mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-29 21:25:54 +01:00
362 lines
10 KiB
C++
362 lines
10 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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344
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%{
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#include "StdH.h"
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#include "ModelsMP/Enemies/Guffy/Guffy.h"
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%}
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uses "EntitiesMP/EnemyBase";
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uses "EntitiesMP/Projectile";
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%{
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// info structure
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static EntityInfo eiGuffy = {
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EIBT_FLESH, 800.0f,
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0.0f, 1.9f, 0.0f, // source (eyes)
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0.0f, 1.0f, 0.0f, // target (body)
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};
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#define FIRE_LEFT_ARM FLOAT3D(-0.56f, +1.125f, -1.32f)
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#define FIRE_RIGHT_ARM FLOAT3D(+0.50f, +1.060f, -0.82f)
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//#define FIRE_DEATH_LEFT FLOAT3D( 0.0f, 7.0f, -2.0f)
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//#define FIRE_DEATH_RIGHT FLOAT3D(3.75f, 4.2f, -2.5f)
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%}
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class CGuffy : CEnemyBase {
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name "Guffy";
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thumbnail "Thumbnails\\Guffy.tbn";
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properties:
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2 INDEX m_iLoopCounter = 0,
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3 FLOAT m_fSize = 1.0f,
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4 BOOL m_bWalkSoundPlaying = FALSE,
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5 FLOAT m_fThreatDistance = 5.0f,
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6 BOOL m_bEnemyToTheLeft = FALSE,
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//10 CSoundObject m_soFeet,
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10 CSoundObject m_soFire1,
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11 CSoundObject m_soFire2,
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components:
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0 class CLASS_BASE "Classes\\EnemyBase.ecl",
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1 class CLASS_PROJECTILE "Classes\\Projectile.ecl",
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10 model MODEL_GUFFY "ModelsMP\\Enemies\\Guffy\\Guffy.mdl",
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11 texture TEXTURE_GUFFY "ModelsMP\\Enemies\\Guffy\\Guffy.tex",
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12 model MODEL_GUN "ModelsMP\\Enemies\\Guffy\\Gun.mdl",
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13 texture TEXTURE_GUN "ModelsMP\\Enemies\\Guffy\\Gun.tex",
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// ************** SOUNDS **************
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40 sound SOUND_IDLE "ModelsMP\\Enemies\\Guffy\\Sounds\\Idle.wav",
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41 sound SOUND_SIGHT "ModelsMP\\Enemies\\Guffy\\Sounds\\Sight.wav",
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43 sound SOUND_FIRE "ModelsMP\\Enemies\\Guffy\\Sounds\\Fire.wav",
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44 sound SOUND_WOUND "ModelsMP\\Enemies\\Guffy\\Sounds\\Wound.wav",
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45 sound SOUND_DEATH "ModelsMP\\Enemies\\Guffy\\Sounds\\Death.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("Guffy gunned %s down"), strPlayerName);
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return str;
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}
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virtual const CTFileName &GetComputerMessageName(void) const {
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static DECLARE_CTFILENAME(fnmSoldier, "DataMP\\Messages\\Enemies\\Guffy.txt");
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return fnmSoldier;
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}
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/*// overridable function to get range for switching to another player
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FLOAT GetThreatDistance(void)
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{
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return m_fThreatDistance;
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}*/
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/*BOOL ForcesCannonballToExplode(void)
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{
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if (m_EwcChar==WLC_SERGEANT) {
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return TRUE;
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}
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return CEnemyBase::ForcesCannonballToExplode();
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}*/
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void Precache(void) {
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CEnemyBase::Precache();
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// guffy
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PrecacheModel(MODEL_GUFFY);
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PrecacheTexture(TEXTURE_GUFFY);
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// weapon
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PrecacheModel(MODEL_GUN);
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PrecacheTexture(TEXTURE_GUN);
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// sounds
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PrecacheSound(SOUND_IDLE );
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PrecacheSound(SOUND_SIGHT);
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PrecacheSound(SOUND_DEATH);
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PrecacheSound(SOUND_FIRE);
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PrecacheSound(SOUND_WOUND);
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// projectile
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PrecacheClass(CLASS_PROJECTILE, PRT_GUFFY_PROJECTILE);
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};
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// Entity info
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void *GetEntityInfo(void) {
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return &eiGuffy;
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};
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/*FLOAT GetCrushHealth(void)
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{
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if (m_EwcChar==WLC_SERGEANT) {
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return 100.0f;
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}
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return 0.0f;
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}*/
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// Receive damage
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void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType,
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FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection)
