mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-01 14:15:53 +01:00
403 lines
12 KiB
JavaScript
403 lines
12 KiB
JavaScript
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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342
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%{
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#include "StdH.h"
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#include "ModelsMP/Enemies/ChainSawFreak/Freak.h"
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#include "ModelsMP/Enemies/ChainSawFreak/Saw.h"
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%}
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uses "EntitiesMP/EnemyBase";
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uses "EntitiesMP/EnemyRunInto";
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%{
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#define FREAK_SIZE 1.05f
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// info structure
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static EntityInfo eiChainsawFreak = {
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EIBT_FLESH, 350.0f,
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0.0f, 2.5f*FREAK_SIZE, 0.0f, // source (eyes)
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0.0f, 1.5f*FREAK_SIZE, 0.0f, // target (body)
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};
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#define HIT_DISTANCE 4.0f
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%}
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class CChainsawFreak : CEnemyRunInto {
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name "ChainsawFreak";
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thumbnail "Thumbnails\\ChainsawFreak.tbn";
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properties:
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1 BOOL m_bRunAttack = FALSE, // run attack (attack local)
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2 BOOL m_bSawHit = FALSE, // close attack local
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3 CEntityPointer m_penLastTouched, // last touched
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4 CSoundObject m_soFeet, // for running sound
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5 BOOL m_bRunSoundPlaying = FALSE,
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6 INDEX m_iRunType = 0, // which running animation?
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10 BOOL m_bAttacking = FALSE,
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11 FLOAT m_fSightSoundBegin = 0.0f, // when sight sound was played
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components:
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0 class CLASS_BASE "Classes\\EnemyRunInto.ecl",
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1 model MODEL_FREAK "ModelsMP\\Enemies\\ChainsawFreak\\Freak.mdl",
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2 model MODEL_CHAINSAW "ModelsMP\\Enemies\\ChainsawFreak\\Saw.mdl",
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3 texture TEXTURE_FREAK "ModelsMP\\Enemies\\ChainsawFreak\\Freak.tex",
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4 texture TEXTURE_CHAINSAW "ModelsMP\\Enemies\\ChainsawFreak\\Saw.tex",
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// ************** SOUNDS **************
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50 sound SOUND_IDLE "ModelsMP\\Enemies\\ChainsawFreak\\Sounds\\Idle.wav",
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51 sound SOUND_RUN "ModelsMP\\Enemies\\ChainsawFreak\\Sounds\\Run.wav",
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// 53 sound SOUND_RUNATTACK "ModelsMP\\Enemies\\ChainsawFreak\\Sounds\\RunAttack.wav",
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54 sound SOUND_ATTACK "ModelsMP\\Enemies\\ChainsawFreak\\Sounds\\Attack.wav",
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55 sound SOUND_WOUND "ModelsMP\\Enemies\\ChainsawFreak\\Sounds\\Wound.wav",
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56 sound SOUND_DEATH "ModelsMP\\Enemies\\ChainsawFreak\\Sounds\\Death.wav",
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57 sound SOUND_SIGHT "ModelsMP\\Enemies\\ChainsawFreak\\Sounds\\Sight.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(TRANSV("Chainsaw freak dismembered %s"), (const char *) 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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PrecacheSound(SOUND_IDLE );
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PrecacheSound(SOUND_RUN );
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// PrecacheSound(SOUND_RUNATTACK);
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PrecacheSound(SOUND_ATTACK );
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PrecacheSound(SOUND_WOUND );
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PrecacheSound(SOUND_DEATH );
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PrecacheSound(SOUND_SIGHT );
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};
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/* Entity info */
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void *GetEntityInfo(void) {
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return &eiChainsawFreak;
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};
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FLOAT GetCrushHealth(void)
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{
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return 60.0f;
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}
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virtual const CTFileName &GetComputerMessageName(void) const {
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static DECLARE_CTFILENAME(fnm, "DataMP\\Messages\\Enemies\\ChainsawFreak.txt");
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return fnm;
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};
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// render particles
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/*void RenderParticles(void)
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{
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Particles_RunningDust(this);
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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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// note: chainsawfreaks can't hurt each others
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if (!IsOfClass(penInflictor, "ChainsawFreak")) {
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CEnemyBase::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection);
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}
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};
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void AdjustDifficulty(void)
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{
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// chainsaw freak must not change his speed at different difficulties
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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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if (en_vCurrentTranslationAbsolute.Length()>5.0f) {
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iAnim = FREAK_ANIM_DEATHRUN;
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} else {
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iAnim = FREAK_ANIM_DEATHSTAND;
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}
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ChangeCollisionBoxIndexWhenPossible(FREAK_COLLISION_BOX_DEATHRUN);
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StartModelAnim(iAnim, 0);
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m_bAttacking = FALSE;
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DeactivateRunningSound();
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return iAnim;
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};
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FLOAT WaitForDust(FLOAT3D &vStretch) {
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if(GetModelObject()->GetAnim()==FREAK_ANIM_DEATHRUN)
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{
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vStretch=FLOAT3D(1,1,2)*1.0f;
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return 0.65f;
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}
