mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-22 18:30:27 +01:00
588 lines
18 KiB
C++
Executable File
588 lines
18 KiB
C++
Executable File
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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336
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%{
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#include "EntitiesMP/StdH/StdH.h"
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#include "Models/Enemies/Beast/Beast.h"
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#include "EntitiesMP/WorldSettingsController.h"
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#include "EntitiesMP/BackgroundViewer.h"
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%}
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uses "EntitiesMP/EnemyBase";
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uses "EntitiesMP/BasicEffects";
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enum BeastType {
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0 BT_NORMAL "Small", // normal (fighter)
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1 BT_BIG "Big", // big
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2 BT_HUGE "Huge", // huge
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};
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%{
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static int _tmLastStandingAnim = 0;
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#define BEAST_STRETCH 2.0f
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#define BIG_BEAST_STRETCH 12.0f
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#define HUGE_BEAST_STRETCH 30.0f
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// info structure
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static EntityInfo eiBeastHuge = {
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EIBT_FLESH, 10000.0f,
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0.0f, 2.0f*HUGE_BEAST_STRETCH, 0.0f, // source (eyes)
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0.0f, 1.5f*HUGE_BEAST_STRETCH, 0.0f, // target (body)
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};
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static EntityInfo eiBeastNormal = {
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EIBT_FLESH, 1500.0f,
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0.0f, 2.0f*BEAST_STRETCH, 0.0f, // source (eyes)
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0.0f, 1.5f*BEAST_STRETCH, 0.0f, // target (body)
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};
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static EntityInfo eiBeastBig = {
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EIBT_FLESH, 5000.0f,
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0.0f, 2.0f*BIG_BEAST_STRETCH, 0.0f, // source (eyes)
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0.0f, 1.5f*BIG_BEAST_STRETCH, 0.0f, // target (body)
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};
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%}
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class CBeast : CEnemyBase {
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name "Beast";
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thumbnail "Thumbnails\\Beast.tbn";
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properties:
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1 enum BeastType m_bcType "Character" 'C' = BT_NORMAL,
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2 INDEX m_iCounter = 0,
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3 BOOL m_bBeBoss "Boss" 'B' = FALSE,
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components:
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0 class CLASS_BASE "Classes\\EnemyBase.ecl",
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1 class CLASS_PROJECTILE "Classes\\Projectile.ecl",
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2 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl",
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10 model MODEL_BEAST "Models\\Enemies\\Beast\\Beast.mdl",
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11 texture TEXTURE_BEAST_NORMAL "Models\\Enemies\\Beast\\Beast.tex",
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12 texture TEXTURE_BEAST_BIG "Models\\Enemies\\Beast\\BeastBig.tex",
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13 texture TEXTURE_BEAST_HUGE "ModelsMP\\Enemies\\Beast\\BeastBiggest.tex",
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// ************** SOUNDS **************
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50 sound SOUND_IDLE "Models\\Enemies\\Beast\\Sounds\\Idle.wav",
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51 sound SOUND_SIGHT "Models\\Enemies\\Beast\\Sounds\\Sight.wav",
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52 sound SOUND_WOUND "Models\\Enemies\\Beast\\Sounds\\Wound.wav",
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53 sound SOUND_FIRE "Models\\Enemies\\Beast\\Sounds\\Fire.wav",
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54 sound SOUND_KICK "Models\\Enemies\\Beast\\Sounds\\Kick.wav",
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55 sound SOUND_DEATH "Models\\Enemies\\Beast\\Sounds\\Death.wav",
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56 sound SOUND_DEATHBIG "Models\\Enemies\\Beast\\Sounds\\DeathBig.wav",
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57 sound SOUND_ANGER "Models\\Enemies\\Beast\\Sounds\\Anger.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(TRANSV("A Reptiloid killed %s"), (const char *) 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(fnmNormal, "Data\\Messages\\Enemies\\BeastNormal.txt");
