ef2gamesource/dlls/game/work.cpp

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2012-12-30 16:37:54 +00:00
//-----------------------------------------------------------------------------
//
// $Logfile:: /EF2/Code/DLLs/game/work.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:
// CorridorCombatWithRangedWeapon Implementation
//
// PARAMETERS:
// str _movementAnim -- The animation to play while moving to the cover node
//
// ANIMATIONS:
// _movementAnim : PARAMETER
//--------------------------------------------------------------------------------
#include "actor.h"
#include "work.hpp"
//--------------------------------------------------------------
//
// Class Declaration and Event Registration
//
//--------------------------------------------------------------
CLASS_DECLARATION( Behavior, Work, NULL )
{
{ &EV_Behavior_Args, &Work::SetArgs },
{ &EV_Behavior_AnimDone, &Work::AnimDone },
{ &EV_HelperNodeCommand, &Work::HandleNodeCommand },
{ NULL, NULL }
};
//--------------------------------------------------------------
// Name: Work()
// Class: Work()
//
// Description: Constructor
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
Work::Work()
{
_gotoWorkAnimName = "walk";
_maxDistance = 1024.0f;
}
//--------------------------------------------------------------
// Name: ~Work()
// Class: Work
//
// Description: Destructor
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
Work::~Work()
{
}
//--------------------------------------------------------------
// Name: SetArgs()
// Class: Work
//
// Description: Sets the arguments of the behavior
//
// Parameters: Event *ev
//
// Returns: None
//--------------------------------------------------------------
void Work::SetArgs ( Event *ev)
{
if (ev->NumArgs() == 1)
{
_gotoWorkAnimName = ev->GetString( 1 );
}
}
//--------------------------------------------------------------
// Name: AnimDone()
// Class: Work
//
// Description: Handles an animation completion
//
// Parameters: Event *ev -- Event holding the completion notification
//
// Returns: None
//--------------------------------------------------------------
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void Work::AnimDone( Event * )
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{
switch( _state )
{
case WORK_ANIMATE_WAIT_ON_ANIM:
_animDone = true;
break;
case WORK_ANIMATE_LIST_WAIT_ON_ANIM:
_animDone = true;
break;
}
}
//--------------------------------------------------------------
// Name: HandleNodeCommand()
// Class: Work
//
// Description: Handles a command event from a helper node
//
// Parameters: Event *ev
//
// Returns: None
//--------------------------------------------------------------
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void Work::HandleNodeCommand( Event * )
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{
switch( _state )
{
case WORK_ANIMATE_WAIT_ON_SIGNAL:
_animDone = true;
break;
case WORK_ANIMATE_LIST_WAIT_ON_SIGNAL:
_animDone = true;
break;
}
}
//--------------------------------------------------------------
// Name: Begin()
// Class: Work
//
// Description: Begins the Behavior
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
void Work::Begin( Actor &self )
{
init( self );
}
//--------------------------------------------------------------
// Name: Evaluate()
// Class: Work
//
// Description: Returns True Or False, and is run every frame
// that the behavior
//
// Parameters: Actor &self
//
// Returns: True or False
//--------------------------------------------------------------
BehaviorReturnCode_t Work::Evaluate ( Actor &self )
{
BehaviorReturnCode_t stateResult;
think();
switch ( _state )
{
//---------------------------------------------------------------------
case WORK_FIND_NODE:
//---------------------------------------------------------------------
stateResult = evaluateStateFindNode();
if ( stateResult == BEHAVIOR_FAILED )
transitionToState( WORK_FAILED );
if ( stateResult == BEHAVIOR_SUCCESS )
transitionToState( WORK_MOVE_TO_NODE );
break;
//---------------------------------------------------------------------
case WORK_MOVE_TO_NODE:
//---------------------------------------------------------------------
stateResult = evaluateStateMoveToNode();
