mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-29 21:25:54 +01:00
337 lines
9.6 KiB
JavaScript
337 lines
9.6 KiB
JavaScript
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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336
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%{
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#include "StdH.h"
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#include "ModelsMP/Enemies/Demon/Demon.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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#define REMINDER_DEATTACH_FIREBALL 666
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#define CLOSE_ATTACK_RANGE 10.0f
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#define DEMON_STRETCH 2.5f
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FLOAT3D vFireballLaunchPos = (FLOAT3D(0.06f, 2.6f, 0.15f)*DEMON_STRETCH);
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static int _tmLastStandingAnim = 0;
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// info structure
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static EntityInfo eiDemon = {
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EIBT_FLESH, 1600.0f,
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0.0f, 2.0f, 0.0f, // source (eyes)
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0.0f, 1.5f, 0.0f, // target (body)
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};
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%}
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class CDemon : CEnemyBase {
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name "Demon";
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thumbnail "Thumbnails\\Demon.tbn";
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properties:
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2 INDEX m_iCounter = 0,
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3 CEntityPointer m_penFireFX,
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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_DEMON "ModelsMP\\Enemies\\Demon\\Demon.mdl",
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11 texture TEXTURE_DEMON "ModelsMP\\Enemies\\Demon\\Demon.tex",
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15 model MODEL_FIREBALL "ModelsMP\\Enemies\\Demon\\Projectile\\Projectile.mdl",
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16 texture TEXTURE_FIREBALL "ModelsMP\\Enemies\\Demon\\Projectile\\Projectile.tex",
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// ************** SOUNDS **************
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50 sound SOUND_IDLE "ModelsMP\\Enemies\\Demon\\Sounds\\Idle.wav",
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51 sound SOUND_SIGHT "ModelsMP\\Enemies\\Demon\\Sounds\\Sight.wav",
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52 sound SOUND_WOUND "ModelsMP\\Enemies\\Demon\\Sounds\\Wound.wav",
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55 sound SOUND_DEATH "ModelsMP\\Enemies\\Demon\\Sounds\\Death.wav",
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57 sound SOUND_CAST "ModelsMP\\Enemies\\Demon\\Sounds\\Cast.wav",
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functions:
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BOOL HandleEvent(const CEntityEvent &ee)
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{
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// when the shooting of projectile is over, this event comes
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// to make sure we deattach the projectile attachment (in case
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// the shooting was interrupted
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if (ee.ee_slEvent==EVENTCODE_EReminder)
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{
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EReminder eReminder = ((EReminder &) ee);
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if (eReminder.iValue==REMINDER_DEATTACH_FIREBALL)
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{
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RemoveAttachment(DEMON_ATTACHMENT_FIREBALL);
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}
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return TRUE;
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}
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return CEnemyBase::HandleEvent(ee);
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}
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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 Demon executed %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(fnmDemon, "DataMP\\Messages\\Enemies\\Demon.txt");
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return fnmDemon;
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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_DEATH);
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PrecacheSound(SOUND_CAST);
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PrecacheModel(MODEL_DEMON);
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PrecacheTexture(TEXTURE_DEMON);
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PrecacheModel(MODEL_FIREBALL);
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PrecacheTexture(TEXTURE_FIREBALL);
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PrecacheClass(CLASS_PROJECTILE, PRT_BEAST_PROJECTILE);
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};
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/* Entity info */
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void *GetEntityInfo(void) {
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return &eiDemon;
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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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/*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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}
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return 0.0f;
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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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// can't harm own class
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if (!IsOfClass(penInflictor, "Demon")) {
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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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RemoveAttachment(DEMON_ATTACHMENT_FIREBALL);
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StartModelAnim(DEMON_ANIM_WOUND, 0);
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return DEMON_ANIM_WOUND;
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};
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// death
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INDEX AnimForDeath(void) {
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if( m_penFireFX != NULL)
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{
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m_penFireFX->SendEvent(EStop());
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m_penFireFX = NULL;
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}
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RemoveAttachment(DEMON_ATTACHMENT_FIREBALL);
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StartModelAnim(DEMON_ANIM_DEATHFORWARD, 0);
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return DEMON_ANIM_DEATHFORWARD;
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};
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FLOAT WaitForDust(FLOAT3D &vStretch)
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{
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vStretch=FLOAT3D(1,1,2)*3.0f;
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return 1.1f;
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};
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void DeathNotify(void) {
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ChangeCollisionBoxIndexWhenPossible(DEMON_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 = _pTimer->CurrentTick();
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StartModelAnim(DEMON_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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RunningAnim();
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};
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void RunningAnim(void) {
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StartModelAnim(DEMON_ANIM_RUN, AOF_LOOPING|AOF_NORESTART);
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};
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void RotatingAnim(void) {
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StartModelAnim(DEMON_ANIM_RUN, 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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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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PlaySound(m_soSound, SOUND_WOUND, SOF_3D);
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};
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void DeathSound(void) {
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PlaySound(m_soSound, SOUND_DEATH, SOF_3D);
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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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* 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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// SetDesiredTranslation???
