mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-26 20:25:54 +01:00
2459 lines
81 KiB
C++
2459 lines
81 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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332
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%{
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#include "StdH.h"
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#include "Models/Enemies/Devil/Devil.h"
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#include "Models/Enemies/Devil/Weapons/Laser.h"
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#include "Models/Weapons/RocketLauncher/RocketLauncherItem.h"
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#include "EntitiesMP/Effector.h"
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#include "EntitiesMP/WorldSettingsController.h"
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#include "EntitiesMP/PyramidSpaceShip.h"
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#include "EntitiesMP/BackgroundViewer.h"
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#define DEVIL_LASER_SPEED 100.0f
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#define DEVIL_ROCKET_SPEED 60.0f
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%}
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uses "EntitiesMP/DevilMarker";
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uses "EntitiesMP/EnemyBase";
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uses "EntitiesMP/Projectile";
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uses "EntitiesMP/Bullet";
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event EBrushDestroyedByDevil {
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FLOAT3D vDamageDir,
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};
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event ERegenerationImpuls {
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};
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enum DevilCommandType {
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0 DC_GRAB_LOWER_WEAPONS "Grab lower weapons",
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1 DC_FORCE_ACTION "Force next action",
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2 DC_STOP_MOVING "Stop moving",
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3 DC_STOP_ATTACK "Stop attacking",
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4 DC_JUMP_INTO_PYRAMID "Jump into pyramid",
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5 DC_FORCE_ATTACK_RADIUS "Force attack radius",
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6 DC_DECREASE_ATTACK_RADIUS "Decrease attack radius",
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7 DC_TELEPORT_INTO_PYRAMID "Teleport into pyramid",
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};
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event EDevilCommand {
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enum DevilCommandType dctType,
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CEntityPointer penForcedAction,
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FLOAT fAttackRadius,
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FLOAT3D vCenterOfAttack,
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};
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enum DevilState {
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0 DS_NOT_EXISTING "Not existing", // idle
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1 DS_DESTROYING_CITY "Destroying city", // process of destroying city
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2 DS_ENEMY "Enemy", // behave as normal enemy
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3 DS_JUMPING_INTO_PYRAMID "Jumping into pyramid", // jumping into pyramid
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4 DS_PYRAMID_FIGHT "Pyramid fight", // pyramid fight
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5 DS_REGENERATION_IMPULSE "Regenerating with impulse", // drinking power
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};
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enum DevilAttackPower {
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1 DAP_PLAYER_HUNT "Player hunt", // process of hunting player
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2 DAP_LOW_POWER_ATTACK "Low power attack", // low power attack
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3 DAP_MEDIUM_POWER_ATTACK "Medium power attack", // medium power attack
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4 DAP_FULL_POWER_ATTACK "Full power attack", // full power attack
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5 DAP_NOT_ATTACKING "Not attacking", // not attacking
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};
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%{
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static FLOAT3D vLastStartPosition;
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static FLOAT vLastAttackRadius;
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extern INDEX cht_bKillFinalBoss;
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extern INDEX cht_bDebugFinalBoss;
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extern INDEX cht_bDumpFinalBossData;
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extern INDEX cht_bDebugFinalBossAnimations;
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#define LIGHT_ANIM_FIRE 3
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#define LIGHT_ANIM_NONE 5
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// parameters defining boss
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#define SIZE 50.0f
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#define DEVIL_HOOF_RADIUS 0.25f*SIZE
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#define DEVIL_HIT_HOOF_OFFSET FLOAT3D(-0.149021f, 0.084463f, -0.294425f)*SIZE
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#define DEVIL_WALK_HOOF_RIGHT_OFFSET FLOAT3D(0.374725f, 0.0776713f, 0.0754253f)*SIZE
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#define DEVIL_WALK_HOOF_LEFT_OFFSET FLOAT3D(-0.402306f, 0.0864595f, 0.292397f)*SIZE
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#define ATT_PROJECTILE_GUN (FLOAT3D(-0.703544f, 1.12582f, -0.329834f)*SIZE)
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#define ATT_LASER (FLOAT3D(0.63626f, 1.13841f, -0.033062f)*SIZE)
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#define ATT_ELECTRICITYGUN (FLOAT3D(-0.764868f, 1.27992f, -0.311084f)*SIZE)
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#define ATT_ROCKETLAUNCHER (FLOAT3D(0.654788f, 1.30318f, -0.259358f)*SIZE)
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#define MAGIC_PROJECTILE_EXIT (FLOAT3D(0.035866f, 1.400f, -0.792264f)*SIZE)
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#define ELECTROGUN_PIPE (FLOAT3D(-0.00423616f, -0.0216781f, -0.506613f)*SIZE)
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#define LASER_PIPE (FLOAT3D(0.0172566f, -0.123152f, -0.232228f)*SIZE)
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#define PROJECTILEGUN_PIPE (FLOAT3D(0.0359023f, -0.000490744f, -0.394403f)*SIZE)
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#define ROCKETLAUNCHER_PIPE (FLOAT3D(4.68194e-005f, 0.0483391f, -0.475134f)*SIZE)
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#define HEALTH_MULTIPLIER 1.0f
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#define BOSS_HEALTH (40000.0f*HEALTH_MULTIPLIER)
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#define HEALTH_IMPULSE (10000.0f*HEALTH_MULTIPLIER)
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#define HEALTH_CLASS_1 (5000*HEALTH_MULTIPLIER)
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#define HEALTH_CLASS_2 (7500*HEALTH_MULTIPLIER)
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#define HEALTH_CLASS_3 (10000*HEALTH_MULTIPLIER)
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#define HEALTH_CLASS_4 (15000*HEALTH_MULTIPLIER)
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#define CLASS_2_CANNON_FACTOR 0.75f
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#define CLASS_3_ROCKETLAUNCHER_FACTOR 0.75f
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#define CLASS_4_ROCKETLAUNCHER_FACTOR 0.25f
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#define TM_HEALTH_IMPULSE 4.0f
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// info structure
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static EntityInfo eiDevil = {
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EIBT_FLESH, 50000.0f,
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0.0f, 2.0f*SIZE, 0.0f,
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0.0f, 1.4f*SIZE, 0.0f,
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};
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%}
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class CDevil : CEnemyBase {
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name "Devil";
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thumbnail "Thumbnails\\Devil.tbn";
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properties:
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1 INDEX m_iAttID = 0, // internal temp var
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2 FLOAT m_fDeltaWeaponPitch = 0.0f, // for adjusting weapon pitch
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3 FLOAT m_fDeltaWeaponHdg = 0.0f, // for adjusting weapon hdg
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4 FLOAT m_fFireTime = 0.0f, // time to fire bullets
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5 CAnimObject m_aoLightAnimation, // light animation object
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6 CEntityPointer m_penAction "Action" 'O', // ptr to action marker entity
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8 INDEX m_iFiredProjectiles = 0, // internal counter of fired projectiles
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9 INDEX m_iToFireProjectiles = 0, // internal counter of projectiles that should be fired
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10 FLOAT m_fPauseStretcher = 0, // stretch factor for pauses between fireing
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11 FLOAT m_tmLastPause = 0.0f, // last pause between two fireings
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12 enum DevilState m_dsDevilState = DS_NOT_EXISTING,// current devil state
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13 FLOAT m_tmLastAngry = -1.0f, // last angry state
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14 CPlacement3D m_plTeleport = CPlacement3D(FLOAT3D(0,0,0), ANGLE3D(0,0,0)),
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16 FLOAT m_tmTemp = 0,
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17 enum DevilState m_dsLastDevilState = DS_REGENERATION_IMPULSE,// last devil state
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18 enum DevilAttackPower m_dapAttackPower = DAP_PLAYER_HUNT,// current devil state
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19 enum DevilAttackPower m_dapLastAttackPower = DAP_NOT_ATTACKING,
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20 BOOL m_bHasUpperWeapons = FALSE,
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21 FLOAT3D m_vElectricitySource = FLOAT3D( 0,0,0), // position of electricity ray target
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22 FLOAT3D m_vElectricityTarget = FLOAT3D( 0,0,0), // position of electricity ray target
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23 BOOL m_bRenderElectricity = FALSE, // if electricity particles are rendered
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24 FLOAT m_fAdjustWeaponTime = 0.0f, // time for weapon to lock enemy
