mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-24 19:30:26 +01:00
453 lines
15 KiB
C++
453 lines
15 KiB
C++
327
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%{
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#include "Entities/StdH/StdH.h"
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#include "Models/Enemies/Mamut/MAMUT.H"
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#include "Models/Enemies/MAMUTMAN/Mamutman.h"
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%}
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uses "Entities/EnemyBase";
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uses "Entities/Mamutman";
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uses "Entities/AirWave";
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uses "Entities/Bullet";
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enum MamutChar {
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0 MAT_SUMMER "Summer",
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1 MAT_WINTER "Winter",
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};
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%{
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// info structure
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static EntityInfo eiMamut = {
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EIBT_FLESH, 2500.0f,
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0.0f, 1.5f, 0.0f,
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0.0f, 2.0f, 0.0f,
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};
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#define HIT_DISTANCE 13.0f
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#define FIRE_BULLET FLOAT3D(0.0f*2, 4.0f*2, -4.0f*2)
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#define FIRE_AIRWAVE FLOAT3D(0.0f*2, 0.5f*2, -4.0f*2)
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#define RIDER_FRONT FLOAT3D( 0.25f*2, 6.5f*2, 0.5f*2)
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#define RIDER_MIDDLE FLOAT3D(-0.25f*2, 5.6f*2, 1.5f*2)
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#define RIDER_REAR FLOAT3D( 0.1f*2, 4.6f*2, 2.4f*2)
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%}
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class CMamut : CEnemyBase {
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name "Mamut";
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thumbnail "Thumbnails\\Mamut.tbn";
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properties:
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1 enum MamutChar m_EmcChar "Character" 'C' = MAT_SUMMER, // character
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2 BOOL m_bFrontRider "Rider Front" 'H' = FALSE, // front rider
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3 BOOL m_bMiddleRider "Rider Middle" 'J' = FALSE, // middle rider
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4 BOOL m_bRearRider "Rider Rear" 'K' = FALSE, // rear rider
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5 CEntityPointer m_penBullet, // bullet
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6 FLOAT m_fLastShootTime = 0.0f,
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components:
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0 class CLASS_BASE "Classes\\EnemyBase.ecl",
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1 class CLASS_BULLET "Classes\\Bullet.ecl",
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2 class CLASS_MAMUTMAN "Classes\\Mamutman.ecl",
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3 class CLASS_AIRWAVE "Classes\\AirWave.ecl",
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10 model MODEL_MAMUT "Models\\Enemies\\Mamut\\Mamut.mdl",
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11 texture TEXTURE_MAMUT_SUMMER "Models\\Enemies\\Mamut\\Mamut.tex",
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12 texture TEXTURE_MAMUT_WINTER "Models\\Enemies\\Mamut\\Mamut3.tex",
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20 model MODEL_MAMUTMAN "Models\\Enemies\\Mamutman\\Mamutman.mdl",
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21 texture TEXTURE_MAMUTMAN "Models\\Enemies\\Mamutman\\Mamutman.tex",
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// ************** SOUNDS **************
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50 sound SOUND_IDLE "Models\\Enemies\\Mamut\\Sounds\\Idle.wav",
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51 sound SOUND_SIGHT "Models\\Enemies\\Mamut\\Sounds\\Sight.wav",
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52 sound SOUND_WOUND "Models\\Enemies\\Mamut\\Sounds\\Wound.wav",
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53 sound SOUND_FIRE "Models\\Enemies\\Mamut\\Sounds\\Fire.wav",
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54 sound SOUND_KICK "Models\\Enemies\\Mamut\\Sounds\\Kick.wav",
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55 sound SOUND_DEATH "Models\\Enemies\\Mamut\\Sounds\\Death.wav",
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functions:
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/* Entity info */
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void *GetEntityInfo(void) {
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return &eiMamut;
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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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// mamut can't harm mamut
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if (!IsOfClass(penInflictor, "Mamut")) {
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CEnemyBase::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection);
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}
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};
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// play attachmnet anim
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void PlayAttachmentAnim(INDEX iAttachment, INDEX iAnim, ULONG ulFlags) {
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CAttachmentModelObject *amo = GetModelObject()->GetAttachmentModel(iAttachment);
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if (amo!=NULL) {
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amo->amo_moModelObject.PlayAnim(iAnim, ulFlags);
