/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */ 311 %{ #include "StdH.h" %} 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(); } };