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//-----------------------------------------------------------------------------
//
// $Logfile:: /EF2/Code/DLLs/game/generalCombatWithMeleeWeapon.cpp $
// $Revision:: 16 $
// $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:
// GeneralCombatWithMeleeWeapon Implementation
// -- GCWMW will run the actor towards its enemy until it is within melee range.
// it will work to keep the actor rotated to face its enemy and play the
// specified attack animations. There is also rudimentary support for changing
// "posture" which will allow the actor to duck and lean out of the way. Additionally
// there is very minimal support for blocking... Though this will really need to
// be fleshed out for it to work.
//
// PARAMETERS:
// Primary Torso Anim ( the Idle Animation ) -- Required
// Attack Anim -- Required
// MaxDistanceToEngage -- Optional
// MeleeDistance -- Optional
// Rush Anim -- Optional
// Allow Rush Failure -- Optional
// Rotation Anim -- Optional
// Strafe Chance -- Optional
// Block Chance -- Optional
// Attack Chance -- Optional
// Posture Change Chance -- Optional
//
// ANIMATIONS:
// Primary Torso Animation ( Idle ) : Parameter
// Attack Animation : Parameter
// Rotation Animation : Parameter -- Defaults to "rotate"
// Rush Animation : Parameter -- Defaults to "run"
// "strafe_left" : TIKI Requirement -- If Strafing
// "strafe_right" : TIKI Requirement -- If Strafing
// "roll_left" : TIKI Requirement -- If Strafing
// "roll_right" : TIKI Requirement -- If Strafing
// "block" : TIKI Requirement -- If Blocking
// "lean_left_dual_stand" : TIKI Requirement -- If Changing Posture
// "lean_right_dual_stand" : TIKI Requirement -- If Changing Posture
// "lean_left_dual_stand_end" : TIKI Requirement -- If Changing Posture
// "lean_right_dual_stand_end" : TIKI Requirement -- If Changing Posture
// "lean_left_dual_stand_start" : TIKI Requirement -- If Changing Posture
// "lean_right_dual_stand_start" : TIKI Requirement -- If Changing Posture
//--------------------------------------------------------------------------------
#include "actor.h"
#include "generalCombatWithMeleeWeapon.hpp"
//--------------------------------------------------------------
//
// Class Declaration and Event Registration
//
//--------------------------------------------------------------
CLASS_DECLARATION( Behavior, GeneralCombatWithMeleeWeapon, NULL )
{
{ &EV_Behavior_Args, &GeneralCombatWithMeleeWeapon::SetArgs },
{ &EV_Behavior_AnimDone, &GeneralCombatWithMeleeWeapon::AnimDone },
{ NULL, NULL }
};
//--------------------------------------------------------------
// Name: GeneralCombatWithMeleeWeapon()
// Class: GeneralCombatWithMeleeWeapon
//
// Description: Constructor
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
GeneralCombatWithMeleeWeapon::GeneralCombatWithMeleeWeapon()
{
_primaryTorsoAnim = "idle";
_attackAnim = "idle";
_rotationAnim = "rotate";
_rushAnim = "run";
_maxDistanceToEngage = 0.0f;
_meleeDistance = 128.0f;
_strafeChance = 0.50f;
_blockChance = 0.50f;
_attackChance = 0.85f;
_postureChangeChance = 0.0f;
_allowRushFailure = false;
}
//--------------------------------------------------------------
// Name: ~GeneralCombatWithMeleeWeapon()
// Class: GeneralCombatWithMeleeWeapon
//
// Description: Destructor
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
GeneralCombatWithMeleeWeapon::~GeneralCombatWithMeleeWeapon()
{
}
//--------------------------------------------------------------
// Name: SetArgs()
// Class: GeneralCombatWithMeleeWeapon
//
// Description: Sets the arguments of the behavior
//
// Parameters: Event *ev
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithMeleeWeapon::SetArgs ( Event *ev)
{
// Required Parameters
_primaryTorsoAnim = ev->GetString( 1 );
_attackAnim = ev->GetString( 2 );
// Optional Parameters
if ( ev->NumArgs() > 2 )
_maxDistanceToEngage = ev->GetFloat( 3 );
if ( ev->NumArgs() > 3 )
_meleeDistance = ev->GetFloat( 4 );
if ( ev->NumArgs() > 4 )
_rushAnim = ev->GetString( 5 );
if ( ev->NumArgs() > 5 )
_allowRushFailure = ev->GetBoolean( 6 );
if ( ev->NumArgs() > 6 )
_rotationAnim = ev->GetString( 7 );