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}
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};
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// death
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INDEX AnimForDeath(void) {
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StartModelAnim(MAMUT_ANIM_DEATH, 0);
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return MAMUT_ANIM_DEATH;
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};
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void DeathNotify(void) {
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ChangeCollisionBoxIndexWhenPossible(MAMUT_COLLISION_BOX_DEATH);
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DropRiders(TRUE);
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};
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// drop riders
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void CreateRider(const FLOAT3D &vPos, INDEX iRider) {
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// mamutman start position
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CPlacement3D pl;
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pl.pl_OrientationAngle = ANGLE3D(0,0,0);
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pl.pl_PositionVector = vPos;
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pl.RelativeToAbsolute(GetPlacement());
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// create rider
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CEntityPointer pen = CreateEntity(pl, CLASS_MAMUTMAN);
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((CMamutman&)*pen).m_bSpawned = TRUE;
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((CMamutman&)*pen).m_bSpawnedPosition = iRider;
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((CMamutman&)*pen).m_penEnemy = m_penEnemy;
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((CMamutman&)*pen).m_ttTarget = m_ttTarget;
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pen->Initialize(EVoid());
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};
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void DropRiders(BOOL bAlways) {
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if (m_bFrontRider && (bAlways || (IRnd()&1))) {
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m_bFrontRider = FALSE;
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CreateRider(RIDER_FRONT, 0);
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RemoveAttachmentFromModel(*GetModelObject(), MAMUT_ATTACHMENT_MAN_FRONT);
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}
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if (m_bMiddleRider && (bAlways || (IRnd()&1))) {
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m_bMiddleRider = FALSE;
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CreateRider(RIDER_MIDDLE, 1);
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RemoveAttachmentFromModel(*GetModelObject(), MAMUT_ATTACHMENT_MAN_MIDDLE);
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}
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if (m_bRearRider && (bAlways || (IRnd()&1))) {
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m_bRearRider = FALSE;
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CreateRider(RIDER_REAR, 2);
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RemoveAttachmentFromModel(*GetModelObject(), MAMUT_ATTACHMENT_MAN_REAR);
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}
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};
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// virtual anim functions
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void StandingAnim(void) {
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StartModelAnim(MAMUT_ANIM_STAND, AOF_LOOPING|AOF_NORESTART);
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PlayAttachmentAnim(MAMUT_ATTACHMENT_MAN_FRONT, MAMUTMAN_ANIM_STANDMOUNTEDFIRST, 0);
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PlayAttachmentAnim(MAMUT_ATTACHMENT_MAN_MIDDLE, MAMUTMAN_ANIM_STANDMOUNTEDSECOND, 0);
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PlayAttachmentAnim(MAMUT_ATTACHMENT_MAN_REAR, MAMUTMAN_ANIM_STANDMOUNTEDTHIRD, 0);
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};
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void WalkingAnim(void) {
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StartModelAnim(MAMUT_ANIM_WALK, AOF_LOOPING|AOF_NORESTART);
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PlayAttachmentAnim(MAMUT_ATTACHMENT_MAN_FRONT, MAMUTMAN_ANIM_MOUNTEDWALKFIRST, 0);
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PlayAttachmentAnim(MAMUT_ATTACHMENT_MAN_MIDDLE, MAMUTMAN_ANIM_MOUNTEDWALKSECOND, 0);
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PlayAttachmentAnim(MAMUT_ATTACHMENT_MAN_REAR, MAMUTMAN_ANIM_MOUNTEDWALKTHIRD, 0);
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};
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void RunningAnim(void) {
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StartModelAnim(MAMUT_ANIM_RUN, AOF_LOOPING|AOF_NORESTART);
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PlayAttachmentAnim(MAMUT_ATTACHMENT_MAN_FRONT, MAMUTMAN_ANIM_MOUNTEDRUNFIRST, 0);
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PlayAttachmentAnim(MAMUT_ATTACHMENT_MAN_MIDDLE, MAMUTMAN_ANIM_MOUNTEDRUNSECOND, 0);
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PlayAttachmentAnim(MAMUT_ATTACHMENT_MAN_REAR, MAMUTMAN_ANIM_MOUNTEDRUNTHIRD, 0);
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};
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void RotatingAnim(void) {
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StartModelAnim(MAMUT_ANIM_WALK, AOF_LOOPING|AOF_NORESTART);
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PlayAttachmentAnim(MAMUT_ATTACHMENT_MAN_FRONT, MAMUTMAN_ANIM_MOUNTEDWALKFIRST, 0);
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PlayAttachmentAnim(MAMUT_ATTACHMENT_MAN_MIDDLE, MAMUTMAN_ANIM_MOUNTEDWALKSECOND, 0);
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PlayAttachmentAnim(MAMUT_ATTACHMENT_MAN_REAR, MAMUTMAN_ANIM_MOUNTEDWALKTHIRD, 0);