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else if(GetModelObject()->GetAnim()==FREAK_ANIM_DEATHSTAND)
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{
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vStretch=FLOAT3D(1,1,2)*1.5f;
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return 0.72f;
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}
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return -1.0f;
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};
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void DeathNotify() {
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ChangeCollisionBoxIndexWhenPossible(FREAK_COLLISION_BOX_DEATH);
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SetCollisionFlags(ECF_MODEL);
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};
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// virtual anim functions
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void StandingAnim(void) {
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StartModelAnim(FREAK_ANIM_IDLE, AOF_LOOPING|AOF_NORESTART);
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//DeactivateRunningSound();
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};
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void WalkingAnim(void) {
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StartModelAnim(FREAK_ANIM_WALK, AOF_LOOPING|AOF_NORESTART);
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//DeactivateRunningSound();
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};
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void RunningAnim(void) {
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switch(m_iRunType)
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{
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case 0:
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StartModelAnim(FREAK_ANIM_ATTACKRUN, AOF_LOOPING|AOF_NORESTART);
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break;
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case 1:
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StartModelAnim(FREAK_ANIM_ATTACKRUNFAR, AOF_LOOPING|AOF_NORESTART);
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break;
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case 2:
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StartModelAnim(FREAK_ANIM_ATTACKCHARGE, AOF_LOOPING|AOF_NORESTART);
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break;
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default:
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ASSERTALWAYS("Unknown Chainsaw freak run type!");
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}
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//ActivateRunningSound();
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};
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void ChargeAnim(void) {
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StartModelAnim(FREAK_ANIM_RUNSLASHING, AOF_LOOPING|AOF_NORESTART);
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};
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void RotatingAnim(void) {
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m_iRunType = IRnd()%3;
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StartModelAnim(FREAK_ANIM_ATTACKSTART, 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_soFeet, SOUND_SIGHT, SOF_3D|SOF_SMOOTHCHANGE);
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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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// running sounds
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void ActivateRunningSound(void)
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{
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if (!m_bRunSoundPlaying) {
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PlaySound(m_soFeet, SOUND_RUN, SOF_3D|SOF_LOOP);
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m_bRunSoundPlaying = TRUE;
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}
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}
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void DeactivateRunningSound(void)
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{
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m_soFeet.Stop();
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m_bRunSoundPlaying = FALSE;
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}
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/************************************************************
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* ATTACK FUNCTIONS *
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************************************************************/
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// touched another live entity
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void LiveEntityTouched(ETouch etouch) {
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if (m_penLastTouched!=etouch.penOther || _pTimer->CurrentTick()>=m_fLastTouchedTime+0.25f) {
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// hit angle
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FLOAT3D vDirection = en_vCurrentTranslationAbsolute;
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vDirection.Normalize();
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ANGLE aHitAngle = FLOAT3D(etouch.plCollision)%vDirection;
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// only hit target in front of you
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if (aHitAngle < 0.0f) {
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// increase mass - only if not another bull
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if (!IsOfSameClass(this, etouch.penOther)) {
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IncreaseKickedMass(etouch.penOther);
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}
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PlaySound(m_soSound, SOUND_ATTACK, SOF_3D);
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// store last touched
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m_penLastTouched = etouch.penOther;
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m_fLastTouchedTime = _pTimer->CurrentTick();
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// damage
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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(etouch.penOther, this, DMT_CHAINSAW, -aHitAngle*40.0f,
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FLOAT3D(0, 0, 0), vDirection);
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// kick touched entity
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FLOAT3D vSpeed = -FLOAT3D(etouch.plCollision);
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vSpeed = vSpeed*10.0f;
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const FLOATmatrix3D &m = GetRotationMatrix();
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FLOAT3D vSpeedRel = vSpeed*!m;
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if (vSpeedRel(1)<-0.1f) {
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vSpeedRel(1)-=5.0f;
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} else {
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vSpeedRel(1)+=5.0f;
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}
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vSpeedRel(2)=5.0f;
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vSpeed = vSpeedRel*m;
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KickEntity(etouch.penOther, vSpeed);
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}
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}
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};
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// touched entity with higher mass
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BOOL HigherMass(void) {
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return (m_fMassKicked > 500.0f);
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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_soFeet.Set3DParameters(500.0f, 50.0f, 1.0f, 1.0f);
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m_bRunSoundPlaying = FALSE;
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m_soSound.Set3DParameters(160.0f, 50.0f, 1.0f, 1.0f);
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};
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void PreMoving() {