if ( stateResult == BEHAVIOR_FAILED )
transitionToState( WORK_FAILED );
if ( stateResult == BEHAVIOR_SUCCESS )
transitionToState( WORK_AT_NODE );
break;
//---------------------------------------------------------------------
case WORK_AT_NODE:
//---------------------------------------------------------------------
stateResult = evaluateStateAtNode();
if ( stateResult == BEHAVIOR_FAILED )
transitionToState( WORK_FAILED );
if ( stateResult == BEHAVIOR_SUCCESS )
transitionToState( WORK_SELECT_ANIM_MODE );
break;
//---------------------------------------------------------------------
case WORK_SELECT_ANIM_MODE:
//---------------------------------------------------------------------
if ( _node->isUsingAnimList() )
{
customAnimListEntry_t* animEntry = _node->GetCurrentAnimEntryFromList();
if ( !animEntry )
{
transitionToState( WORK_FAILED );
return BEHAVIOR_EVALUATING;
}
if ( animEntry->waitType == WAITTYPE_EVENT )
transitionToState( WORK_ANIMATE_LIST_WAIT_ON_SIGNAL );
if ( animEntry->waitType == WAITTYPE_ANIM )
transitionToState( WORK_ANIMATE_LIST_WAIT_ON_ANIM );
if ( animEntry->waitType == WAITTYPE_TIME )
transitionToState( WORK_ANIMATE_LIST_WAIT_ON_TIME );
return BEHAVIOR_EVALUATING;
}
if ( _node->isWaitForAnim() )
{
transitionToState( WORK_ANIMATE_WAIT_ON_ANIM );
return BEHAVIOR_EVALUATING;
}
if ( _node->GetWaitTime() > 0 )
{
transitionToState( WORK_ANIMATE_WAIT_ON_TIME );
return BEHAVIOR_EVALUATING;
}
// We default to constant working
transitionToState( WORK_ANIMATE_CONSTANT );
break;
//---------------------------------------------------------------------
case WORK_ANIMATE_WAIT_ON_TIME:
//---------------------------------------------------------------------
stateResult = evaluateStateAnimateWaitOnTime();
if ( stateResult == BEHAVIOR_FAILED )
transitionToState( WORK_FAILED );
if ( stateResult == BEHAVIOR_SUCCESS )
transitionToState( WORK_SUCCESSFUL );
break;
//---------------------------------------------------------------------
case WORK_ANIMATE_WAIT_ON_ANIM:
//---------------------------------------------------------------------
stateResult = evaluateStateAnimateWaitOnAnim();
if ( stateResult == BEHAVIOR_FAILED )
transitionToState( WORK_FAILED );
if ( stateResult == BEHAVIOR_SUCCESS )
transitionToState( WORK_SUCCESSFUL );
break;
//---------------------------------------------------------------------
case WORK_ANIMATE_WAIT_ON_SIGNAL:
//---------------------------------------------------------------------
stateResult = evaluateStateAnimateWaitOnSignal();
if ( stateResult == BEHAVIOR_FAILED )
transitionToState( WORK_FAILED );
if ( stateResult == BEHAVIOR_SUCCESS )
transitionToState( WORK_SUCCESSFUL );
break;
//---------------------------------------------------------------------
case WORK_ANIMATE_CONSTANT:
//---------------------------------------------------------------------
stateResult = evaluateStateAnimateConstant();
//
// Should Never get to either of these
//
if ( stateResult == BEHAVIOR_FAILED )
transitionToState( WORK_FAILED );
if ( stateResult == BEHAVIOR_SUCCESS )
transitionToState( WORK_SUCCESSFUL );
break;
//---------------------------------------------------------------------
case WORK_ANIMATE_LIST_WAIT_ON_TIME:
//---------------------------------------------------------------------
stateResult = evaluateStateAnimateListWaitOnTime();
if ( stateResult == BEHAVIOR_FAILED )
transitionToState( WORK_FAILED );
if ( stateResult == BEHAVIOR_SUCCESS )
{
if (_node->isAnimListFinished() )
transitionToState( WORK_SUCCESSFUL );
else
transitionToState( WORK_SELECT_ANIM_MODE );
}
break;
//---------------------------------------------------------------------
case WORK_ANIMATE_LIST_WAIT_ON_ANIM:
//---------------------------------------------------------------------
stateResult = evaluateStateAnimateListWaitOnAnim();
if ( stateResult == BEHAVIOR_FAILED )
transitionToState( WORK_FAILED );
if ( stateResult == BEHAVIOR_SUCCESS )
{
if (_node->isAnimListFinished() )
transitionToState( WORK_SUCCESSFUL );
else
transitionToState( WORK_SELECT_ANIM_MODE );
}
break;
//---------------------------------------------------------------------
case WORK_ANIMATE_LIST_WAIT_ON_SIGNAL:
//---------------------------------------------------------------------
