mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-22 18:30:27 +01:00
402 lines
12 KiB
JavaScript
402 lines
12 KiB
JavaScript
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
|
|
|
|
305
|
|
%{
|
|
#include "StdH.h"
|
|
#include "Models/Enemies/Boneman/Boneman.h"
|
|
%}
|
|
|
|
uses "EntitiesMP/EnemyBase";
|
|
|
|
%{
|
|
// info structure
|
|
static EntityInfo eiBoneman = {
|
|
EIBT_BONES, 250.0f,
|
|
0.0f, 1.9f, 0.0f, // source (eyes)
|
|
0.0f, 1.9f, 0.0f, // target (body)
|
|
};
|
|
|
|
#define BONES_HIT 2.8f
|
|
#define FIRE_RIGHT_HAND FLOAT3D( 0.25f, 1.5f, 0.0f)
|
|
#define FIRE_LEFT_HAND FLOAT3D(-0.25f, 1.5f, 0.0f)
|
|
%}
|
|
|
|
|
|
class CBoneman : CEnemyBase {
|
|
name "Boneman";
|
|
thumbnail "Thumbnails\\Boneman.tbn";
|
|
|
|
properties:
|
|
2 BOOL m_bFistHit = FALSE, // used for close attack
|
|
3 BOOL m_bTouchAnother = FALSE, // another entity touched on far attack
|
|
4 CSoundObject m_soFeet, // for running sound
|
|
5 BOOL m_bRunSoundPlaying = FALSE,
|
|
|
|
components:
|
|
0 class CLASS_BASE "Classes\\EnemyBase.ecl",
|
|
1 model MODEL_BONEMAN "Models\\Enemies\\Boneman\\Boneman.mdl",
|
|
2 texture TEXTURE_BONEMAN "Models\\Enemies\\Boneman\\Boneman.tex",
|
|
3 class CLASS_PROJECTILE "Classes\\Projectile.ecl",
|
|
|
|
// ************** BONEMAN PARTS **************
|
|
10 model MODEL_BONEMAN_BODY "Models\\Enemies\\Boneman\\Debris\\Body.mdl",
|
|
11 model MODEL_BONEMAN_HAND "Models\\Enemies\\Boneman\\Debris\\Hand.mdl",
|
|
12 model MODEL_BONEMAN_LEGS "Models\\Enemies\\Boneman\\Debris\\Legs.mdl",
|
|
|
|
// ************** SOUNDS **************
|
|
50 sound SOUND_IDLE "Models\\Enemies\\Boneman\\Sounds\\Idle.wav",
|
|
51 sound SOUND_SIGHT "Models\\Enemies\\Boneman\\Sounds\\Sight.wav",
|
|
52 sound SOUND_WOUND "Models\\Enemies\\Boneman\\Sounds\\Wound.wav",
|
|
53 sound SOUND_FIRE "Models\\Enemies\\Boneman\\Sounds\\Fire.wav",
|
|
54 sound SOUND_KICK "Models\\Enemies\\Boneman\\Sounds\\Kick.wav",
|
|
55 sound SOUND_PUNCH "Models\\Enemies\\Boneman\\Sounds\\Punch.wav",
|
|
56 sound SOUND_DEATH "Models\\Enemies\\Boneman\\Sounds\\Death.wav",
|
|
57 sound SOUND_RUN "Models\\Enemies\\Boneman\\Sounds\\Run.wav",
|
|
|
|
functions:
|
|
void Precache(void) {
|
|
CEnemyBase::Precache();
|
|
PrecacheSound(SOUND_IDLE );
|
|
PrecacheSound(SOUND_SIGHT);
|
|
PrecacheSound(SOUND_WOUND);
|
|
PrecacheSound(SOUND_FIRE );
|
|
PrecacheSound(SOUND_KICK );
|
|
PrecacheSound(SOUND_PUNCH);
|
|
PrecacheSound(SOUND_DEATH);
|
|
PrecacheSound(SOUND_RUN );
|
|
|
|
PrecacheModel(MODEL_BONEMAN_BODY);
|
|
PrecacheModel(MODEL_BONEMAN_HAND);
|
|
PrecacheModel(MODEL_BONEMAN_LEGS);
|
|
|
|
PrecacheClass(CLASS_PROJECTILE, PRT_BONEMAN_FIRE);
|
|
};
|
|
|
|
// describe how this enemy killed player
|
|
virtual CTString GetPlayerKillDescription(const CTString &strPlayerName, const EDeath &eDeath)
|
|
{
|
|
CTString str;
|
|
if (eDeath.eLastDamage.dmtType==DMT_CLOSERANGE) {
|
|
str.PrintF(TRANS("%s was ripped apart by a Kleer"), strPlayerName);
|
|
} else {
|
|
str.PrintF(TRANS("%s was killed by a Kleer"), strPlayerName);