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if (!m_bRunSoundPlaying && _pTimer->CurrentTick()>m_fSightSoundBegin+2.0f && m_bAttacking)
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{
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ActivateRunningSound();
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}
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CEnemyBase::PreMoving();
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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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// hit enemy
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Hit(EVoid) : CEnemyBase::Hit {
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if (CalcDist(m_penEnemy) < HIT_DISTANCE) {
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// attack with saw
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StartModelAnim(FREAK_ANIM_ATTACKSLASH, 0);
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// jump
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FLOAT3D vDir = (m_penEnemy->GetPlacement().pl_PositionVector -
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GetPlacement().pl_PositionVector).Normalize();
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vDir *= !GetRotationMatrix();
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vDir *= m_fCloseRunSpeed*1.5f;
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vDir(2) = 1.0f;
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GiveImpulseTranslationRelative(vDir);
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//DeactivateRunningSound();
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m_bSawHit = FALSE;
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autowait(0.4f);
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PlaySound(m_soSound, SOUND_ATTACK, SOF_3D);
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if (CalcDist(m_penEnemy) < HIT_DISTANCE) { m_bSawHit = TRUE; }
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autowait(0.1f);
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if (CalcDist(m_penEnemy) < HIT_DISTANCE) { m_bSawHit = TRUE; }
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autowait(0.1f);
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if (CalcDist(m_penEnemy) < HIT_DISTANCE) { m_bSawHit = TRUE; }
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if (m_bSawHit) {
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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_CHAINSAW, 20.0f, FLOAT3D(0, 0, 0), vDirection);
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vDirection = vDirection * 10.0f;
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//GetPitchDirection(AngleDeg(90.0f), vSpeed);
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FLOATmatrix3D mDirection;
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MakeRotationMatrixFast(mDirection, ANGLE3D(0.0f, 30.0f, 0.0f));
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vDirection = vDirection * mDirection;
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KickEntity(m_penEnemy, vDirection);
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}
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autowait(0.6f);
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}
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// run to enemy
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m_fShootTime = _pTimer->CurrentTick() + 0.5f;
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return EReturn();
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};
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AttackEnemy(EVoid) : CEnemyBase::AttackEnemy {
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m_bAttacking = TRUE;
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PlaySound(m_soSound, SOUND_SIGHT, SOF_3D|SOF_SMOOTHCHANGE);
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m_fSightSoundBegin = _pTimer->CurrentTick();
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jump CEnemyBase::AttackEnemy();
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}
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BeIdle(EVoid) : CEnemyBase::BeIdle {
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m_bAttacking = FALSE;
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DeactivateRunningSound();
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jump CEnemyBase::BeIdle();
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}
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PostRunAwayFromEnemy(EVoid) : CEnemyRunInto::PostRunAwayFromEnemy {
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StartModelAnim(FREAK_ANIM_ATTACKRUNFAR, 0);
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autowait(0.25f);
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SetDesiredTranslation(FLOAT3D(0,0,0));
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StartModelAnim(FREAK_ANIM_IDLE, 0);
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autowait(0.25f);
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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(175.0f);
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m_fMaxHealth = 175.0f;
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en_fDensity = 2000.0f;
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// set your appearance
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SetModel(MODEL_FREAK);
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SetModelMainTexture(TEXTURE_FREAK);
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AddAttachment(FREAK_ATTACHMENT_CHAINSAW, MODEL_CHAINSAW, TEXTURE_CHAINSAW);
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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()*25.0f + 45.0f);
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m_fAttackRunSpeed = FRnd()*2.0f + 13.0f;
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m_fAttackRotateRunInto = AngleDeg(FRnd()*30 + 50.0f);
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m_aAttackRotateSpeed = m_fAttackRotateRunInto;
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m_fCloseRunSpeed = FRnd() + 10.5f;
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m_aCloseRotateSpeed = AngleDeg(FRnd()*50 + 250.0f);
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// setup attack distances
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m_fAttackDistance = 50.0f;
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m_fCloseDistance = 7.0f;
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m_fStopDistance = 0.0f;
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m_fAttackFireTime = 0.05f;
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m_fCloseFireTime = 1.0f;
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m_fIgnoreRange = 150.0f;
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// damage/explode properties6
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m_fBlowUpAmount = 1E10f;
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m_fBodyParts = 6;
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m_fDamageWounded = 100000.0f;
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m_iScore = 1500;
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if (m_fStepHeight==-1) {
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m_fStepHeight = 4.0f;
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}
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m_fStopApproachDistance = 0.0f;
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ASSERT(m_fStopApproachDistance<m_fCloseDistance);
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m_bUseChargeAnimation = TRUE;
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m_fChargeDistance = 20.0f;
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m_fInertionRunTime = 0.15f;
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m_iRunType = IRnd()%3;
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GetModelObject()->StretchModel(FLOAT3D(FREAK_SIZE, FREAK_SIZE, FREAK_SIZE));
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ModelChangeNotify();
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m_bAttacking = FALSE;
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// continue behavior in base class
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jump CEnemyRunInto::MainLoop();
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};
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};
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