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2026-02-02 04:50:13 +01:00

788 lines
26 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.
*/
#include "hpl1/penumbra-overture/GameEnemy_Spider.h"
#include "hpl1/penumbra-overture/AttackHandler.h"
#include "hpl1/penumbra-overture/EffectHandler.h"
#include "hpl1/penumbra-overture/GameMusicHandler.h"
#include "hpl1/penumbra-overture/GameSwingDoor.h"
#include "hpl1/penumbra-overture/MapHandler.h"
#include "hpl1/penumbra-overture/Player.h"
//////////////////////////////////////////////////////////////////////////
// BASE STATE
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
iGameEnemyState_Spider_Base::iGameEnemyState_Spider_Base(int alId, cInit *apInit, iGameEnemy *apEnemy)
: iGameEnemyState(alId, apInit, apEnemy) {
mpEnemySpider = static_cast<cGameEnemy_Spider *>(mpEnemy);
}
//-----------------------------------------------------------------------
void iGameEnemyState_Spider_Base::OnSeePlayer(const cVector3f &avPosition, float afChance) {
if (mpPlayer->GetHealth() <= 0)
return;
if (afChance >= mpEnemySpider->mfIdleMinSeeChance) {
mpEnemy->ChangeState(STATE_HUNT);
mpEnemySpider->PlaySound(mpEnemySpider->msIdleFoundPlayerSound);
}
}
bool iGameEnemyState_Spider_Base::OnHearNoise(const cVector3f &avPosition, float afVolume) {
float afDistance = (mpMover->GetCharBody()->GetPosition() - avPosition).Length();
if (afVolume >= mpEnemySpider->mfIdleMinHearVolume && afDistance > 0.4f) {
// mpEnemy->SetTempPosition(avPosition);
// mpEnemy->ChangeState(STATE_INVESTIGATE);
return true;
}
return false;
}
void iGameEnemyState_Spider_Base::OnTakeHit(float afDamage) {
if (afDamage >= 5) {
mpEnemy->ChangeState(STATE_KNOCKDOWN);
}
}
void iGameEnemyState_Spider_Base::OnFlashlight(const cVector3f &avPosition) {
// mpInit->mpEffectHandler->GetSubTitle()->Add("Flashlight!",0.5f);
// OnSeePlayer(mpPlayer->GetCharacterBody()->GetFeetPosition(),1.0f);
if (mlId == STATE_KNOCKDOWN)
return;
if (mpEnemySpider->mbFleeFromFlashlight)
mpEnemy->ChangeState(STATE_FLEE);
}
void iGameEnemyState_Spider_Base::OnDeath(float afDamage) {
mpEnemy->ChangeState(STATE_KNOCKDOWN);
// mpEnemy->ChangeState(STATE_DEAD);
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// IDLE STATE
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
void cGameEnemyState_Spider_Idle::OnEnterState(iGameEnemyState *apPrevState) {
// Animation
mpEnemy->PlayAnim("Idle", false, 0.2f);
// Setup body
mpEnemy->SetupBody();
// Setup enemy
mpEnemy->SetFOV(mpEnemySpider->mfIdleFOV);
mpInit->mpMusicHandler->RemoveAttacker(mpEnemy);
mbStopped = true;
mfNextWalkTime = cMath::RandRectf(mpEnemySpider->mfIdleMinWaitLength,
mpEnemySpider->mfIdleMaxWaitLength);
}
//-----------------------------------------------------------------------
