mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-26 15:44:51 +01:00
1416 lines
45 KiB
C++
1416 lines
45 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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347
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%{
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#include "StdH.h"
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#include "EntitiesMP/BackgroundViewer.h"
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#include "EntitiesMP/WorldSettingsController.h"
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#include "ModelsMP/Enemies/Summoner/Summoner.h"
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#include "ModelsMP/Enemies/Summoner/Staff.h"
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#include "EntitiesMP/Effector.h"
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%}
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uses "EntitiesMP/EnemyBase";
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uses "EntitiesMP/SpawnerProjectile";
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uses "EntitiesMP/AreaMarker";
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uses "EntitiesMP/SummonerMarker";
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uses "EntitiesMP/Player";
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event ESummonerTeleport {
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FLOAT fWait,
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};
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%{
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#define RAND_05 (FLOAT(rand())/RAND_MAX-0.5f)
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#define SUMMONER_SIZE 7.0f
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#define TM_WAIT_BEFORE_FIRE 1.9f
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#define SUMMONER_HEALTH 15000.0f
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// info structure
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static EntityInfo eiSummoner = {
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EIBT_FLESH, 1500.0f,
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0.0f, 1.7f*SUMMONER_SIZE, 0.0f,
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0.0f, 1.0f*SUMMONER_SIZE, 0.0f,
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};
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//#define FIREPOS_ARMS FLOAT3D(-0.22f, 1.63f, 0.96f)
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#define FIREPOS_ARMS FLOAT3D(0.131292f, 1.61069f, -0.314068f)
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#define SUMMONER_MAX_SS 6
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// hlth grp1 grp2 grp3
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INDEX aiSpawnScheme[SUMMONER_MAX_SS][7] = {100, 4,7, 0,0, 0,0,
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90, 3,5, 2,4, 0,0,
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70, 3,4, 3,4, 0,0,
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50, 1,3, 3,5, 1,1,
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30, 1,2, 2,3, 2,2,
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15, 1,1, 2,4, 2,3 };
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#define SUMMONER_TEMP_PER_GROUP 6
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%}
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class CSummoner : CEnemyBase {
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name "Summoner";
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thumbnail "Thumbnails\\Summoner.tbn";
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properties:
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1 BOOL m_bInvulnerable = FALSE, // can we be hurt?
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2 CEntityPointer m_penBeginDeathTarget "Sum. Begin Death Target",
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3 CEntityPointer m_penEndDeathTarget "Sum. End Death Target",
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4 CEntityPointer m_penExplodeDeathTarget "Sum. Explode Target",
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5 BOOL m_bShouldTeleport = FALSE, // are we allowed to teleport?
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6 FLOAT m_fFirePeriod = 3.0f,
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7 FLOAT m_fImmaterialDuration "Sum. Immaterial Duration" = 5.0f, // how long to stay immaterial
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8 FLOAT m_fCorporealDuration "Sum. Corporeal Duration" = 5.0f, // how long to stay material
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9 FLOAT m_tmMaterializationTime = 0.0f, // when we materialized
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10 FLOAT m_fStretch "Sum. Stretch" = SUMMONER_SIZE,
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11 INDEX m_iSize = 1, // how big it is (gets bigger when harmed)
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12 CEntityPointer m_penControlArea "Sum. Control Area",
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// NOTE: if number of templates per group changes, you MUST change the
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// SUMMONER_TEMP_PER_GROUP #definition at the beginning of the file
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20 INDEX m_iGroup01Count = 0,
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21 CEntityPointer m_penGroup01Template01 "Sum. Group01 Template01",
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22 CEntityPointer m_penGroup01Template02 "Sum. Group01 Template02",
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23 CEntityPointer m_penGroup01Template03 "Sum. Group01 Template03",
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24 CEntityPointer m_penGroup01Template04 "Sum. Group01 Template04",
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25 CEntityPointer m_penGroup01Template05 "Sum. Group01 Template05",
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26 CEntityPointer m_penGroup01Template06 "Sum. Group01 Template06",
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30 INDEX m_iGroup02Count = 0,
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31 CEntityPointer m_penGroup02Template01 "Sum. Group02 Template01",
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32 CEntityPointer m_penGroup02Template02 "Sum. Group02 Template02",
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33 CEntityPointer m_penGroup02Template03 "Sum. Group02 Template03",
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34 CEntityPointer m_penGroup02Template04 "Sum. Group02 Template04",
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35 CEntityPointer m_penGroup02Template05 "Sum. Group02 Template05",
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36 CEntityPointer m_penGroup02Template06 "Sum. Group02 Template06",
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40 INDEX m_iGroup03Count = 0,
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41 CEntityPointer m_penGroup03Template01 "Sum. Group03 Template01",
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42 CEntityPointer m_penGroup03Template02 "Sum. Group03 Template02",
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43 CEntityPointer m_penGroup03Template03 "Sum. Group03 Template03",
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44 CEntityPointer m_penGroup03Template04 "Sum. Group03 Template04",
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45 CEntityPointer m_penGroup03Template05 "Sum. Group03 Template05",
