365 lines
9.2 KiB
C++
365 lines
9.2 KiB
C++
//-----------------------------------------------------------------------------
|
|
//
|
|
// $Logfile:: /EF2/Code/DLLs/game/closeInOnEnemy.cpp $
|
|
// $Revision:: 7 $
|
|
// $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:
|
|
// CloseInOnEnemy Implementation
|
|
//
|
|
// PARAMETERS:
|
|
//
|
|
//
|
|
// ANIMATIONS:
|
|
//
|
|
//--------------------------------------------------------------------------------
|
|
|
|
#include "actor.h"
|
|
#include "closeInOnEnemy.hpp"
|
|
|
|
//--------------------------------------------------------------
|
|
//
|
|
// Class Declaration and Event Registration
|
|
//
|
|
//--------------------------------------------------------------
|
|
CLASS_DECLARATION( Behavior, CloseInOnEnemy, NULL )
|
|
{
|
|
{ &EV_Behavior_Args, &CloseInOnEnemy::SetArgs },
|
|
{ NULL, NULL }
|
|
};
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: CloseInOnEnemy()
|
|
// Class: CloseInOnEnemy
|
|
//
|
|
// Description: Constructor
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
CloseInOnEnemy::CloseInOnEnemy()
|
|
{
|
|
_anim = "";
|
|
_torsoAnim = "";
|
|
_dist = 64.0f;
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: ~CloseInOnEnemy()
|
|
// Class: CloseInOnEnemy
|
|
//
|
|
// Description: Destructor
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
CloseInOnEnemy::~CloseInOnEnemy()
|
|
{
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
//
|
|
// Name: SetArgs()
|
|
// Class: CloseInOnEnemy
|
|
//
|
|
// Description:
|
|
//
|
|
// Parameters: Event *ev -- Event containing the string
|
|
//
|
|
// Returns: None
|
|
//
|
|
//--------------------------------------------------------------
|
|
void CloseInOnEnemy::SetArgs( Event *ev )
|
|
{
|
|
_anim = ev->GetString( 1 );
|
|
|
|
if ( ev->NumArgs() > 1 )
|
|
_dist = ev->GetFloat( 2 );
|
|
|
|
if ( ev->NumArgs() > 2 )
|
|
_torsoAnim = ev->GetString( 3 );
|
|
}
|
|
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
//
|
|
// Name: Begin()
|
|
// Class: CloseInOnEnemy
|
|
//
|
|
// Description: Initializes the behavior
|
|
//
|
|
// Parameters: Actor &self -- The actor executing this behavior
|
|
//
|
|
// Returns: None
|
|
//
|
|
//--------------------------------------------------------------
|
|
void CloseInOnEnemy::Begin( Actor &self )
|
|
{
|
|
init( self );
|
|
}
|
|
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
//
|
|
// Name: Evaluate()
|
|
// Class: CloseInOnEnemy
|
|
//
|
|
// Description: Update for this behavior -- called every server frame
|
|
//
|
|
// Parameters: Actor &self -- Actor executing this behavior
|
|
//
|
|
// Returns: BehaviorReturnCode_t
|
|
//
|
|
//--------------------------------------------------------------
|
|
BehaviorReturnCode_t CloseInOnEnemy::Evaluate( Actor &self )
|
|
{
|
|
|
|
BehaviorReturnCode_t stateResult;
|
|
|
|
|
|
think();
|
|
|
|
switch ( _state )
|
|
{
|
|
//---------------------------------------------------------------------
|
|
case CLOSE_IN_ON_ENEMY_APPROACH:
|
|
//---------------------------------------------------------------------
|
|
stateResult = evaluateStateApproach();
|
|
if ( stateResult == BEHAVIOR_FAILED )
|
|
transitionToState( CLOSE_IN_ON_ENEMY_FAILED );
|
|
|
|
if ( stateResult == BEHAVIOR_FAILED_STEERING_NO_PATH )
|
|
transitionToState( CLOSE_IN_ON_ENEMY_FAILED );
|
|
|
|
if ( stateResult == BEHAVIOR_SUCCESS )
|
|
transitionToState( CLOSE_IN_ON_ENEMY_SUCCESS );
|
|
break;
|
|
|
|
//---------------------------------------------------------------------
|
|
case CLOSE_IN_ON_ENEMY_SUCCESS:
|
|
//---------------------------------------------------------------------
|
|
return BEHAVIOR_SUCCESS;
|
|
break;
|
|
|
|
//---------------------------------------------------------------------
|
|
case CLOSE_IN_ON_ENEMY_FAILED:
|
|
//---------------------------------------------------------------------
|
|
return BEHAVIOR_FAILED;
|
|
break;
|
|
}
|
|
|
|
return BEHAVIOR_EVALUATING;
|
|
}
|
|
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
//
|
|
// Name: End()
|
|
// Class: CloseInOnEnemy
|
|
//
|
|
// Description: Ends this behavior -- cleans things up
|
|
//
|
|
// Parameters: Actor &self -- Actor executing this behavior
|
|
//
|
|
// Returns: None
|
|
//
|
|
//--------------------------------------------------------------