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{
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// guffy can't harm guffy
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if (!IsOfClass(penInflictor, "Guffy")) {
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CEnemyBase::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection);
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}
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};
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// virtual anim functions
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void StandingAnim(void) {
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StartModelAnim(GUFFY_ANIM_IDLE, AOF_LOOPING|AOF_NORESTART);
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};
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/*void StandingAnimFight(void)
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{
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StartModelAnim(GUFFY_ANIM_FIRE, AOF_LOOPING|AOF_NORESTART);
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}*/
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void RunningAnim(void) {
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StartModelAnim(GUFFY_ANIM_RUN, AOF_LOOPING|AOF_NORESTART);
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};
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void WalkingAnim(void) {
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RunningAnim();
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};
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void RotatingAnim(void) {
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StartModelAnim(GUFFY_ANIM_RUN, AOF_LOOPING|AOF_NORESTART);
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};
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// virtual sound functions
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void IdleSound(void) {
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PlaySound(m_soSound, SOUND_IDLE, SOF_3D);
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};
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void SightSound(void) {
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PlaySound(m_soSound, SOUND_SIGHT, SOF_3D);
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};
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void WoundSound(void) {
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PlaySound(m_soSound, SOUND_WOUND, SOF_3D);
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};
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void DeathSound(void) {
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PlaySound(m_soSound, SOUND_DEATH, SOF_3D);
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};
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// fire rocket
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void FireRocket(FLOAT3D &vPos) {
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CPlacement3D plRocket;
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plRocket.pl_PositionVector = vPos;
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plRocket.pl_OrientationAngle = ANGLE3D(0, -5.0f-FRnd()*10.0f, 0);
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plRocket.RelativeToAbsolute(GetPlacement());
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CEntityPointer penProjectile = CreateEntity(plRocket, CLASS_PROJECTILE);
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ELaunchProjectile eLaunch;
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eLaunch.penLauncher = this;
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eLaunch.prtType = PRT_GUFFY_PROJECTILE;
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penProjectile->Initialize(eLaunch);
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};
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// adjust sound and watcher parameters here if needed
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void EnemyPostInit(void)
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{
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// set sound default parameters
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m_soSound.Set3DParameters(160.0f, 50.0f, 1.0f, 1.0f);
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m_soFire1.Set3DParameters(160.0f, 50.0f, 1.0f, 1.0f);
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m_soFire2.Set3DParameters(160.0f, 50.0f, 1.0f, 1.0f);
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};
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// damage anim
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INDEX AnimForDamage(FLOAT fDamage) {
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INDEX iAnim;
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iAnim = GUFFY_ANIM_WOUND;
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StartModelAnim(iAnim, 0);
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return iAnim;
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};
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// death
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INDEX AnimForDeath(void) {
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INDEX iAnim;
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FLOAT3D vFront;
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GetHeadingDirection(0, vFront);
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FLOAT fDamageDir = m_vDamage%vFront;
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if (fDamageDir<0) {
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iAnim = GUFFY_ANIM_DEATHBACKWARD;
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} else {
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iAnim = GUFFY_ANIM_DEATHFORWARD;
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}
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StartModelAnim(iAnim, 0);
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return iAnim;
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};
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// death
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FLOAT WaitForDust(FLOAT3D &vStretch) {
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vStretch=FLOAT3D(1,1,2)*1.5f;
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if(GetModelObject()->GetAnim()==GUFFY_ANIM_DEATHBACKWARD)
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{
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return 0.48f;
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}
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else if(GetModelObject()->GetAnim()==GUFFY_ANIM_DEATHFORWARD)
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{
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return 1.0f;
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}
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return -1.0f;
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};
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procedures:
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/************************************************************
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* A T T A C K E N E M Y *
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************************************************************/
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Fire(EVoid) : CEnemyBase::Fire {
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StartModelAnim(GUFFY_ANIM_FIRE, AOF_LOOPING);
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// wait for animation to bring the left hand into firing position
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autowait(0.1f);
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FLOATmatrix3D m;
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FLOAT3D fLookRight = FLOAT3D(1.0f, 0.0f, 0.0f);
