mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-23 02:40:26 +01:00
351 lines
10 KiB
C++
Executable File
351 lines
10 KiB
C++
Executable File
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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337
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%{
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#include "EntitiesMP/StdH/StdH.h"
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#include "Models/Enemies/Fish/Fish.h"
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%}
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uses "EntitiesMP/EnemyDive";
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%{
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static EntityInfo eiFish = {
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EIBT_FLESH, 100.0f,
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0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f,
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};
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#define DISTANCE_ELECTRICITY 8.0f
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%}
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class CFish : CEnemyDive {
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name "Fish";
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thumbnail "Thumbnails\\Fish.tbn";
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properties:
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0 BOOL m_bAttackingByElectricity = FALSE,
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1 FLOAT m_tmElectricityTimeStart = 0.0f,
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components:
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0 class CLASS_BASE "Classes\\EnemyDive.ecl",
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1 model MODEL_FISH "Models\\Enemies\\Fish\\Fish.mdl",
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2 texture TEXTURE_FISH "Models\\Enemies\\Fish\\Fish1.tex",
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3 model MODEL_GLOW "Models\\Enemies\\Fish\\Glow.mdl",
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4 texture TEXTURE_GLOW "Models\\Enemies\\Fish\\Glow.tex",
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5 texture TEXTURE_SPECULAR "Models\\SpecularTextures\\Medium.tex",
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// ************** SOUNDS **************
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50 sound SOUND_IDLE "Models\\Enemies\\Fish\\Sounds\\Idle.wav",
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51 sound SOUND_SIGHT "Models\\Enemies\\Fish\\Sounds\\Sight.wav",
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52 sound SOUND_WOUND "Models\\Enemies\\Fish\\Sounds\\Wound.wav",
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53 sound SOUND_DEATH "Models\\Enemies\\Fish\\Sounds\\Death.wav",
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54 sound SOUND_ATTACK "Models\\Enemies\\Fish\\Sounds\\Attack.wav",
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55 sound SOUND_WOUNDAIR "Models\\Enemies\\Fish\\Sounds\\WoundAir.wav",
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56 sound SOUND_DEATHAIR "Models\\Enemies\\Fish\\Sounds\\DeathAir.wav",
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functions:
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// describe how this enemy killed player
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virtual CTString GetPlayerKillDescription(const CTString &strPlayerName, const EDeath &eDeath)
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{
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CTString str;
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str.PrintF(TRANSV("%s was electrocuted by a fish"), (const char *) strPlayerName);
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return str;
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}
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virtual const CTFileName &GetComputerMessageName(void) const {
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static DECLARE_CTFILENAME(fnm, "Data\\Messages\\Enemies\\Fish.txt");
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return fnm;
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};
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void Precache(void) {
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CEnemyBase::Precache();
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PrecacheModel(MODEL_GLOW );
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PrecacheTexture(TEXTURE_GLOW);
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PrecacheSound(SOUND_IDLE);
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PrecacheSound(SOUND_SIGHT);
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PrecacheSound(SOUND_WOUND);
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PrecacheSound(SOUND_DEATH);
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PrecacheSound(SOUND_WOUNDAIR);
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PrecacheSound(SOUND_DEATHAIR);
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PrecacheSound(SOUND_ATTACK);
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};
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/* Entity info */
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void *GetEntityInfo(void)
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{
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return &eiFish;
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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 (dmtType==DMT_DROWNING) {
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//en_tmMaxHoldBreath = -5.0f;
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fDamageAmmount/=2.0f;
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}
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// fish can't harm fish
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if (!IsOfClass(penInflictor, "Fish")) {
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CEnemyDive::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection);
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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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{
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m_bAttackingByElectricity = FALSE;
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INDEX iAnim = FISH_ANIM_WOUND;
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StartModelAnim(iAnim, 0);
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return iAnim;
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};
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// death
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INDEX AnimForDeath(void) {
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if (!m_bInLiquid) {
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return AnimForDamage(10.0f);
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}
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INDEX iAnim;
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switch (IRnd()%3) {
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default: iAnim = FISH_ANIM_DEATH; break;
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case 0: iAnim = FISH_ANIM_DEATH; break;
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case 1: iAnim = FISH_ANIM_DEATH02; break;
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case 2: iAnim = FISH_ANIM_DEATH03; break;
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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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{
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m_bAttackingByElectricity = FALSE;
