mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-28 08:24:51 +01:00
181 lines
5.0 KiB
C++
181 lines
5.0 KiB
C++
325
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%{
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#include "Entities/StdH/StdH.h"
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#include "Models/Enemies/HuanMan/Huanman.h"
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%}
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uses "Entities/EnemyBase";
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%{
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// info structure
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static EntityInfo eiHuanman = {
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EIBT_FLESH, 125.0f,
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0.0f, 2.1f, 0.0f,
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0.0f, 1.1f, 0.0f,
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};
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#define CLOSE_HIT 2.0f
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#define FIRE FLOAT3D( 0.45f, 2.0f, -1.25f)
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%}
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class CHuanman : CEnemyBase {
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name "Huanman";
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thumbnail "Thumbnails\\Huanman.tbn";
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properties:
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components:
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0 class CLASS_BASE "Classes\\EnemyBase.ecl",
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10 model MODEL_HUANMAN "Models\\Enemies\\Huanman\\Huanman.mdl",
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11 texture TEXTURE_HUANMAN "Models\\Enemies\\Huanman\\Huanman.tex",
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// ************** SOUNDS **************
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50 sound SOUND_IDLE "Models\\Enemies\\Huanman\\Sounds\\Idle.wav",
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51 sound SOUND_SIGHT "Models\\Enemies\\Huanman\\Sounds\\Sight.wav",
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52 sound SOUND_WOUND "Models\\Enemies\\Huanman\\Sounds\\Wound.wav",
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53 sound SOUND_FIRE "Models\\Enemies\\Huanman\\Sounds\\Fire.wav",
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54 sound SOUND_KICK "Models\\Enemies\\Huanman\\Sounds\\Kick.wav",
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55 sound SOUND_DEATH "Models\\Enemies\\Huanman\\Sounds\\Death.wav",
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functions:
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/* Entity info */
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void *GetEntityInfo(void) {
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return &eiHuanman;
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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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// huanman can't harm huanman
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if (!IsOfClass(penInflictor, "Huanman")) {
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CEnemyBase::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection);
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}
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};
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// damage anim
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INDEX AnimForDamage(FLOAT fDamage) {
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StartModelAnim(HUANMAN_ANIM_WOUND, 0);
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return HUANMAN_ANIM_WOUND;
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};
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// death
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INDEX AnimForDeath(void) {
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StartModelAnim(HUANMAN_ANIM_DEATH, 0);
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return HUANMAN_ANIM_DEATH;
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};
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void DeathNotify(void) {
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ChangeCollisionBoxIndexWhenPossible(HUANMAN_COLLISION_BOX_DEATH);
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en_fDensity = 500.0f;
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};
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// virtual anim functions
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void StandingAnim(void) {
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StartModelAnim(HUANMAN_ANIM_STAND, AOF_LOOPING|AOF_NORESTART);
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};
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void WalkingAnim(void) {
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StartModelAnim(HUANMAN_ANIM_WALK, AOF_LOOPING|AOF_NORESTART);
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};
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void RunningAnim(void) {
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StartModelAnim(HUANMAN_ANIM_WALK, AOF_LOOPING|AOF_NORESTART);
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};
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void RotatingAnim(void) {
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StartModelAnim(HUANMAN_ANIM_WALK, AOF_LOOPING|AOF_NORESTART);
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};
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// virtual sound functions
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void IdleSound(void) {
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PlaySound(m_soSound, SOUND_IDLE, SOF_3D);
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};
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void SightSound(void) {
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PlaySound(m_soSound, SOUND_SIGHT, SOF_3D);
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};
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void WoundSound(void) {
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PlaySound(m_soSound, SOUND_WOUND, SOF_3D);
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};
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void DeathSound(void) {
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PlaySound(m_soSound, SOUND_DEATH, SOF_3D);
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};
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procedures:
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/************************************************************
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* A T T A C K E N E M Y *
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************************************************************/
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Fire(EVoid) : CEnemyBase::Fire {
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// fire projectile
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StartModelAnim(HUANMAN_ANIM_ATTACK, 0);
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autowait(0.4f);
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ShootProjectile(PRT_HUANMAN_FIRE, FIRE, ANGLE3D(0, 0, 0));
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PlaySound(m_soSound, SOUND_FIRE, SOF_3D);
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autowait(0.6f);
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StandingAnim();
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autowait(FRnd()/2 + _pTimer->TickQuantum);
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return EReturn();
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};
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Hit(EVoid) : CEnemyBase::Hit {
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// attack with spear
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StartModelAnim(HUANMAN_ANIM_ATTACK, 0);
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autowait(0.4f);
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if (CalcDist(m_penEnemy) < CLOSE_HIT) {
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// damage enemy
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FLOAT3D vDirection = m_penEnemy->GetPlacement().pl_PositionVector-GetPlacement().pl_PositionVector;
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vDirection.Normalize();
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InflictDirectDamage(m_penEnemy, this, DMT_CLOSERANGE, 7.5f, FLOAT3D(0, 0, 0), vDirection);
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}
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PlaySound(m_soSound, SOUND_KICK, SOF_3D);
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autowait(0.6f);
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StandingAnim();
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autowait(FRnd()/2 + _pTimer->TickQuantum);
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return EReturn();
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};
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/************************************************************
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* M A I N *
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************************************************************/
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Main(EVoid) {
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// declare yourself as a model
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InitAsModel();
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SetPhysicsFlags(EPF_MODEL_WALKING);
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SetCollisionFlags(ECF_MODEL);
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SetFlags(GetFlags()|ENF_ALIVE);
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SetHealth(100.0f);
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m_fMaxHealth = 100.0f;
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en_fDensity = 1100.0f;
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// set your appearance
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SetModel(MODEL_HUANMAN);
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SetModelMainTexture(TEXTURE_HUANMAN);
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StandingAnim();
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// setup moving speed
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m_fWalkSpeed = FRnd() + 3.0f;
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m_aWalkRotateSpeed = AngleDeg(FRnd()*20.0f + 50.0f);
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m_fAttackRunSpeed = FRnd() + 5.0f;
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m_aAttackRotateSpeed = AngleDeg(FRnd()*50 + 600.0f);
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m_fCloseRunSpeed = FRnd() + 5.0f;
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m_aCloseRotateSpeed = AngleDeg(FRnd()*50 + 600.0f);
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// setup attack distances
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m_fAttackDistance = 50.0f;
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m_fCloseDistance = 2.0f;
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m_fStopDistance = 1.7f;
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m_fAttackFireTime = 3.0f;
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m_fCloseFireTime = 3.0f;
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m_fIgnoreRange = 200.0f;
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// damage/explode properties
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m_fBlowUpAmount = 80.0f;
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m_fBodyParts = 4;
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m_fDamageWounded = 20.0f;
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m_iScore = 500;
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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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