Serious-Engine/Sources/EntitiesMP/GruntSka.es

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JavaScript

/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
343
%{
#include "StdH.h"
//#include "ModelsMP/Enemies/Grunt/Grunt.h"
%}
uses "EntitiesMP/EnemyBase";
uses "EntitiesMP/BasicEffects";
enum GruntSkaType {
0 GT_SOLDIER "Grunt soldier",
1 GT_COMMANDER "Grunt commander",
};
%{
#define STRETCH_SOLDIER 1.2f
#define STRETCH_COMMANDER 1.4f
// info structure
static EntityInfo eiGruntSoldier = {
EIBT_FLESH, 200.0f,
0.0f, 1.9f*STRETCH_SOLDIER, 0.0f, // source (eyes)
0.0f, 1.3f*STRETCH_SOLDIER, 0.0f, // target (body)
};
static EntityInfo eiGruntCommander = {
EIBT_FLESH, 250.0f,
0.0f, 1.9f*STRETCH_COMMANDER, 0.0f, // source (eyes)
0.0f, 1.3f*STRETCH_COMMANDER, 0.0f, // target (body)
};
#define FIREPOS_SOLDIER FLOAT3D(0.07f, 1.36f, -0.78f)*STRETCH_SOLDIER
#define FIREPOS_COMMANDER_UP FLOAT3D(0.09f, 1.45f, -0.62f)*STRETCH_COMMANDER
#define FIREPOS_COMMANDER_DN FLOAT3D(0.10f, 1.30f, -0.60f)*STRETCH_COMMANDER
#define COMANDER_SMC_MODEL "ModelsSKA\\Enemies\\Grunt\\Commander.smc"
#define SOLIDER_SMC_MODEL "ModelsSKA\\Enemies\\Grunt\\Grunt.smc"
#define GRUNT_MESH
#define GRUNT_SKELETON
#define GRUNT_ANIMSET
#define GRUNT_TEXTURE
#define CLEAR_ANIM_TIME 0.2f
static INDEX idGrunt_Wound = -1;
static INDEX idGrunt_Run = -1;
static INDEX idGrunt_IdlePatrol = -1;
static INDEX idGrunt_IdleAttack = -1;
static INDEX idGrunt_Fire = -1;
static INDEX idGrunt_Default = -1;
static INDEX idGrunt_DeathForward = -1;
static INDEX idGrunt_DeathBackward = -1;
static INDEX idGrunt_GunModel = -1;
static INDEX idGrund_NormalBox = -1;
static INDEX idGrund_DeathBox = -1;
static CTextureObject _toStar01;
#define SHP_BASE_TEXTURE 0
%}
class CGruntSka: CEnemyBase {
name "GruntSka";
thumbnail "Thumbnails\\Grunt.tbn";
properties:
1 enum GruntSkaType m_gtType "Type" 'Y' = GT_SOLDIER,
10 CSoundObject m_soFire1,
11 CSoundObject m_soFire2,
20 FLOAT m_fMidBoneRot = 0.0f,
30 CModelInstance m_miTest,
// class internal
components:
1 class CLASS_BASE "Classes\\EnemyBase.ecl",
3 class CLASS_PROJECTILE "Classes\\Projectile.ecl",
// ************** SOUNDS **************
50 sound SOUND_IDLE "ModelsMP\\Enemies\\Grunt\\Sounds\\Idle.wav",
52 sound SOUND_SIGHT "ModelsMP\\Enemies\\Grunt\\Sounds\\Sight.wav",
53 sound SOUND_WOUND "ModelsMP\\Enemies\\Grunt\\Sounds\\Wound.wav",
57 sound SOUND_FIRE "ModelsMP\\Enemies\\Grunt\\Sounds\\Fire.wav",
58 sound SOUND_DEATH "ModelsMP\\Enemies\\Grunt\\Sounds\\Death.wav",
functions:
void CGruntSka(void)
{
// Get animation id's
idGrunt_Wound = ska_GetIDFromStringTable("Grunt_Wound");
