Serious-Engine/Sources/EntitiesMP/ExotechLarva.es
2016-04-01 14:04:24 -04:00

1493 lines
53 KiB
JavaScript

/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
346
%{
#include "EntitiesMP/StdH/StdH.h"
#include "EntitiesMP/BackgroundViewer.h"
#include "EntitiesMP/WorldSettingsController.h"
#include "EntitiesMP/Common/PathFinding.h"
#include "EntitiesMP/NavigationMarker.h"
#include "ModelsMP/Enemies/ExotechLarva/ExotechLarva.h"
#include "ModelsMP/Enemies/ExotechLarva/Body.h"
#include "ModelsMP/Enemies/ExotechLarva/Arm.h"
#include "ModelsMP/Enemies/ExotechLarva/BackArms.h"
#include "ModelsMP/Enemies/ExotechLarva/Weapons/PlasmaGun.h"
%}
uses "EntitiesMP/ModelHolder2";
uses "EntitiesMP/Projectile";
uses "EntitiesMP/SoundHolder";
uses "EntitiesMP/BloodSpray";
uses "EntitiesMP/CannonBall";
uses "EntitiesMP/ExotechLarvaCharger";
uses "EntitiesMP/LarvaOffspring";
enum LarvaTarget {
0 LT_NONE "", // no target
1 LT_ENEMY "", // follow enemy
2 LT_RECHARGER "", // go to a recharger point
};
event ELarvaArmDestroyed {
INDEX iArm,
};
event ELarvaRechargePose {
BOOL bStart, // animate to pose, or return to default
};
%{
// info structure
static EntityInfo eiExotechLarva = {
EIBT_FLESH, 9999999999.9f,
0.0f, -1.0f, 0.0f, // source (eyes)
0.0f, -1.5f, 0.0f, // target (body)
};
#define MF_MOVEZ (1L<<0)
#define LARVA_HANDLE_TRANSLATE 4.4f
#define FIREPOS_PLASMA_RIGHT FLOAT3D(+3.08f, -1.20f+LARVA_HANDLE_TRANSLATE, -0.16f)
#define FIREPOS_PLASMA_LEFT FLOAT3D(-3.08f, -1.20f+LARVA_HANDLE_TRANSLATE, -0.16f)
#define FIREPOS_LASER_RIGHT FLOAT3D(+2.31f, 0.16f+LARVA_HANDLE_TRANSLATE, -3.57f)
#define FIREPOS_LASER_LEFT FLOAT3D(-2.20f, 0.18f+LARVA_HANDLE_TRANSLATE, -3.57f)
#define FIREPOS_TAIL FLOAT3D( 0.00f, -2.64f+LARVA_HANDLE_TRANSLATE, -0.22f)
//#define FIREPOS_MOUTH FLOAT3D( 0.00f, -0.75f, -2.09f)
// PERCENT_RIGHTBLOW has to be greater then PERCENT_LEFTBLOW or some things
// won't work correctly
#define PERCENT_RIGHTBLOW 0.6666f
#define PERCENT_LEFTBLOW 0.3333f
#define ARM_LEFT (1L<<0)
#define ARM_RIGHT (1L<<1)
%}
class CExotechLarva: CEnemyBase {
name "ExotechLarva";
thumbnail "Thumbnails\\ExotechLarva.tbn";
properties:
10 CEntityPointer m_penMarkerNew "Larva 1st Grid Marker",
11 CEntityPointer m_penMarkerOld,
15 FLOAT m_fStopRadius "Larva MinDist From Player" = 25.0f,
16 FLOAT m_fStretch = 2.5f,
17 FLOAT m_fLarvaHealth = 20000.0f,
19 FLOAT m_fRechargePerSecond "Larva Recharge health/sec" = 100.0f,
18 enum LarvaTarget m_ltTarget = LT_ENEMY, // type of target
30 CEntityPointer m_penFirstRechargeTarget "Larva First Recharge target",
31 BOOL m_bRechargedAtLeastOnce = FALSE,
20 FLOAT3D m_vFirePosLeftPlasmaRel = FLOAT3D(0.0f, 0.0f, 0.0f),
21 FLOAT3D m_vFirePosRightPlasmaRel = FLOAT3D(0.0f, 0.0f, 0.0f),
//22 FLOAT3D m_vFirePosMouthRel = FLOAT3D(0.0f, 0.0f, 0.0f),
23 FLOAT3D m_vFirePosTailRel = FLOAT3D(0.0f, 0.0f, 0.0f),
24 FLOAT3D m_vFirePosLeftLaserAbs = FLOAT3D(0.0f, 0.0f, 0.0f),
25 FLOAT3D m_vFirePosRightLaserAbs = FLOAT3D(0.0f, 0.0f, 0.0f),
40 BOOL m_bLeftArmActive = TRUE,
41 BOOL m_bRightArmActive = TRUE,
42 INDEX m_iExplodingArm = 1,
45 FLOAT m_fMaxRechargedHealth = 1.0f,
46 BOOL m_bExploding = FALSE,
47 BOOL m_bActive = TRUE,
48 BOOL m_bRechargePose = FALSE,
49 BOOL m_bLaserActive = FALSE,
51 BOOL m_bInitialMove = TRUE,
54 CEntityPointer m_penRecharger "Larva Recharger" COLOR(C_GREEN|0xFF),
60 FLOAT m_tmLastTargateChange = 0.0f,
// internal positions for explosions
70 CPlacement3D m_plExpArmPos = CPlacement3D(FLOAT3D(0,0,0), ANGLE3D(0,0,0)),
71 FLOAT3D m_aExpArmRot = FLOAT3D(0.0f, 0.0f, 0.0f),
72 CPlacement3D m_plExpGunPos = CPlacement3D(FLOAT3D(0,0,0), ANGLE3D(0,0,0)),
73 FLOAT3D m_aExpGunRot = FLOAT3D(0.0f, 0.0f, 0.0f),
74 FLOAT3D m_vExpDamage = FLOAT3D(0.0f, 0.0f, 0.0f),
75 INDEX m_iExplosions = 0,
80 INDEX m_iRnd = 0, // temporary holder for random variable
81 BOOL m_bRecharging = FALSE, // internal
// temporary variables for reconstructing lost events
90 CEntityPointer m_penDeathInflictor,
100 FLOAT m_tmDontFireLaserBefore = 0.0f,
101 FLOAT m_fMinimumLaserWait "Larva min. laser interval" = 5.0f,
102 BOOL m_bRenderLeftLaser = FALSE,
103 BOOL m_bRenderRightLaser = FALSE,
104 FLOAT3D m_vLeftLaserTarget = FLOAT3D(0.0f, 0.0f, 0.0f),
105 FLOAT3D m_vRightLaserTarget = FLOAT3D(0.0f, 0.0f, 0.0f),
110 BOOL m_bInvulnerable = FALSE,
150 CEntityPointer m_penLeftArmDestroyTarget "Larva ArmBlow#1 Target",
151 CEntityPointer m_penRightArmDestroyTarget "Larva ArmBlow#2 Target",
152 CEntityPointer m_penDeathTarget "Larva Death Target",
200 CSoundObject m_soFire1, // sound channel for firing
201 CSoundObject m_soFire2, // sound channel for firing
202 CSoundObject m_soFire3, // sound channel for firing
203 CSoundObject m_soVoice, // sound channel for voice
204 CSoundObject m_soChirp, // sound channel for chirping
205 CSoundObject m_soLaser, // sound channel for laser
components:
1 class CLASS_BASE "Classes\\EnemyBase.ecl",
2 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl",
3 class CLASS_PROJECTILE "Classes\\Projectile.ecl",
4 class CLASS_BLOOD_SPRAY "Classes\\BloodSpray.ecl",
5 class CLASS_LARVAOFFSPRING "Classes\\LarvaOffspring.ecl",
10 model MODEL_EXOTECHLARVA "ModelsMP\\Enemies\\ExotechLarva\\ExotechLarva.mdl",
11 texture TEXTURE_EXOTECHLARVA "ModelsMP\\Enemies\\ExotechLarva\\ExotechLarva.tex",
12 model MODEL_BODY "ModelsMP\\Enemies\\ExotechLarva\\Body.mdl",
13 texture TEXTURE_BODY "ModelsMP\\Enemies\\ExotechLarva\\Body.tex",
14 model MODEL_BEAM "ModelsMP\\Enemies\\ExotechLarva\\Beam.mdl",
15 texture TEXTURE_BEAM "ModelsMP\\Effects\\Laser\\Laser.tex",
16 model MODEL_ENERGYBEAMS "ModelsMP\\Enemies\\ExotechLarva\\EnergyBeams.mdl",
