313 %{ #include "Entities/StdH/StdH.h" %} uses "Entities/EnemyBase"; uses "Entities/Debris"; uses "Entities/EnemyMarker"; enum EnemyDiveType { 0 EDT_GROUND_ONLY "Ground only", // can't dive 1 EDT_DIVE_ONLY "Dive only", // always dive can't walk 2 EDT_GROUND_DIVE "Ground and dive", // dive and walk }; class export CEnemyDive : CEnemyBase { name "Enemy Dive"; thumbnail ""; properties: 1 enum EnemyDiveType m_EedtType "Type" 'T' = EDT_DIVE_ONLY, // dive type 2 BOOL m_bInLiquid "In liquid" 'Q' = TRUE, // entity is in liquid // moving/attack properties - CAN BE SET // these following must be ordered exactly like this for GetProp() to function 10 FLOAT m_fDiveWalkSpeed = 1.0f, // dive walk speed 11 ANGLE m_aDiveWalkRotateSpeed = AngleDeg(10.0f), // dive walk rotate speed 12 FLOAT m_fDiveAttackRunSpeed = 1.0f, // dive attack run speed 13 ANGLE m_aDiveAttackRotateSpeed = AngleDeg(10.0f), // dive attack rotate speed 14 FLOAT m_fDiveCloseRunSpeed = 1.0f, // dive close run speed 15 ANGLE m_aDiveCloseRotateSpeed = AngleDeg(10.0f), // dive close rotate speed 20 FLOAT m_fDiveAttackDistance = 50.0f, // dive attack distance mode 21 FLOAT m_fDiveCloseDistance = 10.0f, // dive close distance mode 22 FLOAT m_fDiveAttackFireTime = 2.0f, // dive attack distance fire time 23 FLOAT m_fDiveCloseFireTime = 1.0f, // dive close distance fire time 24 FLOAT m_fDiveStopDistance = 0.0f, // dive stop moving toward enemy if closer than stop distance 25 FLOAT m_fDiveIgnoreRange = 200.0f, // dive cease attack if enemy farther 26 FLOAT m_fDiveLockOnEnemyTime = 0.0f, // dive time needed to fire 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_bInLiquid) { return *((&m_fBase)+(&m_fDiveWalkSpeed-&m_fWalkSpeed)); } else { return m_fBase; } } // diving enemies never use pathfinding void StartPathFinding(void) { m_dtDestination=DT_PLAYERSPOTTED; m_vPlayerSpotted = PlayerDestinationPos(); } virtual void AdjustDifficulty(void) { FLOAT fMoveSpeed = GetSP()->sp_fEnemyMovementSpeed; FLOAT fAttackSpeed = GetSP()->sp_fEnemyMovementSpeed; // m_fDiveWalkSpeed *= fMoveSpeed; // m_aDiveWalkRotateSpeed *= fMoveSpeed; m_fDiveAttackRunSpeed *= fMoveSpeed; m_aDiveAttackRotateSpeed *= fMoveSpeed; m_fDiveCloseRunSpeed *= fMoveSpeed; m_aDiveCloseRotateSpeed *= fMoveSpeed; m_fDiveAttackFireTime *= 1/fAttackSpeed; m_fDiveCloseFireTime *= 1/fAttackSpeed; m_fDiveLockOnEnemyTime *= 1/fAttackSpeed; CEnemyBase::AdjustDifficulty(); } // close attack if possible virtual BOOL CanHitEnemy(CEntity *penTarget, FLOAT fCosAngle) { if (IsInPlaneFrustum(penTarget, fCosAngle)) { return IsVisibleCheckAll(penTarget); } return FALSE; }; /************************************************************ * POST MOVING * ************************************************************/ void PostMoving(void) { CEnemyBase::PostMoving(); // change to liquid if (m_EedtType!=EDT_GROUND_ONLY && !m_bInLiquid && en_fImmersionFactor>0.9f && (GetWorld()->wo_actContentTypes[en_iDnContent].ct_ulFlags&CTF_SWIMABLE)) { m_bInLiquid = TRUE; ChangeCollisionToLiquid(); SendEvent(ERestartAttack()); } // change to ground if (m_EedtType!=EDT_DIVE_ONLY && m_bInLiquid && (en_fImmersionFactor<0.5f || en_fImmersionFactor==1.0f) && en_penReference!=NULL && !(GetWorld()->wo_actContentTypes[en_iUpContent].ct_ulFlags&CTF_SWIMABLE)) { m_bInLiquid = FALSE; ChangeCollisionToGround(); SendEvent(ERestartAttack()); } }; /************************************************************ * 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_bInLiquid) { // 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; } // check whether may move while attacking BOOL MayMoveToAttack(void) { return WouldNotLeaveAttackRadius(); } /************************************************************ * CLASS SUPPORT FUNCTIONS * ************************************************************/ // set entity position void SetEntityPosition() { switch (m_EedtType) { case EDT_GROUND_ONLY: // can't dive m_bInLiquid = FALSE; break; case EDT_DIVE_ONLY: // always dive can't walk m_bInLiquid = TRUE; break; case EDT_GROUND_DIVE: // dive and walk break; } // in liquid if (m_bInLiquid) { ChangeCollisionToLiquid(); } else { ChangeCollisionToGround(); } StandingAnim(); }; /************************************************************ * VIRTUAL FUNCTIONS THAT NEED OVERRIDE * ************************************************************/ virtual void ChangeCollisionToLiquid(void) {} virtual void ChangeCollisionToGround(void) {} procedures: /************************************************************ * PROCEDURES WHEN NO ANY SPECIAL ACTION * ************************************************************/ /************************************************************ * ATTACK ENEMY PROCEDURES * ************************************************************/ // this is called to hit the player when near Hit(EVoid) : CEnemyBase::Hit { if (m_bInLiquid) { jump DiveHit(); } else { jump GroundHit(); } } // this is called to shoot at player when far away or otherwise unreachable Fire(EVoid) : CEnemyBase::Fire { if (m_bInLiquid) { jump DiveFire(); } else { jump GroundFire(); } } /************************************************************ * 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 water DiveHit(EVoid) { return EReturn(); } // this is called to shoot at player when far away or otherwise unreachable and you are in water DiveFire(EVoid) { return EReturn(); } };