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static DECLARE_CTFILENAME(fnmBig, "Data\\Messages\\Enemies\\BeastBig.txt");
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static DECLARE_CTFILENAME(fnmHuge, "DataMP\\Messages\\Enemies\\BeastBiggest.txt");
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switch(m_bcType) {
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default: ASSERT(FALSE);
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case BT_NORMAL: return fnmNormal;
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case BT_BIG: return fnmBig;
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case BT_HUGE: return fnmHuge;
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}
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};
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void Precache(void) {
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CEnemyBase::Precache();
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PrecacheSound(SOUND_IDLE );
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PrecacheSound(SOUND_SIGHT);
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PrecacheSound(SOUND_WOUND);
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PrecacheSound(SOUND_ANGER);
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PrecacheSound(SOUND_FIRE);
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PrecacheSound(SOUND_KICK);
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PrecacheModel(MODEL_BEAST);
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PrecacheTexture(TEXTURE_BEAST_NORMAL);
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PrecacheTexture(TEXTURE_BEAST_BIG);
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if (m_bcType == BT_NORMAL) {
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PrecacheSound(SOUND_DEATH);
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PrecacheClass(CLASS_PROJECTILE, PRT_BEAST_PROJECTILE);
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} else {
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PrecacheSound(SOUND_DEATHBIG);
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PrecacheClass(CLASS_PROJECTILE, PRT_BEAST_BIG_PROJECTILE);
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}
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};
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/* Entity info */
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void *GetEntityInfo(void) {
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if (m_bcType == BT_NORMAL) {
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return &eiBeastNormal;
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} else if (m_bcType == BT_HUGE) {
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return &eiBeastHuge;
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} else {
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return &eiBeastBig;
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}
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};
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void ShakeItBaby(FLOAT tmShaketime, FLOAT fPower)
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{
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CWorldSettingsController *pwsc = GetWSC(this);
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if (pwsc!=NULL) {
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pwsc->m_tmShakeStarted = tmShaketime;
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pwsc->m_vShakePos = GetPlacement().pl_PositionVector;
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pwsc->m_fShakeFalloff = 400.0f;
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pwsc->m_fShakeFade = 3.0f;
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pwsc->m_fShakeIntensityZ = 0.0f;
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pwsc->m_tmShakeFrequencyZ = 5.0f;
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pwsc->m_fShakeIntensityY = 0.1f*fPower;
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pwsc->m_tmShakeFrequencyY = 5.0f;
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pwsc->m_fShakeIntensityB = 2.5f*fPower;
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pwsc->m_tmShakeFrequencyB = 7.2f;
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pwsc->m_bShakeFadeIn = FALSE;
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}
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}
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FLOAT GetCrushHealth(void)
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{
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if (m_bcType == BT_BIG) {
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return 100.0f;
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} else if (m_bcType == BT_HUGE) {
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return 200.0f;
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}
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return 0.0f;
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}
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BOOL ForcesCannonballToExplode(void)
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{
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return TRUE;
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}
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/* Receive damage */
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void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType,
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FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection)
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{
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// take less damage from heavy bullets (e.g. sniper)
