mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-24 19:30:26 +01:00
480 lines
15 KiB
C++
480 lines
15 KiB
C++
311
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%{
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#include "Entities/StdH/StdH.h"
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%}
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uses "Entities/EnemyBase";
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uses "Entities/Debris";
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uses "Entities/EnemyMarker";
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enum EnemyFlyType {
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0 EFT_GROUND_ONLY "Ground only", // can't fly
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1 EFT_FLY_ONLY "Fly only", // always fly can't land
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2 EFT_FLY_GROUND_GROUND "Fly(ground) - ground attack", // start attack on ground - ground
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3 EFT_FLY_GROUND_AIR "Fly(ground) - air attack", // start attack in air - ground
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4 EFT_FLY_AIR_GROUND "Fly(air) - ground attack", // start attack on ground - air
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5 EFT_FLY_AIR_AIR "Fly(air) - air attack", // start attack in air - air
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};
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class export CEnemyFly : CEnemyBase {
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name "Enemy Fly";
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thumbnail "";
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properties:
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1 enum EnemyFlyType m_EeftType "Type" 'T' = EFT_FLY_GROUND_AIR, // fly type
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2 BOOL m_bInAir = FALSE, // entity is in air
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3 BOOL m_bAirAttack = FALSE, // start air attack
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4 BOOL m_bStartInAir = FALSE, // initially in air
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// moving/attack properties - CAN BE SET
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16 FLOAT m_fGroundToAirSpeed = 2.0f, // ground to air speed
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17 FLOAT m_fAirToGroundSpeed = 4.0f, // air to ground speed
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18 FLOAT m_fAirToGroundMin = 1.0f, // how long to fly up before attacking
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19 FLOAT m_fAirToGroundMax = 2.0f,
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27 FLOAT m_fFlyHeight = 2.0f, // fly height above player handle
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// these following must be ordered exactly like this for GetProp() to function
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10 FLOAT m_fFlyWalkSpeed = 1.0f, // fly walk speed
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11 ANGLE m_aFlyWalkRotateSpeed = AngleDeg(10.0f), // fly walk rotate speed
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12 FLOAT m_fFlyAttackRunSpeed = 1.0f, // fly attack run speed
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13 ANGLE m_aFlyAttackRotateSpeed = AngleDeg(10.0f), // fly attack rotate speed
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14 FLOAT m_fFlyCloseRunSpeed = 1.0f, // fly close run speed
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15 ANGLE m_aFlyCloseRotateSpeed = AngleDeg(10.0f), // fly close rotate speed
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20 FLOAT m_fFlyAttackDistance = 50.0f, // fly attack distance mode
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21 FLOAT m_fFlyCloseDistance = 10.0f, // fly close distance mode
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22 FLOAT m_fFlyAttackFireTime = 2.0f, // fly attack distance fire time
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23 FLOAT m_fFlyCloseFireTime = 1.0f, // fly close distance fire time
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24 FLOAT m_fFlyStopDistance = 0.0f, // fly stop moving toward enemy if closer than stop distance
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25 FLOAT m_fFlyIgnoreRange = 200.0f, // fly cease attack if enemy farther
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26 FLOAT m_fFlyLockOnEnemyTime = 0.0f, // fly time needed to fire
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// marker variables
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100 BOOL m_bFlyToMarker = FALSE,
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components:
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1 class CLASS_BASE "Classes\\EnemyBase.ecl",
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functions:
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// overridable function for access to different properties of derived classes (flying/diving)
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virtual FLOAT &GetProp(FLOAT &m_fBase)
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{
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if (m_bInAir) {
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return *((&m_fBase)+(&m_fFlyWalkSpeed-&m_fWalkSpeed));
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} else {
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return m_fBase;
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}
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}
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// get position you would like to go to when following player
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virtual FLOAT3D PlayerDestinationPos(void)
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{
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// if not in air
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if (!m_bInAir) {
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// use base class
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return CEnemyBase::PlayerDestinationPos();
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}
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// get distance to player
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FLOAT fDist = CalcDist(m_penEnemy);
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// determine height above from the distance
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FLOAT fHeight;
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// if in close attack range
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if (fDist<=m_fFlyCloseDistance) {
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// go to fixed height above player
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fHeight = m_fFlyHeight;
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// if in further
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} else {
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// fly more above if further
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fHeight = m_fFlyHeight + fDist/5.0f;
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}
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// calculate the position from the height
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return
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m_penEnemy->GetPlacement().pl_PositionVector
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+ FLOAT3D(m_penEnemy->en_mRotation(1, 2), m_penEnemy->en_mRotation(2, 2), m_penEnemy->en_mRotation(3, 2))
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* fHeight;
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}
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// flying enemies never use pathfinding
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void StartPathFinding(void)
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{
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if (m_bInAir) {
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m_dtDestination=DT_PLAYERSPOTTED;
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m_vPlayerSpotted = PlayerDestinationPos();
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} else {
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CEnemyBase::StartPathFinding();
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}
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}
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virtual void AdjustDifficulty(void)
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{
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FLOAT fMoveSpeed = GetSP()->sp_fEnemyMovementSpeed;