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46 CEntityPointer m_penGroup03Template06 "Sum. Group03 Template06",
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60 CEntityPointer m_penTeleportMarker "Sum. Teleport marker",
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61 INDEX m_iTeleportMarkers = 0, // number of teleport markers
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65 CEntityPointer m_penSpawnMarker "Sum. Enemy spawn marker",
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66 INDEX m_iSpawnMarkers = 0, // number of spawn markers
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67 FLOAT m_fTeleportWaitTime = 0.0f, // internal
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70 FLOAT m_fFuss = 0.0f, // value of all enemies scores summed up
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78 INDEX m_iEnemyCount = 0, // how many enemies in the area
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71 FLOAT m_fMaxCurrentFuss = 0.0f,
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72 FLOAT m_fMaxBeginFuss "Sum. Max Begin Fuss" = 10000.0f,
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73 FLOAT m_fMaxEndFuss "Sum. Max End Fuss" = 60000.0f,
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75 INDEX m_iSpawnScheme = 0,
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76 BOOL m_bFireOK = TRUE,
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79 BOOL m_bFiredThisTurn = FALSE,
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77 FLOAT m_fDamageSinceLastSpawn = 0.0f,
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88 BOOL m_bExploded = FALSE, // still alive and embodied
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90 BOOL m_bDying = FALSE, // set when dying
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92 FLOAT m_tmDeathBegin = 0.0f,
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93 FLOAT m_fDeathDuration = 0.0f,
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94 CEntityPointer m_penDeathInflictor,
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111 CEntityPointer m_penKiller,
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// internal variables
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95 FLOAT3D m_vDeathPosition = FLOAT3D(0.0f, 0.0f, 0.0f),
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96 CEntityPointer m_penDeathMarker "Sum. Death marker",
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100 INDEX m_iIndex = 0, // temp. index
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102 INDEX m_iTaunt = 0, // index of currently active taunt
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110 FLOAT m_tmParticlesDisappearStart=-1e6,
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120 FLOAT m_tmLastAnimation=0.0f,
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150 CSoundObject m_soExplosion,
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151 CSoundObject m_soSound,
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152 CSoundObject m_soChant,
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153 CSoundObject m_soTeleport,
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{
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CEmiter m_emEmiter;
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}
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components:
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0 class CLASS_BASE "Classes\\EnemyBase.ecl",
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1 class CLASS_BLOOD_SPRAY "Classes\\BloodSpray.ecl",
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2 class CLASS_SPAWNER_PROJECTILE "Classes\\SpawnerProjectile.ecl",
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3 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl",
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4 class CLASS_EFFECTOR "Classes\\Effector.ecl",
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// ************** MAIN MODEL **************
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10 model MODEL_SUMMONER "ModelsMP\\Enemies\\Summoner\\Summoner.mdl",
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11 texture TEXTURE_SUMMONER "ModelsMP\\Enemies\\Summoner\\Summoner.tex",
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12 model MODEL_STAFF "ModelsMP\\Enemies\\Summoner\\Staff.mdl",
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13 texture TEXTURE_STAFF "ModelsMP\\Enemies\\Summoner\\Staff.tex",
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16 model MODEL_DEBRIS01 "ModelsMP\\Enemies\\Summoner\\Debris\\Cloth01.mdl",
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17 model MODEL_DEBRIS02 "ModelsMP\\Enemies\\Summoner\\Debris\\Cloth02.mdl",
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18 model MODEL_DEBRIS03 "ModelsMP\\Enemies\\Summoner\\Debris\\Cloth03.mdl",
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19 model MODEL_DEBRIS_FLESH "Models\\Effects\\Debris\\Flesh\\Flesh.mdl",
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20 texture TEXTURE_DEBRIS_FLESH "Models\\Effects\\Debris\\Flesh\\FleshRed.tex",
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// ************** SOUNDS **************
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//200 sound SOUND_IDLE "ModelsMP\\Enemies\\Summoner\\Sounds\\Idle.wav",
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101 sound SOUND_LAUGH "ModelsMP\\Enemies\\Summoner\\Sounds\\Laugh.wav",
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102 sound SOUND_EXPLODE "ModelsMP\\Enemies\\Summoner\\Sounds\\Explode.wav",
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103 sound SOUND_TREMORS "ModelsMP\\Enemies\\Summoner\\Sounds\\Tremors.wav",
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104 sound SOUND_DEATH "ModelsMP\\Enemies\\Summoner\\Sounds\\Death.wav",
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105 sound SOUND_LASTWORDS "ModelsMP\\Enemies\\Summoner\\Sounds\\LastWords.wav",
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106 sound SOUND_FIRE "ModelsMP\\Enemies\\Summoner\\Sounds\\Fire.wav",
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108 sound SOUND_CHIMES "ModelsMP\\Enemies\\Summoner\\Sounds\\Chimes.wav",
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107 sound SOUND_MATERIALIZE "ModelsMP\\Enemies\\Summoner\\Sounds\\Materialize.wav",
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109 sound SOUND_TELEPORT "ModelsMP\\Enemies\\Summoner\\Sounds\\Teleport.wav",
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// ***** TAUNTS ******
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150 sound SOUND_TAUNT01 "ModelsMP\\Enemies\\Summoner\\Sounds\\Quote03.wav",
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151 sound SOUND_TAUNT02 "ModelsMP\\Enemies\\Summoner\\Sounds\\Quote05.wav",
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152 sound SOUND_TAUNT03 "ModelsMP\\Enemies\\Summoner\\Sounds\\Quote07.wav",
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153 sound SOUND_TAUNT04 "ModelsMP\\Enemies\\Summoner\\Sounds\\Quote08.wav",
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154 sound SOUND_TAUNT05 "ModelsMP\\Enemies\\Summoner\\Sounds\\Quote10.wav",
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155 sound SOUND_TAUNT06 "ModelsMP\\Enemies\\Summoner\\Sounds\\Quote11.wav",
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156 sound SOUND_TAUNT07 "ModelsMP\\Enemies\\Summoner\\Sounds\\Quote14.wav",
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157 sound SOUND_TAUNT08 "ModelsMP\\Enemies\\Summoner\\Sounds\\Quote15.wav",