|
|
}
|
|
return str;
|
|
}
|
|
|
|
virtual const CTFileName &GetComputerMessageName(void) const {
|
|
static DECLARE_CTFILENAME(fnm, "Data\\Messages\\Enemies\\Boneman.txt");
|
|
return fnm;
|
|
};
|
|
|
|
/* Entity info */
|
|
void *GetEntityInfo(void) {
|
|
return &eiBoneman;
|
|
};
|
|
|
|
/* Receive damage */
|
|
void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType,
|
|
FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection)
|
|
{
|
|
// boneman can't harm boneman
|
|
if (!IsOfClass(penInflictor, "Boneman")) {
|
|
CEnemyBase::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection);
|
|
}
|
|
};
|
|
|
|
void LeaveStain(BOOL bGrow)
|
|
{
|
|
// boneman doesn't leave bloody stain
|
|
}
|
|
|
|
// damage anim
|
|
INDEX AnimForDamage(FLOAT fDamage) {
|
|
INDEX iAnim;
|
|
switch (IRnd()%5) {
|
|
case 0: iAnim = BONEMAN_ANIM_WOUNDCRITICAL01; break;
|
|
case 1: iAnim = BONEMAN_ANIM_WOUNDCRITICAL02; break;
|
|
case 2: iAnim = BONEMAN_ANIM_WOUNDCRITICAL03; break;
|
|
case 3: iAnim = BONEMAN_ANIM_FALL01; break;
|
|
case 4: iAnim = BONEMAN_ANIM_FALL02; break;
|
|
default: ASSERTALWAYS("Boneman unknown damage");
|
|
}
|
|
StartModelAnim(iAnim, 0);
|
|
DeactivateRunningSound();
|
|
return iAnim;
|
|
};
|
|
|
|
// death
|
|
INDEX AnimForDeath(void) {
|
|
INDEX iAnim;
|
|
switch (IRnd()%2) {
|
|
case 0: iAnim = BONEMAN_ANIM_DEATHTOBACK; break;
|
|
case 1: iAnim = BONEMAN_ANIM_DEATHTOFRONT; break;
|
|
default: ASSERTALWAYS("Boneman unknown death");
|
|
}
|
|
StartModelAnim(iAnim, 0);
|
|
DeactivateRunningSound();
|
|
return iAnim;
|
|
};
|
|
|
|
FLOAT WaitForDust(FLOAT3D &vStretch) {
|
|
if(GetModelObject()->GetAnim()==BONEMAN_ANIM_DEATHTOBACK)
|
|
{
|
|
vStretch=FLOAT3D(1,1,2)*1.0f;
|
|
return 0.48f;
|
|
}
|
|
else if(GetModelObject()->GetAnim()==BONEMAN_ANIM_DEATHTOFRONT)
|
|
{
|
|
vStretch=FLOAT3D(1,1,2)*0.75f;
|
|
return 0.48f;
|
|
}
|
|
return -1.0f;
|
|
};
|
|
|
|
void DeathNotify(void) {
|
|
ChangeCollisionBoxIndexWhenPossible(BONEMAN_COLLISION_BOX_DEATH);
|
|
};
|
|
|
|
// virtual anim functions
|
|
void StandingAnim(void) {
|
|
StartModelAnim(BONEMAN_ANIM_STANDLOOP, AOF_LOOPING|AOF_NORESTART);
|
|
DeactivateRunningSound();
|
|
};
|
|
void WalkingAnim(void) {
|
|
StartModelAnim(BONEMAN_ANIM_WALKLOOP, AOF_LOOPING|AOF_NORESTART);
|
|
DeactivateRunningSound();
|
|
};
|
|
void RunningAnim(void) {
|
|
StartModelAnim(BONEMAN_ANIM_RUNLOOP, AOF_LOOPING|AOF_NORESTART);
|
|
ActivateRunningSound();
|
|
};
|
|
void RotatingAnim(void) {
|
|
StartModelAnim(BONEMAN_ANIM_WALKLOOP, AOF_LOOPING|AOF_NORESTART);
|
|
DeactivateRunningSound();
|
|
};
|
|
|
|
// 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);
|
|
};
|
|
|
|
|
|
// running sounds
|
|
void ActivateRunningSound(void)
|
|
{
|
|
if (!m_bRunSoundPlaying) {
|
|
PlaySound(m_soFeet, SOUND_RUN, SOF_3D|SOF_LOOP);
|
|
m_bRunSoundPlaying = TRUE;
|
|
}
|
|
}
|
|
void DeactivateRunningSound(void)
|
|
{
|
|
m_soFeet.Stop();
|
|
m_bRunSoundPlaying = FALSE;
|
|
}
|
|
|
|
/************************************************************
