mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-22 18:30:27 +01:00
345 lines
9.9 KiB
JavaScript
345 lines
9.9 KiB
JavaScript
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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335
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%{
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#include "StdH.h"
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#include "Models/Enemies/Gizmo/Gizmo.h"
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%}
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uses "EntitiesMP/EnemyBase";
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uses "EntitiesMP/BasicEffects";
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%{
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// info structure
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static EntityInfo eiGizmo = {
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EIBT_FLESH, 100.0f,
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0.0f, 1.3f, 0.0f, // source (eyes)
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0.0f, 1.0f, 0.0f, // target (body)
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};
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#define EXPLODE_GIZMO 2.5f
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%}
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class CGizmo: CEnemyBase {
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name "Gizmo";
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thumbnail "Thumbnails\\Gizmo.tbn";
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properties:
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// class internal
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1 BOOL m_bExploded = FALSE,
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components:
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1 class CLASS_BASE "Classes\\EnemyBase.ecl",
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2 class CLASS_BLOOD_SPRAY "Classes\\BloodSpray.ecl",
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3 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl",
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// ************** DATA **************
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10 model MODEL_GIZMO "Models\\Enemies\\Gizmo\\Gizmo.mdl",
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20 texture TEXTURE_GIZMO "Models\\Enemies\\Gizmo\\Gizmo.tex",
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50 sound SOUND_IDLE "Models\\Enemies\\Gizmo\\Sounds\\Idle.wav",
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51 sound SOUND_JUMP "Models\\Enemies\\Gizmo\\Sounds\\Jump.wav",
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52 sound SOUND_DEATH_JUMP "Models\\Enemies\\Gizmo\\Sounds\\JumpDeath.wav",
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53 sound SOUND_SIGHT "Models\\Enemies\\Gizmo\\Sounds\\Sight.wav",
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functions:
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// describe how this enemy killed player
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virtual CTString GetPlayerKillDescription(const CTString &strPlayerName, const EDeath &eDeath)
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{
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CTString str;
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str.PrintF(TRANS("%s ate a marsh hopper"), strPlayerName);
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return str;
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}
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virtual const CTFileName &GetComputerMessageName(void) const {
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static DECLARE_CTFILENAME(fnm, "Data\\Messages\\Enemies\\Gizmo.txt");
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return fnm;
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};
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/* Entity info */
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void *GetEntityInfo(void)
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{
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return &eiGizmo;
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};
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void Precache(void)
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{
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CEnemyBase::Precache();
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PrecacheSound(SOUND_SIGHT);
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PrecacheSound(SOUND_IDLE);
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PrecacheSound(SOUND_JUMP);
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PrecacheSound(SOUND_DEATH_JUMP);
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PrecacheClass(CLASS_BASIC_EFFECT, BET_GIZMO_SPLASH_FX);
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PrecacheClass(CLASS_BLOOD_SPRAY);
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};
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void SightSound(void) {
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PlaySound(m_soSound, SOUND_SIGHT, SOF_3D);
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};
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void RunningAnim(void)
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{
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StartModelAnim(GIZMO_ANIM_RUN, 0);
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};
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void MortalJumpAnim(void)
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{
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StartModelAnim(GIZMO_ANIM_RUN, 0);
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};
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void StandAnim(void)
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{
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StartModelAnim(GIZMO_ANIM_IDLE, AOF_LOOPING|AOF_NORESTART);
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};
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// virtual sound functions
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void IdleSound(void) {
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PlaySound(m_soSound, SOUND_IDLE, SOF_3D);
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};
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/************************************************************
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* BLOW UP FUNCTIONS *
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************************************************************/
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void BlowUpNotify(void) {
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Explode();
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};
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// explode only once
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void Explode(void)
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{
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if (!m_bExploded)
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{
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m_bExploded = TRUE;
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// spawn blood spray
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CPlacement3D plSpray = GetPlacement();
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CEntity *penSpray = CreateEntity( plSpray, CLASS_BLOOD_SPRAY);
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penSpray->SetParent( this);
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ESpawnSpray eSpawnSpray;
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eSpawnSpray.colBurnColor=C_WHITE|CT_OPAQUE;
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eSpawnSpray.fDamagePower = 2.0f;
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eSpawnSpray.fSizeMultiplier = 1.0f;
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eSpawnSpray.sptType = SPT_SLIME;
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eSpawnSpray.vDirection = en_vCurrentTranslationAbsolute/8.0f;
