-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathBoneman.es
More file actions
414 lines (357 loc) · 12.8 KB
/
Boneman.es
File metadata and controls
414 lines (357 loc) · 12.8 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
/* 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. */
305
%{
#include "StdH.h"
#include "Models/Enemies/Boneman/Boneman.h"
%}
uses "Entities/EnemyBase";
%{
// info structure
static EntityInfo eiBoneman = {
EIBT_BONES, 250.0f,
0.0f, 1.9f, 0.0f, // source (eyes)
0.0f, 1.9f, 0.0f, // target (body)
};
#define BONES_HIT 2.8f
#define FIRE_RIGHT_HAND FLOAT3D( 0.25f, 1.5f, 0.0f)
#define FIRE_LEFT_HAND FLOAT3D(-0.25f, 1.5f, 0.0f)
%}
class CBoneman : CEnemyBase {
name "Boneman";
thumbnail "Thumbnails\\Boneman.tbn";
properties:
2 BOOL m_bFistHit = FALSE, // used for close attack
3 BOOL m_bTouchAnother = FALSE, // another entity touched on far attack
4 CSoundObject m_soFeet, // for running sound
5 BOOL m_bRunSoundPlaying = FALSE,
components:
0 class CLASS_BASE "Classes\\EnemyBase.ecl",
1 model MODEL_BONEMAN "Models\\Enemies\\Boneman\\Boneman.mdl",
2 texture TEXTURE_BONEMAN "Models\\Enemies\\Boneman\\Boneman.tex",
3 class CLASS_PROJECTILE "Classes\\Projectile.ecl",
// ************** BONEMAN PARTS **************
10 model MODEL_BONEMAN_BODY "Models\\Enemies\\Boneman\\Debris\\Body.mdl",
11 model MODEL_BONEMAN_HAND "Models\\Enemies\\Boneman\\Debris\\Hand.mdl",
12 model MODEL_BONEMAN_LEGS "Models\\Enemies\\Boneman\\Debris\\Legs.mdl",
// ************** SOUNDS **************
50 sound SOUND_IDLE "Models\\Enemies\\Boneman\\Sounds\\Idle.wav",
51 sound SOUND_SIGHT "Models\\Enemies\\Boneman\\Sounds\\Sight.wav",
52 sound SOUND_WOUND "Models\\Enemies\\Boneman\\Sounds\\Wound.wav",
53 sound SOUND_FIRE "Models\\Enemies\\Boneman\\Sounds\\Fire.wav",
54 sound SOUND_KICK "Models\\Enemies\\Boneman\\Sounds\\Kick.wav",
55 sound SOUND_PUNCH "Models\\Enemies\\Boneman\\Sounds\\Punch.wav",
56 sound SOUND_DEATH "Models\\Enemies\\Boneman\\Sounds\\Death.wav",
57 sound SOUND_RUN "Models\\Enemies\\Boneman\\Sounds\\Run.wav",
functions:
void Precache(void) {
CEnemyBase::Precache();
PrecacheSound(SOUND_IDLE );
PrecacheSound(SOUND_SIGHT);
PrecacheSound(SOUND_WOUND);
PrecacheSound(SOUND_FIRE );
PrecacheSound(SOUND_KICK );
PrecacheSound(SOUND_PUNCH);
PrecacheSound(SOUND_DEATH);
PrecacheSound(SOUND_RUN );
PrecacheModel(MODEL_BONEMAN_BODY);
PrecacheModel(MODEL_BONEMAN_HAND);
PrecacheModel(MODEL_BONEMAN_LEGS);
PrecacheClass(CLASS_PROJECTILE, PRT_BONEMAN_FIRE);
};
// describe how this enemy killed player
virtual CTString GetPlayerKillDescription(const CTString &strPlayerName, const EDeath &eDeath)
{
CTString str;
if (eDeath.eLastDamage.dmtType==DMT_CLOSERANGE) {
str.PrintF(TRANS("%s was ripped apart by a Kleer"), strPlayerName);
} else {
str.PrintF(TRANS("%s was killed by a Kleer"), strPlayerName);
}
return str;
}
virtual const CTFileName &GetComputerMessageName(void) const {
static DECLARE_CTFILENAME(fnm, "Data\\Messages\\Enemies\\Boneman.txt");
return fnm;
};
/* Entity info */
void *GetEntityInfo(void) {
return &eiBoneman;
};
/* Receive damage */
void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType,
FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection)
{
// boneman can't harm boneman
if (!IsOfClass(penInflictor, "Boneman")) {
CEnemyBase::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection);
}
};
void LeaveStain(BOOL bGrow)
{
// boneman doesn't leave bloody stain
}
// damage anim
INDEX AnimForDamage(FLOAT fDamage) {
INDEX iAnim;
switch (IRnd()%5) {
