mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-24 19:30:26 +01:00
264 lines
8.0 KiB
C++
264 lines
8.0 KiB
C++
333
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%{
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#include "Entities/StdH/StdH.h"
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%}
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uses "Entities/EnemyBase";
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uses "Entities/Projectile";
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enum RobotDrivingChar {
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0 RDC_R2D2 "R2D2",
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1 RDC_SPIDER "Spider",
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};
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%{
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// info structure
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static EntityInfo eiRobotDriving = {
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EIBT_ROBOT, 100.0f, // mass[kg]
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0.0f, 1.5f, 0.0f, // source
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0.0f, 1.5f, 0.0f, // target
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};
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#define FIRE_POS FLOAT3D(0.0f, 1.0f, -1.0f)
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%}
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class CRobotDriving : CEnemyBase {
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name "RobotDriving";
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thumbnail "Thumbnails\\RobotDriving.tbn";
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properties:
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1 enum RobotDrivingChar m_rdcChar "Character" 'C' = RDC_R2D2,
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2 FLOAT m_fSize = 1.0f,
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10 CSoundObject m_soFire0,
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11 CSoundObject m_soFire1,
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components:
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0 class CLASS_BASE "Classes\\EnemyBase.ecl",
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1 class CLASS_PROJECTILE "Classes\\Projectile.ecl",
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10 model MODEL_R2D2 "Models\\Enemies\\Robots\\DrivingWheel\\Robot.mdl",
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11 texture TEXTURE_R2D2 "Models\\Enemies\\Robots\\DrivingWheel\\Robot.tex",
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12 model MODEL_SPIDER "Models\\Enemies\\Robots\\DrivingSpider\\DrivingSpider.mdl",
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13 texture TEXTURE_SPIDER "Models\\Enemies\\Robots\\SentryBall\\Ball.tex",
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// ************** SOUNDS **************
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50 sound SOUND_IDLE "Models\\Enemies\\Walker\\Sounds\\Idle.wav",
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51 sound SOUND_SIGHT "Models\\Enemies\\Walker\\Sounds\\Sight.wav",
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52 sound SOUND_WOUND "Models\\Enemies\\Walker\\Sounds\\Wound.wav",
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53 sound SOUND_FIRE_LASER "Models\\Enemies\\Walker\\Sounds\\FireLaser.wav",
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55 sound SOUND_KICK "Models\\Enemies\\Walker\\Sounds\\Kick.wav",
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56 sound SOUND_DEATH "Models\\Enemies\\Walker\\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 &eiRobotDriving;
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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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// can't harm each other
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if (!IsOfSameClass(penInflictor, this)) {
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CEnemyBase::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection);
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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(WALKER_ANIM_STAND03, AOF_LOOPING|AOF_NORESTART);
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};
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void WalkingAnim(void) {
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// StartModelAnim(WALKER_ANIM_WALK, AOF_LOOPING|AOF_NORESTART);
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};
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void RunningAnim(void) {
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// StartModelAnim(WALKER_ANIM_WALK, AOF_LOOPING|AOF_NORESTART);
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};
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void RotatingAnim(void) {
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// StartModelAnim(WALKER_ANIM_WALK, AOF_LOOPING|AOF_NORESTART);
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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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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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// r2d2
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if (m_rdcChar==RDC_R2D2) {
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// to fire
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//StartModelAnim(WALKER_ANIM_TOFIRE, 0);
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m_fLockOnEnemyTime = 0.5f;//GetModelObject()->GetAnimLenght(WALKER_ANIM_TOFIRE);
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autocall CEnemyBase::LockOnEnemy() EReturn;
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StopMoving();
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//StartModelAnim(WALKER_ANIM_ATTACK02LEFT, AOF_LOOPING);
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ShootProjectile(PRT_CYBORG_LASER, FIRE_POS*m_fSize, ANGLE3D(0, 0, 0));
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PlaySound(m_soFire0, SOUND_FIRE_LASER, SOF_3D);
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autowait(0.25f);
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ShootProjectile(PRT_CYBORG_LASER, FIRE_POS*m_fSize, ANGLE3D(0, 0, 0));
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PlaySound(m_soFire1, SOUND_FIRE_LASER, SOF_3D);
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// wait for a while
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StandingAnim();
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autowait(FRnd()*0.1f+0.1f);
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// spider
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} else if (TRUE) {
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// don't shoot if enemy above or below you more than 5 meters
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if (Abs(en_vGravityDir%CalcDelta(m_penEnemy)) > 5.0f) {
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return EEnd();
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}
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m_fLockOnEnemyTime = 0.5f;//GetModelObject()->GetAnimLenght(WALKER_ANIM_TOFIRE);
