mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-26 07:34:52 +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
266 lines
8.5 KiB
C++
266 lines
8.5 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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313
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%{
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#include "EntitiesMP/StdH/StdH.h"
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%}
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uses "EntitiesMP/EnemyBase";
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uses "EntitiesMP/Debris";
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uses "EntitiesMP/EnemyMarker";
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enum EnemyDiveType {
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0 EDT_GROUND_ONLY "Ground only", // can't dive
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1 EDT_DIVE_ONLY "Dive only", // always dive can't walk
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2 EDT_GROUND_DIVE "Ground and dive", // dive and walk
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};
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class export CEnemyDive : CEnemyBase {
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name "Enemy Dive";
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thumbnail "";
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properties:
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1 enum EnemyDiveType m_EedtType "Type" 'T' = EDT_DIVE_ONLY, // dive type
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2 BOOL m_bInLiquid "In liquid" 'Q' = TRUE, // entity is in liquid
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// moving/attack properties - CAN BE SET
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// these following must be ordered exactly like this for GetProp() to function
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10 FLOAT m_fDiveWalkSpeed = 1.0f, // dive walk speed
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11 ANGLE m_aDiveWalkRotateSpeed = AngleDeg(10.0f), // dive walk rotate speed
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12 FLOAT m_fDiveAttackRunSpeed = 1.0f, // dive attack run speed
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13 ANGLE m_aDiveAttackRotateSpeed = AngleDeg(10.0f), // dive attack rotate speed
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14 FLOAT m_fDiveCloseRunSpeed = 1.0f, // dive close run speed
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15 ANGLE m_aDiveCloseRotateSpeed = AngleDeg(10.0f), // dive close rotate speed
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20 FLOAT m_fDiveAttackDistance = 50.0f, // dive attack distance mode
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21 FLOAT m_fDiveCloseDistance = 10.0f, // dive close distance mode
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22 FLOAT m_fDiveAttackFireTime = 2.0f, // dive attack distance fire time
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23 FLOAT m_fDiveCloseFireTime = 1.0f, // dive close distance fire time
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24 FLOAT m_fDiveStopDistance = 0.0f, // dive stop moving toward enemy if closer than stop distance
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25 FLOAT m_fDiveIgnoreRange = 200.0f, // dive cease attack if enemy farther
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26 FLOAT m_fDiveLockOnEnemyTime = 0.0f, // dive time needed to fire
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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_bInLiquid) {
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return *((&m_fBase)+(&m_fDiveWalkSpeed-&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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// diving enemies never use pathfinding
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void StartPathFinding(void)
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{
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m_dtDestination=DT_PLAYERSPOTTED;
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m_vPlayerSpotted = PlayerDestinationPos();
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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_fDiveWalkSpeed *= fMoveSpeed;
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// m_aDiveWalkRotateSpeed *= fMoveSpeed;
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m_fDiveAttackRunSpeed *= fMoveSpeed;
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m_aDiveAttackRotateSpeed *= fMoveSpeed;
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m_fDiveCloseRunSpeed *= fMoveSpeed;
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m_aDiveCloseRotateSpeed *= fMoveSpeed;
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m_fDiveAttackFireTime *= 1/fAttackSpeed;
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m_fDiveCloseFireTime *= 1/fAttackSpeed;
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m_fDiveLockOnEnemyTime *= 1/fAttackSpeed;
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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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* POST MOVING *
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************************************************************/
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void PostMoving(void) {
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CEnemyBase::PostMoving();
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// change to liquid
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if (m_EedtType!=EDT_GROUND_ONLY && !m_bInLiquid && en_fImmersionFactor>0.9f &&
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(GetWorld()->wo_actContentTypes[en_iDnContent].ct_ulFlags&CTF_SWIMABLE)) {
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m_bInLiquid = TRUE;
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ChangeCollisionToLiquid();
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SendEvent(ERestartAttack());
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}
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// change to ground
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if (m_EedtType!=EDT_DIVE_ONLY && m_bInLiquid && (en_fImmersionFactor<0.5f || en_fImmersionFactor==1.0f) &&
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en_penReference!=NULL && !(GetWorld()->wo_actContentTypes[en_iUpContent].ct_ulFlags&CTF_SWIMABLE)) {
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m_bInLiquid = FALSE;
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ChangeCollisionToGround();
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SendEvent(ERestartAttack());
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}
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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_bInLiquid) {
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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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// check whether may move while attacking
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BOOL MayMoveToAttack(void)
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{
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return WouldNotLeaveAttackRadius();
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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_EedtType) {
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case EDT_GROUND_ONLY: // can't dive
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m_bInLiquid = FALSE;
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break;
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case EDT_DIVE_ONLY: // always dive can't walk
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m_bInLiquid = TRUE;
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break;
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case EDT_GROUND_DIVE: // dive and walk
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break;
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}
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// in liquid
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if (m_bInLiquid) {
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ChangeCollisionToLiquid();
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} else {
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ChangeCollisionToGround();
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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 void ChangeCollisionToLiquid(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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* ATTACK ENEMY PROCEDURES *
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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_bInLiquid) {
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jump DiveHit();
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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_bInLiquid) {
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jump DiveFire();
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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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* 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 water
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DiveHit(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 water
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DiveFire(EVoid)
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{
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return EReturn();
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}
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};
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