commander.tex", 22 texture TEXTURE_GUN_COMMANDER "ModelsMP\\Enemies\\Grunt\\Gun_Commander.tex", 23 texture TEXTURE_GUN_SOLDIER "ModelsMP\\Enemies\\Grunt\\Gun.tex", // ************** SOUNDS ************** 50 sound SOUND_IDLE "ModelsMP\\Enemies\\Grunt\\Sounds\\Idle.wav", 52 sound SOUND_SIGHT "ModelsMP\\Enemies\\Grunt\\Sounds\\Sight.wav", 53 sound SOUND_WOUND "ModelsMP\\Enemies\\Grunt\\Sounds\\Wound.wav", 57 sound SOUND_FIRE "ModelsMP\\Enemies\\Grunt\\Sounds\\Fire.wav", 58 sound SOUND_DEATH "ModelsMP\\Enemies\\Grunt\\Sounds\\Death.wav", functions: // describe how this enemy killed player virtual CTString GetPlayerKillDescription(const CTString &strPlayerName, const EDeath &eDeath) { CTString str; str.PrintF(TRANSV("A Grunt sent %s into the halls of Valhalla"), (const char *) strPlayerName); return str; } /* Entity info */ void *GetEntityInfo(void) { if (m_gtType==GT_SOLDIER) { return &eiGruntSoldier; } else if (m_gtType==GT_COMMANDER) { return &eiGruntSoldier; } else { ASSERTALWAYS("Unknown grunt type!"); return NULL; } }; virtual const CTFileName &GetComputerMessageName(void) const { static DECLARE_CTFILENAME(fnmSoldier, "DataMP\\Messages\\Enemies\\GruntSoldier.txt"); static DECLARE_CTFILENAME(fnmCommander, "DataMP\\Messages\\Enemies\\GruntCommander.txt"); switch(m_gtType) { default: ASSERT(FALSE); case GT_SOLDIER: return fnmSoldier; case GT_COMMANDER: return fnmCommander; } }; void Precache(void) { CEnemyBase::Precache(); if (m_gtType==GT_SOLDIER) { PrecacheClass(CLASS_PROJECTILE, PRT_GRUNT_PROJECTILE_SOL); } if (m_gtType==GT_COMMANDER) { PrecacheClass(CLASS_PROJECTILE, PRT_GRUNT_PROJECTILE_COM); } PrecacheSound(SOUND_IDLE); PrecacheSound(SOUND_SIGHT); PrecacheSound(SOUND_WOUND); PrecacheSound(SOUND_FIRE); PrecacheSound(SOUND_DEATH); }; /* Receive damage */ void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType, FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection) { CEnemyBase::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection); }; // damage anim INDEX AnimForDamage(FLOAT fDamage) { INDEX iAnim; iAnim = GRUNT_ANIM_WOUND01; StartModelAnim(iAnim, 0); return iAnim; }; // death INDEX AnimForDeath(void) { INDEX iAnim; FLOAT3D vFront; GetHeadingDirection(0, vFront); FLOAT fDamageDir = m_vDamage%vFront; if (fDamageDir<0) { iAnim = GRUNT_ANIM_DEATHBACKWARD; } else { iAnim = GRUNT_ANIM_DEATHFORWARD; } StartModelAnim(iAnim, 0); return iAnim; }; FLOAT WaitForDust(FLOAT3D &vStretch) { vStretch=FLOAT3D(1,1,2); if(GetModelObject()->GetAnim()==GRUNT_ANIM_DEATHBACKWARD) { return 0.5f; } else if(GetModelObject()->GetAnim()==GRUNT_ANIM_DEATHFORWARD) { return 1.0f; } return -1.0f; }; void DeathNotify(void) { ChangeCollisionBoxIndexWhenPossible(GRUNT_COLLISION_BOX_DEATH); en_fDensity = 500.0f; }; // virtual anim functions void StandingAnim(void) { StartModelAnim(GRUNT_ANIM_IDLE, AOF_LOOPING|AOF_NORESTART); }; /*void StandingAnimFight(void) { StartModelAnim(HEADMAN_ANIM_IDLE_FIGHT, AOF_LOOPING|AOF_NORESTART); }*/ void RunningAnim(void) { StartModelAnim(GRUNT_ANIM_RUN, AOF_LOOPING|AOF_NORESTART); }; void WalkingAnim(void) { RunningAnim(); }; 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); }; // adjust sound and watcher parameters here if needed void EnemyPostInit(void) { // set sound default parameters m_soFire1.Set3DParameters(160.0f, 50.0f, 1.0f, 1.0f); m_soFire2.Set3DParameters(160.0f, 50.0f, 1.0f, 1.0f); }; procedures: /************************************************************ * A T T A C K E N E M Y * ************************************************************/ Fire(EVoid) : CEnemyBase::Fire { // soldier if (m_gtType == GT_SOLDIER) { autocall SoldierAttack() EEnd; // commander } else if (m_gtType == GT_COMMANDER) { autocall CommanderAttack() EEnd; // should never get here } else{ ASSERT(FALSE); } return EReturn(); }; // Soldier attack SoldierAttack(EVoid) { StandingAnimFight(); autowait(0.2f + FRnd()*0.25f); StartModelAnim(GRUNT_ANIM_FIRE, 0); ShootProjectile(PRT_GRUNT_PROJECTILE_SOL, FIREPOS_SOLDIER, ANGLE3D(0, 0, 0)); PlaySound(m_soFire1, SOUND_FIRE, SOF_3D); autowait(0.15f + FRnd()*0.1f); StartModelAnim(GRUNT_ANIM_FIRE, 0); ShootProjectile(PRT_GRUNT_PROJECTILE_SOL, FIREPOS_SOLDIER, ANGLE3D(0, 0, 0)); PlaySound(m_soFire2, SOUND_FIRE, SOF_3D); autowait(FRnd()*0.333f); return EEnd(); }; // Commander attack (predicted firing on moving player) CommanderAttack(EVoid) { StandingAnimFight(); autowait(0.2f + FRnd()*0.25f); /*FLOAT3D vGunPosAbs = GetPlacement().pl_PositionVector + FLOAT3D(0.0f, 1.0f, 0.0f)*GetRotationMatrix(); FLOAT3D vEnemySpeed = ((CMovableEntity&) *m_penEnemy).en_vCurrentTranslationAbsolute; FLOAT3D vEnemyPos = ((CMovableEntity&) *m_penEnemy).GetPlacement().pl_PositionVector; FLOAT fLaserSpeed = 45.0f; // m/s FLOAT3D vPredictedEnemyPosition = CalculatePredictedPosition(vGunPosAbs, vEnemyPos, fLaserSpeed, vEnemySpeed, GetPlacement().pl_PositionVector(2) ); ShootPredictedProjectile(PRT_GRUNT_LASER, vPredictedEnemyPosition, FLOAT3D(0.0f, 1.0f, 0.0f), ANGLE3D(0, 0, 0));*/ StartModelAnim(GRUNT_ANIM_FIRE, 0); ShootProjectile(PRT_GRUNT_PROJECTILE_COM, FIREPOS_COMMANDER_DN, ANGLE3D(-20, 0, 0)); PlaySound(m_soFire1, SOUND_FIRE, SOF_3D); autowait(0.035f); StartModelAnim(GRUNT_ANIM_FIRE, 0); ShootProjectile(PRT_GRUNT_PROJECTILE_COM, FIREPOS_COMMANDER_DN, ANGLE3D(-10, 0, 0)); PlaySound(m_soFire2, SOUND_FIRE, SOF_3D); autowait(0.035f); StartModelAnim(GRUNT_ANIM_FIRE, 