void cGameEnemyState_Spider_Idle::OnLeaveState(iGameEnemyState *apNextState) {
}
//-----------------------------------------------------------------------
void cGameEnemyState_Spider_Idle::OnUpdate(float afTimeStep) {
if (mpMover->IsMoving() == false || mpMover->GetStuckCounter() > 2.0f) {
mpMover->ResetStuckCounter();
if (mbStopped == false) {
mbStopped = true;
mpEnemy->PlayAnim("Idle", false, 0.9f);
mfNextWalkTime = cMath::RandRectf(mpEnemySpider->mfIdleMinWaitLength,
mpEnemySpider->mfIdleMaxWaitLength);
} else if (mfNextWalkTime <= 0) {
mbStopped = false;
// Animation
mpEnemy->UseMoveStateAnimations();
// Setup body
mpEnemy->SetupBody();
mpMover->GetCharBody()->SetMaxPositiveMoveSpeed(eCharDir_Forward, mpEnemySpider->mfHuntSpeed);
cAINode *pNode = NULL;
if (mpEnemy->GetPatrolNodeNum() == 0) {
pNode = mpMover->GetAINodeInRange(1, 5);
} else {
int lNodeNum = cMath::RandRectl(0, mpEnemy->GetPatrolNodeNum() - 1);
tString sName = mpEnemy->GetPatrolNode(lNodeNum)->msNodeName;
pNode = mpMover->GetNodeContainer()->GetNodeFromName(sName);
}
if (pNode) {
mpMover->MoveToPos(pNode->GetPosition());
} else {
mpEnemy->ChangeState(STATE_IDLE);
}
} else {
mfNextWalkTime -= afTimeStep;
}
}
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// HUNT STATE
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
void cGameEnemyState_Spider_Hunt::OnEnterState(iGameEnemyState *apPrevState) {
// Animation
mpEnemy->UseMoveStateAnimations();
// Setup body
float fMul = 1.0f;
mpEnemy->SetupBody();
if (mpInit->mDifficulty == eGameDifficulty_Easy)
mpMover->GetCharBody()->SetMaxPositiveMoveSpeed(eCharDir_Forward, mpEnemySpider->mfHuntSpeed * 0.7f * fMul);
else if (mpInit->mDifficulty == eGameDifficulty_Normal)
mpMover->GetCharBody()->SetMaxPositiveMoveSpeed(eCharDir_Forward, mpEnemySpider->mfHuntSpeed * fMul);
else
mpMover->GetCharBody()->SetMaxPositiveMoveSpeed(eCharDir_Forward, mpEnemySpider->mfHuntSpeed * 1.2f * fMul);
// Setup enemy
mpEnemy->SetFOV(mpEnemySpider->mfHuntFOV);
mfUpdatePathCount = 0;
mfUpdateFreq = 1.0f;
mbFreePlayerPath = false;
mbLostPlayer = false;
mfLostPlayerCount = 0;
mfMaxLostPlayerCount = mpEnemySpider->mfHuntForLostPlayerTime;
mpInit->mpMusicHandler->AddAttacker(mpEnemy);
if (mpEnemySpider->mbPathFind == false)
mpMover->Stop();
}
//-----------------------------------------------------------------------
void cGameEnemyState_Spider_Hunt::OnLeaveState(iGameEnemyState *apNextState) {
mpMover->SetMaxDoorToughness(-1);
}
//-----------------------------------------------------------------------
void cGameEnemyState_Spider_Hunt::OnUpdate(float afTimeStep) {
if (mpPlayer->GetHealth() <= 0) {
mpEnemy->ChangeState(STATE_IDLE);
return;
}
if (mpMover->GetStuckCounter() > 2.1f) {
mpEnemy->ChangeState(STATE_FLEE);
mpMover->ResetStuckCounter();
return;
}
// Check if he should attack.
