Serious-Engine/Sources/EntitiesMP/Beast.es
2016-03-11 18:20:51 -06:00

588 lines
18 KiB
JavaScript

/* 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. */
336
%{
#include "StdH.h"
#include "Models/Enemies/Beast/Beast.h"
#include "EntitiesMP/WorldSettingsController.h"
#include "EntitiesMP/BackgroundViewer.h"
%}
uses "EntitiesMP/EnemyBase";
uses "EntitiesMP/BasicEffects";
enum BeastType {
0 BT_NORMAL "Small", // normal (fighter)
1 BT_BIG "Big", // big
2 BT_HUGE "Huge", // huge
};
%{
static FLOAT _tmLastStandingAnim =0.0f;
#define BEAST_STRETCH 2.0f
#define BIG_BEAST_STRETCH 12.0f
#define HUGE_BEAST_STRETCH 30.0f
// info structure
static EntityInfo eiBeastHuge = {
EIBT_FLESH, 10000.0f,
0.0f, 2.0f*HUGE_BEAST_STRETCH, 0.0f, // source (eyes)
0.0f, 1.5f*HUGE_BEAST_STRETCH, 0.0f, // target (body)
};
static EntityInfo eiBeastNormal = {
EIBT_FLESH, 1500.0f,
0.0f, 2.0f*BEAST_STRETCH, 0.0f, // source (eyes)
0.0f, 1.5f*BEAST_STRETCH, 0.0f, // target (body)
};
static EntityInfo eiBeastBig = {
EIBT_FLESH, 5000.0f,
0.0f, 2.0f*BIG_BEAST_STRETCH, 0.0f, // source (eyes)
0.0f, 1.5f*BIG_BEAST_STRETCH, 0.0f, // target (body)
};
%}
class CBeast : CEnemyBase {
name "Beast";
thumbnail "Thumbnails\\Beast.tbn";
properties:
1 enum BeastType m_bcType "Character" 'C' = BT_NORMAL,
2 INDEX m_iCounter = 0,
3 BOOL m_bBeBoss "Boss" 'B' = FALSE,
components:
0 class CLASS_BASE "Classes\\EnemyBase.ecl",
1 class CLASS_PROJECTILE "Classes\\Projectile.ecl",
2 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl",
10 model MODEL_BEAST "Models\\Enemies\\Beast\\Beast.mdl",
11 texture TEXTURE_BEAST_NORMAL "Models\\Enemies\\Beast\\Beast.tex",
12 texture TEXTURE_BEAST_BIG "Models\\Enemies\\Beast\\BeastBig.tex",
13 texture TEXTURE_BEAST_HUGE "ModelsMP\\Enemies\\Beast\\BeastBiggest.tex",
// ************** SOUNDS **************
50 sound SOUND_IDLE "Models\\Enemies\\Beast\\Sounds\\Idle.wav",
51 sound SOUND_SIGHT "Models\\Enemies\\Beast\\Sounds\\Sight.wav",
52 sound SOUND_WOUND "Models\\Enemies\\Beast\\Sounds\\Wound.wav",
53 sound SOUND_FIRE "Models\\Enemies\\Beast\\Sounds\\Fire.wav",
54 sound SOUND_KICK "Models\\Enemies\\Beast\\Sounds\\Kick.wav",
55 sound SOUND_DEATH "Models\\Enemies\\Beast\\Sounds\\Death.wav",
56 sound SOUND_DEATHBIG "Models\\Enemies\\Beast\\Sounds\\DeathBig.wav",
57 sound SOUND_ANGER "Models\\Enemies\\Beast\\Sounds\\Anger.wav",
functions:
// describe how this enemy killed player
virtual CTString GetPlayerKillDescription(const CTString &strPlayerName, const EDeath &eDeath)
{
CTString str;
str.PrintF(TRANS("A Reptiloid killed %s"), strPlayerName);
return str;
}
virtual const CTFileName &GetComputerMessageName(void) const {
static DECLARE_CTFILENAME(fnmNormal, "Data\\Messages\\Enemies\\BeastNormal.txt");
static DECLARE_CTFILENAME(fnmBig, "Data\\Messages\\Enemies\\BeastBig.txt");
static DECLARE_CTFILENAME(fnmHuge, "DataMP\\Messages\\Enemies\\BeastBiggest.txt");
switch(m_bcType) {