|
|
void CloseInOnEnemy::End(Actor &self)
|
|
{
|
|
_chaseEnemy.End( self );
|
|
self.SetAnim( "idle" );
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: transitionToState()
|
|
// Class: CloseInOnEnemy
|
|
//
|
|
// Description: Transitions the behaviors state
|
|
//
|
|
// Parameters: coverCombatStates_t state -- The state to transition to
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void CloseInOnEnemy::transitionToState( closeInOnEnemyStates_t state )
|
|
{
|
|
switch( state )
|
|
{
|
|
case CLOSE_IN_ON_ENEMY_APPROACH:
|
|
setupStateApproach();
|
|
setInternalState( state , "CLOSE_IN_ON_ENEMY_APPROACH" );
|
|
break;
|
|
|
|
case CLOSE_IN_ON_ENEMY_SUCCESS:
|
|
setInternalState( state , "CLOSE_IN_ON_ENEMY_SUCCESS" );
|
|
break;
|
|
|
|
case CLOSE_IN_ON_ENEMY_FAILED:
|
|
setInternalState( state , "CLOSE_IN_ON_ENEMY_FAILED" );
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: setInternalState()
|
|
// Class: CloseInOnEnemy
|
|
//
|
|
// Description: Sets the internal state of the behavior
|
|
//
|
|
// Parameters: unsigned int state
|
|
// const str &stateName
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void CloseInOnEnemy::setInternalState( closeInOnEnemyStates_t state , const str &stateName )
|
|
{
|
|
_state = state;
|
|
SetInternalStateName( stateName );
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: init()
|
|
// Class: CloseInOnEnemy
|
|
//
|
|
// Description: Initializes the behavior
|
|
//
|
|
// Parameters: Actor &self
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void CloseInOnEnemy::init( Actor &self )
|
|
{
|
|
_self = &self;
|
|
updateEnemy();
|
|
transitionToState(CLOSE_IN_ON_ENEMY_APPROACH);
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: think()
|
|
// Class: CloseInOnEnemy
|
|
//
|
|
// Description: Does any processing required before evaluating states
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void CloseInOnEnemy::think()
|
|
{
|
|
if ( !_currentEnemy )
|
|
{
|
|
SetFailureReason( "CloseInOnEnemy::updateEnemy -- No Enemy" );
|
|
transitionToState( CLOSE_IN_ON_ENEMY_FAILED );
|
|
}
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: updateEnemy()
|
|
// Class: CloseInOnEnemy
|
|
//
|
|
// Description: Sets our _currentEnemy
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void CloseInOnEnemy::updateEnemy()
|
|
{
|
|
Entity *currentEnemy = _self->enemyManager->GetCurrentEnemy();
|
|
if ( !currentEnemy )
|
|
{
|
|
_self->enemyManager->FindHighestHateEnemy();
|
|
currentEnemy = _self->enemyManager->GetCurrentEnemy();
|
|
if ( !currentEnemy )
|
|
{
|
|
SetFailureReason( "CloseInOnEnemy::updateEnemy -- No Enemy" );
|
|
transitionToState( CLOSE_IN_ON_ENEMY_FAILED );
|
|
}
|
|
|
|
}
|
|
|
|
_currentEnemy = currentEnemy;
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: setTorsoAnim()
|
|
// Class: CloseInOnEnemy
|
|
//
|
|
// Description: Sets our Torso Animation
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void CloseInOnEnemy::setTorsoAnim()
|
|
{
|
|
_self->SetAnim( _torsoAnim , NULL , torso );
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: setupStateApproach()
|
|
// Class: CloseInOnEnemy
|
|
//
|
|
// Description: Sets up State
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void CloseInOnEnemy::setupStateApproach()
|
|
{
|
|
_chaseEnemy.SetAnim( _anim );
|
|
_chaseEnemy.SetDistance( _dist );
|
|
_chaseEnemy.SetEntity( *_self, _currentEnemy );
|
|
|
|
if ( _torsoAnim.length() > 0 )
|
|
setTorsoAnim();
|
|
|
|
_chaseEnemy.Begin( *_self );
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: evaluateStateApproach()
|
|
// Class: CloseInOnEnemy
|
|
//
|
|
// Description: Evaluates State
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: BehaviorReturnCode_t
|
|
//--------------------------------------------------------------
|
|
BehaviorReturnCode_t CloseInOnEnemy::evaluateStateApproach()
|
|
{
|
|
return _chaseEnemy.Evaluate( *_self );
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: failureStateApproach()
|
|
// Class: CloseInOnEnemy
|
|
//
|
|
// Description: Failure Handler for State
|
|
//
|
|
// Parameters: const str &failureReason
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void CloseInOnEnemy::failureStateApproach( const str& failureReason )
|
|
{
|
|
}
|