if ( ev->NumArgs() > 7 )
_strafeChance = ev->GetFloat( 8 );
if ( ev->NumArgs() > 8 )
_blockChance = ev->GetFloat( 9 );
if ( ev->NumArgs() > 9 )
_attackChance = ev->GetFloat( 10 );
if ( ev->NumArgs() > 10 )
_postureChangeChance = ev->GetFloat( 11 );
}
//--------------------------------------------------------------
// Name: AnimDone()
// Class: GeneralCombatWithMeleeWeapon
//
// Description: Handles an animation completion
//
// Parameters: Event *ev -- Event holding the completion notification
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithMeleeWeapon::AnimDone( Event *ev )
{
switch ( _state )
{
case GENERAL_COMBAT_MELEE_STRAFE:
_strafeComponent.AnimDone( ev );
_nextRushAttemptTime = 0.0f;
break;
case GENERAL_COMBAT_MELEE_ATTACK:
_self->SetAnim( _primaryTorsoAnim );
_state = GENERAL_COMBAT_MELEE_SELECT_STATE;
_nextRushAttemptTime = 0.0f;
break;
/*
case GENERAL_COMBAT_MELEE_CHANGE_POSTURE:
switch ( _self->movementSubsystem->getPostureState() )
{
case POSTURE_TRANSITION_STAND_TO_LEAN_LEFT_DUAL:
_self->movementSubsystem->setPostureState( POSTURE_LEAN_LEFT_DUAL );
_self->SetAnim( "lean_left_dual_stand" , EV_Actor_NotifyBehavior );
break;
case POSTURE_TRANSITION_STAND_TO_LEAN_RIGHT_DUAL:
_self->movementSubsystem->setPostureState( POSTURE_LEAN_RIGHT_DUAL );
_self->SetAnim( "lean_right_dual_stand" , EV_Actor_NotifyBehavior );
break;
case POSTURE_LEAN_LEFT_DUAL:
_self->movementSubsystem->setPostureState( POSTURE_TRANSITION_LEAN_LEFT_DUAL_TO_STAND );
_self->SetAnim( "lean_left_dual_stand_end" , EV_Actor_NotifyBehavior );
break;
case POSTURE_LEAN_RIGHT_DUAL:
_self->movementSubsystem->setPostureState( POSTURE_TRANSITION_LEAN_RIGHT_DUAL_TO_STAND );
_self->SetAnim( "lean_right_dual_stand_end" , EV_Actor_NotifyBehavior );
break;
case POSTURE_TRANSITION_LEAN_LEFT_DUAL_TO_STAND:
_self->movementSubsystem->setPostureState( POSTURE_STAND );
setTorsoAnim( *_self );
_state = GENERAL_COMBAT_MELEE_SELECT_STATE;
_nextPostureChangeTime = level.time + G_Random ( 2.0f ) + 0.5f;
break;
case POSTURE_TRANSITION_LEAN_RIGHT_DUAL_TO_STAND:
_self->movementSubsystem->setPostureState( POSTURE_STAND );
setTorsoAnim( *_self );;
_state = GENERAL_COMBAT_MELEE_SELECT_STATE;
_nextPostureChangeTime = level.time + G_Random ( 2.0f ) + 0.5f;
break;
}
break;
*/
}
}
//--------------------------------------------------------------
// Name: Begin()
// Class: GeneralCombatWithMeleeWeapon
//
// Description: Begins the Behavior
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithMeleeWeapon::Begin( Actor &self )
{
init( self );
setUpRotate( self );
setHeadWatchTarget( self );
}
//--------------------------------------------------------------
// Name: init()
// Class: GeneralCombatWithRangedWeapon
//
// Description: Initializes memeber variables
//
// Parameters: Actor &self -- Actor executing this behavior
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithMeleeWeapon::init( Actor &self )
{
_self = &self;
_state = GENERAL_COMBAT_MELEE_SELECT_STATE;
_nextRotateTime = 0.0f;
_nextStrafeAttemptTime = 0.0f;
_nextRushAttemptTime = 0.0f;
_exitHoldTime = 0.0f;
_exitBlockTime = 0.0f;
_nextPostureChangeTime = 0.0f;
}
//--------------------------------------------------------------
// Name: Evaluate()
// Class: GeneralCombatWithMeleeWeapon
//
// Description: Returns True Or False, and is run every frame
// that the behavior
//
// Parameters: Actor &self
//
// Returns: True or False
//--------------------------------------------------------------
BehaviorReturnCode_t GeneralCombatWithMeleeWeapon::Evaluate ( Actor &self )
{
Entity *currentEnemy;
// Make sure our rotate and headwatch targets are up to date
if ( _state != GENERAL_COMBAT_MELEE_ATTACK && _state != GENERAL_COMBAT_MELEE_CHANGE_POSTURE )
setUpRotate( self );
faceEnemy( self );
setHeadWatchTarget( self );
currentEnemy = self.enemyManager->GetCurrentEnemy();
if (currentEnemy && _maxDistanceToEngage && !self.WithinDistance( currentEnemy, _maxDistanceToEngage))
{
self.enemyManager->ClearCurrentEnemy();
SetFailureReason( "My Current Enemy is farther away than my _maxDistanceToEngage\n" );
return BEHAVIOR_FAILED; // I may have an enemy, but he's too far away. Ignore him.