|
|
* BLOW UP FUNCTIONS *
|
|
************************************************************/
|
|
// spawn body parts
|
|
void BlowUp(void) {
|
|
// get your size
|
|
FLOATaabbox3D box;
|
|
GetBoundingBox(box);
|
|
FLOAT fEntitySize = box.Size().MaxNorm();
|
|
|
|
FLOAT3D vNormalizedDamage = m_vDamage-m_vDamage*(m_fBlowUpAmount/m_vDamage.Length());
|
|
vNormalizedDamage /= Sqrt(vNormalizedDamage.Length());
|
|
|
|
vNormalizedDamage *= 0.75f;
|
|
|
|
FLOAT3D vBodySpeed = en_vCurrentTranslationAbsolute-en_vGravityDir*(en_vGravityDir%en_vCurrentTranslationAbsolute);
|
|
|
|
// spawn debris
|
|
Debris_Begin(EIBT_BONES, DPT_NONE, BET_NONE, fEntitySize, vNormalizedDamage, vBodySpeed, 5.0f, 2.0f);
|
|
|
|
Debris_Spawn(this, this, MODEL_BONEMAN_BODY, TEXTURE_BONEMAN, 0, 0, 0, 0, 0.0f,
|
|
FLOAT3D(FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f));
|
|
Debris_Spawn(this, this, MODEL_BONEMAN_HAND, TEXTURE_BONEMAN, 0, 0, 0, 0, 0.0f,
|
|
FLOAT3D(FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f));
|
|
Debris_Spawn(this, this, MODEL_BONEMAN_HAND, TEXTURE_BONEMAN, 0, 0, 0, 0, 0.0f,
|
|
FLOAT3D(FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f));
|
|
Debris_Spawn(this, this, MODEL_BONEMAN_LEGS, TEXTURE_BONEMAN, 0, 0, 0, 0, 0.0f,
|
|
FLOAT3D(FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f));
|
|
|
|
// hide yourself (must do this after spawning debris)
|
|
SwitchToEditorModel();
|
|
SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
|
|
SetCollisionFlags(ECF_IMMATERIAL);
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
procedures:
|
|
/************************************************************
|
|
* A T T A C K E N E M Y *
|
|
************************************************************/
|
|
Fire(EVoid) : CEnemyBase::Fire {
|
|
// fire projectile
|
|
StartModelAnim(BONEMAN_ANIM_ATTACKCLOSELOOP, 0);
|
|
DeactivateRunningSound();
|
|
autowait(0.35f);
|
|
ShootProjectile(PRT_BONEMAN_FIRE, FIRE_RIGHT_HAND, ANGLE3D(0, 0, 0));
|
|
PlaySound(m_soSound, SOUND_FIRE, SOF_3D);
|
|
autowait(0.45f);
|
|
ShootProjectile(PRT_BONEMAN_FIRE, FIRE_LEFT_HAND, ANGLE3D(0, 0, 0));
|
|
PlaySound(m_soSound, SOUND_FIRE, SOF_3D);
|
|
autowait(FRnd()/3+0.6f);
|
|
|
|
return EReturn();
|
|
};
|
|
|
|
Hit(EVoid) : CEnemyBase::Hit {
|
|
// hit
|
|
if (CalcDist(m_penEnemy) < BONES_HIT) {
|
|
jump HitWithBones();
|
|
|
|
// jump
|
|
} else if (CalcDist(m_penEnemy) < 10.0f) {
|
|
jump JumpOnEnemy();
|
|
}
|
|
|
|
// run to enemy
|
|
m_fShootTime = _pTimer->CurrentTick() + 0.5f;
|
|
return EReturn();
|
|
};
|
|
|
|
// jump on enemy
|
|
JumpOnEnemy(EVoid) {
|
|
StartModelAnim(BONEMAN_ANIM_ATTACKFAR, 0);
|
|
DeactivateRunningSound();
|
|
|
|
// jump
|
|
FLOAT3D vDir = (m_penEnemy->GetPlacement().pl_PositionVector -
|
|
GetPlacement().pl_PositionVector).Normalize();
|
|
vDir *= !GetRotationMatrix();
|
|
vDir *= m_fCloseRunSpeed*1.5f;
|
|
vDir(2) = 2.5f;
|
|
SetDesiredTranslation(vDir);
|
|
PlaySound(m_soSound, SOUND_KICK, SOF_3D);
|
|
|
|
// animation - IGNORE DAMAGE WOUND -
|
|
SpawnReminder(this, 0.5f, 0);