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25 BOOL m_bWasOnceInMainLoop = FALSE, // if MainLoop was called at least once
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26 FLOAT m_tmHitBySpaceShipBeam = -1, // last time when was hit by space ship beam
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27 CSoundObject m_soLeft, // left foot sound
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28 CSoundObject m_soRight, // right foot sound
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29 FLOAT m_fLastWalkTime = -1.0f, // last walk time
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30 FLOAT m_tmFireBreathStart = UpperLimit(0.0f), // time when fire breath started
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31 FLOAT m_tmFireBreathStop = 0.0f, // time when fire breath stopped
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32 FLOAT3D m_vFireBreathSource = FLOAT3D( 0,0,0), // position of fire breath source
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33 FLOAT3D m_vFireBreathTarget = FLOAT3D( 0,0,0), // position of fire breath target
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34 FLOAT m_tmRegenerationStart = UpperLimit(0.0f), // time when regeneration started
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35 FLOAT m_tmRegenerationStop = 0.0f, // time when regeneration stopped
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36 FLOAT m_tmNextFXTime = 0.0f, // next effect time
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37 INDEX m_iNextChannel = 0, // next channel to play sound on
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// weapon sound channels
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38 CSoundObject m_soWeapon0,
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39 CSoundObject m_soWeapon1,
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40 CSoundObject m_soWeapon2,
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41 CSoundObject m_soWeapon3,
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42 CSoundObject m_soWeapon4,
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43 INDEX m_iAngryAnim=0, // random angry animation
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44 INDEX m_iAngrySound=0, // random angry animation
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45 FLOAT m_tmDeathTime = -1.0f, // time of death
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50 INDEX m_iLastCurrentAnim = -1,
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51 INDEX m_iLastScheduledAnim = -1,
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52 enum DevilState m_dsPreRegenerationDevilState = DS_ENEMY,
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60 CSoundObject m_soClimb, // sound of climbing
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61 CSoundObject m_soGrabLowerWeapons,
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62 CSoundObject m_soGrabUpperWeapons,
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63 CSoundObject m_soJumpIntoPyramid,
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70 BOOL m_bForMPIntro "MP Intro" = FALSE,
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{
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CEntity *penBullet; // bullet
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CLightSource m_lsLightSource;
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}
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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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2 class CLASS_EFFECTOR "Classes\\Effector.ecl",
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// ************** DEVIL **************
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10 model MODEL_DEVIL "Models\\Enemies\\Devil\\Devil.mdl",
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11 texture TEXTURE_DEVIL "Models\\Enemies\\Devil\\Devil.tex",
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// ************** LASER **************
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20 model MODEL_LASER "Models\\Enemies\\Devil\\Weapons\\Laser.mdl",
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21 texture TEXTURE_LASER "Models\\Enemies\\Devil\\Weapons\\Laser.tex",
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// ************** ROCKET LAUNCHER **************
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22 model MODEL_ROCKETLAUNCHER "Models\\Enemies\\Devil\\Weapons\\RocketLauncher.mdl",
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23 texture TEXTURE_ROCKETLAUNCHER "Models\\Enemies\\Devil\\Weapons\\RocketLauncher.tex",
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// ************** PROJECTILE GUN **************
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24 model MODEL_PROJECTILEGUN "Models\\Enemies\\Devil\\Weapons\\ProjectileGun.mdl",
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25 texture TEXTURE_PROJECTILEGUN "Models\\Enemies\\Devil\\Weapons\\ProjectileGun.tex",
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// ************** ELECTRICITY GUN *************
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26 model MODEL_ELECTRICITYGUN "Models\\Enemies\\Devil\\Weapons\\ElectricityGun.mdl",
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27 texture TEXTURE_ELECTRICITYGUN "Models\\Enemies\\Devil\\Weapons\\ElectricityGun.tex",
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// ************** SOUNDS **************
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60 sound SOUND_ANGER01 "Models\\Enemies\\Devil\\Sounds\\Anger01.wav",
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61 sound SOUND_ANGER02 "Models\\Enemies\\Devil\\Sounds\\Anger02.wav",
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62 sound SOUND_ATTACKCLOSE "Models\\Enemies\\Devil\\Sounds\\AttackClose.wav",
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63 sound SOUND_CELEBRATE01 "Models\\Enemies\\Devil\\Sounds\\Celebrate01.wav",
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65 sound SOUND_DEATH "Models\\Enemies\\Devil\\Sounds\\Death.wav",
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66 sound SOUND_DRAW_LOWER_WEAPONS "Models\\Enemies\\Devil\\Sounds\\GrabWeaponsLower.wav",
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67 sound SOUND_DRAW_UPPER_WEAPONS "Models\\Enemies\\Devil\\Sounds\\GrabWeaponsUpper.wav",
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68 sound SOUND_GETUP "Models\\Enemies\\Devil\\Sounds\\Getup.wav",
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69 sound SOUND_IDLE "Models\\Enemies\\Devil\\Sounds\\Idle.wav",
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70 sound SOUND_PUNCH "Models\\Enemies\\Devil\\Sounds\\Punch.wav",
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71 sound SOUND_SMASH "Models\\Enemies\\Devil\\Sounds\\Smash.wav",
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72 sound SOUND_WALK_LEFT "Models\\Enemies\\Devil\\Sounds\\WalkL.wav",
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73 sound SOUND_WALK_RIGHT "Models\\Enemies\\Devil\\Sounds\\WalkR.wav",
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74 sound SOUND_WOUND "Models\\Enemies\\Devil\\Sounds\\Wound.wav",
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75 sound SOUND_ATTACK_BREATH_START "Models\\Enemies\\Devil\\Sounds\\AttackBreathStart.wav",
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76 sound SOUND_ATTACK_BREATH_FIRE "Models\\Enemies\\Devil\\Sounds\\BreathProjectile.wav",
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77 sound SOUND_ATTACK_BREATH_END "Models\\Enemies\\Devil\\Sounds\\AttackBreathEnd.wav",
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78 sound SOUND_HEAL "Models\\Enemies\\Devil\\Sounds\\Heal.wav",
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79 sound SOUND_ROCKETLAUNCHER "Models\\Enemies\\Devil\\Sounds\\RocketLauncher.wav",
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80 sound SOUND_LASER "Models\\Enemies\\Devil\\Sounds\\Laser.wav",
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81 sound SOUND_LAVABOMB "Models\\Enemies\\Devil\\Sounds\\LavaBomb.wav",
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82 sound SOUND_GHOSTBUSTER "Models\\Enemies\\Devil\\Sounds\\Ghostbuster.wav",
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83 sound SOUND_ATTACK_BREATH_LOOP "Models\\Enemies\\Devil\\Sounds\\AttackBreath.wav",
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84 sound SOUND_CLIMB "Models\\Enemies\\Devil\\Sounds\\Enter.wav",
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85 sound SOUND_DEATHPARTICLES "Models\\Enemies\\Devil\\Sounds\\DeathParticles.wav",
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86 sound SOUND_DISAPPEAR "Models\\Enemies\\Devil\\Sounds\\Disappear.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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str.PrintF(TRANS("Ugh Zan killed %s"), strPlayerName);
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return str;
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}
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void Precache(void) {
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CEnemyBase::Precache();
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// ************** DEVIL **************
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PrecacheModel (MODEL_DEVIL );
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PrecacheTexture (TEXTURE_DEVIL );
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// ************** LASER **************
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PrecacheModel (MODEL_LASER );
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PrecacheTexture (TEXTURE_LASER );
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// ************** ROCKET LAUNCHER **************
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PrecacheModel (MODEL_ROCKETLAUNCHER );
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PrecacheTexture (TEXTURE_ROCKETLAUNCHER );
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// ************** ELECTRICITY GUN **************
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PrecacheModel (MODEL_ELECTRICITYGUN);
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PrecacheTexture (TEXTURE_ELECTRICITYGUN);
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// ************** PROJECTILE GUN **************
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PrecacheModel (MODEL_PROJECTILEGUN);
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PrecacheTexture (TEXTURE_PROJECTILEGUN);
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// ************** PREDICTED PROJECTILE **************
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PrecacheClass(CLASS_PROJECTILE, PRT_LAVAMAN_BIG_BOMB);
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PrecacheClass(CLASS_PROJECTILE, PRT_DEVIL_GUIDED_PROJECTILE);
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PrecacheClass(CLASS_PROJECTILE, PRT_DEVIL_LASER);
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PrecacheClass(CLASS_PROJECTILE, PRT_DEVIL_ROCKET);
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// ************** SOUNDS **************
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PrecacheSound (SOUND_ANGER01 );
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PrecacheSound (SOUND_ANGER02 );
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PrecacheSound (SOUND_ATTACKCLOSE );
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PrecacheSound (SOUND_CELEBRATE01 );
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PrecacheSound (SOUND_DEATH );
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PrecacheSound (SOUND_DRAW_LOWER_WEAPONS );