17 texture TEXTURE_ENERGYBEAMS "ModelsMP\\Enemies\\ExotechLarva\\EnergyBeams.tex",
18 model MODEL_FLARE "ModelsMP\\Enemies\\ExotechLarva\\EffectFlare.mdl",
19 texture TEXTURE_FLARE "ModelsMP\\Enemies\\ExotechLarva\\EffectFlare.tex",
30 model MODEL_WING "ModelsMP\\Enemies\\ExotechLarva\\Arm.mdl",
31 texture TEXTURE_WING "ModelsMP\\Enemies\\ExotechLarva\\Arm.tex",
32 model MODEL_PLASMAGUN "ModelsMP\\Enemies\\ExotechLarva\\Weapons\\PlasmaGun.mdl",
33 texture TEXTURE_PLASMAGUN "ModelsMP\\Enemies\\ExotechLarva\\Weapons\\PlasmaGun.tex",
34 model MODEL_BLADES "ModelsMP\\Enemies\\ExotechLarva\\BackArms.mdl",
36 model MODEL_DEBRIS_BODY "ModelsMP\\Enemies\\ExotechLarva\\Debris\\BodyDebris.mdl",
37 model MODEL_DEBRIS_TAIL01 "ModelsMP\\Enemies\\ExotechLarva\\Debris\\TailDebris01.mdl",
38 model MODEL_DEBRIS_TAIL02 "ModelsMP\\Enemies\\ExotechLarva\\Debris\\TailDebris02.mdl",
39 model MODEL_DEBRIS_FLESH "Models\\Effects\\Debris\\Flesh\\Flesh.mdl",
40 texture TEXTURE_DEBRIS_FLESH "Models\\Effects\\Debris\\Flesh\\FleshRed.tex",
41 model MODEL_PLASMA "ModelsMP\\Enemies\\ExotechLarva\\Projectile\\Projectile.mdl",
42 texture TEXTURE_PLASMA "ModelsMP\\Enemies\\ExotechLarva\\Projectile\\Projectile.tex",
// ************** SOUNDS **************
50 sound SOUND_FIRE_PLASMA "ModelsMP\\Enemies\\ExotechLarva\\Sounds\\FirePlasma.wav",
51 sound SOUND_FIRE_TAIL "ModelsMP\\Enemies\\ExotechLarva\\Sounds\\FireTail.wav",
52 sound SOUND_LASER_CHARGE "ModelsMP\\Enemies\\ExotechLarva\\Sounds\\LaserCharge.wav",
53 sound SOUND_DEATH "ModelsMP\\Enemies\\ExotechLarva\\Sounds\\Death.wav",
54 sound SOUND_ARMDESTROY "ModelsMP\\Enemies\\ExotechLarva\\Sounds\\ArmDestroy.wav",
55 sound SOUND_CHIRP "ModelsMP\\Enemies\\ExotechLarva\\Sounds\\Chirp.wav",
56 sound SOUND_DEPLOYLASER "ModelsMP\\Enemies\\ExotechLarva\\Sounds\\DeployLaser.wav",
functions:
BOOL IsTargetValid(SLONG slPropertyOffset, CEntity *penTarget)
{
if( slPropertyOffset == _offsetof(CExotechLarva, m_penMarkerNew))
{
if (IsOfClass(penTarget, "NavigationMarker")) { return TRUE; }
else { return FALSE; }
}
if( slPropertyOffset == _offsetof(CExotechLarva, m_penRecharger))
{
if (IsOfClass(penTarget, "ExotechLarvaCharger")) { return TRUE; }
else { return FALSE; }
}
return CEntity::IsTargetValid(slPropertyOffset, penTarget);
}
BOOL DoSafetyChecks(void) {
if (m_penMarkerNew==NULL) {
WarningMessage("First ExotechLarva marker not set! Destroying Larva...\n");
return FALSE;
}
if (m_penRecharger==NULL) {
WarningMessage("ExotechLarva Recharger target not set! Destroying Larva...\n");
return FALSE;
}
return TRUE;
}
void FindNewTarget() {
// if we have a valid enemy, return
if (m_penEnemy!=NULL) {
if (m_penEnemy->GetFlags()&ENF_ALIVE && !(m_penEnemy->GetFlags()&ENF_DELETED)) {
return;
}
}
// find actual number of players
INDEX ctMaxPlayers = GetMaxPlayers();
CEntity *penPlayer;
for(INDEX i=0; i<ctMaxPlayers; i++) {
penPlayer=GetPlayerEntity(i);
if (penPlayer!=NULL && DistanceTo(this, penPlayer)<200.0f) {
// if there is no valid enemy
if (penPlayer!=NULL && (penPlayer->GetFlags()&ENF_ALIVE) &&
!(penPlayer->GetFlags()&ENF_DELETED)) {
m_penEnemy = penPlayer;
}
}
}
}
BOOL AnyPlayerCloserThen(FLOAT fDistance) {
BOOL bClose = FALSE;
// find actual number of players
INDEX ctMaxPlayers = GetMaxPlayers();
CEntity *penPlayer;
for(INDEX i=0; i<ctMaxPlayers; i++) {
penPlayer=GetPlayerEntity(i);
if (penPlayer!=NULL) {
if ((penPlayer->GetFlags()&ENF_ALIVE) &&
!(penPlayer->GetFlags()&ENF_DELETED) &&
DistanceTo(this, penPlayer)<fDistance)
{
bClose = TRUE;
}
}
}
return bClose;
}
void PerhapsChangeTarget() {
// if no current enemy, do nothing
if (!m_penEnemy) { return; }
// if enough time passed, try...
if (m_tmLastTargateChange+5.0f<_pTimer->CurrentTick()) {
MaybeSwitchToAnotherPlayer();
m_tmLastTargateChange = _pTimer->CurrentTick();
}
}
class CWorldSettingsController *GetWSC(void)
{
CWorldSettingsController *pwsc = NULL;
// obtain bcg viewer
CBackgroundViewer *penBcgViewer = (CBackgroundViewer *) GetWorld()->GetBackgroundViewer();
if( penBcgViewer != NULL) {
// obtain world settings controller
pwsc = (CWorldSettingsController *) &*penBcgViewer->m_penWorldSettingsController;
}
return pwsc;
}
/* Shake ground */
void ShakeItBaby(FLOAT tmShaketime, FLOAT fPower, BOOL bFadeIn)
{
CWorldSettingsController *pwsc = GetWSC();
if (pwsc!=NULL) {
pwsc->m_tmShakeStarted = tmShaketime;
pwsc->m_vShakePos = GetPlacement().pl_PositionVector;
pwsc->m_fShakeFalloff = 450.0f;
pwsc->m_fShakeFade = 3.0f;
pwsc->m_fShakeIntensityZ = 0;
pwsc->m_tmShakeFrequencyZ = 5.0f;
pwsc->m_fShakeIntensityY = 0.1f*fPower;
pwsc->m_tmShakeFrequencyY = 5.0f;
pwsc->m_fShakeIntensityB = 2.5f*fPower;
pwsc->m_tmShakeFrequencyB = 7.2f;
pwsc->m_bShakeFadeIn = bFadeIn;
}
}
void ShootTailProjectile(void) {
//ShootProjectile(PRT_LARVA_TAIL_PROJECTILE, m_vFirePosTailRel, ANGLE3D(0, -10, 0));
if (m_penEnemy == NULL) { return; }
// target enemy body
EntityInfo *peiTarget = (EntityInfo*) (m_penEnemy->GetEntityInfo());
FLOAT3D vShootTarget;
GetEntityInfoPosition(m_penEnemy, peiTarget->vTargetCenter, vShootTarget);
// launch
CPlacement3D pl;
PreparePropelledProjectile(pl, vShootTarget, m_vFirePosTailRel, ANGLE3D(0, -10, 0));
CEntityPointer penProjectile = CreateEntity(pl, CLASS_LARVAOFFSPRING);
ELaunchLarvaOffspring ello;
ello.penLauncher = this;
penProjectile->Initialize(ello);
}
BOOL IsOnMarker(CEntity *penMarker) {
if (penMarker==NULL) { return FALSE; }
if (DistanceTo(this, penMarker)<0.1f) { return TRUE; }
// else
return FALSE;
}
FLOAT DistanceXZ(CEntity *E1, CEntity *E2)
{
FLOAT3D vE1pos = E1->GetPlacement().pl_PositionVector;
FLOAT3D vE2pos = E2->GetPlacement().pl_PositionVector;
vE1pos(2)=0.0f;
vE2pos(2)=0.0f;
