mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-24 19:30:26 +01:00
1a2ccb8f50
Conflicts: Sources/Ecc/Parser.cpp Sources/Ecc/Scanner.cpp Sources/Engine/Base/Scanner.cpp Sources/Engine/GameAgent/GameAgent.cpp Sources/Engine/Graphics/Gfx_wrapper.h Sources/Engine/Network/Network.cpp Sources/Engine/Sound/SoundDecoder.h Sources/Engine/Templates/HashTableTemplate.cpp Sources/Engine/Terrain/Terrain.h Sources/EntitiesMP/ParticleCloudsHolder.es Sources/EntitiesMP/ParticleCloudsMarker.es Sources/SeriousSam/CDCheck.h Sources/SeriousSam/Menu.cpp Sources/SeriousSam/MenuGadgets.cpp Sources/SeriousSam/SeriousSam.cpp Sources/SeriousSam/SplashScreen.cpp Sources/SeriousSam/StdH.cpp Sources/SeriousSam/StdH.h Sources/Shaders/StdH.cpp
309 lines
9.3 KiB
C++
309 lines
9.3 KiB
C++
/* 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. */
|
|
|
|
312
|
|
%{
|
|
#include "EntitiesMP/StdH/StdH.h"
|
|
%}
|
|
|
|
uses "EntitiesMP/EnemyBase";
|
|
|
|
|
|
class export CEnemyRunInto : CEnemyBase {
|
|
name "Enemy Run Into";
|
|
thumbnail "";
|
|
|
|
properties:
|
|
1 CEntityPointer m_penLastTouched, // last touched live entity
|
|
2 FLOAT m_fLastTouchedTime = 0.0f, // last touched live entity time
|
|
3 BOOL m_bWhileLoop = FALSE, // internal for loops
|
|
5 FLOAT m_fMassKicked = 0.0f, // total mass kicked in one attack
|
|
7 FLOAT m_fInertionRunTime = 1.3f, // time to run before turning due to inertion
|
|
8 FLOAT m_fStopApproachDistance = 6.75f, // at which distamce to start runnin away from enemy
|
|
9 FLOAT m_fChargeDistance = 15.0f, // at which distance to prepare for charge
|
|
10 BOOL m_bUseChargeAnimation = FALSE, // does this monster use charging animation?
|
|
// moving properties - CAN BE SET
|
|
20 ANGLE m_fAttackRotateRunInto = 1.0f, // attack rotate speed before run into enemy
|
|
|
|
components:
|
|
1 class CLASS_BASE "Classes\\EnemyBase.ecl",
|
|
|
|
functions:
|
|
virtual void AdjustDifficulty(void)
|
|
{
|
|
FLOAT fMoveSpeed = GetSP()->sp_fEnemyMovementSpeed;
|
|
m_fAttackRotateRunInto *= fMoveSpeed;
|
|
|
|
CEnemyBase::AdjustDifficulty();
|
|
}
|
|
/************************************************************
|
|
* ATTACK SPECIFIC *
|
|
************************************************************/
|
|
void IncreaseKickedMass(CEntity *pen) {
|
|
EntityInfo *peiTarget = (EntityInfo*) (pen->GetEntityInfo());
|
|
if (peiTarget!=NULL) {
|
|
m_fMassKicked += peiTarget->fMass;
|
|
}
|
|
};
|
|
|
|
|
|
|
|
|
|
/************************************************************
|
|
* VIRTUAL ATTACK FUNCTIONS THAT NEED OVERRIDE *
|
|
************************************************************/
|
|
// touched another live entity
|
|
virtual void LiveEntityTouched(ETouch etouch) {};
|
|
// touched entity with higher mass
|
|
virtual BOOL HigherMass(void) { return FALSE; }
|
|
virtual void ChargeAnim(void) {};
|
|
|
|
|
|
procedures:
|
|
/************************************************************
|
|
* ATTACK ENEMY PROCEDURES *
|
|
************************************************************/
|
