475 lines
13 KiB
C++
475 lines
13 KiB
C++
//-----------------------------------------------------------------------------
|
|
//
|
|
// $Logfile:: /EF2/Code/DLLs/game/gotoCurrentHelperNode.cpp $
|
|
// $Revision:: 5 $
|
|
// $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:
|
|
// CoverCombatWithRangedWeapon Implementation
|
|
//
|
|
// PARAMETERS:
|
|
// str _movementAnim -- The animation to play while moving to the node
|
|
//
|
|
//--------------------------------------------------------------------------------
|
|
|
|
#include "actor.h"
|
|
#include "gotoCurrentHelperNode.hpp"
|
|
#include <qcommon/gameplaymanager.h>
|
|
|
|
//--------------------------------------------------------------
|
|
//
|
|
// Init Static Vars
|
|
//
|
|
//--------------------------------------------------------------
|
|
const float GotoCurrentHelperNode::NODE_RADIUS = 32.0f;
|
|
|
|
//--------------------------------------------------------------
|
|
//
|
|
// Class Declaration and Event Registration
|
|
//
|
|
//--------------------------------------------------------------
|
|
CLASS_DECLARATION( Behavior, GotoCurrentHelperNode, NULL )
|
|
{
|
|
{ &EV_Behavior_Args, &GotoCurrentHelperNode::SetArgs },
|
|
{ &EV_Behavior_AnimDone, &GotoCurrentHelperNode::AnimDone },
|
|
{ NULL, NULL }
|
|
};
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: GotoCurrentHelperNode()
|
|
// Class: GotoCurrentHelperNode
|
|
//
|
|
// Description: Constructor
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
GotoCurrentHelperNode::GotoCurrentHelperNode()
|
|
{
|
|
_movementAnim = "run";
|
|
_faceEnemy = false;
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: GotoCurrentHelperNode()
|
|
// Class: GotoCurrentHelperNode
|
|
//
|
|
// Description: Destructor
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
GotoCurrentHelperNode::~GotoCurrentHelperNode()
|
|
{
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: SetArgs()
|
|
// Class: GotoCurrentHelperNode
|
|
//
|
|
// Description: Sets Arguments for this behavior
|
|
//
|
|
// Parameters: Event *ev -- Event holding the arguments
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void GotoCurrentHelperNode::SetArgs( Event *ev )
|
|
{
|
|
_movementAnim = ev->GetString( 1 );
|
|
if ( ev->NumArgs() > 1 )
|
|
_faceEnemy = ev->GetBoolean( 2 );
|
|
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: AnimDone()
|
|
// Class: GotoCurrentHelperNode
|
|
//
|
|
// Description: Handles an animation completion
|
|
//
|
|
// Parameters: Event *ev -- Event holding the completion notification
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void GotoCurrentHelperNode::AnimDone( Event *ev )
|
|
{
|
|
}
|
|
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: Begin()
|
|
// Class: GotoCurrentHelperNode
|
|
//
|
|
// Description: Initializes the behavior
|
|
//
|
|
// Parameters: Actor &self -- The actor executing this behavior
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void GotoCurrentHelperNode::Begin( Actor &self )
|
|
{
|
|
init( self );
|
|
transitionToState ( GOTO_HNODE_FIND_NODE );
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: Evaluate()
|
|
// Class: GotoCurrentHelperNode
|
|
//
|
|
// Description: Evaluates the behavior
|
|
//
|
|
// Parameters: Actor &self -- The actor executing this behavior
|
|
//
|
|
// Returns: BehaviorReturnCode_t
|
|
//--------------------------------------------------------------
|
|
BehaviorReturnCode_t GotoCurrentHelperNode::Evaluate( Actor &self )
|
|
{
|
|
BehaviorReturnCode_t stateResult;
|
|
|
|
think();
|
|
|
|
switch ( _state )
|
|
{
|
|
//---------------------------------------------------------------------
|
|
case GOTO_HNODE_FIND_NODE:
|
|
//---------------------------------------------------------------------
|
|
stateResult = evaluateStateFindNode();
|
|
|
|
if ( stateResult == BEHAVIOR_SUCCESS )
|
|
transitionToState( GOTO_HNODE_MOVE_TO_NODE );
