mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-24 19:30:26 +01:00
b64df456b6
.. still, didn't look at unused variable warnings from *.es because so many are generated.
617 lines
18 KiB
C++
617 lines
18 KiB
C++
321
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%{
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#include "Entities/StdH/StdH.h"
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#include "Models/Enemies/DragonMan/DragonMan.h"
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%}
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uses "Entities/EnemyFly";
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uses "Entities/Projectile";
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enum DragonmanType {
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0 DT_SOLDIER "Soldier",
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1 DT_SERGEANT "Sergeant",
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2 DT_MONSTER "Monster",
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};
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%{
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// info structure
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static EntityInfo eiDragonmanStand1 = {
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EIBT_FLESH, 200.0f,
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0.0f, 1.55f, 0.0f,
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0.0f, 1.0f, 0.0f,
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};
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static EntityInfo eiDragonmanStand2 = {
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EIBT_FLESH, 200.0f*2,
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0.0f, 1.55f*2, 0.0f,
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0.0f, 1.0f*2, 0.0f,
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};
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static EntityInfo eiDragonmanStand4 = {
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EIBT_FLESH, 200.0f*4,
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0.0f, 1.55f*4, 0.0f,
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0.0f, 1.0f*4, 0.0f,
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};
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static EntityInfo eiDragonmanFly1 = {
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EIBT_FLESH, 100.0f*1,
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0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f,
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};
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static EntityInfo eiDragonmanFly2 = {
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EIBT_FLESH, 100.0f*2,
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0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f,
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};
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static EntityInfo eiDragonmanFly4 = {
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EIBT_FLESH, 100.0f*4,
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0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f,
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};
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#define FLY_FIRE1 FLOAT3D( 0.0f, 0.25f, -1.5f)
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#define GROUND_RIGHT_FIRE1 FLOAT3D( 0.3f, 2.2f, -0.85f)
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#define GROUND_LEFT_FIRE1 FLOAT3D(-0.3f, 1.7f, -0.85f)
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#define FLAME_AIR1 FLOAT3D( 0.0f, 0.1f, -1.75f)
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#define FLAME_GROUND1 FLOAT3D( 0.0f, 2.7f, -0.85f)
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%}
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class CDragonman : CEnemyFly {
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name "Dragonman";
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thumbnail "Thumbnails\\Dragonman.tbn";
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properties:
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1 enum DragonmanType m_EdtType "Character" 'C' = DT_SOLDIER, // type
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2 FLOAT3D m_vFlameSource = FLOAT3D(0,0,0),
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3 CEntityPointer m_penFlame,
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4 BOOL m_bBurnEnemy = FALSE,
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5 FLOAT m_fFireTime = 0.0f,
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components:
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0 class CLASS_BASE "Classes\\EnemyFly.ecl",
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1 class CLASS_PROJECTILE "Classes\\Projectile.ecl",
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5 model MODEL_DRAGONMAN "Models\\Enemies\\Dragonman\\Dragonman.mdl",
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6 texture TEXTURE_DRAGONMAN1 "Models\\Enemies\\Dragonman\\Dragonman01.tex",
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7 texture TEXTURE_DRAGONMAN2 "Models\\Enemies\\Dragonman\\Dragonman02.tex",
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8 texture TEXTURE_DRAGONMAN3 "Models\\Enemies\\Dragonman\\Dragonman03.tex",
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// ************** SOUNDS **************
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50 sound SOUND_IDLE "Models\\Enemies\\Dragonman\\Sounds\\Idle.wav",
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51 sound SOUND_SIGHT "Models\\Enemies\\Dragonman\\Sounds\\Sight.wav",
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52 sound SOUND_WOUND "Models\\Enemies\\Dragonman\\Sounds\\Wound.wav",
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53 sound SOUND_FIRE "Models\\Enemies\\Dragonman\\Sounds\\Fire.wav",
