scummvm/engines/hpl1/penumbra-overture/GameEnemy_Spider.h
2023-03-29 21:23:19 +02:00

259 lines
7.1 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
/*
* 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