|
// attack range -> fire and move toward enemy
|
|
Fire() : CEnemyBase::Fire {
|
|
m_fMassKicked = 0.0f;
|
|
m_penLastTouched = NULL;
|
|
|
|
jump RotateToEnemy();
|
|
};
|
|
|
|
|
|
RotateToEnemy() {
|
|
// if the enemy not alive or deleted
|
|
if (!(m_penEnemy->GetFlags()&ENF_ALIVE) || m_penEnemy->GetFlags()&ENF_DELETED) {
|
|
SetTargetNone();
|
|
return EReturn();
|
|
}
|
|
|
|
// rotate to enemy
|
|
m_bWhileLoop = TRUE;
|
|
while (m_penEnemy!=NULL && m_bWhileLoop) {
|
|
m_fMoveFrequency = 0.1f;
|
|
wait(m_fMoveFrequency) {
|
|
// attack target
|
|
on (EBegin) : {
|
|
m_vDesiredPosition = m_penEnemy->GetPlacement().pl_PositionVector;
|
|
// rotate to enemy
|
|
if (!IsInPlaneFrustum(m_penEnemy, CosFast(15.0f))) {
|
|
m_aRotateSpeed = m_fAttackRotateRunInto;
|
|
m_fMoveSpeed = 0.0f;
|
|
// adjust direction and speed
|
|
ULONG ulFlags = SetDesiredMovement();
|
|
MovementAnimation(ulFlags);
|
|
} else {
|
|
m_aRotateSpeed = 0.0f;
|
|
m_fMoveSpeed = 0.0f;
|
|
m_bWhileLoop = FALSE;
|
|
}
|
|
resume;
|
|
}
|
|
on (ESound) : { resume; } // ignore all sounds
|
|
on (EWatch) : { resume; } // ignore watch
|
|
on (ETimer) : { stop; } // timer tick expire
|
|
}
|
|
}
|
|
|
|
jump RunIntoEnemy();
|
|
};
|
|
|
|
|
|
/* WalkToEnemy() {
|
|
// if the enemy not alive or deleted
|
|
if (!(m_penEnemy->GetFlags()&ENF_ALIVE) || m_penEnemy->GetFlags()&ENF_DELETED) {
|
|
SetTargetNone();
|
|
return EReturn();
|
|
}
|
|
|
|
// walk to enemy if can't be seen
|
|
while (!CanAttackEnemy(m_penEnemy, CosFast(30.0f))) {
|
|
m_fMoveFrequency = 0.1f;
|
|
wait(m_fMoveFrequency) {
|
|
// move to target
|
|
on (EBegin) : {
|
|
m_vDesiredPosition = m_penEnemy->GetPlacement().pl_PositionVector;
|
|
m_fMoveSpeed = m_fWalkSpeed;
|
|
m_aRotateSpeed = m_aWalkRotateSpeed;
|
|
// adjust direction and speed
|
|
ULONG ulFlags = SetDesiredMovement();
|
|
MovementAnimation(ulFlags);
|
|
}
|
|
on (ESound) : { resume; } // ignore all sounds
|
|
on (EWatch) : { resume; } // ignore watch
|
|
on (ETimer) : { stop; } // timer tick expire
|
|
}
|
|
}
|
|
|
|
jump StartRunIntoEnemy();
|
|
};
|
|
|
|
StartRunIntoEnemy() {
|
|
// if the enemy not alive or deleted
|
|
if (!(m_penEnemy->GetFlags()&ENF_ALIVE) || m_penEnemy->GetFlags()&ENF_DELETED) {
|
|
SetTargetNone();
|
|
return EReturn();
|
|
}
|
|
|
|
// run to enemy
|
|
m_bWhileLoop = TRUE;
|
|
m_fMoveFrequency = 0.5f;
|
|
wait(m_fMoveFrequency) {
|
|
on (EBegin) : {
|
|
// if enemy can't be seen stop running
|
|
if (!SeeEntity(m_penEnemy, CosFast(90.0f))) {
|
|
m_bWhileLoop = FALSE;
|
|
stop;
|
|
}
|
|
m_vDesiredPosition = m_penEnemy->GetPlacement().pl_PositionVector;
|
|
// move to enemy
|
|
m_fMoveSpeed = m_fAttackRunSpeed;
|
|
m_aRotateSpeed = m_aAttackRotateSpeed;
|
|
// adjust direction and speed
|
|
SetDesiredMovement();
|
|
RunningAnim();
|
|
resume;
|
|
}
|
|
on (ETouch) : { resume; }
|
|
on (ETimer) : { stop; } // timer tick expire
|
|
}
|
|
|
|
jump RunIntoEnemy();
|
|
};
|
|
*/
|
|
|
|
RunIntoEnemy() {
|
|
// if the enemy not alive or deleted
|
|
