442 lines
10 KiB
C++
442 lines
10 KiB
C++
//-----------------------------------------------------------------------------
|
|
//
|
|
// $Logfile:: /EF2/Code/DLLs/game/PlayAnim.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:
|
|
// PlayAnim Implementation
|
|
//
|
|
// PARAMETERS:
|
|
//
|
|
//
|
|
// ANIMATIONS:
|
|
//
|
|
//--------------------------------------------------------------------------------
|
|
|
|
#include "actor.h"
|
|
#include "PlayAnim.hpp"
|
|
|
|
//--------------------------------------------------------------
|
|
//
|
|
// Class Declaration and Event Registration
|
|
//
|
|
//--------------------------------------------------------------
|
|
CLASS_DECLARATION( Behavior, PlayAnim, NULL )
|
|
{
|
|
{ &EV_Behavior_Args, &PlayAnim::SetArgs },
|
|
{ NULL, NULL }
|
|
};
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: PlayAnim()
|
|
// Class: PlayAnim
|
|
//
|
|
// Description: Constructor
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
PlayAnim::PlayAnim()
|
|
{
|
|
_legAnim = "idle";
|
|
_torsoAnim = "";
|
|
_minTime = 0.0f;
|
|
_maxTime = 0.0f;
|
|
_endTime = 0.0f;
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: ~PlayAnim()
|
|
// Class: PlayAnim
|
|
//
|
|
// Description: Destructor
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
PlayAnim::~PlayAnim()
|
|
{
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
//
|
|
// Name: SetArgs()
|
|
// Class: PlayAnim
|
|
//
|
|
// Description:
|
|
//
|
|
// Parameters: Event *ev -- Event containing the string
|
|
//
|
|
// Returns: None
|
|
//
|
|
//--------------------------------------------------------------
|
|
void PlayAnim::SetArgs( Event *ev )
|
|
{
|
|
_legAnim = ev->GetString( 1 );
|
|
if ( ev->NumArgs() > 1 ) _torsoAnim = ev->GetString( 2 );
|
|
if ( ev->NumArgs() > 2 ) _minTime = ev->GetFloat( 3 );
|
|
if ( ev->NumArgs() > 3 ) _maxTime = ev->GetFloat( 4 );
|
|
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
//
|
|
// Name: Begin()
|
|
// Class: PlayAnim
|
|
//
|
|
// Description: Initializes the behavior
|
|
//
|
|
// Parameters: Actor &self -- The actor executing this behavior
|
|
//
|
|
// Returns: None
|
|
//
|
|
//--------------------------------------------------------------
|
|
void PlayAnim::Begin( Actor &self )
|
|
{
|
|
init( self );
|
|
}
|
|
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
//
|
|
// Name: Evaluate()
|
|
// Class: PlayAnim
|
|
//
|
|
// Description: Update for this behavior -- called every server frame
|
|
//
|
|
// Parameters: Actor &self -- Actor executing this behavior
|
|
//
|
|
// Returns: BehaviorReturnCode_t
|
|
//
|
|
//--------------------------------------------------------------
|
|
BehaviorReturnCode_t PlayAnim::Evaluate( Actor &self )
|
|
{
|
|
|
|
BehaviorReturnCode_t stateResult;
|
|
|
|
|
|
think();
|
|
|
|
switch ( _state )
|
|
{
|
|
//---------------------------------------------------------------------
|
|
case PLAYANIM_SETUP:
|
|
//---------------------------------------------------------------------
|
|
stateResult = evaluateStateSetup();
|
|
|
|
if ( stateResult == BEHAVIOR_SUCCESS )
|
|
transitionToState( PLAYANIM_ANIMATE );
|
|
|
|
break;
|
|
|
|
//---------------------------------------------------------------------
|
|
case PLAYANIM_ANIMATE:
|
|
//---------------------------------------------------------------------
|
|
stateResult = evaluateStateAnimate();
|
|
|
|
if ( stateResult == BEHAVIOR_SUCCESS )
|
|
transitionToState( PLAYANIM_SUCCESS );
|
|
break;
|
|
|
|
//---------------------------------------------------------------------
|
|
case PLAYANIM_SUCCESS:
|
|
//---------------------------------------------------------------------
|
|
return BEHAVIOR_SUCCESS;
|
|
break;
|
|
|
|
//---------------------------------------------------------------------
|
|
case PLAYANIM_FAILED:
|
|
//---------------------------------------------------------------------
|
|
return BEHAVIOR_FAILED;
|
|
break;
|
|
}
|
|
|
|
return BEHAVIOR_EVALUATING;
|
|
}
|
|
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
//
|
|
// Name: End()
|
|
// Class: PlayAnim
|
|
//
|
|
// Description: Ends this behavior -- cleans things up
|
|
//
|
|
// Parameters: Actor &self -- Actor executing this behavior
|
|
//
|
|
// Returns: None
|
|
//
|
|
//--------------------------------------------------------------
|
|
void PlayAnim::End(Actor &self)
|
|
{
|
|
self.RemoveAnimDoneEvent();
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: transitionToState()
|
|
// Class: CloseInOnEnemy
|
|
//
|
|
// Description: Transitions the behaviors state
|
|
//
|
|
// Parameters: coverCombatStates_t state -- The state to transition to
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void PlayAnim::transitionToState( PlayAnimStates_t state )
|
|
{
|
|
switch( state )
|
|
{
|
|
case PLAYANIM_SETUP:
|
|
setInternalState( state , "PLAYANIM_SETUP" );
|
|