idGrunt_Run = ska_GetIDFromStringTable("Grunt_Run");
idGrunt_IdlePatrol = ska_GetIDFromStringTable("Grunt_IdlePatrol");
idGrunt_IdleAttack = ska_GetIDFromStringTable("Grunt_IdleAttack");
idGrunt_Fire = ska_GetIDFromStringTable("Grunt_Fire");
idGrunt_Default = ska_GetIDFromStringTable("Grunt_Default");
idGrunt_DeathForward = ska_GetIDFromStringTable("Grunt_DeathForward");
idGrunt_DeathBackward = ska_GetIDFromStringTable("Grunt_DeathBackward");
idGrunt_GunModel = ska_GetIDFromStringTable("Flamer");
// Get colision box id's
idGrund_NormalBox = ska_GetIDFromStringTable("Normal");
idGrund_DeathBox = ska_GetIDFromStringTable("Death");
};
void CreateTestModelInstance()
{
try {
m_miTest.AddMesh_t((CTString)"ModelsSKA\\Test\\Arm\\Arm.bm");
m_miTest.AddSkeleton_t((CTString)"ModelsSKA\\Test\\Arm\\Arm.bs");
m_miTest.AddAnimSet_t((CTString)"ModelsSKA\\Test\\Arm\\Arm.ba");
m_miTest.AddTexture_t((CTString)"ModelsSKA\\Test\\Arm\\Objects\\Arm.tex","Arm",NULL);
m_miTest.AddColisionBox("Default",FLOAT3D(-0.5f,0.0f,-0.5f),FLOAT3D(0.5f,2.0f,0.5f));
} catch (char *strErr) {
FatalError(strErr);
}
}
void BuildGruntModel()
{
// CreateTestModelInstance();
en_pmiModelInstance = CreateModelInstance("GruntSka");
CModelInstance *pmi = GetModelInstance();
try{
// setup grunt solider
pmi->AddMesh_t((CTString)"ModelsSKA\\Enemies\\Grunt\\Grunt.bm");
pmi->AddSkeleton_t((CTString)"ModelsSKA\\Enemies\\Grunt\\Grunt.bs");
pmi->AddAnimSet_t((CTString)"ModelsSKA\\Enemies\\Grunt\\Grunt.ba");
pmi->AddTexture_t((CTString)"ModelsSKA\\Enemies\\Grunt\\Soldier.tex","Grunt",NULL);
pmi->AddColisionBox("Default",FLOAT3D(-0.5f,0.0f,-0.5f),FLOAT3D(0.5f,2.0f,0.5f));
// setup weapon
CModelInstance *pmiFlamer = CreateModelInstance("Flamer");
pmiFlamer->AddMesh_t((CTString)"ModelsSKA\\Weapons\\Flamer\\Flamer.bm");
pmiFlamer->AddSkeleton_t((CTString)"ModelsSKA\\Weapons\\Flamer\\Flamer.bs");
pmiFlamer->AddAnimSet_t((CTString)"ModelsSKA\\Weapons\\Flamer\\Flamer.ba");
pmiFlamer->AddTexture_t((CTString)"ModelsSKA\\Weapons\\Flamer\\Flamer.tex","Flamer",NULL);
pmiFlamer->AddTexture_t((CTString)"ModelsSKA\\Enemies\\Grunt\\Lava04FX.tex","Lava04FX",NULL);
// Set flamer offset
pmiFlamer->SetOffsetRot(ANGLE3D(0,0,180));
// Attach flamer to grunt
pmi->AddChild(pmiFlamer);
// Set flamer parent bone
INDEX iParenBoneID = ska_GetIDFromStringTable("R_Hand");
pmiFlamer->SetParentBone(iParenBoneID);
// Set colision info
SetSkaColisionInfo();
} catch(char *strErr) {
FatalError(strErr);
}
};
void BuildCommanderModel(CEntity *penGrunt)
{
SetSkaModel("ModelsSKA\\Enemies\\Grunt\\CommanderNoGun.smc");