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autocall CEnemyBase::LockOnEnemy() EReturn;
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// hit bomb
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FLOAT fSpeed = Sqrt(en_fGravityA*(CalcDist(m_penEnemy)*1.25f));
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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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PreparePropelledProjectile(pl, vShootTarget, FLOAT3D(0.0f, 1.5f, -0.7f), ANGLE3D(0, 45.0f, 0));
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CEntityPointer penProjectile = CreateEntity(pl, CLASS_PROJECTILE);
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ELaunchProjectile eLaunch;
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eLaunch.penLauncher = this;
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eLaunch.prtType = PRT_HEADMAN_BOMBERMAN;
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eLaunch.fSpeed = fSpeed;
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penProjectile->Initialize(eLaunch);
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//StartModelAnim(WALKER_ANIM_ATTACK02LEFT, AOF_LOOPING);
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PlaySound(m_soFire0, SOUND_FIRE_LASER, SOF_3D);
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StopMoving();
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// wait for a while
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StandingAnim();
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autowait(FRnd()*0.1f+0.1f);
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}
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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) : CEnemyBase::Death {
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// stop moving
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StopMoving();
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DeathSound(); // death sound
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// set physic flags
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SetPhysicsFlags(EPF_MODEL_CORPSE);
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SetCollisionFlags(ECF_CORPSE);
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// robots don't have different collision boxes, so no need to change
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// robots don't have death animations
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return EEnd();
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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(20.0f);
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m_fMaxHealth = 20.0f;
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m_fBlowUpAmount = 0.0f;
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m_fBodyParts = 4;
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m_bRobotBlowup = TRUE;
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m_fDamageWounded = 100000.0f;
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en_fDensity = 10000.0f;
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switch (m_rdcChar) {
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case RDC_R2D2: {
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// set your appearance
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m_fSize = 1.0f;
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SetComponents(this, *GetModelObject(),
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MODEL_R2D2, TEXTURE_R2D2, 0,0,0);
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GetModelObject()->StretchModel(FLOAT3D(1,1,1));
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ModelChangeNotify();
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// setup moving speed
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m_fWalkSpeed = FRnd() + 1.5f;
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m_aWalkRotateSpeed = AngleDeg(FRnd()*10.0f + 500.0f);
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m_fAttackRunSpeed = FRnd() + 5.0f;
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m_aAttackRotateSpeed = AngleDeg(FRnd()*50 + 245.0f);
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m_fCloseRunSpeed = FRnd() + 5.0f;
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m_aCloseRotateSpeed = AngleDeg(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 = 0.0f;
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m_fStopDistance = 8.0f;
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m_fAttackFireTime = 2.0f;
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m_fCloseFireTime = 1.0f;
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m_fIgnoreRange = 200.0f;
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m_iScore = 100;
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} break;
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case RDC_SPIDER: {
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// set your appearance
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m_fSize = 1.0f;
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SetComponents(this, *GetModelObject(),
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MODEL_SPIDER, TEXTURE_SPIDER, 0,0,0);
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GetModelObject()->StretchModel(FLOAT3D(1,1,1));
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ModelChangeNotify();
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// setup moving speed
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m_fWalkSpeed = FRnd() + 1.5f;
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m_aWalkRotateSpeed = AngleDeg(FRnd()*10.0f + 500.0f);
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m_fAttackRunSpeed = FRnd() + 4.0f;
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m_aAttackRotateSpeed = AngleDeg(FRnd()*50 + 245.0f);
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m_fCloseRunSpeed = FRnd() + 4.0f;
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m_aCloseRotateSpeed = AngleDeg(FRnd()*50 + 245.0f);
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// setup attack distances
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m_fAttackDistance = 45.0f;
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m_fCloseDistance = 0.0f;
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m_fStopDistance = 20.0f;
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m_fAttackFireTime = 2.0f;
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m_fCloseFireTime = 1.5f;
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m_fIgnoreRange = 150.0f;
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m_iScore = 500;
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} break;
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default: ASSERT(FALSE);
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}
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StandingAnim();
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// set sound default parameters
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m_soFire0.Set3DParameters(160.0f, 5.0f, 1.0f, 1.0f);
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m_soFire1.Set3DParameters(160.0f, 5.0f, 1.0f, 1.0f);
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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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