/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program 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. * * 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, see . * */ /* * Copyright (C) 2006-2010 - Frictional Games * * This file is part of Penumbra Overture. */ #ifndef GAME_GAME_ENEMY_SPIDER_H #define GAME_GAME_ENEMY_SPIDER_H #include "hpl1/engine/engine.h" #include "hpl1/penumbra-overture/GameEnemy.h" using namespace hpl; //----------------------------------------- class cGameEnemy_Spider; // BASE STATE class iGameEnemyState_Spider_Base : public iGameEnemyState { public: iGameEnemyState_Spider_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_Spider *mpEnemySpider; }; //----------------------------------------- // IDLE STATE class cGameEnemyState_Spider_Idle : public iGameEnemyState_Spider_Base { public: cGameEnemyState_Spider_Idle(int alId, cInit *apInit, iGameEnemy *apEnemy) : iGameEnemyState_Spider_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_Spider_Hunt : public iGameEnemyState_Spider_Base { public: cGameEnemyState_Spider_Hunt(int alId, cInit *apInit, iGameEnemy *apEnemy) : iGameEnemyState_Spider_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(); private: float mfUpdatePathCount; float mfUpdateFreq; bool mbFreePlayerPath; bool mbLostPlayer; float mfLostPlayerCount; float mfMaxLostPlayerCount; }; //----------------------------------------- // ATTACK STATE class cGameEnemyState_Spider_Attack : public iGameEnemyState_Spider_Base { public: cGameEnemyState_Spider_Attack(int alId, cInit *apInit, iGameEnemy *apEnemy) : iGameEnemyState_Spider_Base(alId, apInit, apEnemy) {} void OnEnterState(iGameEnemyState *apPrevState); void OnLeaveState(iGameEnemyState *apNextState); void OnUpdate(float afTimeStep); void OnAnimationOver(const tString &asName); void OnPostSceneDraw(); void OnSeePlayer(const cVector3f &avPosition, float afChance) {} bool OnHearNoise(const cVector3f &avPosition, float afVolume) { return false; } void OnFlashlight(const cVector3f &avPosition); private: float mfDamageTimer; float mfJumpTimer; bool mbAttacked; }; //----------------------------------------- // FLEE STATE class cGameEnemyState_Spider_Flee : public iGameEnemyState_Spider_Base { public: cGameEnemyState_Spider_Flee(int alId, cInit *apInit, iGameEnemy *apEnemy) : iGameEnemyState_Spider_Base(alId, apInit, apEnemy) {} void OnEnterState(iGameEnemyState *apPrevState); void OnLeaveState(iGameEnemyState *apNextState); void OnUpdate(float afTimeStep); void OnSeePlayer(const cVector3f &avPosition, float afChance) {} void OnFlashlight(const cVector3f &avPosition) {} private: // float mfTimer; // float mfBackAngle; // bool mbBackwards; }; //----------------------------------------- // KNOCKDOWN STATE class cGameEnemyState_Spider_KnockDown : public iGameEnemyState_Spider_Base { public: cGameEnemyState_Spider_KnockDown(int alId, cInit *apInit, iGameEnemy *apEnemy) : iGameEnemyState_Spider_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; } void OnTakeHit(float afDamage) {} void OnAnimationOver(const tString &asName); private: float mfTimer; bool mbCheckAnim; }; //----------------------------------------- // DEAD STATE class cGameEnemyState_Spider_Dead : public iGameEnemyState_Spider_Base { public: cGameEnemyState_Spider_Dead(int alId, cInit *apInit, iGameEnemy *apEnemy) : iGameEnemyState_Spider_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; } void OnFlashlight(const cVector3f &avPosition) {} void OnTakeHit(float afDamage) {} void OnDeath(float afDamage) {} }; //----------------------------------------- class cGameEnemy_Spider : public iGameEnemy { public: cGameEnemy_Spider(cInit *apInit, const tString &asName, TiXmlElement *apGameElem); ~cGameEnemy_Spider(); void OnLoad(); void OnUpdate(float afTimeStep); void ShowPlayer(const cVector3f &avPlayerFeetPos); bool MoveToPos(const cVector3f &avFeetPos); bool IsFighting(); iCollideShape *GetAttackShape() { return mpAttackShape; } // State properties bool mbPathFind; float mfIdleFOV; tString msIdleFoundPlayerSound; float mfIdleMinSeeChance; float mfIdleMinHearVolume; float mfIdleMinWaitLength; float mfIdleMaxWaitLength; float mfHuntFOV; float mfHuntSpeed; float mfHuntForLostPlayerTime; float mfHuntMinSeeChance; float mfHuntMinHearVolume; float mfAttackDistance; float mfAttackForce; float mfAttackJumpTime; float mfAttackDamageTime; cVector3f mvAttackDamageSize; float mfAttackDamageRange; float mfAttackMinDamage; float mfAttackMaxDamage; tString msAttackStartSound; tString msAttackHitSound; float mfAttackMinMass; float mfAttackMaxMass; float mfAttackMinImpulse; float mfAttackMaxImpulse; int mlAttackStrength; float mfFleeMinDistance; float mfFleeMaxDistance; bool mbFleeFromFlashlight; tString msKnockDownSound; tString msDeathSound; private: iCollideShape *mpAttackShape; }; //----------------------------------------- #endif // GAME_GAME_ENEMY_SPIDER_H