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EnemyRunInto.es
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EnemyRunInto.es
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/* 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 "StdH.h"
%}
uses "Entities/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;
};
};