Serious-Engine/Sources/EntitiesMP/Fish.es

338 lines
9.8 KiB
JavaScript

/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
337
%{
#include "StdH.h"
#include "Models/Enemies/Fish/Fish.h"
%}
uses "EntitiesMP/EnemyDive";
%{
static EntityInfo eiFish = {
EIBT_FLESH, 100.0f,
0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f,
};
#define DISTANCE_ELECTRICITY 8.0f
%}
class CFish : CEnemyDive {
name "Fish";
thumbnail "Thumbnails\\Fish.tbn";
properties:
0 BOOL m_bAttackingByElectricity = FALSE,
1 FLOAT m_tmElectricityTimeStart = 0.0f,
components:
0 class CLASS_BASE "Classes\\EnemyDive.ecl",
1 model MODEL_FISH "Models\\Enemies\\Fish\\Fish.mdl",
2 texture TEXTURE_FISH "Models\\Enemies\\Fish\\Fish1.tex",
3 model MODEL_GLOW "Models\\Enemies\\Fish\\Glow.mdl",
4 texture TEXTURE_GLOW "Models\\Enemies\\Fish\\Glow.tex",
5 texture TEXTURE_SPECULAR "Models\\SpecularTextures\\Medium.tex",
// ************** SOUNDS **************
50 sound SOUND_IDLE "Models\\Enemies\\Fish\\Sounds\\Idle.wav",
51 sound SOUND_SIGHT "Models\\Enemies\\Fish\\Sounds\\Sight.wav",
52 sound SOUND_WOUND "Models\\Enemies\\Fish\\Sounds\\Wound.wav",
53 sound SOUND_DEATH "Models\\Enemies\\Fish\\Sounds\\Death.wav",
54 sound SOUND_ATTACK "Models\\Enemies\\Fish\\Sounds\\Attack.wav",
55 sound SOUND_WOUNDAIR "Models\\Enemies\\Fish\\Sounds\\WoundAir.wav",
56 sound SOUND_DEATHAIR "Models\\Enemies\\Fish\\Sounds\\DeathAir.wav",
functions:
// describe how this enemy killed player
virtual CTString GetPlayerKillDescription(const CTString &strPlayerName, const EDeath &eDeath)
{
CTString str;
str.PrintF(TRANSV("%s was electrocuted by a fish"), (const char *) strPlayerName);
return str;
}
virtual const CTFileName &GetComputerMessageName(void) const {
static DECLARE_CTFILENAME(fnm, "Data\\Messages\\Enemies\\Fish.txt");
return fnm;
};
void Precache(void) {
CEnemyBase::Precache();
PrecacheModel(MODEL_GLOW );
PrecacheTexture(TEXTURE_GLOW);
PrecacheSound(SOUND_IDLE);
PrecacheSound(SOUND_SIGHT);
PrecacheSound(SOUND_WOUND);
PrecacheSound(SOUND_DEATH);
PrecacheSound(SOUND_WOUNDAIR);
PrecacheSound(SOUND_DEATHAIR);
PrecacheSound(SOUND_ATTACK);
};
/* Entity info */
void *GetEntityInfo(void)
{
return &eiFish;
};
/* Receive damage */
void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType,
FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection)
{
if (dmtType==DMT_DROWNING) {
//en_tmMaxHoldBreath = -5.0f;
fDamageAmmount/=2.0f;
}
// fish can't harm fish
if (!IsOfClass(penInflictor, "Fish")) {
CEnemyDive::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection);
}
};
// damage anim
INDEX AnimForDamage(FLOAT fDamage)
{
m_bAttackingByElectricity = FALSE;
INDEX iAnim = FISH_ANIM_WOUND;
StartModelAnim(iAnim, 0);
return iAnim;
};
// death
INDEX AnimForDeath(void) {
if (!m_bInLiquid) {
return AnimForDamage(10.0f);
}
INDEX iAnim;
switch (IRnd()%3) {
default: iAnim = FISH_ANIM_DEATH; break;
case 0: iAnim = FISH_ANIM_DEATH; break;
