mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-24 19:30:26 +01:00
210 lines
6.2 KiB
C++
210 lines
6.2 KiB
C++
334
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%{
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#include "Entities/StdH/StdH.h"
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%}
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uses "Entities/EnemyFly";
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enum RobotFlyingChar {
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0 RFC_KAMIKAZE "Kamikaze",
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1 RFC_FIGHTER "Fighter",
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};
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%{
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static EntityInfo eiRobotFlying = {
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EIBT_ROBOT, 100.0f, // mass[kg]
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0.0f, 0.0f, 0.0f, // source
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0.0f, 0.0f, 0.0f, // target
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};
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#define FIRE_POS FLOAT3D(0.0f, 0.0f, 0.0f)
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%}
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class CRobotFlying : CEnemyFly {
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name "RobotFlying";
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thumbnail "Thumbnails\\RobotFlying.tbn";
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properties:
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1 enum RobotFlyingChar m_rfcChar "Character" 'C' = RFC_FIGHTER,
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components:
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0 class CLASS_BASE "Classes\\EnemyFly.ecl",
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10 model MODEL_KAMIKAZE "Models\\Enemies\\Robots\\FloatKamikaze\\FloatKamikaze.mdl",
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11 texture TEXTURE_KAMIKAZE "Models\\Enemies\\Robots\\SentryBall\\Ball.tex",
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12 model MODEL_FIGHTER "Models\\Enemies\\Robots\\FlyingFighter\\Ship.mdl",
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13 texture TEXTURE_FIGHTER "Models\\Enemies\\Robots\\FlyingFighter\\Ship.tex",
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// ************** SOUNDS **************
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50 sound SOUND_IDLE "Models\\Enemies\\Woman\\Sounds\\Idle.wav",
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51 sound SOUND_SIGHT "Models\\Enemies\\Woman\\Sounds\\Sight.wav",
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52 sound SOUND_WOUND "Models\\Enemies\\Woman\\Sounds\\Wound.wav",
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53 sound SOUND_FIRE "Models\\Enemies\\Woman\\Sounds\\Fire.wav",
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54 sound SOUND_KICK "Models\\Enemies\\Woman\\Sounds\\Kick.wav",
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55 sound SOUND_DEATH "Models\\Enemies\\Woman\\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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return &eiRobotFlying;
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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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if (!IsOfSameClass(penInflictor, this)) {
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CEnemyFly::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection);
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}
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};
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// virtual anim functions
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void StandingAnim(void) {
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// StartModelAnim(WALKER_ANIM_STAND03, AOF_LOOPING|AOF_NORESTART);
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};
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void WalkingAnim(void) {
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// StartModelAnim(WALKER_ANIM_WALK, AOF_LOOPING|AOF_NORESTART);
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};
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void RunningAnim(void) {
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// StartModelAnim(WALKER_ANIM_WALK, AOF_LOOPING|AOF_NORESTART);
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};
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void RotatingAnim(void) {
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// StartModelAnim(WALKER_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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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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FlyHit(EVoid) : CEnemyFly::FlyHit {
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if (m_rfcChar==RFC_FIGHTER) {
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jump FlyFire();
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// m_fShootTime = _pTimer->CurrentTick() + 1.0f;
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// return EReturn();
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}
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// when close enough
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if (CalcDist(m_penEnemy) <= 3.0f) {
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// explode
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SetHealth(-45.0f);
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ReceiveDamage(NULL, DMT_EXPLOSION, 10.0f, FLOAT3D(0,0,0), FLOAT3D(0,1,0));
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InflictRangeDamage(this, DMT_EXPLOSION, 20.0f, GetPlacement().pl_PositionVector,
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2.75f, 8.0f);
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}
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// run to enemy
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m_fShootTime = _pTimer->CurrentTick() + 0.1f;
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return EReturn();
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};
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FlyFire(EVoid) : CEnemyFly::FlyFire {
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if (m_rfcChar==RFC_KAMIKAZE) {
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m_fShootTime = _pTimer->CurrentTick() + 1.0f;
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return EReturn();
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}
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ShootProjectile(PRT_CYBORG_LASER, FIRE_POS, ANGLE3D(0, 0, 0));
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PlaySound(m_soSound, SOUND_FIRE, SOF_3D);
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return EReturn();
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};
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Death(EVoid) : CEnemyBase::Death {
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// stop moving
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StopMoving();
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DeathSound(); // death sound
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// set physic flags
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SetPhysicsFlags(EPF_MODEL_CORPSE);
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SetCollisionFlags(ECF_CORPSE);
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// robots don't have different collision boxes, so no need to change
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// robots don't have death animations
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return EEnd();
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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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// must always be fly-only
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m_EeftType = EFT_FLY_ONLY;
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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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SetHealth(20.0f);
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m_fMaxHealth = 20.0f;
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en_fDensity = 13000.0f;
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// damage/explode properties
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m_fBlowUpAmount = 0.0f;
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m_fBodyParts = 4;
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m_bRobotBlowup = TRUE;
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m_fDamageWounded = 100000.0f;
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// set your appearance
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switch (m_rfcChar) {
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case RFC_KAMIKAZE: {
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SetModel(MODEL_KAMIKAZE);
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SetModelMainTexture(TEXTURE_KAMIKAZE);
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// fly moving properties
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m_fFlyWalkSpeed = FRnd()/2 + 1.0f;
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m_aFlyWalkRotateSpeed = FRnd()*10.0f + 25.0f;
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m_fFlyAttackRunSpeed = FRnd()*2.0f + 8.0f;
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m_aFlyAttackRotateSpeed = FRnd()*25 + 150.0f;
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m_fFlyCloseRunSpeed = FRnd()*2.0f + 6.0f;
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m_aFlyCloseRotateSpeed = FRnd()*50 + 500.0f;
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// attack properties - CAN BE SET
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m_fFlyAttackDistance = 50.0f;
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m_fFlyCloseDistance = 12.5f;
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m_fFlyStopDistance = 0.0f;
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m_fFlyAttackFireTime = 2.0f;
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m_fFlyCloseFireTime = 0.1f;
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m_fFlyIgnoreRange = 200.0f;
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m_fFlyHeight = 1.0f;
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m_iScore = 1000;
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} break;
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case RFC_FIGHTER: {
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SetModel(MODEL_FIGHTER);
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SetModelMainTexture(TEXTURE_FIGHTER);
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// fly moving properties
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m_fFlyWalkSpeed = FRnd()/2 + 1.0f;
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m_aFlyWalkRotateSpeed = FRnd()*10.0f + 25.0f;
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m_fFlyAttackRunSpeed = FRnd()*2.0f + 7.0f;
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m_aFlyAttackRotateSpeed = FRnd()*25 + 150.0f;
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m_fFlyCloseRunSpeed = FRnd()*2.0f + 20.0f;
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m_aFlyCloseRotateSpeed = 150.0f;//FRnd()*50 + 0.0f;
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// attack properties - CAN BE SET
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m_fFlyAttackDistance = 50.0f;
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m_fFlyCloseDistance = 10.0f;
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m_fFlyStopDistance = 0.1f;
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m_fFlyAttackFireTime = 3.0f;
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m_fFlyCloseFireTime = 0.2f;
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m_fFlyIgnoreRange = 200.0f;
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m_fFlyHeight = 2.5f;
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} break;
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default: ASSERT(FALSE);
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}
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// continue behavior in base class
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jump CEnemyFly::MainLoop();
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};
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};
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