|
|
if ( stateResult == BEHAVIOR_FAILED )
|
|
transitionToState( GOTO_HNODE_FAILED );
|
|
break;
|
|
|
|
//---------------------------------------------------------------------
|
|
case GOTO_HNODE_MOVE_TO_NODE:
|
|
//---------------------------------------------------------------------
|
|
stateResult = evaluateStateMoveToNode();
|
|
|
|
if ( stateResult == BEHAVIOR_FAILED )
|
|
transitionToState( GOTO_HNODE_FAILED );
|
|
|
|
if ( stateResult == BEHAVIOR_SUCCESS )
|
|
transitionToState( GOTO_HNODE_SUCCESS );
|
|
break;
|
|
|
|
|
|
//---------------------------------------------------------------------
|
|
case GOTO_HNODE_SUCCESS:
|
|
//---------------------------------------------------------------------
|
|
return BEHAVIOR_SUCCESS;
|
|
|
|
break;
|
|
|
|
|
|
//---------------------------------------------------------------------
|
|
case GOTO_HNODE_FAILED:
|
|
//---------------------------------------------------------------------
|
|
return BEHAVIOR_FAILED;
|
|
|
|
break;
|
|
|
|
|
|
}
|
|
|
|
|
|
return BEHAVIOR_EVALUATING;
|
|
|
|
}
|
|
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: End()
|
|
// Class: GotoCurrentHelperNode
|
|
//
|
|
// Description: Cleans Up the behavior
|
|
//
|
|
// Parameters: Actor &self -- The actor executing this behavior
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void GotoCurrentHelperNode::End(Actor &self)
|
|
{
|
|
if ( _faceEnemy )
|
|
self.movementSubsystem->setFaceEnemy( false );
|
|
}
|
|
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: transitionToState()
|
|
// Class: GotoCurrentHelperNode
|
|
//
|
|
// Description: Transitions the behaviors state
|
|
//
|
|
// Parameters: coverCombatStates_t state -- The state to transition to
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void GotoCurrentHelperNode::transitionToState( GotoHelperNodeStates_t state )
|
|
{
|
|
switch ( state )
|
|
{
|
|
case GOTO_HNODE_FIND_NODE:
|
|
setupStateFindNode();
|
|
setInternalState( state , "GOTO_HNODE_FIND_NODE" );
|
|
break;
|
|
|
|
case GOTO_HNODE_MOVE_TO_NODE:
|
|
setupStateMoveToNode();
|
|
setInternalState( state , "GOTO_HNODE_MOVE_TO_NODE" );
|
|
break;
|
|
|
|
case GOTO_HNODE_SUCCESS:
|
|
setInternalState( state , "GOTO_HNODE_SUCCESS" );
|
|
break;
|
|
|
|
case GOTO_HNODE_FAILED:
|
|
setInternalState( state , "GOTO_HNODE_FAILED" );
|
|
break;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: setInternalState()
|
|
// Class: GotoCurrentHelperNode
|
|
//
|
|
// Description: Sets the internal state of the behavior
|
|
//
|
|
// Parameters: unsigned int state
|
|
// const str &stateName
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void GotoCurrentHelperNode::setInternalState( GotoHelperNodeStates_t state , const str &stateName )
|
|
{
|
|
_state = state;
|
|
SetInternalStateName( stateName );
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: init()
|
|
// Class: GotoCurrentHelperNode
|
|
//
|
|
// Description: Initializes the behavior
|
|
//
|
|
// Parameters: Actor &self
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void GotoCurrentHelperNode::init( Actor &self )
|
|
{
|
|
str objname;
|
|
str movementMode;
|
|
str stateName;
|
|
GameplayManager *gpm;
|
|
|
|
self.movementSubsystem->setFaceEnemy( _faceEnemy );
|
|
//
|
|
// Animation Selection
|
|
// 1st We check if we have an explicit animation in the GPD for our state, if we
|
|
// do, we're going to use that.
|
|
//
|
|
// Next, we'll check for StateVar, and pull the animation from that...
|
|
// If we have nothing there, then we'll just assume the animation passed in
|
|
// is the animation we are going to try and use
|
|
|
|
//
|
|
//First check if we're even in the GPM
|
|
gpm = GameplayManager::getTheGameplayManager();
|
|
if ( gpm->hasObject(self.getArchetype()) )
|
|
{
|
|
//Now we're going to check and see if we have state data
|
|
//in the GPM for our current state that has our movement
|
|
//mode in it.