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54 sound SOUND_KICK "Models\\Enemies\\Dragonman\\Sounds\\Kick.wav",
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55 sound SOUND_DEATH "Models\\Enemies\\Dragonman\\Sounds\\Death.wav",
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functions:
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/* Entity info */
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void *GetEntityInfo(void) {
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if (m_bInAir) {
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switch(m_EdtType) {
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case DT_SOLDIER:
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return &eiDragonmanFly1;
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break;
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case DT_SERGEANT:
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return &eiDragonmanFly2;
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break;
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case DT_MONSTER:
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return &eiDragonmanFly4;
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break;
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default: {
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return &eiDragonmanFly1;
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} break;
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}
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} else {
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switch(m_EdtType) {
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case DT_SOLDIER:
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return &eiDragonmanStand1;
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break;
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case DT_SERGEANT:
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return &eiDragonmanStand2;
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break;
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case DT_MONSTER:
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return &eiDragonmanStand4;
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break;
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default: {
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return &eiDragonmanStand1;
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} break;
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}
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}
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};
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/* Fill in entity statistics - for AI purposes only */
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BOOL FillEntityStatistics(EntityStats *pes)
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{
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CEnemyBase::FillEntityStatistics(pes);
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switch(m_EdtType) {
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case DT_SOLDIER : { pes->es_strName+=" Soldier"; } break;
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case DT_SERGEANT : { pes->es_strName+=" Sergeant"; } break;
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case DT_MONSTER : { pes->es_strName+=" Monster"; } break;
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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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// woman can't harm woman
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if (!IsOfClass(penInflictor, "Dragonman")) {
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CEnemyFly::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection);
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}
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};
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FLOAT3D GetStretchedVector(const FLOAT3D&v)
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{
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switch(m_EdtType) {
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case DT_SOLDIER:
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return v;
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break;
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case DT_SERGEANT:
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return v*2.0f;
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break;
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case DT_MONSTER:
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return v*4.0f;
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break;
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default:
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ASSERT(FALSE);
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return v;
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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_bInAir) {
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switch (IRnd()%2) {
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case 0: iAnim = DRAGONMAN_ANIM_AIRWOUNDSLIGHT; break;
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case 1: iAnim = DRAGONMAN_ANIM_AIRWOUND02CRITICAL; break;
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default: ASSERTALWAYS("Dragonman unknown fly damage");
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}
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} else {
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switch (IRnd()%3) {
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case 0: iAnim = DRAGONMAN_ANIM_GROUNDWOUNDCRITICALBACK; break;
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case 1: iAnim = DRAGONMAN_ANIM_GROUNDWOUNDCRITICALFRONT; break;
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case 2: iAnim = DRAGONMAN_ANIM_GROUNDWOUNDCRITICALBACK2; break;
