/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */ 355 %{ #include "StdH.h" #include "ModelsMP/Player/SeriousSam/Player.h" #include "ModelsMP/Player/SeriousSam/Body.h" #include "ModelsMP/Player/SeriousSam/Head.h" %} uses "EntitiesMP/EnemyBase"; %{ // info structure static EntityInfo eiSanta = { EIBT_AIR, 100.0f, 0, 1.6f, 0, // source (eyes) 0.0f, 1.0f, 0.0f, // target (body) }; %} class CSanta : CEnemyBase { name "Santa"; thumbnail "Thumbnails\\Santa.tbn"; properties: 1 FLOAT m_tmLastSpawnTime = -10000.0f, 2 FLOAT m_tmMinSpawnInterval "Min spawn interval" = 1.0f, 3 FLOAT m_fSantaHealth "Santa Health" = 100.0f, 4 CSoundObject m_soRunning, // for running sound 5 BOOL m_bRunSoundPlaying = FALSE, 10 CEntityPointer m_penTemplate0 "Item template 0", 11 CEntityPointer m_penTemplate1 "Item template 1", 12 CEntityPointer m_penTemplate2 "Item template 2", 13 CEntityPointer m_penTemplate3 "Item template 3", 14 CEntityPointer m_penTemplate4 "Item template 4", components: 0 class CLASS_BASE "Classes\\EnemyBase.ecl", // ************** SOUNDS ************** 50 sound SOUND_RUN "ModelsMP\\CutSequences\\Santa\\Sounds\\Running.wav", 51 sound SOUND_WOUND "ModelsMP\\CutSequences\\Santa\\Sounds\\Wound.wav", 52 sound SOUND_DEATH "ModelsMP\\CutSequences\\Santa\\Sounds\\Death.wav", functions: void Precache(void) { CEnemyBase::Precache(); PrecacheSound(SOUND_RUN ); PrecacheSound(SOUND_WOUND); PrecacheSound(SOUND_DEATH); }; virtual const CTFileName &GetComputerMessageName(void) const { //static DECLARE_CTFILENAME(fnm, "DataMP\\Messages\\Enemies\\Santa.txt"); static CTFileName fnm; return fnm; }; /* Entity info */ void *GetEntityInfo(void) { return &eiSanta; }; // running sounds void ActivateRunningSound(void) { if (!m_bRunSoundPlaying) { PlaySound(m_soRunning, SOUND_RUN, SOF_3D|SOF_LOOP); m_bRunSoundPlaying = TRUE; } } void DeactivateRunningSound(void) { m_soRunning.Stop(); m_bRunSoundPlaying = FALSE; } /* Handle an event, return false if the event is not handled. */ BOOL HandleEvent(const CEntityEvent &ee) { // ignore touching, damaging... if (ee.ee_slEvent==EVENTCODE_ETouch || ee.ee_slEvent==EVENTCODE_EDamage) { return TRUE; } return CEnemyBase::HandleEvent(ee); } /* Receive damage */ void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType, FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection) { // skip base enemy damage handling CMovableModelEntity::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection); // if not enough time passed since lst item spawning if (_pTimer->CurrentTick()-m_tmLastSpawnTimeCurrentTick(); // choose an item to spawn INDEX ctTemplates = 0; if (m_penTemplate0!=NULL) { ctTemplates++; } if (m_penTemplate1!=NULL) { ctTemplates++; } if (m_penTemplate2!=NULL) { ctTemplates++; } if (m_penTemplate3!=NULL) { ctTemplates++; } if (m_penTemplate4!