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Devil.es
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Devil.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. */
332
%{
#include "StdH.h"
#include "Models/Enemies/Devil/Devil.h"
#include "Models/Enemies/Devil/Weapons/Laser.h"
#include "Models/Weapons/RocketLauncher/RocketLauncherItem.h"
#include "Entities/Effector.h"
#include "Entities/WorldSettingsController.h"
#include "Entities/PyramidSpaceShip.h"
#include "Entities/BackgroundViewer.h"
#define DEVIL_LASER_SPEED 100.0f
#define DEVIL_ROCKET_SPEED 60.0f
%}
uses "Entities/DevilMarker";
uses "Entities/EnemyBase";
uses "Entities/Projectile";
uses "Entities/Bullet";
event EBrushDestroyedByDevil {
FLOAT3D vDamageDir,
};
event ERegenerationImpuls {
};
enum DevilCommandType {
0 DC_GRAB_LOWER_WEAPONS "Grab lower weapons",
1 DC_FORCE_ACTION "Force next action",
2 DC_STOP_MOVING "Stop moving",
3 DC_STOP_ATTACK "Stop attacking",
4 DC_JUMP_INTO_PYRAMID "Jump into pyramid",
5 DC_FORCE_ATTACK_RADIUS "Force attack radius",
6 DC_DECREASE_ATTACK_RADIUS "Decrease attack radius",
7 DC_TELEPORT_INTO_PYRAMID "Teleport into pyramid",
};
event EDevilCommand {
enum DevilCommandType dctType,
CEntityPointer penForcedAction,
FLOAT fAttackRadius,
FLOAT3D vCenterOfAttack,
};
enum DevilState {
0 DS_NOT_EXISTING "Not existing", // idle
1 DS_DESTROYING_CITY "Destroying city", // process of destroying city
2 DS_ENEMY "Enemy", // behave as normal enemy
3 DS_JUMPING_INTO_PYRAMID "Jumping into pyramid", // jumping into pyramid
4 DS_PYRAMID_FIGHT "Pyramid fight", // pyramid fight
5 DS_REGENERATION_IMPULSE "Regenerating with impulse", // drinking power
};
enum DevilAttackPower {
1 DAP_PLAYER_HUNT "Player hunt", // process of hunting player
2 DAP_LOW_POWER_ATTACK "Low power attack", // low power attack
3 DAP_MEDIUM_POWER_ATTACK "Medium power attack", // medium power attack
4 DAP_FULL_POWER_ATTACK "Full power attack", // full power attack
5 DAP_NOT_ATTACKING "Not attacking", // not attacking
};
%{
static FLOAT3D vLastStartPosition;
static FLOAT vLastAttackRadius;
extern INDEX cht_bKillFinalBoss;
extern INDEX cht_bDebugFinalBoss;
extern INDEX cht_bDumpFinalBossData;
extern INDEX cht_bDebugFinalBossAnimations;
#define LIGHT_ANIM_FIRE 3
#define LIGHT_ANIM_NONE 5
// parameters defining boss
#define SIZE 50.0f
#define DEVIL_HOOF_RADIUS 0.25f*SIZE
#define DEVIL_HIT_HOOF_OFFSET FLOAT3D(-0.149021f, 0.084463f, -0.294425f)*SIZE
#define DEVIL_WALK_HOOF_RIGHT_OFFSET FLOAT3D(0.374725f, 0.0776713f, 0.0754253f)*SIZE
#define DEVIL_WALK_HOOF_LEFT_OFFSET FLOAT3D(-0.402306f, 0.0864595f, 0.292397f)*SIZE
#define ATT_PROJECTILE_GUN (FLOAT3D(-0.703544f, 1.12582f, -0.329834f)*SIZE)
#define ATT_LASER (FLOAT3D(0.63626f, 1.13841f, -0.033062f)*SIZE)
#define ATT_ELECTRICITYGUN (FLOAT3D(-0.764868f, 1.27992f, -0.311084f)*SIZE)
#define ATT_ROCKETLAUNCHER (FLOAT3D(0.654788f, 1.30318f, -0.259358f)*SIZE)
#define MAGIC_PROJECTILE_EXIT (FLOAT3D(0.035866f, 1.400f, -0.792264f)*SIZE)
#define ELECTROGUN_PIPE (FLOAT3D(-0.00423616f, -0.0216781f, -0.506613f)*SIZE)
#define LASER_PIPE (FLOAT3D(0.0172566f, -0.123152f, -0.232228f)*SIZE)
#define PROJECTILEGUN_PIPE (FLOAT3D(0.0359023f, -0.000490744f, -0.394403f)*SIZE)
#define ROCKETLAUNCHER_PIPE (FLOAT3D(4.68194e-005f, 0.0483391f, -0.475134f)*SIZE)
#define HEALTH_MULTIPLIER 1.0f
#define BOSS_HEALTH (40000.0f*HEALTH_MULTIPLIER)
#define HEALTH_IMPULSE (10000.0f*HEALTH_MULTIPLIER)
#define HEALTH_CLASS_1 (5000*HEALTH_MULTIPLIER)
#define HEALTH_CLASS_2 (7500*HEALTH_MULTIPLIER)
#define HEALTH_CLASS_3 (10000*HEALTH_MULTIPLIER)
#define HEALTH_CLASS_4 (15000*HEALTH_MULTIPLIER)
#define CLASS_2_CANNON_FACTOR 0.75f
#define CLASS_3_ROCKETLAUNCHER_FACTOR 0.75f
#define CLASS_4_ROCKETLAUNCHER_FACTOR 0.25f
#define TM_HEALTH_IMPULSE 4.0f
// info structure
static EntityInfo eiDevil = {
EIBT_FLESH, 50000.0f,
0.0f, 2.0f*SIZE, 0.0f,
0.0f, 1.4f*SIZE, 0.0f,
};
%}
class CDevil : CEnemyBase {
