mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-01 14:15:53 +01:00
460 lines
13 KiB
JavaScript
460 lines
13 KiB
JavaScript
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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320
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%{
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#include "EntitiesMP/StdH/StdH.h"
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#include "ModelsMP/Enemies/Woman/Woman.h"
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#include "Models/Enemies/Headman/headman.h"
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#include "EntitiesMP/Headman.h"
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%}
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uses "EntitiesMP/EnemyFly";
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%{
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// info structure
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static EntityInfo eiWomanStand = {
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EIBT_FLESH, 100.0f,
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0.0f, 1.55f, 0.0f,
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0.0f, 1.0f, 0.0f,
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};
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static EntityInfo eiWomanFly = {
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EIBT_FLESH, 80.0f,
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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 FIRE_AIR FLOAT3D(0.0f, 0.25f, -0.65f)
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#define FIRE_GROUND FLOAT3D(0.0f, 1.3f, -0.5f)
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#define KAMIKAZE_ATTACH FLOAT3D(0.0f, -0.43f, -0.28f)
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%}
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class CWoman : CEnemyFly {
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name "Woman";
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thumbnail "Thumbnails\\Woman.tbn";
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properties:
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10 BOOL m_bKamikazeCarrier "Kamikaze Carrier" = FALSE,
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11 RANGE m_rKamikazeDropDistance "Kamikaze Drop Range" = 40.0f,
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20 BOOL m_bKamikazeAttached = FALSE,
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components:
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0 class CLASS_BASE "Classes\\EnemyFly.ecl",
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1 model MODEL_WOMAN "ModelsMP\\Enemies\\Woman\\Woman.mdl",
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2 texture TEXTURE_WOMAN "Models\\Enemies\\Woman\\Woman.tex",
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3 class CLASS_PROJECTILE "Classes\\Projectile.ecl",
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5 class CLASS_HEADMAN "Classes\\Headman.ecl",
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7 model MODEL_HEADMAN "Models\\Enemies\\Headman\\Headman.mdl",
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8 texture TEXTURE_HEADMAN "Models\\Enemies\\Headman\\Kamikaze.tex",
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9 model MODEL_BOMB "Models\\Enemies\\Headman\\Projectile\\Bomb.mdl",
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10 texture TEXTURE_BOMB "Models\\Enemies\\Headman\\Projectile\\Bomb.tex",
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// ************** SOUNDS **************
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50 sound SOUND_IDLE "Models\\Enemies\\Woman\\Sounds\\Idle.wav",
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51 sound SOUND_SIGHT "Models\\Enemies\\Woman\\Sounds\\Sight.wav",
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52 sound SOUND_WOUND "Models\\Enemies\\Woman\\Sounds\\Wound.wav",
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53 sound SOUND_FIRE "Models\\Enemies\\Woman\\Sounds\\Fire.wav",
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54 sound SOUND_KICK "Models\\Enemies\\Woman\\Sounds\\Kick.wav",
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55 sound SOUND_DEATH "Models\\Enemies\\Woman\\Sounds\\Death.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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if (eDeath.eLastDamage.dmtType==DMT_CLOSERANGE) {
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str.PrintF(TRANSV("%s was beaten by a Scythian Harpy"), (const char *) strPlayerName);
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} else {
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str.PrintF(TRANSV("A Scythian Harpy got %s spellbound"), (const char *) strPlayerName);
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}
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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\\Woman.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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PrecacheSound(SOUND_IDLE );
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PrecacheSound(SOUND_SIGHT);
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PrecacheSound(SOUND_WOUND);
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PrecacheSound(SOUND_FIRE );
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PrecacheSound(SOUND_KICK );
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PrecacheSound(SOUND_DEATH);
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PrecacheClass(CLASS_PROJECTILE, PRT_WOMAN_FIRE);
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};
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/* Entity info */
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void *GetEntityInfo(void) {
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if (m_bInAir) {
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return &eiWomanFly;
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} else {
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return &eiWomanStand;
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}
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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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// woman can't harm woman
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if (!IsOfClass(penInflictor, "Woman")) {
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CEnemyFly::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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INDEX iAnim;
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if (m_bInAir) {
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iAnim = WOMAN_ANIM_AIRWOUND02;
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} else {
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iAnim = WOMAN_ANIM_GROUNDWOUND04;
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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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// death
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INDEX AnimForDeath(void) {