default: ASSERT(FALSE);
case BT_NORMAL: return fnmNormal;
case BT_BIG: return fnmBig;
case BT_HUGE: return fnmHuge;
}
};
void Precache(void) {
CEnemyBase::Precache();
PrecacheSound(SOUND_IDLE );
PrecacheSound(SOUND_SIGHT);
PrecacheSound(SOUND_WOUND);
PrecacheSound(SOUND_ANGER);
PrecacheSound(SOUND_FIRE);
PrecacheSound(SOUND_KICK);
PrecacheModel(MODEL_BEAST);
PrecacheTexture(TEXTURE_BEAST_NORMAL);
PrecacheTexture(TEXTURE_BEAST_BIG);
if (m_bcType == BT_NORMAL) {
PrecacheSound(SOUND_DEATH);
PrecacheClass(CLASS_PROJECTILE, PRT_BEAST_PROJECTILE);
} else {
PrecacheSound(SOUND_DEATHBIG);
PrecacheClass(CLASS_PROJECTILE, PRT_BEAST_BIG_PROJECTILE);
}
};
/* Entity info */
void *GetEntityInfo(void) {
if (m_bcType == BT_NORMAL) {
return &eiBeastNormal;
} else if (m_bcType == BT_HUGE) {
return &eiBeastHuge;
} else {
return &eiBeastBig;
}
};
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;
}
}
FLOAT GetCrushHealth(void)
{
if (m_bcType == BT_BIG) {
return 100.0f;
} else if (m_bcType == BT_HUGE) {
return 200.0f;
}
return 0.0f;
}
BOOL ForcesCannonballToExplode(void)
{
return TRUE;
}
/* Receive damage */
void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType,
FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection)
{
// take less damage from heavy bullets (e.g. sniper)
if(dmtType==DMT_BULLET && fDamageAmmount>100.0f)
{
fDamageAmmount*=0.5f;
}
// cannonballs inflict less damage then the default
if(m_bcType==BT_BIG && dmtType==DMT_CANNONBALL)
{
fDamageAmmount *= 0.3333f;
}
// can't harm own class
if (!IsOfClass(penInflictor, "Beast")) {
CEnemyBase::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection);
}
};
// damage anim
INDEX AnimForDamage(FLOAT fDamage) {
INDEX iAnim;
if((m_bcType==BT_BIG || m_bcType==BT_HUGE) && GetHealth() <= m_fMaxHealth/2) {
iAnim = BEAST_ANIM_ANGER;
} else {
iAnim = BEAST_ANIM_WOUND;
}
StartModelAnim(iAnim, 0);
return iAnim;
};
// death
INDEX AnimForDeath(void) {
INDEX iAnim;
if(m_bcType==BT_BIG || m_bcType==BT_HUGE) {
iAnim = BEAST_ANIM_DEATHBIG;
} else {
iAnim = BEAST_ANIM_DEATH;
}
StartModelAnim(iAnim, 0);
return iAnim;
};
FLOAT WaitForDust(FLOAT3D &vStretch) {
if(GetModelObject()->GetAnim()==BEAST_ANIM_DEATH)
{
vStretch=FLOAT3D(1,1,2)*2.0f;
return 0.3f;
}
return -1.0f;
};
void DeathNotify(void) {
ChangeCollisionBoxIndexWhenPossible(BEAST_COLLISION_BOX_DEATH);
en_fDensity = 500.0f;
};
// virtual anim functions
void StandingAnim(void) {
_tmLastStandingAnim = _pTimer->CurrentTick();
StartModelAnim(BEAST_ANIM_IDLE, AOF_LOOPING|AOF_NORESTART);
};
void WalkingAnim(void) {
if(_pTimer->CurrentTick()>=_tmLastStandingAnim-_pTimer->TickQuantum &&
_pTimer->CurrentTick()<=_tmLastStandingAnim+_pTimer->TickQuantum)
{
//BREAKPOINT;
}
if(m_bcType==BT_BIG || m_bcType==BT_HUGE) {
StartModelAnim(BEAST_ANIM_WALKBIG, AOF_LOOPING|AOF_NORESTART);
} else {
StartModelAnim(BEAST_ANIM_WALK, AOF_LOOPING|AOF_NORESTART);
}
};
