mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-24 19:30:26 +01:00
386 lines
12 KiB
C++
386 lines
12 KiB
C++
305
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%{
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#include "Entities/StdH/StdH.h"
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#include "Models/Enemies/Boneman/Boneman.h"
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%}
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uses "Entities/EnemyBase";
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%{
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// info structure
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static EntityInfo eiBoneman = {
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EIBT_BONES, 250.0f,
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0.0f, 1.9f, 0.0f, // source (eyes)
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0.0f, 1.9f, 0.0f, // target (body)
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};
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#define BONES_HIT 2.8f
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#define FIRE_RIGHT_HAND FLOAT3D( 0.25f, 1.5f, 0.0f)
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#define FIRE_LEFT_HAND FLOAT3D(-0.25f, 1.5f, 0.0f)
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%}
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class CBoneman : CEnemyBase {
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name "Boneman";
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thumbnail "Thumbnails\\Boneman.tbn";
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properties:
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2 BOOL m_bFistHit = FALSE, // used for close attack
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3 BOOL m_bTouchAnother = FALSE, // another entity touched on far attack
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4 CSoundObject m_soFeet, // for running sound
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5 BOOL m_bRunSoundPlaying = FALSE,
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components:
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0 class CLASS_BASE "Classes\\EnemyBase.ecl",
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1 model MODEL_BONEMAN "Models\\Enemies\\Boneman\\Boneman.mdl",
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2 texture TEXTURE_BONEMAN "Models\\Enemies\\Boneman\\Boneman.tex",
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3 class CLASS_PROJECTILE "Classes\\Projectile.ecl",
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// ************** BONEMAN PARTS **************
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10 model MODEL_BONEMAN_BODY "Models\\Enemies\\Boneman\\Debris\\Body.mdl",
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11 model MODEL_BONEMAN_HAND "Models\\Enemies\\Boneman\\Debris\\Hand.mdl",
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12 model MODEL_BONEMAN_LEGS "Models\\Enemies\\Boneman\\Debris\\Legs.mdl",
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// ************** SOUNDS **************
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50 sound SOUND_IDLE "Models\\Enemies\\Boneman\\Sounds\\Idle.wav",
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51 sound SOUND_SIGHT "Models\\Enemies\\Boneman\\Sounds\\Sight.wav",
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52 sound SOUND_WOUND "Models\\Enemies\\Boneman\\Sounds\\Wound.wav",
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53 sound SOUND_FIRE "Models\\Enemies\\Boneman\\Sounds\\Fire.wav",
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54 sound SOUND_KICK "Models\\Enemies\\Boneman\\Sounds\\Kick.wav",
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55 sound SOUND_PUNCH "Models\\Enemies\\Boneman\\Sounds\\Punch.wav",
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56 sound SOUND_DEATH "Models\\Enemies\\Boneman\\Sounds\\Death.wav",
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57 sound SOUND_RUN "Models\\Enemies\\Boneman\\Sounds\\Run.wav",
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functions:
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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_PUNCH);
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PrecacheSound(SOUND_DEATH);
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PrecacheSound(SOUND_RUN );
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PrecacheModel(MODEL_BONEMAN_BODY);
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PrecacheModel(MODEL_BONEMAN_HAND);
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PrecacheModel(MODEL_BONEMAN_LEGS);
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PrecacheClass(CLASS_PROJECTILE, PRT_BONEMAN_FIRE);
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};
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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(TRANS("%s was ripped apart by a Kleer"),(const char*) strPlayerName);
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} else {
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str.PrintF(TRANS("%s was killed by a Kleer"),(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\\Boneman.txt");
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return fnm;
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};
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/* Entity info */
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void *GetEntityInfo(void) {
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return &eiBoneman;
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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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// boneman can't harm boneman
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if (!IsOfClass(penInflictor, "Boneman")) {
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CEnemyBase::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection);
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}
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};
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void LeaveStain(BOOL bGrow)
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{
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// boneman doesn't leave bloody stain
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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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switch (IRnd()%5) {
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case 0: iAnim = BONEMAN_ANIM_WOUNDCRITICAL01; break;
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case 1: iAnim = BONEMAN_ANIM_WOUNDCRITICAL02; break;
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case 2: iAnim = BONEMAN_ANIM_WOUNDCRITICAL03; break;
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case 3: iAnim = BONEMAN_ANIM_FALL01; break;
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case 4: iAnim = BONEMAN_ANIM_FALL02; break;
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default: ASSERTALWAYS("Boneman unknown damage");
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}
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StartModelAnim(iAnim, 0);
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DeactivateRunningSound();
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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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switch (IRnd()%2) {
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case 0: iAnim = BONEMAN_ANIM_DEATHTOBACK; break;
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case 1: iAnim = BONEMAN_ANIM_DEATHTOFRONT; break;
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default: ASSERTALWAYS("Boneman unknown death");
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}