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default: ASSERTALWAYS("Dragonman unknown ground damage");
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}
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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_bInAir) {
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iAnim = DRAGONMAN_ANIM_AIRDEATH;
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} else {
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switch (IRnd()%2) {
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case 0: iAnim = DRAGONMAN_ANIM_GROUNDDEATHBACK; break;
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case 1: iAnim = DRAGONMAN_ANIM_GROUNDDEATHFRONT; break;
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default: ASSERTALWAYS("Dragonman unknown ground death");
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}
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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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void DeathNotify(void) {
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ChangeCollisionBoxIndexWhenPossible(DRAGONMAN_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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if (m_bInAir) {
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StartModelAnim(DRAGONMAN_ANIM_AIRSTANDLOOP, AOF_LOOPING|AOF_NORESTART);
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} else {
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StartModelAnim(DRAGONMAN_ANIM_GROUNDSTANDLOOP, AOF_LOOPING|AOF_NORESTART);
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}
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};
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void WalkingAnim(void) {
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if (m_bInAir) {
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StartModelAnim(DRAGONMAN_ANIM_AIRFLYLOOP, AOF_LOOPING|AOF_NORESTART);
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} else {
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StartModelAnim(DRAGONMAN_ANIM_GROUNDWALK, AOF_LOOPING|AOF_NORESTART);
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}
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};
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void RunningAnim(void) {
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if (m_bInAir) {
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StartModelAnim(DRAGONMAN_ANIM_AIRFLYLOOP, AOF_LOOPING|AOF_NORESTART);
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} else {
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StartModelAnim(DRAGONMAN_ANIM_GROUNDRUN, AOF_LOOPING|AOF_NORESTART);
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}
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};
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void RotatingAnim(void) {
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if (m_bInAir) {
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StartModelAnim(DRAGONMAN_ANIM_AIRFLYLOOP, AOF_LOOPING|AOF_NORESTART);
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} else {
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StartModelAnim(DRAGONMAN_ANIM_GROUNDWALK, AOF_LOOPING|AOF_NORESTART);
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}
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};
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FLOAT AirToGroundAnim(void) {
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StartModelAnim(DRAGONMAN_ANIM_AIRTOGROUND, 0);
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return(GetModelObject()->GetAnimLength(DRAGONMAN_ANIM_AIRTOGROUND));
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};
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FLOAT GroundToAirAnim(void) {
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StartModelAnim(DRAGONMAN_ANIM_GROUNDTOAIR, 0);
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return(GetModelObject()->GetAnimLength(DRAGONMAN_ANIM_GROUNDTOAIR));
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};
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void ChangeCollisionToAir() {
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ChangeCollisionBoxIndexWhenPossible(DRAGONMAN_COLLISION_BOX_AIR);
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};
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void ChangeCollisionToGround() {
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ChangeCollisionBoxIndexWhenPossible(DRAGONMAN_COLLISION_BOX_GROUND);
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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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// flame source
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void GetFlamerSourcePlacement(CPlacement3D &plFlame) {
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plFlame.pl_PositionVector = m_vFlameSource;
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};
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// fire flame
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void FireFlame(void) {
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FLOAT3D vFlamePos;
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if (m_bInAir) {
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vFlamePos = GetStretchedVector(FLAME_AIR1);
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} else {
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vFlamePos = GetStretchedVector(FLAME_GROUND1);
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}
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// create flame
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CEntityPointer penFlame = ShootProjectile(PRT_FLAME, vFlamePos, ANGLE3D(0, 0, 0));
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// link last flame with this one (if not NULL or deleted)
