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UnrealShare.DevilFish


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//=============================================================================
// DevilFish.
//=============================================================================
class DevilFish extends ScriptedPawn;

#exec MESH IMPORT MESH=fish ANIVFILE=MODELS\fish_a.3D DATAFILE=MODELS\fish_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=fish X=0 Y=30 Z=0 YAW=64 PITCH=0 ROLL=-64 

#exec MESH SEQUENCE MESH=fish SEQ=All          STARTFRAME=0   NUMFRAMES=102
#exec MESH SEQUENCE MESH=fish SEQ=bite1        STARTFRAME=0   NUMFRAMES=10	RATE=45	Group=Attack
#exec MESH SEQUENCE MESH=fish SEQ=bite2        STARTFRAME=10  NUMFRAMES=10	RATE=45	Group=Attack
#exec MESH SEQUENCE MESH=fish SEQ=bite3        STARTFRAME=20  NUMFRAMES=10	RATE=45	Group=Attack
#exec MESH SEQUENCE MESH=fish SEQ=breathing    STARTFRAME=30  NUMFRAMES=6	RATE=6
#exec MESH SEQUENCE MESH=fish SEQ=dead1        STARTFRAME=36  NUMFRAMES=18	RATE=15
#exec MESH SEQUENCE MESH=fish SEQ=flopping     STARTFRAME=54  NUMFRAMES=20
#exec MESH SEQUENCE MESH=fish SEQ=grab1        STARTFRAME=74  NUMFRAMES=5			Group=Attack
#exec MESH SEQUENCE MESH=fish SEQ=ripper       STARTFRAME=79  NUMFRAMES=13  RATE=25	Group=Attack
#exec MESH SEQUENCE MESH=fish SEQ=Swimming     STARTFRAME=92  NUMFRAMES=10	RATE=20
#exec MESH SEQUENCE MESH=fish SEQ=fighter	   STARTFRAME=0   NUMFRAMES=10
#exec MESH SEQUENCE MESH=fish SEQ=takehit      STARTFRAME=36  NUMFRAMES=1

#exec TEXTURE IMPORT NAME=Jfish1 FILE=MODELS\shark.PCX GROUP=Skins 
#exec MESHMAP SCALE MESHMAP=fish X=0.085 Y=0.085 Z=0.17
#exec MESHMAP SETTEXTURE MESHMAP=fish NUM=1 TEXTURE=Jfish1

#exec AUDIO IMPORT FILE="Sounds\Devilfish\ambfs.WAV" NAME="ambfs" GROUP="Razorfish"
#exec AUDIO IMPORT FILE="Sounds\Devilfish\chomp1fs.WAV" NAME="chomp1fs" GROUP="Razorfish"
#exec AUDIO IMPORT FILE="Sounds\Devilfish\death1fs.WAV" NAME="death1fs" GROUP="Razorfish"
#exec AUDIO IMPORT FILE="Sounds\Devilfish\flop1fs.WAV" NAME="flop1fs" GROUP="Razorfish"
#exec AUDIO IMPORT FILE="Sounds\Devilfish\tear1fs.WAV" NAME="tear1fs" GROUP="Razorfish"
#exec AUDIO IMPORT FILE="Sounds\Devilfish\miss1fs.WAV" NAME="miss1fs" GROUP="Razorfish"
#exec AUDIO IMPORT FILE="Sounds\Devilfish\breath1fs.WAV" NAME="breath1fs" GROUP="Razorfish"

//-----------------------------------------------------------------------------
// RazorFish variables.