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MakeRotationMatrixFast(m, GetPlacement().pl_OrientationAngle);
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fLookRight = fLookRight * m;
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BOOL bEnemyRight = fLookRight % (m_penEnemy->GetPlacement().pl_PositionVector - GetPlacement().pl_PositionVector);
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if (bEnemyRight>=0) { // enemy is to the right of guffy
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ShootProjectile(PRT_GUFFY_PROJECTILE, FIRE_LEFT_ARM*m_fSize, ANGLE3D(0, 0, 0));
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PlaySound(m_soFire1, SOUND_FIRE, SOF_3D);
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ShootProjectile(PRT_GUFFY_PROJECTILE, FIRE_RIGHT_ARM*m_fSize, ANGLE3D(-9, 0, 0));
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PlaySound(m_soFire2, SOUND_FIRE, SOF_3D);
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} else { // enemy is to the left of guffy
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ShootProjectile(PRT_GUFFY_PROJECTILE, FIRE_LEFT_ARM*m_fSize, ANGLE3D(9, 0, 0));
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PlaySound(m_soFire1, SOUND_FIRE, SOF_3D);
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ShootProjectile(PRT_GUFFY_PROJECTILE, FIRE_RIGHT_ARM*m_fSize, ANGLE3D(0, 0, 0));
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PlaySound(m_soFire2, SOUND_FIRE, SOF_3D);
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}
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autowait(1.0f);
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StopMoving();
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MaybeSwitchToAnotherPlayer();
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// wait for a while
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StandingAnimFight();
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autowait(FRnd()*0.25f+0.25f);
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return EReturn();
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};
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/************************************************************
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* D E A T H *
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************************************************************/
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/*Death(EVoid) : CEnemyBase::Death {
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// stop moving
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StopMoving();
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DeathSound(); // death sound
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// set physic flags
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SetCollisionFlags(ECF_MODEL);
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SetFlags(GetFlags() | ENF_SEETHROUGH);
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// death notify (change collision box)
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ChangeCollisionBoxIndexWhenPossible(GUFFY_COLLISION_BOX_DEATH);
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// start death anim
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StartModelAnim(GUFFY_ANIM_DEATHFORWARD, 0);
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autowait(GetModelObject()->GetAnimLength(GUFFY_ANIM_TOFIRE));
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return EEnd();
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};*/
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/************************************************************
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* M A I N *
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************************************************************/
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Main(EVoid) {
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// declare yourself as a model
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InitAsModel();
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SetPhysicsFlags(EPF_MODEL_WALKING);
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SetCollisionFlags(ECF_MODEL);
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SetFlags(GetFlags()|ENF_ALIVE);
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SetHealth(210.0f);
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m_fMaxHealth = 210.0f;
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en_fDensity = 2000.0f;
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// set your appearance
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SetModel(MODEL_GUFFY);
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m_fSize = 1.5f;
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SetModelMainTexture(TEXTURE_GUFFY);
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AddAttachment(GUFFY_ATTACHMENT_GUNRIGHT, MODEL_GUN, TEXTURE_GUN);
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AddAttachment(GUFFY_ATTACHMENT_GUNLEFT, MODEL_GUN, TEXTURE_GUN);
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GetModelObject()->StretchModel(FLOAT3D(m_fSize, m_fSize, m_fSize));
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ModelChangeNotify();
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CModelObject *pmoRight = &GetModelObject()->GetAttachmentModel(GUFFY_ATTACHMENT_GUNRIGHT)->amo_moModelObject;
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pmoRight->StretchModel(FLOAT3D(-1,1,1));
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m_fBlowUpAmount = 10000.0f;
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m_iScore = 3000;
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//m_fThreatDistance = 15;
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if (m_fStepHeight==-1) {
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m_fStepHeight = 4.0f;
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}
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StandingAnim();
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// setup moving speed
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m_fWalkSpeed = FRnd() + 2.5f;
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m_aWalkRotateSpeed = AngleDeg(FRnd()*10.0f + 500.0f);
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m_fAttackRunSpeed = FRnd() + 5.0f;
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m_aAttackRotateSpeed = AngleDeg(FRnd()*50 + 245.0f);
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m_fCloseRunSpeed = FRnd() + 5.0f;
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m_aCloseRotateSpeed = AngleDeg(FRnd()*50 + 245.0f);
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// setup attack distances
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m_fAttackDistance = 150.0f;
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m_fCloseDistance = 0.0f;
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m_fStopDistance = 25.0f;
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m_fAttackFireTime = 5.0f;
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m_fCloseFireTime = 5.0f;
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m_fIgnoreRange = 250.0f;
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// damage/explode properties
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m_fBodyParts = 5;
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m_fDamageWounded = 100.0f;
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// continue behavior in base class
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jump CEnemyBase::MainLoop();
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};
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};
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