Serious-Engine/Sources/EntitiesMP/EnemyFly.es

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2016-03-12 01:20:51 +01:00
/* 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. */
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%{
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#include "EntitiesMP/StdH/StdH.h"
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%}
uses "EntitiesMP/EnemyBase";
uses "EntitiesMP/Debris";
uses "EntitiesMP/EnemyMarker";
enum EnemyFlyType {
0 EFT_GROUND_ONLY "Ground only", // can't fly
1 EFT_FLY_ONLY "Fly only", // always fly can't land
2 EFT_FLY_GROUND_GROUND "Fly(ground) - ground attack", // start attack on ground - ground
3 EFT_FLY_GROUND_AIR "Fly(ground) - air attack", // start attack in air - ground
4 EFT_FLY_AIR_GROUND "Fly(air) - ground attack", // start attack on ground - air
5 EFT_FLY_AIR_AIR "Fly(air) - air attack", // start attack in air - air
};
class export CEnemyFly : CEnemyBase {
name "Enemy Fly";
thumbnail "";
properties:
1 enum EnemyFlyType m_EeftType "Type" 'T' = EFT_FLY_GROUND_AIR, // fly type
2 BOOL m_bInAir = FALSE, // entity is in air
3 BOOL m_bAirAttack = FALSE, // start air attack
4 BOOL m_bStartInAir = FALSE, // initially in air
// moving/attack properties - CAN BE SET
16 FLOAT m_fGroundToAirSpeed = 2.0f, // ground to air speed
17 FLOAT m_fAirToGroundSpeed = 4.0f, // air to ground speed
18 FLOAT m_fAirToGroundMin = 1.0f, // how long to fly up before attacking
19 FLOAT m_fAirToGroundMax = 2.0f,
27 FLOAT m_fFlyHeight = 2.0f, // fly height above player handle
// these following must be ordered exactly like this for GetProp() to function
10 FLOAT m_fFlyWalkSpeed = 1.0f, // fly walk speed
11 ANGLE m_aFlyWalkRotateSpeed = AngleDeg(10.0f), // fly walk rotate speed
12 FLOAT m_fFlyAttackRunSpeed = 1.0f, // fly attack run speed
13 ANGLE m_aFlyAttackRotateSpeed = AngleDeg(10.0f), // fly attack rotate speed
14 FLOAT m_fFlyCloseRunSpeed = 1.0f, // fly close run speed
15 ANGLE m_aFlyCloseRotateSpeed = AngleDeg(10.0f), // fly close rotate speed
20 FLOAT m_fFlyAttackDistance = 50.0f, // fly attack distance mode
21 FLOAT m_fFlyCloseDistance = 10.0f, // fly close distance mode
22 FLOAT m_fFlyAttackFireTime = 2.0f, // fly attack distance fire time
23 FLOAT m_fFlyCloseFireTime = 1.0f, // fly close distance fire time
24 FLOAT m_fFlyStopDistance = 0.0f, // fly stop moving toward enemy if closer than stop distance
25 FLOAT m_fFlyIgnoreRange = 200.0f, // fly cease attack if enemy farther
26 FLOAT m_fFlyLockOnEnemyTime = 0.0f, // fly time needed to fire
// marker variables
100 BOOL m_bFlyToMarker = FALSE,
components:
1 class CLASS_BASE "Classes\\EnemyBase.ecl",
functions:
// overridable function for access to different properties of derived classes (flying/diving)
virtual FLOAT &GetProp(FLOAT &m_fBase)
{
if (m_bInAir) {
return *((&m_fBase)+(&m_fFlyWalkSpeed-&m_fWalkSpeed));
} else {
return m_fBase;
}
}
// get position you would like to go to when following player
virtual FLOAT3D PlayerDestinationPos(void)
{
// if not in air
if (!m_bInAir) {
// use base class
return CEnemyBase::PlayerDestinationPos();
}
// get distance to player
FLOAT fDist = CalcDist(m_penEnemy);
// determine height above from the distance
FLOAT fHeight;
// if in close attack range
if (fDist<=m_fFlyCloseDistance) {