name "Devil";
thumbnail "Thumbnails\\Devil.tbn";
properties:
1 INDEX m_iAttID = 0, // internal temp var
2 FLOAT m_fDeltaWeaponPitch = 0.0f, // for adjusting weapon pitch
3 FLOAT m_fDeltaWeaponHdg = 0.0f, // for adjusting weapon hdg
4 FLOAT m_fFireTime = 0.0f, // time to fire bullets
5 CAnimObject m_aoLightAnimation, // light animation object
6 CEntityPointer m_penAction "Action" 'O', // ptr to action marker entity
8 INDEX m_iFiredProjectiles = 0, // internal counter of fired projectiles
9 INDEX m_iToFireProjectiles = 0, // internal counter of projectiles that should be fired
10 FLOAT m_fPauseStretcher = 0, // stretch factor for pauses between fireing
11 FLOAT m_tmLastPause = 0.0f, // last pause between two fireings
12 enum DevilState m_dsDevilState = DS_NOT_EXISTING,// current devil state
13 FLOAT m_tmLastAngry = -1.0f, // last angry state
14 CPlacement3D m_plTeleport = CPlacement3D(FLOAT3D(0,0,0), ANGLE3D(0,0,0)),
16 FLOAT m_tmTemp = 0,
17 enum DevilState m_dsLastDevilState = DS_REGENERATION_IMPULSE,// last devil state
18 enum DevilAttackPower m_dapAttackPower = DAP_PLAYER_HUNT,// current devil state
19 enum DevilAttackPower m_dapLastAttackPower = DAP_NOT_ATTACKING,
20 BOOL m_bHasUpperWeapons = FALSE,
21 FLOAT3D m_vElectricitySource = FLOAT3D( 0,0,0), // position of electricity ray target
22 FLOAT3D m_vElectricityTarget = FLOAT3D( 0,0,0), // position of electricity ray target
23 BOOL m_bRenderElectricity = FALSE, // if electricity particles are rendered
24 FLOAT m_fAdjustWeaponTime = 0.0f, // time for weapon to lock enemy
25 BOOL m_bWasOnceInMainLoop = FALSE, // if MainLoop was called at least once
26 FLOAT m_tmHitBySpaceShipBeam = -1, // last time when was hit by space ship beam
27 CSoundObject m_soLeft, // left foot sound
28 CSoundObject m_soRight, // right foot sound
29 FLOAT m_fLastWalkTime = -1.0f, // last walk time
30 FLOAT m_tmFireBreathStart = UpperLimit(0.0f), // time when fire breath started
31 FLOAT m_tmFireBreathStop = 0.0f, // time when fire breath stopped
32 FLOAT3D m_vFireBreathSource = FLOAT3D( 0,0,0), // position of fire breath source
33 FLOAT3D m_vFireBreathTarget = FLOAT3D( 0,0,0), // position of fire breath target
34 FLOAT m_tmRegenerationStart = UpperLimit(0.0f), // time when regeneration started
35 FLOAT m_tmRegenerationStop = 0.0f, // time when regeneration stopped
36 FLOAT m_tmNextFXTime = 0.0f, // next effect time
37 INDEX m_iNextChannel = 0, // next channel to play sound on
// weapon sound channels
38 CSoundObject m_soWeapon0,
39 CSoundObject m_soWeapon1,
40 CSoundObject m_soWeapon2,
41 CSoundObject m_soWeapon3,
42 CSoundObject m_soWeapon4,
43 INDEX m_iAngryAnim=0, // random angry animation
44 INDEX m_iAngrySound=0, // random angry animation
45 FLOAT m_tmDeathTime = -1.0f, // time of death
50 INDEX m_iLastCurrentAnim = -1,
51 INDEX m_iLastScheduledAnim = -1,
52 enum DevilState m_dsPreRegenerationDevilState = DS_ENEMY,
60 CSoundObject m_soClimb, // sound of climbing
61 CSoundObject m_soGrabLowerWeapons,
62 CSoundObject m_soGrabUpperWeapons,
63 CSoundObject m_soJumpIntoPyramid,
70 BOOL m_bForMPIntro "MP Intro" = FALSE,
{
CEntity *penBullet; // bullet
CLightSource m_lsLightSource;
}
components:
0 class CLASS_BASE "Classes\\EnemyBase.ecl",
1 class CLASS_PROJECTILE "Classes\\Projectile.ecl",
2 class CLASS_EFFECTOR "Classes\\Effector.ecl",
// ************** DEVIL **************
10 model MODEL_DEVIL "Models\\Enemies\\Devil\\Devil.mdl",
11 texture TEXTURE_DEVIL "Models\\Enemies\\Devil\\Devil.tex",
// ************** LASER **************
20 model MODEL_LASER "Models\\Enemies\\Devil\\Weapons\\Laser.mdl",
21 texture TEXTURE_LASER "Models\\Enemies\\Devil\\Weapons\\Laser.tex",
// ************** ROCKET LAUNCHER **************
22 model MODEL_ROCKETLAUNCHER "Models\\Enemies\\Devil\\Weapons\\RocketLauncher.mdl",
23 texture TEXTURE_ROCKETLAUNCHER "Models\\Enemies\\Devil\\Weapons\\RocketLauncher.tex",