}
if ( _state == GENERAL_COMBAT_MELEE_FAILED )
return BEHAVIOR_FAILED;
if ( currentEnemy && !self.WithinDistance( currentEnemy , _meleeDistance ) && level.time > _nextRushAttemptTime )
{
setupRushEnemy( self );
_state = GENERAL_COMBAT_MELEE_RUSH_ENEMY;
}
switch ( _state )
{
case GENERAL_COMBAT_MELEE_SELECT_STATE:
//setTorsoAnim( self ); // Breaks the initial attack anim
selectState( self );
break;
case GENERAL_COMBAT_MELEE_RUSH_ENEMY:
rushEnemy( self );
break;
case GENERAL_COMBAT_MELEE_STRAFE:
setTorsoAnim( self );
strafe(self);
setTorsoAnim( self );
break;
case GENERAL_COMBAT_MELEE_ATTACK:
attack( self );
break;
case GENERAL_COMBAT_MELEE_BLOCK:
block( self );
break;
case GENERAL_COMBAT_MELEE_CHANGE_POSTURE:
changePosture(self);
break;
case GENERAL_COMBAT_MELEE_HOLD:
setTorsoAnim( self );
hold( self );
break;
case GENERAL_COMBAT_MELEE_FAILED:
return BEHAVIOR_FAILED;
}
return BEHAVIOR_EVALUATING;
}
//--------------------------------------------------------------
// Name: End()
// Class: GeneralCombatWithMeleeWeapon
//
// Description: Ends the Behavior
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
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void GeneralCombatWithMeleeWeapon::End ( Actor & )
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{
}
//--------------------------------------------------------------
// Name: setUpRotate
// Class: GeneralCombatWithMeleeWeapon
//
// Description: Sets up the Rotate Component Behavior
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithMeleeWeapon::setUpRotate( Actor &self )
{
Entity *currentEnemy;
currentEnemy = NULL;
currentEnemy = self.enemyManager->GetCurrentEnemy();
if ( !currentEnemy )
return;
_rotate.SetEntity( currentEnemy );
}
//--------------------------------------------------------------
// Name: faceEnemy
// Class: GeneralCombatWithMeleeWeapon
//
// Description: Evaluates the Rotate Component Behavior
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithMeleeWeapon::faceEnemy( Actor &self )
{
BehaviorReturnCode_t rotateResult;
//We set the _nextRotateTime after we get a successul rotate
//evaluation... This is give our headwatch a chance to kick
//into action... If we just always spin to face the enemy
//we'll never see the headwatch.