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eSpawnSpray.penOwner = this;
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penSpray->Initialize( eSpawnSpray);
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// spawn splash fx (sound)
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CPlacement3D plSplash = GetPlacement();
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CEntityPointer penSplash = CreateEntity(plSplash, CLASS_BASIC_EFFECT);
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ESpawnEffect ese;
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ese.colMuliplier = C_WHITE|CT_OPAQUE;
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ese.betType = BET_GIZMO_SPLASH_FX;
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penSplash->Initialize(ese);
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}
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};
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// gizmo should always blow up
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BOOL ShouldBlowUp(void)
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{
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return TRUE;
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}
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// leave stain
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virtual void LeaveStain(BOOL bGrow)
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{
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ESpawnEffect ese;
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FLOAT3D vPoint;
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FLOATplane3D vPlaneNormal;
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FLOAT fDistanceToEdge;
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// get your size
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FLOATaabbox3D box;
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GetBoundingBox(box);
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// on plane
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if( GetNearestPolygon(vPoint, vPlaneNormal, fDistanceToEdge))
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{
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// if near to polygon and away from last stain point
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if( (vPoint-GetPlacement().pl_PositionVector).Length()<0.5f )
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{
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FLOAT fStretch = box.Size().Length();
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// stain
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ese.colMuliplier = C_WHITE|CT_OPAQUE;
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ese.betType = BET_GIZMOSTAIN;
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ese.vStretch = FLOAT3D( fStretch*0.75f, fStretch*0.75f, 1.0f);
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ese.vNormal = FLOAT3D( vPlaneNormal);
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ese.vDirection = FLOAT3D( 0, 0, 0);
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FLOAT3D vPos = vPoint+ese.vNormal/50.0f*(FRnd()+0.5f);
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CEntityPointer penEffect = CreateEntity( CPlacement3D(vPos, ANGLE3D(0,0,0)), CLASS_BASIC_EFFECT);
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penEffect->Initialize(ese);
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}
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}
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};
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procedures:
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/************************************************************
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* A T T A C K E N E M Y *
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************************************************************/
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// close range -> move toward enemy and try to jump onto it
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PerformAttack(EVoid) : CEnemyBase::PerformAttack
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{
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while (TRUE)
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{
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// ------------ Exit close attack if out of range or enemy is dead
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// if attacking is futile
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if (ShouldCeaseAttack())
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{
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SetTargetNone();
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return EReturn();
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}
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// stop moving
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SetDesiredTranslation(FLOAT3D(0.0f, 0.0f, 0.0f));
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SetDesiredRotation(ANGLE3D(0, 0, 0));
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// ------------ Wait for some time on the ground
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FLOAT fWaitTime = 0.25f+FRnd()*0.4f;
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wait( fWaitTime)
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{
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on (EBegin) : { resume; };
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on (ESound) : { resume; } // ignore all sounds
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on (EWatch) : { resume; } // ignore watch
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on (ETimer) : { stop; } // timer tick expire
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}
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autocall JumpOnce() EReturn;
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}
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}
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JumpOnce(EVoid)
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{
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// ------------ Jump either in slightly randomized direction or mortal, streight and fast toward enemy
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// we are always going for enemy
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m_vDesiredPosition = m_penEnemy->GetPlacement().pl_PositionVector;
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m_fMoveFrequency = 0.1f;
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// if we are close enough for mortal jump
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if( CalcPlaneDist(m_penEnemy) < 10.0f)
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{
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// set mortal jump parameters (no random)
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m_fMoveSpeed = m_fCloseRunSpeed*1.5f;
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m_aRotateSpeed = m_aCloseRotateSpeed*0.5f;
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FLOAT fSpeedX = 0.0f;
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FLOAT fSpeedY = 10.0f;
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FLOAT fSpeedZ = -m_fMoveSpeed;
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// if can't see enemy
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if( !IsInFrustum(m_penEnemy, CosFast(30.0f)))
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{
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// rotate a lot
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m_aRotateSpeed = m_aCloseRotateSpeed*1.5f;
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// but don't jump too much
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fSpeedY /= 2.0f;
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fSpeedZ /= 4.0f;
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PlaySound(m_soSound, SOUND_JUMP, SOF_3D);
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}
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else
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{