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158 sound SOUND_TAUNTLAST "ModelsMP\\Enemies\\Summoner\\Sounds\\Quote16.wav",
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functions:
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void Read_t( CTStream *istr) // throw char *
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{
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CEnemyBase::Read_t(istr);
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m_emEmiter.Read_t(*istr);
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}
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void Write_t( CTStream *istr) // throw char *
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{
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CEnemyBase::Write_t(istr);
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m_emEmiter.Write_t(*istr);
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}
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BOOL IsTargetValid(SLONG slPropertyOffset, CEntity *penTarget)
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{
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if ( slPropertyOffset >= offsetof(CSummoner, m_penGroup01Template01) &&
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slPropertyOffset <= offsetof(CSummoner, m_penGroup03Template06))
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{
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if (IsDerivedFromClass(penTarget, "Enemy Base")) {
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if (((CEnemyBase &)*penTarget).m_bTemplate) {
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return TRUE;
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} else {
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return FALSE;
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}
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} else {
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return FALSE;
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}
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}
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if( slPropertyOffset == offsetof(CSummoner, m_penControlArea))
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{
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if (IsDerivedFromClass(penTarget, "AreaMarker")) {
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return TRUE;
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} else {
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return FALSE;
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}
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}
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if( slPropertyOffset == offsetof(CSummoner, m_penSpawnMarker))
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{
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if (IsDerivedFromClass(penTarget, "Enemy Marker")) {
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return TRUE;
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} else {
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return FALSE;
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}
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}
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if( slPropertyOffset == offsetof(CSummoner, m_penTeleportMarker) ||
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slPropertyOffset == offsetof(CSummoner, m_penDeathMarker))
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{
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if (IsDerivedFromClass(penTarget, "SummonerMarker")) {
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return TRUE;
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} else {
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return FALSE;
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}
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}
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return CEntity::IsTargetValid(slPropertyOffset, penTarget);
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}
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BOOL DoSafetyChecks(void) {
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if (m_penSpawnMarker==NULL) {
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WarningMessage( "No valid Spawn Marker for Summoner boss! Destroying boss...");
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return FALSE;
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}
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if (m_penTeleportMarker==NULL) {
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WarningMessage( "No valid Teleport Marker for Summoner boss! Destroying boss...");
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return FALSE;
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}
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if (m_penDeathMarker==NULL) {
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WarningMessage( "No valid Death Marker for Summoner boss! Destroying boss...");
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return FALSE;
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}
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if (m_penControlArea==NULL) {
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WarningMessage( "No valid Area Marker for Summoner boss! Destroying boss...");
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return FALSE;
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}
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if (m_iGroup01Count<1 || m_iGroup02Count<1 || m_iGroup03Count<1)
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{
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WarningMessage( "At least one template in each group required! Destroying boss...");
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return FALSE;
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}
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return TRUE;
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}
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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(TRANS("The Summoner unsummoned %s"), strPlayerName);
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return str;
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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\\Summoner.txt");
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return fnm;
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};
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void Precache(void)
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{
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CEnemyBase::Precache();
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PrecacheClass(CLASS_BLOOD_SPRAY );
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PrecacheClass(CLASS_SPAWNER_PROJECTILE );
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PrecacheClass(CLASS_BASIC_EFFECT, BET_CANNON );
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PrecacheModel(MODEL_SUMMONER );
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PrecacheModel(MODEL_STAFF );
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PrecacheTexture(TEXTURE_SUMMONER );
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PrecacheTexture(TEXTURE_STAFF );
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PrecacheModel(MODEL_DEBRIS01 );
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PrecacheModel(MODEL_DEBRIS02 );
