mirror of
https://github.com/ptitSeb/Serious-Engine
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24d61d1ccc
Thanks @SLAwww (The first parameter to _assert is actually the message, not the expression to evaluate, so "false &&" doesn't belong in there.) Conflicts: Sources/EntitiesMP/Summoner.es
383 lines
12 KiB
C++
383 lines
12 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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343
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%{
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#include "EntitiesMP/StdH/StdH.h"
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#include "ModelsMP/Enemies/Grunt/Grunt.h"
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%}
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uses "EntitiesMP/EnemyBase";
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uses "EntitiesMP/BasicEffects";
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enum GruntType {
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0 GT_SOLDIER "Grunt soldier",
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1 GT_COMMANDER "Grunt commander",
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};
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%{
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#define STRETCH_SOLDIER 1.2f
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#define STRETCH_COMMANDER 1.4f
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// info structure
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static EntityInfo eiGruntSoldier = {
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EIBT_FLESH, 200.0f,
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0.0f, 1.9f*STRETCH_SOLDIER, 0.0f, // source (eyes)
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0.0f, 1.3f*STRETCH_SOLDIER, 0.0f, // target (body)
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};
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static EntityInfo eiGruntCommander = {
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EIBT_FLESH, 250.0f,
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0.0f, 1.9f*STRETCH_COMMANDER, 0.0f, // source (eyes)
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0.0f, 1.3f*STRETCH_COMMANDER, 0.0f, // target (body)
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};
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#define FIREPOS_SOLDIER FLOAT3D(0.07f, 1.36f, -0.78f)*STRETCH_SOLDIER
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#define FIREPOS_COMMANDER_UP FLOAT3D(0.09f, 1.45f, -0.62f)*STRETCH_COMMANDER
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#define FIREPOS_COMMANDER_DN FLOAT3D(0.10f, 1.30f, -0.60f)*STRETCH_COMMANDER
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%}
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class CGrunt: CEnemyBase {
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name "Grunt";
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thumbnail "Thumbnails\\Grunt.tbn";
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properties:
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1 enum GruntType m_gtType "Type" 'Y' = GT_SOLDIER,
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10 CSoundObject m_soFire1,
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11 CSoundObject m_soFire2,
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// class internal
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components:
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1 class CLASS_BASE "Classes\\EnemyBase.ecl",
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3 class CLASS_PROJECTILE "Classes\\Projectile.ecl",
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10 model MODEL_GRUNT "ModelsMP\\Enemies\\Grunt\\Grunt.mdl",
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11 model MODEL_GUN_COMMANDER "ModelsMP\\Enemies\\Grunt\\Gun_Commander.mdl",
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12 model MODEL_GUN_SOLDIER "ModelsMP\\Enemies\\Grunt\\Gun.mdl",
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20 texture TEXTURE_SOLDIER "ModelsMP\\Enemies\\Grunt\\Soldier.tex",
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21 texture TEXTURE_COMMANDER "ModelsMP\\Enemies\\Grunt\\Commander.tex",
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22 texture TEXTURE_GUN_COMMANDER "ModelsMP\\Enemies\\Grunt\\Gun_Commander.tex",
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23 texture TEXTURE_GUN_SOLDIER "ModelsMP\\Enemies\\Grunt\\Gun.tex",
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// ************** SOUNDS **************
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50 sound SOUND_IDLE "ModelsMP\\Enemies\\Grunt\\Sounds\\Idle.wav",
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52 sound SOUND_SIGHT "ModelsMP\\Enemies\\Grunt\\Sounds\\Sight.wav",
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53 sound SOUND_WOUND "ModelsMP\\Enemies\\Grunt\\Sounds\\Wound.wav",
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57 sound SOUND_FIRE "ModelsMP\\Enemies\\Grunt\\Sounds\\Fire.wav",
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58 sound SOUND_DEATH "ModelsMP\\Enemies\\Grunt\\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(TRANSV("A Grunt sent %s into the halls of Valhalla"), (const char *) strPlayerName);
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return str;
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}
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/* Entity info */
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void *GetEntityInfo(void) {
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if (m_gtType==GT_SOLDIER) {
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return &eiGruntSoldier;
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} else if (m_gtType==GT_COMMANDER) {
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return &eiGruntSoldier;
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} else {
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ASSERTALWAYS("Unknown grunt type!");
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return NULL;
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}
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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\\GruntSoldier.txt");
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static DECLARE_CTFILENAME(fnmCommander, "DataMP\\Messages\\Enemies\\GruntCommander.txt");
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switch(m_gtType) {
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default: ASSERT(FALSE);
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case GT_SOLDIER: return fnmSoldier;
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case GT_COMMANDER: return fnmCommander;
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}
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};
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void Precache(void) {