case 0: iAnim = BONEMAN_ANIM_WOUNDCRITICAL01; break;
case 1: iAnim = BONEMAN_ANIM_WOUNDCRITICAL02; break;
case 2: iAnim = BONEMAN_ANIM_WOUNDCRITICAL03; break;
case 3: iAnim = BONEMAN_ANIM_FALL01; break;
case 4: iAnim = BONEMAN_ANIM_FALL02; break;
default: ASSERTALWAYS("Boneman unknown damage");
}
StartModelAnim(iAnim, 0);
DeactivateRunningSound();
return iAnim;
};
// death
INDEX AnimForDeath(void) {
INDEX iAnim;
switch (IRnd()%2) {
case 0: iAnim = BONEMAN_ANIM_DEATHTOBACK; break;
case 1: iAnim = BONEMAN_ANIM_DEATHTOFRONT; break;
default: ASSERTALWAYS("Boneman unknown death");
}
StartModelAnim(iAnim, 0);
DeactivateRunningSound();
return iAnim;
};
FLOAT WaitForDust(FLOAT3D &vStretch) {
if(GetModelObject()->GetAnim()==BONEMAN_ANIM_DEATHTOBACK)
{
vStretch=FLOAT3D(1,1,2)*1.0f;
return 0.48f;
}
else if(GetModelObject()->GetAnim()==BONEMAN_ANIM_DEATHTOFRONT)
{
vStretch=FLOAT3D(1,1,2)*0.75f;
return 0.48f;
}
return -1.0f;
};
void DeathNotify(void) {
ChangeCollisionBoxIndexWhenPossible(BONEMAN_COLLISION_BOX_DEATH);
};
// virtual anim functions
void StandingAnim(void) {
StartModelAnim(BONEMAN_ANIM_STANDLOOP, AOF_LOOPING|AOF_NORESTART);
DeactivateRunningSound();
};
void WalkingAnim(void) {
StartModelAnim(BONEMAN_ANIM_WALKLOOP, AOF_LOOPING|AOF_NORESTART);
DeactivateRunningSound();
};
void RunningAnim(void) {
StartModelAnim(BONEMAN_ANIM_RUNLOOP, AOF_LOOPING|AOF_NORESTART);
ActivateRunningSound();
};
void RotatingAnim(void) {
StartModelAnim(BONEMAN_ANIM_WALKLOOP, AOF_LOOPING|AOF_NORESTART);
DeactivateRunningSound();
};
// virtual sound functions
void IdleSound(void) {
PlaySound(m_soSound, SOUND_IDLE, SOF_3D);
};
void SightSound(void) {
PlaySound(m_soSound, SOUND_SIGHT, SOF_3D);
};
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;
}
/************************************************************
* BLOW UP FUNCTIONS *
************************************************************/
// spawn body parts
void BlowUp(void) {
// get your size
FLOATaabbox3D box;
GetBoundingBox(box);
FLOAT fEntitySize = box.Size().MaxNorm();
FLOAT3D vNormalizedDamage = m_vDamage-m_vDamage*(m_fBlowUpAmount/m_vDamage.Length());
vNormalizedDamage /= Sqrt(vNormalizedDamage.Length());
vNormalizedDamage *= 0.75f;
FLOAT3D vBodySpeed = en_vCurrentTranslationAbsolute-en_vGravityDir*(en_vGravityDir%en_vCurrentTranslationAbsolute);
// spawn debris
Debris_Begin(EIBT_BONES, DPT_NONE, BET_NONE, fEntitySize, vNormalizedDamage, vBodySpeed, 5.0f, 2.0f);
Debris_Spawn(this, this, MODEL_BONEMAN_BODY, TEXTURE_BONEMAN, 0, 0, 0, 0, 0.0f,
FLOAT3D(FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f));
Debris_Spawn(this, this, MODEL_BONEMAN_HAND, TEXTURE_BONEMAN, 0, 0, 0, 0, 0.0f,
FLOAT3D(FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f));
Debris_Spawn(this, this, MODEL_BONEMAN_HAND, TEXTURE_BONEMAN, 0, 0, 0, 0, 0.0f,
FLOAT3D(FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f));
Debris_Spawn(this, this, MODEL_BONEMAN_LEGS, TEXTURE_BONEMAN, 0, 0, 0, 0, 0.0f,
FLOAT3D(FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f));
// hide yourself (must do this after spawning debris)
SwitchToEditorModel();
SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
SetCollisionFlags(ECF_IMMATERIAL);
};
procedures:
/************************************************************
* A T T A C K E N E M Y *
************************************************************/
Fire(EVoid) : CEnemyBase::Fire {
// fire projectile
StartModelAnim(BONEMAN_ANIM_ATTACKCLOSELOOP, 0);
DeactivateRunningSound();
autowait(0.35f);
ShootProjectile(PRT_BONEMAN_FIRE, FIRE_RIGHT_HAND, ANGLE3D(0, 0, 0));