if ( level.time < _nextRotateTime )
return;
_rotate.Begin( self );
if ( _state == GENERAL_COMBAT_MELEE_ATTACK )
_rotate.SetAnim( _rotationAnim );
rotateResult = _rotate.Evaluate( self );
if ( rotateResult == BEHAVIOR_SUCCESS )
_nextRotateTime = level.time + .75f;
}
//--------------------------------------------------------------
// Name: setTorsoAnim()
// Class: GeneralCombatWithMeleeWeapon
//
// Description: Sets the animation for the actor's torso
//
// Parameters: Actor &self -- The actor executing this behavior
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithMeleeWeapon::setTorsoAnim( Actor &self )
{
Event *torsoAnimEvent;
torsoAnimEvent = new Event( EV_Torso_Anim_Done );
self.SetAnim( _primaryTorsoAnim , torsoAnimEvent , torso );
}
//--------------------------------------------------------------
// Name: setHeadWatchTarget()
// Class: GeneralCombatWithMeleeWeapon
//
// Description: Sets the headwatch target for the actor's
// headwatcher object
//
// Parameters: Actor &self -- The actor executing this behavior
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithMeleeWeapon::setHeadWatchTarget( Actor &self )
{
Entity *currentEnemy;
currentEnemy = NULL;
currentEnemy = self.enemyManager->GetCurrentEnemy();
if ( !currentEnemy )
return;
self.SetHeadWatchTarget( currentEnemy );
}
//--------------------------------------------------------------
// Name: setupStrafe()
// Class: GeneralCombatWithMeleeWeapon
//
// Description: Sets ourselves up to execute the STRAFE state
//
// Parameters: Actor &self -- The actor executing this behavior
//
// Returns: true or false
//--------------------------------------------------------------
bool GeneralCombatWithMeleeWeapon::setupStrafe( Actor &self )
{
_strafeComponent.SetMode( Strafe::STRAFE_RANDOM );
_strafeComponent.Begin( self );
return true;
}
//--------------------------------------------------------------
// Name: strafe()
// Class: GeneralCombatWithMeleeWeapon
//
// Description: Evaluation State for STRAFE
//
// Parameters: Actor &self -- The actor executing this behavior
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithMeleeWeapon::strafe( Actor &self )
{
BehaviorReturnCode_t result;
result = _strafeComponent.Evaluate( self );
if ( result == BEHAVIOR_FAILED )
strafeFailed( self );
else if ( result == BEHAVIOR_SUCCESS )
_state = GENERAL_COMBAT_MELEE_SELECT_STATE;
}
//--------------------------------------------------------------
// Name: setupStrafeFailed()
// Class: GeneralCombatWithMeleeWeapon
//
// Description: Failure Handler for _setupStrafe()
//
// Parameters: Actor &self -- The actor executing this behavior
//
// Returns: None
//--------------------------------------------------------------
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void GeneralCombatWithMeleeWeapon::strafeFailed( Actor & )
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{
_nextStrafeAttemptTime = level.time + G_Random( 1.0 ) + 3.0f;
_state = GENERAL_COMBAT_MELEE_SELECT_STATE;
}
//--------------------------------------------------------------
// Name: setupRushEnemy
// Class: GeneralCombatWithMeleeWeapon
//
// Description: Sets up the GotoEntity Component Behavior
//
// Parameters: Actor &self
//
// Returns: true or false
//--------------------------------------------------------------
bool GeneralCombatWithMeleeWeapon::setupRushEnemy( Actor &self )
{
Entity *currentEnemy;
currentEnemy = self.enemyManager->GetCurrentEnemy();
if ( !currentEnemy )
return false;
_nextRushAttemptTime = level.time + G_Random( 0.25 ) + 1.25f;
_rush.SetAnim ( _rushAnim );
_rush.SetEntity( self, currentEnemy );
_rush.SetDistance ( 96.0f );
_rush.Begin( self );
return true;
}
//--------------------------------------------------------------
// Name: setupRushEnemyFailed()
// Class: GeneralCombatWithMeleeWeapon
//
// Description: Failure Handler for _setupRushEnemy
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
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void GeneralCombatWithMeleeWeapon::setupRushEnemyFailed ( Actor & )
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{
if ( !_allowRushFailure )
{
SetFailureReason( "RushToEnemy Failed" );
_state = GENERAL_COMBAT_MELEE_FAILED;
return;
}
_nextRushAttemptTime = level.time + G_Random( 0.25 ) + 1.25f;
_state = GENERAL_COMBAT_MELEE_SELECT_STATE;
}
//--------------------------------------------------------------
// Name: rushEnemy()
// Class: GeneralCombatWithMeleeWeapon
//