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CEnemyBase::Precache();
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if (m_gtType==GT_SOLDIER) {
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PrecacheClass(CLASS_PROJECTILE, PRT_GRUNT_PROJECTILE_SOL);
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}
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if (m_gtType==GT_COMMANDER) {
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PrecacheClass(CLASS_PROJECTILE, PRT_GRUNT_PROJECTILE_COM);
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}
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PrecacheSound(SOUND_IDLE);
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PrecacheSound(SOUND_SIGHT);
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PrecacheSound(SOUND_WOUND);
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PrecacheSound(SOUND_FIRE);
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PrecacheSound(SOUND_DEATH);
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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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CEnemyBase::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection);
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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 = GRUNT_ANIM_WOUND01;
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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 = GRUNT_ANIM_DEATHBACKWARD;
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} else {
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iAnim = GRUNT_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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FLOAT WaitForDust(FLOAT3D &vStretch) {
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vStretch=FLOAT3D(1,1,2);
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if(GetModelObject()->GetAnim()==GRUNT_ANIM_DEATHBACKWARD)
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{
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return 0.5f;
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}
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else if(GetModelObject()->GetAnim()==GRUNT_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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void DeathNotify(void) {
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ChangeCollisionBoxIndexWhenPossible(GRUNT_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(GRUNT_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(HEADMAN_ANIM_IDLE_FIGHT, AOF_LOOPING|AOF_NORESTART);
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}*/
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void RunningAnim(void) {
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StartModelAnim(GRUNT_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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RunningAnim();
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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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// 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_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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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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// soldier
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if (m_gtType == GT_SOLDIER) {
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autocall SoldierAttack() EEnd;
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// commander
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} else if (m_gtType == GT_COMMANDER) {
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autocall CommanderAttack() EEnd;
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// should never get here
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} else{
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ASSERT(FALSE);
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}
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return EReturn();
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};
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// Soldier attack
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SoldierAttack(EVoid) {
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StandingAnimFight();
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autowait(0.2f + FRnd()*0.25f);
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StartModelAnim(GRUNT_ANIM_FIRE, 0);
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ShootProjectile(PRT_GRUNT_PROJECTILE_SOL, FIREPOS_SOLDIER, ANGLE3D(0, 0, 0));
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PlaySound(m_soFire1, SOUND_FIRE, SOF_3D);
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autowait(0.15f + FRnd()*0.1f);
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StartModelAnim(GRUNT_ANIM_FIRE, 0);
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ShootProjectile(PRT_GRUNT_PROJECTILE_SOL, FIREPOS_SOLDIER, ANGLE3D(0, 0, 0));
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PlaySound(m_soFire2, SOUND_FIRE, SOF_3D);
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autowait(FRnd()*0.333f);
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return EEnd();
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};
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// Commander attack (predicted firing on moving player)
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CommanderAttack(EVoid) {
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StandingAnimFight();
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autowait(0.2f + FRnd()*0.25f);
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/*FLOAT3D vGunPosAbs = GetPlacement().pl_PositionVector + FLOAT3D(0.0f, 1.0f, 0.0f)*GetRotationMatrix();
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FLOAT3D vEnemySpeed = ((CMovableEntity&) *m_penEnemy).en_vCurrentTranslationAbsolute;
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FLOAT3D vEnemyPos = ((CMovableEntity&) *m_penEnemy).GetPlacement().pl_PositionVector;
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FLOAT fLaserSpeed = 45.0f; // m/s
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FLOAT3D vPredictedEnemyPosition = CalculatePredictedPosition(vGunPosAbs,
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vEnemyPos, fLaserSpeed, vEnemySpeed, GetPlacement().pl_PositionVector(2) );
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ShootPredictedProjectile(PRT_GRUNT_LASER, vPredictedEnemyPosition, FLOAT3D(0.0f, 1.0f, 0.0f), ANGLE3D(0, 0, 0));*/
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StartModelAnim(GRUNT_ANIM_FIRE, 0);
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ShootProjectile(PRT_GRUNT_PROJECTILE_COM, FIREPOS_COMMANDER_DN, ANGLE3D(-20, 0, 0));
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PlaySound(m_soFire1, SOUND_FIRE, SOF_3D);
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autowait(0.035f);