// ************** PROJECTILE GUN **************
24 model MODEL_PROJECTILEGUN "Models\\Enemies\\Devil\\Weapons\\ProjectileGun.mdl",
25 texture TEXTURE_PROJECTILEGUN "Models\\Enemies\\Devil\\Weapons\\ProjectileGun.tex",
// ************** ELECTRICITY GUN *************
26 model MODEL_ELECTRICITYGUN "Models\\Enemies\\Devil\\Weapons\\ElectricityGun.mdl",
27 texture TEXTURE_ELECTRICITYGUN "Models\\Enemies\\Devil\\Weapons\\ElectricityGun.tex",
// ************** SOUNDS **************
60 sound SOUND_ANGER01 "Models\\Enemies\\Devil\\Sounds\\Anger01.wav",
61 sound SOUND_ANGER02 "Models\\Enemies\\Devil\\Sounds\\Anger02.wav",
62 sound SOUND_ATTACKCLOSE "Models\\Enemies\\Devil\\Sounds\\AttackClose.wav",
63 sound SOUND_CELEBRATE01 "Models\\Enemies\\Devil\\Sounds\\Celebrate01.wav",
65 sound SOUND_DEATH "Models\\Enemies\\Devil\\Sounds\\Death.wav",
66 sound SOUND_DRAW_LOWER_WEAPONS "Models\\Enemies\\Devil\\Sounds\\GrabWeaponsLower.wav",
67 sound SOUND_DRAW_UPPER_WEAPONS "Models\\Enemies\\Devil\\Sounds\\GrabWeaponsUpper.wav",
68 sound SOUND_GETUP "Models\\Enemies\\Devil\\Sounds\\Getup.wav",
69 sound SOUND_IDLE "Models\\Enemies\\Devil\\Sounds\\Idle.wav",
70 sound SOUND_PUNCH "Models\\Enemies\\Devil\\Sounds\\Punch.wav",
71 sound SOUND_SMASH "Models\\Enemies\\Devil\\Sounds\\Smash.wav",
72 sound SOUND_WALK_LEFT "Models\\Enemies\\Devil\\Sounds\\WalkL.wav",
73 sound SOUND_WALK_RIGHT "Models\\Enemies\\Devil\\Sounds\\WalkR.wav",
74 sound SOUND_WOUND "Models\\Enemies\\Devil\\Sounds\\Wound.wav",
75 sound SOUND_ATTACK_BREATH_START "Models\\Enemies\\Devil\\Sounds\\AttackBreathStart.wav",
76 sound SOUND_ATTACK_BREATH_FIRE "Models\\Enemies\\Devil\\Sounds\\BreathProjectile.wav",
77 sound SOUND_ATTACK_BREATH_END "Models\\Enemies\\Devil\\Sounds\\AttackBreathEnd.wav",
78 sound SOUND_HEAL "Models\\Enemies\\Devil\\Sounds\\Heal.wav",
79 sound SOUND_ROCKETLAUNCHER "Models\\Enemies\\Devil\\Sounds\\RocketLauncher.wav",
80 sound SOUND_LASER "Models\\Enemies\\Devil\\Sounds\\Laser.wav",
81 sound SOUND_LAVABOMB "Models\\Enemies\\Devil\\Sounds\\LavaBomb.wav",
82 sound SOUND_GHOSTBUSTER "Models\\Enemies\\Devil\\Sounds\\Ghostbuster.wav",
83 sound SOUND_ATTACK_BREATH_LOOP "Models\\Enemies\\Devil\\Sounds\\AttackBreath.wav",
84 sound SOUND_CLIMB "Models\\Enemies\\Devil\\Sounds\\Enter.wav",
85 sound SOUND_DEATHPARTICLES "Models\\Enemies\\Devil\\Sounds\\DeathParticles.wav",
86 sound SOUND_DISAPPEAR "Models\\Enemies\\Devil\\Sounds\\Disappear.wav",
functions:
// describe how this enemy killed player
virtual CTString GetPlayerKillDescription(const CTString &strPlayerName, const EDeath &eDeath)
{
CTString str;
str.PrintF(TRANS("Ugh Zan killed %s"), strPlayerName);
return str;
}
void Precache(void) {
CEnemyBase::Precache();
// ************** DEVIL **************
PrecacheModel (MODEL_DEVIL );
PrecacheTexture (TEXTURE_DEVIL );
// ************** LASER **************
PrecacheModel (MODEL_LASER );
PrecacheTexture (TEXTURE_LASER );
// ************** ROCKET LAUNCHER **************
PrecacheModel (MODEL_ROCKETLAUNCHER );
PrecacheTexture (TEXTURE_ROCKETLAUNCHER );
// ************** ELECTRICITY GUN **************
PrecacheModel (MODEL_ELECTRICITYGUN);
PrecacheTexture (TEXTURE_ELECTRICITYGUN);
// ************** PROJECTILE GUN **************
PrecacheModel (MODEL_PROJECTILEGUN);
PrecacheTexture (TEXTURE_PROJECTILEGUN);
// ************** PREDICTED PROJECTILE **************
PrecacheClass(CLASS_PROJECTILE, PRT_LAVAMAN_BIG_BOMB);
PrecacheClass(CLASS_PROJECTILE, PRT_DEVIL_GUIDED_PROJECTILE);
PrecacheClass(CLASS_PROJECTILE, PRT_DEVIL_LASER);
PrecacheClass(CLASS_PROJECTILE, PRT_DEVIL_ROCKET);
// ************** SOUNDS **************
PrecacheSound (SOUND_ANGER01 );
PrecacheSound (SOUND_ANGER02 );
PrecacheSound (SOUND_ATTACKCLOSE );
PrecacheSound (SOUND_CELEBRATE01 );
PrecacheSound (SOUND_DEATH );
PrecacheSound (SOUND_DRAW_LOWER_WEAPONS );
PrecacheSound (SOUND_DRAW_UPPER_WEAPONS );
PrecacheSound (SOUND_GETUP );
PrecacheSound (SOUND_IDLE );
