601 lines
15 KiB
C++
601 lines
15 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /EF2/Code/DLLs/game/stationaryFireCombat.cpp $
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// $Revision:: 7 $
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// $Author:: Singlis $
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// $Date:: 9/26/03 2:36p $
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//
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// Copyright (C) 2002 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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//
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// DESCRIPTION:
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// StationaryFireCombat Implementation
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//
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// PARAMETERS:
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//
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// ANIMATIONS:
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//--------------------------------------------------------------------------------
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#include "actor.h"
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#include "stationaryFireCombat.hpp"
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//--------------------------------------------------------------
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//
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// Class Declaration and Event Registration
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//
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//--------------------------------------------------------------
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CLASS_DECLARATION( Behavior, StationaryFireCombat, NULL )
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{
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{ &EV_Behavior_Args, &StationaryFireCombat::SetArgs },
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{ &EV_Behavior_AnimDone, &StationaryFireCombat::AnimDone },
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{ NULL, NULL }
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};
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//--------------------------------------------------------------
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// Name: StationaryFireCombat()
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// Class: StationaryFireCombat
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//
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// Description: Constructor
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//
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// Parameters: None
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//
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// Returns: None
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//--------------------------------------------------------------
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StationaryFireCombat::StationaryFireCombat()
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{
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_endFireTime = 0.0f;
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_endAimTime = 0.0f;
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}
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//--------------------------------------------------------------
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// Name: ~StationaryFireCombat()
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// Class: StationaryFireCombat
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//
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// Description: Destructor
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//
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// Parameters: None
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//
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// Returns: None
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//--------------------------------------------------------------
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StationaryFireCombat::~StationaryFireCombat()
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{
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}
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//--------------------------------------------------------------
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// Name: SetArgs()
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// Class: StationaryFireCombat
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//
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// Description: Sets Arguments for this behavior
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//
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// Parameters: Event *ev -- Event holding the arguments
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//
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// Returns: None
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//--------------------------------------------------------------
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void StationaryFireCombat::SetArgs( Event *ev )
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{
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_aimAnim = ev->GetString( 1 );
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_preFireAnim = ev->GetString( 2 );
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_fireAnim = ev->GetString( 3 );
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_postFireAnim = ev->GetString( 4 );
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_stance = ev->GetString( 5 );
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_aimTimeMin = ev->GetFloat( 6 );
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_aimTimeMax = ev->GetFloat( 7 );
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_fireTimeMin = ev->GetFloat( 8 );
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_fireTimeMax = ev->GetFloat( 9 );
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}
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//--------------------------------------------------------------
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// Name: AnimDone()
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// Class: StationaryFireCombat
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//
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// Description: Handles an animation completion
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//
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// Parameters: Event *ev -- Event holding the completion notification
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//
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// Returns: None
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//--------------------------------------------------------------
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void StationaryFireCombat::AnimDone( Event *ev )
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{
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_animDone = true;
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}
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//--------------------------------------------------------------
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// Name: Begin()
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// Class: StationaryFireCombat
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//
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// Description: Initializes the behavior
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//
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// Parameters: Actor &self -- The actor executing this behavior
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//
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// Returns: None
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//--------------------------------------------------------------
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void StationaryFireCombat::Begin( Actor &self )
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{
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init( self );
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transitionToState ( STATIONARY_FIRE_AIM );
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}
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//--------------------------------------------------------------
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// Name: Evaluate()
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// Class: StationaryFireCombat
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//
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// Description: Evaluates the behavior
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//
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// Parameters: Actor &self -- The actor executing this behavior
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//
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// Returns: BehaviorReturnCode_t
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//--------------------------------------------------------------
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BehaviorReturnCode_t StationaryFireCombat::Evaluate( Actor &self )
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{
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BehaviorReturnCode_t stateResult;
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think();