0); ShootProjectile(PRT_GRUNT_PROJECTILE_COM, FIREPOS_COMMANDER_DN, ANGLE3D(0, 0, 0)); PlaySound(m_soFire1, SOUND_FIRE, SOF_3D); autowait(0.035f); StartModelAnim(GRUNT_ANIM_FIRE, 0); ShootProjectile(PRT_GRUNT_PROJECTILE_COM, FIREPOS_COMMANDER_DN, ANGLE3D(10, 0, 0)); PlaySound(m_soFire2, SOUND_FIRE, SOF_3D); autowait(0.035f); StartModelAnim(GRUNT_ANIM_FIRE, 0); ShootProjectile(PRT_GRUNT_PROJECTILE_COM, FIREPOS_COMMANDER_DN, ANGLE3D(20, 0, 0)); PlaySound(m_soFire2, SOUND_FIRE, SOF_3D); autowait(FRnd()*0.5f); return EEnd(); }; /************************************************************ * 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); en_tmMaxHoldBreath = 5.0f; en_fDensity = 2000.0f; //m_fBlowUpSize = 2.0f; // set your appearance SetModel(MODEL_GRUNT); switch (m_gtType) { case GT_SOLDIER: // set your texture SetModelMainTexture(TEXTURE_SOLDIER); AddAttachment(GRUNT_ATTACHMENT_GUN_SMALL, MODEL_GUN_SOLDIER, TEXTURE_GUN_SOLDIER); // setup moving speed m_fWalkSpeed = FRnd() + 2.5f; m_aWalkRotateSpeed = AngleDeg(FRnd()*10.0f + 500.0f); m_fAttackRunSpeed = FRnd() + 6.5f; m_aAttackRotateSpeed = AngleDeg(FRnd()*50 + 245.0f); m_fCloseRunSpeed = FRnd() + 6.5f; m_aCloseRotateSpeed = AngleDeg(FRnd()*50 + 245.0f); // setup attack distances m_fAttackDistance = 80.0f; m_fCloseDistance = 0.0f; m_fStopDistance = 8.0f; m_fAttackFireTime = 2.0f; m_fCloseFireTime = 1.0f; m_fIgnoreRange = 200.0f; //m_fBlowUpAmount = 65.0f; m_fBlowUpAmount = 80.0f; m_fBodyParts = 4; m_fDamageWounded = 0.0f; m_iScore = 500; SetHealth(40.0f); m_fMaxHealth = 40.0f; // set stretch factors for height and width GetModelObject()->StretchModel(FLOAT3D(STRETCH_SOLDIER, STRETCH_SOLDIER, STRETCH_SOLDIER)); break; case GT_COMMANDER: // set your texture SetModelMainTexture(TEXTURE_COMMANDER); AddAttachment(GRUNT_ATTACHMENT_GUN_COMMANDER, MODEL_GUN_COMMANDER, TEXTURE_GUN_COMMANDER); // setup moving speed m_fWalkSpeed = FRnd() + 2.5f; m_aWalkRotateSpeed = AngleDeg(FRnd()*10.0f + 500.0f); m_fAttackRunSpeed = FRnd() + 8.0f; m_aAttackRotateSpeed = AngleDeg(FRnd()*50 + 245.0f); m_fCloseRunSpeed = FRnd() + 8.0f; m_aCloseRotateSpeed = AngleDeg(FRnd()*50 + 245.0f); // setup attack distances m_fAttackDistance = 90.0f; m_fCloseDistance = 0.0f; m_fStopDistance = 15.0f; m_fAttackFireTime = 4.0f; m_fCloseFireTime = 2.0f; //m_fBlowUpAmount = 180.0f; m_fIgnoreRange = 200.0f; // damage/explode properties m_fBodyParts = 5; m_fDamageWounded = 0.0f; m_iScore = 800; SetHealth(60.0f); m_fMaxHealth = 60.0f; // set stretch factors for height and width GetModelObject()->StretchModel(FLOAT3D(STRETCH_COMMANDER, STRETCH_COMMANDER, STRETCH_COMMANDER)); break; } ModelChangeNotify(); StandingAnim(); // continue behavior in base class jump CEnemyBase::MainLoop(); }; };