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PrecacheModel(MODEL_DEBRIS03 );
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PrecacheModel(MODEL_DEBRIS_FLESH );
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PrecacheTexture(TEXTURE_DEBRIS_FLESH );
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PrecacheSound(SOUND_LAUGH );
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PrecacheSound(SOUND_EXPLODE );
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PrecacheSound(SOUND_TREMORS );
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PrecacheSound(SOUND_DEATH );
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PrecacheSound(SOUND_LASTWORDS );
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PrecacheSound(SOUND_FIRE );
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PrecacheSound(SOUND_CHIMES );
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PrecacheSound(SOUND_MATERIALIZE );
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PrecacheSound(SOUND_TELEPORT );
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for (INDEX i=SOUND_TAUNT01; i<=SOUND_TAUNTLAST; i++) {
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PrecacheSound(i);
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}
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};
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// Entity info
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void *GetEntityInfo(void) {
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return &eiSummoner;
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};
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CMusicHolder *GetMusicHolder()
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{
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CEntity *penMusicHolder;
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penMusicHolder = _pNetwork->GetEntityWithName("MusicHolder", 0);
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return (CMusicHolder *)&*penMusicHolder;
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}
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BOOL DistanceToAllPlayersGreaterThen(FLOAT fDistance)
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{
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// find actual number of players
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INDEX ctMaxPlayers = GetMaxPlayers();
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CEntity *penPlayer;
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for(INDEX i=0; i<ctMaxPlayers; i++) {
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penPlayer=GetPlayerEntity(i);
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if (penPlayer) {
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if (DistanceTo(this, penPlayer)<fDistance) {
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return FALSE;
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}
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}
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}
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return TRUE;
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};
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/* Shake ground */
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void ShakeItBaby(FLOAT tmShaketime, FLOAT fPower, BOOL bFadeIn)
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{
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CWorldSettingsController *pwsc = GetWSC(this);
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if (pwsc!=NULL) {
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pwsc->m_tmShakeStarted = tmShaketime;
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pwsc->m_vShakePos = GetPlacement().pl_PositionVector;
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pwsc->m_fShakeFalloff = 450.0f;
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pwsc->m_fShakeFade = 3.0f;
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pwsc->m_fShakeIntensityZ = 0;
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pwsc->m_tmShakeFrequencyZ = 5.0f;
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pwsc->m_fShakeIntensityY = 0.1f*fPower;
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pwsc->m_tmShakeFrequencyY = 5.0f;
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pwsc->m_fShakeIntensityB = 2.5f*fPower;
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pwsc->m_tmShakeFrequencyB = 7.2f;
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pwsc->m_bShakeFadeIn = bFadeIn;
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}
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}
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void ChangeEnemyNumberForAllPlayers(INDEX iDelta)
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{
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// find actual number of players
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INDEX ctMaxPlayers = GetMaxPlayers();
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CEntity *penPlayer;
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for(INDEX i=0; i<ctMaxPlayers; i++) {
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penPlayer=GetPlayerEntity(i);
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if (penPlayer) {
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// set totals for level and increment for game
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((CPlayer &)*penPlayer).m_psLevelTotal.ps_iKills+=iDelta;
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((CPlayer &)*penPlayer).m_psGameTotal.ps_iKills+=iDelta;
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}
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}
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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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// while we are invulnerable, receive no damage
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if (m_bInvulnerable) {
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return;
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}
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// summoner doesn't receive damage from other monsters
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if(!IsOfClass(penInflictor, "Player")) {
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return;
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}
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// boss cannot be telefragged
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if(dmtType==DMT_TELEPORT)
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{
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return;
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}
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// cannonballs inflict less damage then the default
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if(dmtType==DMT_CANNONBALL)
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{
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fDamageAmmount *= 0.5f;
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}
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FLOAT fOldHealth = GetHealth();
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CEnemyBase::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection);
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FLOAT fNewHealth = GetHealth();
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// increase temp. damage