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switch ( _state )
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{
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//---------------------------------------------------------------------
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case STATIONARY_FIRE_AIM:
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//---------------------------------------------------------------------
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stateResult = evaluateStateAim();
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if ( stateResult == BEHAVIOR_SUCCESS )
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{
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updateEnemy();
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if ( _preFireAnim.length() )
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transitionToState( STATIONARY_FIRE_PRE_FIRE );
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else
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transitionToState( STATIONARY_FIRE_ATTACK );
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}
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break;
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//---------------------------------------------------------------------
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case STATIONARY_FIRE_PRE_FIRE:
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//---------------------------------------------------------------------
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stateResult = evaluateStatePreFire();
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if ( stateResult == BEHAVIOR_SUCCESS )
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{
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transitionToState( STATIONARY_FIRE_ATTACK );
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}
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if ( stateResult == BEHAVIOR_FAILED )
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{
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transitionToState( STATIONARY_FIRE_FAILED );
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}
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break;
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//---------------------------------------------------------------------
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case STATIONARY_FIRE_ATTACK:
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//---------------------------------------------------------------------
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stateResult = evaluateStateAttack();
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if ( stateResult == BEHAVIOR_SUCCESS )
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{
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_fireWeapon.End( *_self );
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if ( _postFireAnim.length() )
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transitionToState( STATIONARY_FIRE_POST_FIRE );
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else
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transitionToState( STATIONARY_FIRE_SUCCESS );
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}
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if ( stateResult == BEHAVIOR_FAILED )
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{
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_fireWeapon.End( *_self );
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if ( _postFireAnim.length() )
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transitionToState( STATIONARY_FIRE_POST_FIRE );
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else
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transitionToState( STATIONARY_FIRE_SUCCESS );
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}
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break;
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//---------------------------------------------------------------------
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case STATIONARY_FIRE_POST_FIRE:
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//---------------------------------------------------------------------
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stateResult = evaluateStatePostFire();
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if ( stateResult == BEHAVIOR_SUCCESS )
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{
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transitionToState( STATIONARY_FIRE_SUCCESS );
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}
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break;
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//---------------------------------------------------------------------
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case STATIONARY_FIRE_SUCCESS:
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//---------------------------------------------------------------------
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return BEHAVIOR_SUCCESS;
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break;
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//---------------------------------------------------------------------
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case STATIONARY_FIRE_FAILED:
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//---------------------------------------------------------------------
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return BEHAVIOR_FAILED;
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break;
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}
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return BEHAVIOR_EVALUATING;
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}
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//--------------------------------------------------------------
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// Name: End()
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// Class: StationaryFireCombat
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//
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// Description: Cleans Up the behavior
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//
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// Parameters: Actor &self -- The actor executing this behavior
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//
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// Returns: None
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//--------------------------------------------------------------
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void StationaryFireCombat::End(Actor &self)
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{
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if ( !_self )
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return;
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_fireWeapon.End(*_self);
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_self->SetAnim( _aimAnim , NULL , torso );
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_self->ClearTorsoAnim();
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}
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//--------------------------------------------------------------
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// Name: transitionToState()
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// Class: StationaryFireCombat
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//
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// Description: Transitions the behaviors state
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//
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// Parameters: coverCombatStates_t state -- The state to transition to
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//
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// Returns: None
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//--------------------------------------------------------------
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void StationaryFireCombat::transitionToState( StationaryFireStates_t state )
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{
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switch ( state )
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{
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case STATIONARY_FIRE_AIM:
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setupStateAim();
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setInternalState( state , "STATIONARY_FIRE_AIM" );
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break;
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case STATIONARY_FIRE_PRE_FIRE:
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setupStatePreFire();
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setInternalState( state , "STATIONARY_FIRE_PRE_FIRE" );
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break;
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case STATIONARY_FIRE_ATTACK:
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setupStateAttack();
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setInternalState( state , "STATIONARY_FIRE_ATTACK" );
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break;
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case STATIONARY_FIRE_POST_FIRE:
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setupStatePostFire();
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setInternalState( state , "STATIONARY_FIRE_POST_FIRE" );