PrecacheSound (SOUND_PUNCH );
PrecacheSound (SOUND_SMASH );
PrecacheSound (SOUND_WALK_LEFT );
PrecacheSound (SOUND_WALK_RIGHT );
PrecacheSound (SOUND_WOUND );
PrecacheSound (SOUND_ATTACK_BREATH_START );
PrecacheSound (SOUND_ATTACK_BREATH_FIRE );
PrecacheSound (SOUND_ATTACK_BREATH_END );
PrecacheSound (SOUND_HEAL );
PrecacheSound (SOUND_ROCKETLAUNCHER );
PrecacheSound (SOUND_LASER );
PrecacheSound (SOUND_LAVABOMB );
PrecacheSound (SOUND_GHOSTBUSTER );
PrecacheSound (SOUND_ATTACK_BREATH_LOOP );
PrecacheSound (SOUND_CLIMB );
PrecacheSound (SOUND_DEATHPARTICLES );
PrecacheSound (SOUND_DISAPPEAR );
}
// Validate offered target for one property
BOOL IsTargetValid(SLONG slPropertyOffset, CEntity *penTarget)
{
if(penTarget==NULL)
{
return FALSE;
}
return (IsDerivedFromClass(penTarget, "Devil Marker"));
}
/* Read from stream. */
void Read_t( CTStream *istr) { // throw char *
CEnemyBase::Read_t(istr);
// setup light source
SetupLightSource();
}
/* Get static light source information. */
CLightSource *GetLightSource(void) {
if (!IsPredictor()) {
return &m_lsLightSource;
} else {
return NULL;
}
}
// Setup light source
void SetupLightSource(void) {
// setup light source
CLightSource lsNew;
lsNew.ls_ulFlags = LSF_NONPERSISTENT|LSF_DYNAMIC;
lsNew.ls_rHotSpot = 2.0f;
lsNew.ls_rFallOff = 8.0f;
lsNew.ls_colColor = RGBToColor(128, 128, 128);
lsNew.ls_plftLensFlare = NULL;
lsNew.ls_ubPolygonalMask = 0;
lsNew.ls_paoLightAnimation = &m_aoLightAnimation;
m_lsLightSource.ls_penEntity = this;
m_lsLightSource.SetLightSource(lsNew);
}
// play light animation
void PlayLightAnim(INDEX iAnim, ULONG ulFlags) {
if (m_aoLightAnimation.GetData()!=NULL) {
m_aoLightAnimation.PlayAnim(iAnim, ulFlags);
}
};
/* Entity info */
void *GetEntityInfo(void) {
return &eiDevil;
};
BOOL ForcesCannonballToExplode(void)
{
return TRUE;
}
void SetSpeedsToDesiredPosition(const FLOAT3D &vPosDelta, FLOAT fPosDist, BOOL bGoingToPlayer)
{
if(m_penEnemy!=NULL)
{
FLOAT fEnemyDistance = CalcDist(m_penEnemy);
FLOAT fRadius1 = 75.0f;
FLOAT fRadius2 = 200.0f;
FLOAT fSpeedRadius1 = 6.0f;
FLOAT fSpeedRadius2 = 14.0f;
FLOAT fDistanceRatio = CalculateRatio( fEnemyDistance, fRadius1, fRadius2, 1, 0);
if( fEnemyDistance>=fRadius2)
{
fDistanceRatio = 1.0f;
}
m_fAttackRunSpeed = fSpeedRadius1+fDistanceRatio*(fSpeedRadius2-fSpeedRadius1);
m_fCloseRunSpeed = m_fAttackRunSpeed;
if( cht_bDebugFinalBoss)
{
CPrintF( "Enm dist:%g, Speed=%g\n", fEnemyDistance, m_fAttackRunSpeed);
}
}
CEnemyBase::SetSpeedsToDesiredPosition(vPosDelta, fPosDist, bGoingToPlayer);
}
FLOAT GetCrushHealth(void)
{
return 1000.0f;
}
void SelectRandomAnger(void)
{
if( IRnd()%2) {
m_iAngryAnim = DEVIL_ANIM_ANGER01;
m_iAngrySound = SOUND_ANGER01;
} else {
m_iAngryAnim = DEVIL_ANIM_ANGER02;
m_iAngrySound = SOUND_ANGER02;
}
}
virtual FLOAT GetLockRotationSpeed(void)
{
return m_aAttackRotateSpeed*4;
};
void ShakeItBaby(FLOAT tmShaketime, FLOAT fPower)
{
CWorldSettingsController *pwsc = GetWSC(this);
if (pwsc!=NULL) {
pwsc->m_tmShakeStarted = tmShaketime;
pwsc->m_vShakePos = GetPlacement().pl_PositionVector;
pwsc->m_fShakeFalloff = 400.0f;
pwsc->m_fShakeFade = 3.0f;
pwsc->m_fShakeIntensityZ = 0.0f;
pwsc->m_tmShakeFrequencyZ = 5.0f;
pwsc->m_fShakeIntensityY = 0.1f*fPower;
pwsc->m_tmShakeFrequencyY = 5.0f;
pwsc->m_fShakeIntensityB = 2.5f*fPower;
pwsc->m_tmShakeFrequencyB = 7.2f;
pwsc->m_bShakeFadeIn = FALSE;
}
}
void ShakeItFarBaby(FLOAT tmShaketime, FLOAT fPower)
{
CWorldSettingsController *pwsc = GetWSC(this);
if (pwsc!=NULL) {
pwsc->m_tmShakeStarted = tmShaketime;
pwsc->m_vShakePos = GetPlacement().pl_PositionVector;
pwsc->m_fShakeFalloff = 2048.0f;
pwsc->m_fShakeFade = 2.0f;
pwsc->m_fShakeIntensityZ = 0.0f;
pwsc->m_tmShakeFrequencyZ = 5.0f;
pwsc->m_fShakeIntensityY = 0.1f*fPower;
pwsc->m_tmShakeFrequencyY = 5.0f;
pwsc->m_fShakeIntensityB = 2.5f*fPower;
pwsc->m_tmShakeFrequencyB = 7.2f;
pwsc->m_bShakeFadeIn = FALSE;
}
}