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PrecacheSound (SOUND_DRAW_UPPER_WEAPONS );
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PrecacheSound (SOUND_GETUP );
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PrecacheSound (SOUND_IDLE );
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PrecacheSound (SOUND_PUNCH );
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PrecacheSound (SOUND_SMASH );
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PrecacheSound (SOUND_WALK_LEFT );
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PrecacheSound (SOUND_WALK_RIGHT );
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PrecacheSound (SOUND_WOUND );
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PrecacheSound (SOUND_ATTACK_BREATH_START );
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PrecacheSound (SOUND_ATTACK_BREATH_FIRE );
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PrecacheSound (SOUND_ATTACK_BREATH_END );
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PrecacheSound (SOUND_HEAL );
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PrecacheSound (SOUND_ROCKETLAUNCHER );
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PrecacheSound (SOUND_LASER );
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PrecacheSound (SOUND_LAVABOMB );
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PrecacheSound (SOUND_GHOSTBUSTER );
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PrecacheSound (SOUND_ATTACK_BREATH_LOOP );
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PrecacheSound (SOUND_CLIMB );
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PrecacheSound (SOUND_DEATHPARTICLES );
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PrecacheSound (SOUND_DISAPPEAR );
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}
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// Validate offered target for one property
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BOOL IsTargetValid(SLONG slPropertyOffset, CEntity *penTarget)
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{
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if(penTarget==NULL)
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{
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return FALSE;
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}
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return (IsDerivedFromClass(penTarget, "Devil Marker"));
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}
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/* Read from stream. */
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void Read_t( CTStream *istr) { // throw char *
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CEnemyBase::Read_t(istr);
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// setup light source
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SetupLightSource();
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}
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/* Get static light source information. */
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CLightSource *GetLightSource(void) {
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if (!IsPredictor()) {
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return &m_lsLightSource;
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} else {
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return NULL;
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}
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}
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// Setup light source
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void SetupLightSource(void) {
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// setup light source
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CLightSource lsNew;
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lsNew.ls_ulFlags = LSF_NONPERSISTENT|LSF_DYNAMIC;
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lsNew.ls_rHotSpot = 2.0f;
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lsNew.ls_rFallOff = 8.0f;
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lsNew.ls_colColor = RGBToColor(128, 128, 128);
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lsNew.ls_plftLensFlare = NULL;
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lsNew.ls_ubPolygonalMask = 0;
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lsNew.ls_paoLightAnimation = &m_aoLightAnimation;
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m_lsLightSource.ls_penEntity = this;
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m_lsLightSource.SetLightSource(lsNew);
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}
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// play light animation
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void PlayLightAnim(INDEX iAnim, ULONG ulFlags) {
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if (m_aoLightAnimation.GetData()!=NULL) {
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m_aoLightAnimation.PlayAnim(iAnim, ulFlags);
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}
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};
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/* Entity info */
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void *GetEntityInfo(void) {
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return &eiDevil;
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};
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BOOL ForcesCannonballToExplode(void)
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{
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return TRUE;
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}
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void SetSpeedsToDesiredPosition(const FLOAT3D &vPosDelta, FLOAT fPosDist, BOOL bGoingToPlayer)
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{
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if(m_penEnemy!=NULL)
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{
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FLOAT fEnemyDistance = CalcDist(m_penEnemy);
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FLOAT fRadius1 = 75.0f;
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FLOAT fRadius2 = 200.0f;
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FLOAT fSpeedRadius1 = 6.0f;
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FLOAT fSpeedRadius2 = 14.0f;
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FLOAT fDistanceRatio = CalculateRatio( fEnemyDistance, fRadius1, fRadius2, 1, 0);
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if( fEnemyDistance>=fRadius2)
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{
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fDistanceRatio = 1.0f;
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}
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m_fAttackRunSpeed = fSpeedRadius1+fDistanceRatio*(fSpeedRadius2-fSpeedRadius1);
|
|
m_fCloseRunSpeed = m_fAttackRunSpeed;
|
|
if( cht_bDebugFinalBoss)
|
|
{
|
|
CPrintF( "Enm dist:%g, Speed=%g\n", fEnemyDistance, m_fAttackRunSpeed);
|
|
}
|
|
}
|
|
CEnemyBase::SetSpeedsToDesiredPosition(vPosDelta, fPosDist, bGoingToPlayer);
|
|
}
|
|
|
|
FLOAT GetCrushHealth(void)
|
|
{
|
|
return 1000.0f;
|
|
}
|
|
|
|
void SelectRandomAnger(void)
|
|
{
|
|
if( IRnd()%2) {
|
|
m_iAngryAnim = DEVIL_ANIM_ANGER01;
|
|
m_iAngrySound = SOUND_ANGER01;
|
|
} else {
|
|
m_iAngryAnim = DEVIL_ANIM_ANGER02;
|
|
m_iAngrySound = SOUND_ANGER02;
|
|
}
|
|
}
|
|
|
|
virtual FLOAT GetLockRotationSpeed(void)
|
|
{
|
|
return m_aAttackRotateSpeed*4;
|
|
};
|
|
|
|
void ShakeItBaby(FLOAT tmShaketime, FLOAT fPower)
|
|
{
|
|
CWorldSettingsController *pwsc = GetWSC(this);
|
|
if (pwsc!=NULL) {
|
|
pwsc->m_tmShakeStarted = tmShaketime;
|
|
pwsc->m_vShakePos = GetPlacement().pl_PositionVector;
|
|
pwsc->m_fShakeFalloff = 400.0f;
|
|
pwsc->m_fShakeFade = 3.0f;
|
|
|
|
pwsc->m_fShakeIntensityZ = 0.0f;
|
|
pwsc->m_tmShakeFrequencyZ = 5.0f;
|
|
pwsc->m_fShakeIntensityY = 0.1f*fPower;
|
|
pwsc->m_tmShakeFrequencyY = 5.0f;
|
|
pwsc->m_fShakeIntensityB = 2.5f*fPower;
|
|
pwsc->m_tmShakeFrequencyB = 7.2f;
|
|
|
|
pwsc->m_bShakeFadeIn = FALSE;
|
|
}
|
|
}
|
|
|
|
void ShakeItFarBaby(FLOAT tmShaketime, FLOAT fPower)
|
|
{
|
|
CWorldSettingsController *pwsc = GetWSC(this);
|
|
if (pwsc!=NULL) {
|
|
pwsc->m_tmShakeStarted = tmShaketime;
|
|
pwsc->m_vShakePos = GetPlacement().pl_PositionVector;
|
|
pwsc->m_fShakeFalloff = 2048.0f;
|
|
pwsc->m_fShakeFade = 2.0f;
|
|
|
|
pwsc->m_fShakeIntensityZ = 0.0f;
|
|
pwsc->m_tmShakeFrequencyZ = 5.0f;
|
|
pwsc->m_fShakeIntensityY = 0.1f*fPower;
|
|
pwsc->m_tmShakeFrequencyY = 5.0f;
|
|
pwsc->m_fShakeIntensityB = 2.5f*fPower;
|
|
pwsc->m_tmShakeFrequencyB = 7.2f;
|
|
|
|
pwsc->m_bShakeFadeIn = FALSE;
|
|
}
|
|
}
|
|
|
|
void InflictHoofDamage( FLOAT3D vOffset)
|
|
{
|
|
// apply range damage for right foot
|
|
FLOAT3D vFootRel = vOffset;
|
|
FLOAT3D vFootAbs = vFootRel*GetRotationMatrix()+GetPlacement().pl_PositionVector;
|
|
InflictRangeDamage(this, DMT_IMPACT, 1000.0f, vFootAbs, DEVIL_HOOF_RADIUS, DEVIL_HOOF_RADIUS);
|
|
}
|
|
|
|
void ApplyFootQuake(void)
|
|
{
|
|
CModelObject &mo = *GetModelObject();
|
|
TIME tmNow = _pTimer->CurrentTick();
|
|
FLOAT tmAnim = -1;
|
|
FLOAT tmWalkLen = mo.GetAnimLength(DEVIL_ANIM_WALK);
|
|
FLOAT tmLeftFootOffset = 0.4f;
|
|
FLOAT tmRightFootOffset = 2.05f;
|
|
|
|
// if we are now playing walk anim, but another anim is scheduled to happen after walk
|
|
if (mo.ao_iLastAnim==DEVIL_ANIM_WALK && mo.ao_tmAnimStart>tmNow)
|
|
{
|
|
// we started one anim time back from anim start time
|
|
tmAnim = mo.ao_tmAnimStart-tmWalkLen;
|
|
}
|
|
else if (mo.ao_iCurrentAnim==DEVIL_ANIM_WALK && mo.ao_tmAnimStart<=tmNow)
|
|
{
|
|
tmAnim = mo.ao_tmAnimStart;
|
|
}
|
|
// if we are now playing walk wo idle anim, but another anim is scheduled to happen after walk to idle
|
|
else if (mo.ao_iLastAnim==DEVIL_ANIM_FROMWALKTOIDLE && mo.ao_tmAnimStart>tmNow)
|
|
{
|
|
// we started one anim time back from anim start time
|
|
tmAnim = mo.ao_tmAnimStart-tmWalkLen;
|
|
tmLeftFootOffset = 0.6f;
|
|
tmRightFootOffset = 1.7f;
|
|
}
|
|
else if (mo.ao_iCurrentAnim==DEVIL_ANIM_FROMWALKTOIDLE && mo.ao_tmAnimStart<=tmNow)
|
|
{
|
|
tmAnim = mo.ao_tmAnimStart;
|
|
tmLeftFootOffset = 0.6f;
|
|
tmRightFootOffset = 1.7f;
|
|
}
|
|
|
|
// WARNING !!! foot variable names are switched
|
|
if( tmAnim!=-1)
|
|
{
|
|
FLOAT tmAnimLast = tmAnim+INDEX((tmNow-tmAnim)/tmWalkLen)*tmWalkLen;
|
|
FLOAT tmLeftFootDown = tmAnimLast+tmLeftFootOffset;
|
|
FLOAT tmRightFootDown = tmAnimLast+tmRightFootOffset;
|
|
CWorldSettingsController *pwsc = GetWSC(this);
|
|
if( pwsc!=NULL)
|
|
{
|
|
if( tmNow>=tmRightFootDown && pwsc->m_tmShakeStarted<tmRightFootDown-0.1f)
|
|
{
|
|
// apply range damage for right foot
|
|
InflictHoofDamage( DEVIL_WALK_HOOF_LEFT_OFFSET);
|
|
// shake
|
|
ShakeItBaby(tmRightFootDown, 1.0f);
|
|
PlaySound(m_soRight, SOUND_WALK_RIGHT, SOF_3D);
|
|
}
|
|
else if(tmNow>=tmLeftFootDown && pwsc->m_tmShakeStarted<tmLeftFootDown-0.1f)
|
|
{
|
|
// apply range damage for left foot
|
|
InflictHoofDamage( DEVIL_WALK_HOOF_RIGHT_OFFSET);
|
|
// shake
|
|
ShakeItBaby(tmLeftFootDown, 1.0f);
|
|
PlaySound(m_soLeft, SOUND_WALK_LEFT, SOF_3D);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void StopFireBreathParticles(void)
|
|
{
|
|
m_tmFireBreathStop = _pTimer->CurrentTick();
|
|
}
|
|
|
|
void StopRegenerationParticles(void)
|
|
{
|
|
m_tmRegenerationStop = _pTimer->CurrentTick();
|
|
}
|
|
|
|
void TurnOnPhysics(void)
|
|
{
|
|
SetPhysicsFlags(EPF_MODEL_WALKING);
|
|
SetCollisionFlags(ECF_MODEL);
|
|
}
|
|
|
|
void TurnOffPhysics(void)
|
|
{
|
|
SetPhysicsFlags(EPF_MODEL_WALKING&~EPF_TRANSLATEDBYGRAVITY);
|
|
SetCollisionFlags(((ECBI_MODEL)<<ECB_TEST) | ((ECBI_MODEL)<<ECB_PASS) | ((ECBI_ITEM)<<ECB_IS));