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en_fDensity = 500.0f;
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};
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void RenderParticles(void)
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{
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if( m_bAttackingByElectricity && m_penEnemy!=NULL)
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{
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// render one lightning toward enemy
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FLOAT3D vSource = GetPlacement().pl_PositionVector;
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FLOAT3D vTarget = m_penEnemy->GetPlacement().pl_PositionVector;
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FLOAT3D vDirection = (vTarget-vSource).Normalize();
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Particles_Ghostbuster(vSource, vTarget, 32, 1.0f);
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// random lightnings arround
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for( INDEX i=0; i<4; i++)
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{
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FLOAT3D vDirection = vSource;
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vDirection(1) += ((FLOAT(rand())/RAND_MAX)-0.5f) * DISTANCE_ELECTRICITY/1.0f;
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vDirection(2) += ((FLOAT(rand())/RAND_MAX)-0.5f) * DISTANCE_ELECTRICITY/1.0f;
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vDirection(3) += ((FLOAT(rand())/RAND_MAX)-0.5f) * DISTANCE_ELECTRICITY/1.0f;
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Particles_Ghostbuster(vSource, vDirection, 32, 1.0f);
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}
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}
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CEnemyBase::RenderParticles();
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}
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// virtual anim functions
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void StandingAnim(void)
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{
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StartModelAnim(FISH_ANIM_IDLE, AOF_LOOPING|AOF_NORESTART);
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};
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void WalkingAnim(void)
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{
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if (m_bInLiquid) {
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StartModelAnim(FISH_ANIM_SWIM, AOF_LOOPING|AOF_NORESTART);
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} else {
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StartModelAnim(FISH_ANIM_WOUND, AOF_LOOPING|AOF_NORESTART);
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}
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};
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void RunningAnim(void)
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{
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WalkingAnim();
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};
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void RotatingAnim(void)
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{
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WalkingAnim();
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};
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// virtual sound functions
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void IdleSound(void)
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{
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PlaySound(m_soSound, SOUND_IDLE, SOF_3D|SOF_NOFILTER);
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};
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void SightSound(void)
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{
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PlaySound(m_soSound, SOUND_SIGHT, SOF_3D|SOF_NOFILTER);
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};
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void WoundSound(void)
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{
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if (m_bInLiquid) {
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PlaySound(m_soSound, SOUND_WOUND, SOF_3D|SOF_NOFILTER);
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} else {
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PlaySound(m_soSound, SOUND_WOUNDAIR, SOF_3D|SOF_NOFILTER);
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}
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};
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void DeathSound(void)
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{
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if (m_bInLiquid) {
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PlaySound(m_soSound, SOUND_DEATH, SOF_3D|SOF_NOFILTER);
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} else {
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PlaySound(m_soSound, SOUND_DEATHAIR, SOF_3D|SOF_NOFILTER);
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}
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};
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BOOL AdjustShadingParameters(FLOAT3D &vLightDirection, COLOR &colLight, COLOR &colAmbient)
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{
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FLOAT fTimePassed = _pTimer->GetLerpedCurrentTick()-m_tmElectricityTimeStart;
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if( m_bAttackingByElectricity && (fTimePassed>0))
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{
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FLOAT fDieFactor = 1.0f;
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if( fTimePassed > 0.25f)
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{
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// calculate light dying factor
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fDieFactor = 1.0f-(ClampUp(fTimePassed-0.25f,0.5f)/0.5f);
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}
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// adjust light fx
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FLOAT fR = 0.7f+0.1f*(FLOAT(rand())/RAND_MAX);
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FLOAT fG = 0.7f+0.2f*(FLOAT(rand())/RAND_MAX);
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FLOAT fB = 0.7f+0.3f*(FLOAT(rand())/RAND_MAX);
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colAmbient = RGBToColor( (UBYTE) (fR*128*fDieFactor), (UBYTE) (fG*128*fDieFactor), (UBYTE) (fB*128*fDieFactor));
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colLight = C_WHITE;
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return CEnemyBase::AdjustShadingParameters(vLightDirection, colLight, colAmbient);
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}
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return CEnemyBase::AdjustShadingParameters(vLightDirection, colLight, colAmbient);
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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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DiveHit(EVoid) : CEnemyDive::DiveHit
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{
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if (CalcDist(m_penEnemy) > DISTANCE_ELECTRICITY)
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{
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// swim to enemy
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m_fShootTime = _pTimer->CurrentTick() + 0.25f;