return (vE2pos - vE1pos).Length();
}
void SpawnWingDebris()
{
FLOAT3D vTranslation = m_vExpDamage + en_vCurrentTranslationAbsolute;
Debris_Begin(EIBT_FLESH, DPT_BLOODTRAIL, BET_BLOODSTAIN, 1.0f, m_vExpDamage, en_vCurrentTranslationAbsolute, 5.0f, 2.0f);
Debris_Spawn_Independent(this, this, MODEL_WING, TEXTURE_WING, 0, 0, 0, 0, m_fStretch,
m_plExpArmPos, vTranslation , m_aExpArmRot);
vTranslation += FLOAT3D(FRnd()*4.0f-2.0f, FRnd()*4.0f-2.0f, FRnd()*4.0f-2.0f);
Debris_Spawn_Independent(this, this, MODEL_PLASMAGUN, TEXTURE_PLASMAGUN, 0, 0, 0, 0, m_fStretch,
m_plExpGunPos, vTranslation , m_aExpGunRot);
}
void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType,
FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection)
{
if (m_bInvulnerable) {
return;
}
// cannot hurt ourselves
if (IsOfClass(penInflictor, "ExotechLarva")) {
return;
}
// preliminary adjustment of damage
// take less damage from heavy bullets (e.g. sniper)
if(dmtType==DMT_BULLET && fDamageAmmount>100.0f)
{
fDamageAmmount *= 0.66f;
}
// cannonballs inflict less damage then the default
if(dmtType==DMT_CANNONBALL)
{
fDamageAmmount *= 0.5f;
}
FLOAT fHealthNow = GetHealth();
FLOAT fHealthAfter = GetHealth() - fDamageAmmount;
FLOAT fHealthBlow01 = m_fMaxHealth*PERCENT_RIGHTBLOW;
FLOAT fHealthBlow02 = m_fMaxHealth*PERCENT_LEFTBLOW;
// adjust damage
fDamageAmmount *=DamageStrength( ((EntityInfo*)GetEntityInfo())->Eeibt, dmtType);
// apply game extra damage per enemy and per player
fDamageAmmount *=GetGameDamageMultiplier();
// enough damage to blow both arms
if (fHealthNow>fHealthBlow01 && fHealthAfter<fHealthBlow02) {
fDamageAmmount = fHealthNow - fHealthBlow01 - 1;
} else if (m_bExploding) {
// if damage would cause the second explosion
if (fHealthNow>fHealthBlow02 && fHealthAfter<fHealthBlow02) {
fDamageAmmount = fHealthNow - fHealthBlow02 - 1;
// make sure we don't die while exploding
} else if (fHealthAfter<0.0f) {
fDamageAmmount = fHealthNow - 1;
}
} else if (fHealthNow>fHealthBlow02 && fHealthAfter<0) {
fDamageAmmount = fHealthNow - 1;
}
// if no damage
if (fDamageAmmount ==0) {
// do nothing
return;
}
// spawn blood spray
CPlacement3D plSpray = CPlacement3D( vHitPoint, ANGLE3D(0, 0, 0));
m_penSpray = CreateEntity( plSpray, CLASS_BLOOD_SPRAY);
ESpawnSpray eSpawnSpray;
eSpawnSpray.colBurnColor=C_WHITE|CT_OPAQUE;
if( m_fMaxDamageAmmount > 10.0f)
{
eSpawnSpray.fDamagePower = 3.0f;
}
else if(m_fSprayDamage+fDamageAmmount>50.0f)
{
eSpawnSpray.fDamagePower = 2.0f;
}
else
{
eSpawnSpray.fDamagePower = 1.0f;
}
switch(IRnd()%4) {
case 0: case 1: case 2:
// blood spray
m_penSpray->SetParent(this);
eSpawnSpray.sptType = SPT_BLOOD;
break;
case 3:
// sparks spray
eSpawnSpray.sptType = SPT_ELECTRICITY_SPARKS;
break;
}
eSpawnSpray.fSizeMultiplier = 1.0f;
// setup direction of spray
FLOAT3D vHitPointRelative = vHitPoint - GetPlacement().pl_PositionVector;
FLOAT3D vReflectingNormal;
GetNormalComponent( vHitPointRelative, en_vGravityDir, vReflectingNormal);
vReflectingNormal.Normalize();
vReflectingNormal(1)/=5.0f;
FLOAT3D vProjectedComponent = vReflectingNormal*(vDirection%vReflectingNormal);
FLOAT3D vSpilDirection = vDirection-vProjectedComponent*2.0f-en_vGravityDir*0.5f;
eSpawnSpray.vDirection = vSpilDirection;
eSpawnSpray.penOwner = this;
// initialize spray
m_penSpray->Initialize( eSpawnSpray);
m_tmSpraySpawned = _pTimer->CurrentTick();
m_fSprayDamage = 0.0f;
m_fMaxDamageAmmount = 0.0f;
// instead of:
// CMovableModelEntity::ReceiveDamage(penInflictor, dmtType, fDamageAmmount,
// vHitPoint, vDirection);
// do this (because we don't want an event posted each time we're damaged):
// reduce your health
en_fHealth-=fDamageAmmount;
// if health reached zero
if (en_fHealth<=0) {
// throw an event that you have died
EDeath eDeath;
SendEvent(eDeath);
}
if (m_bRightArmActive) {
if (GetHealth()<m_fMaxHealth*PERCENT_RIGHTBLOW) {
ELarvaArmDestroyed ead;
ead.iArm = ARM_RIGHT;
SendEvent(ead);
m_bExploding = TRUE;
}
}
if (m_bLeftArmActive) {
if (GetHealth()<m_fMaxHealth*PERCENT_LEFTBLOW) {
ELarvaArmDestroyed ead;
ead.iArm = ARM_LEFT;
SendEvent(ead);
m_bExploding = TRUE;
}
}
// bosses don't darken when burning
m_colBurning=COLOR(C_WHITE|CT_OPAQUE);
}
virtual CTString GetPlayerKillDescription(const CTString &strPlayerName, const EDeath &eDeath) {
CTString str;
str.PrintF(TRANSV("Exotech larva reduced %s to pulp."), (const char *) strPlayerName);
return str;
}
/* Entity info */
void *GetEntityInfo(void) {
return &eiExotechLarva;
};
virtual const CTFileName &GetComputerMessageName(void) const {
static DECLARE_CTFILENAME(fnmLarva, "DataMP\\Messages\\Enemies\\ExotechLarva.txt");
return fnmLarva;
};
void Precache(void) {
CEnemyBase::Precache();
PrecacheClass(CLASS_BASIC_EFFECT, BET_ROCKET );
PrecacheClass(CLASS_BASIC_EFFECT, BET_CANNON );
PrecacheClass(CLASS_BLOOD_SPRAY );
PrecacheClass(CLASS_PROJECTILE, PRT_LARVA_TAIL_PROJECTILE);
PrecacheClass(CLASS_PROJECTILE, PRT_LARVA_PLASMA);
PrecacheModel (MODEL_EXOTECHLARVA );
PrecacheTexture(TEXTURE_EXOTECHLARVA );
PrecacheModel (MODEL_BODY );
PrecacheTexture(TEXTURE_BODY );
PrecacheModel (MODEL_BEAM );
PrecacheTexture(TEXTURE_BEAM );
PrecacheModel (MODEL_ENERGYBEAMS );
PrecacheTexture(TEXTURE_ENERGYBEAMS );
PrecacheModel (MODEL_FLARE );
PrecacheTexture(TEXTURE_FLARE );
PrecacheModel (MODEL_WING );
PrecacheTexture(TEXTURE_WING );
PrecacheModel (MODEL_PLASMAGUN );
PrecacheTexture(TEXTURE_PLASMAGUN );
PrecacheModel (MODEL_BLADES );
PrecacheModel (MODEL_DEBRIS_BODY );
PrecacheModel (MODEL_DEBRIS_TAIL01 );
PrecacheModel (MODEL_DEBRIS_TAIL02 );
PrecacheModel (MODEL_DEBRIS_FLESH );
PrecacheTexture(TEXTURE_DEBRIS_FLESH );
PrecacheModel (MODEL_PLASMA );
