Serious-Engine/Sources/EntitiesMP/Gizmo.es

345 lines
10 KiB
JavaScript

/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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(TRANSV("%s ate a marsh hopper"), (const char *) 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();
};
};