/* 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_DOG_H #define GAME_GAME_ENEMY_DOG_H #include "hpl1/engine/engine.h" #include "hpl1/penumbra-overture/GameEnemy.h" using namespace hpl; //----------------------------------------- class cGameEnemy_Dog; // BASE STATE class iGameEnemyState_Dog_Base : public iGameEnemyState { public: iGameEnemyState_Dog_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_Dog *mpEnemyDog; }; //----------------------------------------- // IDLE STATE class cGameEnemyState_Dog_Idle : public iGameEnemyState_Dog_Base { public: cGameEnemyState_Dog_Idle(int alId, cInit *apInit, iGameEnemy *apEnemy) : iGameEnemyState_Dog_Base(alId, apInit, apEnemy) {} void OnEnterState(iGameEnemyState *apPrevState); void OnLeaveState(iGameEnemyState *apNextState); void OnUpdate(float afTimeStep); }; //----------------------------------------- // ATTENTION STATE class cGameEnemyState_Dog_Attention : public iGameEnemyState_Dog_Base { public: cGameEnemyState_Dog_Attention(int alId, cInit *apInit, iGameEnemy *apEnemy) : iGameEnemyState_Dog_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 OnFlashlight(const cVector3f &avPosition); void OnDraw(); private: float mfTime; }; //----------------------------------------- // HUNT STATE class cGameEnemyState_Dog_Hunt : public iGameEnemyState_Dog_Base { public: cGameEnemyState_Dog_Hunt(int alId, cInit *apInit, iGameEnemy *apEnemy) : iGameEnemyState_Dog_Base(alId, apInit, apEnemy) { mbBreakingDoor = false; } 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 OnFlashlight(const cVector3f &avPosition) {} void OnDraw(); private: float mfUpdatePathCount; float mfUpdateFreq; bool mbFreePlayerPath; bool mbLostPlayer; float mfLostPlayerCount; float mfMaxLostPlayerCount; bool mbFoundNoPath; int mlStuckAtMaxCount; int mlBreakDoorCount; bool mbBreakingDoor; }; //----------------------------------------- // ATTACK STATE class cGameEnemyState_Dog_Attack : public iGameEnemyState_Dog_Base { public: cGameEnemyState_Dog_Attack(int alId, cInit *apInit, iGameEnemy *apEnemy) : iGameEnemyState_Dog_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; }; //----------------------------------------- // BREAK DOOR STATE class cGameEnemyState_Dog_BreakDoor : public iGameEnemyState_Dog_Base { public: cGameEnemyState_Dog_BreakDoor(int alId, cInit *apInit, iGameEnemy *apEnemy) : iGameEnemyState_Dog_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 mfStopMoveTimer; bool mbAttacked; bool mbStopped; int mlCount; }; //----------------------------------------- // FLEE STATE class cGameEnemyState_Dog_Flee : public iGameEnemyState_Dog_Base { public: cGameEnemyState_Dog_Flee(int alId, cInit *apInit, iGameEnemy *apEnemy) : iGameEnemyState_Dog_Base(alId, apInit, apEnemy) {} void OnEnterState(iGameEnemyState *apPrevState); void OnLeaveState(iGameEnemyState *apNextState); void OnUpdate(float afTimeStep); bool OnHearNoise(const cVector3f &avPosition, float afVolume) { return false; } void OnSeePlayer(const cVector3f &avPosition, float afChance) {} void OnFlashlight(const cVector3f &avPosition) {} private: float mfTimer; float mfBackAngle; bool mbBackwards; float mfCheckBehindTime; bool mbBackingFromBreakDoor; }; //----------------------------------------- // CALL BACKUP STATE class cGameEnemyState_Dog_CallBackup : public iGameEnemyState_Dog_Base { public: cGameEnemyState_Dog_CallBackup(int alId, cInit *apInit, iGameEnemy *apEnemy) : iGameEnemyState_Dog_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 OnFlashlight(const cVector3f &avPosition) {} void OnAnimationOver(const tString &asName); private: // bool mbCheckAnim; }; //----------------------------------------- // KNOCKDOWN STATE class cGameEnemyState_Dog_KnockDown : public iGameEnemyState_Dog_Base { public: cGameEnemyState_Dog_KnockDown(int alId, cInit *apInit, iGameEnemy *apEnemy) : iGameEnemyState_Dog_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 OnFlashlight(const cVector3f &avPosition) {} void OnAnimationOver(const tString &asName); private: float mfTimer; bool mbCheckAnim; int mlPrevToughness; // int mlStuckAtMaxCount; }; //----------------------------------------- // DEAD STATE class cGameEnemyState_Dog_Dead : public iGameEnemyState_Dog_Base { public: cGameEnemyState_Dog_Dead(int alId, cInit *apInit, iGameEnemy *apEnemy) : iGameEnemyState_Dog_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 OnFlashlight(const cVector3f &avPosition) {} }; //----------------------------------------- // PATROL STATE class cGameEnemyState_Dog_Patrol : public iGameEnemyState_Dog_Base { public: cGameEnemyState_Dog_Patrol(int alId, cInit *apInit, iGameEnemy *apEnemy) : iGameEnemyState_Dog_Base(alId, apInit, apEnemy) {} void OnEnterState(iGameEnemyState *apPrevState); void OnLeaveState(iGameEnemyState *apNextState); void OnUpdate(float afTimeStep); void OnAnimationOver(const tString &asName); private: bool mbWaiting; bool mbAnimation; float mfIdleSoundTime; int mlStuckAtMaxCount; }; //----------------------------------------- // INVESTIGATE STATE class cGameEnemyState_Dog_Investigate : public iGameEnemyState_Dog_Base { public: cGameEnemyState_Dog_Investigate(int alId, cInit *apInit, iGameEnemy *apEnemy) : iGameEnemyState_Dog_Base(alId, apInit, apEnemy) { mlKnockCount = 0; } void OnEnterState(iGameEnemyState *apPrevState); void OnLeaveState(iGameEnemyState *apNextState); void OnUpdate(float afTimeStep); bool OnHearNoise(const cVector3f &avPosition, float afVolume); float mfIdleSoundTime; float mfHearSoundCount; float mfHighestVolume; int mlKnockCount; }; //----------------------------------------- // MOVETO STATE class cGameEnemyState_Dog_MoveTo : public iGameEnemyState_Dog_Base { public: cGameEnemyState_Dog_MoveTo(int alId, cInit *apInit, iGameEnemy *apEnemy) : iGameEnemyState_Dog_Base(alId, apInit, apEnemy) {} void OnEnterState(iGameEnemyState *apPrevState); void OnLeaveState(iGameEnemyState *apNextState); void OnUpdate(float afTimeStep); float mfIdleSoundTime; int mlBreakCount; }; //----------------------------------------- // EAT STATE class cGameEnemyState_Dog_Eat : public iGameEnemyState_Dog_Base { public: cGameEnemyState_Dog_Eat(int alId, cInit *apInit, iGameEnemy *apEnemy) : iGameEnemyState_Dog_Base(alId, apInit, apEnemy) {} void OnEnterState(iGameEnemyState *apPrevState); void OnLeaveState(iGameEnemyState *apNextState); void OnUpdate(float afTimeStep); bool OnHearNoise(const cVector3f &avPosition, float afVolume); void OnSeePlayer(const cVector3f &avPosition, float afChance); float mfTime; }; //----------------------------------------- class cGameEnemy_Dog : public iGameEnemy { public: cGameEnemy_Dog(cInit *apInit, const tString &asName, TiXmlElement *apGameElem); ~cGameEnemy_Dog(); void OnLoad(); void OnUpdate(float afTimeStep); void ShowPlayer(const cVector3f &avPlayerFeetPos); bool MoveToPos(const cVector3f &avFeetPos); bool IsFighting(); iCollideShape *GetAttackShape() { return mpAttackShape; } iCollideShape *GetBreakDoorShape() { return mpBreakDoorShape; } float mfMinKnockDamage; float mfCertainKnockDamage; float mfLengthBodyToAss; // State properties float mfIdleFOV; tString msIdleFoundPlayerSound; float mfIdleMinSeeChance; float mfIdleMinHearVolume; tString msIdleSound; float mfIdleSoundMinInteraval; float mfIdleSoundMaxInteraval; float mfIdleCallBackupChance; tString msInvestigateSound; tString msAttentionSound; float mfAttentionTime; float mfAttentionMinDist; float mfHuntFOV; float mfHuntSpeed; float mfHuntForLostPlayerTime; float mfHuntMinSeeChance; float mfHuntMinHearVolume; float mfAttackDistance; float mfAttackSpeed; 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; tString msBreakDoorAnimation; float mfBreakDoorSpeed; float mfBreakDoorDamageTime; cVector3f mvBreakDoorDamageSize; float mfBreakDoorDamageRange; float mfBreakDoorMinDamage; float mfBreakDoorMaxDamage; tString msBreakDoorStartSound; tString msBreakDoorHitSound; float mfBreakDoorMinMass; float mfBreakDoorMaxMass; float mfBreakDoorMinImpulse; float mfBreakDoorMaxImpulse; int mlBreakDoorStrength; bool mbBreakDoorRiseAtEnd; tString msKnockDownSound; tString msDeathSound; float mfFleePositionChance; float mfFleePositionMaxTime; float mfFleePositionMinDistance; float mfFleePositionMaxDistance; float mfFleeBackChance; float mfFleeBackTime; float mfFleeBackSpeed; tString msCallBackupAnimation; tString msCallBackupSound; float mfCallBackupRange; float mfEatFOV; float mfEatMinSeeChance; float mfEatMinHearVolume; private: iCollideShape *mpAttackShape; iCollideShape *mpBreakDoorShape; }; //----------------------------------------- #endif // GAME_GAME_ENEMY_DOG_H