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StartModelAnim(iAnim, 0);
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DeactivateRunningSound();
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return iAnim;
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};
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void DeathNotify(void) {
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ChangeCollisionBoxIndexWhenPossible(BONEMAN_COLLISION_BOX_DEATH);
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};
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// virtual anim functions
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void StandingAnim(void) {
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StartModelAnim(BONEMAN_ANIM_STANDLOOP, AOF_LOOPING|AOF_NORESTART);
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DeactivateRunningSound();
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};
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void WalkingAnim(void) {
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StartModelAnim(BONEMAN_ANIM_WALKLOOP, AOF_LOOPING|AOF_NORESTART);
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DeactivateRunningSound();
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};
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void RunningAnim(void) {
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StartModelAnim(BONEMAN_ANIM_RUNLOOP, AOF_LOOPING|AOF_NORESTART);
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ActivateRunningSound();
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};
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void RotatingAnim(void) {
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StartModelAnim(BONEMAN_ANIM_WALKLOOP, AOF_LOOPING|AOF_NORESTART);
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DeactivateRunningSound();
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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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// running sounds
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void ActivateRunningSound(void)
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{
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if (!m_bRunSoundPlaying) {
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PlaySound(m_soFeet, SOUND_RUN, SOF_3D|SOF_LOOP);
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m_bRunSoundPlaying = TRUE;
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}
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}
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void DeactivateRunningSound(void)
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{
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m_soFeet.Stop();
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m_bRunSoundPlaying = FALSE;
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}
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/************************************************************
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* BLOW UP FUNCTIONS *
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************************************************************/
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// spawn body parts
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void BlowUp(void) {
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// get your size
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FLOATaabbox3D box;
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GetBoundingBox(box);
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FLOAT fEntitySize = box.Size().MaxNorm();
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FLOAT3D vNormalizedDamage = m_vDamage-m_vDamage*(m_fBlowUpAmount/m_vDamage.Length());
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vNormalizedDamage /= Sqrt(vNormalizedDamage.Length());
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vNormalizedDamage *= 0.75f;
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FLOAT3D vBodySpeed = en_vCurrentTranslationAbsolute-en_vGravityDir*(en_vGravityDir%en_vCurrentTranslationAbsolute);
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// spawn debris
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Debris_Begin(EIBT_BONES, DPT_NONE, BET_NONE, fEntitySize, vNormalizedDamage, vBodySpeed, 5.0f, 2.0f);
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Debris_Spawn(this, this, MODEL_BONEMAN_BODY, TEXTURE_BONEMAN, 0, 0, 0, 0, 0.0f,
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FLOAT3D(FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f));
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Debris_Spawn(this, this, MODEL_BONEMAN_HAND, TEXTURE_BONEMAN, 0, 0, 0, 0, 0.0f,
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FLOAT3D(FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f));
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Debris_Spawn(this, this, MODEL_BONEMAN_HAND, TEXTURE_BONEMAN, 0, 0, 0, 0, 0.0f,
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FLOAT3D(FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f));
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Debris_Spawn(this, this, MODEL_BONEMAN_LEGS, TEXTURE_BONEMAN, 0, 0, 0, 0, 0.0f,
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FLOAT3D(FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f));
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// hide yourself (must do this after spawning debris)
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SwitchToEditorModel();
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SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
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SetCollisionFlags(ECF_IMMATERIAL);
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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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Fire(EVoid) : CEnemyBase::Fire {
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// fire projectile
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StartModelAnim(BONEMAN_ANIM_ATTACKCLOSELOOP, 0);
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DeactivateRunningSound();
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autowait(0.35f);
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ShootProjectile(PRT_BONEMAN_FIRE, FIRE_RIGHT_HAND, ANGLE3D(0, 0, 0));
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PlaySound(m_soSound, SOUND_FIRE, SOF_3D);
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autowait(0.45f);
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ShootProjectile(PRT_BONEMAN_FIRE, FIRE_LEFT_HAND, ANGLE3D(0, 0, 0));
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PlaySound(m_soSound, SOUND_FIRE, SOF_3D);
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autowait(FRnd()/3+0.6f);
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return EReturn();
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};
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Hit(EVoid) : CEnemyBase::Hit {
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// hit
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if (CalcDist(m_penEnemy) < BONES_HIT) {
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jump HitWithBones();
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// jump
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} else if (CalcDist(m_penEnemy) < 10.0f) {
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jump JumpOnEnemy();
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}
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// run to enemy
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m_fShootTime = _pTimer->CurrentTick() + 0.5f;
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return EReturn();
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};