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INDEX iAnim;
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if (m_bInAir) {
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iAnim = WOMAN_ANIM_AIRDEATH;
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} else {
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iAnim = WOMAN_ANIM_GROUNDDEATH01;
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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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FLOAT WaitForDust(FLOAT3D &vStretch) {
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if(GetModelObject()->GetAnim()==WOMAN_ANIM_AIRDEATH)
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{
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vStretch=FLOAT3D(1,1,2)*1.0f;
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return 0.6f;
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}
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else if(GetModelObject()->GetAnim()==WOMAN_ANIM_GROUNDDEATH01)
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{
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vStretch=FLOAT3D(1,1,2)*0.75f;
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return 0.525f;
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}
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return -1.0f;
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};
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void DeathNotify(void) {
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ChangeCollisionBoxIndexWhenPossible(WOMAN_COLLISION_BOX_DEATH);
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en_fDensity = 500.0f;
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};
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// virtual anim functions
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void StandingAnim(void) {
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if (m_bInAir) {
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StartModelAnim(WOMAN_ANIM_AIRSTAND, AOF_LOOPING|AOF_NORESTART);
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} else {
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StartModelAnim(WOMAN_ANIM_GROUNDSTAND, AOF_LOOPING|AOF_NORESTART);
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}
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};
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void WalkingAnim(void) {
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if (m_bInAir) {
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StartModelAnim(WOMAN_ANIM_AIRFLY, AOF_LOOPING|AOF_NORESTART);
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} else {
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StartModelAnim(WOMAN_ANIM_GROUNDWALK, AOF_LOOPING|AOF_NORESTART);
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}
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};
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void RunningAnim(void) {
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if (m_bInAir) {
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StartModelAnim(WOMAN_ANIM_AIRFLY, AOF_LOOPING|AOF_NORESTART);
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} else {
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StartModelAnim(WOMAN_ANIM_GROUNDRUN, AOF_LOOPING|AOF_NORESTART);
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}
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};
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void RotatingAnim(void) {
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if (m_bInAir) {
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StartModelAnim(WOMAN_ANIM_AIRFLY, AOF_LOOPING|AOF_NORESTART);
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} else {
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StartModelAnim(WOMAN_ANIM_GROUNDWALK, AOF_LOOPING|AOF_NORESTART);
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}
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};
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FLOAT AirToGroundAnim(void) {
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StartModelAnim(WOMAN_ANIM_AIRTOGROUND, 0);
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return(GetModelObject()->GetAnimLength(WOMAN_ANIM_AIRTOGROUND));
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};
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FLOAT GroundToAirAnim(void) {
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StartModelAnim(WOMAN_ANIM_GROUNDTOAIR, 0);
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return(GetModelObject()->GetAnimLength(WOMAN_ANIM_GROUNDTOAIR));
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};
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void ChangeCollisionToAir() {
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ChangeCollisionBoxIndexWhenPossible(WOMAN_COLLISION_BOX_AIR);
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};
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void ChangeCollisionToGround() {
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ChangeCollisionBoxIndexWhenPossible(WOMAN_COLLISION_BOX_GROUND);
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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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void AttachKamikaze()
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{
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AddAttachmentToModel(this, *GetModelObject(), WOMAN_ATTACHMENT_KAMIKAZE, MODEL_HEADMAN, TEXTURE_HEADMAN, 0, 0, 0);
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CModelObject &amo = GetModelObject()->GetAttachmentModel(WOMAN_ATTACHMENT_KAMIKAZE)->amo_moModelObject;
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AddAttachmentToModel(this, amo, HEADMAN_ATTACHMENT_BOMB_RIGHT_HAND, MODEL_BOMB, TEXTURE_BOMB, 0, 0, 0);
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AddAttachmentToModel(this, amo, HEADMAN_ATTACHMENT_BOMB_LEFT_HAND, MODEL_BOMB, TEXTURE_BOMB, 0, 0, 0);
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amo.PlayAnim(HEADMAN_ANIM_KAMIKAZE_ATTACK, AOF_LOOPING);
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m_bKamikazeAttached = TRUE;
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}
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void RemoveKamikaze()
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{
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RemoveAttachmentFromModel(*GetModelObject(), WOMAN_ATTACHMENT_KAMIKAZE);
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}
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void DropKamikaze()
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{
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if (!m_bKamikazeAttached) { return; }
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CEntity *pen = NULL;
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CPlacement3D pl;
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pl = GetPlacement();
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pl.pl_PositionVector += KAMIKAZE_ATTACH*GetRotationMatrix();
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pen = CreateEntity(pl, CLASS_HEADMAN);
