mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-26 07:34:52 +01:00
358 lines
10 KiB
JavaScript
358 lines
10 KiB
JavaScript
/* Copyright (c) 2002-2012 Croteam Ltd.
|
|
This program is free software; you can redistribute it and/or modify
|
|
it under the terms of version 2 of the GNU General Public License as published by
|
|
the Free Software Foundation
|
|
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License along
|
|
with this program; if not, write to the Free Software Foundation, Inc.,
|
|
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
|
|
|
|
335
|
|
%{
|
|
#include "StdH.h"
|
|
#include "Models/Enemies/Gizmo/Gizmo.h"
|
|
%}
|
|
|
|
uses "EntitiesMP/EnemyBase";
|
|
uses "EntitiesMP/BasicEffects";
|
|
|
|
%{
|
|
// info structure
|
|
static EntityInfo eiGizmo = {
|
|
EIBT_FLESH, 100.0f,
|
|
0.0f, 1.3f, 0.0f, // source (eyes)
|
|
0.0f, 1.0f, 0.0f, // target (body)
|
|
};
|
|
|
|
#define EXPLODE_GIZMO 2.5f
|
|
%}
|
|
|
|
class CGizmo: CEnemyBase {
|
|
name "Gizmo";
|
|
thumbnail "Thumbnails\\Gizmo.tbn";
|
|
|
|
properties:
|
|
// class internal
|
|
1 BOOL m_bExploded = FALSE,
|
|
|
|
components:
|
|
1 class CLASS_BASE "Classes\\EnemyBase.ecl",
|
|
2 class CLASS_BLOOD_SPRAY "Classes\\BloodSpray.ecl",
|
|
3 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl",
|
|
|
|
// ************** DATA **************
|
|
10 model MODEL_GIZMO "Models\\Enemies\\Gizmo\\Gizmo.mdl",
|
|
20 texture TEXTURE_GIZMO "Models\\Enemies\\Gizmo\\Gizmo.tex",
|
|
|
|
50 sound SOUND_IDLE "Models\\Enemies\\Gizmo\\Sounds\\Idle.wav",
|
|
51 sound SOUND_JUMP "Models\\Enemies\\Gizmo\\Sounds\\Jump.wav",
|
|
52 sound SOUND_DEATH_JUMP "Models\\Enemies\\Gizmo\\Sounds\\JumpDeath.wav",
|
|
53 sound SOUND_SIGHT "Models\\Enemies\\Gizmo\\Sounds\\Sight.wav",
|
|
|
|
functions:
|
|
// describe how this enemy killed player
|
|
virtual CTString GetPlayerKillDescription(const CTString &strPlayerName, const EDeath &eDeath)
|
|
{
|
|
CTString str;
|
|
str.PrintF(TRANS("%s ate a marsh hopper"), strPlayerName);
|
|
return str;
|
|
}
|
|
virtual const CTFileName &GetComputerMessageName(void) const {
|
|
static DECLARE_CTFILENAME(fnm, "Data\\Messages\\Enemies\\Gizmo.txt");
|
|
return fnm;
|
|
};
|
|
/* Entity info */
|
|
void *GetEntityInfo(void)
|
|
{
|
|
return &eiGizmo;
|
|
};
|
|
|
|
void Precache(void)
|
|
{
|
|
CEnemyBase::Precache();
|
|
PrecacheSound(SOUND_SIGHT);
|
|
PrecacheSound(SOUND_IDLE);
|
|
PrecacheSound(SOUND_JUMP);
|
|
PrecacheSound(SOUND_DEATH_JUMP);
|
|
PrecacheClass(CLASS_BASIC_EFFECT, BET_GIZMO_SPLASH_FX);
|
|
PrecacheClass(CLASS_BLOOD_SPRAY);
|
|
};
|
|
|
|
