ef2-sdk/dlls/game/watchEntity.cpp

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2003-11-05 00:00:00 +00:00
//-----------------------------------------------------------------------------
//
// $Logfile:: /EF2/Code/DLLs/game/watchEntity.cpp $
// $Revision:: 16 $
// $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 )
// _waitForAnim -- End behavior when the animation is complete
//
// ANIMATIONS:
// Rotation Anim -- Parameter
//
//--------------------------------------------------------------------------------
#include "actor.h"
#include "watchEntity.hpp"
//--------------------------------------------------------------
//
// Class Declaration and Event Registration
//
//--------------------------------------------------------------
CLASS_DECLARATION( Behavior, WatchEntity, NULL )
{
{ &EV_Behavior_Args, &WatchEntity::SetArgs },
{ &EV_Behavior_AnimDone, &WatchEntity::AnimDone },
{ NULL, NULL }
};
//--------------------------------------------------------------
// Name: WatchEntity()
// Class: WatchEntity
//
// Description: Constructor
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
WatchEntity::WatchEntity()
{
_anim = "";
_turnspeed = 10.0f;
_ent = NULL;
_waitForAnim = false;
_animDone = false;
_holdAnim = "idle";
}
//--------------------------------------------------------------
// Name: ~WatchEntity()
// Class: WatchEntity
//
// Description: Destructor
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
WatchEntity::~WatchEntity()
{
}
//--------------------------------------------------------------
// Name: SetArgs()
// Class: WatchEntity
//
// Description: Sets Arguments for this behavior
//
// Parameters: Event *ev -- Event holding the arguments
//
// Returns: None
//--------------------------------------------------------------
void WatchEntity::SetArgs( Event *ev )
{
_time = ev->GetFloat( 1 );
if ( ev->NumArgs() > 1 )
_turnspeed = ev->GetFloat( 2 );
if ( ev->NumArgs() > 2 )
_anim = ev->GetString( 3 );
if ( ev->NumArgs() > 3 )
_waitForAnim = ev->GetInteger( 4 );
if ( ev->NumArgs() > 4 )
_holdAnim = ev->GetString( 5 );
_forcePlayer = false;
if ( ev->NumArgs() > 5 )
_forcePlayer = ev->GetBoolean( 6 );
}
//--------------------------------------------------------------
// Name: AnimDone()
// Class: WatchEntity
//
// Description: Handles an animation completion
//
// Parameters: Event *ev -- Event holding the completion notification
//
// Returns: None
//--------------------------------------------------------------
void WatchEntity::AnimDone( Event *ev )
{
_animDone = true;
}
//--------------------------------------------------------------
// Name: Begin()
// Class: WatchEntity
//
// Description: Initializes the behavior
//
// Parameters: Actor &self -- The actor executing this behavior
//
// Returns: None
//--------------------------------------------------------------
void WatchEntity::Begin( Actor &self )
{
init( self );
}
//--------------------------------------------------------------
// Name: Evaluate()
// Class: WatchEntity
//
// Description: Evaluates the behavior
//
// Parameters: Actor &self -- The actor executing this behavior
//
// Returns: BehaviorReturnCode_t
//--------------------------------------------------------------
BehaviorReturnCode_t WatchEntity::Evaluate( Actor &self )
{
BehaviorReturnCode_t stateResult;
think();
switch ( _state )
{
//---------------------------------------------------------------------
case WATCH_HOLD:
//---------------------------------------------------------------------
stateResult = evaluateStateHold(self);
if ( stateResult == BEHAVIOR_FAILED )
transitionToState( WATCH_FAILED );
if ( stateResult == BEHAVIOR_SUCCESS )
transitionToState( WATCH_ROTATE );
break;
//---------------------------------------------------------------------
case WATCH_ROTATE:
//---------------------------------------------------------------------
