mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-24 19:30:26 +01:00
290 lines
8.2 KiB
C++
290 lines
8.2 KiB
C++
326
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%{
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#include "Entities/StdH/StdH.h"
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#include "Models/Enemies/MAMUTMAN/Mamutman.h"
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%}
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uses "Entities/EnemyBase";
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uses "Entities/Bullet";
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%{
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// info structure
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static EntityInfo eiMamutman = {
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EIBT_FLESH, 60.0f,
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0.0f, 2.0f, 0.0f,
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0.0f, 1.5f, 0.0f,
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};
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#define FIRE FLOAT3D(0.0f, 0.8f, 0.0f)
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#define FRONT 0
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#define MIDDLE 1
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#define REAR 2
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%}
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class CMamutman : CEnemyBase {
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name "Mamutman";
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thumbnail "Thumbnails\\Mamutman.tbn";
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properties:
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1 CEntityPointer m_penBullet, // bullet
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2 BOOL m_bSpawned = FALSE,
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3 INDEX m_bSpawnedPosition = 0,
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components:
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0 class CLASS_BASE "Classes\\EnemyBase.ecl",
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1 class CLASS_BULLET "Classes\\Bullet.ecl",
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5 model MODEL_MAMUTMAN "Models\\Enemies\\Mamutman\\Mamutman.mdl",
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6 texture TEXTURE_MAMUTMAN "Models\\Enemies\\Mamutman\\Mamutman.tex",
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// ************** SOUNDS **************
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50 sound SOUND_IDLE "Models\\Enemies\\Mamutman\\Sounds\\Idle.wav",
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51 sound SOUND_SIGHT "Models\\Enemies\\Mamutman\\Sounds\\Sight.wav",
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52 sound SOUND_WOUND "Models\\Enemies\\Mamutman\\Sounds\\Wound.wav",
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53 sound SOUND_DEATH "Models\\Enemies\\Mamutman\\Sounds\\Death.wav",
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54 sound SOUND_FIRE "Models\\Weapons\\Colt\\Sounds\\Fire.wav",
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functions:
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/* Entity info */
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void *GetEntityInfo(void) {
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return &eiMamutman;
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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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// mamutman and mamut can't harm mamutman
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if (!IsOfClass(penInflictor, "Mamutman") && !IsOfClass(penInflictor, "Mamut")) {
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CEnemyBase::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection);
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}
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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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switch (IRnd()%2) {
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case 0: iAnim = MAMUTMAN_ANIM_DEATH01; break;
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case 1: iAnim = MAMUTMAN_ANIM_DEATH01; break;
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default: ASSERTALWAYS("Mamutman unknown 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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void DeathNotify(void) {
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ChangeCollisionBoxIndexWhenPossible(MAMUTMAN_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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StartModelAnim(MAMUTMAN_ANIM_STAND, AOF_LOOPING|AOF_NORESTART);
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};
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void WalkingAnim(void) {
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StartModelAnim(MAMUTMAN_ANIM_WALK, AOF_LOOPING|AOF_NORESTART);
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};
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void RunningAnim(void) {
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StartModelAnim(MAMUTMAN_ANIM_RUN, AOF_LOOPING|AOF_NORESTART);
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};
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void RotatingAnim(void) {
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StartModelAnim(MAMUTMAN_ANIM_WALK, 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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/************************************************************
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* FIRE BULLET *
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************************************************************/
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void PrepareBullet(void) {
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// bullet start position
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CPlacement3D plBullet;
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plBullet.pl_OrientationAngle = ANGLE3D(0,0,0);
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plBullet.pl_PositionVector = FIRE;
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plBullet.RelativeToAbsolute(GetPlacement());
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// create bullet
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m_penBullet = CreateEntity(plBullet, CLASS_BULLET);
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// init bullet
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EBulletInit eInit;
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eInit.penOwner = this;
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eInit.fDamage = 1.0f;
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m_penBullet->Initialize(eInit);
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((CBullet&)*m_penBullet).CalcTarget(m_penEnemy, 100);
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};
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// fire bullet
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void FireBullet(void) {
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((CBullet&)*m_penBullet).LaunchBullet(TRUE, TRUE, TRUE);
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((CBullet&)*m_penBullet).DestroyBullet();
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};
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procedures:
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/************************************************************
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* CLASS INTERNAL *
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************************************************************/
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FallOnFloor(EVoid) {
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// drop to floor
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m_bSpawned = FALSE;
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switch (m_bSpawnedPosition) {
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case FRONT:
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StartModelAnim(MAMUTMAN_ANIM_FALLFROMMAMUTFIRST, 0);
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GiveImpulseTranslationRelative(FLOAT3D(FRnd()*4+8.0f, FRnd()+10.0f, FRnd()+2.0f));
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break;
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case MIDDLE:
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StartModelAnim(MAMUTMAN_ANIM_FALLFROMMAMUTSECOND, 0);