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if (m_fMoveSpeed>0.0f) {
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SetDesiredTranslation(FLOAT3D(0.0f, 0.0f, -m_fMoveSpeed));
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}
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//StartModelAnim(DEMON_ANIM_ATTACK, AOF_SMOOTHCHANGE);
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StartModelAnim(DEMON_ANIM_ATTACK, 0);
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autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn;
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SetDesiredTranslation(FLOAT3D(0.0f, 0.0f, 0.0f));
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PlaySound(m_soSound, SOUND_CAST, SOF_3D);
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SpawnReminder(this, 3.0f, REMINDER_DEATTACH_FIREBALL);
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autowait(1.0f);
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// spawn particle effect
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CPlacement3D plFX=GetPlacement();
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const FLOATmatrix3D &m = GetRotationMatrix();
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plFX.pl_PositionVector=plFX.pl_PositionVector+vFireballLaunchPos*m;
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ESpawnEffect ese;
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ese.colMuliplier = C_WHITE|CT_OPAQUE;
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ese.betType = BET_COLLECT_ENERGY;
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ese.vStretch = FLOAT3D(1.0f, 1.0f, 1.0f);
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m_penFireFX = CreateEntity(plFX, CLASS_BASIC_EFFECT);
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m_penFireFX->Initialize(ese);
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autowait(1.4f);
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AddAttachment(DEMON_ATTACHMENT_FIREBALL, MODEL_FIREBALL, TEXTURE_FIREBALL);
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CModelObject *pmoFire = &GetModelObject()->GetAttachmentModel(DEMON_ATTACHMENT_FIREBALL)->amo_moModelObject;
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pmoFire->StretchModel(FLOAT3D(DEMON_STRETCH, DEMON_STRETCH, DEMON_STRETCH));
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autowait(2.94f-2.4f);
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RemoveAttachment(DEMON_ATTACHMENT_FIREBALL);
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MaybeSwitchToAnotherPlayer();
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if (IsVisible(m_penEnemy)) {
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ShootProjectile(PRT_DEMON_FIREBALL, vFireballLaunchPos, ANGLE3D(0.0f, 0.0f, 0.0f));
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}
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else {
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ShootProjectileAt(m_vPlayerSpotted, PRT_DEMON_FIREBALL, vFireballLaunchPos, ANGLE3D(0.0f, 0.0f, 0.0f));
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}
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autowait(1.0f);
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return EReturn();
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};
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Hit(EVoid) : CEnemyBase::Hit {
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// close attack
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if (CalcDist(m_penEnemy) < 6.0f) {
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StartModelAnim(DEMON_ANIM_WOUND, 0);
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autowait(0.45f);
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PlaySound(m_soSound, SOUND_WOUND, SOF_3D);
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if (CalcDist(m_penEnemy) < CLOSE_ATTACK_RANGE
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&& IsInPlaneFrustum(m_penEnemy, CosFast(60.0f)))
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{
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FLOAT3D vDirection = m_penEnemy->GetPlacement().pl_PositionVector-GetPlacement().pl_PositionVector;
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vDirection.Normalize();
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InflictDirectDamage(m_penEnemy, this, DMT_CLOSERANGE, 50.0f, FLOAT3D(0, 0, 0), vDirection);
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}
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autowait(1.5f);
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MaybeSwitchToAnotherPlayer();
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} else {
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// run to enemy
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m_fShootTime = _pTimer->CurrentTick() + 0.5f;
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}
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return EReturn();
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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);
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SetCollisionFlags(ECF_MODEL);
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SetFlags(GetFlags()|ENF_ALIVE);
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en_fDensity = 1100.0f;
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// set your appearance
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SetModel(MODEL_DEMON);
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StandingAnim();
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// setup moving speed
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m_fWalkSpeed = FRnd()/1.0f + 12.0f;
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m_aWalkRotateSpeed = AngleDeg(FRnd()*20.0f + 50.0f);
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m_fCloseRunSpeed = FRnd()/1.0f + 13.0f;
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m_aCloseRotateSpeed = AngleDeg(FRnd()*100 + 900.0f);
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m_fAttackRunSpeed = FRnd()/1.0f + 9.0f;
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m_aAttackRotateSpeed = AngleDeg(FRnd()*100.0f + 900.0f);
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// setup attack distances
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m_fAttackDistance = 650.0f;
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m_fCloseDistance = 12.0f;
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m_fStopDistance = 0.0f;
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m_fAttackFireTime = 5.0f;
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m_fCloseFireTime = 1.0f;
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m_fIgnoreRange = 800.0f;
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m_fStopDistance = 5.0f;
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m_tmGiveUp = Max(m_tmGiveUp, 10.0f);
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// damage/explode properties
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SetHealth(500.0f);
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m_fMaxHealth = GetHealth();
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SetModelMainTexture(TEXTURE_DEMON);
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m_fBlowUpAmount = 10000.0f;
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m_fBodyParts = 4;
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m_fDamageWounded = 1000.0f;
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m_iScore = 5000;
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m_fLockOnEnemyTime = 3.0f;
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// set stretch factor
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GetModelObject()->StretchModel(FLOAT3D(4.2f, 4.2f, 4.2f));
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ModelChangeNotify();
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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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