mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-26 20:25:54 +01:00
362 lines
10 KiB
C++
362 lines
10 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
|
|
This program is free software; you can redistribute it and/or modify
|
|
it under the terms of version 2 of the GNU General Public License as published by
|
|
the Free Software Foundation
|
|
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License along
|
|
with this program; if not, write to the Free Software Foundation, Inc.,
|
|
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
|
|
|
|
344
|
|
%{
|
|
#include "StdH.h"
|
|
#include "ModelsMP/Enemies/Guffy/Guffy.h"
|
|
%}
|
|
|
|
uses "EntitiesMP/EnemyBase";
|
|
uses "EntitiesMP/Projectile";
|
|
|
|
|
|
%{
|
|
// info structure
|
|
static EntityInfo eiGuffy = {
|
|
EIBT_FLESH, 800.0f,
|
|
0.0f, 1.9f, 0.0f, // source (eyes)
|
|
0.0f, 1.0f, 0.0f, // target (body)
|
|
};
|
|
|
|
#define FIRE_LEFT_ARM FLOAT3D(-0.56f, +1.125f, -1.32f)
|
|
#define FIRE_RIGHT_ARM FLOAT3D(+0.50f, +1.060f, -0.82f)
|
|
|
|
//#define FIRE_DEATH_LEFT FLOAT3D( 0.0f, 7.0f, -2.0f)
|
|
//#define FIRE_DEATH_RIGHT FLOAT3D(3.75f, 4.2f, -2.5f)
|
|
|
|
%}
|
|
|
|
|
|
class CGuffy : CEnemyBase {
|
|
name "Guffy";
|
|
thumbnail "Thumbnails\\Guffy.tbn";
|
|
|
|
properties:
|
|
|
|
2 INDEX m_iLoopCounter = 0,
|
|
3 FLOAT m_fSize = 1.0f,
|
|
4 BOOL m_bWalkSoundPlaying = FALSE,
|
|
5 FLOAT m_fThreatDistance = 5.0f,
|
|
6 BOOL m_bEnemyToTheLeft = FALSE,
|
|
|
|
//10 CSoundObject m_soFeet,
|
|
10 CSoundObject m_soFire1,
|
|
11 CSoundObject m_soFire2,
|
|
|
|
components:
|
|
0 class CLASS_BASE "Classes\\EnemyBase.ecl",
|
|
1 class CLASS_PROJECTILE "Classes\\Projectile.ecl",
|
|
|
|
10 model MODEL_GUFFY "ModelsMP\\Enemies\\Guffy\\Guffy.mdl",
|
|
11 texture TEXTURE_GUFFY "ModelsMP\\Enemies\\Guffy\\Guffy.tex",
|
|
12 model MODEL_GUN "ModelsMP\\Enemies\\Guffy\\Gun.mdl",
|
|
13 texture TEXTURE_GUN "ModelsMP\\Enemies\\Guffy\\Gun.tex",
|
|
|
|
// ************** SOUNDS **************
|
|
40 sound SOUND_IDLE "ModelsMP\\Enemies\\Guffy\\Sounds\\Idle.wav",
|
|
41 sound SOUND_SIGHT "ModelsMP\\Enemies\\Guffy\\Sounds\\Sight.wav",
|
|
43 sound SOUND_FIRE "ModelsMP\\Enemies\\Guffy\\Sounds\\Fire.wav",
|
|
44 sound SOUND_WOUND "ModelsMP\\Enemies\\Guffy\\Sounds\\Wound.wav",
|
|
45 sound SOUND_DEATH "ModelsMP\\Enemies\\Guffy\\Sounds\\Death.wav",
|
|
|
|
functions:
|
|
|
|
// describe how this enemy killed player
|
|
virtual CTString GetPlayerKillDescription(const CTString &strPlayerName, const EDeath &eDeath)
|
|
{
|
|
CTString str;
|
|
str.PrintF(TRANS("Guffy gunned %s down"), strPlayerName);
