mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-22 10:20:26 +01:00
289 lines
12 KiB
C++
289 lines
12 KiB
C++
/*
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* This file is generated by Entity Class Compiler, (c) CroTeam 1997-98
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*/
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#line 4 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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#include "StdH.h"
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#include <EntitiesMP/EnemyDive.h>
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#include <EntitiesMP/EnemyDive_tables.h>
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void CEnemyDive::SetDefaultProperties(void) {
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m_EedtType = EDT_DIVE_ONLY ;
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m_bInLiquid = TRUE ;
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m_fDiveWalkSpeed = 1.0f;
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m_aDiveWalkRotateSpeed = AngleDeg(10.0f);
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m_fDiveAttackRunSpeed = 1.0f;
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m_aDiveAttackRotateSpeed = AngleDeg(10.0f);
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m_fDiveCloseRunSpeed = 1.0f;
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m_aDiveCloseRotateSpeed = AngleDeg(10.0f);
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m_fDiveAttackDistance = 50.0f;
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m_fDiveCloseDistance = 10.0f;
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m_fDiveAttackFireTime = 2.0f;
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m_fDiveCloseFireTime = 1.0f;
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m_fDiveStopDistance = 0.0f;
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m_fDiveIgnoreRange = 200.0f;
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m_fDiveLockOnEnemyTime = 0.0f;
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CEnemyBase::SetDefaultProperties();
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}
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FLOAT & CEnemyDive::GetProp(FLOAT & m_fBase)
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#line 50 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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{
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#line 51 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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if(m_bInLiquid ){
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#line 52 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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return * ((& m_fBase ) + (& m_fDiveWalkSpeed - & m_fWalkSpeed ));
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#line 53 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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}else {
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#line 54 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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return m_fBase ;
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#line 55 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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}
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#line 56 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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}
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#line 59 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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void CEnemyDive::StartPathFinding(void)
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#line 60 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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{
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#line 61 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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m_dtDestination = DT_PLAYERSPOTTED ;
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#line 62 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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m_vPlayerSpotted = PlayerDestinationPos ();
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#line 63 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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}
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void CEnemyDive::AdjustDifficulty(void)
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#line 66 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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{
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#line 67 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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FLOAT fMoveSpeed = GetSP () -> sp_fEnemyMovementSpeed ;
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#line 68 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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FLOAT fAttackSpeed = GetSP () -> sp_fEnemyMovementSpeed ;
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#line 71 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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m_fDiveAttackRunSpeed *= fMoveSpeed ;
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#line 72 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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m_aDiveAttackRotateSpeed *= fMoveSpeed ;
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#line 73 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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m_fDiveCloseRunSpeed *= fMoveSpeed ;
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#line 74 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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m_aDiveCloseRotateSpeed *= fMoveSpeed ;
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#line 75 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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m_fDiveAttackFireTime *= 1 / fAttackSpeed ;
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#line 76 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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m_fDiveCloseFireTime *= 1 / fAttackSpeed ;
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#line 77 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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m_fDiveLockOnEnemyTime *= 1 / fAttackSpeed ;
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#line 79 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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CEnemyBase :: AdjustDifficulty ();
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#line 80 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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}
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BOOL CEnemyDive::CanHitEnemy(CEntity * penTarget,FLOAT fCosAngle) {
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#line 83 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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if(IsInPlaneFrustum (penTarget , fCosAngle )){
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#line 84 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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return IsVisibleCheckAll (penTarget );
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#line 85 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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}
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#line 86 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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return FALSE ;
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#line 87 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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}
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#line 91 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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void CEnemyDive::PostMoving(void) {
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#line 92 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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CEnemyBase :: PostMoving ();
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#line 94 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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if(m_EedtType != EDT_GROUND_ONLY && ! m_bInLiquid && en_fImmersionFactor > 0.9f &&
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#line 95 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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(GetWorld () -> wo_actContentTypes [ en_iDnContent ] . ct_ulFlags & CTF_SWIMABLE )){
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#line 96 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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m_bInLiquid = TRUE ;
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#line 97 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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ChangeCollisionToLiquid ();