CModelInstance *pmiFlamer = NULL;
try{
pmiFlamer = ParseSmcFile_t("ModelsSKA\\Weapons\\Flamer\\Flamer.smc");
} catch(char *strErr) {
FatalError(strErr);
}
// Set flamer parent bone
INDEX iParenBoneID = ska_GetIDFromStringTable("R_Hand");
CModelInstance *pmi = GetModelInstance();
pmi->AddChild(pmiFlamer);
pmiFlamer->SetParentBone(iParenBoneID);
// Set flamer offset
pmiFlamer->SetOffsetRot(ANGLE3D(0,0,180));
// Set colision info
SetSkaColisionInfo();
};
/*
void Particles_OneParticle( FLOAT3D vPos )
{
Particle_PrepareTexture(&_toStar01, PBT_ADDALPHA);
Particle_SetTexturePart( 512, 512, 0, 0);
COLOR col = RGBAToColor(128, 128, 128, 128);
Particle_RenderSquare( vPos, 1.0f, 0.0f, col);
Particle_Flush();
}
void RenderParticles(void) {
INDEX iBoneID = ska_GetIDFromStringTable("R_Hand");
FLOAT3D vStartPoint;
FLOAT3D vEndPoint;
if(GetBoneAbsPosition(iBoneID,vStartPoint,vEndPoint)) {
Particles_OneParticle(vStartPoint);
}
};
*/
/*
void AdjustBones()
{
INDEX iBoneID = ska_GetIDFromStringTable("MidTorso");
RenBone *rb = RM_FindRenBone(iBoneID);
if(rb!=NULL) {
FLOATquat3D quat;
quat.FromEuler(ANGLE3D(0,0,AngleRad(Sin(m_fMidBoneRot)/3.0f)));
rb->rb_arRot.ar_qRot = quat;
}
m_fMidBoneRot+=1;
};
*/
/*
void AdjustBones()
{
INDEX ctrb = 0;
RenBone *pRenBones=RM_GetRenBoneArray(ctrb);
// for each t ren bones after first dummy one
for(INDEX irb=1;irb<ctrb-3;irb+=3) {
RenBone &rb = pRenBones[irb];
FLOATquat3D quat;
quat.FromEuler(ANGLE3D(0,0,AngleRad(Sin(m_fMidBoneRot)/3.0f)));
rb.rb_arRot.ar_qRot = quat;
}
m_fMidBoneRot+=1;
}
*/
/*
void AdjustShaderParams(INDEX iSurfaceID,CShader *pShader,ShaderParams &spParams)
{
INDEX iFlamerMeshID = ska_GetIDFromStringTable("Top");
if(iSurfaceID == iFlamerMeshID) {
if(pShader != NULL) {
ShaderDesc sdDesc;
pShader->GetShaderDesc(sdDesc);
if(sdDesc.sd_astrTextureNames.Count() > SHP_BASE_TEXTURE) {
spParams.sp_aiTextureIDs[SHP_BASE_TEXTURE] = ska_GetIDFromStringTable("Lava04FX");
}
}
}
}
*/
/*
CModelInstance *GetModelInstanceForRendering()
{
return &m_miTest;
};
*/
// describe how this enemy killed player
virtual CTString GetPlayerKillDescription(const CTString &strPlayerName, const EDeath &eDeath)
{
CTString str;
str.PrintF(TRANSV("A Grunt sent %s into the halls of Valhalla"), (const char *) strPlayerName);
return str;
}
/* Entity info */
void *GetEntityInfo(void) {
if (m_gtType==GT_SOLDIER) {
return &eiGruntSoldier;
} else if (m_gtType==GT_COMMANDER) {
return &eiGruntSoldier;
} else {
ASSERT("Unknown grunt type!");
return NULL;
}
};
virtual const CTFileName &GetComputerMessageName(void) const {
