mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-23 02:40:26 +01:00
272 lines
7.8 KiB
JavaScript
272 lines
7.8 KiB
JavaScript
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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%{
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#include "StdH.h"
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#include "ModelsMP/Player/SeriousSam/Player.h"
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#include "ModelsMP/Player/SeriousSam/Body.h"
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#include "ModelsMP/Player/SeriousSam/Head.h"
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%}
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uses "EntitiesMP/EnemyBase";
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%{
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// info structure
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static EntityInfo eiSanta = {
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EIBT_AIR, 100.0f,
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0, 1.6f, 0, // source (eyes)
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0.0f, 1.0f, 0.0f, // target (body)
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};
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%}
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class CSanta : CEnemyBase {
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name "Santa";
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thumbnail "Thumbnails\\Santa.tbn";
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properties:
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1 FLOAT m_tmLastSpawnTime = -10000.0f,
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2 FLOAT m_tmMinSpawnInterval "Min spawn interval" = 1.0f,
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3 FLOAT m_fSantaHealth "Santa Health" = 100.0f,
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4 CSoundObject m_soRunning, // for running sound
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5 BOOL m_bRunSoundPlaying = FALSE,
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10 CEntityPointer m_penTemplate0 "Item template 0",
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11 CEntityPointer m_penTemplate1 "Item template 1",
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12 CEntityPointer m_penTemplate2 "Item template 2",
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13 CEntityPointer m_penTemplate3 "Item template 3",
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14 CEntityPointer m_penTemplate4 "Item template 4",
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components:
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0 class CLASS_BASE "Classes\\EnemyBase.ecl",
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// ************** SOUNDS **************
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50 sound SOUND_RUN "ModelsMP\\CutSequences\\Santa\\Sounds\\Running.wav",
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51 sound SOUND_WOUND "ModelsMP\\CutSequences\\Santa\\Sounds\\Wound.wav",
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52 sound SOUND_DEATH "ModelsMP\\CutSequences\\Santa\\Sounds\\Death.wav",
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functions:
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void Precache(void) {
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CEnemyBase::Precache();
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PrecacheSound(SOUND_RUN );
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PrecacheSound(SOUND_WOUND);
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PrecacheSound(SOUND_DEATH);
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};
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virtual const CTFileName &GetComputerMessageName(void) const {
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//static DECLARE_CTFILENAME(fnm, "DataMP\\Messages\\Enemies\\Santa.txt");
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static CTFileName fnm;
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return fnm;
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};
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/* Entity info */
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void *GetEntityInfo(void) {
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return &eiSanta;
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};
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// running sounds
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void ActivateRunningSound(void)
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{
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if (!m_bRunSoundPlaying) {
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PlaySound(m_soRunning, SOUND_RUN, SOF_3D|SOF_LOOP);
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m_bRunSoundPlaying = TRUE;
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}
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}
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void DeactivateRunningSound(void)
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{
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m_soRunning.Stop();
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m_bRunSoundPlaying = FALSE;
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}
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/* Handle an event, return false if the event is not handled. */
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BOOL HandleEvent(const CEntityEvent &ee)
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{
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// ignore touching, damaging...
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if (ee.ee_slEvent==EVENTCODE_ETouch || ee.ee_slEvent==EVENTCODE_EDamage) {
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return TRUE;
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}
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return CEnemyBase::HandleEvent(ee);
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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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// skip base enemy damage handling
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CMovableModelEntity::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection);
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// if not enough time passed since lst item spawning
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if (_pTimer->CurrentTick()-m_tmLastSpawnTime<m_tmMinSpawnInterval) {
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// do nothing
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return;
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}
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// play wound sound
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WoundSound();
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// remember time
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m_tmLastSpawnTime = _pTimer->CurrentTick();
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// choose an item to spawn
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INDEX ctTemplates = 0;
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if (m_penTemplate0!=NULL) { ctTemplates++; }
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if (m_penTemplate1!=NULL) { ctTemplates++; }
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if (m_penTemplate2!=NULL) { ctTemplates++; }
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if (m_penTemplate3!=NULL) { ctTemplates++; }
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if (m_penTemplate4!=NULL) { ctTemplates++; }
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if (ctTemplates==0) {
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return;
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}
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INDEX iTemplate = IRnd()%ctTemplates;
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CEntity *penItem = (&m_penTemplate0)[iTemplate];
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// if the target doesn't exist, or is destroyed