PrecacheTexture(TEXTURE_PLASMA );
PrecacheModel (MODEL_BODY );
PrecacheTexture(TEXTURE_BODY );
PrecacheSound(SOUND_FIRE_PLASMA );
PrecacheSound(SOUND_FIRE_TAIL );
PrecacheSound(SOUND_LASER_CHARGE );
PrecacheSound(SOUND_DEATH );
PrecacheSound(SOUND_ARMDESTROY );
PrecacheSound(SOUND_CHIRP );
PrecacheSound(SOUND_DEPLOYLASER );
};
// get the plasma ball attachments
CModelObject *PlasmaLeftModel(void) {
CAttachmentModelObject *amo = GetModelObject()->GetAttachmentModel(BODY_ATTACHMENT_ARM_LEFT);
amo = amo->amo_moModelObject.GetAttachmentModel(ARM_ATTACHMENT_PLASMAGUN);
return &(amo->amo_moModelObject);
};
CModelObject *PlasmaRightModel(void) {
CAttachmentModelObject *amo = GetModelObject()->GetAttachmentModel(BODY_ATTACHMENT_ARM_RIGHT);
amo = amo->amo_moModelObject.GetAttachmentModel(ARM_ATTACHMENT_PLASMAGUN);
return &(amo->amo_moModelObject);
};
BOOL RechargerActive() {
if (((CExotechLarvaCharger *)&*m_penRecharger)->m_bActive) {
return TRUE;
}
return FALSE;
}
/*void CheckRechargerTargets(void) {
m_bRechargerExists = FALSE;
CEntityPointer *penModel = &m_penRCModel01;
CEntityPointer *penMarker = &m_penRCMarker01;
for (INDEX i=0; i<4; i++) {
// if model pointer is valid and model is not destroyed
if (&*penModel[i]) {
if (!((*penModel[i]).en_ulFlags&ENF_DELETED)) {
// at least one exists
m_bRechargerExists = TRUE;
} else if (m_penRechargerTarget==&*penMarker[i]) {
m_penRechargerTarget=NULL;
penMarker[i] = NULL;
}
// otherwise make sure it is not the current recharging target
} else if (m_penRechargerTarget==&*penMarker[i]) {
m_penRechargerTarget=NULL;
penMarker[i] = NULL;
}
}
}
BOOL CurrentRechargerExists(void) {
if (m_penRechargerTarget) {
if (!(m_penRechargerTarget->en_ulFlags&ENF_DELETED)) { return TRUE; };
}
return FALSE;
}
BOOL FindClosestRecharger(void) {
FLOAT fDistance = UpperLimit(1.0f);
m_penRechargerTarget = NULL;
if (m_penRCMarker01) {
if (DistanceTo(this, m_penRCMarker01)<fDistance) {
m_penRechargerTarget = m_penRCMarker01;
fDistance = DistanceTo(this, m_penRCMarker01);
}
}
if (m_penRCMarker02) {
if (DistanceTo(this, m_penRCMarker02)<fDistance) {
m_penRechargerTarget = m_penRCMarker02;
fDistance = DistanceTo(this, m_penRCMarker02);
}
}
if (m_penRCMarker03) {
if (DistanceTo(this, m_penRCMarker03)<fDistance) {
m_penRechargerTarget = m_penRCMarker03;
fDistance = DistanceTo(this, m_penRCMarker03);
}
}
if (m_penRCMarker04) {
if (DistanceTo(this, m_penRCMarker04)<fDistance) {
m_penRechargerTarget = m_penRCMarker04;
}
}
return (m_penRechargerTarget==NULL ? FALSE : TRUE);
}*/
void RemoveWing(INDEX iArm) {
// right arm
if (iArm==ARM_RIGHT) {
RemoveAttachmentFromModel(*GetModelObject(), BODY_ATTACHMENT_ARM_RIGHT);
}
// left arm
if (iArm==ARM_LEFT) {
RemoveAttachmentFromModel(*GetModelObject(), BODY_ATTACHMENT_ARM_LEFT);
}
}
ANGLE GetArmsPitch(void) {
if (m_bLeftArmActive) {
CAttachmentModelObject &amo = *GetModelObject()->GetAttachmentModel(BODY_ATTACHMENT_ARM_LEFT);
return (amo.amo_plRelative.pl_OrientationAngle(2) + GetPlacement().pl_OrientationAngle(2));
}
return 0.0f;
}
ULONG SetDesiredMovement(void)
{
ULONG ulFlags = 0;
FLOAT3D vPos;
CEntity *penMarker = m_penMarkerNew;
CEntity *penTarget;
if (m_ltTarget==LT_ENEMY && m_penEnemy) { penTarget = m_penEnemy; }
else if (m_ltTarget==LT_RECHARGER) { penTarget = m_penRecharger; }
else { return ulFlags; }
// CPrintF("target = %s at %f\n", penTarget->GetName(), _pTimer->CurrentTick());
if (IsOnMarker(m_penMarkerNew)) {
PATH_FindNextMarker(penTarget, GetPlacement().pl_PositionVector,
penTarget->GetPlacement().pl_PositionVector, penMarker, vPos);
if (penMarker!=NULL) {
// remember the old marker
m_penMarkerOld = m_penMarkerNew;
// and set the new target
m_penMarkerNew = penMarker;
}
MoveToMarker(m_penMarkerNew);
ulFlags |= MF_MOVEZ;
} else {
MoveToMarker(m_penMarkerNew);
ulFlags |= MF_MOVEZ;
}
if (m_ltTarget==LT_ENEMY && DistanceTo(this, penTarget)<m_fStopRadius) {
ForceFullStop();
}
return ulFlags;
};
void MoveToMarker(CEntity *penMarker) {
if(penMarker==NULL) { return; }
FLOAT3D vDesiredDir = penMarker->GetPlacement().pl_PositionVector -
GetPlacement().pl_PositionVector;
if (vDesiredDir.Length()>0.0f) {
vDesiredDir.Normalize();
FLOAT3D vSpeed = vDesiredDir*m_fAttackRunSpeed;
SetDesiredTranslation(vSpeed);
}
}
// pre moving
void PreMoving() {
if (m_bActive && !m_bRenderLeftLaser && !m_bRenderRightLaser) {
// rotate to enemy
if (m_penEnemy!=NULL) {
FLOAT3D vToEnemy;
vToEnemy = (m_penEnemy->GetPlacement().pl_PositionVector -
GetPlacement().pl_PositionVector).Normalize();
ANGLE3D aAngle;
DirectionVectorToAngles(vToEnemy, aAngle);
aAngle(1) = aAngle(1) - GetPlacement().pl_OrientationAngle(1);
aAngle(1) = NormalizeAngle(aAngle(1));
SetDesiredRotation(FLOAT3D(aAngle(1)*2.0f, 0.0f, 0.0f));
} else {
SetDesiredRotation(FLOAT3D(0.0f, 0.0f, 0.0f));
}
// lower speed if needed, not to miss the marker
if (en_vCurrentTranslationAbsolute.Length()*_pTimer->TickQuantum*2.0f >
DistanceTo(this, m_penMarkerNew)) {
FLOAT3D vToMarker = m_penMarkerNew->GetPlacement().pl_PositionVector -
GetPlacement().pl_PositionVector;
SetDesiredTranslation(vToMarker/_pTimer->TickQuantum) ;
}
// stop when on marker
if (IsOnMarker(m_penMarkerNew)) {
ForceStopTranslation();
}
} else {
ForceFullStop();
}
CEnemyBase::PreMoving();
}
void RenderParticles(void)
{
FLOATmatrix3D m;
CPlacement3D plLarva;
if (m_bRenderLeftLaser || m_bRenderRightLaser) {
plLarva = GetLerpedPlacement();
MakeRotationMatrix(m, plLarva.pl_OrientationAngle);
}
if (m_bRenderLeftLaser) {
FLOAT3D vSource = (FIREPOS_LASER_LEFT*m_fStretch)*m + plLarva.pl_PositionVector;
Particles_ExotechLarvaLaser(this, vSource, m_vLeftLaserTarget);
}
if (m_bRenderRightLaser) {