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break;
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case STATIONARY_FIRE_SUCCESS:
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setInternalState( state , "STATIONARY_FIRE_SUCCESS" );
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break;
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case STATIONARY_FIRE_FAILED:
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setInternalState( state , "SUPPRESSION_FIRE_FAILED" );
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break;
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}
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}
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//--------------------------------------------------------------
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// Name: setInternalState()
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// Class: StationaryFireCombat
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//
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// Description: Sets the internal state of the behavior
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//
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// Parameters: unsigned int state
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// const str &stateName
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//
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// Returns: None
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//--------------------------------------------------------------
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void StationaryFireCombat::setInternalState( StationaryFireStates_t state , const str &stateName )
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{
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_state = state;
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SetInternalStateName( stateName );
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}
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//--------------------------------------------------------------
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// Name: init()
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// Class: StationaryFireCombat
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//
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// Description: Initializes the behavior
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//
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// Parameters: Actor &self
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//
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// Returns: None
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//--------------------------------------------------------------
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void StationaryFireCombat::init( Actor &self )
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{
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_self = &self;
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_animDone = false;
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_canAttack = true;
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updateEnemy();
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}
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//--------------------------------------------------------------
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// Name: think()
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// Class: StationaryFireCombat
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//
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// Description: Does any processing required before evaluating states
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//
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// Parameters: None
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//
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// Returns: None
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//--------------------------------------------------------------
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void StationaryFireCombat::think()
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{
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}
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//--------------------------------------------------------------
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// Name: StationaryFireCombat()
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// Class: setupStateAttack
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//
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// Description: Sets up our Attack State
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//
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// Parameters: None
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//
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// Returns: None
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//--------------------------------------------------------------
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void StationaryFireCombat::setupStateAttack()
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{
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faceEnemy();
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_endFireTime = level.time + G_Random(_fireTimeMax - _fireTimeMin) + _fireTimeMin;
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if ( _self->combatSubsystem->CanAttackEnemy() )
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{
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_fireWeapon.SetAnim( _fireAnim );
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_fireWeapon.Begin( *_self );
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}
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}
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//--------------------------------------------------------------
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// Name: evaluateStateAttack()
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// Class: StationaryFireCombat
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//
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// Description: Evaluates our Attack State
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//
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// Parameters: None
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//
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// Returns: None
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//--------------------------------------------------------------
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BehaviorReturnCode_t StationaryFireCombat::evaluateStateAttack()
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{
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BehaviorReturnCode_t result;
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_rotateToEntity.Evaluate( *_self );
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if ( _self->combatSubsystem->CanAttackEnemy() )
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result = _fireWeapon.Evaluate( *_self );
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else
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{
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_fireWeapon.End( *_self );
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result = BEHAVIOR_FAILED;
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}
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if ( result == BEHAVIOR_FAILED )
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failureStateAttack( "StationaryFireCombat::evaluateStateAttack -- FAILED" );
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if ( level.time > _endFireTime )
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return BEHAVIOR_SUCCESS;
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return BEHAVIOR_EVALUATING;
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}
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//--------------------------------------------------------------
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// Name: failureStateAttack()
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// Class: StationaryFireCombat
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//
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// Description: Failure Handler for Attack State
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//
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// Parameters: const str &failureReason
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//
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// Returns: None
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//--------------------------------------------------------------
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void StationaryFireCombat::failureStateAttack( const str &failureReason )
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{
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SetFailureReason( failureReason );
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_fireWeapon.End( *_self );
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}
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//--------------------------------------------------------------
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// Name: setupStatePause()
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// Class: StationaryFireCombat
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//