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// jump on enemy
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JumpOnEnemy(EVoid) {
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StartModelAnim(BONEMAN_ANIM_ATTACKFAR, 0);
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DeactivateRunningSound();
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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*1.5f;
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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, 0.5f, 0);
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m_iChargeHitAnimation = BONEMAN_ANIM_ATTACKFAR;
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m_fChargeHitDamage = 20.0f;
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m_fChargeHitAngle = 0.0f;
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m_fChargeHitSpeed = 15.0f;
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autocall CEnemyBase::ChargeHitEnemy() EReturn;
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autowait(0.3f);
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return EReturn();
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};
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// hit with bones
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HitWithBones(EVoid) {
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// attack with bones
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StartModelAnim(BONEMAN_ANIM_ATTACKCLOSELOOP, 0);
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DeactivateRunningSound();
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// right hand
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m_bFistHit = FALSE;
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autowait(0.35f);
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if (CalcDist(m_penEnemy)<BONES_HIT) { m_bFistHit = TRUE; }
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PlaySound(m_soSound, SOUND_PUNCH, SOF_3D);
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autowait(0.10f);
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if (CalcDist(m_penEnemy)<BONES_HIT) { m_bFistHit = TRUE; }
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if (m_bFistHit) {
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FLOAT3D vDirection = m_penEnemy->GetPlacement().pl_PositionVector-GetPlacement().pl_PositionVector;
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vDirection.Normalize();
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// damage enemy
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InflictDirectDamage(m_penEnemy, this, DMT_CLOSERANGE, 10.0f, FLOAT3D(0, 0, 0), vDirection);
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// push target left
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FLOAT3D vSpeed;
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GetHeadingDirection(AngleDeg(90.0f), vSpeed);
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vSpeed = vSpeed * 5.0f;
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KickEntity(m_penEnemy, vSpeed);
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}
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// left hand
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m_bFistHit = FALSE;
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autowait(0.25f);
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if (CalcDist(m_penEnemy)<BONES_HIT) { m_bFistHit = TRUE; }
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PlaySound(m_soSound, SOUND_PUNCH, SOF_3D);
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autowait(0.10f);
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if (CalcDist(m_penEnemy)<BONES_HIT) { m_bFistHit = TRUE; }
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if (m_bFistHit) {
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// damage enemy
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FLOAT3D vDirection = m_penEnemy->GetPlacement().pl_PositionVector-GetPlacement().pl_PositionVector;
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vDirection.Normalize();
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InflictDirectDamage(m_penEnemy, this, DMT_CLOSERANGE, 10.0f, FLOAT3D(0, 0, 0), vDirection);
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// push target left
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FLOAT3D vSpeed;
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GetHeadingDirection(AngleDeg(-90.0f), vSpeed);
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vSpeed = vSpeed * 5.0f;
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KickEntity(m_penEnemy, vSpeed);
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}
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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);
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SetCollisionFlags(ECF_MODEL);
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SetFlags(GetFlags()|ENF_ALIVE);
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SetHealth(125.0f);
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m_fMaxHealth = 125.0f;
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en_fDensity = 2000.0f;
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// set your appearance
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SetModel(MODEL_BONEMAN);
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SetModelMainTexture(TEXTURE_BONEMAN);
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StandingAnim();
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m_sptType = SPT_BONES;
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// setup moving speed
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m_fWalkSpeed = FRnd() + 2.5f;
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m_aWalkRotateSpeed = FRnd()*25.0f + 45.0f;
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m_fAttackRunSpeed = FRnd()*3.0f + 10.0f;
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m_aAttackRotateSpeed = FRnd()*200 + 600.0f;
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m_fCloseRunSpeed = FRnd() + 13.0f;
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m_aCloseRotateSpeed = FRnd()*100 + 1000.0f;
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// setup attack distances
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m_fAttackDistance = 100.0f;
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m_fCloseDistance = 30.0f;
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m_fStopDistance = 2.0f;
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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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// damage/explode properties
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m_fBlowUpAmount = 70.0f;
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m_fBodyParts = 4;
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m_fDamageWounded = 80.0f;
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m_iScore = 1000;
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if (m_fStepHeight==-1) {
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m_fStepHeight = 4.0f;
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}
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// set stretch factors for height and width
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CEnemyBase::StretchModel();
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m_soFeet.Set3DParameters(80.0f, 5.0f, 1.0f, 1.0f);
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m_bRunSoundPlaying = FALSE;
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// continue behavior in base class
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jump CEnemyBase::MainLoop();
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};
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};
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