ef2gamesource/dlls/game/gotoCurrentHelperNode.cpp

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2012-12-30 16:37:54 +00:00
//-----------------------------------------------------------------------------
//
// $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 );
}