ef2-sdk/dlls/game/watchEntityEX.cpp

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2003-11-05 00:00:00 +00:00
//-----------------------------------------------------------------------------
//
// $Logfile:: /EF2/Code/DLLs/game/watchEntityEX.cpp $
// $Revision:: 4 $
// $Author:: Singlis $
// $Date:: 9/26/03 2:36p $
//
// Copyright (C) 2002 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
//
// DESCRIPTION:
// Keeps the actor rotated to face the entity ( enemy by default ) for the specified
// amount of time ( or forever, if time is -1 )
//
// PARAMETERS:
// _time -- The time to keep rotated
// _turnspeed -- How fast to rotate
// _anim -- Animation to play while rotating
// _ent -- Entity to watch ( Must be set by another behavior -- defaults to enemy )
//
// ANIMATIONS:
// Rotation Anim -- Parameter
//
//--------------------------------------------------------------------------------
#include "actor.h"
#include "watchEntityEX.hpp"
#include <qcommon/gameplaymanager.h>
//--------------------------------------------------------------
//
// Class Declaration and Event Registration
//
//--------------------------------------------------------------
CLASS_DECLARATION( Behavior, WatchEntityEX, NULL )
{
{ &EV_Behavior_Args, &WatchEntityEX::SetArgs },
{ &EV_Behavior_AnimDone, &WatchEntityEX::AnimDone },
{ NULL, NULL }
};
//--------------------------------------------------------------
// Name: WatchEntityEX()
// Class: WatchEntityEX
//
// Description: Constructor
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
WatchEntityEX::WatchEntityEX()
{
_stance = "";
_shuffleAnim = "";
_torsoAnim = "";
_ent = NULL;
_time = 0.0;
_turnspeed = 0.0;
}
//--------------------------------------------------------------
// Name: ~WatchEntityEX()
// Class: WatchEntityEX
//
// Description: Destructor
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
WatchEntityEX::~WatchEntityEX()
{
}
//--------------------------------------------------------------
// Name: SetArgs()
// Class: WatchEntityEX
//
// Description: Sets Arguments for this behavior
//
// Parameters: Event *ev -- Event holding the arguments
//
// Returns: None
//--------------------------------------------------------------
void WatchEntityEX::SetArgs( Event *ev )
{
int numargs = ev->NumArgs();
if ( numargs > 0 ) _stance = ev->GetString( 1 );
if ( numargs > 1 ) _torsoAnim = ev->GetString( 2 );
if ( numargs > 2 ) _shuffleAnim = ev->GetString( 3 );
if ( numargs > 3 ) _turnspeed = ev->GetFloat ( 4 );
if ( numargs > 4 ) _time = ev->GetFloat ( 5 );
}
//--------------------------------------------------------------
// Name: AnimDone()
// Class: WatchEntityEX
//
// Description: Handles an animation completion
//
// Parameters: Event *ev -- Event holding the completion notification
//
// Returns: None
//--------------------------------------------------------------
void WatchEntityEX::AnimDone( Event *ev )
{
}
//--------------------------------------------------------------
// Name: Begin()
// Class: WatchEntityEX
//
// Description: Initializes the behavior
//
// Parameters: Actor &self -- The actor executing this behavior
//
// Returns: None
//--------------------------------------------------------------
void WatchEntityEX::Begin( Actor &self )
{
init( self );
}
//--------------------------------------------------------------
// Name: Evaluate()
// Class: WatchEntityEX
//
// Description: Evaluates the behavior
//
// Parameters: Actor &self -- The actor executing this behavior
//
// Returns: BehaviorReturnCode_t
//--------------------------------------------------------------
BehaviorReturnCode_t WatchEntityEX::Evaluate( Actor &self )
{
BehaviorReturnCode_t stateResult;
think();
switch ( _state )
{
//---------------------------------------------------------------------
case WATCH_ENTITY_EX_SETUP:
//---------------------------------------------------------------------
stateResult = evaluateStateSetup();
if ( stateResult == BEHAVIOR_SUCCESS )
transitionToState( WATCH_ENTITY_EX_ROTATE );
if ( stateResult == BEHAVIOR_FAILED )
transitionToState( WATCH_ENTITY_EX_FAILED );
break;
//---------------------------------------------------------------------
case WATCH_ENTITY_EX_ROTATE:
//---------------------------------------------------------------------
stateResult = evaluateStateRotate();