|
|
m_iChargeHitAnimation = BONEMAN_ANIM_ATTACKFAR;
|
|
m_fChargeHitDamage = 20.0f;
|
|
m_fChargeHitAngle = 0.0f;
|
|
m_fChargeHitSpeed = 15.0f;
|
|
autocall CEnemyBase::ChargeHitEnemy() EReturn;
|
|
autowait(0.3f);
|
|
return EReturn();
|
|
};
|
|
|
|
// hit with bones
|
|
HitWithBones(EVoid) {
|
|
// attack with bones
|
|
StartModelAnim(BONEMAN_ANIM_ATTACKCLOSELOOP, 0);
|
|
DeactivateRunningSound();
|
|
|
|
// right hand
|
|
m_bFistHit = FALSE;
|
|
autowait(0.35f);
|
|
if (CalcDist(m_penEnemy)<BONES_HIT) { m_bFistHit = TRUE; }
|
|
PlaySound(m_soSound, SOUND_PUNCH, SOF_3D);
|
|
autowait(0.10f);
|
|
if (CalcDist(m_penEnemy)<BONES_HIT) { m_bFistHit = TRUE; }
|
|
if (m_bFistHit) {
|
|
FLOAT3D vDirection = m_penEnemy->GetPlacement().pl_PositionVector-GetPlacement().pl_PositionVector;
|
|
vDirection.Normalize();
|
|
// damage enemy
|
|
InflictDirectDamage(m_penEnemy, this, DMT_CLOSERANGE, 10.0f, FLOAT3D(0, 0, 0), vDirection);
|
|
// push target left
|
|
FLOAT3D vSpeed;
|
|
GetHeadingDirection(AngleDeg(90.0f), vSpeed);
|
|
vSpeed = vSpeed * 5.0f;
|
|
KickEntity(m_penEnemy, vSpeed);
|
|
}
|
|
|
|
// left hand
|
|
m_bFistHit = FALSE;
|
|
autowait(0.25f);
|
|
if (CalcDist(m_penEnemy)<BONES_HIT) { m_bFistHit = TRUE; }
|
|
PlaySound(m_soSound, SOUND_PUNCH, SOF_3D);
|
|
autowait(0.10f);
|
|
if (CalcDist(m_penEnemy)<BONES_HIT) { m_bFistHit = TRUE; }
|
|
if (m_bFistHit) {
|
|
// damage enemy
|
|
FLOAT3D vDirection = m_penEnemy->GetPlacement().pl_PositionVector-GetPlacement().pl_PositionVector;
|
|
vDirection.Normalize();
|
|
InflictDirectDamage(m_penEnemy, this, DMT_CLOSERANGE, 10.0f, FLOAT3D(0, 0, 0), vDirection);
|
|
// push target left
|
|
FLOAT3D vSpeed;
|
|
GetHeadingDirection(AngleDeg(-90.0f), vSpeed);
|
|
vSpeed = vSpeed * 5.0f;
|
|
KickEntity(m_penEnemy, vSpeed);
|
|
}
|
|
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);
|
|
SetHealth(125.0f);
|
|
m_fMaxHealth = 125.0f;
|
|
en_fDensity = 2000.0f;
|
|
|
|
// set your appearance
|
|
SetModel(MODEL_BONEMAN);
|
|
SetModelMainTexture(TEXTURE_BONEMAN);
|
|
StandingAnim();
|
|
m_sptType = SPT_BONES;
|
|
// setup moving speed
|
|
m_fWalkSpeed = FRnd() + 2.5f;
|
|
m_aWalkRotateSpeed = FRnd()*25.0f + 45.0f;
|
|
m_fAttackRunSpeed = FRnd()*3.0f + 10.0f;
|
|
m_aAttackRotateSpeed = FRnd()*200 + 600.0f;
|
|
m_fCloseRunSpeed = FRnd() + 13.0f;
|
|
m_aCloseRotateSpeed = FRnd()*100 + 1000.0f;
|
|
// setup attack distances
|
|
m_fAttackDistance = 100.0f;
|
|
m_fCloseDistance = 30.0f;
|
|
m_fStopDistance = 2.0f;
|
|
m_fAttackFireTime = 3.0f;
|
|
m_fCloseFireTime = 2.0f;
|
|
m_fIgnoreRange = 200.0f;
|
|
// damage/explode properties
|
|
m_fBlowUpAmount = 70.0f;
|
|
m_fBodyParts = 4;
|
|
m_fDamageWounded = 80.0f;
|
|
m_iScore = 1000;
|
|
if (m_fStepHeight==-1) {
|
|
m_fStepHeight = 4.0f;
|
|
}
|
|
|
|
// set stretch factors for height and width
|
|
CEnemyBase::SizeModel();
|
|
m_soFeet.Set3DParameters(80.0f, 5.0f, 1.0f, 1.0f);
|
|
m_bRunSoundPlaying = FALSE;
|
|
|
|
// continue behavior in base class
|
|
jump CEnemyBase::MainLoop();
|
|
};
|
|
};
|