stateResult = evaluateStateAnimateListWaitOnSignal();
if ( stateResult == BEHAVIOR_FAILED )
transitionToState( WORK_FAILED );
if ( stateResult == BEHAVIOR_SUCCESS )
{
if (_node->isAnimListFinished() )
transitionToState( WORK_SUCCESSFUL );
else
transitionToState( WORK_SELECT_ANIM_MODE );
}
break;
//---------------------------------------------------------------------
case WORK_SUCCESSFUL:
//---------------------------------------------------------------------
_node->RunExitThread();
self.ignoreHelperNode.node = _node;
return BEHAVIOR_SUCCESS;
break;
//---------------------------------------------------------------------
case WORK_FAILED:
//---------------------------------------------------------------------
return BEHAVIOR_FAILED;
break;
}
return BEHAVIOR_EVALUATING;
}
//--------------------------------------------------------------
// Name: End()
// Class: Work
//
// Description: Ends the Behavior
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
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void Work::End ( Actor&)
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{
if ( _node )
{
_node->SetUser( NULL );
}
}
//--------------------------------------------------------------
// Name: transitionToState()
// Class: Work
//
// Description: Transitions Internal State
//
// Parameters: workStates_t state
//
// Returns: None
//--------------------------------------------------------------
void Work::transitionToState ( workStates_t state )
{
switch ( state )
{
case WORK_FIND_NODE:
setupStateFindNode();
setInternalState( state , "WORK_FIND_NODE" );
break;
case WORK_MOVE_TO_NODE:
setupStateMoveToNode();
setInternalState( state , "WORK_MOVE_TO_NODE" );
break;
case WORK_AT_NODE:
setupStateAtNode();
setInternalState( state , "WORK_AT_NODE" );
break;
case WORK_ANIMATE_WAIT_ON_TIME:
setupStateAnimateWaitOnTime();
setInternalState( state , "WORK_ANIMATE_WAIT_ON_TIME" );
break;
case WORK_ANIMATE_WAIT_ON_ANIM:
setupStateAnimateWaitOnAnim();
setInternalState( state , "WORK_ANIMATE_WAIT_ON_ANIM" );
break;
case WORK_ANIMATE_WAIT_ON_SIGNAL:
setupStateAnimateWaitOnSignal();
setInternalState( state , "WORK_ANIMATE_WAIT_ON_SIGNAL" );
break;
case WORK_ANIMATE_CONSTANT:
setupStateAnimateConstant();
setInternalState( state , "WORK_ANIMATE_CONSTANT" );
break;
case WORK_ANIMATE_LIST_WAIT_ON_TIME:
setupStateAnimateListWaitOnTime();
setInternalState( state , "WORK_ANIMATE_LIST_WAIT_ON_TIME" );
break;
case WORK_ANIMATE_LIST_WAIT_ON_ANIM:
setupStateAnimateListWaitOnAnim();
setInternalState( state , "WORK_ANIMATE_LIST_WAIT_ON_ANIM" );
break;
case WORK_ANIMATE_LIST_WAIT_ON_SIGNAL:
setupStateAnimateListWaitOnSignal();
setInternalState( state , "WORK_ANIMATE_LIST_WAIT_ON_SIGNAL" );
break;
case WORK_SELECT_ANIM_MODE:
setInternalState( state, "WORK_SELECT_ANIM_MODE," );
break;
case WORK_SUCCESSFUL:
setInternalState( state , "WORK_SUCCESSFUL" );
break;
case WORK_FAILED:
setInternalState( state , "WORK_FAILED" );
break;
}
}
//--------------------------------------------------------------
// Name: setInternalState()
// Class: Work
//
// Description: Sets internal state of the behavior
//
// Parameters: workStates_t state
// const str &stateName
//
// Returns: None
//--------------------------------------------------------------
void Work::setInternalState ( workStates_t state , const str &stateName )
{
_state = state;
SetInternalStateName( stateName );
}
//--------------------------------------------------------------
// Name: init()
// Class: Work
//
// Description: Initializes memeber variables
//
// Parameters: Actor &self -- Actor executing this behavior
//
// Returns: None
//--------------------------------------------------------------
void Work::init( Actor &self )
{
_self = &self;
_animDone = false;
_endTime = 0.0f;
_node = self.currentHelperNode.node;
transitionToState( WORK_FIND_NODE );
}
//--------------------------------------------------------------
// Name: think()
// Class: Work
//
// Description: Think function called every frame by evaluate
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void Work::think()
{
// We need to mindful of changes to our node,
// so we'll keep an eye out for them. If
// we note a change, then we'll re-evaluate