void SightSound(void) {
|
|
PlaySound(m_soSound, SOUND_SIGHT, SOF_3D);
|
|
};
|
|
|
|
void RunningAnim(void)
|
|
{
|
|
StartModelAnim(GIZMO_ANIM_RUN, 0);
|
|
};
|
|
|
|
void MortalJumpAnim(void)
|
|
{
|
|
StartModelAnim(GIZMO_ANIM_RUN, 0);
|
|
};
|
|
|
|
void StandAnim(void)
|
|
{
|
|
StartModelAnim(GIZMO_ANIM_IDLE, AOF_LOOPING|AOF_NORESTART);
|
|
};
|
|
|
|
// virtual sound functions
|
|
void IdleSound(void) {
|
|
PlaySound(m_soSound, SOUND_IDLE, SOF_3D);
|
|
};
|
|
|
|
/************************************************************
|
|
* BLOW UP FUNCTIONS *
|
|
************************************************************/
|
|
void BlowUpNotify(void) {
|
|
Explode();
|
|
};
|
|
|
|
// explode only once
|
|
void Explode(void)
|
|
{
|
|
if (!m_bExploded)
|
|
{
|
|
m_bExploded = TRUE;
|
|
// spawn blood spray
|
|
CPlacement3D plSpray = GetPlacement();
|
|
CEntity *penSpray = CreateEntity( plSpray, CLASS_BLOOD_SPRAY);
|
|
penSpray->SetParent( this);
|
|
ESpawnSpray eSpawnSpray;
|
|
eSpawnSpray.colBurnColor=C_WHITE|CT_OPAQUE;
|
|
eSpawnSpray.fDamagePower = 2.0f;
|
|
eSpawnSpray.fSizeMultiplier = 1.0f;
|
|
eSpawnSpray.sptType = SPT_SLIME;
|
|
eSpawnSpray.vDirection = en_vCurrentTranslationAbsolute/8.0f;
|
|
eSpawnSpray.penOwner = this;
|
|
penSpray->Initialize( eSpawnSpray);
|
|
|
|
// spawn splash fx (sound)
|
|
CPlacement3D plSplash = GetPlacement();
|
|
CEntityPointer penSplash = CreateEntity(plSplash, CLASS_BASIC_EFFECT);
|
|
ESpawnEffect ese;
|
|
ese.colMuliplier = C_WHITE|CT_OPAQUE;
|
|
ese.betType = BET_GIZMO_SPLASH_FX;
|
|
penSplash->Initialize(ese);
|
|
}
|
|
};
|
|
|
|
|
|
// gizmo should always blow up
|
|
BOOL ShouldBlowUp(void)
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
|
|
// leave stain
|
|
virtual void LeaveStain(BOOL bGrow)
|
|
{
|
|
ESpawnEffect ese;
|
|
FLOAT3D vPoint;
|
|
FLOATplane3D vPlaneNormal;
|
|
FLOAT fDistanceToEdge;
|
|
// get your size
|
|
FLOATaabbox3D box;
|
|
GetBoundingBox(box);
|
|
|
|
// on plane
|
|
if( GetNearestPolygon(vPoint, vPlaneNormal, fDistanceToEdge))
|
|
{
|
|
// if near to polygon and away from last stain point
|
|
if( (vPoint-GetPlacement().pl_PositionVector).Length()<0.5f )
|
|
{
|
|
FLOAT fStretch = box.Size().Length();
|
|
// stain
|
|
ese.colMuliplier = C_WHITE|CT_OPAQUE;
|
|
ese.betType = BET_GIZMOSTAIN;
|
|
ese.vStretch = FLOAT3D( fStretch*0.75f, fStretch*0.75f, 1.0f);
|
|
ese.vNormal = FLOAT3D( vPlaneNormal);
|
|
ese.vDirection = FLOAT3D( 0, 0, 0);
|
|
FLOAT3D vPos = vPoint+ese.vNormal/50.0f*(FRnd()+0.5f);
|
|
CEntityPointer penEffect = CreateEntity( CPlacement3D(vPos, ANGLE3D(0,0,0)), CLASS_BASIC_EFFECT);
|
|