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) {
if((m_bcType==BT_BIG || m_bcType==BT_HUGE) && GetHealth() <= m_fMaxHealth/2) {
PlaySound(m_soSound, SOUND_ANGER, SOF_3D);
} else {
PlaySound(m_soSound, SOUND_WOUND, SOF_3D);
}
};
void DeathSound(void) {
if (m_bcType == BT_NORMAL) {
PlaySound(m_soSound, SOUND_DEATH, SOF_3D);
} else {
PlaySound(m_soSound, SOUND_DEATHBIG, SOF_3D);
}
};
// adjust sound and watcher parameters here if needed
void EnemyPostInit(void)
{
m_soSound.Set3DParameters(160.0f, 50.0f, 2.0f, 1.0f);
};
procedures:
/************************************************************
* D E A T H *
************************************************************/
Death(EVoid) : CEnemyBase::Death {
if (m_bcType == BT_NORMAL) {
jump CEnemyBase::Death();
}
// stop moving
StopMoving();
DeathSound(); // death sound
LeaveStain(TRUE);
// set physic flags
SetPhysicsFlags(EPF_MODEL_CORPSE);
SetCollisionFlags(ECF_CORPSE);
SetFlags(GetFlags() | ENF_SEETHROUGH);
// stop making fuss
RemoveFromFuss();
// death notify (usually change collision box and change body density)
DeathNotify();
// start death anim
AnimForDeath();
autowait(0.9f);
if (m_bcType == BT_BIG) {
ShakeItBaby(_pTimer->CurrentTick(), 2.0f);
} else {
ShakeItBaby(_pTimer->CurrentTick(), 3.0f);
}
autowait(2.3f-0.9f);
if (m_bcType == BT_BIG) {
ShakeItBaby(_pTimer->CurrentTick(), 5.0f);
} else {
ShakeItBaby(_pTimer->CurrentTick(), 7.0f);
}
// spawn dust effect
CPlacement3D plFX=GetPlacement();
ESpawnEffect ese;
ese.colMuliplier = C_WHITE|CT_OPAQUE;
ese.vStretch = FLOAT3D(1,1,2)*15.0f;
ese.vNormal = FLOAT3D(0,1,0);
ese.betType = BET_DUST_FALL;
CPlacement3D plSmoke=plFX;
plSmoke.pl_PositionVector+=FLOAT3D(0,0.35f*ese.vStretch(2),0);
CEntityPointer penFX = CreateEntity(plSmoke, CLASS_BASIC_EFFECT);
penFX->Initialize(ese);
autowait(GetModelObject()->GetAnimLength(BEAST_ANIM_DEATHBIG)-2.3f);
return EEnd();
};
/************************************************************
* A T T A C K E N E M Y *
************************************************************/
Fire(EVoid) : CEnemyBase::Fire
{
// wait to finish walk and smooth change to idle
StartModelAnim(BEAST_ANIM_WALKTOIDLE, AOF_SMOOTHCHANGE);
autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn;
if( m_bcType == BT_NORMAL)
{
StartModelAnim(BEAST_ANIM_ATTACK, AOF_SMOOTHCHANGE);
autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn;
PlaySound(m_soSound, SOUND_FIRE, SOF_3D);
autowait(0.51f);
ShootProjectile(PRT_BEAST_PROJECTILE, FLOAT3D( 0.0f, 1.5f*BEAST_STRETCH, 0.0f),
ANGLE3D(AngleDeg((FRnd()-0.5)*30.0f), AngleDeg(FRnd()*10.0f), 0));
autowait(0.3f);
}
if(m_bcType == BT_BIG)
{
if( GetHealth() <= m_fMaxHealth/2)
{
m_iCounter = 0;
while ( m_iCounter<6)
{
StartModelAnim(BEAST_ANIM_ATTACKFAST, AOF_SMOOTHCHANGE);
autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn;
PlaySound(m_soSound, SOUND_FIRE, SOF_3D);
autowait(0.34f);