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if (m_penFlame!=NULL && !(m_penFlame->GetFlags()&ENF_DELETED)) {
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((CProjectile&)*m_penFlame).m_penParticles = penFlame;
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}
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// link to player weapons
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((CProjectile&)*penFlame).m_penParticles = this;
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// store last flame
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m_penFlame = penFlame;
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// flame source position
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m_vFlameSource = GetPlacement().pl_PositionVector + vFlamePos*GetRotationMatrix();
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};
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procedures:
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/************************************************************
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* PROCEDURES WHEN HARMED *
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************************************************************/
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BeWounded(EDamage eDamage) : CEnemyFly::BeWounded {
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m_penFlame = NULL;
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jump CEnemyFly::BeWounded(eDamage);
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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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FlyFire(EVoid) : CEnemyFly::FlyFire {
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// fire projectile
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StartModelAnim(DRAGONMAN_ANIM_AIRATTACK02, 0);
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autowait(0.4f);
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if (m_EdtType != DT_MONSTER) {
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ShootProjectile(PRT_DRAGONMAN_FIRE, GetStretchedVector(FLY_FIRE1), ANGLE3D(0, 0, 0));
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} else {
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ShootProjectile(PRT_DRAGONMAN_STRONG_FIRE, GetStretchedVector(FLY_FIRE1), ANGLE3D(0, 0, 0));
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}
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PlaySound(m_soSound, SOUND_FIRE, SOF_3D);
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autowait(0.15f);
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if (m_EdtType != DT_MONSTER) {
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ShootProjectile(PRT_DRAGONMAN_FIRE, GetStretchedVector(FLY_FIRE1), ANGLE3D(0, 0, 0));
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} else if (m_EdtType == DT_MONSTER) {
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ShootProjectile(PRT_DRAGONMAN_STRONG_FIRE, GetStretchedVector(FLY_FIRE1), ANGLE3D(0, 0, 0));
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}
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PlaySound(m_soSound, SOUND_FIRE, SOF_3D);
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autowait(0.85f);
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/* StandingAnim();
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autowait(FRnd() + _pTimer->TickQuantum);
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*/
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return EReturn();
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};
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FlyHit(EVoid) : CEnemyFly::FlyHit {
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// fly
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if (CalcDist(m_penEnemy) <= 7.5f) {
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if (m_EdtType == DT_SOLDIER) {
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jump FlyOnEnemy();
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} else {
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jump FlyBurn();
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}
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}
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// run to enemy
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m_fShootTime = _pTimer->CurrentTick() + 0.25f;
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return EReturn();
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};
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FlyOnEnemy(EVoid) {
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StartModelAnim(DRAGONMAN_ANIM_AIRATTACKCLOSELOOP, 0);
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// jump
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FLOAT3D vDir = PlayerDestinationPos();
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vDir = (vDir - GetPlacement().pl_PositionVector).Normalize();
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vDir *= !GetRotationMatrix();
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vDir *= m_fFlyCloseRunSpeed*1.9f;
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SetDesiredTranslation(vDir);
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PlaySound(m_soSound, SOUND_KICK, SOF_3D);
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// animation - IGNORE DAMAGE WOUND -
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SpawnReminder(this, 0.9f, 0);
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m_iChargeHitAnimation = DRAGONMAN_ANIM_AIRATTACKCLOSELOOP;
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if (m_EdtType == DT_SOLDIER) {
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m_fChargeHitDamage = 25.0f;
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m_fChargeHitSpeed = 15.0f;
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} else if (m_EdtType == DT_SERGEANT) {
