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BigHead.es
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371 lines (334 loc) · 10.1 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. */
340
%{
#include "StdH.h"
#include "ModelsMP/Enemies/Mental/Mental.h"
%}
uses "Entities/EnemyBase";
uses "Entities/BasicEffects";
enum BigHeadType {
0 BHT_NORMAL "Normal",
1 BHT_ZOMBIE "Zombie",
2 BHT_SAINT "Saint",
};
%{
// info structure
static EntityInfo eiMental = {
EIBT_FLESH, 200.0f,
0.0f, 1.5f, 0.0f, // source (eyes)
0.0f, 1.0f, 0.0f, // target (body)
};
#define GREET_SENSE_RANGE 10.0f
#define GREET_SENSE_DELAY 30.0f
%}
class CBigHead: CEnemyBase {
name "BigHead";
thumbnail "Thumbnails\\Mental.tbn";
properties:
// class internal
1 CTFileName m_fnmHeadTex "Head texture" 'H' = CTString(""),
2 CTFileName m_fnmNameSnd "Name sound" 'S' = CTString(""),
3 FLOAT m_tmLastGreetTime = -100.0f,
4 enum BigHeadType m_bhtType "Type" 'Y'= BHT_NORMAL,
5 BOOL m_bIgnorePlayer "Ignore player" 'I' = FALSE,
6 BOOL m_bPlayingWalkSound = FALSE,
7 BOOL m_bSleeping "Sleeping" 'S' = FALSE, // set to make it sleep initally
8 FLOAT m_tmLastWalkingSoundTime = -100.0f,
9 FLOAT m_tmWalkingSound "Walk sound frequency" = 5.0f,
{
CAutoPrecacheSound m_aps;
CAutoPrecacheTexture m_apt;
}
components:
1 class CLASS_BASE "Classes\\EnemyBase.ecl",
2 class CLASS_BLOOD_SPRAY "Classes\\BloodSpray.ecl",
3 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl",
// ************** DATA **************
10 model MODEL_MENTAL "ModelsMP\\Enemies\\Mental\\Mental.mdl",
11 texture TEXTURE_MENTAL "ModelsMP\\Enemies\\Mental\\Mental.tex",
12 model MODEL_HEAD "ModelsMP\\Enemies\\Mental\\Head.mdl",
13 model MODEL_HORNS "ModelsMP\\Enemies\\Mental\\Horns.mdl",
14 texture TEXTURE_HORNS "ModelsMP\\Enemies\\Mental\\Horns.tex",
15 model MODEL_AURA "ModelsMP\\Enemies\\Mental\\Aura.mdl",
16 texture TEXTURE_AURA "ModelsMP\\Enemies\\Mental\\Aura.tex",
50 sound SOUND_IDLE "Models\\Enemies\\Mental\\Sounds\\Idle.wav",
51 sound SOUND_SIGHT "Models\\Enemies\\Mental\\Sounds\\Sight.wav",
52 sound SOUND_WOUND "Models\\Enemies\\Mental\\Sounds\\Wound.wav",
53 sound SOUND_DEATH "Models\\Enemies\\Mental\\Sounds\\Death.wav",
54 sound SOUND_WALKZOMBIE "ModelsMP\\Enemies\\Mental\\Sounds\\ComeToDaddy.wav",
55 sound SOUND_WALKSAINT "ModelsMP\\Enemies\\Mental\\Sounds\\PeaceWithYou.wav",
functions:
BOOL HandleEvent(const CEntityEvent &ee)
{
if (m_bIgnorePlayer) {
if (ee.ee_slEvent==EVENTCODE_ETouch) {
ETouch &et = (ETouch &)ee;
if (IsOfClass(et.penOther, "Player")) {
return TRUE;
}
}
}
return CEnemyBase::HandleEvent(ee);
}
/* Entity info */
void *GetEntityInfo(void)
{
return &eiMental;
};
void Precache(void)
{
CEnemyBase::Precache();
PrecacheSound(SOUND_SIGHT);
PrecacheSound(SOUND_IDLE);
PrecacheSound(SOUND_WOUND);