|
|
return str;
|
|
}
|
|
|
|
virtual const CTFileName &GetComputerMessageName(void) const {
|
|
static DECLARE_CTFILENAME(fnmSoldier, "DataMP\\Messages\\Enemies\\Guffy.txt");
|
|
return fnmSoldier;
|
|
}
|
|
/*// overridable function to get range for switching to another player
|
|
FLOAT GetThreatDistance(void)
|
|
{
|
|
return m_fThreatDistance;
|
|
}*/
|
|
|
|
/*BOOL ForcesCannonballToExplode(void)
|
|
{
|
|
if (m_EwcChar==WLC_SERGEANT) {
|
|
return TRUE;
|
|
}
|
|
return CEnemyBase::ForcesCannonballToExplode();
|
|
}*/
|
|
|
|
void Precache(void) {
|
|
CEnemyBase::Precache();
|
|
|
|
// guffy
|
|
PrecacheModel(MODEL_GUFFY);
|
|
PrecacheTexture(TEXTURE_GUFFY);
|
|
|
|
// weapon
|
|
PrecacheModel(MODEL_GUN);
|
|
PrecacheTexture(TEXTURE_GUN);
|
|
|
|
// sounds
|
|
PrecacheSound(SOUND_IDLE );
|
|
PrecacheSound(SOUND_SIGHT);
|
|
PrecacheSound(SOUND_DEATH);
|
|
PrecacheSound(SOUND_FIRE);
|
|
PrecacheSound(SOUND_WOUND);
|
|
|
|
// projectile
|
|
PrecacheClass(CLASS_PROJECTILE, PRT_GUFFY_PROJECTILE);
|
|
};
|
|
|
|
// Entity info
|
|
void *GetEntityInfo(void) {
|
|
return &eiGuffy;
|
|
};
|
|
|
|
/*FLOAT GetCrushHealth(void)
|
|
{
|
|
if (m_EwcChar==WLC_SERGEANT) {
|
|
return 100.0f;
|
|
}
|
|
return 0.0f;
|
|
}*/
|
|
|
|
// Receive damage
|
|
void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType,
|
|
FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection)
|
|
{
|
|
// guffy can't harm guffy
|
|
if (!IsOfClass(penInflictor, "Guffy")) {
|
|
CEnemyBase::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection);
|
|
}
|
|
};
|
|
|
|
|
|
// virtual anim functions
|
|
void StandingAnim(void) {
|
|
StartModelAnim(GUFFY_ANIM_IDLE, AOF_LOOPING|AOF_NORESTART);
|
|
};
|
|
/*void StandingAnimFight(void)
|
|
{
|
|
StartModelAnim(GUFFY_ANIM_FIRE, AOF_LOOPING|AOF_NORESTART);
|
|
}*/
|
|
void RunningAnim(void) {
|
|
StartModelAnim(GUFFY_ANIM_RUN, AOF_LOOPING|AOF_NORESTART);
|
|
};
|
|
void WalkingAnim(void) {
|
|
RunningAnim();
|
|
};
|
|
void RotatingAnim(void) {
|
|
StartModelAnim(GUFFY_ANIM_RUN, AOF_LOOPING|AOF_NORESTART);
|
|
};
|
|
|
|
// 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);
|
|
};
|
|
|
|
// fire rocket
|
|
void FireRocket(FLOAT3D &vPos) {
|
|
CPlacement3D plRocket;
|
|
plRocket.pl_PositionVector = vPos;
|
|
plRocket.pl_OrientationAngle = ANGLE3D(0, -5.0f-FRnd()*10.0f, 0);
|
|
plRocket.RelativeToAbsolute(GetPlacement());
|
|
CEntityPointer penProjectile = CreateEntity(plRocket, CLASS_PROJECTILE);
|
|
ELaunchProjectile eLaunch;
|
|
eLaunch.penLauncher = this;
|
|
eLaunch.prtType = PRT_GUFFY_PROJECTILE;