static DECLARE_CTFILENAME(fnmSoldier, "DataMP\\Messages\\Enemies\\GruntSoldier.txt");
static DECLARE_CTFILENAME(fnmCommander, "DataMP\\Messages\\Enemies\\GruntCommander.txt");
switch(m_gtType) {
default: ASSERT(FALSE);
case GT_SOLDIER: return fnmSoldier;
case GT_COMMANDER: return fnmCommander;
}
};
void Precache(void) {
CEnemyBase::Precache();
if (m_gtType==GT_SOLDIER) {
PrecacheClass(CLASS_PROJECTILE, PRT_GRUNT_PROJECTILE_SOL);
}
if (m_gtType==GT_COMMANDER) {
PrecacheClass(CLASS_PROJECTILE, PRT_GRUNT_PROJECTILE_COM);
}
PrecacheSound(SOUND_IDLE);
PrecacheSound(SOUND_SIGHT);
PrecacheSound(SOUND_WOUND);
PrecacheSound(SOUND_FIRE);
PrecacheSound(SOUND_DEATH);
};
/* Receive damage */
void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType,
FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection)
{
CEnemyBase::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection);
};
// damage anim
INDEX AnimForDamage(FLOAT fDamage) {
GetModelInstance()->AddAnimation(idGrunt_Wound,AN_CLEAR,1,0);
return idGrunt_Wound;
};
// death
INDEX AnimForDeath(void) {
INDEX idAnimDeath;
FLOAT3D vFront;
GetHeadingDirection(0, vFront);
FLOAT fDamageDir = m_vDamage%vFront;
if (fDamageDir<0) {
idAnimDeath = idGrunt_DeathBackward;
} else {
idAnimDeath = idGrunt_DeathForward;
}
GetModelInstance()->AddAnimation(idAnimDeath,AN_CLEAR,1,0);
return idAnimDeath;
};
FLOAT WaitForDust(FLOAT3D &vStretch) {
vStretch=FLOAT3D(1,1,2);
if(GetModelInstance()->IsAnimationPlaying(idGrunt_DeathBackward)) {
return 0.5f;
} else if(GetModelInstance()->IsAnimationPlaying(idGrunt_DeathForward)) {
return 1.0f;
}
return -1.0f;
};
void DeathNotify(void) {
INDEX iBoxIndex = GetModelInstance()->GetColisionBoxIndex(idGrund_DeathBox);
ASSERT(iBoxIndex>=0);
ChangeCollisionBoxIndexWhenPossible(iBoxIndex);
en_fDensity = 500.0f;
};
// virtual anim functions
void StandingAnim(void) {
GetModelInstance()->AddAnimation(idGrunt_IdleAttack,AN_LOOPING|AN_NORESTART|AN_CLEAR,1,0);
};
/*void StandingAnimFight(void)
{
StartModelAnim(HEADMAN_ANIM_IDLE_FIGHT, AOF_LOOPING|AOF_NORESTART);
}*/
void RunningAnim(void) {
GetModelInstance()->AddAnimation(idGrunt_Run,AN_LOOPING|AN_NORESTART|AN_CLEAR,1,0);
};
void WalkingAnim(void) {
RunningAnim();
};
void RotatingAnim(void) {
RunningAnim();
};
// virtual sound functions
void IdleSound(void) {
PlaySound(m_soSound, SOUND_IDLE, SOF_3D);
};
void SightSound(void) {
PlaySound(m_soSound, SOUND_SIGHT, SOF_3D);
};
void WoundSound(void) {
PlaySound(m_soSound, SOUND_WOUND, SOF_3D);
};
void DeathSound(void) {
PlaySound(m_soSound, SOUND_DEATH, SOF_3D);
};
// adjust sound and watcher parameters here if needed