PrecacheSound(SOUND_DEATH);
PrecacheSound(SOUND_WALKZOMBIE);
PrecacheSound(SOUND_WALKSAINT);
m_aps.Precache(m_fnmNameSnd);
m_apt.Precache(m_fnmHeadTex);
};
INDEX GetWalkAnim(void)
{
if (m_bhtType==BHT_ZOMBIE) {
return MENTAL_ANIM_WALKZOMBIE;
} else if (m_bhtType==BHT_SAINT) {
return MENTAL_ANIM_WALKANGEL;
} else {
return MENTAL_ANIM_RUN;
}
}
// damage anim
INDEX AnimForDamage(FLOAT fDamage) {
INDEX iAnim;
iAnim = MENTAL_ANIM_PANIC;
StartModelAnim(iAnim, 0);
return iAnim;
};
// death
INDEX AnimForDeath(void) {
INDEX iAnim;
iAnim = MENTAL_ANIM_DEATH;
StartModelAnim(iAnim, 0);
return iAnim;
};
void DeathNotify(void) {
// ChangeCollisionBoxIndexWhenPossible(HEADMAN_COLLISION_BOX_DEATH);
en_fDensity = 500.0f;
};
// virtual anim functions
void StandingAnim(void) {
StartModelAnim(MENTAL_ANIM_GROUNDREST, AOF_LOOPING|AOF_NORESTART);
};
void WalkingAnim(void) {
PlayWalkSound();
StartModelAnim(GetWalkAnim(), AOF_LOOPING|AOF_NORESTART);
if (!m_bIgnorePlayer && _pTimer->CurrentTick()>m_tmLastGreetTime+GREET_SENSE_DELAY) {
m_fSenseRange = GREET_SENSE_RANGE;
m_bDeaf = FALSE;
}
};
void RunningAnim(void)
{
PlayWalkSound();
StartModelAnim(GetWalkAnim(), AOF_LOOPING|AOF_NORESTART);
};
void RotatingAnim(void) {
RunningAnim();
};
void PlayWalkSound(void)
{
INDEX iSound = SOUND_WALKZOMBIE;
if (m_bhtType==BHT_ZOMBIE) {
iSound = SOUND_WALKZOMBIE;
} else if (m_bhtType==BHT_SAINT) {
iSound = SOUND_WALKSAINT;
} else {
return;
}
if (!m_bPlayingWalkSound || _pTimer->CurrentTick()-m_tmLastWalkingSoundTime>m_tmWalkingSound) {
m_bPlayingWalkSound = TRUE;
m_tmLastWalkingSoundTime = _pTimer->CurrentTick();
PlaySound(m_soSound, iSound, SOF_3D);
}
}
// virtual sound functions
void IdleSound(void) {
if (m_bIgnorePlayer) {
return;
}
PlaySound(m_soSound, SOUND_IDLE, SOF_3D);
m_bPlayingWalkSound = FALSE;
};
void SightSound(void) {
PlaySound(m_soSound, SOUND_SIGHT, SOF_3D);
m_bPlayingWalkSound = FALSE;
};
void WoundSound(void) {
PlaySound(m_soSound, SOUND_WOUND, SOF_3D);
m_bPlayingWalkSound = FALSE;
};
void DeathSound(void) {
PlaySound(m_soSound, SOUND_DEATH, SOF_3D);
m_bPlayingWalkSound = FALSE;
};
procedures:
Fire(EVoid) : CEnemyBase::Fire {
// hit
if (CalcDist(m_penEnemy) <= m_fStopDistance*1.1f) {
if (m_fnmNameSnd!="") {
PlaySound(m_soSound, m_fnmNameSnd, SOF_3D);
m_bPlayingWalkSound = FALSE;
}
m_bBlind = TRUE;
m_bDeaf = TRUE;
m_fSenseRange = 0.0f;
m_tmLastGreetTime = _pTimer->CurrentTick();
SetTargetNone();
StartModelAnim(MENTAL_ANIM_GREET, 0);
autowait(GetModelObject()->GetCurrentAnimLength());
StandingAnim();
return EReconsiderBehavior();
}
return EReturn();
}
Sleep(EVoid)
{
// start sleeping anim
StartModelAnim(MENTAL_ANIM_SNORE, AOF_LOOPING);
// repeat
wait() {
// if triggered
on(ETrigger eTrigger) : {
// // remember enemy
// SetTargetSoft(eTrigger.penCaused);
// wake up
jump WakeUp();
}