if (mpMover->DistanceToChar2D(mpPlayer->GetCharacterBody()) < mpEnemySpider->mfAttackDistance) {
mpEnemy->ChangeState(STATE_ATTACK);
}
if (mpEnemySpider->mbPathFind) {
if (mfUpdatePathCount <= 0) {
mfUpdatePathCount = mfUpdateFreq;
/*cAINodeContainer *pNodeCont = */ mpEnemy->GetMover()->GetNodeContainer();
// Check if there is a free path to the player
if (mbLostPlayer == false && mpMover->FreeDirectPathToChar(mpPlayer->GetCharacterBody())) {
mbFreePlayerPath = true;
mpMover->Stop();
} else {
mbFreePlayerPath = false;
}
// Get path to player
if (mbFreePlayerPath == false && mbLostPlayer == false) {
if (mpMover->MoveToPos(mpEnemy->GetLastPlayerPos()) == false) {
mfUpdatePathCount *= 5.0f;
}
}
} else {
mfUpdatePathCount -= afTimeStep;
}
} else {
mbFreePlayerPath = true;
if (mpEnemy->CanSeePlayer() == false) {
mfLostPlayerCount -= afTimeStep;
if (mfLostPlayerCount <= 0 || mpMover->GetStuckCounter() > 0.5f) {
mpEnemy->ChangeState(STATE_IDLE);
}
} else {
mfLostPlayerCount = mfMaxLostPlayerCount * 2;
}
}
////////////////////////////////
// Go directly towards the player
if (mbFreePlayerPath) {
// Go towards player
mpMover->MoveDirectToPos(mpPlayer->GetCharacterBody()->GetFeetPosition(), afTimeStep);
}
////////////////////////////////
// Update path search
else {
if (mbLostPlayer == false && mpMover->IsMoving() == false) {
mbLostPlayer = true;
mfLostPlayerCount = mfMaxLostPlayerCount;
}
if (mbLostPlayer) {
mpMover->GetCharBody()->Move(eCharDir_Forward, 1.0f, afTimeStep);
mfLostPlayerCount -= afTimeStep;
if (mfLostPlayerCount <= 0 || mpMover->GetStuckCounter() > 0.5f) {
mpEnemy->ChangeState(STATE_IDLE);
}
}
}
}
//-----------------------------------------------------------------------
void cGameEnemyState_Spider_Hunt::OnSeePlayer(const cVector3f &avPosition, float afChance) {
if (mbLostPlayer && afChance >= mpEnemySpider->mfHuntMinSeeChance) {
mbLostPlayer = false;
mfUpdatePathCount = 0;
}
}
//-----------------------------------------------------------------------
bool cGameEnemyState_Spider_Hunt::OnHearNoise(const cVector3f &avPosition, float afVolume) {
//////////////////////////////////
// If player is lost the sound might be of help
if (mbLostPlayer) {
// Check if sound can be heard
if (afVolume >= mpEnemySpider->mfHuntMinHearVolume) {
// Check if a node is found near the sound.
cAINode *pNode = mpMover->GetAINodeAtPosInRange(avPosition, 0.0f, 5.0f, true, 0.1f);
if (pNode) {
// Update last player position.
mbLostPlayer = false;
mfUpdatePathCount = 0;
mpEnemy->SetLastPlayerPos(pNode->GetPosition());
return true;
}
}
}
return false;
}
//-----------------------------------------------------------------------
void cGameEnemyState_Spider_Hunt::OnDraw() {
// mpInit->mpDefaultFont->Draw(cVector3f(230,10,100),14,cColor(1,1,1,1),eFontAlign_Left,
// "Freepath: %d",mbFreePlayerPath);
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// ATTACK STATE
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
void cGameEnemyState_Spider_Attack::OnEnterState(iGameEnemyState *apPrevState) {
// Setup body
mpEnemy->SetupBody();
mpMover->GetCharBody()->SetMaxPositiveMoveSpeed(eCharDir_Forward, mpEnemySpider->mfHuntSpeed);
// Animation
mpEnemy->PlayAnim("Attack", false, 0.2f);
mpEnemySpider->PlaySound(mpEnemySpider->msAttackStartSound);
mfJumpTimer = mpEnemySpider->mfAttackJumpTime;
mfDamageTimer = mpEnemySpider->mfAttackDamageTime;
mbAttacked = false;
}
//-----------------------------------------------------------------------
void cGameEnemyState_Spider_Attack::OnLeaveState(iGameEnemyState *apNextState) {
