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ChainsawFreak.es
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415 lines (367 loc) · 12.8 KB
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/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
342
%{
#include "StdH.h"
#include "ModelsMP/Enemies/ChainSawFreak/Freak.h"
#include "ModelsMP/Enemies/ChainSawFreak/Saw.h"
%}
uses "Entities/EnemyBase";
uses "Entities/EnemyRunInto";
%{
#define FREAK_SIZE 1.05f
// info structure
static EntityInfo eiChainsawFreak = {
EIBT_FLESH, 350.0f,
0.0f, 2.5f*FREAK_SIZE, 0.0f, // source (eyes)
0.0f, 1.5f*FREAK_SIZE, 0.0f, // target (body)
};
#define HIT_DISTANCE 4.0f
%}
class CChainsawFreak : CEnemyRunInto {
name "ChainsawFreak";
thumbnail "Thumbnails\\ChainsawFreak.tbn";
properties:
1 BOOL m_bRunAttack = FALSE, // run attack (attack local)
2 BOOL m_bSawHit = FALSE, // close attack local
3 CEntityPointer m_penLastTouched, // last touched
4 CSoundObject m_soFeet, // for running sound
5 BOOL m_bRunSoundPlaying = FALSE,
6 INDEX m_iRunType = 0, // which running animation?
10 BOOL m_bAttacking = FALSE,
11 FLOAT m_fSightSoundBegin = 0.0f, // when sight sound was played
components:
0 class CLASS_BASE "Classes\\EnemyRunInto.ecl",
1 model MODEL_FREAK "ModelsMP\\Enemies\\ChainsawFreak\\Freak.mdl",
2 model MODEL_CHAINSAW "ModelsMP\\Enemies\\ChainsawFreak\\Saw.mdl",
3 texture TEXTURE_FREAK "ModelsMP\\Enemies\\ChainsawFreak\\Freak.tex",
4 texture TEXTURE_CHAINSAW "ModelsMP\\Enemies\\ChainsawFreak\\Saw.tex",
// ************** SOUNDS **************
50 sound SOUND_IDLE "ModelsMP\\Enemies\\ChainsawFreak\\Sounds\\Idle.wav",
51 sound SOUND_RUN "ModelsMP\\Enemies\\ChainsawFreak\\Sounds\\Run.wav",
// 53 sound SOUND_RUNATTACK "ModelsMP\\Enemies\\ChainsawFreak\\Sounds\\RunAttack.wav",
54 sound SOUND_ATTACK "ModelsMP\\Enemies\\ChainsawFreak\\Sounds\\Attack.wav",
55 sound SOUND_WOUND "ModelsMP\\Enemies\\ChainsawFreak\\Sounds\\Wound.wav",
56 sound SOUND_DEATH "ModelsMP\\Enemies\\ChainsawFreak\\Sounds\\Death.wav",
57 sound SOUND_SIGHT "ModelsMP\\Enemies\\ChainsawFreak\\Sounds\\Sight.wav",
functions:
// describe how this enemy killed player
virtual CTString GetPlayerKillDescription(const CTString &strPlayerName, const EDeath &eDeath)
{
CTString str;
str.PrintF(TRANS("Chainsaw freak dismembered %s"), strPlayerName);
return str;
}
void Precache(void) {
CEnemyBase::Precache();
PrecacheSound(SOUND_IDLE );
PrecacheSound(SOUND_RUN );
// PrecacheSound(SOUND_RUNATTACK);
PrecacheSound(SOUND_ATTACK );
PrecacheSound(SOUND_WOUND );
PrecacheSound(SOUND_DEATH );
PrecacheSound(SOUND_SIGHT );
};
/* Entity info */
void *GetEntityInfo(void) {
return &eiChainsawFreak;
};
FLOAT GetCrushHealth(void)
{
return 60.0f;
}
virtual const CTFileName &GetComputerMessageName(void) const {