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if(dmtType==DMT_BULLET && fDamageAmmount>100.0f)
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{
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fDamageAmmount*=0.5f;
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}
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// cannonballs inflict less damage then the default
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if(m_bcType==BT_BIG && dmtType==DMT_CANNONBALL)
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{
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fDamageAmmount *= 0.3333f;
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}
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// can't harm own class
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if (!IsOfClass(penInflictor, "Beast")) {
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CEnemyBase::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection);
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}
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};
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// damage anim
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INDEX AnimForDamage(FLOAT fDamage) {
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INDEX iAnim;
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if((m_bcType==BT_BIG || m_bcType==BT_HUGE) && GetHealth() <= m_fMaxHealth/2) {
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iAnim = BEAST_ANIM_ANGER;
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} else {
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iAnim = BEAST_ANIM_WOUND;
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}
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StartModelAnim(iAnim, 0);
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return iAnim;
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};
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// death
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INDEX AnimForDeath(void) {
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INDEX iAnim;
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if(m_bcType==BT_BIG || m_bcType==BT_HUGE) {
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iAnim = BEAST_ANIM_DEATHBIG;
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} else {
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iAnim = BEAST_ANIM_DEATH;
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}
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StartModelAnim(iAnim, 0);
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return iAnim;
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};
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FLOAT WaitForDust(FLOAT3D &vStretch) {
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if(GetModelObject()->GetAnim()==BEAST_ANIM_DEATH)
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{
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vStretch=FLOAT3D(1,1,2)*2.0f;
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return 0.3f;
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}
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return -1.0f;
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};
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void DeathNotify(void) {
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ChangeCollisionBoxIndexWhenPossible(BEAST_COLLISION_BOX_DEATH);
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en_fDensity = 500.0f;
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};
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// virtual anim functions
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void StandingAnim(void) {
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_tmLastStandingAnim = (int) _pTimer->CurrentTick();
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StartModelAnim(BEAST_ANIM_IDLE, AOF_LOOPING|AOF_NORESTART);
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};
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void WalkingAnim(void) {
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if(_pTimer->CurrentTick()>=_tmLastStandingAnim-_pTimer->TickQuantum &&
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_pTimer->CurrentTick()<=_tmLastStandingAnim+_pTimer->TickQuantum)
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{
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//BREAKPOINT;
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}
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if(m_bcType==BT_BIG || m_bcType==BT_HUGE) {
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StartModelAnim(BEAST_ANIM_WALKBIG, AOF_LOOPING|AOF_NORESTART);
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} else {
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StartModelAnim(BEAST_ANIM_WALK, AOF_LOOPING|AOF_NORESTART);
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}
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};
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void RunningAnim(void) {
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WalkingAnim();
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};
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void RotatingAnim(void) {
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WalkingAnim();
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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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void SightSound(void) {
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PlaySound(m_soSound, SOUND_SIGHT, SOF_3D);
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};
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void WoundSound(void) {
