ef2-sdk/dlls/game/gotoHelperNode.cpp
2003-11-05 00:00:00 +00:00

418 lines
11 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /EF2/Code/DLLs/game/gotoHelperNode.cpp $
// $Revision:: 6 $
// $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 _nodeType -- The name of the node to move to
// str _movementAnim -- The animation to play while moving to the node
// float _maxDistance -- The maximum distance to look for a node
//
// ANIMATIONS:
// _movementAnim : PARAMETER
//--------------------------------------------------------------------------------
#include "actor.h"
#include "gotoHelperNode.hpp"
//--------------------------------------------------------------
//
// Init Static Vars
//
//--------------------------------------------------------------
const float GotoHelperNode::NODE_RADIUS = 32.0f;
//--------------------------------------------------------------
//
// Class Declaration and Event Registration
//
//--------------------------------------------------------------
CLASS_DECLARATION( Behavior, GotoHelperNode, NULL )
{
{ &EV_Behavior_Args, &GotoHelperNode::SetArgs },
{ &EV_Behavior_AnimDone, &GotoHelperNode::AnimDone },
{ NULL, NULL }
};
//--------------------------------------------------------------
// Name: GotoHelperNode()
// Class: GotoHelperNode
//
// Description: Constructor
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
GotoHelperNode::GotoHelperNode()
{
_movementAnim = "";
_nodeType = "" ;
_maxDistance = 256;
}
//--------------------------------------------------------------
// Name: GotoHelperNode()
// Class: GotoHelperNode
//
// Description: Destructor
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
GotoHelperNode::~GotoHelperNode()
{
}
//--------------------------------------------------------------
// Name: SetArgs()
// Class: GotoHelperNode
//
// Description: Sets Arguments for this behavior
//
// Parameters: Event *ev -- Event holding the arguments
//
// Returns: None
//--------------------------------------------------------------
void GotoHelperNode::SetArgs( Event *ev )
{
_nodeType = ev->GetString( 1 );
_movementAnim = ev->GetString( 2 );
_maxDistance = ev->GetFloat ( 3 );
}
//--------------------------------------------------------------
// Name: AnimDone()
// Class: GotoHelperNode
//
// Description: Handles an animation completion
//
// Parameters: Event *ev -- Event holding the completion notification
//
// Returns: None
//--------------------------------------------------------------
void GotoHelperNode::AnimDone( Event *ev )
{
}
//--------------------------------------------------------------
// Name: Begin()
// Class: GotoHelperNode
//
// Description: Initializes the behavior
//
// Parameters: Actor &self -- The actor executing this behavior
//
// Returns: None
//--------------------------------------------------------------
void GotoHelperNode::Begin( Actor &self )
{
init( self );
transitionToState ( GOTO_HNODE_FIND_NODE );
}
//--------------------------------------------------------------
// Name: Evaluate()
// Class: GotoHelperNode
//
// Description: Evaluates the behavior
//
// Parameters: Actor &self -- The actor executing this behavior
//
// Returns: BehaviorReturnCode_t
//--------------------------------------------------------------
BehaviorReturnCode_t GotoHelperNode::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: GotoHelperNode
//
// Description: Cleans Up the behavior
//
// Parameters: Actor &self -- The actor executing this behavior
//
// Returns: None
//--------------------------------------------------------------
void GotoHelperNode::End(Actor &self)
{
}
//--------------------------------------------------------------
// Name: transitionToState()
// Class: GotoHelperNode
//
// Description: Transitions the behaviors state
//
// Parameters: coverCombatStates_t state -- The state to transition to
//
// Returns: None
//--------------------------------------------------------------
void GotoHelperNode::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: GotoHelperNode
//
// Description: Sets the internal state of the behavior
//
// Parameters: unsigned int state
// const str &stateName
//
// Returns: None
//--------------------------------------------------------------
void GotoHelperNode::setInternalState( GotoHelperNodeStates_t state , const str &stateName )
{
_state = state;
SetInternalStateName( stateName );
}
//--------------------------------------------------------------
// Name: init()
// Class: GotoHelperNode
//
// Description: Initializes the behavior
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
void GotoHelperNode::init( Actor &self )
{
_self = &self;
}
//--------------------------------------------------------------
// Name: think()
// Class: GotoHelperNode
//
// Description: Does any processing required before evaluating states
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void GotoHelperNode::think()
{
}
//--------------------------------------------------------------
// Name: setupStateMoveToNode()
// Class: GotoHelperNode
//
// Description: Sets up the Move To Cover State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void GotoHelperNode::setupStateMoveToNode()
{
_gotoPoint.SetAnim( _movementAnim );
_gotoPoint.SetDistance( NODE_RADIUS );
_gotoPoint.SetPoint( _node->origin );
_gotoPoint.Begin( *_self );
}
//--------------------------------------------------------------
// Name: evaluateStateMoveToNode()
// Class: GotoHelperNode
//
// Description: Evaluates the Move To Cover State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
BehaviorReturnCode_t GotoHelperNode::evaluateStateMoveToNode()
{
BehaviorReturnCode_t result = _gotoPoint.Evaluate( *_self );
str failureReason = "GotoHelperNode::evaluateStateMoveToNode -- _gotoPoint component returned: " + _gotoPoint.GetFailureReason();
if ( result == BEHAVIOR_FAILED )
failureStateMoveToNode( failureReason );
return result;
}
//--------------------------------------------------------------
// Name: evaluateStateFindNode()
// Class: GotoHelperNode
//
// Description: Evaluates the FindNode State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
BehaviorReturnCode_t GotoHelperNode::evaluateStateFindNode()
{
if ( _node )
return BEHAVIOR_SUCCESS;
BehaviorReturnCode_t result = BEHAVIOR_SUCCESS;
str failureReason = "GotoHelperNode::evaluateStateFindNode -- could not find an appropriate node";
unsigned int NodeMask = HelperNode::GetHelperNodeMask( _nodeType );
_node = HelperNode::FindClosestHelperNode( *_self , NodeMask , _maxDistance );
if ( !_node )
{
failureStateFindNode( failureReason );
result = BEHAVIOR_FAILED;
}
return result;
}
//--------------------------------------------------------------
// Name: setupStateFindNode()
// Class: GotoHelperNode
//
// Description: Sets up the Find State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void GotoHelperNode::setupStateFindNode()
{
}
//--------------------------------------------------------------
// Name: failureStateMoveToNode
// Class: GotoHelperNode
//
// Description: Failure Handler for State Move To Cover
//
// Parameters: const str &failureReason
//
// Returns: None
//--------------------------------------------------------------
void GotoHelperNode::failureStateMoveToNode( const str &failureReason )
{
SetFailureReason( failureReason );
}
//--------------------------------------------------------------
// Name: failureStateFindNode
// Class: GotoHelperNode
//
// Description: Failure Handler for State Move To Cover
//
// Parameters: const str &failureReason
//
// Returns: None
//--------------------------------------------------------------
void GotoHelperNode::failureStateFindNode( const str &failureReason )
{
SetFailureReason( failureReason );
}