static DECLARE_CTFILENAME(fnm, "DataMP\\Messages\\Enemies\\ChainsawFreak.txt");
return fnm;
};
// render particles
/*void RenderParticles(void)
{
Particles_RunningDust(this);
}*/
/* Receive damage */
void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType,
FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection)
{
// note: chainsawfreaks can't hurt each others
if (!IsOfClass(penInflictor, "ChainsawFreak")) {
CEnemyBase::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection);
}
};
void AdjustDifficulty(void)
{
// chainsaw freak must not change his speed at different difficulties
}
// death
INDEX AnimForDeath(void) {
INDEX iAnim;
if (en_vCurrentTranslationAbsolute.Length()>5.0f) {
iAnim = FREAK_ANIM_DEATHRUN;
} else {
iAnim = FREAK_ANIM_DEATHSTAND;
}
ChangeCollisionBoxIndexWhenPossible(FREAK_COLLISION_BOX_DEATHRUN);
StartModelAnim(iAnim, 0);
m_bAttacking = FALSE;
DeactivateRunningSound();
return iAnim;
};
FLOAT WaitForDust(FLOAT3D &vStretch) {
if(GetModelObject()->GetAnim()==FREAK_ANIM_DEATHRUN)
{
vStretch=FLOAT3D(1,1,2)*1.0f;
return 0.65f;
}
else if(GetModelObject()->GetAnim()==FREAK_ANIM_DEATHSTAND)
{
vStretch=FLOAT3D(1,1,2)*1.5f;
return 0.72f;
}
return -1.0f;
};
void DeathNotify() {
ChangeCollisionBoxIndexWhenPossible(FREAK_COLLISION_BOX_DEATH);
SetCollisionFlags(ECF_MODEL);
};
// virtual anim functions
void StandingAnim(void) {
StartModelAnim(FREAK_ANIM_IDLE, AOF_LOOPING|AOF_NORESTART);
//DeactivateRunningSound();
};
void WalkingAnim(void) {
StartModelAnim(FREAK_ANIM_WALK, AOF_LOOPING|AOF_NORESTART);
//DeactivateRunningSound();
};
void RunningAnim(void) {
switch(m_iRunType)
{
case 0:
StartModelAnim(FREAK_ANIM_ATTACKRUN, AOF_LOOPING|AOF_NORESTART);
break;
case 1:
StartModelAnim(FREAK_ANIM_ATTACKRUNFAR, AOF_LOOPING|AOF_NORESTART);
break;
case 2:
StartModelAnim(FREAK_ANIM_ATTACKCHARGE, AOF_LOOPING|AOF_NORESTART);
break;
default:
ASSERTALWAYS("Unknown Chainsaw freak run type!");
}
//ActivateRunningSound();
};
void ChargeAnim(void) {
StartModelAnim(FREAK_ANIM_RUNSLASHING, AOF_LOOPING|AOF_NORESTART);
};
void RotatingAnim(void) {
m_iRunType = IRnd()%3;
StartModelAnim(FREAK_ANIM_ATTACKSTART, AOF_LOOPING|AOF_NORESTART);
};
// virtual sound functions
void IdleSound(void) {
PlaySound(m_soSound, SOUND_IDLE, SOF_3D);
};
/*void SightSound(void) {
PlaySound(m_soFeet, SOUND_SIGHT, SOF_3D|SOF_SMOOTHCHANGE);
};*/
void WoundSound(void) {
PlaySound(m_soSound, SOUND_WOUND, SOF_3D);
};
void DeathSound(void) {
PlaySound(m_soSound, SOUND_DEATH, SOF_3D);
};
// running sounds
void ActivateRunningSound(void)
{
if (!m_bRunSoundPlaying) {
PlaySound(m_soFeet, SOUND_RUN, SOF_3D|SOF_LOOP);
m_bRunSoundPlaying = TRUE;
}
}
void DeactivateRunningSound(void)
{
m_soFeet.Stop();
m_bRunSoundPlaying = FALSE;