// Description: Evaluates the GotoEntity Component Behavior
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithMeleeWeapon::rushEnemy ( Actor &self )
{
BehaviorReturnCode_t rushResult;
rushResult = _rush.Evaluate( self );
Entity* currentEnemy;
currentEnemy = self.enemyManager->GetCurrentEnemy();
if ( self.WithinDistance( currentEnemy , _meleeDistance ) )
rushResult = BEHAVIOR_SUCCESS;
if ( rushResult == BEHAVIOR_SUCCESS )
{
_state = GENERAL_COMBAT_MELEE_SELECT_STATE;
return;
}
if ( rushResult == BEHAVIOR_FAILED )
setupRushEnemyFailed( self );
}
//--------------------------------------------------------------
// Name: selectState()
// Class: GeneralCombatWithMeleeWeapon
//
// Description: Selects the state for the behavior
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithMeleeWeapon::selectState( Actor &self )
{
float chance;
Entity* currentEnemy;
currentEnemy = self.enemyManager->GetCurrentEnemy();
// If we don't have an enemy, then let's ask our enemy manager
// to try and find one
if ( !currentEnemy )
self.enemyManager->FindHighestHateEnemy();
// If we still don't have an enemy, then we need to hold
if ( !currentEnemy )
{
if ( !setupHold( self ))
return;
_state = GENERAL_COMBAT_MELEE_HOLD;
return;
}
chance = G_Random();
if ( self.checkincomingmeleeattack() && chance < _blockChance )
{
_state = GENERAL_COMBAT_MELEE_BLOCK;
if ( !setupBlock( self ) )
setupBlockFailed( self );
return;
}
chance = G_Random();
if ( currentEnemy && self.enemyManager->InEnemyLineOfFire() && chance < _strafeChance && self.WithinDistance( currentEnemy , _meleeDistance ) )
{
_state = GENERAL_COMBAT_MELEE_STRAFE;
if ( !setupStrafe( self ) )
strafeFailed(self);
return;
}
//
// The Change Posture stuff is commented out because it looks really weak right now
// I need to keep it here though, so that when the animations look better or I figure out
// how to better utilize them it will be easy to re-enable
//
//if ( currentEnemy && chance < _postureChangeChance && level.time > _nextPostureChangeTime && self.WithinDistance( currentEnemy , _meleeDistance ) )
// {
// _state = GENERAL_COMBAT_MELEE_CHANGE_POSTURE;
//
// if ( !_setupChangePosture(self) )
// _setupChangePostureFailed(self);
//
// return;
// }
chance = G_Random();
if ( currentEnemy && chance < _attackChance && self.WithinDistance( currentEnemy , _meleeDistance ) )
{
_state = GENERAL_COMBAT_MELEE_ATTACK;
if (!setupAttack( self ))
setupAttackFailed( self );
return;
}
setupHold( self );
_state = GENERAL_COMBAT_MELEE_HOLD;
}
//--------------------------------------------------------------
// Name: setupAttack
// Class: GeneralCombatWithMeleeWeapon
//
// Description: Sets up the behavior to enter the Attack state
//
// Parameters: Actor &self
//
// Returns: true or false
//--------------------------------------------------------------
bool GeneralCombatWithMeleeWeapon::setupAttack( Actor &self )
{
self.animate->ClearTorsoAnim();
self.SetAnim( _attackAnim , EV_Actor_NotifyBehavior );
return true;
}
//--------------------------------------------------------------
// Name: setupAttackFailed()
// Class: GeneralCombatWithMeleeWeapon
//
// Description: Failure Handler for _setupAttack()
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
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void GeneralCombatWithMeleeWeapon::setupAttackFailed( Actor & )
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{
_state = GENERAL_COMBAT_MELEE_SELECT_STATE;
}
//--------------------------------------------------------------
// Name: attack()
// Class: GeneralCombatWithMeleeWeapon
//
// Description: Does Nothing right now, here in case need for
// for expansion, and to keep with precedent
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
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void GeneralCombatWithMeleeWeapon::attack( Actor & )
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{
// The transition back to SELECT_STATE is
// handled by AnimDone
}
//--------------------------------------------------------------
// Name: setupHold()
// Class: GeneralCombatWithMeleeWeapon
//
// Description: Set ourselves up to execute the HOLD state
//
// Parameters: Actor &self -- The actor executing this behavior
//
// Returns: true or false
//--------------------------------------------------------------
bool GeneralCombatWithMeleeWeapon::setupHold( Actor &self )
{
self.SetAnim( _primaryTorsoAnim );
_exitHoldTime = level.time + G_Random ( 0.15f ) + 0.25f;
return true;
}