void InflictHoofDamage( FLOAT3D vOffset)
{
// apply range damage for right foot
FLOAT3D vFootRel = vOffset;
FLOAT3D vFootAbs = vFootRel*GetRotationMatrix()+GetPlacement().pl_PositionVector;
InflictRangeDamage(this, DMT_IMPACT, 1000.0f, vFootAbs, DEVIL_HOOF_RADIUS, DEVIL_HOOF_RADIUS);
}
void ApplyFootQuake(void)
{
CModelObject &mo = *GetModelObject();
TIME tmNow = _pTimer->CurrentTick();
FLOAT tmAnim = -1;
FLOAT tmWalkLen = mo.GetAnimLength(DEVIL_ANIM_WALK);
FLOAT tmLeftFootOffset = 0.4f;
FLOAT tmRightFootOffset = 2.05f;
// if we are now playing walk anim, but another anim is scheduled to happen after walk
if (mo.ao_iLastAnim==DEVIL_ANIM_WALK && mo.ao_tmAnimStart>tmNow)
{
// we started one anim time back from anim start time
tmAnim = mo.ao_tmAnimStart-tmWalkLen;
}
else if (mo.ao_iCurrentAnim==DEVIL_ANIM_WALK && mo.ao_tmAnimStart<=tmNow)
{
tmAnim = mo.ao_tmAnimStart;
}
// if we are now playing walk wo idle anim, but another anim is scheduled to happen after walk to idle
else if (mo.ao_iLastAnim==DEVIL_ANIM_FROMWALKTOIDLE && mo.ao_tmAnimStart>tmNow)
{
// we started one anim time back from anim start time
tmAnim = mo.ao_tmAnimStart-tmWalkLen;
tmLeftFootOffset = 0.6f;
tmRightFootOffset = 1.7f;
}
else if (mo.ao_iCurrentAnim==DEVIL_ANIM_FROMWALKTOIDLE && mo.ao_tmAnimStart<=tmNow)
{
tmAnim = mo.ao_tmAnimStart;
tmLeftFootOffset = 0.6f;
tmRightFootOffset = 1.7f;
}
// WARNING !!! foot variable names are switched
if( tmAnim!=-1)
{
FLOAT tmAnimLast = tmAnim+INDEX((tmNow-tmAnim)/tmWalkLen)*tmWalkLen;
FLOAT tmLeftFootDown = tmAnimLast+tmLeftFootOffset;
FLOAT tmRightFootDown = tmAnimLast+tmRightFootOffset;
CWorldSettingsController *pwsc = GetWSC(this);
if( pwsc!=NULL)
{
if( tmNow>=tmRightFootDown && pwsc->m_tmShakeStarted<tmRightFootDown-0.1f)
{
// apply range damage for right foot
InflictHoofDamage( DEVIL_WALK_HOOF_LEFT_OFFSET);
// shake
ShakeItBaby(tmRightFootDown, 1.0f);
PlaySound(m_soRight, SOUND_WALK_RIGHT, SOF_3D);
}
else if(tmNow>=tmLeftFootDown && pwsc->m_tmShakeStarted<tmLeftFootDown-0.1f)
{
// apply range damage for left foot
InflictHoofDamage( DEVIL_WALK_HOOF_RIGHT_OFFSET);
// shake
ShakeItBaby(tmLeftFootDown, 1.0f);
PlaySound(m_soLeft, SOUND_WALK_LEFT, SOF_3D);
}
}
}
}
void StopFireBreathParticles(void)
{
m_tmFireBreathStop = _pTimer->CurrentTick();
}
void StopRegenerationParticles(void)
{
m_tmRegenerationStop = _pTimer->CurrentTick();
}
void TurnOnPhysics(void)
{
SetPhysicsFlags(EPF_MODEL_WALKING);
SetCollisionFlags(ECF_MODEL);
}
void TurnOffPhysics(void)
{
SetPhysicsFlags(EPF_MODEL_WALKING&~EPF_TRANSLATEDBYGRAVITY);
SetCollisionFlags(((ECBI_MODEL)<<ECB_TEST) | ((ECBI_MODEL)<<ECB_PASS) | ((ECBI_ITEM)<<ECB_IS));
}
// render particles
void RenderParticles(void)
{
if( m_bRenderElectricity)
{
// calculate electricity ray source pos
Particles_Ghostbuster(m_vElectricitySource, m_vElectricityTarget, 24, 2.0f, 2.0f, 96.0f);
}
// fire breath particles
if( _pTimer->CurrentTick()>m_tmFireBreathStart)
{
// render fire breath particles
INDEX ctRendered = Particles_FireBreath(this, m_vFireBreathSource, m_vFireBreathTarget,
m_tmFireBreathStart, m_tmFireBreathStop);
// if should stop rendering fire breath particles
if( _pTimer->CurrentTick()>m_tmFireBreathStop && ctRendered==0)
{
m_tmFireBreathStart = UpperLimit(0.0f);
}
}
// regeneration particles
if( _pTimer->CurrentTick()>m_tmRegenerationStart)
{
// render fire breath particles
INDEX ctRendered = Particles_Regeneration(this, m_tmRegenerationStart, m_tmRegenerationStop, 1.0f, FALSE);
// if should stop rendering regeneration particles
if( _pTimer->CurrentTick()>m_tmRegenerationStop && ctRendered==0)
{
m_tmRegenerationStart = UpperLimit(0.0f);
}
}
// if is dead
if( m_tmDeathTime != -1.0f && _pTimer->CurrentTick()>m_tmDeathTime && _pTimer->CurrentTick()<m_tmDeathTime+4.0f)
{
INDEX ctRendered = Particles_Regeneration(this, m_tmDeathTime, m_tmDeathTime+2.0f, 0.25f, TRUE);
}
CEnemyBase::RenderParticles();
}