// mpMover->GetCharBody()->SetForce(0);
mpEnemySpider->SetSkipSoundTriggerCount(2.0f);
mpMover->ResetStuckCounter();
}
//-----------------------------------------------------------------------
void cGameEnemyState_Spider_Attack::OnUpdate(float afTimeStep) {
if (mfJumpTimer > 0) {
mfJumpTimer -= afTimeStep;
if (mfJumpTimer <= 0) {
cVector3f vDirection = mpInit->mpPlayer->GetCamera()->GetPosition() -
mpMover->GetCharBody()->GetPosition();
float fHeight = cMath::Abs(vDirection.y);
vDirection.Normalise();
cVector3f vForce = vDirection * mpEnemySpider->mfAttackForce;
vForce.y = fHeight * 0.5f * mpEnemySpider->mfAttackForce;
mpMover->GetCharBody()->AddForce(vForce);
}
}
cVector3f vStart = mpPlayer->GetCharacterBody()->GetPosition();
vStart.y = 0;
cVector3f vEnd = mpMover->GetCharBody()->GetPosition();
vEnd.y = 0;
float fDist2D = cMath::Vector3DistSqr(vStart, vEnd);
float fMinRange = mpEnemySpider->mfAttackDamageRange + 0.4f;
if (fDist2D <= fMinRange * fMinRange && mfDamageTimer <= 0) {
if (mbAttacked == false) {
cVector3f vPos = mpMover->GetCharBody()->GetPosition() +
mpMover->GetCharBody()->GetForward() *
mpEnemySpider->mfAttackDamageRange;
cVector3f vRot = cVector3f(0, mpMover->GetCharBody()->GetYaw(), 0);
cMatrixf mtxOffset = cMath::MatrixRotate(vRot, eEulerRotationOrder_XYZ);
mtxOffset.SetTranslation(vPos);
eAttackTargetFlag target = eAttackTargetFlag_Player | eAttackTargetFlag_Bodies;
mpInit->mpPlayer->mbDamageFromPos = true;
mpInit->mpPlayer->mvDamagePos = mpMover->GetCharBody()->GetPosition();
if (mpInit->mpAttackHandler->CreateShapeAttack(mpEnemySpider->GetAttackShape(),
mtxOffset,
mpMover->GetCharBody()->GetPosition(),
cMath::RandRectf(mpEnemySpider->mfAttackMinDamage,
mpEnemySpider->mfAttackMaxDamage),
mpEnemySpider->mfAttackMinMass, mpEnemySpider->mfAttackMaxMass,
mpEnemySpider->mfAttackMinImpulse, mpEnemySpider->mfAttackMaxImpulse,
mpEnemySpider->mlAttackStrength,
target, NULL)) {
mpEnemySpider->PlaySound(mpEnemySpider->msAttackHitSound);
}
mpInit->mpPlayer->mbDamageFromPos = false;
mbAttacked = true;
}
} else if (mfDamageTimer > 0) {
mfDamageTimer -= afTimeStep;
}
}
void cGameEnemyState_Spider_Attack::OnFlashlight(const cVector3f &avPosition) {
if (mfJumpTimer > 0 && mpEnemySpider->mbFleeFromFlashlight)
mpEnemy->ChangeState(STATE_FLEE);
}
//-----------------------------------------------------------------------
void cGameEnemyState_Spider_Attack::OnAnimationOver(const tString &asName) {
mpEnemy->ChangeState(STATE_HUNT);
}
//-----------------------------------------------------------------------
void cGameEnemyState_Spider_Attack::OnPostSceneDraw() {
cCamera3D *pCamera = static_cast<cCamera3D *>(mpInit->mpGame->GetScene()->GetCamera());
cVector3f vPos = mpMover->GetCharBody()->GetPosition() +
mpMover->GetCharBody()->GetForward() *
mpEnemySpider->mfAttackDamageRange;
cVector3f vRot = cVector3f(0, mpMover->GetCharBody()->GetYaw(), 0);
cMatrixf mtxOffset = cMath::MatrixRotate(vRot, eEulerRotationOrder_XYZ);
mtxOffset.SetTranslation(vPos);
cMatrixf mtxCollider = cMath::MatrixMul(pCamera->GetViewMatrix(), mtxOffset);
mpInit->mpGame->GetGraphics()->GetLowLevel()->SetMatrix(eMatrix_ModelView, mtxCollider);
cVector3f vSize = mpEnemySpider->GetAttackShape()->GetSize();
mpInit->mpGame->GetGraphics()->GetLowLevel()->DrawBoxMaxMin(vSize * 0.5f, vSize * -0.5f,
cColor(1, 0, 1, 1));
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// FLEE STATE
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