}
/************************************************************
* ATTACK FUNCTIONS *
************************************************************/
// touched another live entity
void LiveEntityTouched(ETouch etouch) {
if (m_penLastTouched!=etouch.penOther || _pTimer->CurrentTick()>=m_fLastTouchedTime+0.25f) {
// hit angle
FLOAT3D vDirection = en_vCurrentTranslationAbsolute;
vDirection.Normalize();
ANGLE aHitAngle = FLOAT3D(etouch.plCollision)%vDirection;
// only hit target in front of you
if (aHitAngle < 0.0f) {
// increase mass - only if not another bull
if (!IsOfSameClass(this, etouch.penOther)) {
IncreaseKickedMass(etouch.penOther);
}
PlaySound(m_soSound, SOUND_ATTACK, SOF_3D);
// store last touched
m_penLastTouched = etouch.penOther;
m_fLastTouchedTime = _pTimer->CurrentTick();
// damage
FLOAT3D vDirection = m_penEnemy->GetPlacement().pl_PositionVector-GetPlacement().pl_PositionVector;
vDirection.Normalize();
InflictDirectDamage(etouch.penOther, this, DMT_CHAINSAW, -aHitAngle*40.0f,
FLOAT3D(0, 0, 0), vDirection);
// kick touched entity
FLOAT3D vSpeed = -FLOAT3D(etouch.plCollision);
vSpeed = vSpeed*10.0f;
const FLOATmatrix3D &m = GetRotationMatrix();
FLOAT3D vSpeedRel = vSpeed*!m;
if (vSpeedRel(1)<-0.1f) {
vSpeedRel(1)-=5.0f;
} else {
vSpeedRel(1)+=5.0f;
}
vSpeedRel(2)=5.0f;
vSpeed = vSpeedRel*m;
KickEntity(etouch.penOther, vSpeed);
}
}
};
// touched entity with higher mass
BOOL HigherMass(void) {
return (m_fMassKicked > 500.0f);
};
// adjust sound and watcher parameters here if needed
void EnemyPostInit(void)
{
// set sound default parameters
m_soFeet.Set3DParameters(500.0f, 50.0f, 1.0f, 1.0f);
m_bRunSoundPlaying = FALSE;
m_soSound.Set3DParameters(160.0f, 50.0f, 1.0f, 1.0f);
};
void PreMoving() {
if (!m_bRunSoundPlaying && _pTimer->CurrentTick()>m_fSightSoundBegin+2.0f && m_bAttacking)
{
ActivateRunningSound();
}
CEnemyBase::PreMoving();
};
procedures:
/************************************************************
* A T T A C K E N E M Y *
************************************************************/
// hit enemy
Hit(EVoid) : CEnemyBase::Hit {
if (CalcDist(m_penEnemy) < HIT_DISTANCE) {
// attack with saw
StartModelAnim(FREAK_ANIM_ATTACKSLASH, 0);
// jump
FLOAT3D vDir = (m_penEnemy->GetPlacement().pl_PositionVector -
GetPlacement().pl_PositionVector).Normalize();
vDir *= !GetRotationMatrix();
vDir *= m_fCloseRunSpeed*1.5f;
vDir(2) = 1.0f;
GiveImpulseTranslationRelative(vDir);
//DeactivateRunningSound();
m_bSawHit = FALSE;
autowait(0.4f);
PlaySound(m_soSound, SOUND_ATTACK, SOF_3D);
if (CalcDist(m_penEnemy) < HIT_DISTANCE) { m_bSawHit = TRUE; }
autowait(0.1f);
if (CalcDist(m_penEnemy) < HIT_DISTANCE) { m_bSawHit = TRUE; }
autowait(0.1f);
if (CalcDist(m_penEnemy) < HIT_DISTANCE) { m_bSawHit = TRUE; }