setupStateSetup();
|
|
break;
|
|
|
|
case PLAYANIM_ANIMATE:
|
|
setInternalState( state , "PLAYANIM_ANIMATE" );
|
|
setupStateAnimate();
|
|
break;
|
|
|
|
case PLAYANIM_SUCCESS:
|
|
setInternalState( state , "PLAYANIM_SUCCESS" );
|
|
break;
|
|
|
|
case PLAYANIM_FAILED:
|
|
setInternalState( state , "PLAYANIM_FAILED" );
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: setInternalState()
|
|
// Class: PlayAnim
|
|
//
|
|
// Description: Sets the internal state of the behavior
|
|
//
|
|
// Parameters: unsigned int state
|
|
// const str &stateName
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void PlayAnim::setInternalState( PlayAnimStates_t state , const str &stateName )
|
|
{
|
|
_state = state;
|
|
SetInternalStateName( stateName );
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: init()
|
|
// Class: PlayAnim
|
|
//
|
|
// Description: Initializes the behavior
|
|
//
|
|
// Parameters: Actor &self
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void PlayAnim::init( Actor &self )
|
|
{
|
|
str legAnim, torsoAnim;
|
|
ScriptVariable *var = NULL;
|
|
|
|
//Check for State Var's first
|
|
legAnim = self.GetStateVar( _legAnim );
|
|
if ( legAnim.length() )
|
|
_legAnim = legAnim;
|
|
|
|
|
|
torsoAnim = self.GetStateVar( _torsoAnim );
|
|
if ( torsoAnim.length() )
|
|
_torsoAnim = torsoAnim;
|
|
|
|
|
|
var = self.entityVars.GetVariable( _legAnim );
|
|
if ( var )
|
|
{
|
|
legAnim = var->stringValue();
|
|
if ( legAnim.length() )
|
|
_legAnim = legAnim;
|
|
}
|
|
|
|
|
|
var = self.entityVars.GetVariable( _torsoAnim );
|
|
if ( var )
|
|
{
|
|
torsoAnim = var->stringValue();
|
|
if ( torsoAnim.length() )
|
|
_torsoAnim = torsoAnim;
|
|
}
|
|
|
|
|
|
transitionToState(PLAYANIM_SETUP);
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: think()
|
|
// Class: PlayAnim
|
|
//
|
|
// Description: Does any processing required before evaluating states
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void PlayAnim::think()
|
|
{
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: setupStateSetup()
|
|
// Class: PlayAnim
|
|
//
|
|
// Description: Sets up State
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void PlayAnim::setupStateSetup()
|
|
{
|
|
if ( _minTime )
|
|
_endTime = level.time + _minTime;
|
|
|
|
if ( _maxTime )
|
|
_endTime = _endTime + G_Random( _maxTime - _minTime );
|
|
|
|
if ( _legAnim.length() )
|
|
{
|
|
if ( !_endTime )
|
|
{
|
|
if ( !GetSelf()->SetAnim( _legAnim, EV_Actor_EndBehavior ) )
|
|
{
|
|
GetSelf()->PostEvent( EV_Actor_EndBehavior, 0.0f );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( !GetSelf()->SetAnim( _legAnim, NULL ) )
|
|
{
|
|
GetSelf()->PostEvent( EV_Actor_EndBehavior, 0.0f );
|
|
}
|
|
}
|
|
|
|
GetSelf()->ClearTorsoAnim();
|
|
}
|
|
|
|
if ( _torsoAnim.length() )
|
|
{
|
|
if ( !_endTime )
|
|
{
|
|
if ( !GetSelf()->SetAnim( _torsoAnim, EV_Actor_EndBehavior ) )
|
|
{
|
|
GetSelf()->PostEvent( EV_Actor_EndBehavior, 0.0f );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( !GetSelf()->SetAnim( _torsoAnim, NULL ) )
|
|
{
|
|
GetSelf()->PostEvent( EV_Actor_EndBehavior, 0.0f );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: evaluateStateApproach()
|
|
// Class: PlayAnim
|
|
//
|
|
// Description: Evaluates State
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: BehaviorReturnCode_t
|
|
//--------------------------------------------------------------
|
|
BehaviorReturnCode_t PlayAnim::evaluateStateSetup()
|
|
{
|
|
return BEHAVIOR_SUCCESS;
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: failureStateApproach()
|
|
// Class: PlayAnim
|
|
//
|
|
// Description: Failure Handler for State
|
|
//
|
|
// Parameters: const str &failureReason
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void PlayAnim::failureStateSetup( const str& failureReason )
|
|
{
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: setupStateSetup()
|
|
// Class: PlayAnim
|
|
//
|
|
// Description: Sets up State
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void PlayAnim::setupStateAnimate()
|
|
{
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: evaluateStateApproach()
|
|
// Class: PlayAnim
|
|
//
|
|
// Description: Evaluates State
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: BehaviorReturnCode_t
|
|
//--------------------------------------------------------------
|
|
BehaviorReturnCode_t PlayAnim::evaluateStateAnimate()
|
|
{
|
|
if ( _endTime )
|
|
{
|
|
if ( level.time >= _endTime )
|
|
return BEHAVIOR_SUCCESS;
|
|
}
|
|
|
|
|
|
return BEHAVIOR_EVALUATING;
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: failureStateApproach()
|
|
// Class: PlayAnim
|
|
//
|
|
// Description: Failure Handler for State
|
|
//
|
|
// Parameters: const str &failureReason
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void PlayAnim::failureStateAnimate( const str& failureReason )
|
|
{
|
|
}
|
|
|