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m_fDamageSinceLastSpawn += fOldHealth - fNewHealth;
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// see if we have to change the spawning scheme
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for (INDEX i=0; i<SUMMONER_MAX_SS; i++) {
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FLOAT fHealth = (FLOAT)aiSpawnScheme[i][0]*m_fMaxHealth/100.0f;
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if (fHealth<=fOldHealth && fHealth>fNewHealth)
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{
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m_iSpawnScheme = i;
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}
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}
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// adjust fuss
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m_fMaxCurrentFuss = (1.0f-(GetHealth()/m_fMaxHealth))*(m_fMaxEndFuss-m_fMaxBeginFuss)+m_fMaxBeginFuss;
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// bosses don't darken when burning
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m_colBurning=COLOR(C_WHITE|CT_OPAQUE);
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};
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// damage anim
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|
/*INDEX AnimForDamage(FLOAT fDamage) {
|
|
INDEX iAnim;
|
|
iAnim = SUMMONER_ANIM_WOUND;
|
|
StartModelAnim(iAnim, 0);
|
|
return iAnim;
|
|
};*/
|
|
|
|
void StandingAnimFight(void) {
|
|
StartModelAnim(SUMMONER_ANIM_IDLE, AOF_LOOPING|AOF_NORESTART);
|
|
};
|
|
|
|
// virtual anim functions
|
|
void StandingAnim(void) {
|
|
StartModelAnim(SUMMONER_ANIM_IDLE, AOF_LOOPING|AOF_NORESTART);
|
|
};
|
|
|
|
void WalkingAnim(void) {
|
|
StartModelAnim(SUMMONER_ANIM_IDLE, AOF_LOOPING|AOF_NORESTART);
|
|
};
|
|
|
|
void RunningAnim(void) {
|
|
WalkingAnim();
|
|
};
|
|
|
|
void RotatingAnim(void) {
|
|
WalkingAnim();
|
|
};
|
|
|
|
/*INDEX AnimForDeath(void) {
|
|
INDEX iAnim;
|
|
iAnim = SUMMONER_ANIM_DEATH;
|
|
StartModelAnim(iAnim, 0);
|
|
return iAnim;
|
|
};*/
|
|
|
|
// virtual sound functions
|
|
void IdleSound(void) {
|
|
//PlaySound(m_soSound, SOUND_IDLE, SOF_3D);
|
|
};
|
|
|
|
FLOAT3D AcquireTarget()
|
|
{
|
|
CEnemyMarker *marker;
|
|
marker = &((CEnemyMarker &)*m_penSpawnMarker);
|
|
|
|
INDEX iMarker = IRnd()%m_iSpawnMarkers;
|
|
|
|
while (iMarker>0)
|
|
{
|
|
marker = &((CEnemyMarker &)*marker->m_penTarget);
|
|
iMarker--;
|
|
}
|
|
FLOAT3D vTarget = marker->GetPlacement().pl_PositionVector;
|
|
FLOAT fR = FRnd()*marker->m_fMarkerRange;
|
|
FLOAT fA = FRnd()*360.0f;
|
|
vTarget += FLOAT3D(CosFast(fA)*fR, 0.05f, SinFast(fA)*fR);
|
|
return vTarget;
|
|
};
|
|
|
|
void LaunchMonster(FLOAT3D vTarget, CEntity *penTemplate)
|
|
{
|
|
ASSERT(penTemplate!=NULL);
|
|
// calculate parameters for predicted angular launch curve
|
|
FLOAT3D vFirePos = FIREPOS_ARMS*m_fStretch;
|
|
FLOAT3D vShooting = GetPlacement().pl_PositionVector + vFirePos*GetRotationMatrix();
|
|
FLOAT fLaunchSpeed;
|
|
FLOAT fRelativeHdg;
|
|
//FLOAT fPitch = FRnd()*30.0f - 5.0f;
|
|
FLOAT fPitch = FRnd()*10.0f + 25.0f;
|
|
|
|
CPlacement3D pl;
|
|
CalculateAngularLaunchParams( vShooting, 0.0f, vTarget,
|
|
FLOAT3D(0.0f, 0.0f, 0.0f), fPitch, fLaunchSpeed, fRelativeHdg);
|
|
|
|
PrepareFreeFlyingProjectile(pl, vTarget, vFirePos, ANGLE3D( fRelativeHdg, fPitch, 0.0f));
|
|
|
|
ESpawnerProjectile esp;
|
|
CEntityPointer penSProjectile = CreateEntity(pl, CLASS_SPAWNER_PROJECTILE);
|
|
esp.penOwner = this;
|
|
esp.penTemplate = penTemplate;
|
|
penSProjectile->Initialize(esp);
|
|
|
|
((CMovableEntity &)*penSProjectile).LaunchAsFreeProjectile(FLOAT3D(0.0f, 0.0f, -fLaunchSpeed), (CMovableEntity*)(CEntity*)this);
|
|
}
|
|
|
|
FLOAT FussModifier(INDEX iEnemyCount) {
|
|
return (0.995 + 0.005 * pow(m_iEnemyCount , 2.8));
|
|
}
|
|
|
|
void RecalculateFuss(void)
|
|
{
|
|
// get area box
|
|
FLOATaabbox3D box;
|
|
((CAreaMarker &)*m_penControlArea).GetAreaBox(box);
|
|
|
|
static CStaticStackArray<CEntity *> apenNearEntities;
|
|
GetWorld()->FindEntitiesNearBox(box, apenNearEntities);
|
|
|
|
INDEX m_iEnemyCount = 0;
|
|
m_fFuss = 0.0f;
|
|
|
|
for (INDEX i=0; i<apenNearEntities.Count(); i++)
|
|
{
|
|
if (IsDerivedFromClass(apenNearEntities[i], "Enemy Base") &&
|
|
!IsOfClass(apenNearEntities[i], "Summoner")) {
|
|
if (!((CEnemyBase &)*apenNearEntities[i]).m_bTemplate &&
|
|
apenNearEntities[i]->GetFlags()&ENF_ALIVE) {
|
|
m_fFuss += ((CEnemyBase &)*apenNearEntities[i]).m_iScore;
|
|
m_iEnemyCount ++;
|
|
}
|
|
}
|
|
}
|
|
|
|
m_fFuss *= FussModifier(m_iEnemyCount);
|
|
|
|
// if too much fuss, make disable firing
|
|
if (m_fFuss>m_fMaxCurrentFuss) {
|
|
//CPrintF("FIRE DISABLED -> too much fuss\n");
|
|
m_bFireOK = FALSE;
|
|
// enable firing only when very little fuss
|
|
} else if (m_fFuss<0.4*m_fMaxCurrentFuss) {
|
|
//CPrintF("FIRE ENABLE -> fuss more then %f\n", 0.4*m_fMaxCurrentFuss);
|
|
m_bFireOK = TRUE;
|
|
// but if significant damage since last spawn, enable firing anyway
|
|
} else if (m_fDamageSinceLastSpawn>0.07f*m_fMaxHealth) {
|
|
//CPrintF("FIRE ENABLED -> much damagesincelastspawn - %f\n", m_fDamageSinceLastSpawn);
|
|
m_bFireOK = TRUE;
|
|
}
|
|
|
|
//CPrintF("Fuss = %f/%f (%d enemies) at %f\n", m_fFuss, m_fMaxCurrentFuss, m_iEnemyCount, _pTimer->CurrentTick());
|
|
//CPrintF("health: %f, scheme: %i\n", GetHealth(), m_iSpawnScheme);
|
|
return;
|
|
}
|
|
|
|
void CountEnemiesAndScoreValue(INDEX& iEnemies, FLOAT& fScore)
|
|
{
|
|
// get area box
|
|
FLOATaabbox3D box;
|
|
((CAreaMarker &)*m_penControlArea).GetAreaBox(box);
|
|
|
|
static CStaticStackArray<CEntity *> apenNearEntities;
|
|
GetWorld()->FindEntitiesNearBox(box, apenNearEntities);
|
|
|
|
iEnemies = 0;
|
|
fScore = 0.0f;
|
|
|
|
for (INDEX i=0; i<apenNearEntities.Count(); i++)
|
|
{
|
|
if (IsDerivedFromClass(apenNearEntities[i], "Enemy Base") &&
|
|
!IsOfClass(apenNearEntities[i], "Summoner")) {
|
|
if (!((CEnemyBase &)*apenNearEntities[i]).m_bTemplate &&
|
|
apenNearEntities[i]->GetFlags()&ENF_ALIVE) {
|
|
fScore += ((CEnemyBase &)*apenNearEntities[i]).m_iScore;
|
|
iEnemies ++;
|
|
}
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
CEnemyBase *GetRandomTemplate (INDEX iGroup)
|
|
{
|
|
CEntityPointer *pen;
|
|
INDEX iCount;
|
|
if (iGroup == 0) {
|
|
pen = &m_penGroup01Template01;
|
|
iCount = IRnd()%m_iGroup01Count+1;
|
|
} else if (iGroup == 1) {
|
|
pen = &m_penGroup02Template01;
|
|
iCount = IRnd()%m_iGroup02Count+1;
|
|
} else if (iGroup == 2) {
|
|
pen = &m_penGroup03Template01;
|
|
iCount = IRnd()%m_iGroup03Count+1;
|
|
} else {
|
|
ASSERT("Invalid group!");
|
|
}
|
|
ASSERT(iCount>0);
|
|
|
|
INDEX i=-1;
|
|
while (iCount>0)
|
|
{
|
|
i++;
|
|
while (&*pen[i]==NULL) {
|
|
i++;
|
|
}
|
|
iCount--;
|
|
}
|
|
ASSERT (&(CEnemyBase &)*pen[i]!=NULL);
|
|
return &(CEnemyBase &)*pen[i];
|
|
}
|
|
|
|
void DisappearEffect(void)
|
|
{
|
|
CPlacement3D plFX=GetPlacement();
|
|
ESpawnEffect ese;
|
|
ese.colMuliplier = C_WHITE|CT_OPAQUE;
|
|
ese.vStretch = FLOAT3D(3,3,3);
|
|
ese.vNormal = FLOAT3D(0,1,0);
|
|
ese.betType = BET_DUST_FALL;
|
|
for( INDEX iSmoke=0; iSmoke<3; iSmoke++)
|
|
{
|
|
CPlacement3D plSmoke=plFX;
|
|
plSmoke.pl_PositionVector+=FLOAT3D(0,iSmoke*4+4.0f,0);
|
|
CEntityPointer penFX = CreateEntity(plSmoke, CLASS_BASIC_EFFECT);
|
|
penFX->Initialize(ese);
|
|
}
|
|
|
|
/*
|
|
// growing swirl
|
|
ese.betType = BET_DISAPPEAR_DUST;
|
|
penFX = CreateEntity(plFX, CLASS_BASIC_EFFECT);
|
|
penFX->Initialize(ese);
|
|
*/
|
|
}
|
|
|
|
void SpawnTeleportEffect(void)
|
|
{
|
|
ESpawnEffect ese;
|
|
ese.colMuliplier = C_lMAGENTA|CT_OPAQUE;
|
|