|
|
penProjectile->Initialize(eLaunch);
|
|
};
|
|
|
|
// adjust sound and watcher parameters here if needed
|
|
void EnemyPostInit(void)
|
|
{
|
|
// set sound default parameters
|
|
m_soSound.Set3DParameters(160.0f, 50.0f, 1.0f, 1.0f);
|
|
m_soFire1.Set3DParameters(160.0f, 50.0f, 1.0f, 1.0f);
|
|
m_soFire2.Set3DParameters(160.0f, 50.0f, 1.0f, 1.0f);
|
|
};
|
|
|
|
// damage anim
|
|
INDEX AnimForDamage(FLOAT fDamage) {
|
|
INDEX iAnim;
|
|
iAnim = GUFFY_ANIM_WOUND;
|
|
StartModelAnim(iAnim, 0);
|
|
return iAnim;
|
|
};
|
|
|
|
// death
|
|
INDEX AnimForDeath(void) {
|
|
INDEX iAnim;
|
|
FLOAT3D vFront;
|
|
GetHeadingDirection(0, vFront);
|
|
FLOAT fDamageDir = m_vDamage%vFront;
|
|
if (fDamageDir<0) {
|
|
iAnim = GUFFY_ANIM_DEATHBACKWARD;
|
|
} else {
|
|
iAnim = GUFFY_ANIM_DEATHFORWARD;
|
|
}
|
|
|
|
StartModelAnim(iAnim, 0);
|
|
return iAnim;
|
|
};
|
|
|
|
// death
|
|
FLOAT WaitForDust(FLOAT3D &vStretch) {
|
|
vStretch=FLOAT3D(1,1,2)*1.5f;
|
|
if(GetModelObject()->GetAnim()==GUFFY_ANIM_DEATHBACKWARD)
|
|
{
|
|
return 0.48f;
|
|
}
|
|
else if(GetModelObject()->GetAnim()==GUFFY_ANIM_DEATHFORWARD)
|
|
{
|
|
return 1.0f;
|
|
}
|
|
return -1.0f;
|
|
};
|
|
|
|
procedures:
|
|
/************************************************************
|
|
* A T T A C K E N E M Y *
|
|
************************************************************/
|
|
Fire(EVoid) : CEnemyBase::Fire {
|
|
|
|
StartModelAnim(GUFFY_ANIM_FIRE, AOF_LOOPING);
|
|
|
|
// wait for animation to bring the left hand into firing position
|
|
autowait(0.1f);
|
|
|
|
FLOATmatrix3D m;
|
|
FLOAT3D fLookRight = FLOAT3D(1.0f, 0.0f, 0.0f);
|
|
MakeRotationMatrixFast(m, GetPlacement().pl_OrientationAngle);
|
|
fLookRight = fLookRight * m;
|
|
BOOL bEnemyRight = fLookRight % (m_penEnemy->GetPlacement().pl_PositionVector - GetPlacement().pl_PositionVector);
|
|
|
|
if (bEnemyRight>=0) { // enemy is to the right of guffy
|
|
ShootProjectile(PRT_GUFFY_PROJECTILE, FIRE_LEFT_ARM*m_fSize, ANGLE3D(0, 0, 0));
|
|
PlaySound(m_soFire1, SOUND_FIRE, SOF_3D);
|
|
|
|
ShootProjectile(PRT_GUFFY_PROJECTILE, FIRE_RIGHT_ARM*m_fSize, ANGLE3D(-9, 0, 0));
|
|
PlaySound(m_soFire2, SOUND_FIRE, SOF_3D);
|
|
} else { // enemy is to the left of guffy
|
|
ShootProjectile(PRT_GUFFY_PROJECTILE, FIRE_LEFT_ARM*m_fSize, ANGLE3D(9, 0, 0));
|
|
PlaySound(m_soFire1, SOUND_FIRE, SOF_3D);
|
|
|
|
ShootProjectile(PRT_GUFFY_PROJECTILE, FIRE_RIGHT_ARM*m_fSize, ANGLE3D(0, 0, 0));
|
|
PlaySound(m_soFire2, SOUND_FIRE, SOF_3D);
|
|
}
|
|
|
|
autowait(1.0f);
|
|
|
|
StopMoving();
|
|
|
|
MaybeSwitchToAnotherPlayer();