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if((m_bcType==BT_BIG || m_bcType==BT_HUGE) && GetHealth() <= m_fMaxHealth/2) {
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PlaySound(m_soSound, SOUND_ANGER, SOF_3D);
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} else {
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PlaySound(m_soSound, SOUND_WOUND, SOF_3D);
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}
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};
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void DeathSound(void) {
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if (m_bcType == BT_NORMAL) {
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PlaySound(m_soSound, SOUND_DEATH, SOF_3D);
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} else {
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PlaySound(m_soSound, SOUND_DEATHBIG, SOF_3D);
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}
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};
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// adjust sound and watcher parameters here if needed
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void EnemyPostInit(void)
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{
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m_soSound.Set3DParameters(160.0f, 50.0f, 2.0f, 1.0f);
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};
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procedures:
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/************************************************************
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* D E A T H *
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************************************************************/
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Death(EVoid) : CEnemyBase::Death {
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if (m_bcType == BT_NORMAL) {
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jump CEnemyBase::Death();
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}
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// stop moving
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StopMoving();
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DeathSound(); // death sound
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LeaveStain(TRUE);
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// set physic flags
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SetPhysicsFlags(EPF_MODEL_CORPSE);
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SetCollisionFlags(ECF_CORPSE);
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SetFlags(GetFlags() | ENF_SEETHROUGH);
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// stop making fuss
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RemoveFromFuss();
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// death notify (usually change collision box and change body density)
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DeathNotify();
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// start death anim
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AnimForDeath();
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autowait(0.9f);
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if (m_bcType == BT_BIG) {
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ShakeItBaby(_pTimer->CurrentTick(), 2.0f);
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} else {
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ShakeItBaby(_pTimer->CurrentTick(), 3.0f);
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}
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autowait(2.3f-0.9f);
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if (m_bcType == BT_BIG) {
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ShakeItBaby(_pTimer->CurrentTick(), 5.0f);
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} else {
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ShakeItBaby(_pTimer->CurrentTick(), 7.0f);
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}
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// spawn dust effect
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CPlacement3D plFX=GetPlacement();
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ESpawnEffect ese;
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ese.colMuliplier = C_WHITE|CT_OPAQUE;
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ese.vStretch = FLOAT3D(1,1,2)*15.0f;
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ese.vNormal = FLOAT3D(0,1,0);
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ese.betType = BET_DUST_FALL;
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CPlacement3D plSmoke=plFX;
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plSmoke.pl_PositionVector+=FLOAT3D(0,0.35f*ese.vStretch(2),0);
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CEntityPointer penFX = CreateEntity(plSmoke, CLASS_BASIC_EFFECT);
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penFX->Initialize(ese);
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autowait(GetModelObject()->GetAnimLength(BEAST_ANIM_DEATHBIG)-2.3f);
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return EEnd();
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};
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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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Fire(EVoid) : CEnemyBase::Fire
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{
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// wait to finish walk and smooth change to idle
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StartModelAnim(BEAST_ANIM_WALKTOIDLE, AOF_SMOOTHCHANGE);
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autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn;
