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CrateRider.es
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CrateRider.es
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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. */
341
%{
#include "StdH.h"
#include "Models/Enemies/Mental/Mental.h"
#include "Models/CutSequences/CrateRider/Crate.h"
%}
uses "Entities/EnemyBase";
uses "Entities/BasicEffects";
%{
// info structure
static EntityInfo eiCrate = {
EIBT_FLESH, 500.0f,
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 10.0f
%}
class CCrateRider: CEnemyBase {
name "CrateRider";
thumbnail "Thumbnails\\Mental.tbn";
properties:
// class internal
1 CTFileName m_fnmHeadTex1 "Head texture1" 'H' = CTString(""),
2 CTFileName m_fnmHeadTex2 "Head texture2" = CTString(""),
3 CTFileName m_fnmDriveSnd "Drive sound" 'S' = CTString(""),
{
CAutoPrecacheSound m_aps;
CAutoPrecacheTexture m_apt1;
CAutoPrecacheTexture m_apt2;
}
components:
1 class CLASS_BASE "Classes\\EnemyBase.ecl",
2 class CLASS_DEBRIS "Classes\\Debris.ecl",
3 class CLASS_BLOOD_SPRAY "Classes\\BloodSpray.ecl",
4 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl",
// ************** DATA **************
10 model MODEL_MENTAL "Models\\Enemies\\Mental\\Mental.mdl",
11 texture TEXTURE_MENTAL "Models\\Enemies\\Mental\\Mental.tex",
12 model MODEL_HEAD "Models\\Enemies\\Mental\\Head.mdl",
13 model MODEL_CRATE "Models\\CutSequences\\CrateRider\\Crate.mdl",
14 texture TEXTURE_CRATE "Models\\CutSequences\\CrateRider\\Crate.tex",
15 texture TEXTURE_BUMP "Models\\CutSequences\\Bridge\\BridgeBump.tex",
functions:
/* Entity info */
void *GetEntityInfo(void)
{
return &eiCrate;
};
void Precache(void)
{
CEnemyBase::Precache();
PrecacheClass(CLASS_DEBRIS);
m_apt1.Precache(m_fnmHeadTex1);
m_apt2.Precache(m_fnmHeadTex2);
m_aps.Precache(m_fnmDriveSnd);
};
// damage anim
INDEX AnimForDamage(FLOAT fDamage) {
INDEX iAnim;
iAnim = 0;
StartModelAnim(iAnim, 0);
return iAnim;
};
// death
INDEX AnimForDeath(void) {
INDEX iAnim;
iAnim = 0;
StartModelAnim(iAnim, 0);
return iAnim;
};
void DeathNotify(void) {
// ChangeCollisionBoxIndexWhenPossible(HEADMAN_COLLISION_BOX_DEATH);
en_fDensity = 500.0f;
};
// virtual anim functions
void StandingAnim(void) {
StartModelAnim(CRATE_ANIM_DEFAULT, AOF_LOOPING|AOF_NORESTART|AOF_SMOOTHCHANGE);
CModelObject *pmo0 = &(GetModelObject()->GetAttachmentModel(0)->amo_moModelObject);
pmo0->PlayAnim(MENTAL_ANIM_CRATEANIMLEFTSEATING, AOF_LOOPING|AOF_NORESTART|AOF_SMOOTHCHANGE);
CModelObject *pmo1 = &(GetModelObject()->GetAttachmentModel(1)->amo_moModelObject);
pmo1->PlayAnim(MENTAL_ANIM_CRATEANIMRIGHTSEATING, AOF_LOOPING|AOF_NORESTART|AOF_SMOOTHCHANGE);
m_soSound.Stop();
};
void WalkingAnim(void) {
RunningAnim();
StartModelAnim(CRATE_ANIM_DRIVE, AOF_LOOPING|AOF_NORESTART);
};
void RunningAnim(void)
{
if (m_fnmDriveSnd!="") {
PlaySound(m_soSound, m_fnmDriveSnd, SOF_3D);
}
CModelObject *pmo0 = &(GetModelObject()->GetAttachmentModel(0)->amo_moModelObject);
pmo0->PlayAnim(MENTAL_ANIM_CRATEANIMLEFT, AOF_LOOPING|AOF_NORESTART);
CModelObject *pmo1 = &(GetModelObject()->GetAttachmentModel(1)->amo_moModelObject);
pmo1->PlayAnim(MENTAL_ANIM_CRATEANIMRIGHT, AOF_LOOPING|AOF_NORESTART);
StartModelAnim(CRATE_ANIM_DRIVE, AOF_LOOPING|AOF_NORESTART);
};
void RotatingAnim(void) {
RunningAnim();
};
// 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);
};
void AddRider(INDEX i, const CTFileName &fnmHead)
{
AddAttachment(i, MODEL_MENTAL, TEXTURE_MENTAL);
CModelObject *pmoMain = &(GetModelObject()->GetAttachmentModel(i)->amo_moModelObject);
// pmoMain->PlayAnim(i==0 ? MENTAL_ANIM_CRATEANIMLEFTSEATING : MENTAL_ANIM_CRATEANIMRIGHTSEATING, AOF_LOOPING);
pmoMain->PlayAnim(i==0 ? MENTAL_ANIM_CRATEANIMLEFT: MENTAL_ANIM_CRATEANIMRIGHT, AOF_LOOPING);
AddAttachmentToModel(this, *pmoMain, 0, MODEL_HEAD, TEXTURE_MENTAL, 0, 0, 0);
CModelObject *pmoHead = &(pmoMain->GetAttachmentModel(0)->amo_moModelObject);
if (fnmHead!="") {
// try to
try {
pmoHead->mo_toTexture.SetData_t(fnmHead);
// if anything failed
} catch (char *strError) {
// report error
CPrintF("%s\n", strError);
}
}
}
procedures:
/************************************************************
* 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(1.0f);
m_fMaxHealth = 1.0f;
en_tmMaxHoldBreath = 5.0f;
en_fDensity = 2000.0f;
m_fBlowUpSize = 2.0f;
// set your appearance
SetModel(MODEL_CRATE);
SetModelMainTexture(TEXTURE_CRATE);
AddRider(0, m_fnmHeadTex1);
AddRider(1, m_fnmHeadTex2);
// setup moving speed
m_fWalkSpeed =
m_fAttackRunSpeed =
m_fCloseRunSpeed = 1.0f;
m_aWalkRotateSpeed = AngleDeg(30.0f);
m_aAttackRotateSpeed = AngleDeg(30);
m_aCloseRotateSpeed = AngleDeg(30);
// setup attack distances
m_fAttackDistance = 50.0f;
m_fCloseDistance = 0.0f;
m_fStopDistance = 5.0f; // greeting distance
m_fAttackFireTime = 2.0f;
m_fCloseFireTime = 1.0f;
m_fIgnoreRange = 200.0f;
// damage/explode properties
m_fBlowUpAmount = 0.0f;
m_fBodyParts = 4;
m_fDamageWounded = 1.0f;
m_iScore = 0;
m_bBlind = TRUE;
m_bRobotBlowup = 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();
};
};