|
|
}
|
|
|
|
// render particles
|
|
void RenderParticles(void)
|
|
{
|
|
if( m_bRenderElectricity)
|
|
{
|
|
// calculate electricity ray source pos
|
|
Particles_Ghostbuster(m_vElectricitySource, m_vElectricityTarget, 24, 2.0f, 2.0f, 96.0f);
|
|
}
|
|
|
|
// fire breath particles
|
|
if( _pTimer->CurrentTick()>m_tmFireBreathStart)
|
|
{
|
|
// render fire breath particles
|
|
INDEX ctRendered = Particles_FireBreath(this, m_vFireBreathSource, m_vFireBreathTarget,
|
|
m_tmFireBreathStart, m_tmFireBreathStop);
|
|
// if should stop rendering fire breath particles
|
|
if( _pTimer->CurrentTick()>m_tmFireBreathStop && ctRendered==0)
|
|
{
|
|
m_tmFireBreathStart = UpperLimit(0.0f);
|
|
}
|
|
}
|
|
|
|
// regeneration particles
|
|
if( _pTimer->CurrentTick()>m_tmRegenerationStart)
|
|
{
|
|
// render fire breath particles
|
|
INDEX ctRendered = Particles_Regeneration(this, m_tmRegenerationStart, m_tmRegenerationStop, 1.0f, FALSE);
|
|
// if should stop rendering regeneration particles
|
|
if( _pTimer->CurrentTick()>m_tmRegenerationStop && ctRendered==0)
|
|
{
|
|
m_tmRegenerationStart = UpperLimit(0.0f);
|
|
}
|
|
}
|
|
|
|
// if is dead
|
|
if( m_tmDeathTime != -1.0f && _pTimer->CurrentTick()>m_tmDeathTime && _pTimer->CurrentTick()<m_tmDeathTime+4.0f)
|
|
{
|
|
INDEX ctRendered = Particles_Regeneration(this, m_tmDeathTime, m_tmDeathTime+2.0f, 0.25f, TRUE);
|
|
}
|
|
|
|
CEnemyBase::RenderParticles();
|
|
}
|
|
|
|
FLOAT3D GetWeaponPositionRelative(void)
|
|
{
|
|
CAttachmentModelObject &amo = *GetModelObject()->GetAttachmentModel(m_iAttID);
|
|
FLOAT3D vAttachment = FLOAT3D(0,0,0);
|
|
switch(m_iAttID)
|
|
{
|
|
case DEVIL_ATTACHMENT_LASER:
|
|
vAttachment = ATT_LASER;
|
|
break;
|
|
case DEVIL_ATTACHMENT_PROJECTILEGUN:
|
|
vAttachment = ATT_PROJECTILE_GUN;
|
|
break;
|
|
case DEVIL_ATTACHMENT_ELETRICITYGUN:
|
|
vAttachment = ATT_ELECTRICITYGUN;
|
|
break;
|
|
case DEVIL_ATTACHMENT_ROCKETLAUNCHER:
|
|
vAttachment = ATT_ROCKETLAUNCHER;
|
|
break;
|
|
default:
|
|
ASSERTALWAYS("Invalid attachment ID");
|
|
}
|
|
return(vAttachment);
|
|
}
|
|
|
|
FLOAT3D GetWeaponPositionAbsolute(void)
|
|
{
|
|
return GetPlacement().pl_PositionVector + GetWeaponPositionRelative()*GetRotationMatrix();
|
|
}
|
|
|
|
FLOAT3D GetFireingPositionRelative(void)
|
|
{
|
|
CAttachmentModelObject &amo = *GetModelObject()->GetAttachmentModel(m_iAttID);
|
|
FLOAT3D vWeaponPipe = FLOAT3D(0,0,0);
|
|
FLOAT3D vAttachment = FLOAT3D(0,0,0);
|
|
switch(m_iAttID)
|
|
{
|
|
case DEVIL_ATTACHMENT_LASER:
|
|
vWeaponPipe = LASER_PIPE;
|
|
vAttachment = ATT_LASER;
|
|
break;
|
|
case DEVIL_ATTACHMENT_PROJECTILEGUN:
|
|
vWeaponPipe = PROJECTILEGUN_PIPE;
|
|
vAttachment = ATT_PROJECTILE_GUN;
|
|
break;
|
|
case DEVIL_ATTACHMENT_ELETRICITYGUN:
|
|
vWeaponPipe = ELECTROGUN_PIPE;
|
|
vAttachment = ATT_ELECTRICITYGUN;
|
|
break;
|
|
case DEVIL_ATTACHMENT_ROCKETLAUNCHER:
|
|
vWeaponPipe = ROCKETLAUNCHER_PIPE;
|
|
vAttachment = ATT_ROCKETLAUNCHER;
|
|
break;
|
|
default:
|
|
ASSERTALWAYS("Invalid attachment ID");
|
|
}
|
|
|
|
// create matrix
|
|
FLOATmatrix3D mWpn;
|
|
MakeRotationMatrixFast(mWpn, amo.amo_plRelative.pl_OrientationAngle);
|
|
return (vAttachment+vWeaponPipe*mWpn);
|
|
}
|
|
|
|
FLOAT3D GetFireingPositionAbsolute(void)
|
|
{
|
|
return GetPlacement().pl_PositionVector + GetFireingPositionRelative()*GetRotationMatrix();
|
|
}
|
|
|
|
/*
|
|
Regeneration legend:
|
|
--------------------
|
|
- if less than 0 -> no generation
|
|
- class 1 -> invoke impulse regeneration +HEALTH_IMPULSE
|
|
- class 2 -> drops when constantly hitted with cannonballs
|
|
- class 3 -> drops when constantly hitted with rockets
|
|
- class 4 -> drops when constantly hitted with rockets
|
|
- if greater than class 5 -> no regeneration
|
|
*/
|
|
void ApplyTickRegeneration(void)
|
|
{
|
|
if( cht_bKillFinalBoss && GetSP()->sp_bSinglePlayer)
|
|
{
|
|
cht_bKillFinalBoss=FALSE;
|
|
SetHealth(-1);
|
|
return;
|
|
}
|
|
// if currently regenerating or died or out of healing range or recently hit by space ship beam
|
|
if(m_dsDevilState == DS_REGENERATION_IMPULSE ||
|
|
GetHealth()<=0 || GetHealth()>=HEALTH_CLASS_4 ||
|
|
_pTimer->CurrentTick()<m_tmHitBySpaceShipBeam+0.5f)
|
|
{
|
|
return;
|
|
}
|
|
|
|
FLOAT fDmgRocketsPerTick = 1800.0f/10.0f*_pTimer->TickQuantum;
|
|
FLOAT fDmgCannonsPerTick = 2959.0f/10.0f*_pTimer->TickQuantum;
|
|
FLOAT fRegeneration = 0.0f;
|
|
|
|
if(GetHealth()<HEALTH_CLASS_1)
|
|
{
|
|
SendEvent(ERegenerationImpuls());
|
|
}
|
|
else if(GetHealth()<HEALTH_CLASS_2)
|
|
{
|
|
fRegeneration = fDmgCannonsPerTick*CLASS_2_CANNON_FACTOR;
|
|
}
|
|
else if(GetHealth()<HEALTH_CLASS_3)
|
|
{
|
|
fRegeneration = fDmgRocketsPerTick*CLASS_3_ROCKETLAUNCHER_FACTOR;
|
|
}
|
|
else if(GetHealth()<HEALTH_CLASS_4)
|
|
{
|
|
fRegeneration = fDmgRocketsPerTick*CLASS_4_ROCKETLAUNCHER_FACTOR;
|
|
}
|
|
// apply regeneration
|
|
SetHealth(GetHealth()+fRegeneration);
|
|
};
|
|
|
|
/* Post moving */
|
|
void PostMoving(void)
|
|
{
|
|
ApplyFootQuake();
|
|
CEnemyBase::PostMoving();
|
|
// discard non-moving optimization
|
|
en_ulFlags &= ~ENF_INRENDERING;
|
|
ApplyTickRegeneration();
|
|
}
|
|
|
|
/* Receive damage */
|
|
void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType,
|
|
FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection)
|
|
{
|
|
// don't allow telefrag damage
|
|
if( dmtType == DMT_TELEPORT)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if( !(m_dsDevilState==DS_ENEMY || m_dsDevilState==DS_PYRAMID_FIGHT) || penInflictor==this)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if(m_dsDevilState!=DS_PYRAMID_FIGHT)
|
|
{
|
|
if( GetHealth()<1000.0f)
|
|
{
|
|
return;
|
|
}
|
|
fDamageAmmount=ClampUp(fDamageAmmount, GetHealth()/2.0f);
|
|
}
|
|
|
|
CEnemyBase::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection);
|
|
};
|
|
|
|
BOOL AdjustShadingParameters(FLOAT3D &vLightDirection, COLOR &colLight, COLOR &colAmbient)
|
|
{
|
|
if( cht_bDebugFinalBoss)
|
|
{
|
|
// print state change
|
|
if( m_dsDevilState!=m_dsLastDevilState)
|
|
{
|
|
m_dsLastDevilState = m_dsDevilState;
|
|
CTString strDevilState = DevilState_enum.NameForValue(INDEX(m_dsDevilState));
|
|
CPrintF( "New devil state: %s\n", strDevilState);
|
|
}
|
|
|
|
// print fire power state change
|
|
if( m_dapAttackPower!=m_dapLastAttackPower)
|
|
{
|
|
m_dapLastAttackPower = m_dapAttackPower;
|
|
CTString strAttackPower = DevilAttackPower_enum.NameForValue(INDEX(m_dapAttackPower));
|
|
CPrintF( "New attack power: %s\n", strAttackPower);
|
|
}
|
|
|
|
// print radius of attack change
|
|
if( (vLastStartPosition != m_vStartPosition) ||
|
|
(vLastAttackRadius != m_fAttackRadius) )
|
|
{
|
|
vLastStartPosition = m_vStartPosition;
|
|
vLastAttackRadius = m_fAttackRadius;
|
|
CPrintF( "Coordinate of attack (%g, %g, %g), Radius of attack: %g\n",
|
|
m_vStartPosition(1), m_vStartPosition(2), m_vStartPosition(3),
|
|
m_fAttackRadius);
|
|
}
|
|
}
|
|
|
|
if(cht_bDebugFinalBossAnimations)
|
|
{
|
|
TIME tmNow = _pTimer->CurrentTick();
|
|
CModelObject &mo = *GetModelObject();
|
|
// obtain current and scheduled animation
|
|
INDEX iCurrentAnim, iScheduledAnim;
|
|
if (mo.ao_tmAnimStart>tmNow)
|
|
{
|
|
iCurrentAnim = mo.ao_iLastAnim;
|
|
iScheduledAnim = mo.ao_iCurrentAnim;
|
|
}
|
|
else
|
|
{
|
|
iCurrentAnim = mo.ao_iCurrentAnim;
|
|
iScheduledAnim = -1;
|
|
}
|
|
|
|
if( iCurrentAnim!=m_iLastCurrentAnim || iScheduledAnim!=m_iLastScheduledAnim)
|
|
{
|
|
CAnimData *pad = mo.GetData();
|
|
CAnimInfo aiCurrent;
|
|
mo.GetAnimInfo(iCurrentAnim, aiCurrent);
|
|
CTString strCurrentAnimName = aiCurrent.ai_AnimName;
|
|
|
|
CTString strScheduledAnimName = ".....";
|
|
if(iScheduledAnim != -1)
|
|
{
|
|
CAnimInfo aiScheduled;
|
|
mo.GetAnimInfo(iScheduledAnim, aiScheduled);
|
|
strScheduledAnimName = aiScheduled.ai_AnimName;
|
|
}
|
|
CPrintF("Time: %-10g %20s, %s\n",
|
|
_pTimer->GetLerpedCurrentTick(), strCurrentAnimName, strScheduledAnimName);
|
|
}
|
|
m_iLastCurrentAnim = iCurrentAnim;
|
|
m_iLastScheduledAnim = iScheduledAnim;
|
|
}
|
|
|
|
if( cht_bDumpFinalBossData)
|
|
{
|
|
cht_bDumpFinalBossData=FALSE;
|
|
// dump devil data to console
|
|
CPrintF("\n\n\n\n\n\n\n");
|
|
CPrintF("Devil class data ...................\n");
|
|
CPrintF("\n\n");
|
|
|
|
CTString strAttackPower = DevilAttackPower_enum.NameForValue(INDEX(m_dapAttackPower));
|
|
CPrintF( "Attack power: %s\n", strAttackPower);
|
|
CTString strDevilState = DevilState_enum.NameForValue(INDEX(m_dsDevilState));
|
|
CPrintF( "Devil state: %s\n", strDevilState);
|
|
|
|
CPrintF("m_fFireTime = %g\n", m_fFireTime);
|
|
CPrintF("m_iFiredProjectiles = %d\n", m_iFiredProjectiles);
|
|
CPrintF("m_iToFireProjectiles = %d\n", m_iToFireProjectiles);
|
|
CPrintF("m_tmLastPause = %g\n", m_tmLastPause);
|
|
CPrintF("m_fPauseStretcher = %g\n", m_fPauseStretcher);
|
|
CPrintF("m_tmLastAngry = %g\n", m_tmLastAngry);
|
|
CPrintF("m_bHasUpperWeapons = %d\n", m_bHasUpperWeapons);
|
|
CPrintF("m_fAdjustWeaponTime = %g\n", m_fAdjustWeaponTime);
|
|
CPrintF("m_bWasOnceInMainLoop = %d\n", m_bWasOnceInMainLoop);
|
|
CPrintF("m_tmHitBySpaceShipBeam = %g\n", m_tmHitBySpaceShipBeam);
|
|
CPrintF("m_fLastWalkTime = %g\n", m_fLastWalkTime);
|
|
CPrintF("m_tmFireBreathStart = %g\n", m_tmFireBreathStart);
|
|
CPrintF("m_tmFireBreathStop = %g\n", m_tmFireBreathStop);
|
|
CPrintF("m_tmRegenerationStart = %g\n", m_tmRegenerationStart);
|
|
CPrintF("m_tmRegenerationStop = %g\n", m_tmRegenerationStop);
|
|
CPrintF("m_tmNextFXTime = %g\n", m_tmNextFXTime);
|
|
CPrintF("m_tmDeathTime = %g\n", m_tmDeathTime);
|
|
CPrintF("Health = %g\n", GetHealth());
|
|
|
|
CPrintF("\n\n\n\n\n\n\n");
|
|
CPrintF("Enemy base data ...................\n");
|
|
CPrintF("\n\n");
|
|
|
|
CPrintF( "m_ttTarget (type): %d\n", INDEX(m_ttTarget));
|
|
|
|
CPrintF( "m_penWatcher %x\n", m_penWatcher);
|
|
CTString strEnemyName = "Null ptr, no name";
|
|
if( m_penEnemy != NULL)
|
|
{
|
|
strEnemyName = m_penEnemy->GetName();
|
|
}
|
|
CPrintF( "m_penEnemy %x, enemy name: %s\n", m_penEnemy, strEnemyName);
|
|
|
|
CPrintF( "m_vStartPosition (%g, %g, %g)\n", m_vStartPosition(1), m_vStartPosition(2), m_vStartPosition(3));
|
|
CPrintF( "m_vStartDirection (%g, %g, %g)\n", m_vStartDirection(1), m_vStartDirection(2), m_vStartDirection(3));
|
|
CPrintF( "m_bOnStartPosition = %d\n", m_bOnStartPosition);
|
|
CPrintF( "m_fFallHeight = %g\n", m_fFallHeight);
|
|
CPrintF( "m_fStepHeight = %g\n", m_fStepHeight);
|
|
CPrintF( "m_fSenseRange = %g\n", m_fSenseRange);
|
|
CPrintF( "m_fViewAngle = %g\n", m_fViewAngle);
|
|
|
|
CPrintF( "m_fWalkSpeed = %g\n", m_fWalkSpeed);
|
|
CPrintF( "m_aWalkRotateSpeed = %g\n", m_aWalkRotateSpeed);
|
|
CPrintF( "m_fAttackRunSpeed = %g\n", m_fAttackRunSpeed);
|
|
CPrintF( "m_aAttackRotateSpeed = %g\n", m_aAttackRotateSpeed);
|
|
CPrintF( "m_fCloseRunSpeed = %g\n", m_fCloseRunSpeed);
|
|
CPrintF( "m_aCloseRotateSpeed = %g\n", m_aCloseRotateSpeed);
|
|
CPrintF( "m_fAttackDistance = %g\n", m_fAttackDistance);
|
|
CPrintF( "m_fCloseDistance = %g\n", m_fCloseDistance);
|
|
CPrintF( "m_fAttackFireTime = %g\n", m_fAttackFireTime);
|
|
CPrintF( "m_fCloseFireTime = %g\n", m_fCloseFireTime);
|
|
CPrintF( "m_fStopDistance = %g\n", m_fStopDistance);
|
|
CPrintF( "m_fIgnoreRange = %g\n", m_fIgnoreRange);
|
|
CPrintF( "m_fLockOnEnemyTime = %g\n", m_fLockOnEnemyTime);
|
|
|
|
CPrintF( "m_fMoveTime = %g\n", m_fMoveTime);
|
|
CPrintF( "m_vDesiredPosition (%g, %g, %g)\n", m_vDesiredPosition(1), m_vDesiredPosition(2), m_vDesiredPosition(3));
|
|
|
|
CTString strDestinationType = DestinationType_enum.NameForValue(INDEX(m_dtDestination));
|
|
CPrintF( "m_dtDestination: %s\n", strDestinationType);
|
|
CPrintF( "m_penPathMarker %x\n", m_penPathMarker);
|
|
|
|
CPrintF( "m_vPlayerSpotted (%g, %g, %g)\n", m_vPlayerSpotted(1), m_vPlayerSpotted(2), m_vPlayerSpotted(3));
|
|
CPrintF( "m_fMoveFrequency = %g\n", m_fMoveFrequency);