if (m_bSawHit) {
FLOAT3D vDirection = m_penEnemy->GetPlacement().pl_PositionVector-GetPlacement().pl_PositionVector;
vDirection.Normalize();
InflictDirectDamage(m_penEnemy, this, DMT_CHAINSAW, 20.0f, FLOAT3D(0, 0, 0), vDirection);
vDirection = vDirection * 10.0f;
//GetPitchDirection(AngleDeg(90.0f), vSpeed);
FLOATmatrix3D mDirection;
MakeRotationMatrixFast(mDirection, ANGLE3D(0.0f, 30.0f, 0.0f));
vDirection = vDirection * mDirection;
KickEntity(m_penEnemy, vDirection);
}
autowait(0.6f);
}
// run to enemy
m_fShootTime = _pTimer->CurrentTick() + 0.5f;
return EReturn();
};
AttackEnemy(EVoid) : CEnemyBase::AttackEnemy {
m_bAttacking = TRUE;
PlaySound(m_soSound, SOUND_SIGHT, SOF_3D|SOF_SMOOTHCHANGE);
m_fSightSoundBegin = _pTimer->CurrentTick();
jump CEnemyBase::AttackEnemy();
}
BeIdle(EVoid) : CEnemyBase::BeIdle {
m_bAttacking = FALSE;
DeactivateRunningSound();
jump CEnemyBase::BeIdle();
}
PostRunAwayFromEnemy(EVoid) : CEnemyRunInto::PostRunAwayFromEnemy {
StartModelAnim(FREAK_ANIM_ATTACKRUNFAR, 0);
autowait(0.25f);
SetDesiredTranslation(FLOAT3D(0,0,0));
StartModelAnim(FREAK_ANIM_IDLE, 0);
autowait(0.25f);
return EReturn();
};
/************************************************************
* M A I N *
************************************************************/
Main(EVoid) {
// declare yourself as a model
InitAsModel();
SetPhysicsFlags(EPF_MODEL_WALKING);
SetCollisionFlags(ECF_MODEL);
SetFlags(GetFlags()|ENF_ALIVE);
SetHealth(175.0f);
m_fMaxHealth = 175.0f;
en_fDensity = 2000.0f;
// set your appearance
SetModel(MODEL_FREAK);
SetModelMainTexture(TEXTURE_FREAK);
AddAttachment(FREAK_ATTACHMENT_CHAINSAW, MODEL_CHAINSAW, TEXTURE_CHAINSAW);
StandingAnim();
// setup moving speed
m_fWalkSpeed = FRnd() + 2.5f;
m_aWalkRotateSpeed = AngleDeg(FRnd()*25.0f + 45.0f);
m_fAttackRunSpeed = FRnd()*2.0f + 13.0f;
m_fAttackRotateRunInto = AngleDeg(FRnd()*30 + 50.0f);
m_aAttackRotateSpeed = m_fAttackRotateRunInto;
m_fCloseRunSpeed = FRnd() + 10.5f;
m_aCloseRotateSpeed = AngleDeg(FRnd()*50 + 250.0f);
// setup attack distances
m_fAttackDistance = 50.0f;
m_fCloseDistance = 7.0f;
m_fStopDistance = 0.0f;
m_fAttackFireTime = 0.05f;
m_fCloseFireTime = 1.0f;
m_fIgnoreRange = 150.0f;
// damage/explode properties6
m_fBlowUpAmount = 1E10f;
m_fBodyParts = 6;
m_fDamageWounded = 100000.0f;
m_iScore = 1500;
if (m_fStepHeight==-1) {
m_fStepHeight = 4.0f;
}
m_fStopApproachDistance = 0.0f;
ASSERT(m_fStopApproachDistance<m_fCloseDistance);
m_bUseChargeAnimation = TRUE;
m_fChargeDistance = 20.0f;
m_fInertionRunTime = 0.15f;
m_iRunType = IRnd()%3;
GetModelObject()->StretchModel(FLOAT3D(FREAK_SIZE, FREAK_SIZE, FREAK_SIZE));
ModelChangeNotify();
m_bAttacking = FALSE;
// continue behavior in base class
jump CEnemyRunInto::MainLoop();
};
};