if ( _node && _node->isChanged() )
{
_node->SetCriticalChange( false );
}
}
//--------------------------------------------------------------
// Name: setupStateFindNode()
// Class: Work
//
// Description: Sets up State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void Work::setupStateFindNode()
{
if ( !_node )
_node = HelperNode::FindClosestHelperNode( *_self , NODETYPE_WORK , _maxDistance );
}
//--------------------------------------------------------------
// Name: evaluateStateFindNode()
// Class: Work
//
// Description: Evaluates State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
BehaviorReturnCode_t Work::evaluateStateFindNode()
{
if ( !_node )
return BEHAVIOR_FAILED;
return BEHAVIOR_SUCCESS;
}
//--------------------------------------------------------------
// Name: failureStateFindNode()
// Class: Work
//
// Description: Failure Handler for State
//
// Parameters: const str& failureReason -- Why we failed
//
// Returns: None
//--------------------------------------------------------------
void Work::failureStateFindNode( const str& failureReason )
{
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Q_UNUSED(failureReason);
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}
//--------------------------------------------------------------
// Name: setupStateMoveToNode()
// Class: Work
//
// Description: Sets up State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void Work::setupStateMoveToNode()
{
_gotoHelperNode.SetNode( _node );
_gotoHelperNode.SetMovementAnim ( _gotoWorkAnimName );
_gotoHelperNode.Begin( *_self );
}
//--------------------------------------------------------------
// Name: evaluateStateMoveToNode()
// Class: Work
//
// Description: Evaluates State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
BehaviorReturnCode_t Work::evaluateStateMoveToNode()
{
return _gotoHelperNode.Evaluate( *_self );
}
//--------------------------------------------------------------
// Name: failureStateMoveToNode()
// Class: Work
//
// Description: Failure Handler for State
//
// Parameters: const str& failureReason -- Why we failed
//
// Returns: None
//--------------------------------------------------------------
void Work::failureStateMoveToNode( const str& failureReason )
{
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Q_UNUSED(failureReason);
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}
//--------------------------------------------------------------
// Name: setupStateAtNode()
// Class: Work
//
// Description: Sets up State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void Work::setupStateAtNode()
{
_self->RunThread( _node->GetEntryThread() );
}
//--------------------------------------------------------------
// Name: evaluateStateAtNode()
// Class: Work
//
// Description: Evaluates State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
BehaviorReturnCode_t Work::evaluateStateAtNode()
{
Vector nodeAngles = _node->angles;
_self->movementSubsystem->setAnimDir( nodeAngles );
_self->setAngles( nodeAngles );
_node->SetUser( this );
return BEHAVIOR_SUCCESS;
}
//--------------------------------------------------------------
// Name: failureStateAtNode()
// Class: Work
//
// Description: Failure Handler for State
//
// Parameters: const str& failureReason -- Why we failed
//
// Returns: None
//--------------------------------------------------------------
void Work::failureStateAtNode( const str& failureReason )
{
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Q_UNUSED(failureReason);
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}
//--------------------------------------------------------------
// Name: setupStateAnimateWaitOnTime()
// Class: Work
//
// Description: Sets up State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void Work::setupStateAnimateWaitOnTime()
{
if ( _node->isWaitRandom() )
_endTime = level.time + G_Random(_node->GetWaitTime());
else
_endTime = level.time + _node->GetWaitTime();
_self->SetAnim( _node->GetAnim() , EV_Actor_NotifyBehavior , legs );
}
//--------------------------------------------------------------
// Name: evaluateStateAnimateWaitOnTime()
// Class: Work
//
// Description: Evaluates State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