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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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/************************************************************
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* FIRE BULLET *
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************************************************************/
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// prepare bullet
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void PrepareBullet(void) {
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// bullet start position
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CPlacement3D plBullet;
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plBullet.pl_OrientationAngle = ANGLE3D(0,0,0);
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plBullet.pl_PositionVector = FIRE_BULLET;
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plBullet.RelativeToAbsolute(GetPlacement());
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// create bullet
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m_penBullet = CreateEntity(plBullet, CLASS_BULLET);
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// init bullet
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EBulletInit eInit;
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eInit.penOwner = this;
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eInit.fDamage = 1.0f;
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m_penBullet->Initialize(eInit);
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((CBullet&)*m_penBullet).CalcTarget(m_penEnemy, 100);
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};
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// fire bullet
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void FireBullet(void) {
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((CBullet&)*m_penBullet).LaunchBullet(TRUE, TRUE, TRUE);
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((CBullet&)*m_penBullet).DestroyBullet();
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};
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// fire air wave
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void FireAirWave(void) {
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// target enemy body
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EntityInfo *peiTarget = (EntityInfo*) (m_penEnemy->GetEntityInfo());
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FLOAT3D vShootTarget;
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GetEntityInfoPosition(m_penEnemy, peiTarget->vTargetCenter, vShootTarget);
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// launch
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CPlacement3D pl;
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PrepareFreeFlyingProjectile(pl, vShootTarget, FIRE_AIRWAVE, ANGLE3D(0, 0, 0));
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CEntityPointer penProjectile = CreateEntity(pl, CLASS_AIRWAVE);
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EAirWave eLaunch;
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eLaunch.penLauncher = this;
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penProjectile->Initialize(eLaunch);
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};
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procedures:
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/************************************************************
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* PROCEDURES WHEN HARMED *
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************************************************************/
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// Play wound animation and falling body part
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BeWounded(EDamage eDamage) : CEnemyBase::BeWounded
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{
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StopMoving();
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// damage anim
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StartModelAnim(MAMUT_ANIM_WOUND02, 0);
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autowait(0.5f);
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// drop riders
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if (GetHealth()<600.0f) {
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DropRiders(GetHealth()<250.0f);
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}
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autowait(1.5f);
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return EReturn();
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};
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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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/* // initial preparation
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InitializeAttack(EVoid) : CEnemyBase::InitializeAttack {
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m_fLastShootTime = 0.0f;
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jump CEnemyBase::InitializeAttack();
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};
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// attack shoot
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AttackShoot() : CEnemyBase::AttackShoot {
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// shoot at enemy if possible
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if (CanAttackEnemy(m_penEnemy, Cos(AngleDeg(130.0f)))) {
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// set next shoot time
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m_fShootTime = _pTimer->CurrentTick() + m_fAttackFireTime*(1.0f + FRnd()/3.0f);
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// fire
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// mamut shoot
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if (m_fLastShootTime+4.0f<_pTimer->CurrentTick() &&
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CanAttackEnemy(m_penEnemy, Cos(AngleDeg(50.0f)))) {
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// stop moving (rotation and translation)
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StopMoving();
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autocall Fire() EReturn;