void cGameEnemyState_Spider_Flee::OnEnterState(iGameEnemyState *apPrevState) {
// Animation
mpEnemy->UseMoveStateAnimations();
// Setup body
mpEnemy->SetupBody();
mpMover->GetCharBody()->SetMaxPositiveMoveSpeed(eCharDir_Forward, mpEnemySpider->mfHuntSpeed);
cVector3f vDir = mpMover->GetCharBody()->GetPosition() - mpPlayer->GetCharacterBody()->GetPosition();
vDir.Normalise();
cVector3f vStart = mpMover->GetCharBody()->GetPosition() + vDir * mpEnemySpider->mfFleeMaxDistance;
cAINode *pNode = mpMover->GetAINodeAtPosInRange(vStart,
mpEnemySpider->mfFleeMinDistance,
mpEnemySpider->mfFleeMaxDistance,
false, 0);
if (pNode) {
mpMover->MoveToPos(pNode->GetPosition());
} else {
mpEnemy->ChangeState(STATE_HUNT);
}
}
//-----------------------------------------------------------------------
void cGameEnemyState_Spider_Flee::OnLeaveState(iGameEnemyState *apNextState) {
}
//-----------------------------------------------------------------------
void cGameEnemyState_Spider_Flee::OnUpdate(float afTimeStep) {
// Move forward
if (mpMover->IsMoving() == false || mpMover->GetStuckCounter() > 2.3f) {
mpMover->ResetStuckCounter();
if (mlPreviousState != STATE_FLEE && mlPreviousState != STATE_ATTACK)
mpEnemy->ChangeState(mlPreviousState);
else
mpEnemy->ChangeState(STATE_HUNT);
}
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// KNOCK DOWN STATE
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
void cGameEnemyState_Spider_KnockDown::OnEnterState(iGameEnemyState *apPrevState) {
// Animation
mpEnemy->PlayAnim("Idle", true, 0.7f);
// Sound
mpEnemy->PlaySound(mpEnemySpider->msKnockDownSound);
// Setup body
mpEnemy->SetupBody();
// Go to rag doll
mpEnemy->GetMeshEntity()->AlignBodiesToSkeleton(false);
mpEnemy->GetMeshEntity()->SetSkeletonPhysicsActive(true);
mpEnemy->GetMeshEntity()->Stop();
mpEnemy->GetMover()->GetCharBody()->SetEntity(NULL);
mpEnemy->GetMover()->GetCharBody()->SetActive(false);
mpEnemy->GetMover()->Stop();
mfTimer = 2.0f;
mbCheckAnim = false;
}
//-----------------------------------------------------------------------
void cGameEnemyState_Spider_KnockDown::OnLeaveState(iGameEnemyState *apNextState) {
mpEnemy->GetMover()->GetCharBody()->SetEntity(mpEnemy->GetMeshEntity());
mpEnemy->GetMover()->GetCharBody()->SetActive(true);
mpMover->ResetStuckCounter();
}
//-----------------------------------------------------------------------
void cGameEnemyState_Spider_KnockDown::OnUpdate(float afTimeStep) {
if (mbCheckAnim) {
} else {
mfTimer -= afTimeStep;
if (mfTimer <= 0) {
// Get the forward vector from root bone (the right vector)
cNodeIterator StateIt = mpEnemy->GetMeshEntity()->GetRootNode()->GetChildIterator();
// cBoneState *pBoneState = static_cast<cBoneState *>(StateIt.Next());
// Play animation and fade physics
float fFadeTime = 0.7f;
mbCheckAnim = true;
mpEnemy->GetMeshEntity()->Stop();
if (mpEnemy->GetHealth() > 0)
mpEnemy->PlayAnim("Walk", false, fFadeTime);
else
mpEnemy->PlayAnim("Death", false, fFadeTime);
mpEnemy->GetMeshEntity()->FadeSkeletonPhysicsWeight(fFadeTime);
// Calculate values
cVector3f vPosition;
cVector3f vAngles;
/*cMatrixf mtxTransform = */ mpEnemy->GetMeshEntity()->CalculateTransformFromSkeleton(&vPosition, &vAngles);
cVector3f vGroundPos = vPosition;
/*bool bFoundGround = */ mpEnemy->GetGroundFinder()->GetGround(vPosition, cVector3f(0, -1, 0), &vGroundPos, NULL);
// Set body
iCharacterBody *pCharBody = mpEnemy->GetMover()->GetCharBody();
vGroundPos.z -= pCharBody->GetEntityOffset().GetTranslation().z;
pCharBody->SetFeetPosition(vGroundPos);