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if( m_bcType == BT_NORMAL)
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{
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StartModelAnim(BEAST_ANIM_ATTACK, AOF_SMOOTHCHANGE);
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autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn;
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PlaySound(m_soSound, SOUND_FIRE, SOF_3D);
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autowait(0.51f);
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ShootProjectile(PRT_BEAST_PROJECTILE, FLOAT3D( 0.0f, 1.5f*BEAST_STRETCH, 0.0f),
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ANGLE3D(AngleDeg((FRnd()-0.5f)*30.0f), AngleDeg(FRnd()*10.0f), 0));
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autowait(0.3f);
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}
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if(m_bcType == BT_BIG)
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{
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if( GetHealth() <= m_fMaxHealth/2)
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{
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m_iCounter = 0;
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while ( m_iCounter<6)
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{
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StartModelAnim(BEAST_ANIM_ATTACKFAST, AOF_SMOOTHCHANGE);
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autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn;
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PlaySound(m_soSound, SOUND_FIRE, SOF_3D);
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autowait(0.34f);
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ShootProjectile(PRT_BEAST_BIG_PROJECTILE, FLOAT3D( 0.0f, 1.5f*BIG_BEAST_STRETCH, 0.0f),
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ANGLE3D(0.0f, 0.0f, 0.0f));
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//ANGLE3D( AngleDeg(40.0f*Cos(m_iCounter*360.0/6.0f)), AngleDeg(20.0f*Sin(m_iCounter*180.0/6.0f)), 0));
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//autowait(0.15f);
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m_iCounter++;
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}
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m_fAttackFireTime = 7.0f;
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}
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if( GetHealth() > m_fMaxHealth/2)
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{
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m_iCounter = 0;
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while ( m_iCounter<3)
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{
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StartModelAnim(BEAST_ANIM_ATTACK, AOF_SMOOTHCHANGE);
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autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn;
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PlaySound(m_soSound, SOUND_FIRE, SOF_3D);
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autowait(0.5f);
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ShootProjectile(PRT_BEAST_BIG_PROJECTILE, FLOAT3D( 0.0f, 1.5f*BIG_BEAST_STRETCH, 0.0f),
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ANGLE3D(0.0f, 0.0f, 0.0f));
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//ANGLE3D( AngleDeg(20.0f*Cos(m_iCounter*360.0/3.0f)), AngleDeg(10.0f*Sin(m_iCounter*180.0/3.0f)), 0));
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//ANGLE3D( FRnd()*20.0f-10.0f, FRnd()*10.0f-5.0f, 0));
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//autowait(0.25f);
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m_iCounter++;
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}
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}
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}
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if(m_bcType == BT_HUGE)
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{
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if( GetHealth() <= m_fMaxHealth/2)
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{
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m_iCounter = 0;
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while ( m_iCounter<6)
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{
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StartModelAnim(BEAST_ANIM_ATTACKFAST, AOF_SMOOTHCHANGE);
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autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn;
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PlaySound(m_soSound, SOUND_FIRE, SOF_3D);
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autowait(0.34f);
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ShootProjectile(PRT_BEAST_BIG_PROJECTILE, FLOAT3D( 0.0f, 1.5f*HUGE_BEAST_STRETCH, 0.0f),
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ANGLE3D(0.0f, 0.0f, 0.0f));
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//ANGLE3D( AngleDeg(40.0f*Cos(m_iCounter*360.0/6.0f)), AngleDeg(20.0f*Sin(m_iCounter*180.0/6.0f)), 0));
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//autowait(0.15f);
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m_iCounter++;
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}
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m_fAttackFireTime = 7.0f;
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}
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if( GetHealth() > m_fMaxHealth/2)
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{
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m_iCounter = 0;