// Attack damage.
var() byte
    BiteDamage,     // Basic damage done by bite.
    RipDamage;
var bool bAttackBump;
var(Sounds) sound bite;
var(Sounds) sound rip;
var float   AirTime;

//-----------------------------------------------------------------------------
// RazorFish functions.

function WhatToDoNext(name LikelyState, name LikelyLabel)
{
    bStasis = true;
    Super.WhatToDoNext(LikelyState, LikelyLabel);
}

function ZoneChange(ZoneInfo newZone)
{
    local vector start, checkpoint, HitNormal, HitLocation;
    local actor HitActor;
    
    if ( newZone.bWaterZone )
    {
        AirTime = 0;
        setPhysics(PHYS_Swimming);
    }
    else
    {
        SetPhysics(PHYS_Falling);
        MoveTimer = -1.0;
    }
}

function Landed(vector HitNormal)
{
    GotoState('Flopping');
    Landed(HitNormal);
}

function PreSetMovement()
{
    bCanJump = true;
    bCanWalk = false;
    bCanSwim = true;
    bCanFly = false;
    MinHitWall = -0.6;
    bCanOpenDoors = false;
    bCanDoSpecial = false;
}

function SetMovementPhysics()
{
    if (Region.Zone.bWaterZone)
        SetPhysics(PHYS_Swimming);
    else
    {
        SetPhysics(PHYS_Falling);
        MoveTimer = -1.0;
        GotoState('Flopping');
    } 
}

function eAttitude AttitudeToCreature(Pawn Other)
{
    if ( Other.IsA('Devilfish') )
        return ATTITUDE_Friendly;
    else if ( Other.IsA('ScriptedPawn') )
        return ATTITUDE_Hate;
    else
        return ATTITUDE_Ignore;
}

function PlayWaiting()
{
    LoopAnim('Swimming', 0.1 + 0.3 * FRand());
}

function PlayPatrolStop()
{
    LoopAnim('Swimming', 0.1 + 0.3 * FRand());
}

function PlayWaitingAmbush()
{
    LoopAnim('Swimming', 0.1 + 0.3 * FRand());
}

function TweenToFighter(float tweentime)
{
    TweenAnim('Fighter', tweentime);
}

function TweenToRunning(float tweentime)
{
    if ( (AnimSequence != 'Swimming') || !bAnimLoop )
        TweenAnim('Swimming', tweentime);
}

function TweenToWalking(float tweentime)
{
    if ( (AnimSequence != 'Swimming') || !bAnimLoop )
        TweenAnim('Swimming', tweentime);
}

function TweenToWaiting(float tweentime)
{
    PlayAnim('Swimming', 0.2 + 0.8 * FRand());
}

function TweenToPatrolStop(float tweentime)
{
    TweenAnim('Swimming', tweentime);
}

function PlayRunning()
{
    LoopAnim('Swimming', -0.8/WaterSpeed,, 0.4);
}

function PlayWalking()
{
    LoopAnim('Swimming', -0.8/WaterSpeed,, 0.4);
}

function PlayThreatening()
{
    if ( FRand() < 0.5 )
        PlayAnim('Swimming', 0.4);
    else
        PlayAnim('Fighter', 0.4);
}

function PlayTurning()
{
    LoopAnim('Swimming', 0.8);
}

function PlayDying(name DamageType, vector HitLocation)
{
    if ( Region.Zone.bWaterZone )
    {
        PlaySound(Die, SLOT_Talk, 4 * TransientSoundVolume);
        PlayAnim('Dead1', 0.7, 0.1);
    }
    else
        TweenAnim('Breathing', 0.35);
}

function PlayTakeHit(float tweentime, vector HitLoc, int damage)
{
    TweenAnim('TakeHit', tweentime);
}

function TweenToFalling()
{
    TweenAnim('Flopping', 0.2);
}

function PlayInAir()
{
    LoopAnim('Flopping', 0.7);
}

function PlayLanded(float impactVel)
{
    TweenAnim('breathing', 0.2);
}


function PlayVictoryDance()
{
    PlayAnim('ripper', 0.6, 0.1);
}
    
function PlayMeleeAttack()
{
    local vector adjust;
    local float decision;
    adjust = vect(0,0,0.5) * FRand() * Target.CollisionHeight;
    Acceleration = AccelRate * Normal(Target.Location - Location + adjust);
    bAttackBump = false;
    if (AnimSequence == 'Grab1')
    {
        PlayAnim('ripper', 0.5 + 0.5 * FRand());
        PlaySound(rip,SLOT_Interact,,,500);
        MeleeDamageTarget(RipDamage, vect(0,0,0));
        Disable('Bump');
        return;
    }
    decision = FRand();
    PlaySound(bite,SLOT_Interact,,,500);
    if (decision < 0.3)
    {
        Disable('Bump');
        PlayAnim('Grab1', 0.3);
        return;
    }
    