FLOAT3D vSource = (FIREPOS_LASER_RIGHT*m_fStretch)*m + plLarva.pl_PositionVector;
Particles_ExotechLarvaLaser(this, vSource, m_vRightLaserTarget);
}
if (m_bRechargePose && ((CExotechLarvaCharger *)&*m_penRecharger)->m_bBeamActive)
{
Particles_LarvaEnergy(this, FLOAT3D(0.0f, LARVA_HANDLE_TRANSLATE, 0.0f)*m_fStretch);
}
}
void SizeModel(void)
{
return;
}
void UpdateFiringPos() {
m_vFirePosLeftLaserAbs = (FIREPOS_LASER_LEFT*m_fStretch)*GetRotationMatrix() + GetPlacement().pl_PositionVector;
m_vFirePosRightLaserAbs = (FIREPOS_LASER_RIGHT*m_fStretch)*GetRotationMatrix() + GetPlacement().pl_PositionVector;
}
void BlowUp(void)
{
NOTHING;
}
// adjust sound and watcher parameters here if needed
void EnemyPostInit(void)
{
m_soFire1.Set3DParameters(600.0f, 150.0f, 2.0f, 1.0f);
m_soFire2.Set3DParameters(600.0f, 150.0f, 2.0f, 1.0f);
m_soFire3.Set3DParameters(600.0f, 150.0f, 2.0f, 1.0f);
m_soVoice.Set3DParameters(600.0f, 150.0f, 2.0f, 1.0f);
m_soChirp.Set3DParameters(150.0f, 50.0f, 2.0f, 1.0f);
m_soLaser.Set3DParameters(300.0f, 200.0f, 3.0f, 1.0f);
}
void FireLaser(void)
{
FLOAT3D vLaserTarget;
if (!m_penEnemy) { return; }
if (IsVisible(m_penEnemy)) {
vLaserTarget = m_penEnemy->GetPlacement().pl_PositionVector;
} else if (TRUE) {
vLaserTarget = m_vPlayerSpotted;
}
// cast 1st ray
CCastRay crRay1( this, m_vFirePosLeftLaserAbs, vLaserTarget);
crRay1.cr_fTestR = 0.10f;
crRay1.cr_bHitTranslucentPortals = FALSE;
crRay1.cr_bPhysical = FALSE;
crRay1.cr_ttHitModels = CCastRay::TT_COLLISIONBOX;
GetWorld()->CastRay(crRay1);
// if entity is hit
if( crRay1.cr_penHit != NULL) {
m_bRenderLeftLaser = TRUE;
m_vLeftLaserTarget = crRay1.cr_vHit;
// apply damage
InflictDirectDamage( crRay1.cr_penHit, this, DMT_BURNING, 25.0f,
FLOAT3D(0, 0, 0), (m_vFirePosLeftLaserAbs-m_vLeftLaserTarget).Normalize());
if (crRay1.cr_penHit->GetRenderType()!=RT_BRUSH) {
crRay1.cr_ttHitModels = CCastRay::TT_NONE;
GetWorld()->ContinueCast(crRay1);
if (crRay1.cr_penHit != NULL) {
m_vLeftLaserTarget = crRay1.cr_vHit;
}
}
} else if (TRUE) {
m_bRenderLeftLaser = FALSE;
}
// cast 2nd ray
CCastRay crRay2( this, m_vFirePosRightLaserAbs, vLaserTarget);
crRay2.cr_fTestR = 0.10f;
crRay2.cr_bHitTranslucentPortals = FALSE;
crRay2.cr_bPhysical = FALSE;
crRay2.cr_ttHitModels = CCastRay::TT_COLLISIONBOX;
GetWorld()->CastRay(crRay2);
// if entity is hit
if( crRay2.cr_penHit != NULL) {
m_bRenderRightLaser = TRUE;
m_vRightLaserTarget = crRay2.cr_vHit;
// apply damage
InflictDirectDamage( crRay2.cr_penHit, this, DMT_BURNING, 25.0f,
FLOAT3D(0, 0, 0), (m_vFirePosRightLaserAbs-m_vRightLaserTarget).Normalize());
if (crRay2.cr_penHit->GetRenderType()!=RT_BRUSH) {
crRay2.cr_ttHitModels = CCastRay::TT_NONE;
GetWorld()->ContinueCast(crRay2);
if (crRay2.cr_penHit != NULL) {
m_vRightLaserTarget = crRay2.cr_vHit;
}
}
} else if (TRUE) {
m_bRenderRightLaser = FALSE;
}
}
void ExplodeLaser(void)
{
if (m_bRenderLeftLaser) {
ESpawnEffect eSpawnEffect;
eSpawnEffect.colMuliplier = C_WHITE|CT_OPAQUE;
eSpawnEffect.betType = BET_CANNON;
eSpawnEffect.vStretch = FLOAT3D(m_fStretch*0.5, m_fStretch*0.5, m_fStretch*0.5);
CEntityPointer penExplosion = CreateEntity(CPlacement3D(m_vLeftLaserTarget,
ANGLE3D(0.0f, 0.0f, 0.0f)), CLASS_BASIC_EFFECT);
penExplosion->Initialize(eSpawnEffect);
// explosion debris
eSpawnEffect.betType = BET_EXPLOSION_DEBRIS;
penExplosion = CreateEntity(CPlacement3D(m_vLeftLaserTarget,
ANGLE3D(0.0f, 0.0f, 0.0f)), CLASS_BASIC_EFFECT);
penExplosion->Initialize(eSpawnEffect);
// explosion smoke
eSpawnEffect.betType = BET_EXPLOSION_SMOKE;
penExplosion = CreateEntity(CPlacement3D(m_vLeftLaserTarget,
ANGLE3D(0.0f, 0.0f, 0.0f)), CLASS_BASIC_EFFECT);
penExplosion->Initialize(eSpawnEffect);
InflictRangeDamage( this, DMT_EXPLOSION, 25.0f,
m_vLeftLaserTarget, 5.0f, 25.0f);
}
if (m_bRenderRightLaser) {
ESpawnEffect eSpawnEffect;
eSpawnEffect.colMuliplier = C_WHITE|CT_OPAQUE;
eSpawnEffect.betType = BET_CANNON;
eSpawnEffect.vStretch = FLOAT3D(m_fStretch*0.5, m_fStretch*0.5, m_fStretch*0.5);
CEntityPointer penExplosion = CreateEntity(CPlacement3D(m_vLeftLaserTarget,
ANGLE3D(0.0f, 0.0f, 0.0f)), CLASS_BASIC_EFFECT);
penExplosion->Initialize(eSpawnEffect);
// explosion debris
eSpawnEffect.betType = BET_EXPLOSION_DEBRIS;
penExplosion = CreateEntity(CPlacement3D(m_vLeftLaserTarget,
ANGLE3D(0.0f, 0.0f, 0.0f)), CLASS_BASIC_EFFECT);
penExplosion->Initialize(eSpawnEffect);
// explosion smoke
eSpawnEffect.betType = BET_EXPLOSION_SMOKE;
penExplosion = CreateEntity(CPlacement3D(m_vLeftLaserTarget,
ANGLE3D(0.0f, 0.0f, 0.0f)), CLASS_BASIC_EFFECT);
penExplosion->Initialize(eSpawnEffect);
InflictRangeDamage( this, DMT_EXPLOSION, 25.0f,
m_vLeftLaserTarget, 5.0f, 25.0f);
}
}
/****************************************/
/* P R O C E D U R E S */
/****************************************/
procedures:
// override wounding so that Larva doesn't stutter
BeWounded(EDamage eDamage) : CEnemyBase::BeWounded {
return EReturn();
};
ArmExplosion()
{
FLOATmatrix3D mRot;
FLOAT3D vPos;
m_bActive = FALSE;
// right arm
if (m_iExplodingArm==ARM_RIGHT) {
MakeRotationMatrixFast(mRot, ANGLE3D(0.0f, 0.0f, 0.0f));
vPos = FLOAT3D(0.0f, 0.0f, 0.0f);
GetModelForRendering()->GetAttachmentTransformations(BODY_ATTACHMENT_ARM_RIGHT, mRot, vPos, FALSE);
m_plExpArmPos.pl_PositionVector = vPos*GetRotationMatrix() + GetPlacement().pl_PositionVector;
m_plExpArmPos.pl_OrientationAngle = GetPlacement().pl_OrientationAngle;
CAttachmentModelObject &amo0 = *GetModelObject()->GetAttachmentModel(BODY_ATTACHMENT_ARM_RIGHT);
amo0.amo_moModelObject.GetAttachmentTransformations(ARM_ATTACHMENT_PLASMAGUN, mRot, vPos, FALSE);
m_plExpGunPos.pl_PositionVector = vPos*GetRotationMatrix() + GetPlacement().pl_PositionVector;