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// Description: Sets up our Pause State
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//
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// Parameters: None
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//
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// Returns: None
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//--------------------------------------------------------------
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void StationaryFireCombat::setupStateAim()
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{
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faceEnemy();
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_endAimTime = level.time + G_Random(_aimTimeMax - _aimTimeMin ) + _aimTimeMin;
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_self->SetAnim( _aimAnim , NULL , torso );
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_self->SetAnim( _stance , NULL , legs );
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}
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//--------------------------------------------------------------
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// Name: evaluateStatePause()
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// Class: StationaryFireCombat
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//
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// Description: Evaluates our Pause State
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//
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// Parameters: None
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//
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// Returns: None
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//--------------------------------------------------------------
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BehaviorReturnCode_t StationaryFireCombat::evaluateStateAim()
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{
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_rotateToEntity.Evaluate( *_self );
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if ( level.time > _endAimTime )
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return BEHAVIOR_SUCCESS;
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return BEHAVIOR_EVALUATING;
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}
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//--------------------------------------------------------------
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// Name: failureStatePause()
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// Class: StationaryFireCombat
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//
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// Description: Failure Handler for our Pause State
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//
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// Parameters: const str &failureReason
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//
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// Returns: None
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//--------------------------------------------------------------
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void StationaryFireCombat::failureStateAim( const str &failureReason )
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{
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SetFailureReason( failureReason );
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}
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void StationaryFireCombat::setupStatePreFire()
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{
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if ( _self->combatSubsystem->CanAttackEnemy() )
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{
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_animDone = false;
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_self->SetAnim( _preFireAnim , EV_Actor_NotifyBehavior , torso );
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}
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else
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_canAttack = false;
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}
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BehaviorReturnCode_t StationaryFireCombat::evaluateStatePreFire()
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{
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if ( _animDone )
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return BEHAVIOR_SUCCESS;
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if ( !_canAttack )
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return BEHAVIOR_FAILED;
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return BEHAVIOR_EVALUATING;
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}
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void StationaryFireCombat::failureStatePreFire( const str &failureReason )
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{
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}
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void StationaryFireCombat::setupStatePostFire()
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{
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_animDone = false;
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_self->SetAnim( _postFireAnim , EV_Actor_NotifyBehavior , torso );
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}
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BehaviorReturnCode_t StationaryFireCombat::evaluateStatePostFire()
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{
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if ( _animDone )
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return BEHAVIOR_SUCCESS;
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return BEHAVIOR_FAILED;
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}
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void StationaryFireCombat::failureStatePostFire( const str &failureReason )
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{
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}
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//--------------------------------------------------------------
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// Name: updateEnemy()
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// Class: StationaryFireCombat
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//
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// Description: Sets our _currentEnemy
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//
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// Parameters: None
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//
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// Returns: None
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//--------------------------------------------------------------
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void StationaryFireCombat::updateEnemy()
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{
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Entity *currentEnemy = _self->enemyManager->GetCurrentEnemy();
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if ( !currentEnemy )
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{
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_self->enemyManager->FindHighestHateEnemy();
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currentEnemy = _self->enemyManager->GetCurrentEnemy();
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if ( !currentEnemy )
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{
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SetFailureReason( "STATIONARY_FIRE_FAILED::updateEnemy -- No Enemy" );
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transitionToState( STATIONARY_FIRE_FAILED );
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return;
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}
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}
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_currentEnemy = currentEnemy;
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//_self->turnTowardsEntity( _currentEnemy, 0.0f );
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}
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//--------------------------------------------------------------
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// Name: faceEnemy()
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// Class: StationaryFireCombat
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//
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// Description: Sets up the Rotate Component
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//
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// Parameters: None
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//
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// Returns: None
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//--------------------------------------------------------------
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void StationaryFireCombat::faceEnemy()
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{
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_rotateToEntity.SetEntity( _currentEnemy );
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_rotateToEntity.SetTurnSpeed( 30.0f );
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_rotateToEntity.Begin( *_self );
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}
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