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((CHeadman *)&*pen)->m_hdtType = HDT_KAMIKAZE;
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// change needed properties
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pen->End();
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CEnemyBase *peb = ((CEnemyBase*)pen);
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peb->m_bTemplate = FALSE;
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pen->Initialize();
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// mark that we don't have the kamikaze any more
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m_bKamikazeAttached = FALSE;
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// deattach the kamikaze model
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RemoveKamikaze();
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}
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void PreMoving() {
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if (m_bKamikazeAttached && m_bKamikazeCarrier) {
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// see if any of players are close enough to drop the kamikaze
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INDEX ctMaxPlayers = GetMaxPlayers();
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CEntity *penPlayer;
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for(INDEX i=0; i<ctMaxPlayers; i++) {
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penPlayer=GetPlayerEntity(i);
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if (penPlayer!=NULL) {
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if (DistanceTo(this, penPlayer)<m_rKamikazeDropDistance && IsVisible(penPlayer)) {
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DropKamikaze();
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}
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}
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} // end for
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}
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CEnemyFly::PreMoving();
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}
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void BlowUp(void)
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{
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DropKamikaze();
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CEnemyFly::BlowUp();
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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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FlyFire(EVoid) : CEnemyFly::FlyFire {
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if (m_bKamikazeAttached) { return EReturn(); }
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// fire projectile
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StartModelAnim(WOMAN_ANIM_AIRATTACK02, 0);
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autowait(0.6f);
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ShootProjectile(PRT_WOMAN_FIRE, FIRE_AIR, ANGLE3D(0, 0, 0));
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PlaySound(m_soSound, SOUND_FIRE, SOF_3D);
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autowait(0.6f);
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StandingAnim();
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autowait(FRnd()/2 + _pTimer->TickQuantum);
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return EReturn();
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};
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FlyHit(EVoid) : CEnemyFly::FlyHit {
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if (m_bKamikazeAttached) { return EReturn(); }
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// if enemy near
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if (CalcDist(m_penEnemy) <= 5.0f) {
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// if enemy is not in water
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CMovableEntity *pen = (CMovableEntity *)&*m_penEnemy;
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CContentType &ctDn = pen->en_pwoWorld->wo_actContentTypes[pen->en_iDnContent];
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BOOL bEnemySwimming = !(ctDn.ct_ulFlags&CTF_BREATHABLE_LUNGS);
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if (bEnemySwimming) {
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jump FlyFire();
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} else {
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jump FlyOnEnemy();
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}
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}
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// run 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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/************************************************************
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* D E A T H *
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************************************************************/
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Death(EVoid) : CEnemyFly::Death {
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DropKamikaze();
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jump CEnemyFly::Death();
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};
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AirToGround(EVoid) : CEnemyFly::AirToGround {
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DropKamikaze();
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jump CEnemyFly::AirToGround(EVoid());
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};
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FlyOnEnemy(EVoid) {
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StartModelAnim(WOMAN_ANIM_AIRATTACK01, 0);
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// jump
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FLOAT3D vDir = PlayerDestinationPos();
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vDir = (vDir - GetPlacement().pl_PositionVector).Normalize();
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vDir *= !GetRotationMatrix();
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vDir *= m_fFlyCloseRunSpeed*1.9f;
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SetDesiredTranslation(vDir);
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PlaySound(m_soSound, SOUND_KICK, SOF_3D);
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// animation - IGNORE DAMAGE WOUND -
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SpawnReminder(this, 0.9f, 0);
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m_iChargeHitAnimation = WOMAN_ANIM_AIRATTACK01;
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m_fChargeHitDamage = 20.0f;
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m_fChargeHitAngle = 0.0f;
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m_fChargeHitSpeed = 10.0f;
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autocall CEnemyBase::ChargeHitEnemy() EReturn;
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StandingAnim();