if (!(m_penEnemy->GetFlags()&ENF_ALIVE) || m_penEnemy->GetFlags()&ENF_DELETED) {
|
|
SetTargetNone();
|
|
return EReturn();
|
|
}
|
|
|
|
// run to enemy
|
|
m_bWhileLoop = TRUE;
|
|
while(m_penEnemy!=NULL && m_bWhileLoop) {
|
|
m_fMoveFrequency = 0.1f;
|
|
wait(m_fMoveFrequency) {
|
|
on (EBegin) : {
|
|
// if enemy can't be seen, or too close
|
|
if (!SeeEntity(m_penEnemy, CosFast(90.0f)) || CalcDist(m_penEnemy)<m_fStopApproachDistance) {
|
|
// continue past it
|
|
m_bWhileLoop = FALSE;
|
|
stop;
|
|
}
|
|
// move to enemy
|
|
m_fMoveSpeed = m_fAttackRunSpeed;
|
|
m_aRotateSpeed = m_fAttackRotateRunInto;
|
|
m_vDesiredPosition = m_penEnemy->GetPlacement().pl_PositionVector;
|
|
SetDesiredMovement();
|
|
if (m_bUseChargeAnimation && CalcDist(m_penEnemy)<m_fChargeDistance) {
|
|
ChargeAnim();
|
|
} else {
|
|
RunningAnim();
|
|
}
|
|
// make fuss
|
|
AddToFuss();
|
|
resume;
|
|
}
|
|
// if touch another
|
|
on (ETouch etouch) : {
|
|
// if the entity is live
|
|
if (etouch.penOther->GetFlags()&ENF_ALIVE) {
|
|
// react to hitting it
|
|
LiveEntityTouched(etouch);
|
|
// if hit something bigger than us
|
|
if (HigherMass()) {
|
|
// stop attack
|
|
m_penLastTouched = NULL;
|
|
return EReturn();
|
|
}
|
|
// if hit the enemy
|
|
if (etouch.penOther==m_penEnemy) {
|
|
// continue past it
|
|
m_bWhileLoop = FALSE;
|
|
stop;
|
|
}
|
|
// if hit wall
|
|
} else if (!(etouch.penOther->GetPhysicsFlags()&EPF_MOVABLE) &&
|
|
(FLOAT3D(etouch.plCollision)% -en_vGravityDir)<CosFast(50.0f)) {
|
|
// stop run to enemy
|
|
m_penLastTouched = NULL;
|
|
return EReturn();
|
|
}
|
|
resume;
|
|
}
|
|
on (ETimer) : { stop; } // timer tick expire
|
|
on (EDeath) : { pass; }
|
|
otherwise() : { resume; }
|
|
}
|
|
}
|
|
jump RunAwayFromEnemy();
|
|
};
|
|
|
|
RunAwayFromEnemy() {
|
|
// if the enemy not alive or deleted
|
|
if (!(m_penEnemy->GetFlags()&ENF_ALIVE) || m_penEnemy->GetFlags()&ENF_DELETED) {
|
|
SetTargetNone();
|
|
return EReturn();
|
|
}
|
|
|
|
// run in direction due to inertion before turning
|
|
StopRotating();
|
|
wait(m_fInertionRunTime) {
|
|
on (EBegin) : { resume; }
|
|
on (ETouch etouch) : {
|
|
// live entity touched
|
|
if (etouch.penOther->GetFlags()&ENF_ALIVE) {
|
|
LiveEntityTouched(etouch);
|
|
// stop moving on higher mass
|
|
if (HigherMass()) {
|
|
m_penLastTouched = NULL;
|
|
return EReturn();
|
|
}
|
|
// stop go away from enemy
|
|
} else if (!(etouch.penOther->GetPhysicsFlags()&EPF_MOVABLE) &&
|
|
(FLOAT3D(etouch.plCollision)% -en_vGravityDir)<CosFast(50.0f)) {
|
|
m_penLastTouched = NULL;
|
|
return EReturn();
|
|
}
|
|
resume;
|
|
}
|
|
on (ETimer) : { stop; }
|
|
on (EDeath) : { pass; }
|
|
otherwise() : { resume; }
|
|
}
|
|
|
|
m_penLastTouched = NULL;
|
|
autocall PostRunAwayFromEnemy() EReturn;
|
|
return EReturn();
|
|
};
|
|
|
|
PostRunAwayFromEnemy() {
|
|
return EReturn();
|
|
}
|
|
|
|
// main loop
|
|
MainLoop(EVoid) : CEnemyBase::MainLoop {
|
|
jump CEnemyBase::MainLoop();
|
|
};
|
|
|
|
// dummy main
|
|
Main(EVoid) {
|
|
return;
|
|
};
|
|
};
|