ese.vStretch = FLOAT3D(5,5,5);
|
|
ese.vNormal = FLOAT3D(0,1,0);
|
|
|
|
// explosion debris
|
|
ese.betType = BET_EXPLOSION_DEBRIS;
|
|
CPlacement3D plFX=GetPlacement();
|
|
CEntityPointer penFX = CreateEntity(plFX, CLASS_BASIC_EFFECT);
|
|
penFX->Initialize(ese);
|
|
ese.colMuliplier = C_MAGENTA|CT_OPAQUE;
|
|
CEntityPointer penFX2 = CreateEntity(plFX, CLASS_BASIC_EFFECT);
|
|
penFX2->Initialize(ese);
|
|
ese.colMuliplier = C_lCYAN|CT_OPAQUE;
|
|
CEntityPointer penFX3 = CreateEntity(plFX, CLASS_BASIC_EFFECT);
|
|
penFX3->Initialize(ese);
|
|
ese.betType = BET_CANNON;
|
|
ese.colMuliplier = C_CYAN|CT_OPAQUE;
|
|
CEntityPointer penFX4 = CreateEntity(plFX, CLASS_BASIC_EFFECT);
|
|
penFX4->Initialize(ese);
|
|
|
|
// explosion smoke
|
|
/*
|
|
ese.betType = BET_EXPLOSION_SMOKE;
|
|
penFX = CreateEntity(plFX, CLASS_BASIC_EFFECT);
|
|
penFX->Initialize(ese);
|
|
*/
|
|
|
|
ESpawnEffector eLightning;
|
|
eLightning.eetType = ET_LIGHTNING;
|
|
eLightning.tmLifeTime = 0.5f;
|
|
eLightning.fSize = 24;
|
|
eLightning.ctCount = 32;
|
|
|
|
CEntity *penLightning = CreateEntity( plFX, CLASS_EFFECTOR);
|
|
ANGLE3D angRnd=ANGLE3D(
|
|
0.0f,
|
|
90.0f+(FRnd()-0.5f)*30.0f,
|
|
(FRnd()-0.5f)*30.0f);
|
|
|
|
FLOAT3D vRndDir;
|
|
AnglesToDirectionVector(angRnd, vRndDir);
|
|
FLOAT3D vDest=plFX.pl_PositionVector;
|
|
vDest+=vRndDir*512.0f;
|
|
eLightning.vDestination = vDest;
|
|
penLightning->Initialize( eLightning);
|
|
}
|
|
|
|
void KillAllEnemiesInArea(EDeath eDeath)
|
|
{
|
|
EDeath eDeath2;
|
|
FLOATaabbox3D box;
|
|
((CAreaMarker &)*m_penControlArea).GetAreaBox(box);
|
|
|
|
static CStaticStackArray<CEntity *> apenNearEntities;
|
|
GetWorld()->FindEntitiesNearBox(box, apenNearEntities);
|
|
|
|
for (INDEX i=0; i<apenNearEntities.Count(); i++)
|
|
{
|
|
if (IsDerivedFromClass(apenNearEntities[i], "Enemy Base") &&
|
|
!IsOfClass(apenNearEntities[i], "Summoner")) {
|
|
if (!((CEnemyBase &)*apenNearEntities[i]).m_bTemplate &&
|
|
apenNearEntities[i]->GetFlags()&ENF_ALIVE) {
|
|
eDeath2.eLastDamage.penInflictor = eDeath.eLastDamage.penInflictor;
|
|
eDeath2.eLastDamage.vDirection = apenNearEntities[i]->GetPlacement().pl_PositionVector;
|
|
eDeath2.eLastDamage.vHitPoint = eDeath2.eLastDamage.vDirection;
|
|
eDeath2.eLastDamage.fAmount = 10000.0f;
|
|
eDeath2.eLastDamage.dmtType = DMT_CLOSERANGE;
|
|
apenNearEntities[i]->SendEvent(eDeath);
|
|
}
|
|
}
|
|
|
|
CMusicHolder *penMusicHolder = GetMusicHolder();
|
|
if (IsOfClass(apenNearEntities[i],"SpawnerProjectile")) {
|
|
CPlacement3D pl;
|
|
pl.pl_OrientationAngle = ANGLE3D(0.0f, 0.0f, 0.0f);
|
|
pl.pl_PositionVector = apenNearEntities[i]->GetPlacement().pl_PositionVector;
|
|
CEntityPointer penExplosion = CreateEntity(pl, CLASS_BASIC_EFFECT);
|
|
ESpawnEffect eSpawnEffect;
|
|
eSpawnEffect.colMuliplier = C_WHITE|CT_OPAQUE;
|
|
eSpawnEffect.betType = BET_CANNON;
|
|
eSpawnEffect.vStretch = FLOAT3D(2.0f, 2.0f, 2.0f);
|
|
penExplosion->Initialize(eSpawnEffect);
|
|
apenNearEntities[i]->Destroy();
|
|
// decrease the number of spawned enemies for those that haven't been born
|
|
if (penMusicHolder!=NULL) {
|
|
penMusicHolder->m_ctEnemiesInWorld--;
|
|
}
|
|
ChangeEnemyNumberForAllPlayers(-1);
|
|
}
|
|
}
|
|
}
|
|
|
|
void RenderParticles(void)
|
|
{
|
|
FLOAT tmNow = _pTimer->CurrentTick();
|
|
if( tmNow>m_tmParticlesDisappearStart && tmNow<m_tmParticlesDisappearStart+4.0f)
|
|
{
|
|
Particles_SummonerDisappear(this, m_tmParticlesDisappearStart);
|
|
}
|
|
|
|
if( tmNow>m_tmLastAnimation)
|
|
{
|
|
INDEX ctInterpolations=2;
|
|
// if invisible or dead don't add new sparks
|
|
if(!m_bInvulnerable && !m_bExploded && GetHealth()>0)
|
|
{
|
|
for( INDEX iInter=0; iInter<ctInterpolations; iInter++)
|
|
{
|
|
// for holding attachment data
|
|
FLOATmatrix3D mEn=GetRotationMatrix();
|
|
FLOATmatrix3D mRot;
|
|
FLOAT3D vPos;
|
|
FLOAT tmBirth=tmNow+iInter*_pTimer->TickQuantum/ctInterpolations;
|
|
// head
|
|
FLOAT fLife=2.5f;
|
|
FLOAT fCone=360.0f;
|
|
FLOAT fStretch=1.0f;
|
|
FLOAT fRotSpeed=360.0f;
|
|
COLOR col=C_lYELLOW|CT_OPAQUE;
|
|
|
|
MakeRotationMatrixFast(mRot, ANGLE3D(0.0f, 0.0f, 0.0f));
|
|
vPos=FLOAT3D(0.0f, 0.0f, 0.0f);
|
|
GetModelObject()->GetAttachmentTransformations(SUMMONER_ATTACHMENT_STAFF, mRot, vPos, FALSE);
|
|
// next in hierarchy
|
|
CAttachmentModelObject *pamo = GetModelObject()->GetAttachmentModel(SUMMONER_ATTACHMENT_STAFF);
|
|
pamo->amo_moModelObject.GetAttachmentTransformations( STAFF_ATTACHMENT_PARTICLES, mRot, vPos, TRUE);
|
|
vPos=GetPlacement().pl_PositionVector+vPos*GetRotationMatrix();
|
|
|
|
FLOAT3D vSpeed=FLOAT3D( 0.1f+RAND_05, 0.1f+RAND_05, -1.0f-RAND_05);
|
|
vSpeed=vSpeed.Normalize()*8.0f;
|
|
m_emEmiter.AddParticle(vPos, vSpeed*mRot*mEn, RAND_05*360.0f, fRotSpeed, tmBirth, fLife, fStretch, col);
|
|
}
|
|
}
|
|
|
|
m_emEmiter.em_vG=m_emEmiter.GetGravity(this);
|
|
m_emEmiter.em_vG/=2.0f;
|
|
m_emEmiter.AnimateParticles();
|
|
m_tmLastAnimation=tmNow;
|
|
}
|
|
m_emEmiter.RenderParticles();
|
|
}
|
|
|
|
|
|
procedures:
|
|
|
|
InitiateTeleport()
|
|
{
|
|
m_bInvulnerable = TRUE;
|
|
StartModelAnim(SUMMONER_ANIM_VANISHING, 0);
|
|
|
|
// start disappear particles
|
|
FLOAT tmNow = _pTimer->CurrentTick();
|
|
m_tmParticlesDisappearStart=tmNow;
|
|
|
|
PlaySound(m_soSound, SOUND_TELEPORT, SOF_3D);
|
|
|
|
autowait(GetModelObject()->GetAnimLength(SUMMONER_ANIM_VANISHING)-0.2f);
|
|
jump Immaterial();
|
|
}
|
|
|
|
Fire(EVoid) : CEnemyBase::Fire {
|
|
|
|
// if not allready fired
|
|
if (!m_bFiredThisTurn) {
|
|
// if not too much fuss, we can really fire
|
|
if (m_bFireOK) {
|
|
|
|
INDEX iTaunt = SOUND_TAUNT01 + m_iTaunt%(SOUND_TAUNTLAST-SOUND_TAUNT01+1);
|
|
PlaySound(m_soChant, iTaunt, SOF_3D);
|
|
m_iTaunt++;
|
|
|
|
StartModelAnim(SUMMONER_ANIM_MAGICATTACK, SOF_SMOOTHCHANGE);
|
|
|
|
//wait to get into spawner emitting position
|
|
autowait(TM_WAIT_BEFORE_FIRE);
|
|
PlaySound(m_soSound, SOUND_FIRE, SOF_3D);
|
|
|
|
INDEX i,j;
|
|
FLOAT3D vTarget;
|
|
FLOAT fTotalSpawnedScore = 0.0f;
|
|
INDEX iTotalSpawnedCount = 0;
|
|
INDEX iEnemyCount;
|
|
FLOAT fScore;
|
|
CountEnemiesAndScoreValue(iEnemyCount, fScore);
|
|
|
|
CMusicHolder *penMusicHolder = GetMusicHolder();
|
|
|
|
FLOAT fTmpFuss = 0.0f;
|
|
|
|
// for each group in current spawn scheme
|
|
for (i=0; i<3; i++) {
|
|
INDEX iMin = aiSpawnScheme[m_iSpawnScheme][i*2+1];
|
|
INDEX iMax = aiSpawnScheme[m_iSpawnScheme][i*2+2];
|
|
ASSERT(iMin<=iMax);
|
|
INDEX iToSpawn;
|
|
iToSpawn = iMin + IRnd()%(iMax - iMin + 1);
|
|
for (j=0; j<iToSpawn; j++) {
|
|
CEnemyBase *penTemplate = GetRandomTemplate(i);
|
|
vTarget = AcquireTarget();
|
|
LaunchMonster(vTarget, penTemplate);
|
|
fTotalSpawnedScore+= penTemplate->m_iScore;
|
|
iTotalSpawnedCount++;
|
|
// increase the number of spawned enemies in music holder
|
|
if (penMusicHolder!=NULL) {
|
|
penMusicHolder->m_ctEnemiesInWorld++;
|
|
}
|
|
ChangeEnemyNumberForAllPlayers(+1);
|
|
// stop spawning if too much fuss or too many enemies
|
|
fTmpFuss = (fTotalSpawnedScore+fScore)*FussModifier(iTotalSpawnedCount+iEnemyCount);
|
|
if (fTmpFuss>m_fMaxCurrentFuss) {
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
m_fDamageSinceLastSpawn = 0.0f;
|
|
|
|
//wait for firing animation to stop
|
|
autowait(GetModelObject()->GetAnimLength(SUMMONER_ANIM_MAGICATTACK)-TM_WAIT_BEFORE_FIRE);
|
|
|
|
// stand a while
|
|
StartModelAnim(SUMMONER_ANIM_IDLE, SOF_SMOOTHCHANGE);
|
|
|
|
// teleport by sending an event to ourselves
|
|
ESummonerTeleport est;
|
|
est.fWait = FRnd()*1.0f+3.0f;
|
|
SendEvent(est);
|
|
// if too much fuss, just laugh and initiate teleport
|
|
} else if (TRUE) {
|
|
|
|
PlaySound(m_soExplosion, SOUND_LAUGH, SOF_3D);