|
|
CPrintF( "m_fMoveSpeed = %g\n", m_fMoveSpeed);
|
|
CPrintF( "m_aRotateSpeed = %g\n", m_aRotateSpeed);
|
|
CPrintF( "m_fLockStartTime = %g\n", m_fLockStartTime);
|
|
CPrintF( "m_fRangeLast = %g\n", m_fRangeLast);
|
|
CPrintF( "m_fShootTime = %g\n", m_fShootTime);
|
|
CPrintF( "m_fAttackRadius = %g\n", m_fAttackRadius);
|
|
CPrintF( "m_tmGiveUp = %g\n", m_tmGiveUp);
|
|
CPrintF( "m_fActivityRange = %g\n", m_fActivityRange);
|
|
|
|
CTString strMarkerName = "Null ptr, no name";
|
|
if( m_penMarker != NULL)
|
|
{
|
|
strMarkerName = m_penMarker->GetName();
|
|
}
|
|
CPrintF( "m_penMarker %x, marker name: %s\n", m_penMarker, strMarkerName);
|
|
|
|
CTString strMainMusicHolderName = "Null ptr, no name";
|
|
if( m_penMainMusicHolder != NULL)
|
|
{
|
|
strMainMusicHolderName = m_penMainMusicHolder->GetName();
|
|
}
|
|
CPrintF( "m_penMainMusicHolder %x, MainMusicHolder name: %s\n", m_penMainMusicHolder, strMainMusicHolderName);
|
|
CPrintF( "m_tmLastFussTime = %g\n", m_tmLastFussTime);
|
|
CPrintF( "m_iScore = %d\n", m_iScore);
|
|
CPrintF( "m_fMaxHealth = %g\n", m_fMaxHealth);
|
|
CPrintF( "m_bBoss = %d\n", m_bBoss);
|
|
CPrintF( "m_fSpiritStartTime = %g\n", m_fSpiritStartTime);
|
|
CPrintF( "m_tmSpraySpawned = %g\n", m_tmSpraySpawned);
|
|
CPrintF( "m_fSprayDamage = %g\n", m_fSprayDamage);
|
|
CPrintF( "m_fMaxDamageAmmount = %g\n", m_fMaxDamageAmmount );
|
|
}
|
|
|
|
vLightDirection = FLOAT3D(0.0f, 270.0f, 0.0f);
|
|
colAmbient = RGBToColor(32,32,32);
|
|
colLight = RGBToColor(255,235,145);
|
|
|
|
return CMovableModelEntity::AdjustShadingParameters(vLightDirection, colLight, colAmbient);
|
|
//return CEnemyBase::AdjustShadingParameters(vLightDirection, colLight, colAmbient);
|
|
};
|
|
|
|
// damage anim
|
|
INDEX AnimForDamage(FLOAT fDamage) {
|
|
StartModelAnim(DEVIL_ANIM_WOUNDLOOP, 0);
|
|
return DEVIL_ANIM_WOUNDLOOP;
|
|
};
|
|
|
|
// death
|
|
INDEX AnimForDeath(void) {
|
|
StartModelAnim(DEVIL_ANIM_DEATH, 0);
|
|
return DEVIL_ANIM_DEATH;
|
|
};
|
|
|
|
void DeathNotify(void) {
|
|
StopFireBreathParticles();
|
|
StopRegenerationParticles();
|
|
};
|
|
|
|
// virtual anim functions
|
|
void StandingAnim(void) {
|
|
StartModelAnim(DEVIL_ANIM_IDLE, AOF_SMOOTHCHANGE|AOF_LOOPING|AOF_NORESTART);
|
|
};
|
|
|
|
void WalkingAnim(void) {
|
|
if( !m_bForMPIntro)
|
|
{
|
|
CModelObject &mo = *GetModelObject();
|
|
INDEX iAnim = mo.GetAnim();
|
|
if (iAnim==DEVIL_ANIM_WALK)
|
|
{
|
|
// do nothing
|
|
} else if (iAnim==DEVIL_ANIM_FROMIDLETOWALK) {
|
|
StartModelAnim(DEVIL_ANIM_WALK, AOF_LOOPING|AOF_SMOOTHCHANGE);
|
|
} else {
|
|
StartModelAnim(DEVIL_ANIM_FROMIDLETOWALK, AOF_SMOOTHCHANGE);
|
|
}
|
|
}
|
|
};
|
|
void RunningAnim(void) {
|
|
WalkingAnim();
|
|
};
|
|
void RotatingAnim(void) {
|
|
WalkingAnim();
|
|
};
|
|
|
|
// virtual sound functions
|
|
void IdleSound(void) {
|
|
PlaySound(m_soSound, SOUND_IDLE, SOF_3D);
|
|
};
|
|
void SightSound(void) {
|
|
//PlaySound(m_soSound, SOUND_SIGHT, SOF_3D);
|
|
};
|
|
void WoundSound(void) {
|
|
PlaySound(m_soSound, SOUND_WOUND, SOF_3D);
|
|
};
|
|
void DeathSound(void) {
|
|
PlaySound(m_soSound, SOUND_DEATH, SOF_3D|SOF_VOLUMETRIC);
|
|
};
|
|
|
|
|
|
// start fire laser
|
|
void StartFireLaser(void) {
|
|
//PlaySound(m_soSound, SOUND_FIRE, SOF_3D|SOF_LOOP);
|
|
PlayLightAnim(LIGHT_ANIM_FIRE, AOF_LOOPING|SOF_3D);
|
|
};
|
|
|
|
// fire one laser
|
|
void FireOneLaser(FLOAT fRatio, FLOAT fDeltaPitch)
|
|
{
|
|
PlayWeaponSound( SOUND_LASER);
|
|
FLOAT3D vWpnPipeRel = GetFireingPositionRelative();
|
|
FLOAT3D vWpnPipeAbs = GetFireingPositionAbsolute();
|
|
// calculate predicted position
|
|
FLOAT3D vTarget = m_penEnemy->GetPlacement().pl_PositionVector;
|
|
FLOAT3D vSpeedDst = ((CMovableEntity&) *m_penEnemy).en_vCurrentTranslationAbsolute*fRatio;
|
|
FLOAT fSpeedSrc = DEVIL_LASER_SPEED;
|
|
m_vDesiredPosition = CalculatePredictedPosition(vWpnPipeAbs, vTarget, fSpeedSrc,
|
|
vSpeedDst, GetPlacement().pl_PositionVector(2) );
|
|
// shoot predicted propelled projectile
|
|
ShootPredictedProjectile(PRT_DEVIL_LASER, m_vDesiredPosition, vWpnPipeRel, ANGLE3D(0, fDeltaPitch, 0));
|
|
//PlaySound(m_soSound, SOUND_FIRE, SOF_3D|SOF_LOOP);
|
|
PlayLightAnim(LIGHT_ANIM_FIRE, AOF_LOOPING);
|
|
};
|
|
|
|
// stop fire laser
|
|
void StopFireLaser(void) {
|
|
m_soSound.Stop();
|
|
PlayLightAnim(LIGHT_ANIM_NONE, 0);
|
|
};
|
|
|
|
// start fire rocket
|
|
void StartFireRocket(void) {
|
|
//PlaySound(m_soSound, SOUND_FIRE, SOF_3D|SOF_LOOP);
|
|
PlayLightAnim(LIGHT_ANIM_FIRE, AOF_LOOPING);
|
|
};
|
|
|
|
void PlayWeaponSound( ULONG idSound)
|
|
{
|
|
CSoundObject &so = (&m_soWeapon0)[m_iNextChannel];
|
|
m_iNextChannel = (m_iNextChannel+1)%5;
|
|
PlaySound(so, idSound, SOF_3D);
|
|
}
|
|
|
|
// fire one rocket
|
|
void FireOneRocket(FLOAT fRatio)
|
|
{
|
|
PlayWeaponSound( SOUND_ROCKETLAUNCHER);
|
|
FLOAT3D vWpnPipeRel = GetFireingPositionRelative();
|
|
FLOAT3D vWpnPipeAbs = GetFireingPositionAbsolute();
|
|
// calculate predicted position
|
|
FLOAT3D vTarget = m_penEnemy->GetPlacement().pl_PositionVector;
|
|
FLOAT3D vSpeedDst = ((CMovableEntity&) *m_penEnemy).en_vCurrentTranslationAbsolute*fRatio;
|
|
FLOAT fSpeedSrc = DEVIL_ROCKET_SPEED;
|
|
m_vDesiredPosition = CalculatePredictedPosition(vWpnPipeAbs, vTarget, fSpeedSrc,
|
|
vSpeedDst, GetPlacement().pl_PositionVector(2) );
|
|
// shoot predicted propelled projectile
|
|
ShootPredictedProjectile(PRT_DEVIL_ROCKET, m_vDesiredPosition, vWpnPipeRel, ANGLE3D(0, 0, 0));
|
|
//PlaySound(m_soSound, SOUND_FIRE, SOF_3D|SOF_LOOP);
|
|
PlayLightAnim(LIGHT_ANIM_FIRE, AOF_LOOPING);
|
|
|
|
//PlaySound(m_soSound, SOUND_FIRE, SOF_3D|SOF_LOOP);
|
|
PlayLightAnim(LIGHT_ANIM_FIRE, AOF_LOOPING);
|
|
};
|
|
|
|
// stop fire rocket
|
|
void StopFireRocket(void) {
|
|
m_soSound.Stop();
|
|
PlayLightAnim(LIGHT_ANIM_NONE, 0);
|
|
};
|
|
|
|
void AddLowerWeapons(void)
|
|
{
|
|
// laser
|
|
AddAttachmentToModel(this, *GetModelObject(), DEVIL_ATTACHMENT_LASER, MODEL_LASER, TEXTURE_LASER, 0, 0, 0);
|
|
// projectile gun
|
|
AddAttachmentToModel(this, *GetModelObject(), DEVIL_ATTACHMENT_PROJECTILEGUN, MODEL_PROJECTILEGUN, TEXTURE_PROJECTILEGUN, 0, 0, 0);
|
|
GetModelObject()->StretchModel(FLOAT3D(SIZE, SIZE, SIZE));
|
|
};
|
|
|
|
void AddUpperWeapons(void)
|
|
{
|
|
// rocket launcher
|
|
AddAttachmentToModel(this, *GetModelObject(), DEVIL_ATTACHMENT_ROCKETLAUNCHER, MODEL_ROCKETLAUNCHER, TEXTURE_ROCKETLAUNCHER, 0, 0, 0);
|
|
// electro gun
|
|
AddAttachmentToModel(this, *GetModelObject(), DEVIL_ATTACHMENT_ELETRICITYGUN, MODEL_ELECTRICITYGUN, TEXTURE_ELECTRICITYGUN, 0, 0, 0);
|
|
GetModelObject()->StretchModel(FLOAT3D(SIZE, SIZE, SIZE));
|
|
};
|
|
|
|
void RemoveWeapons(void)
|
|
{
|
|
// remove all weapons
|
|
RemoveAttachmentFromModel(*GetModelObject(), DEVIL_ATTACHMENT_LASER);
|
|
RemoveAttachmentFromModel(*GetModelObject(), DEVIL_ATTACHMENT_PROJECTILEGUN);
|
|
RemoveAttachmentFromModel(*GetModelObject(), DEVIL_ATTACHMENT_ELETRICITYGUN);
|
|
RemoveAttachmentFromModel(*GetModelObject(), DEVIL_ATTACHMENT_ROCKETLAUNCHER);
|
|
}
|
|
|
|
class CDevilMarker *GetAction(void)
|
|
{
|
|
CDevilMarker *penAction = (CDevilMarker *) (CEntity*) m_penAction;
|
|
ASSERT( penAction != NULL);
|
|
return penAction;
|
|
};
|
|
|
|
/************************************************************
|
|
* PREDICTED PROJECTILE *
|
|
************************************************************/
|
|
void F_FirePredictedProjectile(void)
|
|
{
|
|
PlayWeaponSound( SOUND_LAVABOMB);
|
|
FLOAT3D vFireingRel = GetFireingPositionRelative();
|
|
FLOAT3D vFireingAbs = GetFireingPositionAbsolute();
|
|
|
|
FLOAT3D vTarget = m_penEnemy->GetPlacement().pl_PositionVector;
|
|
FLOAT3D vSpeedDest = ((CMovableEntity&) *m_penEnemy).en_vCurrentTranslationAbsolute;
|
|
FLOAT fLaunchSpeed;
|
|
FLOAT fRelativeHdg;
|
|
|
|
// obtain current gun orientation
|
|
CAttachmentModelObject &amo = *GetModelObject()->GetAttachmentModel(m_iAttID);
|
|
FLOAT fPitch = amo.amo_plRelative.pl_OrientationAngle(2);
|
|
|
|
// calculate parameters for predicted angular launch curve
|
|
EntityInfo *peiTarget = (EntityInfo*) (m_penEnemy->GetEntityInfo());
|
|
CalculateAngularLaunchParams( vFireingAbs, 0, vTarget, vSpeedDest, fPitch, fLaunchSpeed, fRelativeHdg);
|
|
|
|
// target enemy body
|
|
FLOAT3D vShootTarget;
|
|
GetEntityInfoPosition(m_penEnemy, peiTarget->vTargetCenter, vShootTarget);
|
|
// launch
|
|
CPlacement3D pl;
|
|
PrepareFreeFlyingProjectile(pl, vShootTarget, vFireingRel, ANGLE3D( fRelativeHdg, fPitch, 0));
|
|
CEntityPointer penProjectile = CreateEntity(pl, CLASS_PROJECTILE);
|
|
ELaunchProjectile eLaunch;
|
|
eLaunch.penLauncher = this;
|
|
eLaunch.prtType = PRT_LAVAMAN_BIG_BOMB;
|
|
eLaunch.fSpeed = fLaunchSpeed;
|
|
penProjectile->Initialize(eLaunch);
|
|
}
|
|
|
|
/* Handle an event, return false if the event is not handled. */
|
|
BOOL HandleEvent(const CEntityEvent &ee)
|
|
{
|
|
if (ee.ee_slEvent==EVENTCODE_EDevilCommand)
|
|
{
|
|
EDevilCommand eDevilCommand = ((EDevilCommand &) ee);
|
|
if( eDevilCommand.dctType == DC_FORCE_ATTACK_RADIUS)
|
|
{
|
|
m_fAttackRadius = eDevilCommand.fAttackRadius;
|
|
m_vStartPosition = eDevilCommand.vCenterOfAttack;
|
|
}
|
|
if( eDevilCommand.dctType == DC_DECREASE_ATTACK_RADIUS)
|
|
{
|
|
if( m_fAttackRadius>21.0f)
|
|
{
|
|
m_fAttackRadius -= 20.0f;
|
|
}
|
|
}
|
|
}
|
|
|
|
return CEnemyBase::HandleEvent(ee);
|
|
}
|
|
|
|
procedures:
|
|
/************************************************************
|
|
* TRY TO REACH DESTINATION *
|
|
************************************************************/
|
|
// move to given destination position
|
|
WalkTo(EVoid)
|
|
{
|
|
autocall WaitCurrentAnimEnd() EReturn;
|
|
WalkingAnim();
|
|
m_vDesiredPosition = GetAction()->GetPlacement().pl_PositionVector;
|
|
// setup parameters
|
|
m_fMoveFrequency = 0.25f;
|
|
m_fMoveSpeed = 15.0f;
|
|
m_aRotateSpeed = 60.0f;
|
|
m_fMoveTime = _pTimer->CurrentTick() + CalcDistanceInPlaneToDestination()/m_fMoveSpeed + 5.0f;
|
|
// while not there and time not expired
|
|
while (CalcDistanceInPlaneToDestination()>m_fMoveSpeed*m_fMoveFrequency*4.0f &&
|
|
m_fMoveTime>_pTimer->CurrentTick()) {
|
|
// every once in a while
|
|
wait (m_fMoveFrequency) {
|
|
on (EBegin) : {
|
|
// adjust direction and speed
|
|
ULONG ulFlags = SetDesiredMovement();
|
|
MovementAnimation(ulFlags);
|
|
resume;
|
|
}
|
|
on (ETimer) : { stop; }
|
|
}
|
|
}
|
|
|
|
StopMoving();
|
|
// return to the caller
|
|
return EReturn();
|
|
};
|
|
|
|
/************************************************************
|
|
* CITY DESTROYING *
|
|
************************************************************/
|
|
DestroyCity()
|
|
{
|
|
m_soSound.Set3DParameters(1000.0f, 500.0f, 3.0f, 1.0f);
|
|
|
|
while(TRUE)
|
|
{
|
|
if( GetAction()->m_datType == DAT_RISE)
|
|
{
|
|
autocall Rise() EReturn;
|
|
}
|
|
else if( GetAction()->m_datType == DAT_ROAR)
|
|
{
|
|
SelectRandomAnger();
|
|
autocall Angry() EReturn;
|
|
}
|
|
else if( GetAction()->m_datType == DAT_SMASH)
|
|
{
|
|
autocall Smash() EReturn;
|
|
}
|
|
else if( GetAction()->m_datType == DAT_PUNCH)
|
|
{
|
|
autocall Punch() EReturn;
|
|
}
|
|
else if( GetAction()->m_datType == DAT_HIT_GROUND)
|
|
{
|
|
autocall HitGround() EReturn;
|
|
}
|
|
else if( GetAction()->m_datType == DAT_JUMP)
|
|
{
|
|
// do nothing, obsolete
|
|
}
|
|
else if( GetAction()->m_datType == DAT_WAIT)
|
|
{
|
|
autocall WaitCurrentAnimEnd() EReturn;
|
|
StartModelAnim(DEVIL_ANIM_IDLE, 0);
|
|
autowait(GetModelObject()->GetAnimLength(DEVIL_ANIM_IDLE)*GetAction()->m_iWaitIdles);
|
|
}
|
|
else if( GetAction()->m_datType == DAT_WALK)
|
|
{
|
|
autocall WalkTo() EReturn;
|
|
}
|
|
else if( GetAction()->m_datType == DAT_STOP_DESTROYING)
|
|
{
|
|
return EReturn();
|
|
}
|
|
else if(TRUE)
|
|
{
|
|
StartModelAnim(DEVIL_ANIM_IDLE, 0);
|
|
autowait(GetModelObject()->GetAnimLength(DEVIL_ANIM_IDLE));
|
|
}
|
|
// switch to next action
|
|