    Enable('Bump');
    //log("Start Melee Attack");
    if (decision < 0.55)
    {
        PlayAnim('Bite1', 0.3);
    }
    else if (decision < 0.8)
    {
        PlayAnim('Bite2', 0.3); 
    }
    else 
    {
        PlayAnim('Bite3', 0.3);
    }
}

state Waiting
{
    function Landed(vector HitNormal)
    {
        GotoState('Flopping');
        Landed(HitNormal);
    }
}

state TakeHit 
{
ignores seeplayer, hearnoise, bump, hitwall;

    function Landed(vector HitNormal)
    {
        GotoState('Flopping');
        Landed(HitNormal);
    }
}

state FallingState 
{
ignores Bump, Hitwall, HearNoise, WarnTarget;

    function Landed(vector HitNormal)
    {
        GotoState('Flopping');
        Landed(HitNormal);
    }
}

state Ambushing
{
    function Landed(vector HitNormal)
    {
        GotoState('Flopping');
        Landed(HitNormal);
    }
}

state MeleeAttack
{
ignores SeePlayer, HearNoise;

    singular function Bump(actor Other)
    {
        Disable('Bump');
        if ( (AnimSequence == 'Bite1') || (AnimSequence == 'Bite2') || (AnimSequence == 'Bite3') )
            MeleeDamageTarget(BiteDamage, (BiteDamage * 1000.0 * Normal(Target.Location - Location)));
        else 
            return;
        bAttackBump = true;
        Velocity *= -0.5;
        Acceleration *= -1;
        if (Acceleration.Z < 0)
            Acceleration.Z *= -1;
    }

    function KeepAttacking()
    {
        if ( (Target == None) ||
            ((Pawn(Target) != None) && (Pawn(Target).Health == 0)) )
            GotoState('Attacking');
        else if ( bAttackBump && (FRand() < 0.5) )
        {
            SetTimer(TimeBetweenAttacks, false);
            GotoState('TacticalMove', 'NoCharge');
        }
    }
}       


State Flopping
{
ignores seeplayer, hearnoise, enemynotvisible, hitwall;     

    function Timer()
    {
        AirTime += 1;
        if ( AirTime > 25 + 15 * FRand() )
        {
            Health = -1;
            Died(None, 'suffocated', Location);
            return;
        }   
        SetPhysics(PHYS_Falling);
        Velocity = 200 * VRand();
        Velocity.Z = 170 + 200 * FRand();
        DesiredRotation.Pitch = Rand(8192) - 4096;
        DesiredRotation.Yaw = Rand(65535);
        TweenAnim('Flopping', 0.1);
    }
    
    function ZoneChange( ZoneInfo NewZone )
    {
        local rotator newRotation;
        if (NewZone.bWaterZone)
        {
            newRotation = Rotation;
            newRotation.Roll = 0;
            SetRotation(newRotation);
            SetPhysics(PHYS_Swimming);
            AirTime = 0;
            GotoState('Attacking');
        }
        else
            SetPhysics(PHYS_Falling);
    }
    
    function Landed(vector HitNormal)
    {
        local rotator newRotation;
        SetPhysics(PHYS_None);
        SetTimer(0.3 + 0.3 * AirTime * FRand(), false);
        newRotation = Rotation;
        newRotation.Pitch = 0;
        newRotation.Roll = Rand(16384) - 8192;
        DesiredRotation.Pitch = 0;
        SetRotation(newRotation);
        PlaySound(land,SLOT_Interact,,,400);
        TweenAnim('Breathing', 0.3);
    }
    
