Serious-Engine/Sources/Entities/Mantaman.es
2016-04-08 00:11:36 +02:00

198 lines
5.6 KiB
C++

329
%{
#include "Entities/StdH/StdH.h"
#include "Models/Enemies/MANTAMAN/mantaman.h"
%}
uses "Entities/EnemyDive";
%{
static EntityInfo eiMantamanLiquid = {
EIBT_FLESH, 150.0f,
0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f,
#define FIRE_WATER FLOAT3D(0.0f, 0.5f, -1.25f)
};
%}
class CMantaman : CEnemyDive {
name "Mantaman";
thumbnail "Thumbnails\\Mantaman.tbn";
properties:
1 BOOL m_FixedState "Fixed state" 'X' = FALSE, // fixed state on beginning
components:
0 class CLASS_BASE "Classes\\EnemyDive.ecl",
1 model MODEL_MANTAMAN "Models\\Enemies\\Mantaman\\Mantaman.mdl",
2 texture TEXTURE_MANTAMAN "Models\\Enemies\\Mantaman\\Mantaman.tex",
// ************** SOUNDS **************
50 sound SOUND_IDLE "Models\\Enemies\\Mantaman\\Sounds\\Idle.wav",
51 sound SOUND_SIGHT "Models\\Enemies\\Mantaman\\Sounds\\Sight.wav",
52 sound SOUND_WOUND "Models\\Enemies\\Mantaman\\Sounds\\Wound.wav",
53 sound SOUND_FIRE "Models\\Enemies\\Mantaman\\Sounds\\Fire.wav",
54 sound SOUND_KICK "Models\\Enemies\\Mantaman\\Sounds\\Kick.wav",
55 sound SOUND_DEATH "Models\\Enemies\\Mantaman\\Sounds\\Death.wav",
functions:
/* Entity info */
void *GetEntityInfo(void) {
return &eiMantamanLiquid;
};
/* Receive damage */
void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType,
FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection)
{
// mantaman can't harm mantaman
if (!IsOfClass(penInflictor, "Mantaman")) {
CEnemyDive::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection);
}
};
// damage anim
INDEX AnimForDamage(FLOAT fDamage) {
INDEX iAnim;
switch (IRnd()%2) {
case 0: iAnim = MANTAMAN_ANIM_WOUND01; break;
case 1: iAnim = MANTAMAN_ANIM_WOUND02; break;
default: ASSERTALWAYS("Mantaman unknown liquid damage");
}
StartModelAnim(iAnim, 0);
return iAnim;
};
// death
INDEX AnimForDeath(void) {
StartModelAnim(MANTAMAN_ANIM_DEATH, 0);
return MANTAMAN_ANIM_DEATH;
};
void DeathNotify(void) {
ChangeCollisionBoxIndexWhenPossible(MANTAMAN_COLLISION_BOX_DEATH);
en_fDensity = 500.0f;
};
// virtual anim functions
void StandingAnim(void) {
if (m_FixedState) {
StartModelAnim(MANTAMAN_ANIM_DEFAULT_ANIMATION02, AOF_LOOPING|AOF_NORESTART);
} else {
StartModelAnim(MANTAMAN_ANIM_STANDORANDSWIMSLOW, AOF_LOOPING|AOF_NORESTART);
}
};
void WalkingAnim(void) {
StartModelAnim(MANTAMAN_ANIM_STANDORANDSWIMSLOW, AOF_LOOPING|AOF_NORESTART);
};
void RunningAnim(void) {
StartModelAnim(MANTAMAN_ANIM_SWIMFAST, AOF_LOOPING|AOF_NORESTART);
};
void RotatingAnim(void) {
StartModelAnim(MANTAMAN_ANIM_STANDORANDSWIMSLOW, AOF_LOOPING|AOF_NORESTART);
};
void ChangeCollisionToLiquid() {
ChangeCollisionBoxIndexWhenPossible(MANTAMAN_COLLISION_BOX_DEAFULT);
};
void ChangeCollisionToGround() {
ChangeCollisionBoxIndexWhenPossible(MANTAMAN_COLLISION_BOX_DEAFULT);
};
// virtual sound functions
void IdleSound(void) {
PlaySound(m_soSound, SOUND_IDLE, SOF_3D);
};
void SightSound(void) {
PlaySound(m_soSound, SOUND_SIGHT, SOF_3D);
};
void WoundSound(void) {
PlaySound(m_soSound, SOUND_WOUND, SOF_3D);
};
void DeathSound(void) {
PlaySound(m_soSound, SOUND_DEATH, SOF_3D);
};
procedures:
/************************************************************
* A T T A C K E N E M Y *
************************************************************/
AttackEnemy(EVoid) : CEnemyBase::AttackEnemy {
if (m_FixedState) {
m_FixedState = FALSE;
StartModelAnim(MANTAMAN_ANIM_MORPH, 0);
wait(GetModelObject()->GetAnimLength(MANTAMAN_ANIM_MORPH)) {
on (EBegin) : { resume; }
on (ETimer) : { stop; }
on (EWatch) : { resume; }
on (EDamage) : { resume; }
}
}
jump CEnemyBase::AttackEnemy();
};
DiveFire(EVoid) : CEnemyDive::DiveFire {
// fire projectile
StartModelAnim(MANTAMAN_ANIM_ATTACK01, 0);
autowait(0.3f);
ShootProjectile(PRT_MANTAMAN_FIRE, FIRE_WATER, ANGLE3D(0, 0, 0));
PlaySound(m_soSound, SOUND_FIRE, SOF_3D);
autowait(0.8f);
StandingAnim();
autowait(FRnd()/2 + _pTimer->TickQuantum);
return EReturn();
};
/************************************************************
* M A I N *
************************************************************/
Main(EVoid) {
// declare yourself as a model
InitAsModel();
SetPhysicsFlags(EPF_MODEL_WALKING|EPF_HASGILLS);
SetCollisionFlags(ECF_MODEL);
SetFlags(GetFlags()|ENF_ALIVE);
SetHealth(50.0f);
m_fMaxHealth = 50.0f;
en_tmMaxHoldBreath = 5.0f;
en_fDensity = 1000.0f;
// set your appearance
SetModel(MODEL_MANTAMAN);
SetModelMainTexture(TEXTURE_MANTAMAN);
// dive moving properties
m_fDiveWalkSpeed = FRnd() + 2.0f;
m_aDiveWalkRotateSpeed = FRnd()*10.0f + 500.0f;
m_fDiveAttackRunSpeed = FRnd()*4.0f + 14.0f;
m_aDiveAttackRotateSpeed = FRnd()*25 + 250.0f;
m_fDiveCloseRunSpeed = FRnd()*2.0f + 6.5f;
m_aDiveCloseRotateSpeed = FRnd()*50 + 250.0f;
// attack properties
m_fDiveAttackDistance = 100.0f;
m_fDiveCloseDistance = 0.0f;
m_fDiveStopDistance = 5.0f;
m_fDiveAttackFireTime = 3.0f;
m_fDiveCloseFireTime = 2.0f;
m_fDiveIgnoreRange = 200.0f;
// damage/explode properties
m_fBlowUpAmount = 140.0f;
m_fBodyParts = 4;
m_fDamageWounded = 30.0f;
m_iScore = 2000;
// allowed types
m_EedtType = EDT_DIVE_ONLY;
// continue behavior in base class
jump CEnemyDive::MainLoop();
};
};