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#line 98 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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SendEvent (ERestartAttack ());
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#line 99 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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}
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#line 101 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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if(m_EedtType != EDT_DIVE_ONLY && m_bInLiquid && (en_fImmersionFactor < 0.5f || en_fImmersionFactor == 1.0f) &&
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#line 102 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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en_penReference != NULL && ! (GetWorld () -> wo_actContentTypes [ en_iUpContent ] . ct_ulFlags & CTF_SWIMABLE )){
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#line 103 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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m_bInLiquid = FALSE ;
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#line 104 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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ChangeCollisionToGround ();
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#line 105 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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SendEvent (ERestartAttack ());
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#line 106 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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}
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#line 107 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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}
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ULONG CEnemyDive::SetDesiredMovement(void)
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#line 117 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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{
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#line 119 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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if(! m_bInLiquid ){
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#line 121 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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return CEnemyBase :: SetDesiredMovement ();
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#line 122 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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}
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#line 125 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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ULONG ulFlags = CEnemyBase :: SetDesiredMovement ();
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#line 128 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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if(m_fMoveSpeed > 0.0f){
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#line 130 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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FLOAT3D vTranslation = (m_vDesiredPosition - GetPlacement () . pl_PositionVector ) * ! en_mRotation ;
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#line 131 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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vTranslation (1) = 0.0f;
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#line 132 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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if(vTranslation (3) > 0){
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#line 133 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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vTranslation (3) = 0.0f;
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#line 134 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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}
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#line 135 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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vTranslation . Normalize ();
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#line 136 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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vTranslation *= m_fMoveSpeed ;
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#line 137 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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SetDesiredTranslation (vTranslation );
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#line 138 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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}
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#line 140 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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return ulFlags ;
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#line 141 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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}
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#line 144 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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BOOL CEnemyDive::MayMoveToAttack(void)
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#line 145 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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{
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#line 146 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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return WouldNotLeaveAttackRadius ();
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#line 147 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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}
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#line 153 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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void CEnemyDive::SetEntityPosition() {
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#line 154 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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switch(m_EedtType ){
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#line 155 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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case EDT_GROUND_ONLY :
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#line 156 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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m_bInLiquid = FALSE ;
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#line 157 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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break ;
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#line 158 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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case EDT_DIVE_ONLY :
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#line 159 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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m_bInLiquid = TRUE ;
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#line 160 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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break ;
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#line 161 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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case EDT_GROUND_DIVE :
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#line 162 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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break ;
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#line 163 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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}
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#line 166 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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if(m_bInLiquid ){
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#line 167 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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ChangeCollisionToLiquid ();
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#line 168 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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}else {
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#line 169 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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ChangeCollisionToGround ();
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#line 170 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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}
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#line 172 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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StandingAnim ();
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#line 173 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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}
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void CEnemyDive::ChangeCollisionToLiquid(void) {}
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void CEnemyDive::ChangeCollisionToGround(void) {}