/* // if damaged
on(EDamage eDamage) : {
// wake up
jump WakeUp();
}
*/
otherwise() : {
resume;
}
}
}
WakeUp(EVoid)
{
// wakeup anim
SightSound();
StartModelAnim(MENTAL_ANIM_GETUP, 0);
autowait(GetModelObject()->GetCurrentAnimLength());
// trigger your target
// SendToTarget(m_penDeathTarget, m_eetDeathType);
// proceed with normal functioning
return EReturn();
}
// overridable called before main enemy loop actually begins
PreMainLoop(EVoid) : CEnemyBase::PreMainLoop
{
// if sleeping
if (m_bSleeping) {
m_bSleeping = FALSE;
// go to sleep until waken up
wait() {
on (EBegin) : {
call Sleep();
}
on (EReturn) : {
stop;
};
// if dead
on(EDeath eDeath) : {
// die
jump CEnemyBase::Die(eDeath);
}
}
}
return EReturn();
}
/************************************************************
* M A I N *
************************************************************/
Main(EVoid) {
// declare yourself as a model
InitAsModel();
SetPhysicsFlags(EPF_MODEL_WALKING|EPF_HASLUNGS);
SetCollisionFlags(ECF_MODEL);
SetFlags(GetFlags()|ENF_ALIVE);
SetHealth(20.0f);
m_fMaxHealth = 20.0f;
en_tmMaxHoldBreath = 5.0f;
en_fDensity = 2000.0f;
m_fBlowUpSize = 2.0f;
// set your appearance
SetModel(MODEL_MENTAL);
SetModelMainTexture(TEXTURE_MENTAL);
AddAttachment(0, MODEL_HEAD, TEXTURE_MENTAL);
if (m_fnmHeadTex!="") {
// try to
try {
CAttachmentModelObject *pamoHead = GetModelObject()->GetAttachmentModel(0);
if (pamoHead!=NULL) {
pamoHead->amo_moModelObject.mo_toTexture.SetData_t(m_fnmHeadTex);
}
// if anything failed
} catch (char *strError) {
// report error
CPrintF("%s\n", strError);
AddAttachment(0, MODEL_HEAD, TEXTURE_MENTAL);
}
}
if (m_bhtType==BHT_ZOMBIE) {
AddAttachment(MENTAL_ATTACHMENT_HORNS, MODEL_HORNS, TEXTURE_HORNS);
} else if (m_bhtType==BHT_SAINT) {
AddAttachment(MENTAL_ATTACHMENT_AURA, MODEL_AURA, TEXTURE_AURA);
}
// setup moving speed
m_fWalkSpeed = FRnd() + 1.5f;
m_aWalkRotateSpeed = AngleDeg(FRnd()*10.0f + 500.0f);
m_fAttackRunSpeed = FRnd()*2.0f + 6.0f;
m_aAttackRotateSpeed = AngleDeg(FRnd()*50 + 245.0f);
m_fCloseRunSpeed = FRnd()*2.0f + 6.0f;
m_aCloseRotateSpeed = AngleDeg(FRnd()*50 + 245.0f);
// setup attack distances
m_fAttackDistance = 50.0f;
m_fCloseDistance = 0.0f;
m_fStopDistance = 5.0f; // greeting distance
m_fAttackFireTime = 0.1f;
m_fCloseFireTime = 0.1f;
m_fIgnoreRange = 200.0f;
// damage/explode properties
m_fBlowUpAmount = 65.0f;
m_fBodyParts = 4;
m_fDamageWounded = 1.0f;
m_iScore = 0;
if (m_bIgnorePlayer) {
m_bBlind = TRUE;
m_bDeaf = TRUE;
m_fSenseRange = 0;
} else {
m_bBlind = TRUE;
m_fSenseRange = GREET_SENSE_RANGE;
}
// set stretch factors for height and width
const FLOAT fSize = 0.6f;
GetModelObject()->StretchModel(FLOAT3D(fSize, fSize, fSize));
ModelChangeNotify();
StandingAnim();
// continue behavior in base class
jump CEnemyBase::MainLoop();
};
};