penEffect->Initialize(ese);
|
|
}
|
|
}
|
|
};
|
|
|
|
procedures:
|
|
/************************************************************
|
|
* A T T A C K E N E M Y *
|
|
************************************************************/
|
|
// close range -> move toward enemy and try to jump onto it
|
|
PerformAttack(EVoid) : CEnemyBase::PerformAttack
|
|
{
|
|
while (TRUE)
|
|
{
|
|
// ------------ Exit close attack if out of range or enemy is dead
|
|
// if attacking is futile
|
|
if (ShouldCeaseAttack())
|
|
{
|
|
SetTargetNone();
|
|
return EReturn();
|
|
}
|
|
|
|
// stop moving
|
|
SetDesiredTranslation(FLOAT3D(0.0f, 0.0f, 0.0f));
|
|
SetDesiredRotation(ANGLE3D(0, 0, 0));
|
|
|
|
// ------------ Wait for some time on the ground
|
|
FLOAT fWaitTime = 0.25f+FRnd()*0.4f;
|
|
wait( fWaitTime)
|
|
{
|
|
on (EBegin) : { resume; };
|
|
on (ESound) : { resume; } // ignore all sounds
|
|
on (EWatch) : { resume; } // ignore watch
|
|
on (ETimer) : { stop; } // timer tick expire
|
|
}
|
|
|
|
autocall JumpOnce() EReturn;
|
|
}
|
|
}
|
|
|
|
JumpOnce(EVoid)
|
|
{
|
|
// ------------ Jump either in slightly randomized direction or mortal, streight and fast toward enemy
|
|
// we are always going for enemy
|
|
m_vDesiredPosition = m_penEnemy->GetPlacement().pl_PositionVector;
|
|
m_fMoveFrequency = 0.1f;
|
|
// if we are close enough for mortal jump
|
|
if( CalcPlaneDist(m_penEnemy) < 10.0f)
|
|
{
|
|
// set mortal jump parameters (no random)
|
|
m_fMoveSpeed = m_fCloseRunSpeed*1.5f;
|
|
m_aRotateSpeed = m_aCloseRotateSpeed*0.5f;
|
|
FLOAT fSpeedX = 0.0f;
|
|
FLOAT fSpeedY = 10.0f;
|
|
FLOAT fSpeedZ = -m_fMoveSpeed;
|
|
// if can't see enemy
|
|
if( !IsInFrustum(m_penEnemy, CosFast(30.0f)))
|
|
{
|
|
// rotate a lot
|
|
m_aRotateSpeed = m_aCloseRotateSpeed*1.5f;
|
|
// but don't jump too much
|
|
fSpeedY /= 2.0f;
|
|
fSpeedZ /= 4.0f;
|
|
PlaySound(m_soSound, SOUND_JUMP, SOF_3D);
|
|
}
|
|
else
|
|
{
|
|
PlaySound(m_soSound, SOUND_DEATH_JUMP, SOF_3D);
|
|
}
|
|
FLOAT3D vTranslation(fSpeedX, fSpeedY, fSpeedZ);
|
|
SetDesiredTranslation(vTranslation);
|
|
MortalJumpAnim();
|
|
}
|
|
// start slightly randomized jump
|
|
else
|
|
{
|
|
m_fMoveSpeed = m_fCloseRunSpeed;
|
|
m_aRotateSpeed = m_aCloseRotateSpeed;
|
|
// set random jump parameters
|
|
FLOAT fSpeedX = (FRnd()-0.5f)*10.0f;
|
|
FLOAT fSpeedY = FRnd()*5.0f+5.0f;
|
|
FLOAT fSpeedZ = -m_fMoveSpeed-FRnd()*2.5f;
|
|
FLOAT3D vTranslation(fSpeedX, fSpeedY, fSpeedZ);
|
|
SetDesiredTranslation(vTranslation);
|
|
RunningAnim();
|
|
PlaySound(m_soSound, SOUND_JUMP, SOF_3D);
|
|
}
|
|
|
|
// ------------ While in air, adjust directions, on touch start new jump or explode