FLOAT3D GetWeaponPositionRelative(void)
{
CAttachmentModelObject &amo = *GetModelObject()->GetAttachmentModel(m_iAttID);
FLOAT3D vAttachment = FLOAT3D(0,0,0);
switch(m_iAttID)
{
case DEVIL_ATTACHMENT_LASER:
vAttachment = ATT_LASER;
break;
case DEVIL_ATTACHMENT_PROJECTILEGUN:
vAttachment = ATT_PROJECTILE_GUN;
break;
case DEVIL_ATTACHMENT_ELETRICITYGUN:
vAttachment = ATT_ELECTRICITYGUN;
break;
case DEVIL_ATTACHMENT_ROCKETLAUNCHER:
vAttachment = ATT_ROCKETLAUNCHER;
break;
default:
ASSERTALWAYS("Invalid attachment ID");
}
return(vAttachment);
}
FLOAT3D GetWeaponPositionAbsolute(void)
{
return GetPlacement().pl_PositionVector + GetWeaponPositionRelative()*GetRotationMatrix();
}
FLOAT3D GetFireingPositionRelative(void)
{
CAttachmentModelObject &amo = *GetModelObject()->GetAttachmentModel(m_iAttID);
FLOAT3D vWeaponPipe = FLOAT3D(0,0,0);
FLOAT3D vAttachment = FLOAT3D(0,0,0);
switch(m_iAttID)
{
case DEVIL_ATTACHMENT_LASER:
vWeaponPipe = LASER_PIPE;
vAttachment = ATT_LASER;
break;
case DEVIL_ATTACHMENT_PROJECTILEGUN:
vWeaponPipe = PROJECTILEGUN_PIPE;
vAttachment = ATT_PROJECTILE_GUN;
break;
case DEVIL_ATTACHMENT_ELETRICITYGUN:
vWeaponPipe = ELECTROGUN_PIPE;
vAttachment = ATT_ELECTRICITYGUN;
break;
case DEVIL_ATTACHMENT_ROCKETLAUNCHER:
vWeaponPipe = ROCKETLAUNCHER_PIPE;
vAttachment = ATT_ROCKETLAUNCHER;
break;
default:
ASSERTALWAYS("Invalid attachment ID");
}
// create matrix
FLOATmatrix3D mWpn;
MakeRotationMatrixFast(mWpn, amo.amo_plRelative.pl_OrientationAngle);
return (vAttachment+vWeaponPipe*mWpn);
}
FLOAT3D GetFireingPositionAbsolute(void)
{
return GetPlacement().pl_PositionVector + GetFireingPositionRelative()*GetRotationMatrix();
}
/*
Regeneration legend:
--------------------
- if less than 0 -> no generation
- class 1 -> invoke impulse regeneration +HEALTH_IMPULSE
- class 2 -> drops when constantly hitted with cannonballs
- class 3 -> drops when constantly hitted with rockets
- class 4 -> drops when constantly hitted with rockets
- if greater than class 5 -> no regeneration
*/
void ApplyTickRegeneration(void)
{
if( cht_bKillFinalBoss && GetSP()->sp_bSinglePlayer)
{
cht_bKillFinalBoss=FALSE;
SetHealth(-1);
return;
}
// if currently regenerating or died or out of healing range or recently hit by space ship beam
if(m_dsDevilState == DS_REGENERATION_IMPULSE ||
GetHealth()<=0 || GetHealth()>=HEALTH_CLASS_4 ||
_pTimer->CurrentTick()<m_tmHitBySpaceShipBeam+0.5f)
{
return;
}
FLOAT fDmgRocketsPerTick = 1800.0f/10.0f*_pTimer->TickQuantum;
FLOAT fDmgCannonsPerTick = 2959.0f/10.0f*_pTimer->TickQuantum;
FLOAT fRegeneration = 0.0f;
if(GetHealth()<HEALTH_CLASS_1)
{
SendEvent(ERegenerationImpuls());
}
else if(GetHealth()<HEALTH_CLASS_2)
{
fRegeneration = fDmgCannonsPerTick*CLASS_2_CANNON_FACTOR;
}
else if(GetHealth()<HEALTH_CLASS_3)
{
fRegeneration = fDmgRocketsPerTick*CLASS_3_ROCKETLAUNCHER_FACTOR;
}
else if(GetHealth()<HEALTH_CLASS_4)
{
fRegeneration = fDmgRocketsPerTick*CLASS_4_ROCKETLAUNCHER_FACTOR;
}
// apply regeneration
SetHealth(GetHealth()+fRegeneration);
};
/* Post moving */
void PostMoving(void)
{
ApplyFootQuake();
CEnemyBase::PostMoving();
// discard non-moving optimization
en_ulFlags &= ~ENF_INRENDERING;
ApplyTickRegeneration();
}
/* Receive damage */
void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType,
FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection)
{
// don't allow telefrag damage
if( dmtType == DMT_TELEPORT)
{
return;
}
if( !(m_dsDevilState==DS_ENEMY || m_dsDevilState==DS_PYRAMID_FIGHT) || penInflictor==this)
{
return;
}
if(m_dsDevilState!=DS_PYRAMID_FIGHT)
{
if( GetHealth()<1000.0f)
{
return;
}
fDamageAmmount=ClampUp(fDamageAmmount, GetHealth()/2.0f);
}
CEnemyBase::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection);
};
BOOL AdjustShadingParameters(FLOAT3D &vLightDirection, COLOR &colLight, COLOR &colAmbient)
{
if( cht_bDebugFinalBoss)
{
// print state change
if( m_dsDevilState!=m_dsLastDevilState)
{