if ( stateResult == BEHAVIOR_SUCCESS )
transitionToState( WATCH_ENTITY_EX_HOLD );
if ( stateResult == BEHAVIOR_FAILED)
transitionToState( WATCH_ENTITY_EX_FAILED );
break;
//---------------------------------------------------------------------
case WATCH_ENTITY_EX_HOLD:
//---------------------------------------------------------------------
stateResult = evaluateStateHold();
if ( stateResult == BEHAVIOR_SUCCESS )
transitionToState( WATCH_ENTITY_EX_ROTATE );
if ( stateResult == BEHAVIOR_FAILED )
transitionToState( WATCH_ENTITY_EX_FAILED );
break;
//---------------------------------------------------------------------
case WATCH_ENTITY_EX_SUCCESS:
//---------------------------------------------------------------------
return BEHAVIOR_SUCCESS;
break;
//---------------------------------------------------------------------
case WATCH_ENTITY_EX_FAILED:
//---------------------------------------------------------------------
return BEHAVIOR_FAILED;
break;
}
return BEHAVIOR_EVALUATING;
}
//--------------------------------------------------------------
// Name: End()
// Class: WatchEntityEX
//
// Description: Cleans Up the behavior
//
// Parameters: Actor &self -- The actor executing this behavior
//
// Returns: None
//--------------------------------------------------------------
void WatchEntityEX::End(Actor &self)
{
}
//--------------------------------------------------------------
// Name: init()
// Class: WatchEntityEX
//
// Description: Initializes memeber variables
//
// Parameters: Actor &self -- Actor executing this behavior
//
// Returns: None
//--------------------------------------------------------------
void WatchEntityEX::init( Actor &self )
{
if ( _time > 0 )
_time = level.time + _time;
if ( !_ent )
{
self.enemyManager->FindHighestHateEnemy();
_ent = self.enemyManager->GetCurrentEnemy();
}
_stance = self.GetStateVar( _stance );
if ( !_stance.length() )
_stance = "idle";
transitionToState( WATCH_ENTITY_EX_SETUP );
}
void WatchEntityEX::transitionToState( watchEntityStates_t state )
{
switch ( state )
{
case WATCH_ENTITY_EX_SETUP:
setupStateSetup();
setInternalState( state , "WATCH_ENTITY_EX_SETUP" );
break;
case WATCH_ENTITY_EX_ROTATE:
setupStateRotate();
setInternalState( state , "WATCH_ENTITY_EX_ROTATE" );
break;
case WATCH_ENTITY_EX_HOLD:
setupStateHold();
setInternalState( state , "WATCH_ENTITY_EX_HOLD" );
break;
case WATCH_ENTITY_EX_SUCCESS:
setInternalState( state , "WATCH_ENTITY_EX_SUCCESS" );
break;
case WATCH_ENTITY_EX_FAILED:
setInternalState( state , "WATCH_ENTITY_EX_FAILED" );
break;
}
}
void WatchEntityEX::setInternalState( watchEntityStates_t state , const str &stateName )
{
_state = state;
SetInternalStateName( stateName );
}
void WatchEntityEX::think()
{
if ( _time > 0 && level.time >= _time )
transitionToState( WATCH_ENTITY_EX_SUCCESS );
}
void WatchEntityEX::setupStateSetup()
{
}
BehaviorReturnCode_t WatchEntityEX::evaluateStateSetup()
{
if ( !_ent )
{
failureStateSetup("No Entity To Rotate To" );
return BEHAVIOR_FAILED;
}
if ( _torsoAnim.length() )
GetSelf()->SetAnim( _torsoAnim , NULL , torso );
return BEHAVIOR_SUCCESS;
}
void WatchEntityEX::failureStateSetup( const str& failureReason )
{
}
void WatchEntityEX::setupStateRotate()
{
_rotateToEntity.SetEntity( _ent );
_rotateToEntity.SetAnim( _shuffleAnim );
_rotateToEntity.SetTurnSpeed( _turnspeed );
_rotateToEntity.Begin( *GetSelf() );
}
BehaviorReturnCode_t WatchEntityEX::evaluateStateRotate()
{
BehaviorReturnCode_t result;
result = _rotateToEntity.Evaluate( *GetSelf() );
if ( result == BEHAVIOR_SUCCESS )
{
_rotateToEntity.End( *GetSelf() );
return BEHAVIOR_SUCCESS;
}
if ( result != BEHAVIOR_EVALUATING )
{
failureStateRotate( "Rotate Component Failed" );
return BEHAVIOR_FAILED;
}
return BEHAVIOR_EVALUATING;
}
void WatchEntityEX::failureStateRotate( const str& failureReason )
{
}
void WatchEntityEX::setupStateHold()
{
GetSelf()->SetAnim( _stance , NULL , legs );
}
BehaviorReturnCode_t WatchEntityEX::evaluateStateHold()
{
Vector selfToEntity = _ent->centroid - GetSelf()->centroid;
selfToEntity = selfToEntity.toAngles();
float yawDiff = selfToEntity[YAW] - GetSelf()->angles[YAW];
if ( yawDiff > -5.5 && yawDiff < 5.5 )
return BEHAVIOR_EVALUATING;
//if Not facing enemy
return BEHAVIOR_SUCCESS;
}
void WatchEntityEX::failureStateHold( const str& failureReason )
{
}