PlaySound(m_soSound, SOUND_FIRE, SOF_3D);
autowait(0.45f);
ShootProjectile(PRT_BONEMAN_FIRE, FIRE_LEFT_HAND, ANGLE3D(0, 0, 0));
PlaySound(m_soSound, SOUND_FIRE, SOF_3D);
autowait(FRnd()/3+0.6f);
return EReturn();
};
Hit(EVoid) : CEnemyBase::Hit {
// hit
if (CalcDist(m_penEnemy) < BONES_HIT) {
jump HitWithBones();
// jump
} else if (CalcDist(m_penEnemy) < 10.0f) {
jump JumpOnEnemy();
}
// run to enemy
m_fShootTime = _pTimer->CurrentTick() + 0.5f;
return EReturn();
};
// jump on enemy
JumpOnEnemy(EVoid) {
StartModelAnim(BONEMAN_ANIM_ATTACKFAR, 0);
DeactivateRunningSound();
// jump
FLOAT3D vDir = (m_penEnemy->GetPlacement().pl_PositionVector -
GetPlacement().pl_PositionVector).Normalize();
vDir *= !GetRotationMatrix();
vDir *= m_fCloseRunSpeed*1.5f;
vDir(2) = 2.5f;
SetDesiredTranslation(vDir);
PlaySound(m_soSound, SOUND_KICK, SOF_3D);
// animation - IGNORE DAMAGE WOUND -
SpawnReminder(this, 0.5f, 0);
m_iChargeHitAnimation = BONEMAN_ANIM_ATTACKFAR;
m_fChargeHitDamage = 20.0f;
m_fChargeHitAngle = 0.0f;
m_fChargeHitSpeed = 15.0f;
autocall CEnemyBase::ChargeHitEnemy() EReturn;
autowait(0.3f);
return EReturn();
};
// hit with bones
HitWithBones(EVoid) {
// attack with bones
StartModelAnim(BONEMAN_ANIM_ATTACKCLOSELOOP, 0);
DeactivateRunningSound();
// right hand
m_bFistHit = FALSE;
autowait(0.35f);
if (CalcDist(m_penEnemy)<BONES_HIT) { m_bFistHit = TRUE; }
PlaySound(m_soSound, SOUND_PUNCH, SOF_3D);
autowait(0.10f);
if (CalcDist(m_penEnemy)<BONES_HIT) { m_bFistHit = TRUE; }
if (m_bFistHit) {
FLOAT3D vDirection = m_penEnemy->GetPlacement().pl_PositionVector-GetPlacement().pl_PositionVector;
vDirection.Normalize();
// damage enemy
InflictDirectDamage(m_penEnemy, this, DMT_CLOSERANGE, 10.0f, FLOAT3D(0, 0, 0), vDirection);
// push target left
FLOAT3D vSpeed;
GetHeadingDirection(AngleDeg(90.0f), vSpeed);
vSpeed = vSpeed * 5.0f;
KickEntity(m_penEnemy, vSpeed);
}
// left hand
m_bFistHit = FALSE;
autowait(0.25f);
if (CalcDist(m_penEnemy)<BONES_HIT) { m_bFistHit = TRUE; }
PlaySound(m_soSound, SOUND_PUNCH, SOF_3D);
autowait(0.10f);
if (CalcDist(m_penEnemy)<BONES_HIT) { m_bFistHit = TRUE; }
if (m_bFistHit) {
// damage enemy
FLOAT3D vDirection = m_penEnemy->GetPlacement().pl_PositionVector-GetPlacement().pl_PositionVector;
vDirection.Normalize();
InflictDirectDamage(m_penEnemy, this, DMT_CLOSERANGE, 10.0f, FLOAT3D(0, 0, 0), vDirection);
// push target left
FLOAT3D vSpeed;
GetHeadingDirection(AngleDeg(-90.0f), vSpeed);
vSpeed = vSpeed * 5.0f;
KickEntity(m_penEnemy, vSpeed);
}
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(125.0f);
m_fMaxHealth = 125.0f;
en_fDensity = 2000.0f;
// set your appearance
SetModel(MODEL_BONEMAN);
SetModelMainTexture(TEXTURE_BONEMAN);
StandingAnim();
m_sptType = SPT_BONES;
// setup moving speed
m_fWalkSpeed = FRnd() + 2.5f;
m_aWalkRotateSpeed = FRnd()*25.0f + 45.0f;
m_fAttackRunSpeed = FRnd()*3.0f + 10.0f;
m_aAttackRotateSpeed = FRnd()*200 + 600.0f;
m_fCloseRunSpeed = FRnd() + 13.0f;
m_aCloseRotateSpeed = FRnd()*100 + 1000.0f;
// setup attack distances
m_fAttackDistance = 100.0f;
m_fCloseDistance = 30.0f;
m_fStopDistance = 2.0f;
m_fAttackFireTime = 3.0f;
m_fCloseFireTime = 2.0f;
m_fIgnoreRange = 200.0f;
// damage/explode properties
m_fBlowUpAmount = 70.0f;
m_fBodyParts = 4;
m_fDamageWounded = 80.0f;
m_iScore = 1000;
if (m_fStepHeight==-1) {
m_fStepHeight = 4.0f;
}
// set stretch factors for height and width
CEnemyBase::SizeModel();
m_soFeet.Set3DParameters(80.0f, 5.0f, 1.0f, 1.0f);
m_bRunSoundPlaying = FALSE;
// continue behavior in base class
jump CEnemyBase::MainLoop();
};
};