-
Notifications
You must be signed in to change notification settings - Fork 105
/
GameEnemy_Worm.h
278 lines (201 loc) · 6.2 KB
/
GameEnemy_Worm.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of Penumbra Overture.
*
* Penumbra Overture is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Penumbra Overture 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 Penumbra Overture. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef GAME_GAME_ENEMY_WORM_H
#define GAME_GAME_ENEMY_WORM_H
#include "StdAfx.h"
#include "GameEnemy.h"
using namespace hpl;
//-----------------------------------------
class cGameEnemy_Worm;
// BASE STATE
class iGameEnemyState_Worm_Base : public iGameEnemyState
{
public:
iGameEnemyState_Worm_Base(int alId, cInit *apInit, iGameEnemy *apEnemy);
virtual void OnSeePlayer(const cVector3f &avPosition, float afChance);
virtual bool OnHearNoise(const cVector3f &avPosition, float afVolume);
virtual void OnTakeHit(float afDamage);
virtual void OnDeath(float afDamage);
virtual void OnFlashlight(const cVector3f &avPosition);
virtual void OnAnimationOver(const tString& asAnimName){}
virtual void OnDraw(){}
virtual void OnPostSceneDraw(){}
protected:
cGameEnemy_Worm *mpEnemyWorm;
};
//-----------------------------------------
// IDLE STATE
class cGameEnemyState_Worm_Idle : public iGameEnemyState_Worm_Base
{
public:
cGameEnemyState_Worm_Idle(int alId, cInit *apInit, iGameEnemy *apEnemy) :
iGameEnemyState_Worm_Base(alId, apInit,apEnemy){}
void OnEnterState(iGameEnemyState *apPrevState);
void OnLeaveState(iGameEnemyState *apNextState);
void OnUpdate(float afTimeStep);
//void OnSeePlayer(const cVector3f &avPosition, float afChance){}
private:
bool mbStopped;
float mfNextWalkTime;
};
//-----------------------------------------
// HUNT STATE
class cGameEnemyState_Worm_Hunt : public iGameEnemyState_Worm_Base
{
public:
cGameEnemyState_Worm_Hunt(int alId, cInit *apInit, iGameEnemy *apEnemy) :
iGameEnemyState_Worm_Base(alId, apInit,apEnemy){}
void OnEnterState(iGameEnemyState *apPrevState);
void OnLeaveState(iGameEnemyState *apNextState);
void OnUpdate(float afTimeStep);
void OnSeePlayer(const cVector3f &avPosition, float afChance);
bool OnHearNoise(const cVector3f &avPosition, float afVolume);
void OnDraw();
void OnPostSceneDraw();
private:
float mfUpdatePathCount;
float mfUpdateFreq;
bool mbFreePlayerPath;
bool mbLostPlayer;
float mfLostPlayerCount;
float mfMaxLostPlayerCount;
float mfAttackSoundCount;
float mfAttackCount;
float mfSoundCount;
};
//-----------------------------------------
// DEAD STATE
class cGameEnemyState_Worm_Dead : public iGameEnemyState_Worm_Base
{
public:
cGameEnemyState_Worm_Dead(int alId, cInit *apInit, iGameEnemy *apEnemy) :
iGameEnemyState_Worm_Base(alId, apInit,apEnemy){}
void OnEnterState(iGameEnemyState *apPrevState);
void OnLeaveState(iGameEnemyState *apNextState);
void OnUpdate(float afTimeStep){}
void OnSeePlayer(const cVector3f &avPosition, float afChance){}
bool OnHearNoise(const cVector3f &avPosition, float afVolume){ return false;}
private:
};
//-----------------------------------------
class cWormTailSegment
{
public:
cWormTailSegment(){
mpBone = NULL;
mpChildSegment = NULL;
}
std::list<cVector3f> mlstPositions;
cVector3f mvPostion;
cVector3f mvGoalForward;
cVector3f mvForward;
cVector3f mvUp;
cVector3f mvRight;
float mfDistToFront;
iPhysicsBody *mpBody;
cBoneState *mpBone;
cMatrixf m_mtxBaseRot;
cWormTailSegment *mpChildSegment;
};
//-----------------------------------------
class cGameEnemy_Worm_MeshCallback : public cMeshEntityCallback
{
public:
cGameEnemy_Worm_MeshCallback(cGameEnemy_Worm *apWorm);
void AfterAnimationUpdate(cMeshEntity *apMeshEntity, float afTimeStep);
private:
cGameEnemy_Worm *mpWorm;
};
//-----------------------------------------
class cVector3Smoother
{
public:
cVector3Smoother();
void Add(const cVector3f& avVec);
cVector3f GetAverage();
void SetMax(int alMax){ mlMaxVecs = alMax;}
private:
int mlMaxVecs;
std::list<cVector3f> mlstVecs;
};
//-----------------------------------------
class cGameEnemy_Worm : public iGameEnemy
{
friend class cGameEnemy_Worm_MeshCallback;
public:
cGameEnemy_Worm(cInit *apInit,const tString& asName,TiXmlElement *apGameElem);
~cGameEnemy_Worm();
void OnLoad();
void OnUpdate(float afTimeStep);
void ExtraPostSceneDraw();
void ShowPlayer(const cVector3f& avPlayerFeetPos);
bool MoveToPos(const cVector3f& avFeetPos);
bool IsFighting();
iCollideShape *GetAttackShape(){ return mpAttackShape;}
//Worm specific
void SetupTail();
cSoundEntity *mpMoveSound;
//State properties
tString msMoveSound;
float mfIdleFOV;
tString msIdleFoundPlayerSound;
float mfIdleMinSeeChance;
float mfIdleMinHearVolume;
float mfIdleMinWaitLength;
float mfIdleMaxWaitLength;
float mfHuntFOV;
float mfHuntSpeed;
float mfHuntForLostPlayerTime;
float mfHuntMinSeeChance;
float mfHuntMinHearVolume;
tString msHuntSound;
float mfHuntSoundMinInteraval;
float mfHuntSoundMaxInteraval;
float mfAttackDamage;
float mfAttackInterval;
tString msAttackHitSound;
float mfAttackHitSoundInterval;
float mfAttackMinMass;
float mfAttackMaxMass;
float mfAttackMinImpulse;
float mfAttackMaxImpulse;
int mlAttackStrength;
cVector3f mvAttackDamageSize;
private:
iCollideShape *mpAttackShape;
cBoneState *mpRootBone;
std::list<cVector3f> mlstRootPositions;
cVector3Smoother mRootForwards;
cVector3f mvRootPosition;
cVector3f mvRootGoalForward;
cVector3f mvRootForward;
cVector3f mvRootRight;
cVector3f mvRootUp;
cVector3f mvRootBaseForward;
cVector3f mvLastForward;
int mlMaxSegmentPostions;
float mfTurnSpeed;
bool mbFirstUpdate;
cVector3f mvFirstUpdatePos;
cGameEnemy_Worm_MeshCallback *mpMeshCallback;
cWormTailSegment *mpRootSegment;
std::vector<cWormTailSegment*> mvTailSegments;
};
//-----------------------------------------
#endif // GAME_GAME_ENEMY_WORM_H