m_plExpGunPos.pl_OrientationAngle = GetPlacement().pl_OrientationAngle;
m_vExpDamage = FLOAT3D( +12.0f, 15.0f, 0.0f);
if (m_penLeftArmDestroyTarget) {
SendToTarget(m_penLeftArmDestroyTarget, EET_TRIGGER, FixupCausedToPlayer(this, m_penEnemy));
}
}
// left arm
if (m_iExplodingArm==ARM_LEFT) {
MakeRotationMatrixFast(mRot, ANGLE3D(0.0f, 0.0f, 0.0f));
vPos = FLOAT3D(0.0f, 0.0f, 0.0f);
GetModelForRendering()->GetAttachmentTransformations(BODY_ATTACHMENT_ARM_LEFT, mRot, vPos, FALSE);
m_plExpArmPos.pl_PositionVector = vPos*GetRotationMatrix() + GetPlacement().pl_PositionVector;
m_plExpArmPos.pl_OrientationAngle = GetPlacement().pl_OrientationAngle;
m_plExpArmPos.pl_OrientationAngle(1)+=180.0f;
CAttachmentModelObject &amo0 = *GetModelObject()->GetAttachmentModel(BODY_ATTACHMENT_ARM_LEFT);
amo0.amo_moModelObject.GetAttachmentTransformations(ARM_ATTACHMENT_PLASMAGUN, mRot, vPos, FALSE);
m_plExpGunPos.pl_PositionVector = vPos*GetRotationMatrix() + GetPlacement().pl_PositionVector;
m_plExpGunPos.pl_OrientationAngle = GetPlacement().pl_OrientationAngle;
m_vExpDamage = FLOAT3D( -12.0f, 15.0f, 0.0f);
if (m_penRightArmDestroyTarget) {
SendToTarget(m_penRightArmDestroyTarget, EET_TRIGGER, FixupCausedToPlayer(this, m_penEnemy));
}
}
m_aExpArmRot = ANGLE3D(FRnd()*360.0f-180.0f, FRnd()*360.0f-180.0f, FRnd()*360.0f-180.0f);
m_aExpGunRot = ANGLE3D(FRnd()*360.0f-180.0f, FRnd()*360.0f-180.0f, FRnd()*360.0f-180.0f);
m_vExpDamage = m_vExpDamage*GetRotationMatrix();
if (m_iExplodingArm==ARM_RIGHT) { m_bRightArmActive = FALSE; }
if (m_iExplodingArm==ARM_LEFT) { m_bLeftArmActive = FALSE; }
PlaySound(m_soVoice, SOUND_ARMDESTROY, SOF_3D);
// spawn explosion #1
CPlacement3D pl = GetPlacement();
pl.pl_PositionVector += FLOAT3D(0.0f, LARVA_HANDLE_TRANSLATE, 0.0f);
ShakeItBaby(_pTimer->CurrentTick(), 0.5f, FALSE);
ESpawnEffect eSpawnEffect;
eSpawnEffect.colMuliplier = C_WHITE|CT_OPAQUE;
eSpawnEffect.betType = BET_CANNON;
eSpawnEffect.vStretch = FLOAT3D(m_fStretch*0.5, m_fStretch*0.5, m_fStretch*0.5);
CEntityPointer penExplosion = CreateEntity(pl, CLASS_BASIC_EFFECT);
penExplosion->Initialize(eSpawnEffect);
autowait(FRnd()*0.25f+0.15f);
// spawn explosion #2
ShakeItBaby(_pTimer->CurrentTick(), 0.5f, FALSE);
ESpawnEffect eSpawnEffect;
eSpawnEffect.colMuliplier = C_WHITE|CT_OPAQUE;
eSpawnEffect.betType = BET_CANNON;
eSpawnEffect.vStretch = FLOAT3D(m_fStretch, m_fStretch, m_fStretch);
CPlacement3D plMiddle;
plMiddle.pl_PositionVector = (m_plExpArmPos.pl_PositionVector + m_plExpGunPos.pl_PositionVector)/2.0f;
plMiddle.pl_OrientationAngle = m_plExpArmPos.pl_OrientationAngle;
CEntityPointer penExplosion = CreateEntity(plMiddle, CLASS_BASIC_EFFECT);
penExplosion->Initialize(eSpawnEffect);
autowait(FRnd()*0.15f+0.15f);
// spawn explosion #3 & #4
CPlacement3D pl = GetPlacement();
pl.pl_PositionVector += FLOAT3D(0.0f, LARVA_HANDLE_TRANSLATE, 0.0f);
ShakeItBaby(_pTimer->CurrentTick(), 1.0f, FALSE);
ESpawnEffect eSpawnEffect;
eSpawnEffect.colMuliplier = C_WHITE|CT_OPAQUE;
eSpawnEffect.betType = BET_CANNON;
eSpawnEffect.vStretch = FLOAT3D(m_fStretch*1.5,m_fStretch*1.5,m_fStretch*1.5);
CEntityPointer penExplosion = CreateEntity(pl, CLASS_BASIC_EFFECT);
penExplosion->Initialize(eSpawnEffect);
eSpawnEffect.betType = BET_ROCKET;
penExplosion = CreateEntity(m_plExpGunPos, CLASS_BASIC_EFFECT);
penExplosion->Initialize(eSpawnEffect);
SpawnWingDebris();
RemoveWing(m_iExplodingArm);
// wait a little bit 'to recover'
autowait(1.5f);
m_bExploding = FALSE;
m_bActive = TRUE;
// restart behaveour
SendEvent(EBegin());
return EReturn();
}
Die(EDeath eDeath) : CEnemyBase::Die {
m_penDeathInflictor = eDeath.eLastDamage.penInflictor;
m_bActive = FALSE;
m_iExplosions = 8;
PlaySound(m_soChirp, SOUND_DEATH, SOF_3D);
m_soLaser.Stop();
// spawn explosions
while ((m_iExplosions--)>0)
{
ShakeItBaby(_pTimer->CurrentTick(), 0.5f, FALSE);
// randomize explosion position and size
CPlacement3D plExplosion;
plExplosion.pl_OrientationAngle = ANGLE3D(0.0f, 0.0f, 0.0f);
plExplosion.pl_PositionVector = FLOAT3D(FRnd()*2.0-1.0f, FRnd()*3.0-1.5f+LARVA_HANDLE_TRANSLATE, FRnd()*2.0-1.0f)*m_fStretch + GetPlacement().pl_PositionVector;
FLOAT vExpSize = (FRnd()*0.7f+0.7f)*m_fStretch;
ESpawnEffect eSpawnEffect;
eSpawnEffect.colMuliplier = C_WHITE|CT_OPAQUE;
eSpawnEffect.betType = BET_CANNON;
eSpawnEffect.vStretch = FLOAT3D(vExpSize, vExpSize, vExpSize);
CEntityPointer penExplosion = CreateEntity(plExplosion, CLASS_BASIC_EFFECT);
penExplosion->Initialize(eSpawnEffect);
autowait(FRnd()*0.05f+0.35f);
}
ShakeItBaby(_pTimer->CurrentTick(), 2.0f, FALSE);
// final explosions
CPlacement3D plExplosion;
plExplosion.pl_OrientationAngle = ANGLE3D(0.0f, 0.0f, 0.0f);
plExplosion.pl_PositionVector = FLOAT3D(0.0f,-1.5f+LARVA_HANDLE_TRANSLATE, 1.5f)*m_fStretch + GetPlacement().pl_PositionVector;
ESpawnEffect eSpawnEffect;
eSpawnEffect.colMuliplier = C_WHITE|CT_OPAQUE;
eSpawnEffect.betType = BET_CANNON;
eSpawnEffect.vStretch = FLOAT3D(m_fStretch, m_fStretch, m_fStretch)*2.0f;
CEntityPointer penExplosion = CreateEntity(plExplosion, CLASS_BASIC_EFFECT);
penExplosion->Initialize(eSpawnEffect);
plExplosion.pl_PositionVector = FLOAT3D(-1.0f,-0.2f+LARVA_HANDLE_TRANSLATE,-1.5f)*m_fStretch + GetPlacement().pl_PositionVector;
penExplosion = CreateEntity(plExplosion, CLASS_BASIC_EFFECT);
penExplosion->Initialize(eSpawnEffect);
plExplosion.pl_PositionVector = FLOAT3D(1.0f, 1.7f+LARVA_HANDLE_TRANSLATE, 0.1f)*m_fStretch + GetPlacement().pl_PositionVector;
penExplosion = CreateEntity(plExplosion, CLASS_BASIC_EFFECT);
penExplosion->Initialize(eSpawnEffect);
plExplosion.pl_PositionVector = GetPlacement().pl_PositionVector;