m_penAction = GetAction()->m_penTarget;
|
|
if( GetAction()->m_penTrigger != NULL)
|
|
{
|
|
GetAction()->m_penTrigger->SendEvent(ETrigger());
|
|
}
|
|
}
|
|
};
|
|
|
|
WaitCurrentAnimEnd()
|
|
{
|
|
autowait(_pTimer->TickQuantum);
|
|
CModelObject &mo = *GetModelObject();
|
|
FLOAT tmWait = mo.GetAnimLength( mo.ao_iCurrentAnim )-mo.GetPassedTime();
|
|
if( tmWait > _pTimer->TickQuantum)
|
|
{
|
|
FLOAT fTimeToWait = tmWait-_pTimer->TickQuantum*2;
|
|
if( fTimeToWait>=_pTimer->TickQuantum)
|
|
{
|
|
autowait(fTimeToWait);
|
|
}
|
|
}
|
|
return EReturn();
|
|
}
|
|
|
|
WaitWalkToEnd()
|
|
{
|
|
if(GetModelObject()->GetAnim()==DEVIL_ANIM_WALK)
|
|
{
|
|
autocall WaitCurrentAnimEnd() EReturn;
|
|
StartModelAnim(DEVIL_ANIM_FROMWALKTOIDLE, AOF_SMOOTHCHANGE);
|
|
autowait( GetModelObject()->GetAnimLength(DEVIL_ANIM_FROMWALKTOIDLE)-0.1f);
|
|
}
|
|
autocall WaitCurrentAnimEnd() EReturn;
|
|
return EReturn();
|
|
}
|
|
|
|
WaitWalkOrIdleToEnd()
|
|
{
|
|
if(GetModelObject()->GetAnim()==DEVIL_ANIM_WALK)
|
|
{
|
|
autocall WaitCurrentAnimEnd() EReturn;
|
|
StartModelAnim(DEVIL_ANIM_FROMWALKTOIDLE, AOF_SMOOTHCHANGE);
|
|
autowait( GetModelObject()->GetAnimLength(DEVIL_ANIM_FROMWALKTOIDLE)-0.1f);
|
|
}
|
|
else if(GetModelObject()->GetAnim()==DEVIL_ANIM_FROMIDLETOWALK)
|
|
{
|
|
autocall WaitCurrentAnimEnd() EReturn;
|
|
StartModelAnim(DEVIL_ANIM_FROMWALKTOIDLE, AOF_SMOOTHCHANGE);
|
|
autowait( GetModelObject()->GetAnimLength(DEVIL_ANIM_FROMWALKTOIDLE)-0.1f);
|
|
}
|
|
else if(GetModelObject()->GetAnim()==DEVIL_ANIM_IDLE)
|
|
{
|
|
autocall WaitCurrentAnimEnd() EReturn;
|
|
}
|
|
return EReturn();
|
|
}
|
|
|
|
Rise()
|
|
{
|
|
autocall WaitCurrentAnimEnd() EReturn;
|
|
PlaySound(m_soSound, SOUND_GETUP, SOF_3D);
|
|
GetModelObject()->PlayAnim(DEVIL_ANIM_GETUP, 0);
|
|
return EReturn();
|
|
}
|
|
|
|
Celebrate()
|
|
{
|
|
autocall WaitWalkToEnd() EReturn;
|
|
|
|
PlaySound(m_soSound, SOUND_CELEBRATE01, SOF_3D);
|
|
GetModelObject()->PlayAnim(DEVIL_ANIM_CELEBRATE01, AOF_SMOOTHCHANGE);
|
|
autowait( GetModelObject()->GetAnimLength(DEVIL_ANIM_CELEBRATE01)-0.1f);
|
|
return EReturn();
|
|
}
|
|
|
|
Angry()
|
|
{
|
|
autocall WaitWalkToEnd() EReturn;
|
|
|
|
GetModelObject()->PlayAnim(m_iAngryAnim, AOF_SMOOTHCHANGE);
|
|
autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn;
|
|
PlaySound(m_soSound, m_iAngrySound, SOF_3D);
|
|
autowait( GetModelObject()->GetAnimLength(m_iAngryAnim)-0.1f);
|
|
return EReturn();
|
|
}
|
|
|
|
|
|
SubBeamDamage1()
|
|
{
|
|
StopMoving();
|
|
PlaySound(m_soSound, SOUND_WOUND, SOF_3D);
|
|
GetModelObject()->PlayAnim(DEVIL_ANIM_WOUNDSTART, AOF_SMOOTHCHANGE);
|
|
autowait( GetModelObject()->GetAnimLength(DEVIL_ANIM_WOUNDSTART)-0.1f);
|
|
GetModelObject()->PlayAnim(DEVIL_ANIM_WOUNDLOOP, AOF_LOOPING|AOF_SMOOTHCHANGE);
|
|
jump SubBeamDamage2();
|
|
}
|
|
SubBeamDamage2()
|
|
{
|
|
while(TRUE) {
|
|
wait(0.1f)
|
|
{
|
|
on (EBegin) : { resume; }
|
|
on (EHitBySpaceShipBeam) : {
|
|
m_tmHitBySpaceShipBeam = _pTimer->CurrentTick();
|
|
stop;
|
|
}
|
|
on (ETimer) : { jump SubBeamDamage3(); }
|
|
}
|
|
}
|
|
}
|
|
SubBeamDamage3()
|
|
{
|
|
GetModelObject()->PlayAnim(DEVIL_ANIM_WOUNDEND, AOF_SMOOTHCHANGE);
|
|
autowait( GetModelObject()->GetAnimLength(DEVIL_ANIM_WOUNDEND)-0.1f);
|
|
GetModelObject()->PlayAnim(DEVIL_ANIM_IDLE, AOF_LOOPING|AOF_SMOOTHCHANGE);
|
|
return EReturn();
|
|
}
|
|
BeamDamage()
|
|
{
|
|
wait()
|
|
{
|
|
on (EBegin) : { call SubBeamDamage1(); }
|
|
on (EHitBySpaceShipBeam) : {
|
|
m_tmHitBySpaceShipBeam = _pTimer->CurrentTick();
|
|
resume;
|
|
}
|
|
on (EReturn) : { stop; }
|
|
}
|
|
return EReturn();
|
|
}
|
|
|
|
Smash()
|
|
{
|
|
//autocall WaitCurrentAnimEnd() EReturn;
|
|
//autocall WaitWalkToEnd() EReturn;
|
|
|
|
GetModelObject()->PlayAnim(DEVIL_ANIM_FROMWALKTOIDLE, AOF_SMOOTHCHANGE);
|
|
autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn;
|
|
|
|
GetModelObject()->PlayAnim(DEVIL_ANIM_SMASH, AOF_SMOOTHCHANGE);
|
|
autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn;
|
|
|
|
autowait(0.05f);
|
|
PlaySound(m_soSound, SOUND_SMASH, SOF_3D);
|
|
autowait(0.7f);
|
|
if( GetAction()->m_penToDestroy1 != NULL)
|
|
{
|
|
EBrushDestroyedByDevil ebdbd;
|
|
ebdbd.vDamageDir = FLOAT3D( -0.125f, 0.0f, -0.5f);
|
|
GetAction()->m_penToDestroy1->SendEvent(ebdbd);
|
|
}
|
|
autowait(2.8f-1.0f);
|
|
if( GetAction()->m_penToDestroy2 != NULL)
|
|
{
|
|
EBrushDestroyedByDevil ebdbd;
|
|
ebdbd.vDamageDir = FLOAT3D( -0.125f, 0.0f, -0.5f);
|
|
GetAction()->m_penToDestroy2->SendEvent(ebdbd);
|
|
}
|
|
return EReturn();
|
|
}
|
|
|
|
Punch()
|
|
{
|
|
//autocall WaitWalkToEnd() EReturn;
|
|
//autocall WaitCurrentAnimEnd() EReturn;
|
|
GetModelObject()->PlayAnim(DEVIL_ANIM_FROMWALKTOIDLE, AOF_SMOOTHCHANGE);
|
|
autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn;
|
|
|
|
GetModelObject()->PlayAnim(DEVIL_ANIM_PUNCH, AOF_SMOOTHCHANGE);
|
|
autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn;
|
|
|
|
autowait(0.05f);
|
|
PlaySound(m_soSound, SOUND_PUNCH, SOF_3D);
|
|
autowait(0.8f);
|
|
if( GetAction()->m_penToDestroy1 != NULL)
|
|
{
|
|
EBrushDestroyedByDevil ebdbd;
|
|
ebdbd.vDamageDir = FLOAT3D( -0.125f, 0.0f, -0.5f);
|
|
GetAction()->m_penToDestroy1->SendEvent(ebdbd);
|
|
}
|
|
autowait(2.8f-1.1f);
|
|
if( GetAction()->m_penToDestroy2 != NULL)
|
|
{
|
|
EBrushDestroyedByDevil ebdbd;
|
|
ebdbd.vDamageDir = FLOAT3D( 0.125f, 0.0f, -0.5f);
|
|
GetAction()->m_penToDestroy2->SendEvent(ebdbd);
|
|
}
|
|
|
|
return EReturn();
|
|
}
|
|
|
|
HitGround()
|
|
{
|
|
autocall WaitWalkToEnd() EReturn;
|
|
|
|
PlaySound(m_soSound, SOUND_ATTACKCLOSE, SOF_3D);
|
|
GetModelObject()->PlayAnim(DEVIL_ANIM_ATTACKCLOSE, AOF_SMOOTHCHANGE);
|
|
autowait(1.44f);
|
|
ShakeItBaby(_pTimer->CurrentTick(), 5.0f);
|
|
|
|
CPlacement3D plObelisk = GetPlacement();
|
|
// spawn spray spray
|
|
CEntity *penEffector = CreateEntity( plObelisk, CLASS_EFFECTOR);
|
|
// set spawn parameters
|
|
ESpawnEffector eSpawnEffector;
|
|
eSpawnEffector.tmLifeTime = 6.0f;
|
|
eSpawnEffector.fSize = 1.0f;
|
|
eSpawnEffector.eetType = ET_HIT_GROUND;
|
|
eSpawnEffector.vDamageDir = FLOAT3D( 0.0f, 2.0f, 0.0f);
|
|
// initialize spray
|
|
penEffector->Initialize( eSpawnEffector);
|
|
|
|
return EReturn();
|
|
}
|
|
|
|
GrabLowerWeapons()
|
|
{
|
|
autocall WaitWalkToEnd() EReturn;
|
|
GetModelObject()->PlayAnim(DEVIL_ANIM_GRABWEAPONS01, AOF_SMOOTHCHANGE);
|
|
autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn;
|
|
PlaySound(m_soSound, SOUND_DRAW_LOWER_WEAPONS, SOF_3D);
|
|
autowait(0.84f);
|
|
AddLowerWeapons();
|
|
WalkingAnim();
|
|
autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn;
|
|
return EReturn();
|
|
}
|
|
|
|
GrabUpperWeapons()
|
|
{
|
|
autocall WaitWalkToEnd() EReturn;
|
|
GetModelObject()->PlayAnim(DEVIL_ANIM_GRABWEAPONS02, AOF_SMOOTHCHANGE);
|
|
autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn;
|
|
PlaySound(m_soSound, SOUND_DRAW_UPPER_WEAPONS, SOF_3D);
|
|
autowait(0.84f);
|
|
AddUpperWeapons();
|
|
m_bHasUpperWeapons = TRUE;
|
|
WalkingAnim();
|
|
autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn;
|
|
return EReturn();
|
|
}
|
|
|
|
GrabBothWeapons()
|
|
{
|
|
autocall WaitWalkToEnd() EReturn;
|
|
GetModelObject()->PlayAnim(DEVIL_ANIM_GRABWEAPONS01, AOF_SMOOTHCHANGE);
|
|
autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn;
|
|
PlaySound(m_soGrabLowerWeapons, SOUND_DRAW_LOWER_WEAPONS, SOF_3D);
|
|
autowait(0.84f);
|
|
AddLowerWeapons();
|
|
GetModelObject()->PlayAnim(DEVIL_ANIM_GRABWEAPONS02, AOF_SMOOTHCHANGE);
|
|
autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn;
|
|
PlaySound(m_soGrabUpperWeapons, SOUND_DRAW_UPPER_WEAPONS, SOF_3D);
|
|
autowait(0.84f);
|
|
AddUpperWeapons();
|
|
m_bHasUpperWeapons = TRUE;
|
|
WalkingAnim();
|
|
autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn;
|
|
return EReturn();
|
|
}
|
|
|
|
PreMainLoop(EVoid) : CEnemyBase::PreMainLoop
|
|
{
|
|
m_soSound.Set3DParameters(1000.0f, 500.0f, 2.0f, 1.0f);
|
|
m_soGrabLowerWeapons.Set3DParameters(1000.0f, 500.0f, 2.0f, 1.0f);
|
|
m_soGrabUpperWeapons.Set3DParameters(1000.0f, 500.0f, 2.0f, 1.0f);
|
|
m_soJumpIntoPyramid.Set3DParameters(1000.0f, 500.0f, 2.0f, 1.0f);
|
|
m_soLeft.Set3DParameters(1000.0f, 500.0f, 2.0f, 1.0f);
|
|
m_soRight.Set3DParameters(1000.0f, 500.0f, 2.0f, 1.0f);
|
|
m_soWeapon0.Set3DParameters(1000.0f, 500.0f, 1.0f, 1.0f);
|
|
m_soWeapon1.Set3DParameters(1000.0f, 500.0f, 1.0f, 1.0f);
|
|
m_soWeapon2.Set3DParameters(1000.0f, 500.0f, 1.0f, 1.0f);
|
|
m_soWeapon3.Set3DParameters(1000.0f, 500.0f, 1.0f, 1.0f);
|
|
m_soWeapon4.Set3DParameters(1000.0f, 500.0f, 1.0f, 1.0f);
|
|
|
|
TurnOnPhysics();
|
|
|
|
if (m_penEnemy==NULL)
|
|
{
|
|
// get some player for trigger source if any is existing
|
|
CEntity *penEnemy = FixupCausedToPlayer(this, m_penEnemy, /*bWarning=*/FALSE);
|
|
if (penEnemy!=m_penEnemy) {
|
|
SetTargetSoft(penEnemy);
|
|
}
|
|
}
|
|
|
|
return EReturn();
|
|
}
|
|
|
|
/************************************************************
|
|
* PROCEDURES WHEN HARMED *
|
|
************************************************************/
|
|
// Play wound animation
|
|
BeWounded(EDamage eDamage) : CEnemyBase::BeWounded
|
|
{
|
|
StopMoving();
|
|
// determine damage anim and play the wounding
|
|
autowait(GetModelObject()->GetAnimLength(AnimForDamage(eDamage.fAmount)));
|
|
return EReturn();
|
|
};
|
|
|
|
/************************************************************
|
|
* C L O S E A T T A C K *
|
|
************************************************************/
|
|
Hit(EVoid) : CEnemyBase::Hit {
|
|
autocall WaitCurrentAnimEnd() EReturn;
|
|
StartModelAnim(DEVIL_ANIM_ATTACKCLOSE, AOF_SMOOTHCHANGE);
|
|
autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn;
|
|
PlaySound(m_soSound, SOUND_ATTACKCLOSE, SOF_3D);
|
|
autowait(1.4f);
|
|
ShakeItBaby(_pTimer->CurrentTick(), 5.0f);
|
|
if( CalcDist(m_penEnemy) < m_fCloseDistance)
|
|
{
|
|
InflictDirectDamage(m_penEnemy, this, DMT_IMPACT, 1000.0f,
|
|
m_penEnemy->GetPlacement().pl_PositionVector, FLOAT3D(0,1,0));
|
|
}
|
|
InflictHoofDamage( DEVIL_HIT_HOOF_OFFSET);
|
|
|
|
autowait(GetModelObject()->GetAnimLength(DEVIL_ANIM_ATTACKCLOSE-1.4f)-_pTimer->TickQuantum);
|
|
return EReturn();
|
|
};
|
|
|
|
/************************************************************
|
|
* A T T A C K E N E M Y *
|
|
************************************************************/
|
|
// initial preparation
|
|
InitializeAttack(EVoid) : CEnemyBase::InitializeAttack {
|
|
jump CEnemyBase::InitializeAttack();
|
|
};
|
|
|
|
Fire(EVoid) : CEnemyBase::Fire
|
|
{
|
|
m_iToFireProjectiles = 0;
|
|
m_fAttackFireTime = 10.0f;
|
|
m_fPauseStretcher = 1.0f;
|
|
|
|
if( m_dapAttackPower==DAP_MEDIUM_POWER_ATTACK &&
|
|
(_pTimer->CurrentTick()-m_fLastWalkTime) > 6.0f)
|
|
{
|
|
m_fAttackFireTime = 6.0f;
|
|
m_fLastWalkTime = _pTimer->CurrentTick()+6.0f;
|
|
return;
|
|
}
|
|
|
|
switch( m_dapAttackPower)
|
|
{
|
|
case DAP_PLAYER_HUNT:
|
|
if( _pTimer->CurrentTick()-m_tmLastAngry > 10.0f)
|
|
{
|
|
m_fAttackFireTime = 7.5+FRnd()*5;
|
|
m_tmLastAngry = _pTimer->CurrentTick();
|
|
SelectRandomAnger();
|
|
jump Angry();
|
|
}
|
|
return;
|
|
break;
|
|
case DAP_LOW_POWER_ATTACK:
|
|
m_iToFireProjectiles = 2;
|
|
m_fAttackFireTime = 5.0f;
|
|
m_fPauseStretcher = 1.0f;
|
|
break;
|
|
case DAP_MEDIUM_POWER_ATTACK:
|
|
m_iToFireProjectiles = 3;
|
|
m_fAttackFireTime = 0.1f;
|
|
m_fPauseStretcher = 0.5f;
|
|
break;
|
|
case DAP_FULL_POWER_ATTACK:
|
|
m_iToFireProjectiles = 4;
|
|
m_fAttackFireTime = 0.1f;
|
|
m_fPauseStretcher = 0.1f;
|
|
break;
|
|
}
|
|
|
|
INDEX iRnd = IRnd()%5;
|
|
if( !m_bHasUpperWeapons)
|
|
{
|
|
iRnd = IRnd()%3;
|
|
}
|
|
|
|
/*iRnd = Clamp(INDEX(tmp_af[0]), INDEX(0), INDEX(4));*/
|
|
switch(iRnd)
|
|
{
|
|
case 0:
|
|
jump FirePredictedProjectile();
|
|
break;
|
|
case 1:
|
|
jump FireLaser();
|
|
break;
|
|
case 2:
|
|
jump FireGuidedProjectile();
|
|
break;
|
|
case 3:
|
|
jump FireRocketLauncher();