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GiveImpulseTranslationRelative(FLOAT3D(-FRnd()*4-8.0f, FRnd()+10.0f, FRnd()+2.0f));
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break;
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case REAR:
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StartModelAnim(MAMUTMAN_ANIM_FALLFROMMAMUTTHIRD, 0);
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GiveImpulseTranslationRelative(FLOAT3D(0.0f, FRnd()+10.0f, FRnd()*2+2.0f));
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break;
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}
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// wait to touch brush or time limit
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wait (10.0f) {
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on (EBegin) : { resume; }
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// brush touched
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on (ETouch et) : {
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if (et.penOther->GetRenderType()&RT_BRUSH) {
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StopMoving();
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stop;
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}
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resume;
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}
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// death
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on (EDeath) : {
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StopMoving();
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SendEvent(EDeath());
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jump CEnemyBase::MainLoop();
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}
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on (ETimer) : { stop; }
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}
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// get up
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StopMoving();
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StartModelAnim(MAMUTMAN_ANIM_GETUP01, 0);
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wait (GetModelObject()->GetAnimLength(MAMUTMAN_ANIM_GETUP01)) {
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on (EBegin) : { resume; }
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on (ETimer) : { stop; }
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// death
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on (EDeath) : {
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StopMoving();
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SendEvent(EDeath());
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jump CEnemyBase::MainLoop();
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}
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}
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return EReturn();
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};
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/************************************************************
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* PROCEDURES WHEN HARMED *
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************************************************************/
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// Play wound animation and falling body part
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BeWounded(EDamage eDamage) : CEnemyBase::BeWounded
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{
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StopMoving();
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// determine damage anim and play the wounding
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if (IRnd()&1) {
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StartModelAnim(MAMUTMAN_ANIM_FALL01, 0);
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autowait(GetModelObject()->GetAnimLength(MAMUTMAN_ANIM_FALL01));
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autowait(0.2f + FRnd()/3);
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StartModelAnim(MAMUTMAN_ANIM_GETUP01, 0);
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autowait(GetModelObject()->GetAnimLength(MAMUTMAN_ANIM_GETUP01));
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} else if (TRUE) {
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StartModelAnim(MAMUTMAN_ANIM_FALL02, 0);
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autowait(GetModelObject()->GetAnimLength(MAMUTMAN_ANIM_FALL02));
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autowait(0.2f + FRnd()/3);
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StartModelAnim(MAMUTMAN_ANIM_GETUP02, 0);
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autowait(GetModelObject()->GetAnimLength(MAMUTMAN_ANIM_GETUP02));
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}
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return EReturn();
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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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// wait for a while
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StandingAnim();
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PrepareBullet();
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m_fLockOnEnemyTime = 0.2f + FRnd()/8;
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autocall CEnemyBase::LockOnEnemy() EReturn;
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// fire bullet
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StartModelAnim(MAMUTMAN_ANIM_ATTACK02, 0);
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PlaySound(m_soSound, SOUND_FIRE, SOF_3D);
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FireBullet();
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autowait(FRnd()/3 + 0.6f);
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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|EPF_HASLUNGS);
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SetCollisionFlags(ECF_MODEL);
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SetFlags(GetFlags()|ENF_ALIVE);
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SetHealth(40.0f);
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m_fMaxHealth = 40.0f;
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en_tmMaxHoldBreath = 5.0f;
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en_fDensity = 1000.0f;
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// set your appearance
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SetModel(MODEL_MAMUTMAN);
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SetModelMainTexture(TEXTURE_MAMUTMAN);
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if (!m_bSpawned) {
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StandingAnim();
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}
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// setup moving speed
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m_fWalkSpeed = FRnd() + 1.5f;
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m_aWalkRotateSpeed = AngleDeg(FRnd()*10.0f + 25.0f);
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m_fAttackRunSpeed = FRnd()*2.0f + 10.0f;
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m_aAttackRotateSpeed = AngleDeg(FRnd()*50 + 245.0f);
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m_fCloseRunSpeed = FRnd()*2.0f + 10.0f;
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m_aCloseRotateSpeed = AngleDeg(FRnd()*50 + 245.0f);
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// setup attack distances
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m_fAttackDistance = 60.0f;
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m_fCloseDistance = 0.0f;
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m_fStopDistance = 17.0f;
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m_fAttackFireTime = 1.0f;
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m_fCloseFireTime = 1.0f;
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m_fIgnoreRange = 200.0f;
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// damage/explode properties
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m_fBlowUpAmount = 20.0f;
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m_fBodyParts = 4;
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m_fDamageWounded = 30.0f;
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m_iScore = 500;
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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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