eSpawnEffect.betType = BET_ROCKET;
penExplosion = CreateEntity(plExplosion, CLASS_BASIC_EFFECT);
penExplosion->Initialize(eSpawnEffect);
// end debris
m_vExpDamage = FLOAT3D( 0.0f, 15.0f, 0.0f);
FLOAT3D vTranslation = m_vExpDamage;
CPlacement3D plDebris = GetPlacement();
plDebris.pl_PositionVector += FLOAT3D(0.0f, LARVA_HANDLE_TRANSLATE, 0.0f);
Debris_Begin(EIBT_FLESH, DPT_BLOODTRAIL, BET_BLOODSTAIN, 1.0f, m_vExpDamage, en_vCurrentTranslationAbsolute, 5.0f, 2.0f);
Debris_Spawn_Independent(this, this, MODEL_DEBRIS_BODY, TEXTURE_BODY, 0, 0, 0, 0, m_fStretch,
plDebris, vTranslation, ANGLE3D(45.0f, 230.0f, 0.0f));
vTranslation += FLOAT3D(FRnd()*4.0f-2.0f, FRnd()*4.0f-2.0f, FRnd()*4.0f-2.0f);
Debris_Spawn_Independent(this, this, MODEL_DEBRIS_TAIL01, TEXTURE_BODY, 0, 0, 0, 0, m_fStretch,
plDebris, vTranslation, ANGLE3D(15.0f, 130.0f, 0.0f));
vTranslation += FLOAT3D(FRnd()*4.0f-2.0f, FRnd()*4.0f-2.0f, FRnd()*4.0f-2.0f);
Debris_Spawn_Independent(this, this, MODEL_DEBRIS_TAIL02, TEXTURE_BODY, 0, 0, 0, 0, m_fStretch,
plDebris, vTranslation, ANGLE3D(145.0f, 30.0f, 0.0f));
for (INDEX i=0; i<8; i++) {
Debris_Spawn(this, this, MODEL_DEBRIS_FLESH, TEXTURE_DEBRIS_FLESH , 0, 0, 0, 0, m_fStretch,
FLOAT3D(FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f+LARVA_HANDLE_TRANSLATE, FRnd()*0.6f+0.2f));
}
// explosion
eSpawnEffect.colMuliplier = C_WHITE|CT_OPAQUE;
eSpawnEffect.betType = BET_EXPLOSION_DEBRIS;
eSpawnEffect.vStretch = FLOAT3D(1,1,1);
penExplosion = CreateEntity(plExplosion, CLASS_BASIC_EFFECT);
penExplosion->Initialize(eSpawnEffect);
// explosion smoke
eSpawnEffect.betType = BET_EXPLOSION_SMOKE;
penExplosion = CreateEntity(plExplosion, CLASS_BASIC_EFFECT);
penExplosion->Initialize(eSpawnEffect);
EDeath eDeath;
eDeath.eLastDamage.penInflictor = m_penDeathInflictor;
EActivateBeam eab;
eab.bTurnOn = FALSE;
m_penRecharger->SendEvent(eab);
if (m_penDeathTarget) {
SendToTarget(m_penDeathTarget, EET_TRIGGER, FixupCausedToPlayer(this, m_penEnemy));
}
jump CEnemyBase::Die(eDeath);
}
Fire(EVoid) : CEnemyBase::Fire {
UpdateFiringPos();
// if larva has at least one wing
if (m_bLeftArmActive || m_bRightArmActive) {
m_iRnd = IRnd()%9;
if (m_iRnd>6 && !m_bRechargePose && GetHealth()>0.1f*m_fMaxHealth) {
PlaySound(m_soFire3, SOUND_FIRE_TAIL, SOF_3D);
ShootTailProjectile();
}
if (m_iRnd>6 && m_bRechargePose) {
m_iRnd = 3;
}
if (m_iRnd>3) {
return EReturn();
}
while(m_iRnd>0) {
if (m_bLeftArmActive) {
PlaySound(m_soFire1, SOUND_FIRE_PLASMA, SOF_3D);
ShootProjectile(PRT_LARVA_PLASMA, m_vFirePosLeftPlasmaRel, ANGLE3D(0, 0, 0));
RemoveAttachmentFromModel(*PlasmaLeftModel(), PLASMAGUN_ATTACHMENT_PROJECTILE);
autowait(0.25f);
PlasmaLeftModel()->PlayAnim(PLASMAGUN_ANIM_SPAWNING, 0);
autowait(0.25f);
AddAttachmentToModel(this, *PlasmaLeftModel(), PLASMAGUN_ATTACHMENT_PROJECTILE, MODEL_PLASMA, TEXTURE_PLASMA, 0, 0, 0);
CAttachmentModelObject *amo = PlasmaLeftModel()->GetAttachmentModel(BODY_ATTACHMENT_ARM_LEFT);
amo->amo_moModelObject.StretchModel(FLOAT3D(m_fStretch, m_fStretch, m_fStretch));
}
if (m_bRightArmActive) {
PlaySound(m_soFire2, SOUND_FIRE_PLASMA, SOF_3D);
ShootProjectile(PRT_LARVA_PLASMA, m_vFirePosRightPlasmaRel, ANGLE3D(0, 0, 0));
RemoveAttachmentFromModel(*PlasmaRightModel(), PLASMAGUN_ATTACHMENT_PROJECTILE);
autowait(0.25f);
PlasmaRightModel()->PlayAnim(PLASMAGUN_ANIM_SPAWNING, 0);
autowait(0.25f);
AddAttachmentToModel(this, *PlasmaRightModel(), PLASMAGUN_ATTACHMENT_PROJECTILE, MODEL_PLASMA, TEXTURE_PLASMA, 0, 0, 0);
CAttachmentModelObject *amo = PlasmaRightModel()->GetAttachmentModel(BODY_ATTACHMENT_ARM_LEFT);
amo->amo_moModelObject.StretchModel(FLOAT3D(m_fStretch, m_fStretch, m_fStretch));
}
m_iRnd--;
}
// if no wings left fire laser
} else if (TRUE) {
m_iRnd = IRnd()%10;
if (m_iRnd>6 && !m_bRechargePose && GetHealth()>0.1f*m_fMaxHealth) {
PlaySound(m_soFire3, SOUND_FIRE_TAIL, SOF_3D);
ShootTailProjectile();
}
if (m_iRnd<4 && _pTimer->CurrentTick()>m_tmDontFireLaserBefore) {
PlaySound(m_soLaser, SOUND_LASER_CHARGE, SOF_3D);
SpawnReminder(this, 3.0f, 129);
m_tmDontFireLaserBefore = _pTimer->CurrentTick()+m_fMinimumLaserWait;
}
}
PerhapsChangeTarget();
return EReturn();
}
Hit(EVoid) : CEnemyBase::Hit {
return EReturn();
}
BeIdle(EVoid) : CEnemyBase::BeIdle {
PerhapsChangeTarget();
autowait(0.5f);
while (TRUE) {
FindNewTarget();
SendEvent(EReconsiderBehavior());
autowait(0.5f);
}
};
LarvaLoop() {
FindNewTarget();
SendEvent(EReconsiderBehavior());
StartModelAnim(BODY_ANIM_IDLE, AOF_SMOOTHCHANGE|AOF_LOOPING);
SpawnReminder(this, 0.5f, 128);
SpawnReminder(this, 0.5f, 145); // fire guided reminder
wait () {
on (EBegin) :
{
if (!m_bLeftArmActive && !m_bRightArmActive) {
CModelObject &amo = GetModelObject()->GetAttachmentModel(BODY_ATTACHMENT_BACKARMS)->amo_moModelObject;
amo.PlayAnim(BACKARMS_ANIM_ACTIVATING, AOF_SMOOTHCHANGE|AOF_NORESTART);
PlaySound(m_soFire1, SOUND_DEPLOYLASER, SOF_3D);
SpawnReminder(this, amo.GetAnimLength(BACKARMS_ANIM_ACTIVATING), 160);
}
call CEnemyBase::MainLoop();
}
on (ELarvaArmDestroyed ead) :
{
m_iExplodingArm = ead.iArm;
call ArmExplosion();
}
on (ELarvaRechargePose elrp) :
{
if (elrp.bStart==TRUE && m_bRechargePose!=TRUE) {
StartModelAnim(BODY_ANIM_TORECHARGING, AOF_SMOOTHCHANGE|AOF_NORESTART);
SpawnReminder(this, GetModelObject()->GetAnimLength(BODY_ANIM_TORECHARGING), 156);
}
if (elrp.bStart==FALSE && m_bRechargePose!=FALSE) {
StartModelAnim(BODY_ANIM_FROMRECHARGING, AOF_SMOOTHCHANGE|AOF_NORESTART);
SpawnReminder(this, GetModelObject()->GetAnimLength(BODY_ANIM_FROMRECHARGING), 157);
}
resume;
}
on (EReminder er) :
{
// if this is not our reminder, pass (although there are no states below this?)