//--------------------------------------------------------------
// Name: hold()
// Class: GeneralCombatWithMeleeWeapon
//
// Description: Evaluation State for HOLD
//
// Parameters: Actor &self -- The actor executing this behavior
//
// Returns: None
//--------------------------------------------------------------
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void GeneralCombatWithMeleeWeapon::hold( Actor & )
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{
if ( level.time > _exitHoldTime )
_state = GENERAL_COMBAT_MELEE_SELECT_STATE;
}
//--------------------------------------------------------------
// Name: setupHoldFailed()
// Class: GeneralCombatWithMeleeWeapon
//
// Description: Failure Handler for _setupHold
//
// Parameters: Actor &self -- The actor executing this behavior
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithMeleeWeapon::setupHoldFailed( Actor &self )
{
//if we get here, we got a real bad problem
self.SetAnim( _primaryTorsoAnim );
_state = GENERAL_COMBAT_MELEE_SELECT_STATE;
}
//--------------------------------------------------------------
// Name: setupBlock()
// Class: GeneralCombatWithMeleeWeapon
//
// Description: Sets the behavior up to enter the Block State
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
bool GeneralCombatWithMeleeWeapon::setupBlock( Actor &self )
{
self.SetAnim( "block" );
_exitBlockTime = level.time + G_Random ( 1.00f ) + 0.25f;
return true;
}
//--------------------------------------------------------------
// Name: _setupBlockFailed()
// Class: GeneralCombatWithMeleeWeapon
//
// Description: Failure Handler for _setupBlock()
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithMeleeWeapon::setupBlockFailed( Actor &self )
{
//if we get here, we got a real bad problem
self.SetAnim( _primaryTorsoAnim );
_state = GENERAL_COMBAT_MELEE_SELECT_STATE;
}
//--------------------------------------------------------------
// Name: block()
// Class: GeneralCombatWithMeleeWeapon
//
// Description: Main Function for the Block state
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
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void GeneralCombatWithMeleeWeapon::block( Actor & )
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{
//if ( !self.checkincomingmeleeattack() ) // Old condition, do we need this anymore?
if ( level.time > _exitBlockTime )
_state = GENERAL_COMBAT_MELEE_SELECT_STATE;
}
//--------------------------------------------------------------
// Name: setupChangePosture()
// Class: GeneralCombatWithMeleeWeapon
//
// Description: Sets ourselves up to execute the CHANGE_POSTURE state
//
// Parameters: Actor &self -- The actor executing this behavior
//
// Returns: true or false
//--------------------------------------------------------------
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bool GeneralCombatWithMeleeWeapon::setupChangePosture( Actor & )
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{
float chance;
chance = G_Random();
/*
if ( chance < .5 )
{
_postureTransitionAnim = "lean_left_dual_stand_start";
_nextPostureState = POSTURE_TRANSITION_STAND_TO_LEAN_LEFT_DUAL;
}
else
{
_postureTransitionAnim = "lean_right_dual_stand_start";
_nextPostureState = POSTURE_TRANSITION_STAND_TO_LEAN_RIGHT_DUAL;
}
self.SetAnim( _postureTransitionAnim , EV_Actor_NotifyBehavior );
self.movementSubsystem->setPostureState( (PostureStates_t)_nextPostureState );
*/
return true;
}
//--------------------------------------------------------------
// Name: changePosture()
// Class: GeneralCombatWithMeleeWeapon
//
// Description: Evaluation State for CHANGE_POSTURE state
//
// Parameters: Actor &self -- The actor executing this behavior
//
// Returns: None
//--------------------------------------------------------------
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void GeneralCombatWithMeleeWeapon::changePosture( Actor & )
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{
// Transitions handled in AnimDone
}
//--------------------------------------------------------------
// Name: _setupChangePostureFailed()
// Class: GeneralCombatWithMeleeWeapon
//
// Description: Failure Handler for _setupChangePosture()
//
// Parameters: Actor &self -- The actor executing this behavior
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithMeleeWeapon::setupChangePostureFailed( Actor &self )
{
//if we get here, we got a real bad problem
self.SetAnim( _primaryTorsoAnim );
_state = GENERAL_COMBAT_MELEE_SELECT_STATE;
}