=NULL) { ctTemplates++; } if (ctTemplates==0) { return; } INDEX iTemplate = IRnd()%ctTemplates; CEntity *penItem = (&m_penTemplate0)[iTemplate]; // if the target doesn't exist, or is destroyed if (penItem==NULL || (penItem->GetFlags()&ENF_DELETED)) { // do nothing return; } CEntity *penSpawned = GetWorld()->CopyEntityInWorld( *penItem, CPlacement3D(FLOAT3D(-32000.0f+FRnd()*200.0f, -32000.0f+FRnd()*200.0f, 0), ANGLE3D(0, 0, 0)) ); // teleport back CPlacement3D pl = GetPlacement(); pl.pl_PositionVector += GetRotationMatrix().GetColumn(2)*1.5f; // a bit up in the air penSpawned->Teleport(pl, FALSE); }; void LeaveStain( BOOL bGrow) { } // damage anim INDEX AnimForDamage(FLOAT fDamage) { // StartModelAnim(iAnim, 0); return 0; }; // death INDEX AnimForDeath(void) { // StartModelAnim(iAnim, 0); return 0; }; void DeathNotify(void) { SwitchToEditorModel(); // ChangeCollisionBoxIndexWhenPossible(PLAYER_COLLISION_BOX_DEATH); SetCollisionFlags(ECF_MODEL); DeactivateRunningSound(); }; CModelObject *GetBody(void) { return &GetModelObject()->GetAttachmentModel(PLAYER_ATTACHMENT_TORSO)->amo_moModelObject; } // virtual anim functions void StandingAnim(void) { // StartModelAnim(PLAYER_ANIM_STAND, AOF_LOOPING|AOF_NORESTART); // GetBody()->PlayAnim(BODY_ANIM_WAIT, AOF_LOOPING|AOF_NORESTART); }; void WalkingAnim(void) { ActivateRunningSound(); // StartModelAnim(PLAYER_ANIM_NORMALWALK, AOF_LOOPING|AOF_NORESTART); // GetBody()->PlayAnim(BODY_ANIM_NORMALWALK, AOF_LOOPING|AOF_NORESTART); }; void RunningAnim(void) { ActivateRunningSound(); // StartModelAnim(PLAYER_ANIM_RUN, AOF_LOOPING|AOF_NORESTART); // GetBody()->PlayAnim(BODY_ANIM_NORMALWALK, AOF_LOOPING|AOF_NORESTART); }; void RotatingAnim(void) { ActivateRunningSound(); // StartModelAnim(BODY_ANIM_NORMALWALK, AOF_LOOPING|AOF_NORESTART); // GetBody()->PlayAnim(BODY_ANIM_NORMALWALK, AOF_LOOPING|AOF_NORESTART); }; // 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_soSound.Set3DParameters(160.0f, 50.0f, 1.0f, 1.0f); }; procedures: /************************************************************ * A T T A C K E N E M Y * ************************************************************/ // shoot Fire(EVoid) : CEnemyBase::Fire{ return EReturn(); }; // hit enemy Hit(EVoid) : CEnemyBase::Hit { 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); en_tmMaxHoldBreath = 25.0f; en_fDensity = 3000.0f; // set your appearance CTString strDummy; extern BOOL SetPlayerAppearance_internal(CModelObject *pmo, const CTFileName &fnmAMC, CTString &strName, BOOL bPreview); SetPlayerAppearance_internal(GetModelObject(), CTFILENAME("ModelsMP\\CutSequences\\Santa\\Santa.amc"), strDummy, /*bPreview=*/FALSE); SetHealth(m_fSantaHealth); m_fMaxHealth = m_fSantaHealth; // damage/explode properties m_fDamageWounded = 1E10f; m_fBlowUpAmount = 1E10f; m_fBodyParts = 30; // setup attack distances m_fAttackDistance = 150.0f; m_fCloseDistance = 5.0f; m_fStopDistance = 4.5f; m_fAttackFireTime = 0.5f; m_fCloseFireTime = 1.0f; m_fIgnoreRange = 300.0f; m_iScore = 1000; // setup moving speed m_fWalkSpeed = (FRnd() + 1.5f)*1.5f; m_aWalkRotateSpeed = AngleDeg(FRnd()*20.0f + 550.0f); m_fAttackRunSpeed = FRnd()*1.5f + 4.5f; m_aAttackRotateSpeed = AngleDeg(FRnd()*50.0f + 275.0f); m_fCloseRunSpeed = FRnd()*1.5f + 4.5f; m_aCloseRotateSpeed = AngleDeg(FRnd()*50.0f + 275.0f); // set stretch factors for height and width CEnemyBase::SizeModel(); m_soRunning.Set3DParameters(500.0f, 50.0f, 1.0f, 1.0f); m_bRunSoundPlaying = FALSE; // continue behavior in base class jump CEnemyBase::MainLoop(); }; };