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m_fChargeHitDamage = 30.0f;
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m_fChargeHitSpeed = 20.0f;
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} else if (TRUE) {
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m_fChargeHitDamage = 30.0f;
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m_fChargeHitSpeed = 20.0f;
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}
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m_fChargeHitAngle = 0.0f;
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autocall CEnemyBase::ChargeHitEnemy() EReturn;
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StandingAnim();
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autowait(0.3f);
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return EReturn();
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};
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FlyBurn(EVoid) {
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StartModelAnim(DRAGONMAN_ANIM_AIRATTACK02, 0);
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// burn
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m_fFireTime = _pTimer->CurrentTick();
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FireFlame();
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m_bBurnEnemy = TRUE;
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PlaySound(m_soSound, SOUND_FIRE, SOF_3D|SOF_LOOP);
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while (m_bBurnEnemy) {
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m_fMoveFrequency = 0.1f;
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wait(m_fMoveFrequency) {
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// flame
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on (EBegin) : {
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m_vDesiredPosition = m_penEnemy->GetPlacement().pl_PositionVector;
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// rotate to enemy
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m_aRotateSpeed = 10000.0f;
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m_fMoveSpeed = 0.0f;
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// flame
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FireFlame();
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// stop
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if (_pTimer->CurrentTick()-m_fFireTime >= 1.29f) {
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m_bBurnEnemy = FALSE;
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stop;
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}
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// adjust direction and speed
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ULONG ulFlags = SetDesiredMovement();
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MovementAnimation(ulFlags);
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resume;
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}
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on (ETimer) : { stop; }
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}
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}
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m_soSound.Stop();
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// link last flame with nothing (if not NULL or deleted)
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if (m_penFlame!=NULL && !(m_penFlame->GetFlags()&ENF_DELETED)) {
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((CProjectile&)*m_penFlame).m_penParticles = NULL;
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m_penFlame = NULL;
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}
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StandingAnim();
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autowait(0.3f);
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return EReturn();
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};
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Fire(EVoid) : CEnemyBase::Fire {
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// fire projectile
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StartModelAnim(DRAGONMAN_ANIM_GROUNDATTACKCLOSELOOP, 0);
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autowait(0.3f);
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if (m_EdtType != DT_MONSTER) {
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ShootProjectile(PRT_DRAGONMAN_FIRE, GetStretchedVector(GROUND_RIGHT_FIRE1), ANGLE3D(0, 0, 0));
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} else {
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ShootProjectile(PRT_DRAGONMAN_STRONG_FIRE, GetStretchedVector(GROUND_RIGHT_FIRE1), ANGLE3D(0, 0, 0));
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}
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PlaySound(m_soSound, SOUND_FIRE, SOF_3D);
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autowait(0.8f);
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if (m_EdtType != DT_MONSTER) {
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ShootProjectile(PRT_DRAGONMAN_FIRE, GetStretchedVector(GROUND_LEFT_FIRE1), ANGLE3D(0, 0, 0));
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} else if (m_EdtType == DT_MONSTER) {
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ShootProjectile(PRT_DRAGONMAN_STRONG_FIRE, GetStretchedVector(GROUND_LEFT_FIRE1), ANGLE3D(0, 0, 0));
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}
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PlaySound(m_soSound, SOUND_FIRE, SOF_3D);
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autowait(0.55f);
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StandingAnim();
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autowait(FRnd() + _pTimer->TickQuantum);
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return EReturn();