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BOOL CEnemyDive::
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#line 192 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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Hit(const CEntityEvent &__eeInput) {
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#undef STATE_CURRENT
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#define STATE_CURRENT STATE_CEnemyDive_Hit
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ASSERTMSG(__eeInput.ee_slEvent==EVENTCODE_EVoid, "CEnemyDive::Hit expects 'EVoid' as input!"); const EVoid &e = (const EVoid &)__eeInput;
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#line 194 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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if(m_bInLiquid ){
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#line 195 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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Jump(STATE_CURRENT, STATE_CEnemyDive_DiveHit, TRUE, EVoid());return TRUE;
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#line 196 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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}else {
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#line 197 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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Jump(STATE_CURRENT, STATE_CEnemyDive_GroundHit, TRUE, EVoid());return TRUE;
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#line 198 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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} ASSERT(FALSE); return TRUE;};BOOL CEnemyDive::
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#line 202 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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Fire(const CEntityEvent &__eeInput) {
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#undef STATE_CURRENT
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#define STATE_CURRENT STATE_CEnemyDive_Fire
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ASSERTMSG(__eeInput.ee_slEvent==EVENTCODE_EVoid, "CEnemyDive::Fire expects 'EVoid' as input!"); const EVoid &e = (const EVoid &)__eeInput;
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#line 204 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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if(m_bInLiquid ){
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#line 205 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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Jump(STATE_CURRENT, STATE_CEnemyDive_DiveFire, TRUE, EVoid());return TRUE;
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#line 206 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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}else {
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#line 207 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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Jump(STATE_CURRENT, STATE_CEnemyDive_GroundFire, TRUE, EVoid());return TRUE;
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#line 208 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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} ASSERT(FALSE); return TRUE;};BOOL CEnemyDive::
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#line 215 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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MainLoop(const CEntityEvent &__eeInput) {
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#undef STATE_CURRENT
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#define STATE_CURRENT STATE_CEnemyDive_MainLoop
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ASSERTMSG(__eeInput.ee_slEvent==EVENTCODE_EVoid, "CEnemyDive::MainLoop expects 'EVoid' as input!"); const EVoid &e = (const EVoid &)__eeInput;
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#line 216 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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SetEntityPosition ();
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#line 217 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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Jump(STATE_CURRENT, STATE_CEnemyBase_MainLoop, FALSE, EVoid());return TRUE; ASSERT(FALSE); return TRUE;};BOOL CEnemyDive::
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#line 221 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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Main(const CEntityEvent &__eeInput) {
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#undef STATE_CURRENT
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#define STATE_CURRENT STATE_CEnemyDive_Main
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ASSERTMSG(__eeInput.ee_slEvent==EVENTCODE_EVoid, "CEnemyDive::Main expects 'EVoid' as input!"); const EVoid &e = (const EVoid &)__eeInput;
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#line 222 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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Return(STATE_CURRENT,EVoid());
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#line 222 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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return TRUE; ASSERT(FALSE); return TRUE;};BOOL CEnemyDive::
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#line 231 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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GroundHit(const CEntityEvent &__eeInput) {
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#undef STATE_CURRENT
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#define STATE_CURRENT STATE_CEnemyDive_GroundHit
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ASSERTMSG(__eeInput.ee_slEvent==EVENTCODE_EVoid, "CEnemyDive::GroundHit expects 'EVoid' as input!"); const EVoid &e = (const EVoid &)__eeInput;
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#line 233 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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Return(STATE_CURRENT,EReturn ());
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#line 233 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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return TRUE; ASSERT(FALSE); return TRUE;};BOOL CEnemyDive::
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#line 236 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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GroundFire(const CEntityEvent &__eeInput) {
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#undef STATE_CURRENT
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#define STATE_CURRENT STATE_CEnemyDive_GroundFire
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ASSERTMSG(__eeInput.ee_slEvent==EVENTCODE_EVoid, "CEnemyDive::GroundFire expects 'EVoid' as input!"); const EVoid &e = (const EVoid &)__eeInput;
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#line 238 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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Return(STATE_CURRENT,EReturn ());
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#line 238 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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return TRUE; ASSERT(FALSE); return TRUE;};BOOL CEnemyDive::
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#line 242 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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DiveHit(const CEntityEvent &__eeInput) {
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#undef STATE_CURRENT
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#define STATE_CURRENT STATE_CEnemyDive_DiveHit
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ASSERTMSG(__eeInput.ee_slEvent==EVENTCODE_EVoid, "CEnemyDive::DiveHit expects 'EVoid' as input!"); const EVoid &e = (const EVoid &)__eeInput;
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#line 244 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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Return(STATE_CURRENT,EReturn ());
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#line 244 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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return TRUE; ASSERT(FALSE); return TRUE;};BOOL CEnemyDive::
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#line 248 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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DiveFire(const CEntityEvent &__eeInput) {
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#undef STATE_CURRENT
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#define STATE_CURRENT STATE_CEnemyDive_DiveFire
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ASSERTMSG(__eeInput.ee_slEvent==EVENTCODE_EVoid, "CEnemyDive::DiveFire expects 'EVoid' as input!"); const EVoid &e = (const EVoid &)__eeInput;
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#line 250 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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Return(STATE_CURRENT,EReturn ());
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#line 250 "D:/SE1_GPL/Sources/EntitiesMP/EnemyDive.es"
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return TRUE; ASSERT(FALSE); return TRUE;}; |