|
|
autowait(1.0f);
|
|
StartModelAnim(SUMMONER_ANIM_MAGICATTACK, SOF_SMOOTHCHANGE);
|
|
|
|
INDEX iTaunt = SOUND_TAUNT01 + m_iTaunt%(SOUND_TAUNTLAST-SOUND_TAUNT01+1);
|
|
PlaySound(m_soChant, iTaunt, SOF_3D);
|
|
m_iTaunt++;
|
|
|
|
//wait to get into spawner emitting position
|
|
autowait(TM_WAIT_BEFORE_FIRE);
|
|
PlaySound(m_soSound, SOUND_FIRE, SOF_3D);
|
|
|
|
INDEX iEnemyCount;
|
|
FLOAT fScore;
|
|
CountEnemiesAndScoreValue(iEnemyCount, fScore);
|
|
FLOAT fToSpawn;
|
|
|
|
INDEX iScheme;
|
|
// find last active scheme
|
|
for (INDEX i=0; i<3; i++) {
|
|
if (aiSpawnScheme[m_iSpawnScheme][i*2+2]>0) {
|
|
iScheme = i;
|
|
}
|
|
}
|
|
|
|
if (m_iSpawnScheme>3) {
|
|
iEnemyCount += (m_iSpawnScheme-3);
|
|
}
|
|
|
|
if (iEnemyCount<6) {
|
|
fToSpawn = (6.0 - (FLOAT)iEnemyCount)/2.0f;
|
|
} else {
|
|
fToSpawn = 1.0f;
|
|
}
|
|
INDEX iToSpawn = ceilf(fToSpawn);
|
|
|
|
CMusicHolder *penMusicHolder = GetMusicHolder();
|
|
//CPrintF("spawning %d from %d group\n", iToSpawn, iScheme);
|
|
// spawn
|
|
for (INDEX j=0; j<iToSpawn; j++) {
|
|
CEnemyBase *penTemplate = GetRandomTemplate(iScheme);
|
|
FLOAT3D vTarget = AcquireTarget();
|
|
LaunchMonster(vTarget, penTemplate);
|
|
// increase the number of spawned enemies in music holder
|
|
if (penMusicHolder!=NULL) {
|
|
penMusicHolder->m_ctEnemiesInWorld++;
|
|
}
|
|
ChangeEnemyNumberForAllPlayers(+1);
|
|
}
|
|
|
|
// teleport by sending an event to ourselves
|
|
ESummonerTeleport est;
|
|
est.fWait = FRnd()*1.0f+3.0f;
|
|
SendEvent(est);
|
|
// laugh
|
|
autowait(1.0f);
|
|
|
|
}
|
|
|
|
m_bFiredThisTurn = TRUE;
|
|
}
|
|
|
|
return EReturn();
|
|
};
|
|
|
|
Hit(EVoid) : CEnemyBase::Hit {
|
|
jump Fire();
|
|
return EReturn();
|
|
};
|
|
|
|
/************************************************************
|
|
* D E A T H *
|
|
************************************************************/
|
|
|
|
Die(EDeath eDeath) : CEnemyBase::Die
|
|
{
|
|
|
|
m_bDying = TRUE;
|
|
|
|
m_penDeathInflictor = eDeath.eLastDamage.penInflictor;
|
|
|
|
// find the one who killed, or other best suitable player
|
|
m_penKiller = m_penDeathInflictor;
|
|
if (m_penKiller ==NULL || !IsOfClass(m_penKiller, "Player")) {
|
|
m_penKiller = m_penEnemy;
|
|
}
|
|
|
|
if (m_penKiller==NULL || !IsOfClass(m_penKiller, "Player")) {
|
|
m_penKiller = FixupCausedToPlayer(this, m_penKiller, /*bWarning=*/FALSE);
|
|
}
|
|
|
|
// stop rotations
|
|
SetDesiredRotation(ANGLE3D(0.0f, 0.0f, 0.0f));
|
|
// first kill off all enemies inside the control area
|
|
KillAllEnemiesInArea(eDeath);
|
|
|
|
StartModelAnim(SUMMONER_ANIM_CHANTING, SOF_SMOOTHCHANGE);
|
|
PlaySound(m_soExplosion, SOUND_LASTWORDS, SOF_3D);
|
|
autowait(4.0f);
|
|
|
|
autocall TeleportToDeathMarker() EReturn;
|
|
|
|
// do this once more, just in case anything survived
|
|
EDeath eDeath;
|
|
eDeath.eLastDamage.penInflictor = m_penDeathInflictor;
|
|
KillAllEnemiesInArea(eDeath);
|
|
|
|
// slowly start shaking
|
|
ShakeItBaby(_pTimer->CurrentTick(), 0.25f, TRUE);
|
|
PlaySound(m_soExplosion, SOUND_TREMORS, SOF_3D);
|
|
|
|
m_vDeathPosition = GetPlacement().pl_PositionVector;
|
|
|
|
// notify possible targets of beginning of the death sequence
|
|
if (m_penBeginDeathTarget!=NULL) {
|
|
SendToTarget(m_penBeginDeathTarget, EET_TRIGGER, m_penKiller);
|
|
}
|
|
|
|
PlaySound(m_soSound, SOUND_DEATH, SOF_3D);
|
|
StartModelAnim(SUMMONER_ANIM_DEATHBLOW, SOF_SMOOTHCHANGE);
|
|
autowait(GetModelObject()->GetAnimLength(SUMMONER_ANIM_DEATHBLOW)-0.25f);
|
|
|
|
// hide model
|
|
SwitchToEditorModel();
|
|
|
|
// start death starts
|
|
CPlacement3D plStars;
|
|
plStars = GetPlacement();
|
|
ESpawnEffect eSpawnEffect;
|
|
eSpawnEffect.betType = BET_SUMMONERSTAREXPLOSION;
|
|
eSpawnEffect.colMuliplier = C_WHITE|CT_OPAQUE;
|
|
CEntityPointer penStars = CreateEntity(plStars, CLASS_BASIC_EFFECT);
|
|
penStars->Initialize(eSpawnEffect);
|
|
|
|
m_tmDeathBegin = _pTimer->CurrentTick();
|
|
m_fDeathDuration = 12.0f;
|
|
m_bExploded = TRUE;
|
|
ShakeItBaby(_pTimer->CurrentTick(), 5.0f, FALSE);
|
|
|
|
PlaySound(m_soExplosion, SOUND_EXPLODE, SOF_3D);
|
|
|
|
// spawn debris
|
|
Debris_Begin(EIBT_FLESH, DPT_BLOODTRAIL, BET_BLOODSTAIN, 1.0f,
|
|
FLOAT3D(0.0f, 10.0f, 0.0f), FLOAT3D(0.0f, 0.0f, 0.0f), 5.0f, 2.0f);
|
|
for (INDEX i=0; i<15; i++) {
|
|
|
|
FLOAT3D vSpeed = FLOAT3D(0.3f+FRnd()*0.1f, 1.0f+FRnd()*0.5f, 0.3f+FRnd()*0.1f)*1.5f*m_fStretch;
|
|
FLOAT3D vPos = vSpeed + GetPlacement().pl_PositionVector;
|
|
ANGLE3D aAng = ANGLE3D(FRnd()*360.0f, FRnd()*360.0f, FRnd()*360.0f);
|
|
|
|
vSpeed.Normalize();
|
|
vSpeed(2) *= vSpeed(2);
|
|
|
|
CPlacement3D plPos = CPlacement3D (vPos, aAng);
|
|
|
|
switch(i%3) {
|
|
case 0:
|
|
Debris_Spawn_Independent(this, this, MODEL_DEBRIS01, TEXTURE_SUMMONER, 0, 0, 0, 0, m_fStretch,
|
|
plPos, vSpeed*70.0f, aAng);
|
|
Debris_Spawn_Independent(this, this, MODEL_DEBRIS_FLESH, TEXTURE_DEBRIS_FLESH , 0, 0, 0, 0, m_fStretch*0.33f,
|
|
plPos, vSpeed*70.0f, aAng);
|
|
break;
|
|
case 1:
|
|
Debris_Spawn_Independent(this, this, MODEL_DEBRIS02, TEXTURE_SUMMONER, 0, 0, 0, 0, m_fStretch,
|
|
plPos, vSpeed*70.0f, aAng);
|
|
Debris_Spawn_Independent(this, this, MODEL_DEBRIS_FLESH, TEXTURE_DEBRIS_FLESH , 0, 0, 0, 0, m_fStretch*0.33f,
|
|
plPos, vSpeed*70.0f, aAng);
|
|
break;
|
|
case 2:
|
|
Debris_Spawn_Independent(this, this, MODEL_DEBRIS03, TEXTURE_SUMMONER, 0, 0, 0, 0, m_fStretch,
|
|
plPos, vSpeed*70.0f, aAng);
|
|
Debris_Spawn_Independent(this, this, MODEL_DEBRIS_FLESH, TEXTURE_DEBRIS_FLESH , 0, 0, 0, 0, m_fStretch*0.33f,
|
|
plPos, vSpeed*70.0f, aAng);
|
|
break;
|
|
}
|
|
}
|
|
|
|
// notify possible targets of end of the death sequence
|
|
if (m_penExplodeDeathTarget!=NULL) {
|
|
SendToTarget(m_penExplodeDeathTarget, EET_TRIGGER, m_penKiller);
|
|
}
|
|
|
|
// turn off collision and physics
|
|
//SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
|
|
//SetCollisionFlags(ECF_IMMATERIAL);
|
|
|
|
PlaySound(m_soSound, SOUND_CHIMES, SOF_3D);
|
|
|
|
m_iIndex = 20;
|
|
while ((m_iIndex--)>1) {
|
|
CPlacement3D plExplosion;
|
|
plExplosion.pl_OrientationAngle = ANGLE3D(0.0f, 0.0f, 0.0f);
|
|
plExplosion.pl_PositionVector = FLOAT3D(0.3f+FRnd()*0.1f, 1.0f+FRnd()*0.5f, 0.3f+FRnd()*0.1f)*m_fStretch;
|
|
plExplosion.pl_PositionVector += GetPlacement().pl_PositionVector;
|
|
ESpawnEffect eSpawnEffect;
|
|
eSpawnEffect.colMuliplier = C_WHITE|CT_OPAQUE;
|
|
eSpawnEffect.betType = BET_CANNON;
|
|
FLOAT fSize = (m_fStretch*m_iIndex)*0.333f;
|
|
eSpawnEffect.vStretch = FLOAT3D(fSize, fSize, fSize);
|
|
CEntityPointer penExplosion = CreateEntity(plExplosion, CLASS_BASIC_EFFECT);
|
|
penExplosion->Initialize(eSpawnEffect);
|
|
|
|
ShakeItBaby(_pTimer->CurrentTick(), m_iIndex/4.0f, FALSE);
|
|
|
|
autowait(0.05f + FRnd()*0.2f);
|
|
}
|
|
|
|
autowait(m_fDeathDuration);
|
|
|
|
// notify possible targets of end of the death sequence
|
|
if (m_penEndDeathTarget!=NULL) {
|
|
SendToTarget(m_penEndDeathTarget, EET_TRIGGER, m_penKiller);
|
|
}
|
|
|
|
EDeath eDeath;
|
|
eDeath.eLastDamage.penInflictor = m_penDeathInflictor;
|
|
jump CEnemyBase::Die(eDeath);
|
|
}
|
|
|
|
TeleportToDeathMarker(EVoid)
|
|
{
|
|
|
|
m_bInvulnerable = TRUE;
|
|
|
|
StartModelAnim(SUMMONER_ANIM_VANISHING, SOF_SMOOTHCHANGE);
|
|
autowait(GetModelObject()->GetAnimLength(SUMMONER_ANIM_VANISHING));
|
|
|
|
// hide model
|
|
DisappearEffect();
|
|
SwitchToEditorModel();
|
|
SetCollisionFlags(ECF_IMMATERIAL);
|
|
|
|
// destroy possible flames
|
|
CEntityPointer penFlame = GetChildOfClass("Flame");
|
|
if (penFlame!=NULL) {
|
|
penFlame->Destroy();
|
|
}
|
|
|
|
// wait a little bit
|
|
autowait(2.0f);
|
|
|
|
CPlacement3D pl;
|
|