void EnemyPostInit(void)
{
// set sound default parameters
m_soFire1.Set3DParameters(160.0f, 50.0f, 1.0f, 1.0f);
m_soFire2.Set3DParameters(160.0f, 50.0f, 1.0f, 1.0f);
};
procedures:
/************************************************************
* A T T A C K E N E M Y *
************************************************************/
Fire(EVoid) : CEnemyBase::Fire {
// soldier
if (m_gtType == GT_SOLDIER) {
autocall SoldierAttack() EEnd;
// commander
} else if (m_gtType == GT_COMMANDER) {
autocall CommanderAttack() EEnd;
// should never get here
} else{
ASSERT(FALSE);
}
return EReturn();
};
// Soldier attack
SoldierAttack(EVoid) {
StandingAnimFight();
autowait(0.2f + FRnd()*0.25f);
GetModelInstance()->AddAnimation(idGrunt_Fire,AN_CLEAR,1.0f,0);
ShootProjectile(PRT_GRUNT_PROJECTILE_SOL, FIREPOS_SOLDIER, ANGLE3D(0, 0, 0));
PlaySound(m_soFire1, SOUND_FIRE, SOF_3D);
autowait(0.15f + FRnd()*0.1f);
GetModelInstance()->AddAnimation(idGrunt_Fire,AN_CLEAR,1.0f,0);
ShootProjectile(PRT_GRUNT_PROJECTILE_SOL, FIREPOS_SOLDIER, ANGLE3D(0, 0, 0));
PlaySound(m_soFire2, SOUND_FIRE, SOF_3D);
autowait(FRnd()*0.333f);
return EEnd();
};
// Commander attack (predicted firing on moving player)
CommanderAttack(EVoid) {
StandingAnimFight();
autowait(0.2f + FRnd()*0.25f);
/*FLOAT3D vGunPosAbs = GetPlacement().pl_PositionVector + FLOAT3D(0.0f, 1.0f, 0.0f)*GetRotationMatrix();
FLOAT3D vEnemySpeed = ((CMovableEntity&) *m_penEnemy).en_vCurrentTranslationAbsolute;
FLOAT3D vEnemyPos = ((CMovableEntity&) *m_penEnemy).GetPlacement().pl_PositionVector;
FLOAT fLaserSpeed = 45.0f; // m/s
FLOAT3D vPredictedEnemyPosition = CalculatePredictedPosition(vGunPosAbs,
vEnemyPos, fLaserSpeed, vEnemySpeed, GetPlacement().pl_PositionVector(2) );
ShootPredictedProjectile(PRT_GRUNT_LASER, vPredictedEnemyPosition, FLOAT3D(0.0f, 1.0f, 0.0f), ANGLE3D(0, 0, 0));*/
GetModelInstance()->AddAnimation(idGrunt_Fire,AN_CLEAR,1,0);
ShootProjectile(PRT_GRUNT_PROJECTILE_COM, FIREPOS_COMMANDER_DN, ANGLE3D(-20, 0, 0));
PlaySound(m_soFire1, SOUND_FIRE, SOF_3D);
autowait(0.035f);
GetModelInstance()->AddAnimation(idGrunt_Fire,AN_CLEAR,1,0);
ShootProjectile(PRT_GRUNT_PROJECTILE_COM, FIREPOS_COMMANDER_DN, ANGLE3D(-10, 0, 0));
PlaySound(m_soFire2, SOUND_FIRE, SOF_3D);
autowait(0.035f);
GetModelInstance()->AddAnimation(idGrunt_Fire,AN_CLEAR,1,0);
ShootProjectile(PRT_GRUNT_PROJECTILE_COM, FIREPOS_COMMANDER_DN, ANGLE3D(0, 0, 0));
PlaySound(m_soFire1, SOUND_FIRE, SOF_3D);
autowait(0.035f);
GetModelInstance()->AddAnimation(idGrunt_Fire,AN_CLEAR,1,0);
ShootProjectile(PRT_GRUNT_PROJECTILE_COM, FIREPOS_COMMANDER_DN, ANGLE3D(10, 0, 0));