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FLOAT fAttackSpeed = GetSP()->sp_fEnemyMovementSpeed;
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m_fFlyAttackFireTime *= 1/fAttackSpeed;
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m_fFlyCloseFireTime *= 1/fAttackSpeed;
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m_fFlyLockOnEnemyTime *= 1/fAttackSpeed;
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// m_fFlyWalkSpeed *= fMoveSpeed;
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// m_aFlyWalkRotateSpeed *= fMoveSpeed;
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m_fFlyAttackRunSpeed *= fMoveSpeed;
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m_aFlyAttackRotateSpeed *= fMoveSpeed;
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m_fFlyCloseRunSpeed *= fMoveSpeed;
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m_aFlyCloseRotateSpeed *= fMoveSpeed;
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m_fGroundToAirSpeed *= fMoveSpeed;
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m_fAirToGroundSpeed *= fMoveSpeed;
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CEnemyBase::AdjustDifficulty();
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}
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// close attack if possible
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virtual BOOL CanHitEnemy(CEntity *penTarget, FLOAT fCosAngle) {
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if (IsInPlaneFrustum(penTarget, fCosAngle)) {
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return IsVisibleCheckAll(penTarget);
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}
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return FALSE;
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};
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/************************************************************
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* MOVING FUNCTIONS *
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************************************************************/
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// set desired rotation and translation to go/orient towards desired position
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// and get the resulting movement type
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virtual ULONG SetDesiredMovement(void)
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{
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// if not in air
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if (!m_bInAir) {
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// use base class
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return CEnemyBase::SetDesiredMovement();
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}
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// get base rotation from base class
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ULONG ulFlags = CEnemyBase::SetDesiredMovement();
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// if we may move
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if (m_fMoveSpeed>0.0f) {
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// fix translation for 3d movement
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FLOAT3D vTranslation = (m_vDesiredPosition - GetPlacement().pl_PositionVector) * !en_mRotation;
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vTranslation(1) = 0.0f;
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if (vTranslation(3)>0) {
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vTranslation(3) = 0.0f;
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}
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vTranslation.Normalize();
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vTranslation *= m_fMoveSpeed;
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SetDesiredTranslation(vTranslation);
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}
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return ulFlags;
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}
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/************************************************************
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* CLASS SUPPORT FUNCTIONS *
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************************************************************/
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// set entity position
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void SetEntityPosition() {
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switch (m_EeftType) {
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case EFT_GROUND_ONLY: // ground only enemy
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case EFT_FLY_GROUND_GROUND: // fly, on ground, start attack on ground
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m_bAirAttack = FALSE;
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m_bStartInAir = m_bInAir = FALSE;
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m_bFlyToMarker = FALSE;
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SetPhysicsFlags((GetPhysicsFlags() & ~EPF_MODEL_FLYING) | EPF_MODEL_WALKING);
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ChangeCollisionToGround();
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break;
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case EFT_FLY_GROUND_AIR: // fly, on ground, start attack in air
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m_bAirAttack = TRUE;
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m_bStartInAir = m_bInAir = FALSE;
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m_bFlyToMarker = FALSE;
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SetPhysicsFlags((GetPhysicsFlags() & ~EPF_MODEL_FLYING) | EPF_MODEL_WALKING);
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ChangeCollisionToGround();
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break;
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case EFT_FLY_AIR_GROUND: // fly, in air, start attack on ground
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m_bAirAttack = FALSE;
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m_bStartInAir = m_bInAir = TRUE;
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m_bFlyToMarker = TRUE;
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SetPhysicsFlags((GetPhysicsFlags() & ~EPF_MODEL_WALKING) | EPF_MODEL_FLYING);
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ChangeCollisionToAir();
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break;
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case EFT_FLY_ONLY: // air only enemy
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case EFT_FLY_AIR_AIR: // fly, in air, start attack in air
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m_bAirAttack = TRUE;
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m_bStartInAir = m_bInAir = TRUE;
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m_bFlyToMarker = TRUE;
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SetPhysicsFlags((GetPhysicsFlags() & ~EPF_MODEL_WALKING) | EPF_MODEL_FLYING);
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ChangeCollisionToAir();
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break;
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}
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StandingAnim();
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};
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/************************************************************
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* VIRTUAL FUNCTIONS THAT NEED OVERRIDE *
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************************************************************/
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virtual FLOAT AirToGroundAnim(void) { return _pTimer->TickQuantum; }
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virtual FLOAT GroundToAirAnim(void) { return _pTimer->TickQuantum; }
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virtual void ChangeCollisionToAir(void) {}
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virtual void ChangeCollisionToGround(void) {}
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procedures:
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/************************************************************
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* PROCEDURES WHEN NO ANY SPECIAL ACTION *
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************************************************************/
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/*
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#### !!!!