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// rider (mamutman) shoot
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} else if (m_bFrontRider || m_bMiddleRider || m_bRearRider) {
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// stop rotating
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StopRotating();
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autocall RiderFire() EReturn;
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}
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} else {
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// safety precocious from stack overflow loop
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m_fShootTime = _pTimer->CurrentTick() + 0.25f;
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}
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return ETimer();
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};
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// close shoot
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CloseShoot() : CEnemyBase::CloseShoot {
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// shoot at enemy if possible
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if (CalcDist(m_penEnemy)<m_fCloseDistance && CanHitEnemy(m_penEnemy, Cos(AngleDeg(130.0f)))) {
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// set next shoot time
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m_fShootTime = _pTimer->CurrentTick() + m_fCloseFireTime*(1.0f + FRnd()/3.0f);
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// hit
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// mamut shoot
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if (m_fLastShootTime+4.0f<_pTimer->CurrentTick() &&
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CanHitEnemy(m_penEnemy, Cos(AngleDeg(50.0f)))) {
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// stop moving (rotaion and translation)
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StopMoving();
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autocall Hit() EReturn;
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// rider (mamutman) shoot
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} else if (m_bFrontRider || m_bMiddleRider || m_bRearRider) {
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// stop rotating
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StopRotating();
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autocall RiderFire() EReturn;
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}
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// try attack shoot
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} else {
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jump AttackShoot();
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}
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return ETimer();
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};
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*/
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Fire(EVoid) : CEnemyBase::Fire {
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m_fLastShootTime = _pTimer->CurrentTick();
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// fire projectile
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StartModelAnim(MAMUT_ANIM_WOUND01, 0);
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autowait(1.1f);
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FireAirWave();
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PlaySound(m_soSound, SOUND_FIRE, SOF_3D);
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autowait(FRnd()*0.2f);
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return EReturn();
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};
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Hit(EVoid) : CEnemyBase::Hit {
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m_fLastShootTime = _pTimer->CurrentTick();
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// hit the ground
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StartModelAnim(MAMUT_ANIM_ATTACK01, 0);
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autowait(0.3f);
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if (CalcDist(m_penEnemy) < HIT_DISTANCE) {
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FLOAT3D vSource = GetPlacement().pl_PositionVector +
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FLOAT3D(en_mRotation(1, 2), en_mRotation(2, 2), en_mRotation(3, 2));
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PlaySound(m_soSound, SOUND_KICK, SOF_3D);
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// damage
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InflictRangeDamage(this, DMT_CLOSERANGE, 20.0f, vSource, 1.0f, 15.0f);
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}
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autowait(0.5f);
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if (CalcDist(m_penEnemy) < HIT_DISTANCE) {
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FLOAT3D vSource = GetPlacement().pl_PositionVector +
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FLOAT3D(en_mRotation(1, 2), en_mRotation(2, 2), en_mRotation(3, 2));
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PlaySound(m_soSound, SOUND_KICK, SOF_3D);
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// damage
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InflictRangeDamage(this, DMT_CLOSERANGE, 20.0f, vSource, 1.0f, 15.0f);
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}
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autowait(0.7f+FRnd()*0.1f);
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return EReturn();
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};
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RiderFire() {
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// if have any rider fire
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if (m_bFrontRider || m_bMiddleRider || m_bRearRider) {
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// prepare
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PrepareBullet();
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// find valid rider
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INDEX iRider = IRnd()%3;