|
|
|
|
// wait for a while
|
|
StandingAnimFight();
|
|
autowait(FRnd()*0.25f+0.25f);
|
|
|
|
return EReturn();
|
|
};
|
|
|
|
|
|
/************************************************************
|
|
* D E A T H *
|
|
************************************************************/
|
|
/*Death(EVoid) : CEnemyBase::Death {
|
|
// stop moving
|
|
StopMoving();
|
|
DeathSound(); // death sound
|
|
|
|
// set physic flags
|
|
SetCollisionFlags(ECF_MODEL);
|
|
SetFlags(GetFlags() | ENF_SEETHROUGH);
|
|
|
|
// death notify (change collision box)
|
|
ChangeCollisionBoxIndexWhenPossible(GUFFY_COLLISION_BOX_DEATH);
|
|
|
|
// start death anim
|
|
StartModelAnim(GUFFY_ANIM_DEATHFORWARD, 0);
|
|
autowait(GetModelObject()->GetAnimLength(GUFFY_ANIM_TOFIRE));
|
|
|
|
return EEnd();
|
|
};*/
|
|
|
|
/************************************************************
|
|
* M A I N *
|
|
************************************************************/
|
|
Main(EVoid) {
|
|
// declare yourself as a model
|
|
InitAsModel();
|
|
SetPhysicsFlags(EPF_MODEL_WALKING);
|
|
SetCollisionFlags(ECF_MODEL);
|
|
SetFlags(GetFlags()|ENF_ALIVE);
|
|
SetHealth(210.0f);
|
|
m_fMaxHealth = 210.0f;
|
|
en_fDensity = 2000.0f;
|
|
|
|
// set your appearance
|
|
SetModel(MODEL_GUFFY);
|
|
m_fSize = 1.5f;
|
|
SetModelMainTexture(TEXTURE_GUFFY);
|
|
AddAttachment(GUFFY_ATTACHMENT_GUNRIGHT, MODEL_GUN, TEXTURE_GUN);
|
|
AddAttachment(GUFFY_ATTACHMENT_GUNLEFT, MODEL_GUN, TEXTURE_GUN);
|
|
GetModelObject()->StretchModel(FLOAT3D(m_fSize, m_fSize, m_fSize));
|
|
ModelChangeNotify();
|
|
CModelObject *pmoRight = &GetModelObject()->GetAttachmentModel(GUFFY_ATTACHMENT_GUNRIGHT)->amo_moModelObject;
|
|
pmoRight->StretchModel(FLOAT3D(-1,1,1));
|
|
m_fBlowUpAmount = 10000.0f;
|
|
m_iScore = 3000;
|
|
//m_fThreatDistance = 15;
|
|
|
|
if (m_fStepHeight==-1) {
|
|
m_fStepHeight = 4.0f;
|
|
}
|
|
|
|
StandingAnim();
|
|
// setup moving speed
|
|
m_fWalkSpeed = FRnd() + 2.5f;
|
|
m_aWalkRotateSpeed = AngleDeg(FRnd()*10.0f + 500.0f);
|
|
m_fAttackRunSpeed = FRnd() + 5.0f;
|
|
m_aAttackRotateSpeed = AngleDeg(FRnd()*50 + 245.0f);
|
|
m_fCloseRunSpeed = FRnd() + 5.0f;
|
|
m_aCloseRotateSpeed = AngleDeg(FRnd()*50 + 245.0f);
|
|
// setup attack distances
|
|
m_fAttackDistance = 150.0f;
|
|
m_fCloseDistance = 0.0f;
|
|
m_fStopDistance = 25.0f;
|
|
m_fAttackFireTime = 5.0f;
|
|
m_fCloseFireTime = 5.0f;
|
|
m_fIgnoreRange = 250.0f;
|
|
// damage/explode properties
|
|
m_fBodyParts = 5;
|
|
m_fDamageWounded = 100.0f;
|
|
|
|
// continue behavior in base class
|
|
jump CEnemyBase::MainLoop();
|
|
};
|
|
};
|