|
|
objname = self.getArchetype();
|
|
stateName = self.currentState->getName();
|
|
objname = objname + "." + stateName;
|
|
|
|
//If we have a MovementMode property, use its value, else use
|
|
//the default value of RUN
|
|
if ( gpm->hasProperty( objname , "MovementMode" ) )
|
|
movementMode = gpm->getStringValue( objname , "MovementMode" );
|
|
else
|
|
movementMode = "RUN";
|
|
|
|
|
|
//Now, depending on what our movementMode is, we set a proper
|
|
//movement animation
|
|
objname = self.getArchetype();
|
|
objname = objname + "." + self.GetAnimSet();
|
|
|
|
if ( movementMode == "RUN" )
|
|
{
|
|
if ( gpm->hasProperty(objname, "Run") )
|
|
_movementAnim = gpm->getStringValue( objname , "Run" );
|
|
|
|
return;
|
|
}
|
|
|
|
if ( movementMode == "WALK" )
|
|
{
|
|
if ( gpm->hasProperty(objname, "Walk") )
|
|
_movementAnim = gpm->getStringValue( objname , "Walk" );
|
|
return;
|
|
}
|
|
|
|
}
|
|
|
|
// We didn't find anything in the GPD, so let's check for
|
|
// state vars
|
|
str movementAnim = self.GetStateVar( _movementAnim );
|
|
|
|
if ( movementAnim.length() )
|
|
_movementAnim = movementAnim;
|
|
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: think()
|
|
// Class: GotoCurrentHelperNode
|
|
//
|
|
// Description: Does any processing required before evaluating states
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void GotoCurrentHelperNode::think()
|
|
{
|
|
}
|
|
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: setupStateMoveToNode()
|
|
// Class: GotoCurrentHelperNode
|
|
//
|
|
// Description: Sets up the Move To Cover State
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void GotoCurrentHelperNode::setupStateMoveToNode()
|
|
{
|
|
_gotoPoint.SetAnim( _movementAnim );
|
|
_gotoPoint.SetDistance( NODE_RADIUS );
|
|
_gotoPoint.SetPoint( _node->origin );
|
|
_gotoPoint.Begin( *GetSelf() );
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: evaluateStateMoveToNode()
|
|
// Class: GotoCurrentHelperNode
|
|
//
|
|
// Description: Evaluates the Move To Cover State
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
BehaviorReturnCode_t GotoCurrentHelperNode::evaluateStateMoveToNode()
|
|
{
|
|
BehaviorReturnCode_t result = _gotoPoint.Evaluate( *GetSelf() );
|
|
str failureReason = "GotoCurrentHelperNode::evaluateStateMoveToNode -- _gotoPoint component returned: " + _gotoPoint.GetFailureReason();
|
|
|
|
if ( result == BEHAVIOR_FAILED )
|
|
failureStateMoveToNode( failureReason );
|
|
|
|
return result;
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: evaluateStateFindNode()
|
|
// Class: GotoCurrentHelperNode
|
|
//
|
|
// Description: Evaluates the FindNode State
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
|
|
BehaviorReturnCode_t GotoCurrentHelperNode::evaluateStateFindNode()
|
|
{
|
|
BehaviorReturnCode_t result = BEHAVIOR_SUCCESS;
|
|
str failureReason = "GotoCurrentHelperNode::evaluateStateFindNode -- could not find an appropriate node";
|
|
|
|
if ( !_node )
|
|
{
|
|
failureStateFindNode( failureReason );
|
|
result = BEHAVIOR_FAILED;
|
|
}
|
|
|
|
|
|
return result;
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: setupStateFindNode()
|
|
// Class: GotoCurrentHelperNode
|
|
//
|
|
// Description: Sets up the Find State
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void GotoCurrentHelperNode::setupStateFindNode()
|
|
{
|
|
_node = GetSelf()->currentHelperNode.node;
|
|
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: failureStateMoveToNode
|
|
// Class: GotoCurrentHelperNode
|
|
//
|
|
// Description: Failure Handler for State Move To Cover
|
|
//
|
|
// Parameters: const str &failureReason
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void GotoCurrentHelperNode::failureStateMoveToNode( const str &failureReason )
|
|
{
|
|
SetFailureReason( failureReason );
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: failureStateFindNode
|
|
// Class: GotoCurrentHelperNode
|
|
//
|
|
// Description: Failure Handler for State Move To Cover
|
|
//
|
|
// Parameters: const str &failureReason
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void GotoCurrentHelperNode::failureStateFindNode( const str &failureReason )
|
|
{
|
|
SetFailureReason( failureReason );
|
|
}
|
|
|