ShootProjectile(PRT_BEAST_BIG_PROJECTILE, FLOAT3D( 0.0f, 1.5f*BIG_BEAST_STRETCH, 0.0f),
ANGLE3D(0.0f, 0.0f, 0.0f));
//ANGLE3D( AngleDeg(40.0f*Cos(m_iCounter*360.0/6.0f)), AngleDeg(20.0f*Sin(m_iCounter*180.0/6.0f)), 0));
//autowait(0.15f);
m_iCounter++;
}
m_fAttackFireTime = 7.0f;
}
if( GetHealth() > m_fMaxHealth/2)
{
m_iCounter = 0;
while ( m_iCounter<3)
{
StartModelAnim(BEAST_ANIM_ATTACK, AOF_SMOOTHCHANGE);
autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn;
PlaySound(m_soSound, SOUND_FIRE, SOF_3D);
autowait(0.5f);
ShootProjectile(PRT_BEAST_BIG_PROJECTILE, FLOAT3D( 0.0f, 1.5f*BIG_BEAST_STRETCH, 0.0f),
ANGLE3D(0.0f, 0.0f, 0.0f));
//ANGLE3D( AngleDeg(20.0f*Cos(m_iCounter*360.0/3.0f)), AngleDeg(10.0f*Sin(m_iCounter*180.0/3.0f)), 0));
//ANGLE3D( FRnd()*20.0f-10.0f, FRnd()*10.0f-5.0f, 0));
//autowait(0.25f);
m_iCounter++;
}
}
}
if(m_bcType == BT_HUGE)
{
if( GetHealth() <= m_fMaxHealth/2)
{
m_iCounter = 0;
while ( m_iCounter<6)
{
StartModelAnim(BEAST_ANIM_ATTACKFAST, AOF_SMOOTHCHANGE);
autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn;
PlaySound(m_soSound, SOUND_FIRE, SOF_3D);
autowait(0.34f);
ShootProjectile(PRT_BEAST_BIG_PROJECTILE, FLOAT3D( 0.0f, 1.5f*HUGE_BEAST_STRETCH, 0.0f),
ANGLE3D(0.0f, 0.0f, 0.0f));
//ANGLE3D( AngleDeg(40.0f*Cos(m_iCounter*360.0/6.0f)), AngleDeg(20.0f*Sin(m_iCounter*180.0/6.0f)), 0));
//autowait(0.15f);
m_iCounter++;
}
m_fAttackFireTime = 7.0f;
}
if( GetHealth() > m_fMaxHealth/2)
{
m_iCounter = 0;
while ( m_iCounter<3)
{
StartModelAnim(BEAST_ANIM_ATTACK, AOF_SMOOTHCHANGE);
autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn;
PlaySound(m_soSound, SOUND_FIRE, SOF_3D);
autowait(0.5f);
ShootProjectile(PRT_BEAST_BIG_PROJECTILE, FLOAT3D( 0.0f, 1.5f*HUGE_BEAST_STRETCH, 0.0f),
ANGLE3D(0.0f, 0.0f, 0.0f));
//ANGLE3D( AngleDeg(20.0f*Cos(m_iCounter*360.0/3.0f)), AngleDeg(10.0f*Sin(m_iCounter*180.0/3.0f)), 0));
//ANGLE3D( FRnd()*20.0f-10.0f, FRnd()*10.0f-5.0f, 0));
//autowait(0.25f);
m_iCounter++;
}
}
}
MaybeSwitchToAnotherPlayer();
autowait(FRnd()/2 + _pTimer->TickQuantum);
if( m_penEnemy != NULL)
{
FLOAT fEnemyDistance = CalcDist(m_penEnemy);
if( fEnemyDistance>m_fCloseDistance*1.25f)
{
StartModelAnim(BEAST_ANIM_IDLETOWALK, AOF_SMOOTHCHANGE);
autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn;
autowait(GetModelObject()->GetAnimLength(BEAST_ANIM_IDLETOWALK)/2.0f - _pTimer->TickQuantum);
}
}
return EReturn();
};
// hit enemy
Hit(EVoid) : CEnemyBase::Hit {
// close attack
StartModelAnim(BEAST_ANIM_KICK, 0);
autowait(0.45f);
/*
StartModelAnim(BEAST_ANIM_KICK, AOF_SMOOTHCHANGE);
autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn;
*/
PlaySound(m_soSound, SOUND_KICK, SOF_3D);
if (CalcDist(m_penEnemy) < m_fCloseDistance) {
FLOAT3D vDirection = m_penEnemy->GetPlacement().pl_PositionVector-GetPlacement().pl_PositionVector;
vDirection.Normalize();
if (m_bcType == BT_BIG) {
InflictDirectDamage(m_penEnemy, this, DMT_CLOSERANGE, 80.0f, FLOAT3D(0, 0, 0), vDirection);