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};
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Hit(EVoid) : CEnemyBase::Hit {
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// burn enemy
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if ((m_EdtType == DT_SERGEANT && CalcDist(m_penEnemy) <= 6.0f) ||
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(m_EdtType == DT_MONSTER && CalcDist(m_penEnemy) <= 20.0f)) {
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jump BurnEnemy();
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}
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// run to enemy
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m_fShootTime = _pTimer->CurrentTick() + 0.25f;
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return EReturn();
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};
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BurnEnemy(EVoid) {
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StartModelAnim(DRAGONMAN_ANIM_GROUNDATTACKDISTANT, 0);
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// burn
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|
m_fFireTime = _pTimer->CurrentTick();
|
|
FireFlame();
|
|
m_bBurnEnemy = TRUE;
|
|
PlaySound(m_soSound, SOUND_FIRE, SOF_3D|SOF_LOOP);
|
|
while (m_bBurnEnemy) {
|
|
m_fMoveFrequency = 0.1f;
|
|
wait(m_fMoveFrequency) {
|
|
// flame
|
|
on (EBegin) : {
|
|
m_vDesiredPosition = m_penEnemy->GetPlacement().pl_PositionVector;
|
|
// rotate to enemy
|
|
m_fMoveSpeed = 0.0f;
|
|
m_aRotateSpeed = 10000.0f;
|
|
// adjust direction and speed
|
|
SetDesiredMovement();
|
|
// flame
|
|
FireFlame();
|
|
// stop
|
|
if (_pTimer->CurrentTick()-m_fFireTime >= 1.29f) {
|
|
m_bBurnEnemy = FALSE;
|
|
stop;
|
|
}
|
|
resume;
|
|
}
|
|
on (ETimer) : { stop; }
|
|
}
|
|
}
|
|
m_soSound.Stop();
|
|
|
|
// link last flame with nothing (if not NULL or deleted)
|
|
if (m_penFlame!=NULL && !(m_penFlame->GetFlags()&ENF_DELETED)) {
|
|
((CProjectile&)*m_penFlame).m_penParticles = NULL;
|
|
m_penFlame = NULL;
|
|
}
|
|
|
|
StandingAnim();
|
|
autowait(0.3f);
|
|
return EReturn();
|
|
};
|
|
|
|
|
|
|
|
/************************************************************
|
|
* M A I N *
|
|
************************************************************/
|
|
Main(EVoid) {
|
|
// declare yourself as a model
|
|
InitAsModel();
|
|
SetPhysicsFlags(EPF_MODEL_WALKING|EPF_HASLUNGS);
|
|
SetCollisionFlags(ECF_MODEL);
|
|
SetFlags(GetFlags()|ENF_ALIVE);
|
|
|
|
if (m_EdtType == DT_SOLDIER) {
|
|
GetModelObject()->StretchModel(FLOAT3D(1.0f, 1.0f, 1.0f));
|
|
ModelChangeNotify();
|
|
SetHealth(150.0f);
|
|
m_fMaxHealth = 150.0f;
|
|
m_fDamageWounded = 100.0f;
|
|
} else if (m_EdtType == DT_SERGEANT) {
|
|
GetModelObject()->StretchModel(FLOAT3D(2.0f, 2.0f, 2.0f));
|
|
ModelChangeNotify();
|
|
SetHealth(450.0f);
|
|
m_fMaxHealth = 450.0f;
|
|
m_fDamageWounded = 300.0f;
|
|
} else if (TRUE) {
|
|
GetModelObject()->StretchModel(FLOAT3D(4.0f, 4.0f, 4.0f));
|
|
ModelChangeNotify();
|
|
SetHealth(1350.0f);
|
|
m_fMaxHealth = 1350.0f;
|
|
m_fDamageWounded = 1000.0f;
|
|
}
|
|
en_tmMaxHoldBreath = 10.0f;
|
|
en_fDensity = 2000.0f;
|
|
|
|
// set your appearance
|
|
SetModel(MODEL_DRAGONMAN);
|
|
if (m_EdtType == DT_SOLDIER) {
|
|
SetModelMainTexture(TEXTURE_DRAGONMAN1);
|
|
} else if (m_EdtType == DT_SERGEANT) {
|
|
SetModelMainTexture(TEXTURE_DRAGONMAN2);
|
|
} else if (TRUE) {
|
|
SetModelMainTexture(TEXTURE_DRAGONMAN3);
|
|
}
|
|
// setup moving speed
|
|
if (m_EdtType == DT_SOLDIER) {
|
|
m_fWalkSpeed = FRnd()*1.5f + 2.5f;
|
|
m_aWalkRotateSpeed = FRnd()*20.0f + 50.0f;
|
|
m_fAttackRunSpeed = FRnd()*2.0f + 11.0f;
|
|
m_aAttackRotateSpeed = FRnd()*75 + 350.0f;
|
|
m_fCloseRunSpeed = FRnd()*2.0f + 6.0f;
|
|
m_aCloseRotateSpeed = FRnd()*50 + 500.0f;
|
|
} else if (m_EdtType == DT_SERGEANT) {
|
|
m_fWalkSpeed = (FRnd()*1.5f + 2.5f)*1.5f;
|
|
m_aWalkRotateSpeed = FRnd()*20.0f + 50.0f;
|
|
m_fAttackRunSpeed = (FRnd()*2.0f + 11.0f)*2;
|
|
m_aAttackRotateSpeed = FRnd()*75 + 350.0f;
|
|
m_fCloseRunSpeed = (FRnd()*2.0f + 6.0f)*1.5f;
|
|
m_aCloseRotateSpeed = FRnd()*50 + 500.0f;
|
|
} else if (TRUE) {
|
|
m_fWalkSpeed = (FRnd()*1.5f + 2.5f)*2;
|
|
m_aWalkRotateSpeed = FRnd()*20.0f + 50.0f;
|
|
m_fAttackRunSpeed = (FRnd()*2.0f + 11.0f)*4;
|
|
m_aAttackRotateSpeed = FRnd()*75 + 350.0f;
|
|
m_fCloseRunSpeed = (FRnd()*2.0f + 6.0f)*2;
|
|
m_aCloseRotateSpeed = FRnd()*50 + 500.0f;
|
|
}
|
|
// setup attack distances
|
|
m_fAttackDistance = 100.0f;
|
|
if (m_EdtType == DT_SOLDIER) {
|
|
m_fCloseDistance = 0.0f;
|
|
m_fStopDistance = 10.0f;
|
|
m_fFlyCloseDistance = 12.5f;
|
|
m_fFlyStopDistance = 0.0f;
|
|
m_iScore = 1000;
|
|
} else if (m_EdtType == DT_SERGEANT) {
|
|
m_fCloseDistance = 20.0f;
|
|
m_fStopDistance = 0.0f;
|
|
m_fFlyCloseDistance = 12.5f*2;
|
|
m_fFlyStopDistance = 0.0f;
|
|
m_iScore = 2000;
|
|
} else {
|
|
m_fCloseDistance = 40.0f;
|
|
m_fStopDistance = 0.0f;
|
|
m_fFlyCloseDistance = 12.5f*4;
|
|
m_fFlyStopDistance = 0.0f;
|
|
m_iScore = 10000;
|
|
}
|
|
m_fAttackFireTime = 3.0f;
|
|
m_fCloseFireTime = 2.0f;
|
|
m_fIgnoreRange = 200.0f;
|
|
// fly moving properties
|
|
m_fFlyWalkSpeed = FRnd()/2 + 2.0f;
|
|
m_aFlyWalkRotateSpeed = FRnd()*10.0f + 50.0f;
|
|
m_fFlyAttackRunSpeed = FRnd()*2.0f + 10.0f;
|
|
m_aFlyAttackRotateSpeed = FRnd()*75 + 350.0f;
|
|
m_fFlyCloseRunSpeed = FRnd()*2.0f + 9.0f;
|
|
m_aFlyCloseRotateSpeed = FRnd()*50 + 600.0f;
|
|
// attack properties - CAN BE SET
|
|
m_fFlyAttackDistance = 100.0f;
|
|
m_fFlyAttackFireTime = 3.0f;
|
|
m_fFlyCloseFireTime = 2.0f;
|
|
m_fFlyIgnoreRange = 200.0f;
|
|
// damage/explode properties
|
|
m_fBlowUpAmount = 100.0f;
|
|
m_fBodyParts = 8;
|
|
// flame source
|
|
m_vFlameSource = FLOAT3D(0, 0, 0);
|
|
m_fGroundToAirSpeed = m_fFlyAttackRunSpeed;
|
|
m_fAirToGroundSpeed = m_fFlyAttackRunSpeed*2;
|
|
m_fAirToGroundMin = 0.1f;
|
|
m_fAirToGroundMax = 0.1f;
|
|
|
|
// continue behavior in base class
|
|
jump CEnemyFly::MainLoop();
|
|
};
|
|
};
|