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PlaySound(m_soSound, SOUND_DEATH_JUMP, SOF_3D);
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}
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FLOAT3D vTranslation(fSpeedX, fSpeedY, fSpeedZ);
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SetDesiredTranslation(vTranslation);
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MortalJumpAnim();
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}
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// start slightly randomized jump
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else
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{
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m_fMoveSpeed = m_fCloseRunSpeed;
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m_aRotateSpeed = m_aCloseRotateSpeed;
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// set random jump parameters
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FLOAT fSpeedX = (FRnd()-0.5f)*10.0f;
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FLOAT fSpeedY = FRnd()*5.0f+5.0f;
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FLOAT fSpeedZ = -m_fMoveSpeed-FRnd()*2.5f;
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FLOAT3D vTranslation(fSpeedX, fSpeedY, fSpeedZ);
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SetDesiredTranslation(vTranslation);
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RunningAnim();
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PlaySound(m_soSound, SOUND_JUMP, SOF_3D);
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}
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// ------------ While in air, adjust directions, on touch start new jump or explode
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while (TRUE)
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{
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// adjust direction and speed
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m_fMoveSpeed = 0.0f;
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m_aRotateSpeed = m_aCloseRotateSpeed;
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FLOAT3D vTranslation = GetDesiredTranslation();
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SetDesiredMovement();
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SetDesiredTranslation(vTranslation);
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wait(m_fMoveFrequency)
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{
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on (EBegin) : { resume; };
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on (ESound) : { resume; } // ignore all sounds
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on (EWatch) : { resume; } // ignore watch
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on (ETimer) : { stop; } // timer tick expire
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on (ETouch etouch) :
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{
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// if we touched ground
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if( etouch.penOther->GetRenderType() & RT_BRUSH)
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{
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return EReturn();
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}
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// we touched player, explode
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else if ( IsDerivedFromClass( etouch.penOther, "Player"))
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{
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InflictDirectDamage(etouch.penOther, this, DMT_IMPACT, 10.0f,
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GetPlacement().pl_PositionVector, -en_vGravityDir);
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SetHealth(-10000.0f);
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m_vDamage = FLOAT3D(0,10000,0);
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SendEvent(EDeath());
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}
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// we didn't touch ground nor player, ignore
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resume;
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}
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}
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}
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};
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/************************************************************
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* M A I N *
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************************************************************/
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Main(EVoid) {
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// declare yourself as a model
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InitAsModel();
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SetPhysicsFlags(EPF_MODEL_WALKING|EPF_HASLUNGS);
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SetCollisionFlags(ECF_MODEL);
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SetFlags(GetFlags()|ENF_ALIVE);
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SetHealth(9.5f);
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m_fMaxHealth = 9.5f;
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en_tmMaxHoldBreath = 5.0f;
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en_fDensity = 2000.0f;
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m_fBlowUpSize = 2.0f;
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// set your appearance
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SetModel(MODEL_GIZMO);
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SetModelMainTexture(TEXTURE_GIZMO);
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// setup moving speed
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m_fWalkSpeed = FRnd() + 1.5f;
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m_aWalkRotateSpeed = AngleDeg(FRnd()*10.0f + 500.0f);
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m_fAttackRunSpeed = FRnd()*5.0f + 15.0f;
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m_aAttackRotateSpeed = AngleDeg(FRnd()*100 + 600.0f);
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m_fCloseRunSpeed = FRnd()*5.0f + 15.0f;
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m_aCloseRotateSpeed = AngleDeg(360.0f);
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// setup attack distances
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m_fAttackDistance = 400.0f;
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m_fCloseDistance = 250.0f;
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m_fStopDistance = 0.0f;
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m_fAttackFireTime = 2.0f;
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m_fCloseFireTime = 0.5f;
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m_fIgnoreRange = 500.0f;
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// damage/explode properties
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m_fBlowUpAmount = 0.0f;
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m_fBodyParts = 0;
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m_fDamageWounded = 0.0f;
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m_iScore = 500;
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m_sptType = SPT_SLIME;
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en_fDeceleration = 150.0f;
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// set stretch factors for height and width
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GetModelObject()->StretchModel(FLOAT3D(1.25f, 1.25f, 1.25f));
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ModelChangeNotify();
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StandingAnim();
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// continue behavior in base class
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jump CEnemyBase::MainLoop();
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};
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};
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