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if (iRider==0 && !m_bFrontRider) { iRider = 1; }
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if (iRider==1 && !m_bMiddleRider) { iRider = 2; }
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if (iRider==2 && !m_bRearRider) { iRider = 0; }
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if (iRider==0 && !m_bFrontRider) { iRider = 1; }
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if (iRider==1 && !m_bMiddleRider) { iRider = 2; }
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// animation
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switch (iRider) {
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case 0: PlayAttachmentAnim(MAMUT_ATTACHMENT_MAN_FRONT, MAMUTMAN_ANIM_MOUNTEDATTACKFIRST, 0); break;
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case 1: PlayAttachmentAnim(MAMUT_ATTACHMENT_MAN_MIDDLE, MAMUTMAN_ANIM_MOUNTEDATTACKSECOND, 0); break;
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case 2: PlayAttachmentAnim(MAMUT_ATTACHMENT_MAN_REAR, MAMUTMAN_ANIM_MOUNTEDATTACKTHIRD, 0); break;
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}
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// fire bullet
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autowait(0.8f);
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PlaySound(m_soSound, SOUND_FIRE, SOF_3D);
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FireBullet();
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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|EPF_HASLUNGS);
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SetCollisionFlags(ECF_MODEL);
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SetFlags(GetFlags()|ENF_ALIVE);
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en_tmMaxHoldBreath = 35.0f;
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en_fDensity = 4000.0f;
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// set your appearance
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GetModelObject()->StretchModel(FLOAT3D(2,2,2));
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SetModel(MODEL_MAMUT);
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ModelChangeNotify();
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if (m_EmcChar==MAT_SUMMER) {
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SetModelMainTexture(TEXTURE_MAMUT_SUMMER);
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} else {
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SetModelMainTexture(TEXTURE_MAMUT_WINTER);
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}
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SetHealth(700.0f);
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m_fMaxHealth = 700.0f;
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// set riders
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RemoveAttachmentFromModel(*GetModelObject(), MAMUT_ATTACHMENT_MAN_FRONT);
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RemoveAttachmentFromModel(*GetModelObject(), MAMUT_ATTACHMENT_MAN_MIDDLE);
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RemoveAttachmentFromModel(*GetModelObject(), MAMUT_ATTACHMENT_MAN_REAR);
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if (m_bFrontRider) {
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AddAttachmentToModel(this, *GetModelObject(), MAMUT_ATTACHMENT_MAN_FRONT,
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MODEL_MAMUTMAN, TEXTURE_MAMUTMAN, 0, 0, 0);
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}
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if (m_bMiddleRider) {
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AddAttachmentToModel(this, *GetModelObject(), MAMUT_ATTACHMENT_MAN_MIDDLE,
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MODEL_MAMUTMAN, TEXTURE_MAMUTMAN, 0, 0, 0);
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}
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if (m_bRearRider) {
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AddAttachmentToModel(this, *GetModelObject(), MAMUT_ATTACHMENT_MAN_REAR,
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MODEL_MAMUTMAN, TEXTURE_MAMUTMAN, 0, 0, 0);
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}
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StandingAnim();
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// setup moving speed
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m_fWalkSpeed = FRnd() + 1.0f;
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m_aWalkRotateSpeed = AngleDeg(FRnd()*10.0f + 25.0f);
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m_fAttackRunSpeed = FRnd() + 9.0f;
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m_aAttackRotateSpeed = AngleDeg(FRnd()*15.0f + 250.0f);
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m_fCloseRunSpeed = FRnd() + 10.0f;
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m_aCloseRotateSpeed = AngleDeg(FRnd()*15.0f + 250.0f);
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// setup attack distances
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m_fAttackDistance = 120.0f;
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m_fCloseDistance = 14.0f;
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m_fStopDistance = 12.0f;
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INDEX iTime = 4.0f;
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if (m_bFrontRider) { iTime--; }
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if (m_bMiddleRider) { iTime--; }
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if (m_bRearRider) { iTime--; }
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m_fAttackFireTime = iTime;
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m_fCloseFireTime = 0.5f;
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m_fIgnoreRange = 200.0f;
|
|
// damage/explode properties
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m_fBlowUpAmount = 250.0f;
|
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m_fBodyParts = 5;
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m_fDamageWounded = 200.0f;
|
|
m_iScore = 5000;
|
|
|
|
// continue behavior in base class
|
|
jump CEnemyBase::MainLoop();
|
|
};
|
|
};
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