|
|
while (TRUE)
|
|
{
|
|
// adjust direction and speed
|
|
m_fMoveSpeed = 0.0f;
|
|
m_aRotateSpeed = m_aCloseRotateSpeed;
|
|
FLOAT3D vTranslation = GetDesiredTranslation();
|
|
SetDesiredMovement();
|
|
SetDesiredTranslation(vTranslation);
|
|
|
|
wait(m_fMoveFrequency)
|
|
{
|
|
on (EBegin) : { resume; };
|
|
on (ESound) : { resume; } // ignore all sounds
|
|
on (EWatch) : { resume; } // ignore watch
|
|
on (ETimer) : { stop; } // timer tick expire
|
|
on (ETouch etouch) :
|
|
{
|
|
// if we touched ground
|
|
if( etouch.penOther->GetRenderType() & RT_BRUSH)
|
|
{
|
|
return EReturn();
|
|
}
|
|
// we touched player, explode
|
|
else if ( IsDerivedFromClass( etouch.penOther, "Player"))
|
|
{
|
|
InflictDirectDamage(etouch.penOther, this, DMT_IMPACT, 10.0f,
|
|
GetPlacement().pl_PositionVector, -en_vGravityDir);
|
|
SetHealth(-10000.0f);
|
|
m_vDamage = FLOAT3D(0,10000,0);
|
|
SendEvent(EDeath());
|
|
}
|
|
// we didn't touch ground nor player, ignore
|
|
resume;
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
/************************************************************
|
|
* M A I N *
|
|
************************************************************/
|
|
Main(EVoid) {
|
|
// declare yourself as a model
|
|
InitAsModel();
|
|
SetPhysicsFlags(EPF_MODEL_WALKING|EPF_HASLUNGS);
|
|
SetCollisionFlags(ECF_MODEL);
|
|
SetFlags(GetFlags()|ENF_ALIVE);
|
|
SetHealth(9.5f);
|
|
m_fMaxHealth = 9.5f;
|
|
en_tmMaxHoldBreath = 5.0f;
|
|
en_fDensity = 2000.0f;
|
|
m_fBlowUpSize = 2.0f;
|
|
|
|
// set your appearance
|
|
SetModel(MODEL_GIZMO);
|
|
SetModelMainTexture(TEXTURE_GIZMO);
|
|
// setup moving speed
|
|
m_fWalkSpeed = FRnd() + 1.5f;
|
|
m_aWalkRotateSpeed = AngleDeg(FRnd()*10.0f + 500.0f);
|
|
m_fAttackRunSpeed = FRnd()*5.0f + 15.0f;
|
|
m_aAttackRotateSpeed = AngleDeg(FRnd()*100 + 600.0f);
|
|
m_fCloseRunSpeed = FRnd()*5.0f + 15.0f;
|
|
m_aCloseRotateSpeed = AngleDeg(360.0f);
|
|
// setup attack distances
|
|
m_fAttackDistance = 400.0f;
|
|
m_fCloseDistance = 250.0f;
|
|
m_fStopDistance = 0.0f;
|
|
m_fAttackFireTime = 2.0f;
|
|
m_fCloseFireTime = 0.5f;
|
|
m_fIgnoreRange = 500.0f;
|
|
// damage/explode properties
|
|
m_fBlowUpAmount = 0.0f;
|
|
m_fBodyParts = 0;
|
|
m_fDamageWounded = 0.0f;
|
|
m_iScore = 500;
|
|
m_sptType = SPT_SLIME;
|
|
|
|
en_fDeceleration = 150.0f;
|
|
|
|
// set stretch factors for height and width
|
|
GetModelObject()->StretchModel(FLOAT3D(1.25f, 1.25f, 1.25f));
|
|
ModelChangeNotify();
|
|
StandingAnim();
|
|
|
|
// continue behavior in base class
|
|
jump CEnemyBase::MainLoop();
|
|
};
|
|
};
|