m_dsLastDevilState = m_dsDevilState;
CTString strDevilState = DevilState_enum.NameForValue(INDEX(m_dsDevilState));
CPrintF( "New devil state: %s\n", strDevilState);
}
// print fire power state change
if( m_dapAttackPower!=m_dapLastAttackPower)
{
m_dapLastAttackPower = m_dapAttackPower;
CTString strAttackPower = DevilAttackPower_enum.NameForValue(INDEX(m_dapAttackPower));
CPrintF( "New attack power: %s\n", strAttackPower);
}
// print radius of attack change
if( (vLastStartPosition != m_vStartPosition) ||
(vLastAttackRadius != m_fAttackRadius) )
{
vLastStartPosition = m_vStartPosition;
vLastAttackRadius = m_fAttackRadius;
CPrintF( "Coordinate of attack (%g, %g, %g), Radius of attack: %g\n",
m_vStartPosition(1), m_vStartPosition(2), m_vStartPosition(3),
m_fAttackRadius);
}
}
if(cht_bDebugFinalBossAnimations)
{
TIME tmNow = _pTimer->CurrentTick();
CModelObject &mo = *GetModelObject();
// obtain current and scheduled animation
INDEX iCurrentAnim, iScheduledAnim;
if (mo.ao_tmAnimStart>tmNow)
{
iCurrentAnim = mo.ao_iLastAnim;
iScheduledAnim = mo.ao_iCurrentAnim;
}
else
{
iCurrentAnim = mo.ao_iCurrentAnim;
iScheduledAnim = -1;
}
if( iCurrentAnim!=m_iLastCurrentAnim || iScheduledAnim!=m_iLastScheduledAnim)
{
CAnimData *pad = mo.GetData();
CAnimInfo aiCurrent;
mo.GetAnimInfo(iCurrentAnim, aiCurrent);
CTString strCurrentAnimName = aiCurrent.ai_AnimName;
CTString strScheduledAnimName = ".....";
if(iScheduledAnim != -1)
{
CAnimInfo aiScheduled;
mo.GetAnimInfo(iScheduledAnim, aiScheduled);
strScheduledAnimName = aiScheduled.ai_AnimName;
}
CPrintF("Time: %-10g %20s, %s\n",
_pTimer->GetLerpedCurrentTick(), strCurrentAnimName, strScheduledAnimName);
}
m_iLastCurrentAnim = iCurrentAnim;
m_iLastScheduledAnim = iScheduledAnim;
}
if( cht_bDumpFinalBossData)
{
cht_bDumpFinalBossData=FALSE;
// dump devil data to console
CPrintF("\n\n\n\n\n\n\n");
CPrintF("Devil class data ...................\n");
CPrintF("\n\n");
CTString strAttackPower = DevilAttackPower_enum.NameForValue(INDEX(m_dapAttackPower));
CPrintF( "Attack power: %s\n", strAttackPower);
CTString strDevilState = DevilState_enum.NameForValue(INDEX(m_dsDevilState));
CPrintF( "Devil state: %s\n", strDevilState);
CPrintF("m_fFireTime = %g\n", m_fFireTime);
CPrintF("m_iFiredProjectiles = %d\n", m_iFiredProjectiles);
CPrintF("m_iToFireProjectiles = %d\n", m_iToFireProjectiles);
CPrintF("m_tmLastPause = %g\n", m_tmLastPause);
CPrintF("m_fPauseStretcher = %g\n", m_fPauseStretcher);
CPrintF("m_tmLastAngry = %g\n", m_tmLastAngry);
CPrintF("m_bHasUpperWeapons = %d\n", m_bHasUpperWeapons);
CPrintF("m_fAdjustWeaponTime = %g\n", m_fAdjustWeaponTime);
CPrintF("m_bWasOnceInMainLoop = %d\n", m_bWasOnceInMainLoop);
CPrintF("m_tmHitBySpaceShipBeam = %g\n", m_tmHitBySpaceShipBeam);
CPrintF("m_fLastWalkTime = %g\n", m_fLastWalkTime);
CPrintF("m_tmFireBreathStart = %g\n", m_tmFireBreathStart);
CPrintF("m_tmFireBreathStop = %g\n", m_tmFireBreathStop);
CPrintF("m_tmRegenerationStart = %g\n", m_tmRegenerationStart);
CPrintF("m_tmRegenerationStop = %g\n", m_tmRegenerationStop);
CPrintF("m_tmNextFXTime = %g\n", m_tmNextFXTime);
CPrintF("m_tmDeathTime = %g\n", m_tmDeathTime);
CPrintF("Health = %g\n", GetHealth());
CPrintF("\n\n\n\n\n\n\n");
CPrintF("Enemy base data ...................\n");
CPrintF("\n\n");
CPrintF( "m_ttTarget (type): %d\n", INDEX(m_ttTarget));
CPrintF( "m_penWatcher %x\n", m_penWatcher);
CTString strEnemyName = "Null ptr, no name";
if( m_penEnemy != NULL)
{
strEnemyName = m_penEnemy->GetName();
}
CPrintF( "m_penEnemy %x, enemy name: %s\n", m_penEnemy, strEnemyName);
CPrintF( "m_vStartPosition (%g, %g, %g)\n", m_vStartPosition(1), m_vStartPosition(2), m_vStartPosition(3));
CPrintF( "m_vStartDirection (%g, %g, %g)\n", m_vStartDirection(1), m_vStartDirection(2), m_vStartDirection(3));
CPrintF( "m_bOnStartPosition = %d\n", m_bOnStartPosition);
CPrintF( "m_fFallHeight = %g\n", m_fFallHeight);
CPrintF( "m_fStepHeight = %g\n", m_fStepHeight);