// go to fixed height above player
fHeight = m_fFlyHeight;
// if in further
} else {
// fly more above if further
fHeight = m_fFlyHeight + fDist/5.0f;
}
// calculate the position from the height
return
m_penEnemy->GetPlacement().pl_PositionVector
+ FLOAT3D(m_penEnemy->en_mRotation(1, 2), m_penEnemy->en_mRotation(2, 2), m_penEnemy->en_mRotation(3, 2))
* fHeight;
}
// flying enemies never use pathfinding
void StartPathFinding(void)
{
if (m_bInAir) {
m_dtDestination=DT_PLAYERSPOTTED;
m_vPlayerSpotted = PlayerDestinationPos();
} else {
CEnemyBase::StartPathFinding();
}
}
virtual void AdjustDifficulty(void)
{
FLOAT fMoveSpeed = GetSP()->sp_fEnemyMovementSpeed;
FLOAT fAttackSpeed = GetSP()->sp_fEnemyMovementSpeed;
m_fFlyAttackFireTime *= 1/fAttackSpeed;
m_fFlyCloseFireTime *= 1/fAttackSpeed;
m_fFlyLockOnEnemyTime *= 1/fAttackSpeed;
// m_fFlyWalkSpeed *= fMoveSpeed;
// m_aFlyWalkRotateSpeed *= fMoveSpeed;
m_fFlyAttackRunSpeed *= fMoveSpeed;
m_aFlyAttackRotateSpeed *= fMoveSpeed;
m_fFlyCloseRunSpeed *= fMoveSpeed;
m_aFlyCloseRotateSpeed *= fMoveSpeed;
m_fGroundToAirSpeed *= fMoveSpeed;
m_fAirToGroundSpeed *= fMoveSpeed;
CEnemyBase::AdjustDifficulty();
}
// close attack if possible
virtual BOOL CanHitEnemy(CEntity *penTarget, FLOAT fCosAngle) {
if (IsInPlaneFrustum(penTarget, fCosAngle)) {
return IsVisibleCheckAll(penTarget);
}
return FALSE;
};
/************************************************************
* MOVING FUNCTIONS *
************************************************************/
// set desired rotation and translation to go/orient towards desired position
// and get the resulting movement type
virtual ULONG SetDesiredMovement(void)
{
// if not in air
if (!m_bInAir) {
// use base class
return CEnemyBase::SetDesiredMovement();
}
// get base rotation from base class
ULONG ulFlags = CEnemyBase::SetDesiredMovement();
// if we may move
if (m_fMoveSpeed>0.0f) {
// fix translation for 3d movement
FLOAT3D vTranslation = (m_vDesiredPosition - GetPlacement().pl_PositionVector) * !en_mRotation;
vTranslation(1) = 0.0f;
if (vTranslation(3)>0) {
vTranslation(3) = 0.0f;
}
vTranslation.Normalize();
vTranslation *= m_fMoveSpeed;
SetDesiredTranslation(vTranslation);
}
return ulFlags;
}
/************************************************************
* CLASS SUPPORT FUNCTIONS *
************************************************************/
// set entity position
void SetEntityPosition() {
switch (m_EeftType) {
case EFT_GROUND_ONLY: // ground only enemy
case EFT_FLY_GROUND_GROUND: // fly, on ground, start attack on ground
m_bAirAttack = FALSE;
m_bStartInAir = m_bInAir = FALSE;
m_bFlyToMarker = FALSE;
SetPhysicsFlags((GetPhysicsFlags() & ~EPF_MODEL_FLYING) | EPF_MODEL_WALKING);
ChangeCollisionToGround();
break;
case EFT_FLY_GROUND_AIR: // fly, on ground, start attack in air
m_bAirAttack = TRUE;
m_bStartInAir = m_bInAir = FALSE;
m_bFlyToMarker = FALSE;
SetPhysicsFlags((GetPhysicsFlags() & ~EPF_MODEL_FLYING) | EPF_MODEL_WALKING);
ChangeCollisionToGround();
break;
case EFT_FLY_AIR_GROUND: // fly, in air, start attack on ground
m_bAirAttack = FALSE;
m_bStartInAir = m_bInAir = TRUE;
m_bFlyToMarker = TRUE;
SetPhysicsFlags((GetPhysicsFlags() & ~EPF_MODEL_WALKING) | EPF_MODEL_FLYING);
ChangeCollisionToAir();
break;
case EFT_FLY_ONLY: // air only enemy