pCharBody->SetYaw(vAngles.y - mpEnemy->GetModelOffsetAngles().y);
pCharBody->SetEntity(mpEnemy->GetMeshEntity());
pCharBody->SetActive(true);
for (int i = 0; i < 3; ++i) {
pCharBody->Update(1.0f / 60.0f);
mpEnemy->GetMeshEntity()->UpdateLogic(1.0f / 60.0f);
mpEnemy->GetMeshEntity()->UpdateGraphics(NULL, 1.0f / 60.0f, NULL);
}
if (mpEnemy->GetHealth() > 0)
mpEnemy->ChangeState(STATE_HUNT);
else
mpEnemy->ChangeState(STATE_DEAD);
}
}
}
//-----------------------------------------------------------------------
void cGameEnemyState_Spider_KnockDown::OnAnimationOver(const tString &asName) {
if (mpEnemy->GetHealth() > 0)
mpEnemy->ChangeState(STATE_HUNT);
else
mpEnemy->ChangeState(STATE_DEAD);
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// DEAD STATE
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
void cGameEnemyState_Spider_Dead::OnEnterState(iGameEnemyState *apPrevState) {
// Animation
mpEnemy->PlayAnim("Death", false, 0.7f);
// Sound
mpEnemy->PlaySound(mpEnemySpider->msDeathSound);
// Setup body
mpEnemy->SetupBody();
mpInit->mpMusicHandler->RemoveAttacker(mpEnemy);
// Temp:
// mpMover->GetCharBody()->GetBody()->SetCollideCharacter(false);
mpMover->GetCharBody()->GetBody()->SetActive(false);
mpEnemy->GetMover()->Stop();
}
//-----------------------------------------------------------------------
void cGameEnemyState_Spider_Dead::OnLeaveState(iGameEnemyState *apNextState) {
}
//-----------------------------------------------------------------------
void cGameEnemyState_Spider_Dead::OnUpdate(float afTimeStep) {
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// CONSTRUCTORS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
cGameEnemy_Spider::cGameEnemy_Spider(cInit *apInit, const tString &asName, TiXmlElement *apGameElem) : iGameEnemy(apInit, asName, apGameElem) {
LoadBaseProperties(apGameElem);
//////////////////////////////
// State properties
mbPathFind = cString::ToBool(apGameElem->Attribute("PathFind"), true);
mfIdleFOV = cMath::ToRad(cString::ToFloat(apGameElem->Attribute("IdleFOV"), 0));
msIdleFoundPlayerSound = cString::ToString(apGameElem->Attribute("IdleFoundPlayerSound"), "");
mfIdleMinSeeChance = cString::ToFloat(apGameElem->Attribute("IdleMinSeeChance"), 0);
mfIdleMinHearVolume = cString::ToFloat(apGameElem->Attribute("IdleMinHearVolume"), 0);
mfIdleMinWaitLength = cString::ToFloat(apGameElem->Attribute("IdleMinWaitLength"), 0);
mfIdleMaxWaitLength = cString::ToFloat(apGameElem->Attribute("IdleMaxWaitLength"), 0);
mfHuntFOV = cMath::ToRad(cString::ToFloat(apGameElem->Attribute("HuntFOV"), 0));
mfHuntSpeed = cString::ToFloat(apGameElem->Attribute("HuntSpeed"), 0);
mfHuntForLostPlayerTime = cString::ToFloat(apGameElem->Attribute("HuntForLostPlayerTime"), 0);
mfHuntMinSeeChance = cString::ToFloat(apGameElem->Attribute("IdleMinSeeChance"), 0);
mfHuntMinHearVolume = cString::ToFloat(apGameElem->Attribute("IdleMinHearVolume"), 0);
mfAttackDistance = cString::ToFloat(apGameElem->Attribute("AttackDistance"), 0);
mfAttackForce = cString::ToFloat(apGameElem->Attribute("AttackForce"), 0);
mfAttackJumpTime = cString::ToFloat(apGameElem->Attribute("AttackJumpTime"), 0);
mfAttackDamageTime = cString::ToFloat(apGameElem->Attribute("AttackDamageTime"), 0);
mvAttackDamageSize = cString::ToVector3f(apGameElem->Attribute("AttackDamageSize"), 0);
mfAttackDamageRange = cString::ToFloat(apGameElem->Attribute("AttackDamageRange"), 0);
mfAttackMinDamage = cString::ToFloat(apGameElem->Attribute("AttackMinDamage"), 0);