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while ( m_iCounter<3)
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{
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StartModelAnim(BEAST_ANIM_ATTACK, AOF_SMOOTHCHANGE);
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autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn;
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PlaySound(m_soSound, SOUND_FIRE, SOF_3D);
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autowait(0.5f);
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ShootProjectile(PRT_BEAST_BIG_PROJECTILE, FLOAT3D( 0.0f, 1.5f*HUGE_BEAST_STRETCH, 0.0f),
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ANGLE3D(0.0f, 0.0f, 0.0f));
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//ANGLE3D( AngleDeg(20.0f*Cos(m_iCounter*360.0/3.0f)), AngleDeg(10.0f*Sin(m_iCounter*180.0/3.0f)), 0));
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//ANGLE3D( FRnd()*20.0f-10.0f, FRnd()*10.0f-5.0f, 0));
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//autowait(0.25f);
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m_iCounter++;
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}
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}
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}
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MaybeSwitchToAnotherPlayer();
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autowait(FRnd()/2 + _pTimer->TickQuantum);
|
|
|
|
if( m_penEnemy != NULL)
|
|
{
|
|
FLOAT fEnemyDistance = CalcDist(m_penEnemy);
|
|
if( fEnemyDistance>m_fCloseDistance*1.25f)
|
|
{
|
|
StartModelAnim(BEAST_ANIM_IDLETOWALK, AOF_SMOOTHCHANGE);
|
|
autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn;
|
|
autowait(GetModelObject()->GetAnimLength(BEAST_ANIM_IDLETOWALK)/2.0f - _pTimer->TickQuantum);
|
|
}
|
|
}
|
|
|
|
|
|
return EReturn();
|
|
};
|
|
|
|
// hit enemy
|
|
Hit(EVoid) : CEnemyBase::Hit {
|
|
// close attack
|
|
StartModelAnim(BEAST_ANIM_KICK, 0);
|
|
autowait(0.45f);
|
|
/*
|
|
StartModelAnim(BEAST_ANIM_KICK, AOF_SMOOTHCHANGE);
|
|
autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn;
|
|
*/
|
|
PlaySound(m_soSound, SOUND_KICK, SOF_3D);
|
|
if (CalcDist(m_penEnemy) < m_fCloseDistance) {
|
|
FLOAT3D vDirection = m_penEnemy->GetPlacement().pl_PositionVector-GetPlacement().pl_PositionVector;
|
|
vDirection.Normalize();
|
|
if (m_bcType == BT_BIG) {
|
|
InflictDirectDamage(m_penEnemy, this, DMT_CLOSERANGE, 80.0f, FLOAT3D(0, 0, 0), vDirection);
|
|
} else if (m_bcType == BT_HUGE) {
|
|
InflictDirectDamage(m_penEnemy, this, DMT_CLOSERANGE, 120.0f, FLOAT3D(0, 0, 0), vDirection);
|
|
} else {
|
|
InflictDirectDamage(m_penEnemy, this, DMT_CLOSERANGE, 40.0f, FLOAT3D(0, 0, 0), vDirection);
|
|
}
|
|
}
|
|
|
|
/*
|
|
StartModelAnim(BEAST_ANIM_IDLE, AOF_SMOOTHCHANGE);
|
|
autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn;
|
|
*/
|
|
autowait(0.45f);
|
|
MaybeSwitchToAnotherPlayer();
|
|
return EReturn();
|
|
};
|
|
|
|
/************************************************************
|
|
* M A I N *
|
|
************************************************************/
|
|
Main(EVoid) {
|
|
// declare yourself as a model
|
|
InitAsModel();
|
|
SetPhysicsFlags(EPF_MODEL_WALKING);
|
|
SetCollisionFlags(ECF_MODEL);
|
|
SetFlags(GetFlags()|ENF_ALIVE);
|
|
|
|
en_fDensity = 1100.0f;
|
|
// set your appearance
|
|
SetModel(MODEL_BEAST);
|
|
StandingAnim();
|
|
// setup moving speed
|
|
m_fWalkSpeed = FRnd()*2 + 5.0f;
|
|
m_aWalkRotateSpeed = AngleDeg(FRnd()*20.0f + 50.0f);
|
|
m_fCloseRunSpeed = FRnd() + 10.0f;
|
|
m_aCloseRotateSpeed = AngleDeg(FRnd()*100 + 900.0f);
|
|
// setup attack distances
|
|
m_fAttackDistance = 500.0f;
|
|
m_fCloseDistance = 0.0f;
|
|
m_fStopDistance = 0.0f;
|
|
m_fCloseFireTime = 1.0f;
|
|
m_fIgnoreRange = 750.0f;
|
|
m_bBoss = m_bBeBoss;
|
|
m_fStopDistance = 5.0f;
|
|
m_fCloseDistance = 7.0f;
|
|
m_tmGiveUp = Max(m_tmGiveUp, 10.0f);
|
|
|
|
// damage/explode properties
|
|
if (m_bcType == BT_NORMAL)
|
|
{
|
|
m_fAttackRunSpeed = 6.0f;//6
|
|
m_aAttackRotateSpeed = AngleDeg(3600.0f);
|
|
SetHealth(400.0f);
|
|
SetModelMainTexture(TEXTURE_BEAST_NORMAL);
|
|
m_fBlowUpAmount = 10000.0f;
|
|
m_fBodyParts = 4;
|
|
m_fDamageWounded = 250.0f;
|
|
m_iScore = 5000;//500
|
|
// set stretch factor
|
|
GetModelObject()->StretchModel(FLOAT3D(BEAST_STRETCH, BEAST_STRETCH, BEAST_STRETCH));
|
|
ModelChangeNotify();
|
|
m_sptType = SPT_SLIME;
|
|
m_fAttackFireTime = 3.0f;
|
|
}
|
|
else if (m_bcType == BT_BIG)
|
|
{
|
|
m_fAttackRunSpeed = 25.0f;//8
|
|
m_aAttackRotateSpeed = AngleDeg(600.0f);
|
|
SetHealth(3000.0f);//500
|
|
SetModelMainTexture(TEXTURE_BEAST_BIG);
|
|
m_fBlowUpAmount = 10000.0f;//500
|
|
m_fBodyParts = 6;
|
|
m_fDamageWounded = 650.0f;//500
|
|
m_iScore = 25000; //1000
|
|
m_fStopDistance = 15;
|
|
m_fCloseDistance = 20;
|
|
// set stretch factor
|
|
GetModelObject()->StretchModel(FLOAT3D(BIG_BEAST_STRETCH, BIG_BEAST_STRETCH, BIG_BEAST_STRETCH));
|
|
ModelChangeNotify();
|
|
m_sptType = SPT_BLOOD;
|
|
m_fAttackFireTime = 5.0f;
|
|
}
|
|
else // HUGE
|
|
{
|
|
m_fAttackRunSpeed = 35.0f;//8
|
|
m_aAttackRotateSpeed = AngleDeg(600.0f);
|
|
SetHealth(6000.0f);//500
|
|
SetModelMainTexture(TEXTURE_BEAST_HUGE);
|
|
m_fBlowUpAmount = 100000.0f;//500
|
|
m_fBodyParts = 6;
|
|
m_fDamageWounded = 1650.0f;//500
|
|
m_iScore = 40000; //1000
|
|
m_fStopDistance = 75;
|
|
m_fCloseDistance = 80;
|
|
m_fAttackDistance = 1000.0f;
|
|
m_fIgnoreRange = 1200.0f;
|
|
// set stretch factor
|
|
GetModelObject()->StretchModel(FLOAT3D(HUGE_BEAST_STRETCH, HUGE_BEAST_STRETCH, HUGE_BEAST_STRETCH));
|
|
ModelChangeNotify();
|
|
m_sptType = SPT_BLOOD;
|
|
m_fAttackFireTime = 5.0f;
|
|
}
|
|
|
|
m_fMaxHealth = GetHealth();
|
|
|
|
// continue behavior in base class
|
|
jump CEnemyBase::MainLoop();
|
|
};
|
|
};
|