case EFT_FLY_AIR_AIR: // fly, in air, start attack in air
m_bAirAttack = TRUE;
m_bStartInAir = m_bInAir = TRUE;
m_bFlyToMarker = TRUE;
SetPhysicsFlags((GetPhysicsFlags() & ~EPF_MODEL_WALKING) | EPF_MODEL_FLYING);
ChangeCollisionToAir();
break;
}
StandingAnim();
};
/************************************************************
* VIRTUAL FUNCTIONS THAT NEED OVERRIDE *
************************************************************/
virtual FLOAT AirToGroundAnim(void) { return _pTimer->TickQuantum; }
virtual FLOAT GroundToAirAnim(void) { return _pTimer->TickQuantum; }
virtual void ChangeCollisionToAir(void) {}
virtual void ChangeCollisionToGround(void) {}
procedures:
/************************************************************
* PROCEDURES WHEN NO ANY SPECIAL ACTION *
************************************************************/
/*
#### !!!!
MoveToDestinationFlying(EVoid) {
m_fMoveFrequency = 0.25f;
m_fMoveTime = _pTimer->CurrentTick() + 45.0f;
while ((m_vDesiredPosition-GetPlacement().pl_PositionVector).Length()>m_fMoveSpeed*m_fMoveFrequency*2.0f &&
m_fMoveTime>_pTimer->CurrentTick()) {
wait (m_fMoveFrequency) {
on (EBegin) : { FlyToPosition(); }
on (ETimer) : { stop; }
}
}
return EReturn();
}
// Move to destination
MoveToDestination(EVoid) : CEnemyBase::MoveToDestination {
if (m_bFlyToMarker && !m_bInAir) {
autocall GroundToAir() EReturn;
} else if (!m_bFlyToMarker && m_bInAir) {
autocall AirToGround() EReturn;
}
// animation
if (m_bRunToMarker) {
RunningAnim();
} else {
WalkingAnim();
}
// fly to position
if (m_bInAir) {
jump MoveToDestinationFlying();
// move to position
} else {
jump CEnemyBase::MoveToDestination();
}
};*/
// return to start position
ReturnToStartPosition(EVoid) : CEnemyBase::ReturnToStartPosition
{
jump CEnemyBase::BeIdle();
/* // if on ground, but can fly
if (!m_bInAir && m_EeftType!=EFT_GROUND_ONLY) {
// fly up
autocall GroundToAir() EReturn;
}
GetWatcher()->StartPlayers(); // start watching
m_vDesiredPosition = m_vStartPosition-en_vGravityDir*2.0f;
m_vStartDirection = (GetPlacement().pl_PositionVector-m_vStartPosition).Normalize();
m_fMoveSpeed = m_fAttackRunSpeed;
m_aRotateSpeed = m_aAttackRotateSpeed;
RunningAnim();
autocall MoveToDestinationFlying() EReturn;
WalkingAnim();
m_vDesiredAngle = m_vStartDirection;
StopTranslating();
autocall CEnemyBase::RotateToStartDirection() EReturn;
// if should be on ground
if (m_bInAir && !m_bStartInAir) {
// fly down
autocall AirToGround() EReturn;
}
StopMoving();
StandingAnim();
jump CEnemyBase::BeIdle();*/
};
/************************************************************
* PROCEDURES WHEN HARMED *
************************************************************/
// Play wound animation and falling body part
BeWounded(EDamage eDamage) : CEnemyBase::BeWounded {
// land on ground
if (!(m_EeftType!=EFT_FLY_ONLY && m_bInAir && ((IRnd()&3)==0))) {
jump CEnemyBase::BeWounded(eDamage);
} else if (TRUE) {
m_bAirAttack = FALSE;
autocall AirToGround() EReturn;
}
return EReturn();
};
/************************************************************
* AIR - GROUND PROCEDURES *
************************************************************/
// air to ground
AirToGround(EVoid)
{
// land on brush
SetDesiredTranslation(FLOAT3D(0, -m_fAirToGroundSpeed, 0));
SetDesiredRotation(ANGLE3D(0, 0, 0));
WalkingAnim();