PlaySound(m_soFire2, SOUND_FIRE, SOF_3D);
autowait(0.035f);
GetModelInstance()->AddAnimation(idGrunt_Fire,AN_CLEAR,1,0);
ShootProjectile(PRT_GRUNT_PROJECTILE_COM, FIREPOS_COMMANDER_DN, ANGLE3D(20, 0, 0));
PlaySound(m_soFire2, SOUND_FIRE, SOF_3D);
autowait(FRnd()*0.5f);
return EEnd();
};
/************************************************************
* M A I N *
************************************************************/
Main(EVoid) {
// declare yourself as a model
InitAsSkaModel();
SetPhysicsFlags(EPF_MODEL_WALKING|EPF_HASLUNGS);
SetCollisionFlags(ECF_MODEL);
SetFlags(GetFlags()|ENF_ALIVE);
en_tmMaxHoldBreath = 5.0f;
en_fDensity = 2000.0f;
//m_fBlowUpSize = 2.0f;
//_toStar01.SetData_t(CTFILENAME("Models\\Items\\Particles\\Star01.tex"));
// set your appearance
switch (m_gtType) {
case GT_SOLDIER:
SetSkaModel(SOLIDER_SMC_MODEL);
// BuildGruntModel();
// setup moving speed
m_fWalkSpeed = FRnd() + 2.5f;
m_aWalkRotateSpeed = AngleDeg(FRnd()*10.0f + 500.0f);
m_fAttackRunSpeed = FRnd() + 6.5f;
m_aAttackRotateSpeed = AngleDeg(FRnd()*50 + 245.0f);
m_fCloseRunSpeed = FRnd() + 6.5f;
m_aCloseRotateSpeed = AngleDeg(FRnd()*50 + 245.0f);
// setup attack distances
m_fAttackDistance = 80.0f;
m_fCloseDistance = 0.0f;
m_fStopDistance = 8.0f;
m_fAttackFireTime = 2.0f;
m_fCloseFireTime = 1.0f;
m_fIgnoreRange = 200.0f;
//m_fBlowUpAmount = 65.0f;
m_fBlowUpAmount = 80.0f;
m_fBodyParts = 4;
m_fDamageWounded = 0.0f;
m_iScore = 500;
SetHealth(40.0f);
m_fMaxHealth = 40.0f;
// set stretch factors for height and width
GetModelInstance()->StretchModel(FLOAT3D(STRETCH_SOLDIER, STRETCH_SOLDIER, STRETCH_SOLDIER));
break;
case GT_COMMANDER:
SetSkaModel(COMANDER_SMC_MODEL);
// BuildCommanderModel();
m_fWalkSpeed = FRnd() + 2.5f;
m_aWalkRotateSpeed = AngleDeg(FRnd()*10.0f + 500.0f);
m_fAttackRunSpeed = FRnd() + 8.0f;
m_aAttackRotateSpeed = AngleDeg(FRnd()*50 + 245.0f);
m_fCloseRunSpeed = FRnd() + 8.0f;
m_aCloseRotateSpeed = AngleDeg(FRnd()*50 + 245.0f);
// setup attack distances
m_fAttackDistance = 90.0f;
m_fCloseDistance = 0.0f;
m_fStopDistance = 15.0f;
m_fAttackFireTime = 4.0f;
m_fCloseFireTime = 2.0f;
//m_fBlowUpAmount = 180.0f;
m_fIgnoreRange = 200.0f;
// damage/explode properties
m_fBodyParts = 5;
m_fDamageWounded = 0.0f;
m_iScore = 800;
SetHealth(60.0f);
m_fMaxHealth = 60.0f;
// set stretch factors for height and width
GetModelInstance()->StretchModel(FLOAT3D(STRETCH_COMMANDER, STRETCH_COMMANDER, STRETCH_COMMANDER));
break;
}
ModelChangeNotify();
StandingAnim();
// continue behavior in base class
jump CEnemyBase::MainLoop();
};
};