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MoveToDestinationFlying(EVoid) {
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m_fMoveFrequency = 0.25f;
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m_fMoveTime = _pTimer->CurrentTick() + 45.0f;
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while ((m_vDesiredPosition-GetPlacement().pl_PositionVector).Length()>m_fMoveSpeed*m_fMoveFrequency*2.0f &&
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m_fMoveTime>_pTimer->CurrentTick()) {
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wait (m_fMoveFrequency) {
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on (EBegin) : { FlyToPosition(); }
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on (ETimer) : { stop; }
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}
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}
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return EReturn();
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}
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// Move to destination
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MoveToDestination(EVoid) : CEnemyBase::MoveToDestination {
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if (m_bFlyToMarker && !m_bInAir) {
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autocall GroundToAir() EReturn;
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} else if (!m_bFlyToMarker && m_bInAir) {
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autocall AirToGround() EReturn;
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}
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// animation
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if (m_bRunToMarker) {
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RunningAnim();
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} else {
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WalkingAnim();
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}
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// fly to position
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if (m_bInAir) {
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jump MoveToDestinationFlying();
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// move to position
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} else {
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jump CEnemyBase::MoveToDestination();
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}
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};*/
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// return to start position
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ReturnToStartPosition(EVoid) : CEnemyBase::ReturnToStartPosition
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{
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jump CEnemyBase::BeIdle();
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/* // if on ground, but can fly
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if (!m_bInAir && m_EeftType!=EFT_GROUND_ONLY) {
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// fly up
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autocall GroundToAir() EReturn;
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}
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GetWatcher()->StartPlayers(); // start watching
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m_vDesiredPosition = m_vStartPosition-en_vGravityDir*2.0f;
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m_vStartDirection = (GetPlacement().pl_PositionVector-m_vStartPosition).Normalize();
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m_fMoveSpeed = m_fAttackRunSpeed;
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m_aRotateSpeed = m_aAttackRotateSpeed;
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RunningAnim();
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autocall MoveToDestinationFlying() EReturn;
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WalkingAnim();
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m_vDesiredAngle = m_vStartDirection;
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StopTranslating();
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autocall CEnemyBase::RotateToStartDirection() EReturn;
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// if should be on ground
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if (m_bInAir && !m_bStartInAir) {
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// fly down
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autocall AirToGround() EReturn;
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}
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StopMoving();
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StandingAnim();
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jump CEnemyBase::BeIdle();*/
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};
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/************************************************************
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* PROCEDURES WHEN HARMED *
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************************************************************/
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// Play wound animation and falling body part
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BeWounded(EDamage eDamage) : CEnemyBase::BeWounded {
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// land on ground
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if (!(m_EeftType!=EFT_FLY_ONLY && m_bInAir && ((IRnd()&3)==0))) {
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jump CEnemyBase::BeWounded(eDamage);
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} else if (TRUE) {
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m_bAirAttack = FALSE;
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autocall AirToGround() EReturn;
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}
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return EReturn();
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};
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/************************************************************
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* AIR - GROUND PROCEDURES *
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************************************************************/
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// air to ground
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AirToGround(EVoid)
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{
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// land on brush
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SetDesiredTranslation(FLOAT3D(0, -m_fAirToGroundSpeed, 0));
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SetDesiredRotation(ANGLE3D(0, 0, 0));
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WalkingAnim();
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wait() {
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on (EBegin) : { resume; }
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// on brush stop
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on (ETouch etouch) : {
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if (etouch.penOther->GetRenderType() & RT_BRUSH) {
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SetDesiredTranslation(FLOAT3D(0, 0, 0));
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stop;
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}
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resume;
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}
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on (EDeath) : { pass; }
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otherwise() : { resume; }
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}
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// on ground
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SetPhysicsFlags((GetPhysicsFlags() & ~EPF_MODEL_FLYING) | EPF_MODEL_WALKING);
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m_bInAir = FALSE;
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ChangeCollisionToGround();
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// animation
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wait(AirToGroundAnim()) {
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on (EBegin) : { resume; }
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on (ETimer) : { stop; }
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on (EDeath) : { pass; }
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otherwise() : { resume; }
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}