wait() {
on (EBegin) : { resume; }
// on brush stop
on (ETouch etouch) : {
if (etouch.penOther->GetRenderType() & RT_BRUSH) {
SetDesiredTranslation(FLOAT3D(0, 0, 0));
stop;
}
resume;
}
on (EDeath) : { pass; }
otherwise() : { resume; }
}
// on ground
SetPhysicsFlags((GetPhysicsFlags() & ~EPF_MODEL_FLYING) | EPF_MODEL_WALKING);
m_bInAir = FALSE;
ChangeCollisionToGround();
// animation
wait(AirToGroundAnim()) {
on (EBegin) : { resume; }
on (ETimer) : { stop; }
on (EDeath) : { pass; }
otherwise() : { resume; }
}
return EReturn();
};
// ground to air
GroundToAir(EVoid)
{
// fly in air
SetPhysicsFlags((GetPhysicsFlags() & ~EPF_MODEL_WALKING) | EPF_MODEL_FLYING);
m_bInAir = TRUE;
SetDesiredTranslation(FLOAT3D(0, m_fGroundToAirSpeed, 0));
SetDesiredRotation(ANGLE3D(0, 0, 0));
ChangeCollisionToAir();
// animation
wait(GroundToAirAnim()) {
on (EBegin) : { resume; }
on (EDeath) : { pass; }
on (ETimer) : { stop; }
otherwise() : { resume; }
}
// move in air further
WalkingAnim();
wait(Lerp(m_fAirToGroundMin, m_fAirToGroundMax, FRnd())) {
on (EBegin) : { resume; }
on (EDeath) : { pass; }
on (ETimer) : { stop; }
otherwise() : { resume; }
}
SetDesiredTranslation(FLOAT3D(0, 0, 0));
return EReturn();
};
/************************************************************
* ATTACK ENEMY PROCEDURES *
************************************************************/
// initialize attack is overridden to switch fly/walk modes if needed
AttackEnemy() : CEnemyBase::AttackEnemy
{
// air attack
if (m_bAirAttack) {
// ground to air
if (!m_bInAir) {
autocall GroundToAir() EReturn;
}
// ground attack
} else if (TRUE) {
// air to ground
if (m_bInAir) {
autocall AirToGround() EReturn;
}
}
jump CEnemyBase::AttackEnemy();
}
// this is called to hit the player when near
Hit(EVoid) : CEnemyBase::Hit
{
if (m_bInAir) {
jump FlyHit();
} else {
jump GroundHit();
}
}
// this is called to shoot at player when far away or otherwise unreachable
Fire(EVoid) : CEnemyBase::Fire
{
if (m_bInAir) {
jump FlyFire();
} else {
jump GroundFire();
}
}
/************************************************************
* D E A T H *
************************************************************/
Death(EVoid) : CEnemyBase::Death {
// clear fly flag
SetPhysicsFlags((GetPhysicsFlags() & ~EPF_MODEL_FLYING) | EPF_MODEL_WALKING);
ChangeCollisionToGround();
jump CEnemyBase::Death();
};
/************************************************************
* M A I N L O O P *
************************************************************/
// main loop
MainLoop(EVoid) : CEnemyBase::MainLoop {
SetEntityPosition();
jump CEnemyBase::MainLoop();
};
// dummy main
Main(EVoid) {
return;
};
/************************************************************
* VIRTUAL PROCEDURES THAT NEED OVERRIDE *
************************************************************/
// this is called to hit the player when near and you are on ground
GroundHit(EVoid)
{
return EReturn();
}
// this is called to shoot at player when far away or otherwise unreachable and you are on ground
GroundFire(EVoid)
{
return EReturn();
}
// this is called to hit the player when near and you are in air
FlyHit(EVoid)
{
return EReturn();
}
// this is called to shoot at player when far away or otherwise unreachable and you are in air
FlyFire(EVoid)
{
return EReturn();
}
};