BehaviorReturnCode_t Work::evaluateStateAnimateWaitOnTime()
{
if ( level.time >= _endTime )
return BEHAVIOR_SUCCESS;
return BEHAVIOR_EVALUATING;
}
//--------------------------------------------------------------
// Name: failureStateAnimateWaitOnTime()
// Class: Work
//
// Description: Failure Handler for State
//
// Parameters: const str& failureReason -- Why we failed
//
// Returns: None
//--------------------------------------------------------------
void Work::failureStateAnimateWaitOnTime( const str& failureReason )
{
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Q_UNUSED(failureReason);
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}
//--------------------------------------------------------------
// Name: setupStateAnimateWaitOnAnim()
// Class: Work
//
// Description: Sets up State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void Work::setupStateAnimateWaitOnAnim()
{
_animDone = false;
_self->SetAnim( _node->GetAnim() , EV_Actor_NotifyBehavior , legs );
}
//--------------------------------------------------------------
// Name: evaluateStateAnimateWaitOnAnim()
// Class: Work
//
// Description: Evaluates State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
BehaviorReturnCode_t Work::evaluateStateAnimateWaitOnAnim()
{
if ( _animDone )
return BEHAVIOR_SUCCESS;
return BEHAVIOR_EVALUATING;
}
//--------------------------------------------------------------
// Name: failureStateAnimateWaitOnAnim()
// Class: Work
//
// Description: Failure Handler for State
//
// Parameters: const str& failureReason -- Why we failed
//
// Returns: None
//--------------------------------------------------------------
void Work::failureStateAnimateWaitOnAnim( const str& failureReason )
{
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Q_UNUSED(failureReason);
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}
//--------------------------------------------------------------
// Name: setupStateAnimateWaitOnSignal()
// Class: Work
//
// Description: Sets up State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void Work::setupStateAnimateWaitOnSignal()
{
_animDone = false;
_self->SetAnim( _node->GetAnim() , EV_Actor_NotifyBehavior , legs );
}
//--------------------------------------------------------------
// Name: evaluateStateAnimateWaitOnSignal()
// Class: Work
//
// Description: Evaluates State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
BehaviorReturnCode_t Work::evaluateStateAnimateWaitOnSignal()
{
if ( _animDone )
return BEHAVIOR_SUCCESS;
return BEHAVIOR_EVALUATING;
}
//--------------------------------------------------------------
// Name: failureStateAnimateWaitOnSignal()
// Class: Work
//
// Description: Failure Handler for State
//
// Parameters: const str& failureReason -- Why we failed
//
// Returns: None
//--------------------------------------------------------------
void Work::failureStateAnimateWaitOnSignal( const str& failureReason )
{
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Q_UNUSED(failureReason);
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}
//--------------------------------------------------------------
// Name: setupStateAnimateConstant()
// Class: Work
//
// Description: Sets up State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void Work::setupStateAnimateConstant()
{
_self->SetAnim( _node->GetAnim() , EV_Actor_NotifyBehavior , legs );
}
//--------------------------------------------------------------
// Name: evaluateStateAnimateConstant()
// Class: Work
//
// Description: Evaluates State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
BehaviorReturnCode_t Work::evaluateStateAnimateConstant()
{
return BEHAVIOR_EVALUATING;
}
//--------------------------------------------------------------
// Name: failureStateAnimateConstant()
// Class: Work
//
// Description: Failure Handler for State
//
// Parameters: const str& failureReason -- Why we failed
//
// Returns: None
//--------------------------------------------------------------
void Work::failureStateAnimateConstant( const str& failureReason )
{
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Q_UNUSED(failureReason);
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}