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StartModelAnim(GRUNT_ANIM_FIRE, 0);
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ShootProjectile(PRT_GRUNT_PROJECTILE_COM, FIREPOS_COMMANDER_DN, ANGLE3D(-10, 0, 0));
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PlaySound(m_soFire2, SOUND_FIRE, SOF_3D);
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autowait(0.035f);
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StartModelAnim(GRUNT_ANIM_FIRE, 0);
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ShootProjectile(PRT_GRUNT_PROJECTILE_COM, FIREPOS_COMMANDER_DN, ANGLE3D(0, 0, 0));
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PlaySound(m_soFire1, SOUND_FIRE, SOF_3D);
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autowait(0.035f);
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StartModelAnim(GRUNT_ANIM_FIRE, 0);
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ShootProjectile(PRT_GRUNT_PROJECTILE_COM, FIREPOS_COMMANDER_DN, ANGLE3D(10, 0, 0));
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PlaySound(m_soFire2, SOUND_FIRE, SOF_3D);
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autowait(0.035f);
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StartModelAnim(GRUNT_ANIM_FIRE, 0);
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ShootProjectile(PRT_GRUNT_PROJECTILE_COM, FIREPOS_COMMANDER_DN, ANGLE3D(20, 0, 0));
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PlaySound(m_soFire2, SOUND_FIRE, SOF_3D);
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autowait(FRnd()*0.5f);
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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|EPF_HASLUNGS);
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SetCollisionFlags(ECF_MODEL);
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SetFlags(GetFlags()|ENF_ALIVE);
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en_tmMaxHoldBreath = 5.0f;
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en_fDensity = 2000.0f;
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//m_fBlowUpSize = 2.0f;
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// set your appearance
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SetModel(MODEL_GRUNT);
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switch (m_gtType) {
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case GT_SOLDIER:
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// set your texture
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SetModelMainTexture(TEXTURE_SOLDIER);
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AddAttachment(GRUNT_ATTACHMENT_GUN_SMALL, MODEL_GUN_SOLDIER, TEXTURE_GUN_SOLDIER);
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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() + 6.5f;
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m_aAttackRotateSpeed = AngleDeg(FRnd()*50 + 245.0f);
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m_fCloseRunSpeed = FRnd() + 6.5f;
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m_aCloseRotateSpeed = AngleDeg(FRnd()*50 + 245.0f);
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// setup attack distances
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m_fAttackDistance = 80.0f;
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m_fCloseDistance = 0.0f;
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m_fStopDistance = 8.0f;
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m_fAttackFireTime = 2.0f;
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m_fCloseFireTime = 1.0f;
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m_fIgnoreRange = 200.0f;
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//m_fBlowUpAmount = 65.0f;
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m_fBlowUpAmount = 80.0f;
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m_fBodyParts = 4;
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m_fDamageWounded = 0.0f;
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m_iScore = 500;
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SetHealth(40.0f);
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m_fMaxHealth = 40.0f;
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// set stretch factors for height and width
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GetModelObject()->StretchModel(FLOAT3D(STRETCH_SOLDIER, STRETCH_SOLDIER, STRETCH_SOLDIER));
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break;
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case GT_COMMANDER:
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// set your texture
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SetModelMainTexture(TEXTURE_COMMANDER);
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AddAttachment(GRUNT_ATTACHMENT_GUN_COMMANDER, MODEL_GUN_COMMANDER, TEXTURE_GUN_COMMANDER);
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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() + 8.0f;
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m_aAttackRotateSpeed = AngleDeg(FRnd()*50 + 245.0f);
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m_fCloseRunSpeed = FRnd() + 8.0f;
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m_aCloseRotateSpeed = AngleDeg(FRnd()*50 + 245.0f);
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// setup attack distances
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m_fAttackDistance = 90.0f;
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m_fCloseDistance = 0.0f;
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m_fStopDistance = 15.0f;
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m_fAttackFireTime = 4.0f;
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m_fCloseFireTime = 2.0f;
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//m_fBlowUpAmount = 180.0f;
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m_fIgnoreRange = 200.0f;
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// damage/explode properties
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m_fBodyParts = 5;
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m_fDamageWounded = 0.0f;
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m_iScore = 800;
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SetHealth(60.0f);
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m_fMaxHealth = 60.0f;
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// set stretch factors for height and width
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GetModelObject()->StretchModel(FLOAT3D(STRETCH_COMMANDER, STRETCH_COMMANDER, STRETCH_COMMANDER));
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break;
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}
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ModelChangeNotify();
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StandingAnim();
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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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