|
|
break;
|
|
case 4:
|
|
jump FireElectricityGun();
|
|
break;
|
|
}
|
|
};
|
|
|
|
// call this to lock on player for some time - set m_fLockOnEnemyTime before calling
|
|
DevilLockOnEnemy(EVoid)
|
|
{
|
|
// stop moving
|
|
StopMoving();
|
|
// play animation for locking
|
|
ChargeAnim();
|
|
// wait charge time
|
|
m_fLockStartTime = _pTimer->CurrentTick();
|
|
while (m_fLockStartTime+GetProp(m_fLockOnEnemyTime) > _pTimer->CurrentTick()) {
|
|
// each tick
|
|
m_fMoveFrequency = 0.05f;
|
|
wait (m_fMoveFrequency) {
|
|
on (ETimer) : { stop; }
|
|
on (EBegin) : {
|
|
m_vDesiredPosition = PlayerDestinationPos();
|
|
// if not heading towards enemy
|
|
if (!IsInPlaneFrustum(m_penEnemy, CosFast(30.0f))) {
|
|
m_fLockStartTime = -10000.0f;
|
|
stop;
|
|
}
|
|
|
|
/* if (!IsInPlaneFrustum(m_penEnemy, CosFast(5.0f))) {
|
|
m_fMoveSpeed = 0.0f;
|
|
m_aRotateSpeed = GetLockRotationSpeed();
|
|
// if heading towards enemy
|
|
} else {
|
|
m_fMoveSpeed = 0.0f;
|
|
m_aRotateSpeed = 0.0f;
|
|
}*/
|
|
// adjust direction and speed
|
|
//ULONG ulFlags = SetDesiredMovement();
|
|
//MovementAnimation(ulFlags);
|
|
resume;
|
|
}
|
|
}
|
|
}
|
|
// stop rotating
|
|
StopRotating();
|
|
|
|
// return to caller
|
|
return EReturn();
|
|
};
|
|
|
|
AdjustWeaponForFire()
|
|
{
|
|
FLOAT3D vRelWeapon = GetWeaponPositionRelative();
|
|
FLOAT3D vAbsWeapon = GetPlacement().pl_PositionVector + vRelWeapon*GetRotationMatrix();
|
|
|
|
m_fFireTime = _pTimer->CurrentTick()+m_fAdjustWeaponTime;
|
|
FLOAT3D vEnemy = m_penEnemy->GetPlacement().pl_PositionVector;
|
|
FLOAT3D vDir = (vEnemy-vAbsWeapon).Normalize();
|
|
ANGLE3D aAngles;
|
|
DirectionVectorToAngles(vDir, aAngles);
|
|
CPlacement3D plRelPl = CPlacement3D(FLOAT3D(0,0,0),aAngles);
|
|
plRelPl.AbsoluteToRelative(GetPlacement());
|
|
FLOAT fWantedHdg = plRelPl.pl_OrientationAngle(1);
|
|
FLOAT fWantedPitch = plRelPl.pl_OrientationAngle(2);
|
|
|
|
// adjust angle of projectile gun
|
|
if( m_iAttID == DEVIL_ATTACHMENT_PROJECTILEGUN)
|
|
{
|
|
FLOAT3D vShooting = GetPlacement().pl_PositionVector;
|
|
FLOAT3D vTarget = m_penEnemy->GetPlacement().pl_PositionVector;
|
|
FLOAT fDistanceFactor = 1.0f-ClampUp( (vShooting-vTarget).Length()/250.0f, 1.0f);
|
|
fWantedPitch = 20-fDistanceFactor*50.0f;
|
|
}
|
|
|
|
CAttachmentModelObject &amo = *GetModelObject()->GetAttachmentModel(m_iAttID);
|
|
m_fDeltaWeaponHdg = (fWantedHdg -amo.amo_plRelative.pl_OrientationAngle(1))/(m_fAdjustWeaponTime/_pTimer->TickQuantum);
|
|
m_fDeltaWeaponPitch = (fWantedPitch-amo.amo_plRelative.pl_OrientationAngle(2))/(m_fAdjustWeaponTime/_pTimer->TickQuantum);
|
|
while (m_fFireTime > _pTimer->CurrentTick())
|
|
{
|
|
wait(_pTimer->TickQuantum)
|
|
{
|
|
on (EBegin) :
|
|
{
|
|
CAttachmentModelObject &amo = *GetModelObject()->GetAttachmentModel(m_iAttID);
|
|
amo.amo_plRelative.pl_OrientationAngle(1) += m_fDeltaWeaponHdg;
|
|
amo.amo_plRelative.pl_OrientationAngle(2) += m_fDeltaWeaponPitch;
|
|
resume;
|
|
}
|
|
on (ETimer) : { stop; }
|
|
}
|
|
}
|
|
return EReturn();
|
|
}
|
|
|
|
StraightenUpWeapon()
|
|
{
|
|
FLOAT fAdjustWeaponTime = 0.25f;
|
|
m_fFireTime = _pTimer->CurrentTick()+fAdjustWeaponTime;
|
|
|
|
CAttachmentModelObject &amo = *GetModelObject()->GetAttachmentModel(m_iAttID);
|
|
m_fDeltaWeaponHdg = amo.amo_plRelative.pl_OrientationAngle(1)/(fAdjustWeaponTime/_pTimer->TickQuantum);
|
|
m_fDeltaWeaponPitch = amo.amo_plRelative.pl_OrientationAngle(2)/(fAdjustWeaponTime/_pTimer->TickQuantum);
|
|
while (m_fFireTime > _pTimer->CurrentTick())
|
|
{
|
|
wait(_pTimer->TickQuantum)
|
|
{
|
|
on (EBegin) :
|
|
{
|
|
CAttachmentModelObject &amo = *GetModelObject()->GetAttachmentModel(m_iAttID);
|
|
amo.amo_plRelative.pl_OrientationAngle(1) -= m_fDeltaWeaponHdg;
|
|
amo.amo_plRelative.pl_OrientationAngle(2) -= m_fDeltaWeaponPitch;
|
|
resume;
|
|
}
|
|
on (ETimer) : { stop; }
|
|
}
|
|
}
|
|
return EReturn();
|
|
}
|
|
|
|
FireLaser(EVoid)
|
|
{
|
|
autocall WaitWalkOrIdleToEnd() EReturn;
|
|
|
|
// to fire
|
|
StartModelAnim(DEVIL_ANIM_FROMIDLETOATTACK01, AOF_SMOOTHCHANGE);
|
|
autowait( GetModelObject()->GetAnimLength(DEVIL_ANIM_FROMIDLETOATTACK01)-0.1f);
|
|
StartModelAnim(DEVIL_ANIM_ATTACK01, AOF_SMOOTHCHANGE|AOF_LOOPING);
|
|
|
|
m_iAttID = DEVIL_ATTACHMENT_LASER;
|
|
m_fAdjustWeaponTime = 0.25f;
|
|
autocall AdjustWeaponForFire() EReturn;
|
|
|
|
// fire lasers
|
|
StartFireLaser();
|
|
m_iFiredProjectiles = 0;
|
|
while (m_iFiredProjectiles<m_iToFireProjectiles*10)
|
|
{
|
|
autocall DevilLockOnEnemy() EReturn;
|
|
m_tmLastPause = 0.1f*m_fPauseStretcher;
|
|
autowait(m_tmLastPause);
|
|
// fire laser
|
|
FLOAT fPredictionRatio = (FRnd()-0.5f)*0.25f;
|
|
if(m_iFiredProjectiles&1)
|
|
{
|
|
fPredictionRatio = 1.0f;
|
|
}
|
|
FLOAT fDeltaPitch = (FRnd()-0.5f)*1.0f;
|
|
FireOneLaser(fPredictionRatio, fDeltaPitch);
|
|
m_iFiredProjectiles++;
|
|
if (!IsInFrustum(m_penEnemy, CosFast(30.0f))) {
|
|
m_iFiredProjectiles = 10000;
|
|
}
|
|
}
|
|
autocall StraightenUpWeapon() EReturn;
|
|
StopFireLaser();
|
|
|
|
// from fire
|
|
//StartModelAnim(DEVIL_ANIM_IDLE, 0);
|
|
//autowait(0.25f*m_fPauseStretcher);
|
|
|
|
MaybeSwitchToAnotherPlayer();
|
|
|
|
// shoot completed
|
|
return EReturn();
|
|
};
|
|
|
|
FireRocketLauncher(EVoid)
|
|
{
|
|
autocall WaitWalkOrIdleToEnd() EReturn;
|
|
|
|
// to fire
|
|
StartModelAnim(DEVIL_ANIM_FROMIDLETOATTACK02, AOF_SMOOTHCHANGE);
|
|
autowait( GetModelObject()->GetAnimLength(DEVIL_ANIM_FROMIDLETOATTACK02)-0.1f);
|
|
StartModelAnim(DEVIL_ANIM_ATTACK02, AOF_SMOOTHCHANGE|AOF_LOOPING);
|
|
|
|
m_iAttID = DEVIL_ATTACHMENT_ROCKETLAUNCHER;
|
|
m_fAdjustWeaponTime = 0.5f;
|
|
autocall AdjustWeaponForFire() EReturn;
|
|
|
|
// fire rockets
|
|
StartFireRocket();
|
|
m_iFiredProjectiles = 0;
|
|
while (m_iFiredProjectiles<m_iToFireProjectiles)
|
|
{
|
|
autocall DevilLockOnEnemy() EReturn;
|
|
m_tmLastPause = 0.5f+0.3f*m_fPauseStretcher;
|
|
autowait( m_tmLastPause);
|
|
FLOAT fPredictionRatio = 0.25f+m_iFiredProjectiles*(0.75f/m_iToFireProjectiles);
|
|
fPredictionRatio = 1.0f;
|
|
m_iFiredProjectiles++;
|
|
// fire rocket
|
|
FireOneRocket(fPredictionRatio);
|
|
if (!IsInFrustum(m_penEnemy, CosFast(30.0f))) {
|
|
m_iFiredProjectiles = 10000;
|
|
}
|
|
}
|
|
autocall StraightenUpWeapon() EReturn;
|
|
StopFireRocket();
|
|
|
|
// from fire
|
|
//StartModelAnim(DEVIL_ANIM_IDLE, 0);
|
|
//autowait(0.25f*m_fPauseStretcher);
|
|
|
|
MaybeSwitchToAnotherPlayer();
|
|
|
|
// shoot completed
|
|
return EReturn();
|
|
};
|
|
|
|
FirePredictedProjectile(EVoid)
|
|
{
|
|
autocall WaitWalkOrIdleToEnd() EReturn;
|
|
|
|
// to fire
|
|
StartModelAnim(DEVIL_ANIM_FROMIDLETOATTACK01, AOF_SMOOTHCHANGE);
|
|
autowait( GetModelObject()->GetAnimLength(DEVIL_ANIM_FROMIDLETOATTACK01)-0.1f);
|
|
StartModelAnim(DEVIL_ANIM_ATTACK01, AOF_SMOOTHCHANGE|AOF_LOOPING);
|
|
|
|
m_iAttID = DEVIL_ATTACHMENT_PROJECTILEGUN;
|
|
m_fAdjustWeaponTime = 0.5f;
|
|
autocall AdjustWeaponForFire() EReturn;
|
|
|
|
// start fireing predicted magic projectile
|
|
m_iFiredProjectiles = 0;
|
|
while (m_iFiredProjectiles<m_iToFireProjectiles)
|
|
{
|
|
m_fAdjustWeaponTime = 0.45f;
|
|
autocall AdjustWeaponForFire() EReturn;
|
|
F_FirePredictedProjectile();
|
|
autowait( 0.8f-m_fAdjustWeaponTime);
|
|
m_iFiredProjectiles++;
|
|
if (!IsInFrustum(m_penEnemy, CosFast(30.0f))) {
|
|
m_iFiredProjectiles = 10000;
|
|
}
|
|
}
|
|
autocall StraightenUpWeapon() EReturn;
|
|
|
|
// from fire
|
|
StartModelAnim(DEVIL_ANIM_FROMATTACK01TOIDLE, AOF_SMOOTHCHANGE);
|
|
//autowait( GetModelObject()->GetAnimLength(DEVIL_ANIM_FROMATTACK01TOIDLE)-0.1f);
|
|
//StartModelAnim(DEVIL_ANIM_IDLE, AOF_SMOOTHCHANGE|AOF_LOOPING);
|
|
|
|
//autowait(0.25f*m_fPauseStretcher);
|
|
|
|
MaybeSwitchToAnotherPlayer();
|
|
|
|
// shoot completed
|
|
return EReturn();
|
|
}
|
|
|
|
FireElectricityGun(EVoid)
|
|
{
|
|
autocall WaitWalkOrIdleToEnd() EReturn;
|
|
|
|
// to fire
|
|
StartModelAnim(DEVIL_ANIM_FROMIDLETOATTACK02, AOF_SMOOTHCHANGE);
|
|
autowait( GetModelObject()->GetAnimLength(DEVIL_ANIM_FROMIDLETOATTACK02)-0.1f);
|
|
StartModelAnim(DEVIL_ANIM_ATTACK02, AOF_SMOOTHCHANGE|AOF_LOOPING);
|
|
|
|
m_iAttID = DEVIL_ATTACHMENT_ELETRICITYGUN;
|
|
m_fAdjustWeaponTime = 0.5f;
|
|
//autocall AdjustWeaponForFire() EReturn;
|
|
|
|
// start fireing electricity
|
|
m_iFiredProjectiles = 0;
|
|
while (m_iFiredProjectiles<m_iToFireProjectiles)
|
|
{
|
|
m_fAdjustWeaponTime = 0.45f;
|
|
autocall AdjustWeaponForFire() EReturn;
|
|
|
|
// shoot from gun
|
|
const FLOATmatrix3D &m = GetRotationMatrix();
|
|
m_vElectricitySource = GetFireingPositionAbsolute();
|
|
|
|
// target enemy body
|
|
EntityInfo *peiTarget = (EntityInfo*) (m_penEnemy->GetEntityInfo());
|
|
GetEntityInfoPosition(m_penEnemy, peiTarget->vTargetCenter, m_vElectricityTarget);
|
|
|
|
// give some time so player can move away from electricity beam
|
|
autowait(0.4f);
|
|
|
|
// fire electricity beam
|
|
m_bRenderElectricity = TRUE;
|
|
m_tmTemp = _pTimer->CurrentTick();
|
|
m_tmNextFXTime = m_tmTemp-_pTimer->TickQuantum;
|
|
PlayWeaponSound( SOUND_GHOSTBUSTER);
|
|
while( _pTimer->CurrentTick() < m_tmTemp+0.75f)
|
|
{
|
|
wait(_pTimer->TickQuantum) {
|
|
on (EBegin): {
|
|
// correct electricity beam target
|
|
FLOAT3D vNewTarget;
|
|
EntityInfo *peiTarget = (EntityInfo*) (m_penEnemy->GetEntityInfo());
|
|
GetEntityInfoPosition(m_penEnemy, peiTarget->vTargetCenter, vNewTarget);
|
|
FLOAT3D vDiff = vNewTarget-m_vElectricityTarget;
|
|
// if we have valid length
|
|
if( vDiff.Length() > 1.0f)
|
|
{
|
|
// calculate adjustment
|
|
m_vElectricityTarget = m_vElectricityTarget+vDiff.Normalize()*10.0f*_pTimer->TickQuantum;
|
|
}
|
|
|
|
// cast ray
|
|
CCastRay crRay( this, m_vElectricitySource, m_vElectricityTarget);
|
|
crRay.cr_bHitTranslucentPortals = FALSE;
|
|
crRay.cr_bPhysical = FALSE;
|
|
crRay.cr_ttHitModels = CCastRay::TT_COLLISIONBOX;
|
|
GetWorld()->CastRay(crRay);
|
|
// if entity is hit
|
|
if( crRay.cr_penHit != NULL)
|
|
{
|
|
// apply damage
|
|
InflictDirectDamage( crRay.cr_penHit, this, DMT_BULLET, 50.0f*_pTimer->TickQuantum/0.5f,
|
|
FLOAT3D(0, 0, 0), (m_vElectricitySource-m_vElectricityTarget).Normalize());
|
|
}
|
|
|
|
if( _pTimer->CurrentTick()>m_tmNextFXTime)
|
|
{
|
|
m_tmNextFXTime = _pTimer->CurrentTick()+0.125f+FRnd()*0.125f;
|
|
CPlacement3D plElectricityTarget = CPlacement3D( m_vElectricityTarget, ANGLE3D(0,0,0));
|
|
CEntity *penEffector = CreateEntity( plElectricityTarget, CLASS_EFFECTOR);
|
|
// set spawn parameters
|
|
ESpawnEffector eSpawnEffector;
|
|
eSpawnEffector.tmLifeTime = 6.0f;
|
|
eSpawnEffector.fSize = 0.025f;
|
|
eSpawnEffector.eetType = ET_HIT_GROUND;
|
|
eSpawnEffector.vDamageDir = FLOAT3D( 0.0f, 2.0f, 0.0f);
|
|
// initialize spray
|
|
penEffector->Initialize( eSpawnEffector);
|
|
}
|
|
|
|
resume;
|
|
};
|
|
on (ETimer): { stop; };
|
|
}
|
|
}
|
|
m_soSound.Stop();
|
|
m_bRenderElectricity = FALSE;
|
|
|
|
autowait( 0.8f-m_fAdjustWeaponTime);
|
|
m_iFiredProjectiles++;
|
|
if (!IsInFrustum(m_penEnemy, CosFast(30.0f))) {
|
|
m_iFiredProjectiles = 10000;
|
|
}
|
|
}
|
|
autocall StraightenUpWeapon() EReturn;
|
|
|
|
// from idle
|
|
StartModelAnim(DEVIL_ANIM_FROMATTACK02TOIDLE, AOF_SMOOTHCHANGE);
|
|
//autowait( GetModelObject()->GetAnimLength(DEVIL_ANIM_FROMATTACK02TOIDLE)-0.1f);
|
|
//StartModelAnim(DEVIL_ANIM_IDLE, AOF_SMOOTHCHANGE|AOF_LOOPING);
|
|
|
|
MaybeSwitchToAnotherPlayer();
|
|
|
|
// shoot completed
|
|
return EReturn();
|
|
}
|
|
|
|
FireGuidedProjectile(EVoid)
|
|
{
|
|
autocall WaitWalkOrIdleToEnd() EReturn;
|
|
|
|
StartModelAnim(DEVIL_ANIM_ATTACKBREATHSTART, AOF_SMOOTHCHANGE);
|
|
autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn;
|
|
PlaySound(m_soLeft, SOUND_ATTACK_BREATH_START, SOF_3D);
|
|
|
|
StartModelAnim(DEVIL_ANIM_ATTACKBREATH, AOF_SMOOTHCHANGE);
|
|
autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn;
|
|
PlaySound(m_soRight, SOUND_ATTACK_BREATH_LOOP, SOF_LOOP|SOF_3D);