//--------------------------------------------------------------
// Name: setupStateAnimateListWaitOnTime()
// Class: Work
//
// Description: Sets up State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void Work::setupStateAnimateListWaitOnTime()
{
customAnimListEntry_t* animListEntry;
animListEntry = _node->GetCurrentAnimEntryFromList();
if ( !animListEntry )
{
_endTime = 0.0f;
return;
}
_endTime = level.time + animListEntry->time;
_self->SetAnim( animListEntry->anim , EV_Actor_NotifyBehavior , legs );
}
//--------------------------------------------------------------
// Name: evaluateStateAnimateListWaitOnTime()
// Class: Work
//
// Description: Evaluates State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
BehaviorReturnCode_t Work::evaluateStateAnimateListWaitOnTime()
{
if ( level.time >= _endTime )
{
_node->NextAnim();
return BEHAVIOR_SUCCESS;
}
return BEHAVIOR_EVALUATING;
}
//--------------------------------------------------------------
// Name: failureStateAnimateListWaitOnTime()
// Class: Work
//
// Description: Failure Handler for State
//
// Parameters: const str& failureReason -- Why we failed
//
// Returns: None
//--------------------------------------------------------------
void Work::failureStateAnimateListWaitOnTime( const str& failureReason )
{
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Q_UNUSED(failureReason);
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}
//--------------------------------------------------------------
// Name: setupStateAnimateListWaitOnAnim()
// Class: Work
//
// Description: Sets up State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void Work::setupStateAnimateListWaitOnAnim()
{
customAnimListEntry_t* animListEntry;
animListEntry = _node->GetCurrentAnimEntryFromList();
if ( !animListEntry )
{
_animDone = true;
return;
}
_animDone = false;
_self->SetAnim( animListEntry->anim , EV_Actor_NotifyBehavior , legs );
}
//--------------------------------------------------------------
// Name: evaluateStateAnimateListWaitOnAnim()
// Class: Work
//
// Description: Evaluates State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
BehaviorReturnCode_t Work::evaluateStateAnimateListWaitOnAnim()
{
if ( _animDone )
{
_node->NextAnim();
return BEHAVIOR_SUCCESS;
}
return BEHAVIOR_EVALUATING;
}
//--------------------------------------------------------------
// Name: failureStateAnimateListWaitOnAnim()
// Class: Work
//
// Description: Failure Handler for State
//
// Parameters: const str& failureReason -- Why we failed
//
// Returns: None
//--------------------------------------------------------------
void Work::failureStateAnimateListWaitOnAnim( const str& failureReason )
{
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Q_UNUSED(failureReason);
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}
//--------------------------------------------------------------
// Name: setupStateAnimateListWaitOnSignal()
// Class: Work
//
// Description: Sets up State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void Work::setupStateAnimateListWaitOnSignal()
{
customAnimListEntry_t* animListEntry;
animListEntry = _node->GetCurrentAnimEntryFromList();
if ( !animListEntry )
{
_animDone = true;
return;
}
_animDone = false;
_self->SetAnim( animListEntry->anim , EV_Actor_NotifyBehavior , legs );
}
//--------------------------------------------------------------
// Name: evaluateStateAnimateListWaitOnSignal()
// Class: Work
//
// Description: Evaluates State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
BehaviorReturnCode_t Work::evaluateStateAnimateListWaitOnSignal()
{
if ( _animDone )
{
_node->NextAnim();
return BEHAVIOR_SUCCESS;
}
return BEHAVIOR_EVALUATING;
}
//--------------------------------------------------------------
// Name: failureStateAnimateListWaitOnSignal()
// Class: Work
//
// Description: Failure Handler for State
//
// Parameters: const str& failureReason -- Why we failed
//
// Returns: None
//--------------------------------------------------------------
void Work::failureStateAnimateListWaitOnSignal( const str& failureReason )
{
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Q_UNUSED(failureReason);
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}