CPrintF( "m_fSenseRange = %g\n", m_fSenseRange);
CPrintF( "m_fViewAngle = %g\n", m_fViewAngle);
CPrintF( "m_fWalkSpeed = %g\n", m_fWalkSpeed);
CPrintF( "m_aWalkRotateSpeed = %g\n", m_aWalkRotateSpeed);
CPrintF( "m_fAttackRunSpeed = %g\n", m_fAttackRunSpeed);
CPrintF( "m_aAttackRotateSpeed = %g\n", m_aAttackRotateSpeed);
CPrintF( "m_fCloseRunSpeed = %g\n", m_fCloseRunSpeed);
CPrintF( "m_aCloseRotateSpeed = %g\n", m_aCloseRotateSpeed);
CPrintF( "m_fAttackDistance = %g\n", m_fAttackDistance);
CPrintF( "m_fCloseDistance = %g\n", m_fCloseDistance);
CPrintF( "m_fAttackFireTime = %g\n", m_fAttackFireTime);
CPrintF( "m_fCloseFireTime = %g\n", m_fCloseFireTime);
CPrintF( "m_fStopDistance = %g\n", m_fStopDistance);
CPrintF( "m_fIgnoreRange = %g\n", m_fIgnoreRange);
CPrintF( "m_fLockOnEnemyTime = %g\n", m_fLockOnEnemyTime);
CPrintF( "m_fMoveTime = %g\n", m_fMoveTime);
CPrintF( "m_vDesiredPosition (%g, %g, %g)\n", m_vDesiredPosition(1), m_vDesiredPosition(2), m_vDesiredPosition(3));
CTString strDestinationType = DestinationType_enum.NameForValue(INDEX(m_dtDestination));
CPrintF( "m_dtDestination: %s\n", strDestinationType);
CPrintF( "m_penPathMarker %x\n", m_penPathMarker);
CPrintF( "m_vPlayerSpotted (%g, %g, %g)\n", m_vPlayerSpotted(1), m_vPlayerSpotted(2), m_vPlayerSpotted(3));
CPrintF( "m_fMoveFrequency = %g\n", m_fMoveFrequency);
CPrintF( "m_fMoveSpeed = %g\n", m_fMoveSpeed);
CPrintF( "m_aRotateSpeed = %g\n", m_aRotateSpeed);
CPrintF( "m_fLockStartTime = %g\n", m_fLockStartTime);
CPrintF( "m_fRangeLast = %g\n", m_fRangeLast);
CPrintF( "m_fShootTime = %g\n", m_fShootTime);
CPrintF( "m_fAttackRadius = %g\n", m_fAttackRadius);
CPrintF( "m_tmGiveUp = %g\n", m_tmGiveUp);
CPrintF( "m_fActivityRange = %g\n", m_fActivityRange);
CTString strMarkerName = "Null ptr, no name";
if( m_penMarker != NULL)
{
strMarkerName = m_penMarker->GetName();
}
CPrintF( "m_penMarker %x, marker name: %s\n", m_penMarker, strMarkerName);
CTString strMainMusicHolderName = "Null ptr, no name";
if( m_penMainMusicHolder != NULL)
{
strMainMusicHolderName = m_penMainMusicHolder->GetName();
}
CPrintF( "m_penMainMusicHolder %x, MainMusicHolder name: %s\n", m_penMainMusicHolder, strMainMusicHolderName);
CPrintF( "m_tmLastFussTime = %g\n", m_tmLastFussTime);
CPrintF( "m_iScore = %d\n", m_iScore);
CPrintF( "m_fMaxHealth = %g\n", m_fMaxHealth);
CPrintF( "m_bBoss = %d\n", m_bBoss);
CPrintF( "m_fSpiritStartTime = %g\n", m_fSpiritStartTime);
CPrintF( "m_tmSpraySpawned = %g\n", m_tmSpraySpawned);
CPrintF( "m_fSprayDamage = %g\n", m_fSprayDamage);
CPrintF( "m_fMaxDamageAmmount = %g\n", m_fMaxDamageAmmount );
}
vLightDirection = FLOAT3D(0.0f, 270.0f, 0.0f);
colAmbient = RGBToColor(32,32,32);
colLight = RGBToColor(255,235,145);
return CMovableModelEntity::AdjustShadingParameters(vLightDirection, colLight, colAmbient);
//return CEnemyBase::AdjustShadingParameters(vLightDirection, colLight, colAmbient);
};
// damage anim
INDEX AnimForDamage(FLOAT fDamage) {
StartModelAnim(DEVIL_ANIM_WOUNDLOOP, 0);
return DEVIL_ANIM_WOUNDLOOP;
};
// death
INDEX AnimForDeath(void) {
StartModelAnim(DEVIL_ANIM_DEATH, 0);
return DEVIL_ANIM_DEATH;
};
void DeathNotify(void) {
StopFireBreathParticles();
StopRegenerationParticles();
};
// virtual anim functions
void StandingAnim(void) {
StartModelAnim(DEVIL_ANIM_IDLE, AOF_SMOOTHCHANGE|AOF_LOOPING|AOF_NORESTART);
};
void WalkingAnim(void) {
if( !m_bForMPIntro)
{
CModelObject &mo = *GetModelObject();
INDEX iAnim = mo.GetAnim();
if (iAnim==DEVIL_ANIM_WALK)
{
// do nothing
} else if (iAnim==DEVIL_ANIM_FROMIDLETOWALK) {
StartModelAnim(DEVIL_ANIM_WALK, AOF_LOOPING|AOF_SMOOTHCHANGE);
} else {
StartModelAnim(DEVIL_ANIM_FROMIDLETOWALK, AOF_SMOOTHCHANGE);
}
}
};
void RunningAnim(void) {
WalkingAnim();
};
void RotatingAnim(void) {
WalkingAnim();
};
// 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|SOF_VOLUMETRIC);
};
// start fire laser
void StartFireLaser(void) {