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return EReturn();
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}
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// wait to allow enemy to go aoutside bite range
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autowait(0.6f);
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m_bAttackingByElectricity = TRUE;
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m_tmElectricityTimeStart = _pTimer->CurrentTick();
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AddAttachmentToModel(this, *GetModelObject(), FISH_ATTACHMENT_GLOW, MODEL_GLOW, TEXTURE_GLOW, 0, 0, 0);
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CModelObject &moGlow = GetModelObject()->GetAttachmentModel(FISH_ATTACHMENT_GLOW)->amo_moModelObject;
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moGlow.StretchModel(FLOAT3D(4.0f, 4.0f, 4.0f));
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// bite
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StartModelAnim(FISH_ANIM_ATTACK, 0);
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PlaySound(m_soSound, SOUND_ATTACK, SOF_3D|SOF_NOFILTER);
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if (CalcDist(m_penEnemy)<DISTANCE_ELECTRICITY)
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{
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// damage enemy
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InflictRangeDamage(this, DMT_CLOSERANGE, 15.0f, GetPlacement().pl_PositionVector, 1.0f, DISTANCE_ELECTRICITY);
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// push target away
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FLOAT3D vSpeed;
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GetHeadingDirection(0.0f, vSpeed);
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vSpeed = vSpeed * 30.0f;
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KickEntity(m_penEnemy, vSpeed);
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}
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autowait(0.5f);
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m_bAttackingByElectricity = FALSE;
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GetModelObject()->RemoveAttachmentModel(FISH_ATTACHMENT_GLOW);
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StandingAnim();
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autowait(0.2f + FRnd()/3);
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return EReturn();
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};
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Hit(EVoid) : CEnemyBase::Hit
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{
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jump DiveHit();
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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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// fish must not go upstairs, or it will get out of water
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SetPhysicsFlags((EPF_MODEL_WALKING|EPF_HASGILLS)&~EPF_ONBLOCK_CLIMBORSLIDE|EPF_ONBLOCK_SLIDE);
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SetCollisionFlags(ECF_MODEL);
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SetFlags(GetFlags()|ENF_ALIVE);
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SetHealth(30.0f);
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m_fMaxHealth = 30.0f;
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en_tmMaxHoldBreath = 15.0f;
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en_fDensity = 1000.0f;
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m_EedtType = EDT_GROUND_DIVE;
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// set your appearance
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SetModel(MODEL_FISH);
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SetModelMainTexture(TEXTURE_FISH);
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SetModelSpecularTexture(TEXTURE_SPECULAR);
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// rotation speeds
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m_fDiveWalkSpeed = 15.0f;
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m_fDiveAttackRunSpeed = 20.0f;
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m_fDiveCloseRunSpeed = 25.0f;
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m_fWalkSpeed = 15.0f;
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m_aWalkRotateSpeed = 900.0f;
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m_fAttackRunSpeed = 10.0f;
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m_fCloseRunSpeed = 12.0f;
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// translation speeds
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m_aDiveWalkRotateSpeed = 360.0f;
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m_aDiveAttackRotateSpeed = 1800.0f;
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m_aDiveCloseRotateSpeed = 3600.0f;
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// distances
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m_fDiveIgnoreRange = 200.0f;
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m_fDiveAttackDistance = 100.0f;
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m_fDiveCloseDistance = 15.0f;
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m_fDiveStopDistance = 2.0f;
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// frequencies
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m_fDiveAttackFireTime = 0.0f;
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m_fDiveCloseFireTime = 0.0f;
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// damage/explode properties
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m_fBlowUpAmount = 80.0f;
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m_fBodyParts = 2;
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m_fDamageWounded = 1.0f;
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m_iScore = 500;
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{
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// translation speeds
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m_aWalkRotateSpeed = 360.0f;
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m_aAttackRotateSpeed = 1800.0f;
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m_aCloseRotateSpeed = 3600.0f;
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// distances
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m_fIgnoreRange = 200.0f;
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m_fAttackDistance = 100.0f;
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m_fCloseDistance = 15.0f;
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m_fStopDistance = 2.0f;
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// frequencies
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m_fAttackFireTime = 0.0f;
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m_fCloseFireTime = 0.0f;
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}
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// set stretch factors for height and width
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GetModelObject()->StretchModel(FLOAT3D(1.0f, 1.0f, 1.0f));
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ModelChangeNotify();
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en_fAcceleration = 200.0f;
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en_fDeceleration = 200.0f;
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// continue behavior in base class
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jump CEnemyDive::MainLoop();
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};
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};
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