if (er.iValue==128) {
// while recharger is active keep respawning the reminder to return here
if (RechargerActive()) {
SpawnReminder(this, 1.0f, 128);
} else {
m_bRecharging = FALSE;
m_ltTarget = LT_ENEMY;
// return to idle pose
ELarvaRechargePose elrp;
elrp.bStart = FALSE;
SendEvent(elrp);
}
// if larva is in recharge mode and close enough to recharger and beam is up
if (m_bActive && m_bRecharging && DistanceXZ(this, m_penRecharger)<5.0f) {
if (m_bRechargePose) {
if (((CExotechLarvaCharger *)&*m_penRecharger)->m_bBeamActive)
{
if (!m_bRechargedAtLeastOnce) {
if (m_penFirstRechargeTarget) {
SendToTarget(m_penFirstRechargeTarget , EET_TRIGGER, FixupCausedToPlayer(this, m_penEnemy));
}
m_bRechargedAtLeastOnce = TRUE;
}
SetHealth(ClampUp(GetHealth()+m_fRechargePerSecond, m_fMaxHealth*m_fMaxRechargedHealth));
if (GetHealth()>m_fMaxHealth*0.95) {
m_ltTarget = LT_ENEMY;
m_bRecharging = FALSE;
// deactivate beam
EActivateBeam eab;
eab.bTurnOn = FALSE;
m_penRecharger->SendEvent(eab);
// return to idle pose
ELarvaRechargePose elrp;
elrp.bStart = FALSE;
SendEvent(elrp);
}
} else if (TRUE) {
EActivateBeam eab;
eab.bTurnOn = TRUE;
m_penRecharger->SendEvent(eab);
}
} else {
ELarvaRechargePose elrp;
elrp.bStart = TRUE;
SendEvent(elrp);
}
}
// if larva is in normal mode
else if (TRUE) {
if (GetHealth()<(m_fLarvaHealth*0.7f)) {
if (!RechargerActive()) {
m_ltTarget = LT_ENEMY;
} else {
m_bRecharging = TRUE;
m_ltTarget = LT_RECHARGER;
}
}
}
resume;
// check to see if guided missile firing is needed
} else if (er.iValue==145) {
FindNewTarget();
if (AnyPlayerCloserThen(9.0f) && GetHealth()>0.1f*m_fMaxHealth) {
UpdateFiringPos();
PlaySound(m_soFire3, SOUND_FIRE_TAIL, SOF_3D);
ShootTailProjectile();
}
else if (m_penEnemy && GetHealth()>0.1f*m_fMaxHealth) {
if (!IsVisible(m_penEnemy)) {
INDEX iRnd = IRnd()%6;
if (iRnd>4) {
UpdateFiringPos();
PlaySound(m_soFire3, SOUND_FIRE_TAIL, SOF_3D);
ShootTailProjectile();
}
}
}
SpawnReminder(this, 0.5f, 145);
resume;
// begin rendering laser
} else if (er.iValue==129) {
if (m_bActive && m_bLaserActive) { FireLaser(); }
SpawnReminder(this, 0.35f, 130);
resume;
// explode the laser without turning it off
} else if (er.iValue==130) {
if (m_bActive) { ExplodeLaser(); }
SpawnReminder(this, 0.75f, 131);
resume;
// finally stop rendering the laser
} else if (er.iValue==131) {
m_bRenderLeftLaser = FALSE;
m_bRenderRightLaser = FALSE;
resume;
// start charging anim
} else if (er.iValue==156) {
m_bRechargePose = TRUE;
StartModelAnim(BODY_ANIM_RECHARGING, AOF_SMOOTHCHANGE|AOF_LOOPING);
resume;
// return to idle anim
} else if (er.iValue==157) {
m_bRechargePose = FALSE;
StartModelAnim(BODY_ANIM_IDLE, AOF_SMOOTHCHANGE|AOF_LOOPING);
// stop charging anim
} else if (er.iValue==160) {
CModelObject &amo = GetModelObject()->GetAttachmentModel(BODY_ATTACHMENT_BACKARMS)->amo_moModelObject;
amo.PlayAnim(BACKARMS_ANIM_ACTIVE, AOF_SMOOTHCHANGE|AOF_LOOPING);
m_bLaserActive = TRUE;
}
resume;
}
}
}
Main(EVoid) {
// declare yourself as a model
InitAsModel();
SetPhysicsFlags(EPF_MODEL_FLYING|EPF_HASLUNGS|EPF_ABSOLUTETRANSLATE);
SetCollisionFlags(ECF_MODEL);
SetFlags(GetFlags()|ENF_ALIVE);
en_fDensity = 2000.0f;
// set your appearance
SetModel(MODEL_BODY);
SetModelMainTexture(TEXTURE_BODY);
// add left side attachments
AddAttachmentToModel(this, *GetModelObject(), BODY_ATTACHMENT_ARM_LEFT, MODEL_WING, TEXTURE_WING, 0, 0, 0);
CModelObject &amo0 = GetModelObject()->GetAttachmentModel(BODY_ATTACHMENT_ARM_LEFT)->amo_moModelObject;
AddAttachmentToModel(this, amo0, ARM_ATTACHMENT_PLASMAGUN, MODEL_PLASMAGUN, TEXTURE_PLASMAGUN, 0, 0, 0);
// add right side attachments
AddAttachmentToModel(this, *GetModelObject(), BODY_ATTACHMENT_ARM_RIGHT, MODEL_WING, TEXTURE_WING, 0, 0, 0);
CModelObject &amo1 = GetModelObject()->GetAttachmentModel(BODY_ATTACHMENT_ARM_RIGHT)->amo_moModelObject;
amo1.StretchModel(FLOAT3D(-1.0f, 1.0f, 1.0f));
AddAttachmentToModel(this, amo1, ARM_ATTACHMENT_PLASMAGUN, MODEL_PLASMAGUN, TEXTURE_PLASMAGUN, 0, 0, 0);
CModelObject &amo2 = amo1.GetAttachmentModel(ARM_ATTACHMENT_PLASMAGUN)->amo_moModelObject;
amo2.StretchModel(FLOAT3D(-1.0f, 1.0f, 1.0f));
// add blades
AddAttachmentToModel(this, *GetModelObject(), BODY_ATTACHMENT_BACKARMS, MODEL_BLADES, TEXTURE_BODY, 0, 0, 0);
// add holder
AddAttachmentToModel(this, *GetModelObject(), BODY_ATTACHMENT_EXOTECHLARVA, MODEL_EXOTECHLARVA, TEXTURE_EXOTECHLARVA, 0, 0, 0);
CModelObject &amo3 = GetModelObject()->GetAttachmentModel(BODY_ATTACHMENT_EXOTECHLARVA)->amo_moModelObject;
AddAttachmentToModel(this, amo3, EXOTECHLARVA_ATTACHMENT_BEAM, MODEL_BEAM, TEXTURE_BEAM, 0, 0, 0);
AddAttachmentToModel(this, amo3, EXOTECHLARVA_ATTACHMENT_ENERGYBEAMS, MODEL_ENERGYBEAMS, TEXTURE_ENERGYBEAMS, 0, 0, 0);
AddAttachmentToModel(this, amo3, EXOTECHLARVA_ATTACHMENT_FLARE, MODEL_FLARE, TEXTURE_FLARE, 0, 0, 0);
AddAttachmentToModel(this, *PlasmaLeftModel(), PLASMAGUN_ATTACHMENT_PROJECTILE, MODEL_PLASMA, TEXTURE_PLASMA, 0, 0, 0);
AddAttachmentToModel(this, *PlasmaRightModel(), PLASMAGUN_ATTACHMENT_PROJECTILE, MODEL_PLASMA, TEXTURE_PLASMA, 0, 0, 0);
// set the size of this model
GetModelObject()->StretchModelRelative(FLOAT3D(m_fStretch, m_fStretch, m_fStretch));
m_vFirePosLeftPlasmaRel = FIREPOS_PLASMA_LEFT*m_fStretch;
m_vFirePosRightPlasmaRel = FIREPOS_PLASMA_RIGHT*m_fStretch;
//m_vFirePosMouthRel = FIREPOS_MOUTH*m_fStretch;
m_vFirePosTailRel = FIREPOS_TAIL*m_fStretch;
// this is a boss
m_bBoss = TRUE;
// setup moving speed
m_fWalkSpeed = 0.0f;
m_aWalkRotateSpeed = 100.0f;
m_fAttackRunSpeed = 7.5f;
m_aAttackRotateSpeed = 100.0f;
// setup attack distances
m_fStopDistance = m_fStopRadius;
m_fBlowUpAmount = 100.0f;
m_fBodyParts = 0;
m_fDamageWounded = 0.0f;
m_iScore = 750000;
m_sptType = SPT_BLOOD;
m_fAttackDistance = 100.0f;
m_fCloseDistance = 0.0f;
m_fAttackFireTime = 0.5f;
m_fCloseFireTime = 0.5f;
// set acceleration/deceleration
en_fAcceleration = UpperLimit(1.0f);
en_fDeceleration = UpperLimit(1.0f);
// set health
SetHealth(m_fLarvaHealth);
m_fMaxHealth = m_fLarvaHealth;
m_bActive = TRUE;
m_bExploding = FALSE;
m_bLaserActive = FALSE;
// set stretch factors for height and width
//GetModelObject()->StretchModel(FLOAT3D(2.0f, 2.0f, 2.0f));
ModelChangeNotify();
StandingAnim();
autowait(0.05f);
// make larva invulnerable 'till start marker
m_bInvulnerable = TRUE;
if (!DoSafetyChecks()) {
Destroy();
return;
}
// wait to be triggered
wait() {
on (EBegin) : { resume; }
on (ETrigger) : { stop; }
otherwise (): { resume; }
}
PlaySound(m_soChirp, SOUND_CHIRP, SOF_3D|SOF_LOOP);
// move to first marker
while (DistanceTo(this, m_penMarkerNew)>5.0f) {
wait(0.05f) {
on (EBegin) : { resume; }
on (ETimer) : {
FLOAT3D vToMarker = m_penMarkerNew->GetPlacement().pl_PositionVector - GetPlacement().pl_PositionVector;
vToMarker.Normalize();
SetDesiredTranslation(vToMarker*m_fAttackRunSpeed);
stop;
}
}
}
m_bInvulnerable = FALSE;
// one state under base class to intercept some events
jump LarvaLoop();
//jump CEnemyBase::MainLoop();
};
};