case 1: iAnim = FISH_ANIM_DEATH02; break;
case 2: iAnim = FISH_ANIM_DEATH03; break;
}
StartModelAnim(iAnim, 0);
return iAnim;
};
void DeathNotify(void)
{
m_bAttackingByElectricity = FALSE;
en_fDensity = 500.0f;
};
void RenderParticles(void)
{
if( m_bAttackingByElectricity && m_penEnemy!=NULL)
{
// render one lightning toward enemy
FLOAT3D vSource = GetPlacement().pl_PositionVector;
FLOAT3D vTarget = m_penEnemy->GetPlacement().pl_PositionVector;
FLOAT3D vDirection = (vTarget-vSource).Normalize();
Particles_Ghostbuster(vSource, vTarget, 32, 1.0f);
// random lightnings arround
for( INDEX i=0; i<4; i++)
{
FLOAT3D vDirection = vSource;
vDirection(1) += ((FLOAT(rand())/RAND_MAX)-0.5f) * DISTANCE_ELECTRICITY/1.0f;
vDirection(2) += ((FLOAT(rand())/RAND_MAX)-0.5f) * DISTANCE_ELECTRICITY/1.0f;
vDirection(3) += ((FLOAT(rand())/RAND_MAX)-0.5f) * DISTANCE_ELECTRICITY/1.0f;
Particles_Ghostbuster(vSource, vDirection, 32, 1.0f);
}
}
CEnemyBase::RenderParticles();
}
// virtual anim functions
void StandingAnim(void)
{
StartModelAnim(FISH_ANIM_IDLE, AOF_LOOPING|AOF_NORESTART);
};
void WalkingAnim(void)
{
if (m_bInLiquid) {
StartModelAnim(FISH_ANIM_SWIM, AOF_LOOPING|AOF_NORESTART);
} else {
StartModelAnim(FISH_ANIM_WOUND, 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|SOF_NOFILTER);
};
void SightSound(void)
{
PlaySound(m_soSound, SOUND_SIGHT, SOF_3D|SOF_NOFILTER);
};
void WoundSound(void)
{
if (m_bInLiquid) {
PlaySound(m_soSound, SOUND_WOUND, SOF_3D|SOF_NOFILTER);
} else {
PlaySound(m_soSound, SOUND_WOUNDAIR, SOF_3D|SOF_NOFILTER);
}
};
void DeathSound(void)
{
if (m_bInLiquid) {
PlaySound(m_soSound, SOUND_DEATH, SOF_3D|SOF_NOFILTER);
} else {
PlaySound(m_soSound, SOUND_DEATHAIR, SOF_3D|SOF_NOFILTER);
}
};
BOOL AdjustShadingParameters(FLOAT3D &vLightDirection, COLOR &colLight, COLOR &colAmbient)
{
FLOAT fTimePassed = _pTimer->GetLerpedCurrentTick()-m_tmElectricityTimeStart;
if( m_bAttackingByElectricity && (fTimePassed>0))
{
FLOAT fDieFactor = 1.0f;
if( fTimePassed > 0.25f)
{
// calculate light dying factor
fDieFactor = 1.0-(ClampUp(fTimePassed-0.25f,0.5f)/0.5f);
}
// adjust light fx
FLOAT fR = 0.7f+0.1f*(FLOAT(rand())/RAND_MAX);
FLOAT fG = 0.7f+0.2f*(FLOAT(rand())/RAND_MAX);
FLOAT fB = 0.7f+0.3f*(FLOAT(rand())/RAND_MAX);
colAmbient = RGBToColor( (UBYTE) (fR*128*fDieFactor), (UBYTE) (fG*128*fDieFactor), (UBYTE) (fB*128*fDieFactor));
colLight = C_WHITE;
return CEnemyBase::AdjustShadingParameters(vLightDirection, colLight, colAmbient);
}
return CEnemyBase::AdjustShadingParameters(vLightDirection, colLight, colAmbient);
};
procedures:
/************************************************************
* A T T A C K E N E M Y *
************************************************************/
DiveHit(EVoid) : CEnemyDive::DiveHit
{
if (CalcDist(m_penEnemy) > DISTANCE_ELECTRICITY)
{
// swim to enemy
m_fShootTime = _pTimer->CurrentTick() + 0.25f;
return EReturn();