mfAttackMaxDamage = cString::ToFloat(apGameElem->Attribute("AttackMaxDamage"), 0);
msAttackStartSound = cString::ToString(apGameElem->Attribute("AttackStartSound"), "");
msAttackHitSound = cString::ToString(apGameElem->Attribute("AttackHitSound"), "");
mfAttackMinMass = cString::ToFloat(apGameElem->Attribute("AttackMinMass"), 0);
mfAttackMaxMass = cString::ToFloat(apGameElem->Attribute("AttackMaxMass"), 0);
mfAttackMinImpulse = cString::ToFloat(apGameElem->Attribute("AttackMinImpulse"), 0);
mfAttackMaxImpulse = cString::ToFloat(apGameElem->Attribute("AttackMaxImpulse"), 0);
mlAttackStrength = cString::ToInt(apGameElem->Attribute("AttackStrength"), 0);
mvPreloadSounds.push_back(msAttackStartSound);
mvPreloadSounds.push_back(msAttackHitSound);
mfFleeMinDistance = cString::ToFloat(apGameElem->Attribute("FleeMinDistance"), 0);
mfFleeMaxDistance = cString::ToFloat(apGameElem->Attribute("FleeMaxDistance"), 0);
mbFleeFromFlashlight = cString::ToBool(apGameElem->Attribute("FleeFromFlashlight"), true);
msKnockDownSound = cString::ToString(apGameElem->Attribute("KnockDownSound"), "");
mvPreloadSounds.push_back(msKnockDownSound);
msDeathSound = cString::ToString(apGameElem->Attribute("DeathSound"), "");
mvPreloadSounds.push_back(msDeathSound);
//////////////////////////////
// Set up states
AddState(hplNew(cGameEnemyState_Spider_Idle, (STATE_IDLE, mpInit, this)));
AddState(hplNew(cGameEnemyState_Spider_Hunt, (STATE_HUNT, mpInit, this)));
AddState(hplNew(cGameEnemyState_Spider_Attack, (STATE_ATTACK, mpInit, this)));
AddState(hplNew(cGameEnemyState_Spider_Flee, (STATE_FLEE, mpInit, this)));
AddState(hplNew(cGameEnemyState_Spider_KnockDown, (STATE_KNOCKDOWN, mpInit, this)));
AddState(hplNew(cGameEnemyState_Spider_Dead, (STATE_DEAD, mpInit, this)));
}
//-----------------------------------------------------------------------
cGameEnemy_Spider::~cGameEnemy_Spider() {
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// PUBLIC METHODS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
void cGameEnemy_Spider::OnLoad() {
// Create attack shape
iPhysicsWorld *pPhysicsWorld = mpInit->mpGame->GetScene()->GetWorld3D()->GetPhysicsWorld();
mpAttackShape = pPhysicsWorld->CreateBoxShape(mvAttackDamageSize, NULL);
// Set up shape
ChangeState(STATE_IDLE);
}
//-----------------------------------------------------------------------
void cGameEnemy_Spider::OnUpdate(float afTimeStep) {
}
//-----------------------------------------------------------------------
void cGameEnemy_Spider::ShowPlayer(const cVector3f &avPlayerFeetPos) {
if (mlCurrentState == STATE_IDLE || mlCurrentState == STATE_PATROL ||
mlCurrentState == STATE_INVESTIGATE) {
mvLastPlayerPos = avPlayerFeetPos;
ChangeState(STATE_HUNT);
}
}
//-----------------------------------------------------------------------
bool cGameEnemy_Spider::MoveToPos(const cVector3f &avFeetPos) {
// FIXME: Code identical in each branch. Development leftover?
#if 0
if (mlCurrentState == STATE_IDLE || mlCurrentState == STATE_PATROL) {
// SetTempPosition(avFeetPos);
// ChangeState(STATE_INVESTIGATE);
// return true;
return false;
} else {
return false;
}
#else
return false;
#endif
}
//-----------------------------------------------------------------------
bool cGameEnemy_Spider::IsFighting() {
if (mfHealth <= 0 || IsActive() == false)
return false;
if (mlCurrentState == STATE_IDLE || mlCurrentState == STATE_PATROL ||
mlCurrentState == STATE_INVESTIGATE)
return false;
return true;
}
//-----------------------------------------------------------------------