stateResult = evaluateStateRotate(self);
if ( stateResult == BEHAVIOR_FAILED )
transitionToState( WATCH_FAILED );
if ( stateResult == BEHAVIOR_SUCCESS )
transitionToState( WATCH_HOLD );
break;
//---------------------------------------------------------------------
case WATCH_SUCCESS:
//---------------------------------------------------------------------
return BEHAVIOR_SUCCESS;
break;
//---------------------------------------------------------------------
case WATCH_FAILED:
//---------------------------------------------------------------------
return BEHAVIOR_FAILED;
break;
}
return BEHAVIOR_EVALUATING;
}
//--------------------------------------------------------------
// Name: End()
// Class: WatchEntity
//
// Description: Cleans Up the behavior
//
// Parameters: Actor &self -- The actor executing this behavior
//
// Returns: None
//--------------------------------------------------------------
void WatchEntity::End(Actor &self)
{
// self.movementSubsystem->setTurnSpeed(_oldTurnSpeed);
}
void WatchEntity::transitionToState( watchEntityStates_t state )
{
switch ( state )
{
case WATCH_HOLD:
setupStateHold();
setInternalState( state , "WATCH_HOLD" );
break;
case WATCH_ROTATE:
setupStateRotate();
setInternalState( state , "WATCH_ROTATE" );
break;
case WATCH_SUCCESS:
setInternalState( state , "WATCH_SUCCESS" );
break;
case WATCH_FAILED:
setInternalState( state , "WATCH_FAILED" );
break;
}
}
void WatchEntity::setInternalState( watchEntityStates_t state , const str &stateName )
{
_state = state;
SetInternalStateName( stateName );
}
void WatchEntity::init( Actor &self )
{
SetSelf(&self);
if ( _time > 0 )
_time = level.time + _time;
_oldTurnSpeed = self.movementSubsystem->getTurnSpeed();
//Check if we have an entity to watch
if ( !_ent )
{
self.enemyManager->FindHighestHateEnemy();
_ent = self.enemyManager->GetCurrentEnemy();
if ( !_ent )
{
if ( _forcePlayer )
_ent = (Entity*)GetPlayer( 0 );
if ( !_ent )
{
transitionToState(WATCH_FAILED);
return;
}
}
}
transitionToState(WATCH_HOLD);
}
void WatchEntity::think()
{
if ( _time > 0 && level.time >= _time )
transitionToState(WATCH_SUCCESS);
if ( _waitForAnim && _animDone )
transitionToState(WATCH_SUCCESS);
}
void WatchEntity::setupStateRotate()
{
_animDone = false;
GetSelf()->SetAnim( _anim , EV_Actor_NotifyBehavior , legs );
}
BehaviorReturnCode_t WatchEntity::evaluateStateRotate( Actor &self )
{
Vector entityPos, selfToEntity, dir;
if ( !_ent )
{
return BEHAVIOR_FAILED;
}
entityPos = _ent->centroid;
entityPos.z = self.centroid.z;
if ( self.IsEntityAlive( _ent ) )
{
dir = self.movementSubsystem->getMoveDir();
self.movementSubsystem->Accelerate(
self.movementSubsystem->SteerTowardsPoint( entityPos, vec_zero, dir, 1.0f)
);
}
//
// Here, again, I replaced the _ent->centroid with the z-value modified entityPos
//
selfToEntity = entityPos - self.centroid;
selfToEntity = selfToEntity.toAngles();
float yawDiff = selfToEntity[YAW] - self.angles[YAW];
yawDiff = AngleNormalize180(yawDiff);
if ( yawDiff > -1.5 && yawDiff < 1.5 )
{
if ( _waitForAnim )
{
if ( _animDone ) return BEHAVIOR_SUCCESS;
}
return BEHAVIOR_SUCCESS;
}
return BEHAVIOR_EVALUATING;
}
void WatchEntity::rotateFailed( Actor &self )
{
}
void WatchEntity::setupStateHold()
{
_animDone = false;
GetSelf()->SetAnim( _holdAnim , EV_Actor_NotifyBehavior , legs );
}
BehaviorReturnCode_t WatchEntity::evaluateStateHold( Actor &self )
{
Vector entityPos , selfToEntity;
if ( !_ent )
{
return BEHAVIOR_FAILED;
}
entityPos = _ent->centroid;
entityPos.z = self.centroid.z;
//
// Here, again, I replaced the _ent->centroid with the z-value modified entityPos
//
selfToEntity = entityPos - self.centroid;
selfToEntity = selfToEntity.toAngles();
float yawDiff = selfToEntity[YAW] - self.angles[YAW];
if ( yawDiff > 5 || yawDiff < -5 )
return BEHAVIOR_SUCCESS;
return BEHAVIOR_EVALUATING;
}
void WatchEntity::holdFailed( Actor &self )
{
}