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if (penItem==NULL || (penItem->GetFlags()&ENF_DELETED)) {
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// do nothing
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return;
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}
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CEntity *penSpawned = GetWorld()->CopyEntityInWorld( *penItem,
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CPlacement3D(FLOAT3D(-32000.0f+FRnd()*200.0f, -32000.0f+FRnd()*200.0f, 0), ANGLE3D(0, 0, 0)) );
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// teleport back
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CPlacement3D pl = GetPlacement();
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pl.pl_PositionVector += GetRotationMatrix().GetColumn(2)*1.5f; // a bit up in the air
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penSpawned->Teleport(pl, FALSE);
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};
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void LeaveStain( BOOL bGrow)
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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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// StartModelAnim(iAnim, 0);
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return 0;
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};
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// death
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INDEX AnimForDeath(void) {
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// StartModelAnim(iAnim, 0);
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return 0;
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};
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void DeathNotify(void) {
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SwitchToEditorModel();
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// ChangeCollisionBoxIndexWhenPossible(PLAYER_COLLISION_BOX_DEATH);
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SetCollisionFlags(ECF_MODEL);
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DeactivateRunningSound();
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};
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CModelObject *GetBody(void)
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{
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return &GetModelObject()->GetAttachmentModel(PLAYER_ATTACHMENT_TORSO)->amo_moModelObject;
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}
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// virtual anim functions
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void StandingAnim(void) {
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// StartModelAnim(PLAYER_ANIM_STAND, AOF_LOOPING|AOF_NORESTART);
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// GetBody()->PlayAnim(BODY_ANIM_WAIT, AOF_LOOPING|AOF_NORESTART);
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};
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void WalkingAnim(void) {
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ActivateRunningSound();
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// StartModelAnim(PLAYER_ANIM_NORMALWALK, AOF_LOOPING|AOF_NORESTART);
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// GetBody()->PlayAnim(BODY_ANIM_NORMALWALK, AOF_LOOPING|AOF_NORESTART);
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};
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void RunningAnim(void) {
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ActivateRunningSound();
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// StartModelAnim(PLAYER_ANIM_RUN, AOF_LOOPING|AOF_NORESTART);
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// GetBody()->PlayAnim(BODY_ANIM_NORMALWALK, AOF_LOOPING|AOF_NORESTART);
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};
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void RotatingAnim(void) {
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ActivateRunningSound();
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// StartModelAnim(BODY_ANIM_NORMALWALK, AOF_LOOPING|AOF_NORESTART);
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// GetBody()->PlayAnim(BODY_ANIM_NORMALWALK, 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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// adjust sound and watcher parameters here if needed
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void EnemyPostInit(void)
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{
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// set sound default parameters
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m_soSound.Set3DParameters(160.0f, 50.0f, 1.0f, 1.0f);
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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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// shoot
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Fire(EVoid) : CEnemyBase::Fire{
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return EReturn();
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};
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// hit enemy
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Hit(EVoid) : CEnemyBase::Hit {
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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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en_tmMaxHoldBreath = 25.0f;
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en_fDensity = 3000.0f;
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// set your appearance
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CTString strDummy;
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extern BOOL SetPlayerAppearance_internal(CModelObject *pmo, const CTFileName &fnmAMC, CTString &strName, BOOL bPreview);
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SetPlayerAppearance_internal(GetModelObject(), CTFILENAME("ModelsMP\\CutSequences\\Santa\\Santa.amc"), strDummy, /*bPreview=*/FALSE);
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SetHealth(m_fSantaHealth);
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m_fMaxHealth = m_fSantaHealth;
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// damage/explode properties
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m_fDamageWounded = 1E10f;
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m_fBlowUpAmount = 1E10f;
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m_fBodyParts = 30;
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// setup attack distances
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m_fAttackDistance = 150.0f;
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m_fCloseDistance = 5.0f;
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m_fStopDistance = 4.5f;
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m_fAttackFireTime = 0.5f;
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m_fCloseFireTime = 1.0f;
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m_fIgnoreRange = 300.0f;
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m_iScore = 1000;
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// setup moving speed
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m_fWalkSpeed = (FRnd() + 1.5f)*1.5f;
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m_aWalkRotateSpeed = AngleDeg(FRnd()*20.0f + 550.0f);
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m_fAttackRunSpeed = FRnd()*1.5f + 4.5f;
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m_aAttackRotateSpeed = AngleDeg(FRnd()*50.0f + 275.0f);
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m_fCloseRunSpeed = FRnd()*1.5f + 4.5f;
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m_aCloseRotateSpeed = AngleDeg(FRnd()*50.0f + 275.0f);
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// set stretch factors for height and width
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CEnemyBase::SizeModel();
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m_soRunning.Set3DParameters(500.0f, 50.0f, 1.0f, 1.0f);
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m_bRunSoundPlaying = FALSE;
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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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