    function AnimEnd()
    {
        if (Physics == PHYS_None)
        {
            if (AnimSequence == 'Breathing')
            {
                PlaySound(sound'breath1fs',SLOT_Interact,,,300);
                PlayAnim('Breathing');
            }
            else 
                TweenAnim('Breathing', 0.2);
        }
        else
            PlayAnim('Flopping', 0.7);
    }
}


state TacticalMove
{
    function PickDestination(bool bNoCharge)
    {
        local vector pick, pickdir, enemydir,Y, minDest;
        local float Aggression, enemydist, minDist, strafeSize;
        local bool success;
    
        success = false;
        enemyDist = VSize(Location - Enemy.Location);
        Aggression = 2 * (CombatStyle + FRand()) - 1.0;

        if (enemyDist < CollisionRadius + Enemy.CollisionRadius + MeleeRange)
            Aggression -= 1;    
        else if (enemyDist > FMax(VSize(OldLocation - Enemy.OldLocation), 240))
            Aggression += 0.4 * FRand();
        
        enemydir = (Enemy.Location - Location)/enemyDist;
        if ( !enemy.Region.Zone.bWaterZone )
            enemydir.Z *= 0.5;
        minDist = FMin(160.0, 3*CollisionRadius);
            
        Y = (enemydir Cross vect(0,0,1));
        
        strafeSize = FMin(1.0, (2 * Abs(Aggression) * FRand() - 0.2));
        if (Aggression < 0)
            strafeSize *= -1;
        enemydir = enemydir * strafeSize;
        enemydir.Z = FMax(0,enemydir.Z);
        strafeSize = FMax(0.0, 1 - Abs(strafeSize));
        pickdir = strafeSize * Y;
        pick = Location + (pickdir + enemydir) * (minDist + 500 * FRand());
        minDest = Location + minDist * (pickdir + enemydir); 
        if (pointReachable(minDest))
        {
            success = true;
            Destination = pick; 
        }
                        
        if (!success)
        {
            pick = Location + (enemydir - pickdir) * (minDist + 500 * FRand());
            pick.Z = Location.Z;
            minDest = Location + minDist * (enemydir - pickdir); 
            if (pointReachable(minDest))
            {
                success = true;
                Destination = pick; 
            }
        }
        
        if (!success)
        {
            pick = Location - enemydir * (minDist + 500 * FRand());
            pick.Z = Location.Z + 200 * FRand() - 100;
        }
    }


    function Bump(Actor Other)
    {
        Disable('Bump');
        if (bAttackBump == true)
            bAttackBump = false;
        else if (Other == Enemy)
        {
            bReadyToAttack = true;
            Target = Enemy;
            GotoState('MeleeAttack');
        }
        else if (Enemy.Health <= 0)
            GotoState('Attacking');
    }
}

defaultproperties
{
     BiteDamage=15
     RipDamage=25
     rip=Sound'UnrealShare.Razorfish.tear1fs'
     CarcassType=Class'UnrealShare.DevilfishCarcass'
     TimeBetweenAttacks=0.500000
     Aggressiveness=1.000000
     MeleeRange=40.000000
     WaterSpeed=250.000000
     Visibility=120
     SightRadius=1250.000000
     Health=70
     UnderWaterTime=-1.000000
     Intelligence=BRAINS_NONE
     HitSound1=Sound'UnrealShare.Razorfish.chomp1fs'
     HitSound2=Sound'UnrealShare.Razorfish.miss1fs'
     Land=Sound'UnrealShare.Razorfish.flop1fs'
     Die=Sound'UnrealShare.Razorfish.death1fs'
     CombatStyle=1.000000
     DrawType=DT_Mesh
     Mesh=LodMesh'UnrealShare.fish'
     AmbientSound=Sound'UnrealShare.Razorfish.ambfs'
     CollisionRadius=35.000000
     CollisionHeight=20.000000
     Mass=60.000000
     Buoyancy=60.000000
     RotationRate=(Pitch=8192,Roll=8192)
}

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Class file time: za 22-4-2006 13:06:32.000 - Creation time: za 22-4-2006 13:07:25.328 - Created with UnCodeX