}
// wait to allow enemy to go aoutside bite range
autowait(0.6f);
m_bAttackingByElectricity = TRUE;
m_tmElectricityTimeStart = _pTimer->CurrentTick();
AddAttachmentToModel(this, *GetModelObject(), FISH_ATTACHMENT_GLOW, MODEL_GLOW, TEXTURE_GLOW, 0, 0, 0);
CModelObject &moGlow = GetModelObject()->GetAttachmentModel(FISH_ATTACHMENT_GLOW)->amo_moModelObject;
moGlow.StretchModel(FLOAT3D(4.0f, 4.0f, 4.0f));
// bite
StartModelAnim(FISH_ANIM_ATTACK, 0);
PlaySound(m_soSound, SOUND_ATTACK, SOF_3D|SOF_NOFILTER);
if (CalcDist(m_penEnemy)<DISTANCE_ELECTRICITY)
{
// damage enemy
InflictRangeDamage(this, DMT_CLOSERANGE, 15.0f, GetPlacement().pl_PositionVector, 1.0f, DISTANCE_ELECTRICITY);
// push target away
FLOAT3D vSpeed;
GetHeadingDirection(0.0f, vSpeed);
vSpeed = vSpeed * 30.0f;
KickEntity(m_penEnemy, vSpeed);
}
autowait(0.5f);
m_bAttackingByElectricity = FALSE;
GetModelObject()->RemoveAttachmentModel(FISH_ATTACHMENT_GLOW);
StandingAnim();
autowait(0.2f + FRnd()/3);
return EReturn();
};
Hit(EVoid) : CEnemyBase::Hit
{
jump DiveHit();
}
/************************************************************
* M A I N *
************************************************************/
Main(EVoid) {
// declare yourself as a model
InitAsModel();
// fish must not go upstairs, or it will get out of water
SetPhysicsFlags((EPF_MODEL_WALKING|EPF_HASGILLS)&~EPF_ONBLOCK_CLIMBORSLIDE|EPF_ONBLOCK_SLIDE);
SetCollisionFlags(ECF_MODEL);
SetFlags(GetFlags()|ENF_ALIVE);
SetHealth(30.0f);
m_fMaxHealth = 30.0f;
en_tmMaxHoldBreath = 15.0f;
en_fDensity = 1000.0f;
m_EedtType = EDT_GROUND_DIVE;
// set your appearance
SetModel(MODEL_FISH);
SetModelMainTexture(TEXTURE_FISH);
SetModelSpecularTexture(TEXTURE_SPECULAR);
// rotation speeds
m_fDiveWalkSpeed = 15.0f;
m_fDiveAttackRunSpeed = 20.0f;
m_fDiveCloseRunSpeed = 25.0f;
m_fWalkSpeed = 15.0f;
m_aWalkRotateSpeed = 900.0f;
m_fAttackRunSpeed = 10.0f;
m_fCloseRunSpeed = 12.0f;
// translation speeds
m_aDiveWalkRotateSpeed = 360.0f;
m_aDiveAttackRotateSpeed = 1800.0f;
m_aDiveCloseRotateSpeed = 3600.0f;
// distances
m_fDiveIgnoreRange = 200.0f;
m_fDiveAttackDistance = 100.0f;
m_fDiveCloseDistance = 15.0f;
m_fDiveStopDistance = 2.0f;
// frequencies
m_fDiveAttackFireTime = 0.0f;
m_fDiveCloseFireTime = 0.0f;
// damage/explode properties
m_fBlowUpAmount = 80.0f;
m_fBodyParts = 2;
m_fDamageWounded = 1.0f;
m_iScore = 500;
{
// translation speeds
m_aWalkRotateSpeed = 360.0f;
m_aAttackRotateSpeed = 1800.0f;
m_aCloseRotateSpeed = 3600.0f;
// distances
m_fIgnoreRange = 200.0f;
m_fAttackDistance = 100.0f;
m_fCloseDistance = 15.0f;
m_fStopDistance = 2.0f;
// frequencies
m_fAttackFireTime = 0.0f;
m_fCloseFireTime = 0.0f;
}
// set stretch factors for height and width
GetModelObject()->StretchModel(FLOAT3D(1.0f, 1.0f, 1.0f));
ModelChangeNotify();
en_fAcceleration = 200.0f;
en_fDeceleration = 200.0f;
// continue behavior in base class
jump CEnemyDive::MainLoop();
};
};