pl.pl_PositionVector = m_penDeathMarker->GetPlacement().pl_PositionVector;
|
|
FLOAT3D vToPlayer;
|
|
if (m_penEnemy!=NULL) {
|
|
vToPlayer = m_penEnemy->GetPlacement().pl_PositionVector - pl.pl_PositionVector;
|
|
} else {
|
|
vToPlayer = m_vPlayerSpotted - pl.pl_PositionVector;
|
|
}
|
|
vToPlayer.Normalize();
|
|
DirectionVectorToAngles(vToPlayer, pl.pl_OrientationAngle);
|
|
Teleport(pl);
|
|
|
|
// show model
|
|
SpawnTeleportEffect();
|
|
|
|
autowait(0.5f);
|
|
SwitchToModel();
|
|
SetCollisionFlags(ECF_MODEL);
|
|
|
|
m_bInvulnerable = FALSE;
|
|
|
|
StartModelAnim(SUMMONER_ANIM_APPEARING, SOF_SMOOTHCHANGE);
|
|
autowait(GetModelObject()->GetAnimLength(SUMMONER_ANIM_APPEARING));
|
|
|
|
return EReturn();
|
|
}
|
|
|
|
BossAppear(EVoid)
|
|
{
|
|
return EReturn();
|
|
}
|
|
|
|
// overridable called before main enemy loop actually begins
|
|
PreMainLoop(EVoid) : CEnemyBase::PreMainLoop
|
|
{
|
|
autocall BossAppear() EReturn;
|
|
return EReturn();
|
|
}
|
|
|
|
Immaterial() {
|
|
|
|
// hide model
|
|
DisappearEffect();
|
|
SwitchToEditorModel();
|
|
SetCollisionFlags(ECF_IMMATERIAL);
|
|
|
|
// destroy possible flames
|
|
CEntityPointer penFlame = GetChildOfClass("Flame");
|
|
if (penFlame!=NULL) {
|
|
penFlame->Destroy();
|
|
}
|
|
|
|
// wait required time
|
|
autowait(m_fImmaterialDuration+FRnd()*2.0f-1.0f);
|
|
|
|
INDEX iMaxTries = 10;
|
|
FLOAT3D vTarget;
|
|
// move to a new position
|
|
do {
|
|
CSummonerMarker *marker = &((CSummonerMarker &)*m_penTeleportMarker);
|
|
INDEX iMarker = IRnd()%m_iTeleportMarkers;
|
|
while (iMarker>0) {
|
|
marker = &((CSummonerMarker &)*marker->m_penTarget);
|
|
iMarker--;
|
|
}
|
|
vTarget = marker->GetPlacement().pl_PositionVector;
|
|
FLOAT fR = FRnd()*marker->m_fMarkerRange;
|
|
FLOAT fA = FRnd()*360.0f;
|
|
vTarget += FLOAT3D(CosFast(fA)*fR, 0.05f, SinFast(fA)*fR);
|
|
} while (!DistanceToAllPlayersGreaterThen(1.0f) || (iMaxTries--)<1);
|
|
|
|
CPlacement3D pl;
|
|
pl.pl_PositionVector = vTarget;
|
|
FLOAT3D vToPlayer;
|
|
if (m_penEnemy!=NULL) {
|
|
vToPlayer = m_penEnemy->GetPlacement().pl_PositionVector - vTarget;
|
|
} else {
|
|
vToPlayer = m_vPlayerSpotted - vTarget;
|
|
}
|
|
vToPlayer.Normalize();
|
|
DirectionVectorToAngles(vToPlayer, pl.pl_OrientationAngle);
|
|
Teleport(pl);
|
|
|
|
// show model
|
|
SpawnTeleportEffect();
|
|
SwitchToModel();
|
|
SetCollisionFlags(ECF_MODEL);
|
|
|
|
m_bShouldTeleport = FALSE;
|
|
m_tmMaterializationTime = _pTimer->CurrentTick();
|
|
m_bFiredThisTurn = FALSE;
|
|
|
|
m_bInvulnerable = FALSE;
|
|
|
|
PlaySound(m_soTeleport, SOUND_MATERIALIZE, SOF_3D);
|
|
|
|
StartModelAnim(SUMMONER_ANIM_APPEARING, SOF_SMOOTHCHANGE);
|
|
autowait(GetModelObject()->GetAnimLength(SUMMONER_ANIM_APPEARING));
|
|
|
|
SendEvent(EBegin());
|
|
return EReturn();
|
|
|
|
}
|
|
|
|
SummonerLoop() {
|
|
// spawn a 1sec reminder
|
|
SpawnReminder(this, 1.0f, 128);
|
|
wait () {
|
|
on (EBegin) :
|
|
{
|
|
call CEnemyBase::MainLoop();
|
|
}
|
|
on (EReminder er) :
|
|
{
|
|
// pass all reminders but the 128 one
|
|
if (er.iValue==128) {
|
|
RecalculateFuss();
|
|
// see if we have to teleport
|
|
if (_pTimer->CurrentTick()>m_tmMaterializationTime+m_fCorporealDuration) {
|
|
m_bShouldTeleport = TRUE;
|
|
}
|
|
// spawn the reminder again so that we return here
|
|
SpawnReminder(this, 1.0f, 128);
|
|
} else if (er.iValue==129 && !m_bDying) {
|
|
call InitiateTeleport();
|
|
} else if (TRUE) {
|
|
pass;
|
|
}
|
|
resume;
|
|
}
|
|
// we want to teleport in near future
|
|
on (ESummonerTeleport est) :
|
|
{
|
|
//m_fTeleportWaitTime = est.fWait;
|
|
SpawnReminder(this, est.fWait, 129);
|
|
resume;
|
|
}
|
|
otherwise () : {
|
|
resume;
|
|
}
|
|
}
|
|
}
|
|
|
|
/************************************************************
|
|
* M A I N *
|
|
************************************************************/
|
|
Main(EVoid) {
|
|
|
|
// declare yourself as a model
|
|
InitAsEditorModel();
|
|
|
|
SetPhysicsFlags(EPF_MODEL_WALKING);
|
|
SetCollisionFlags(ECF_IMMATERIAL);
|
|
SetFlags(GetFlags()|ENF_ALIVE);
|
|
|
|
en_fDensity = 10000.0f;
|
|
m_fDamageWounded = 1e6f;
|
|
|
|
m_sptType = SPT_BLOOD;
|
|
m_bBoss = TRUE;
|
|
SetHealth(SUMMONER_HEALTH);
|
|
m_fMaxHealth = SUMMONER_HEALTH;
|
|
m_fBodyParts = 0;
|
|
// setup moving speed
|
|
m_fWalkSpeed = 0.0f;
|
|
m_aWalkRotateSpeed = AngleDeg(270.0f);
|
|
m_fAttackRunSpeed = 0.0f;
|
|
m_aAttackRotateSpeed = AngleDeg(270.0f);
|
|
m_fCloseRunSpeed = 0.0f;
|
|
m_aCloseRotateSpeed = AngleDeg(270.0f);
|
|
// setup attack distances
|
|
m_fAttackDistance = 500.0f;
|
|
m_fCloseDistance = 50.0f;
|
|
m_fStopDistance = 500.0f;
|
|
m_fIgnoreRange = 600.0f;
|
|
m_iScore = 1000000;
|
|
// setup attack times
|
|
m_fAttackFireTime = m_fFirePeriod;
|
|
m_fCloseFireTime = m_fFirePeriod;
|
|
|
|
SetPhysicsFlags(EPF_MODEL_WALKING);
|
|
StandingAnim();
|
|
|
|
// set your appearance
|
|
//m_fStretch = SIZE;
|
|
SetComponents(this, *GetModelObject(), MODEL_SUMMONER, TEXTURE_SUMMONER, 0, 0, 0);
|
|
AddAttachmentToModel(this, *GetModelObject(), SUMMONER_ATTACHMENT_STAFF, MODEL_STAFF, TEXTURE_STAFF, 0, 0, 0);
|
|
GetModelObject()->StretchModel(FLOAT3D(m_fStretch, m_fStretch, m_fStretch ));
|
|
ModelChangeNotify();
|
|
|
|
AddToMovers();
|
|
|
|
autowait(_pTimer->TickQuantum);
|
|
|
|
m_emEmiter.Initialize(this);
|
|
m_emEmiter.em_etType=ET_SUMMONER_STAFF;
|
|
|
|
// count templates by groups
|
|
INDEX i;
|
|
CEntityPointer *pen;
|
|
m_iGroup01Count = 0;
|
|
pen = &m_penGroup01Template01;
|
|
for (i=0; i<SUMMONER_TEMP_PER_GROUP; i++) {
|
|
if (&*pen[i]!=NULL) { m_iGroup01Count++; }
|
|
}
|
|
m_iGroup02Count = 0;
|
|
pen = &m_penGroup02Template01;
|
|
for (i=0; i<SUMMONER_TEMP_PER_GROUP; i++) {
|
|
if (&*pen[i]!=NULL) { m_iGroup02Count++; }
|
|
}
|
|
m_iGroup03Count = 0;
|
|
pen = &m_penGroup03Template01;
|
|
for (i=0; i<SUMMONER_TEMP_PER_GROUP; i++) {
|
|
if (&*pen[i]!=NULL) { m_iGroup03Count++; }
|
|
}
|
|
|
|
if (!DoSafetyChecks()) {
|
|
Destroy();
|
|
return;
|
|
}
|
|
|
|
// count spawn markers
|
|
CEnemyMarker *it;
|
|
m_iSpawnMarkers = 1;
|
|
it = &((CEnemyMarker &)*m_penSpawnMarker);
|
|
while (it->m_penTarget!=NULL)
|
|
{
|
|
it = &((CEnemyMarker &)*it->m_penTarget);
|
|
m_iSpawnMarkers ++;
|
|
}
|
|
|
|
// count teleport markers
|
|
m_iTeleportMarkers = 1;
|
|
it = &((CEnemyMarker &)*m_penTeleportMarker);
|
|
while (it->m_penTarget!=NULL)
|
|
{
|
|
it = &((CEnemyMarker &)*it->m_penTarget);
|
|
m_iTeleportMarkers ++;
|
|
}
|
|
|
|
m_iSpawnScheme = 0;
|
|
m_fMaxCurrentFuss = m_fMaxBeginFuss;
|
|
m_bDying = FALSE;
|
|
m_tmDeathBegin = 0.0f;
|
|
m_fDeathDuration = 0.0f;
|
|
m_bInvulnerable = TRUE;
|
|
m_bExploded = FALSE;
|
|
|
|
// wait to be triggered
|
|
wait() {
|
|
on (EBegin) : { resume; }
|
|
on (ETrigger) : { stop; }
|
|
otherwise (): { resume; }
|
|
}
|
|
|
|
m_soExplosion.Set3DParameters(1500.0f, 1000.0f, 2.0f, 1.0f);
|
|
m_soSound.Set3DParameters(1500.0f, 1000.0f, 2.0f, 1.0f);
|
|
m_soChant.Set3DParameters(1500.0f, 1000.0f, 2.0f, 1.0f);
|
|
m_soTeleport.Set3DParameters(1500.0f, 1000.0f, 3.0f, 1.0f);
|
|
m_iTaunt = 0;
|
|
|
|
//PlaySound(m_soSound, SOUND_APPEAR, SOF_3D);
|
|
// teleport in
|
|
SpawnTeleportEffect();
|
|
SwitchToModel();
|
|
m_bInvulnerable = FALSE;
|
|
SetCollisionFlags(ECF_MODEL);
|
|
|
|
PlaySound(m_soTeleport, SOUND_MATERIALIZE, SOF_3D);
|
|
|
|
StartModelAnim(SUMMONER_ANIM_APPEARING, SOF_SMOOTHCHANGE);
|
|
autowait(GetModelObject()->GetAnimLength(SUMMONER_ANIM_APPEARING));
|
|
|
|
m_tmMaterializationTime = _pTimer->CurrentTick();
|
|
|
|
// one state under base class to intercept some events
|
|
jump SummonerLoop();
|
|
//jump CEnemyBase::MainLoop();
|
|
};
|
|
};
|