|
|
|
|
// start fireing predicted magic projectile
|
|
m_iFiredProjectiles = 0;
|
|
m_tmFireBreathStart = _pTimer->CurrentTick();
|
|
m_tmFireBreathStop = UpperLimit(0.0f);
|
|
// calculate breath source and target positions
|
|
const FLOATmatrix3D &m = GetRotationMatrix();
|
|
m_vFireBreathSource = GetPlacement().pl_PositionVector+MAGIC_PROJECTILE_EXIT*m;
|
|
m_vFireBreathTarget = m_penEnemy->GetPlacement().pl_PositionVector-FLOAT3D(0,20.0f,0);
|
|
while (m_iFiredProjectiles<m_iToFireProjectiles)
|
|
{
|
|
m_tmLastPause = 0.45f;
|
|
autowait( m_tmLastPause);
|
|
// fire one guided projectile
|
|
ShootProjectile(PRT_DEVIL_GUIDED_PROJECTILE, MAGIC_PROJECTILE_EXIT,
|
|
ANGLE3D( AngleDeg(10.0f*Cos(m_iFiredProjectiles*360.0/6.0f)), -AngleDeg(20.0f*Sin(m_iFiredProjectiles*180.0/6.0f)), 0));
|
|
PlayWeaponSound( SOUND_ATTACK_BREATH_FIRE);
|
|
|
|
autowait(0.8f-m_tmLastPause);
|
|
m_iFiredProjectiles++;
|
|
}
|
|
StopFireBreathParticles();
|
|
// from fire
|
|
autocall WaitCurrentAnimEnd() EReturn;
|
|
PlaySound(m_soSound, SOUND_ATTACK_BREATH_END, SOF_3D);
|
|
m_soRight.Stop();
|
|
StartModelAnim(DEVIL_ANIM_ATTACKBREATHEND, AOF_SMOOTHCHANGE);
|
|
|
|
MaybeSwitchToAnotherPlayer();
|
|
|
|
// shoot completed
|
|
return EReturn();
|
|
}
|
|
|
|
|
|
JumpIntoPyramid(EVoid)
|
|
{
|
|
// remove collision and gravity
|
|
TurnOffPhysics();
|
|
StopMoving();
|
|
|
|
// remove weapons
|
|
RemoveWeapons();
|
|
SetTargetNone();
|
|
SetPlacement(m_plTeleport);
|
|
GetModelObject()->PlayAnim(DEVIL_ANIM_CLIMB, 0);
|
|
PlaySound(m_soJumpIntoPyramid, SOUND_CLIMB, SOF_3D);
|
|
autowait(7.0f);
|
|
|
|
// turn it arround
|
|
m_tmTemp = _pTimer->CurrentTick();
|
|
while( _pTimer->CurrentTick() < m_tmTemp+0.7f)
|
|
{
|
|
wait(_pTimer->TickQuantum) {
|
|
on (EBegin): { resume; };
|
|
on (ETimer): { stop; };
|
|
otherwise(): { resume; };
|
|
}
|
|
CPlacement3D plCurrent = GetPlacement();
|
|
FLOAT aDelta = -35.0f/0.7f*_pTimer->TickQuantum;
|
|
plCurrent.pl_OrientationAngle+=FLOAT3D(aDelta,0,0);
|
|
SetPlacement(plCurrent);
|
|
}
|
|
|
|
ShakeItFarBaby(_pTimer->CurrentTick(), 1.5f);
|
|
autowait(GetModelObject()->GetAnimLength(DEVIL_ANIM_CLIMB)-7.335f-_pTimer->TickQuantum);
|
|
|
|
SelectRandomAnger();
|
|
GetModelObject()->PlayAnim(m_iAngryAnim, 0);
|
|
PlaySound(m_soSound, m_iAngrySound, SOF_3D);
|
|
autowait( GetModelObject()->GetAnimLength(m_iAngryAnim)-0.1f);
|
|
|
|
StopMoving();
|
|
StopRotating();
|
|
TurnOnPhysics();
|
|
autocall GrabBothWeapons() EReturn;
|
|
|
|
m_dsDevilState = DS_PYRAMID_FIGHT;
|
|
m_dapAttackPower = DAP_MEDIUM_POWER_ATTACK;
|
|
m_fAttackRadius = 1e6f;
|
|
m_fAttackRunSpeed = 8.0f;
|
|
|
|
return EReturn();
|
|
}
|
|
|
|
TeleportIntoPyramid(EVoid)
|
|
{
|
|
// remove weapons
|
|
RemoveWeapons();
|
|
SetTargetNone();
|
|
Teleport(m_plTeleport, FALSE);
|
|
StopMoving();
|
|
StopRotating();
|
|
|
|
SelectRandomAnger();
|
|
GetModelObject()->PlayAnim(m_iAngryAnim, 0);
|
|
PlaySound(m_soSound, m_iAngrySound, SOF_3D);
|
|
autowait( GetModelObject()->GetAnimLength(m_iAngryAnim)-0.1f);
|
|
|
|
TurnOnPhysics();
|
|
autocall GrabBothWeapons() EReturn;
|
|
|
|
m_dsDevilState = DS_PYRAMID_FIGHT;
|
|
m_dapAttackPower = DAP_MEDIUM_POWER_ATTACK;
|
|
m_fAttackRadius = 1e6f;
|
|
m_fAttackRunSpeed = 8.0f;
|
|
|
|
return EReturn();
|
|
}
|
|
|
|
RegenerationImpulse(EVoid)
|
|
{
|
|
m_dsPreRegenerationDevilState = m_dsDevilState;
|
|
m_dsDevilState = DS_REGENERATION_IMPULSE;
|
|
GetModelObject()->PlayAnim(DEVIL_ANIM_HEAL, 0);
|
|
PlaySound(m_soSound, SOUND_HEAL, SOF_3D);
|
|
|
|
StopFireBreathParticles();
|
|
m_tmRegenerationStart = _pTimer->CurrentTick();
|
|
m_tmRegenerationStop = m_tmRegenerationStart+TM_HEALTH_IMPULSE-1.5f/*Regeneration particle life time*/;
|
|
// apply health impulse
|
|
m_tmTemp = _pTimer->CurrentTick();
|
|
while( _pTimer->CurrentTick() < m_tmTemp+TM_HEALTH_IMPULSE)
|
|
{
|
|
wait(_pTimer->TickQuantum) {
|
|
on (EBegin): { resume; };
|
|
on (ETimer): { stop; };
|
|
otherwise(): { resume; };
|
|
}
|
|
SetHealth(GetHealth()+HEALTH_IMPULSE*_pTimer->TickQuantum/TM_HEALTH_IMPULSE);
|
|
}
|
|
m_dsDevilState = m_dsPreRegenerationDevilState;
|
|
|
|
return EReturn();
|
|
}
|
|
|
|
StopAttack(EVoid) : CEnemyBase::StopAttack {
|
|
if(m_penEnemy==NULL)
|
|
{
|
|
autocall Celebrate() EReturn;
|
|
}
|
|
|
|
jump CEnemyBase::StopAttack();
|
|
};
|
|
|
|
ContinueInMainLoop(EVoid)
|
|
{
|
|
SwitchToModel();
|
|
// continue behavior in base class
|
|
if( !m_bWasOnceInMainLoop)
|
|
{
|
|
m_bWasOnceInMainLoop = TRUE;
|
|
jump CEnemyBase::MainLoop();
|
|
}
|
|
else
|
|
{
|
|
// get some player for trigger source if any is existing
|
|
CEntity *penEnemy = FixupCausedToPlayer(this, m_penEnemy, /*bWarning=*/FALSE);
|
|
if (penEnemy!=m_penEnemy) {
|
|
SetTargetSoft(penEnemy);
|
|
}
|
|
|
|
jump CEnemyBase::StandardBehavior();
|
|
}
|
|
}
|
|
|
|
MPIntro(EVoid)
|
|
{
|
|
m_dsDevilState=DS_PYRAMID_FIGHT;
|
|
jump ContinueInMainLoop();
|
|
}
|
|
|
|
/************************************************************
|
|
* D E A T H *
|
|
************************************************************/
|
|
Death(EVoid) : CEnemyBase::Death {
|
|
SetFlags(GetFlags()&~ENF_ALIVE);
|
|
StopFireBreathParticles();
|
|
StopRegenerationParticles();
|
|
// stop moving
|
|
StopMoving();
|
|
DeathSound(); // death sound
|
|
// set physic flags
|
|
SetCollisionFlags(ECF_MODEL);
|
|
// start death anim
|
|
AnimForDeath();
|
|
autowait(4.66f);
|
|
ShakeItFarBaby(_pTimer->CurrentTick(), 5.0f);
|
|
autowait(GetModelObject()->GetAnimLength(DEVIL_ANIM_DEATH)-4.66f);
|
|
m_tmDeathTime = _pTimer->CurrentTick();
|
|
|
|
CWorldSettingsController *pwsc = GetWSC(this);
|
|
if (pwsc!=NULL)
|
|
{
|
|
pwsc->m_colGlade=C_WHITE;
|
|
pwsc->m_tmGlaringStarted = _pTimer->CurrentTick()+1.5f;
|
|
pwsc->m_tmGlaringEnded = pwsc->m_tmGlaringStarted+1.0f,
|
|
pwsc->m_fGlaringFadeInRatio = 0.2f;
|
|
pwsc->m_fGlaringFadeOutRatio = 0.7f;
|
|
}
|
|
autowait(1.5f);
|
|
PlaySound(m_soLeft, SOUND_DISAPPEAR, SOF_3D|SOF_VOLUMETRIC);
|
|
autowait(0.25f);
|
|
SwitchToEditorModel();
|
|
|
|
PlaySound(m_soRight, SOUND_DEATHPARTICLES, SOF_3D);
|
|
return EEnd();
|
|
};
|
|
|
|
/************************************************************
|
|
* M A I N *
|
|
************************************************************/
|
|
Main(EVoid) {
|
|
m_sptType = SPT_NONE;
|
|
// declare yourself as a model
|
|
InitAsEditorModel();
|
|
SetPhysicsFlags(EPF_MODEL_WALKING&~EPF_TRANSLATEDBYGRAVITY);
|
|
SetCollisionFlags(((ECBI_MODEL)<<ECB_TEST) | ((ECBI_MODEL)<<ECB_PASS) | ((ECBI_ITEM)<<ECB_IS));
|
|
SetFlags(GetFlags()|ENF_ALIVE);
|
|
|
|
// this one is boss!
|
|
m_bBoss = TRUE;
|
|
if( !m_bForMPIntro)
|
|
{
|
|
SetHealth(BOSS_HEALTH);
|
|
}
|
|
else
|
|
{
|
|
SetHealth(5000);
|
|
}
|
|
m_fMaxHealth = BOSS_HEALTH;
|
|
m_fBlowUpAmount = 1e6;
|
|
m_fBodyParts = 6;
|
|
m_fDamageWounded = 1e9;
|
|
en_fDensity = 2500.0f;
|
|
m_bHasUpperWeapons = FALSE;
|
|
m_bRenderElectricity = FALSE;
|
|
m_bOnStartPosition = FALSE;
|
|
m_tmGiveUp = UpperLimit(0.0f);
|
|
m_tmDeathTime = -1.0f;
|
|
|
|
// setup default speeds and radiuses
|
|
/*
|
|
if( tmp_af[0]==0)
|
|
{
|
|
tmp_af[0]=100.0f;
|
|
tmp_af[1]=200.0f;
|
|
tmp_af[2]=6.0f;
|
|
tmp_af[3]=12.0f;
|
|
tmp_af[4]=15.0f;
|
|
}
|
|
*/
|
|
|
|
// set your appearance
|
|
SetComponents(this, *GetModelObject(), MODEL_DEVIL, TEXTURE_DEVIL, 0, 0, 0);
|
|
|
|
// stretch devil
|
|
GetModelObject()->StretchModel(FLOAT3D(SIZE, SIZE, SIZE));
|
|
ModelChangeNotify();
|
|
|
|
StandingAnim();
|
|
|
|
// setup moving speed
|
|
m_fWalkSpeed = 10.0f;
|
|
m_aWalkRotateSpeed = AngleDeg(90.0f);
|
|
m_fAttackRunSpeed = 8.0f;
|
|
m_aAttackRotateSpeed = AngleDeg(90.0f);
|
|
m_fCloseRunSpeed = 8.0f;
|
|
m_aCloseRotateSpeed = AngleDeg(90.0f);
|
|
// setup attack distances
|
|
m_fAttackDistance = 1e24f;
|
|
m_fCloseDistance = 50.0f;
|
|
m_fStopDistance = 10.0f;
|
|
m_fAttackFireTime = 10.0f;
|
|
m_fCloseFireTime = 5.0f;
|
|
m_fIgnoreRange = UpperLimit(0.0f);
|
|
en_fAcceleration = en_fDeceleration = 50.0f;
|
|
m_fLockOnEnemyTime = 0.05f;
|
|
m_fPauseStretcher = 1.0f;
|
|
m_bWasOnceInMainLoop = FALSE;
|
|
|
|
// setup light source
|
|
SetupLightSource();
|
|
// set light animation if available
|
|
try {
|
|
m_aoLightAnimation.SetData_t(CTFILENAME("Animations\\BasicEffects.ani"));
|
|
} catch (char *strError) {
|
|
WarningMessage(TRANS("Cannot load Animations\\BasicEffects.ani: %s"), strError);
|
|
}
|
|
PlayLightAnim(LIGHT_ANIM_NONE, 0);
|
|
|
|
autowait(0.1f);
|
|
|
|
m_iScore = 0;
|
|
|
|
if( !m_bForMPIntro)
|
|
{
|
|
StartModelAnim(DEVIL_ANIM_POSEDOWN, 0);
|
|
wait() {
|
|
on (EBegin) : { resume; }
|
|
on (ETrigger) : { stop; }
|
|
}
|
|
}
|
|
else
|
|
{
|
|
StartModelAnim(DEVIL_ANIM_DEFAULT, 0);
|
|
}
|
|
|
|
SwitchToModel();
|
|
|
|
// set initial state
|
|
m_dsDevilState = DS_NOT_EXISTING;
|
|
|
|
wait()
|
|
{
|
|
on (EBegin) : {
|
|
if( cht_bDebugFinalBoss)
|
|
{
|
|
CPrintF("Main loop, event: Begin\n");
|
|
}
|
|
if( !m_bForMPIntro)
|
|
{
|
|
if(m_dsDevilState == DS_NOT_EXISTING)
|
|
{
|
|
m_dsDevilState = DS_DESTROYING_CITY;
|
|
call DestroyCity();
|
|
}
|
|
}
|
|
resume;
|
|
}
|
|
on (ETrigger) :
|
|
{
|
|
if( cht_bDebugFinalBoss)
|
|
{
|
|
CPrintF("Main loop, event: Trigger\n");
|
|
}
|
|
resume;
|
|
}
|
|
on (EDevilCommand eDevilCommand) :
|
|
{
|
|
if( cht_bDebugFinalBoss)
|
|
{
|
|
CTString strDevilCommand = DevilCommandType_enum.NameForValue(INDEX(eDevilCommand.dctType));
|
|
CPrintF("Main loop, event: Devil command: %s\n", strDevilCommand);
|
|
}
|
|
|
|
if( eDevilCommand.dctType == DC_GRAB_LOWER_WEAPONS)
|
|
{
|
|
m_dapAttackPower = DAP_LOW_POWER_ATTACK;
|
|
m_dsDevilState = DS_ENEMY;
|
|
call GrabLowerWeapons();
|
|
}
|
|
// force given action marker
|
|
else if( eDevilCommand.dctType == DC_FORCE_ACTION)
|
|
{
|
|
m_penAction = eDevilCommand.penForcedAction;
|
|
call DestroyCity();
|
|
}
|
|
else if( eDevilCommand.dctType == DC_STOP_MOVING)
|
|
{
|
|
m_vStartPosition = GetPlacement().pl_PositionVector;
|
|
m_fAttackRadius = 0.0f;
|
|
}
|
|
else if( eDevilCommand.dctType == DC_STOP_ATTACK)
|
|
{
|
|
SetTargetNone();
|
|
}
|
|
else if( eDevilCommand.dctType == DC_JUMP_INTO_PYRAMID)
|
|
{
|
|
GetModelObject()->PlayAnim( DEVIL_ANIM_IDLE, 0);
|
|
m_plTeleport = eDevilCommand.penForcedAction->GetPlacement();
|
|
m_dsDevilState = DS_JUMPING_INTO_PYRAMID;
|
|
call JumpIntoPyramid();
|
|
}
|
|
else if( eDevilCommand.dctType == DC_TELEPORT_INTO_PYRAMID)
|
|
{
|
|
GetModelObject()->PlayAnim( DEVIL_ANIM_IDLE, 0);
|
|
m_plTeleport = eDevilCommand.penForcedAction->GetPlacement();
|
|
m_dsDevilState = DS_JUMPING_INTO_PYRAMID;
|
|
call TeleportIntoPyramid();
|
|
}
|
|
resume;
|
|
}
|
|
on (ERegenerationImpuls) :
|
|
{
|
|
if( cht_bDebugFinalBoss)
|
|
{
|
|
CPrintF("Main loop, event: Regeneration impulse\n");
|
|
}
|
|
m_bRenderElectricity = FALSE;
|
|
call RegenerationImpulse();
|
|
resume;
|
|
}
|
|
on (EHitBySpaceShipBeam) :
|
|
{
|
|
if( cht_bDebugFinalBoss)
|
|
{
|
|
CPrintF("Main loop, event: Hit by space ship beam\n");
|
|
}
|
|
m_bRenderElectricity = FALSE;
|
|
m_tmHitBySpaceShipBeam = _pTimer->CurrentTick();
|
|
call BeamDamage();
|
|
resume;
|
|
}
|
|
// if dead
|
|
on (EDeath eDeath) : {
|
|
if( !(GetFlags()&ENF_ALIVE))
|
|
{
|
|
resume;
|
|
}
|
|
|
|
if( cht_bDebugFinalBoss)
|
|
{
|
|
CPrintF("Main loop, event: Death\n");
|
|
}
|
|
// die
|
|
m_bRenderElectricity = FALSE;
|
|
jump CEnemyBase::Die(eDeath);
|
|
}
|
|
on( EEnvironmentStart):
|
|
{
|
|
call MPIntro();
|
|
resume;
|
|
}
|
|
on (EReturn) :
|
|
{
|
|
if( cht_bDebugFinalBoss)
|
|
{
|
|
CPrintF("Main loop, event: Return\n");
|
|
}
|
|
if( m_dsDevilState==DS_DESTROYING_CITY)
|
|
{
|
|
m_soSound.Set3DParameters(1000.0f, 500.0f, 2.0f, 1.0f);
|
|
m_dsDevilState = DS_ENEMY;
|
|
if( m_dapAttackPower == DAP_NOT_ATTACKING)
|
|
{
|
|
m_dapAttackPower = DAP_PLAYER_HUNT;
|
|
}
|
|
}
|
|
call ContinueInMainLoop();
|
|
resume;
|
|
}
|
|
}
|
|
};
|
|
};
|