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autowait(0.3f);
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return EReturn();
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}
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GroundFire(EVoid) : CEnemyFly::GroundFire {
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// fire projectile
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StartModelAnim(WOMAN_ANIM_GROUNDATTACK02, 0);
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autowait(0.3f);
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ShootProjectile(PRT_WOMAN_FIRE, FIRE_GROUND, ANGLE3D(0, 0, 0));
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PlaySound(m_soSound, SOUND_FIRE, SOF_3D);
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autowait(0.3f);
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StandingAnim();
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autowait(FRnd()/2 + _pTimer->TickQuantum);
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return EReturn();
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};
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GroundHit(EVoid) : CEnemyFly::GroundHit {
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StartModelAnim(WOMAN_ANIM_GROUNDATTACK01, 0);
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// jump
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FLOAT3D vDir = (m_penEnemy->GetPlacement().pl_PositionVector -
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GetPlacement().pl_PositionVector).Normalize();
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vDir *= !GetRotationMatrix();
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vDir *= m_fCloseRunSpeed*1.75f;
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vDir(2) = 2.5f;
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SetDesiredTranslation(vDir);
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PlaySound(m_soSound, SOUND_KICK, SOF_3D);
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// animation - IGNORE DAMAGE WOUND -
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SpawnReminder(this, 0.9f, 0);
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m_iChargeHitAnimation = WOMAN_ANIM_GROUNDATTACK01;
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m_fChargeHitDamage = 20.0f;
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m_fChargeHitAngle = 0.0f;
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m_fChargeHitSpeed = 10.0f;
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autocall CEnemyBase::ChargeHitEnemy() EReturn;
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StandingAnim();
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autowait(0.3f);
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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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SetHealth(100.0f);
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m_fMaxHealth = 100.0f;
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en_tmMaxHoldBreath = 5.0f;
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en_fDensity = 2000.0f;
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m_sptType = SPT_FEATHER;
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// set your appearance
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SetModel(MODEL_WOMAN);
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SetModelMainTexture(TEXTURE_WOMAN);
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// setup moving speed
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m_fWalkSpeed = FRnd() + 1.5f;
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m_aWalkRotateSpeed = FRnd()*10.0f + 25.0f;
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m_fAttackRunSpeed = FRnd()*2.0f + 9.0f;
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m_aAttackRotateSpeed = FRnd()*50 + 245.0f;
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m_fCloseRunSpeed = FRnd()*2.0f + 4.0f;
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m_aCloseRotateSpeed = FRnd()*50 + 245.0f;
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// setup attack distances
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m_fAttackDistance = 50.0f;
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m_fCloseDistance = 5.0f;
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m_fStopDistance = 0.0f;
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m_fAttackFireTime = 3.0f;
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m_fCloseFireTime = 2.0f;
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m_fIgnoreRange = 200.0f;
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// fly moving properties
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m_fFlyWalkSpeed = FRnd()/2 + 1.0f;
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m_aFlyWalkRotateSpeed = FRnd()*10.0f + 25.0f;
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m_fFlyAttackRunSpeed = FRnd()*2.0f + 10.0f;
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m_aFlyAttackRotateSpeed = FRnd()*25 + 150.0f;
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m_fFlyCloseRunSpeed = FRnd()*2.0f + 10.0f;
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m_aFlyCloseRotateSpeed = FRnd()*50 + 500.0f;
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m_fGroundToAirSpeed = m_fFlyCloseRunSpeed;
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m_fAirToGroundSpeed = m_fFlyCloseRunSpeed;
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m_fAirToGroundMin = 0.1f;
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m_fAirToGroundMax = 0.1f;
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// attack properties - CAN BE SET
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m_fFlyAttackDistance = 50.0f;
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m_fFlyCloseDistance = 12.5f;
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m_fFlyStopDistance = 0.0f;
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m_fFlyAttackFireTime = 3.0f;
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m_fFlyCloseFireTime = 2.0f;
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m_fFlyIgnoreRange = 200.0f;
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// damage/explode properties
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m_fBlowUpAmount = 100.0f;
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m_fBodyParts = 4;
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m_fDamageWounded = 20.0f;
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m_iScore = 1000;
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if (m_bKamikazeCarrier) {
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AttachKamikaze();
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}
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autowait(0.05f);
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// continue behavior in base class
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jump CEnemyFly::MainLoop();
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};
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};
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