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return EReturn();
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};
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// ground to air
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GroundToAir(EVoid)
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{
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// fly in air
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SetPhysicsFlags((GetPhysicsFlags() & ~EPF_MODEL_WALKING) | EPF_MODEL_FLYING);
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m_bInAir = TRUE;
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SetDesiredTranslation(FLOAT3D(0, m_fGroundToAirSpeed, 0));
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SetDesiredRotation(ANGLE3D(0, 0, 0));
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ChangeCollisionToAir();
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// animation
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wait(GroundToAirAnim()) {
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on (EBegin) : { resume; }
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on (EDeath) : { pass; }
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on (ETimer) : { stop; }
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otherwise() : { resume; }
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}
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// move in air further
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WalkingAnim();
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wait(Lerp(m_fAirToGroundMin, m_fAirToGroundMax, FRnd())) {
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on (EBegin) : { resume; }
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on (EDeath) : { pass; }
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on (ETimer) : { stop; }
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otherwise() : { resume; }
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}
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SetDesiredTranslation(FLOAT3D(0, 0, 0));
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return EReturn();
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};
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/************************************************************
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* ATTACK ENEMY PROCEDURES *
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************************************************************/
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// initialize attack is overridden to switch fly/walk modes if needed
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AttackEnemy() : CEnemyBase::AttackEnemy
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{
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// air attack
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if (m_bAirAttack) {
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// ground to air
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if (!m_bInAir) {
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autocall GroundToAir() EReturn;
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}
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// ground attack
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} else if (TRUE) {
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// air to ground
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if (m_bInAir) {
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autocall AirToGround() EReturn;
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}
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}
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jump CEnemyBase::AttackEnemy();
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}
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// this is called to hit the player when near
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Hit(EVoid) : CEnemyBase::Hit
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{
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if (m_bInAir) {
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jump FlyHit();
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} else {
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jump GroundHit();
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}
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}
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// this is called to shoot at player when far away or otherwise unreachable
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Fire(EVoid) : CEnemyBase::Fire
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{
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if (m_bInAir) {
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jump FlyFire();
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} else {
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jump GroundFire();
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}
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}
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/************************************************************
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* D E A T H *
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************************************************************/
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Death(EVoid) : CEnemyBase::Death {
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// clear fly flag
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SetPhysicsFlags((GetPhysicsFlags() & ~EPF_MODEL_FLYING) | EPF_MODEL_WALKING);
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ChangeCollisionToGround();
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jump CEnemyBase::Death();
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};
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/************************************************************
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* M A I N L O O P *
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************************************************************/
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// main loop
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MainLoop(EVoid) : CEnemyBase::MainLoop {
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SetEntityPosition();
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jump CEnemyBase::MainLoop();
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};
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// dummy main
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Main(EVoid) {
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return;
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};
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/************************************************************
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* VIRTUAL PROCEDURES THAT NEED OVERRIDE *
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************************************************************/
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// this is called to hit the player when near and you are on ground
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GroundHit(EVoid)
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{
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return EReturn();
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}
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// this is called to shoot at player when far away or otherwise unreachable and you are on ground
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GroundFire(EVoid)
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{
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return EReturn();
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}
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// this is called to hit the player when near and you are in air
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FlyHit(EVoid)
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{
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return EReturn();
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}
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// this is called to shoot at player when far away or otherwise unreachable and you are in air
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FlyFire(EVoid)
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{
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return EReturn();
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}
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};
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