} else if (m_bcType == BT_HUGE) {
InflictDirectDamage(m_penEnemy, this, DMT_CLOSERANGE, 120.0f, FLOAT3D(0, 0, 0), vDirection);
} else {
InflictDirectDamage(m_penEnemy, this, DMT_CLOSERANGE, 40.0f, FLOAT3D(0, 0, 0), vDirection);
}
}
/*
StartModelAnim(BEAST_ANIM_IDLE, AOF_SMOOTHCHANGE);
autocall CMovableModelEntity::WaitUntilScheduledAnimStarts() EReturn;
*/
autowait(0.45f);
MaybeSwitchToAnotherPlayer();
return EReturn();
};
/************************************************************
* M A I N *
************************************************************/
Main(EVoid) {
// declare yourself as a model
InitAsModel();
SetPhysicsFlags(EPF_MODEL_WALKING);
SetCollisionFlags(ECF_MODEL);
SetFlags(GetFlags()|ENF_ALIVE);
en_fDensity = 1100.0f;
// set your appearance
SetModel(MODEL_BEAST);
StandingAnim();
// setup moving speed
m_fWalkSpeed = FRnd()*2 + 5.0f;
m_aWalkRotateSpeed = AngleDeg(FRnd()*20.0f + 50.0f);
m_fCloseRunSpeed = FRnd() + 10.0f;
m_aCloseRotateSpeed = AngleDeg(FRnd()*100 + 900.0f);
// setup attack distances
m_fAttackDistance = 500.0f;
m_fCloseDistance = 0.0f;
m_fStopDistance = 0.0f;
m_fCloseFireTime = 1.0f;
m_fIgnoreRange = 750.0f;
m_bBoss = m_bBeBoss;
m_fStopDistance = 5.0f;
m_fCloseDistance = 7.0f;
m_tmGiveUp = Max(m_tmGiveUp, 10.0f);
// damage/explode properties
if (m_bcType == BT_NORMAL)
{
m_fAttackRunSpeed = 6.0f;//6
m_aAttackRotateSpeed = AngleDeg(3600.0f);
SetHealth(400.0f);
SetModelMainTexture(TEXTURE_BEAST_NORMAL);
m_fBlowUpAmount = 10000.0f;
m_fBodyParts = 4;
m_fDamageWounded = 250.0f;
m_iScore = 5000;//500
// set stretch factor
GetModelObject()->StretchModel(FLOAT3D(BEAST_STRETCH, BEAST_STRETCH, BEAST_STRETCH));
ModelChangeNotify();
m_sptType = SPT_SLIME;
m_fAttackFireTime = 3.0f;
}
else if (m_bcType == BT_BIG)
{
m_fAttackRunSpeed = 25.0f;//8
m_aAttackRotateSpeed = AngleDeg(600.0f);
SetHealth(3000.0f);//500
SetModelMainTexture(TEXTURE_BEAST_BIG);
m_fBlowUpAmount = 10000.0f;//500
m_fBodyParts = 6;
m_fDamageWounded = 650.0f;//500
m_iScore = 25000; //1000
m_fStopDistance = 15;
m_fCloseDistance = 20;
// set stretch factor
GetModelObject()->StretchModel(FLOAT3D(BIG_BEAST_STRETCH, BIG_BEAST_STRETCH, BIG_BEAST_STRETCH));
ModelChangeNotify();
m_sptType = SPT_BLOOD;
m_fAttackFireTime = 5.0f;
}
else // HUGE
{
m_fAttackRunSpeed = 35.0f;//8
m_aAttackRotateSpeed = AngleDeg(600.0f);
SetHealth(6000.0f);//500
SetModelMainTexture(TEXTURE_BEAST_HUGE);
m_fBlowUpAmount = 100000.0f;//500
m_fBodyParts = 6;
m_fDamageWounded = 1650.0f;//500
m_iScore = 40000; //1000
m_fStopDistance = 75;
m_fCloseDistance = 80;
m_fAttackDistance = 1000.0f;
m_fIgnoreRange = 1200.0f;
// set stretch factor
GetModelObject()->StretchModel(FLOAT3D(HUGE_BEAST_STRETCH, HUGE_BEAST_STRETCH, HUGE_BEAST_STRETCH));
ModelChangeNotify();
m_sptType = SPT_BLOOD;
m_fAttackFireTime = 5.0f;
}
m_fMaxHealth = GetHealth();
// continue behavior in base class
jump CEnemyBase::MainLoop();
};
};