ef2gamesource/dlls/game/teleportToPosition.cpp

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//-----------------------------------------------------------------------------
//
// $Logfile:: /EF2/Code/DLLs/game/teleportToPosition.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:
// TeleportToPosition Behavior Implementation.
// -- Currently, this is misnamed as a result of the transition to individual
// files for each behavior. Additionally, this behavior needs much refactoring
// to make it more generalized and flexible
//
// -- What it does RIGHT NOW
// The Behavior iterates through "position" flagged pathnodes. It picks a random
// one ( based on a naming convention ) and uses that as a teleport position.
// It then checks if this new position will hold the actor. If that is true, then
// it plays the "start" animation. When that animation is completed, it rechecks
// the spot -- If it's still good, then it sets the actor's origin to that spot
// and plays the "end" animation
//
// -- Naming Convention
// 2 of the parameters ( _teleportPositionName , _numberOfTeleportPositions )
// build up a naming convention for the behavior to use. What this means is
// you will need to coordinate with the level designers to make sure that they
// name the pathnodes appropriately. "WarpNode1" is a good example. For every
// teleport position, they should increment the number at the end. "WarpNode3" ,
// "WarpNode2", etc...
//
// For the state machine, ( using this example ) you would pass "WarpNode" and 3
// for the count of possible positions. The behaivor then picks a random integer
// up to the count number, and concatenates with the Name to get a random node.
//
// ANIMATIONS:
// Start Animation : Parameter
// End Animation : Parameter
//--------------------------------------------------------------------------------
#include "actor.h"
#include "player.h"
#include "weaputils.h"
#include "teleportToPosition.hpp"
//--------------------------------------------------------------
//
// Class Declaration and Event Registration
//
//--------------------------------------------------------------
CLASS_DECLARATION( Behavior, AnimatedTeleportToPosition, NULL )
{
{ &EV_Behavior_Args, &AnimatedTeleportToPosition::SetArgs },
{ NULL, NULL }
};
//--------------------------------------------------------------
// Name: SetArgs()
// Class: AnimatedTeleportToPosition
//
// Description: Sets Variables based on arguments inside the event
//
// Parameters: Event *ev
//
// Returns: None
//--------------------------------------------------------------
void AnimatedTeleportToPosition::SetArgs( Event *ev )
{
_teleportPositionName = ev->GetString( 1 );
_numberOfTeleportPositions = ev->GetInteger( 2 );
_startAnim = ev->GetString( 3 );
_endAnim = ev->GetString( 4 );
}
//--------------------------------------------------------------
// Name: Begin()
// Class: AnimatedTeleportToPosition
//
// Description: Initializes the behavior
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
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void AnimatedTeleportToPosition::Begin( Actor & )
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{
_state = ANIM_TELEPORT_BEGIN;
}
//--------------------------------------------------------------
// Name: Evaluate()
// Class: AnimatedTeleportToPosition
//
// Description: Update for this behavior -- called every server frame
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
BehaviorReturnCode_t AnimatedTeleportToPosition::Evaluate ( Actor &self )
{
Vector dir;
Vector angles;
trace_t trace;
str pathnode_name;
Vector teleport_position;
Vector attack_position;
float half_height;
Entity *currentEnemy;
currentEnemy = self.enemyManager->GetCurrentEnemy();
switch ( _state )
{
case ANIM_TELEPORT_BEGIN:
// Get the pathnode name to teleport to
pathnode_name = _teleportPositionName;
pathnode_name += (int)G_Random( (float)_numberOfTeleportPositions ) + 1 ;
// Find the path node
_goal = thePathManager.FindNode( pathnode_name );
if ( !_goal )
{
gi.WDPrintf( "Can't find position %s\n", pathnode_name.c_str() );
SetFailureReason( "Unable to find a teleport position" );
return BEHAVIOR_FAILED;
}
_state = ANIM_TELEPORT_START_ANIM;
break;
case ANIM_TELEPORT_START_ANIM:
self.SetAnim( _startAnim , EV_Anim_Done , legs );
_state = ANIM_TELEPORT_START_ANIMATING;
break;
case ANIM_TELEPORT_START_ANIMATING:
if ( self.GetActorFlag( ACTOR_FLAG_ANIM_DONE ) )
_state = ANIM_TELEPORT_TELEPORT;
break;
case ANIM_TELEPORT_TELEPORT:
// Set the teleport position
teleport_position = _goal->origin;
// Kill anything at this position
half_height = self.maxs.z / 2.0f;
attack_position = teleport_position;
attack_position.z += half_height;
MeleeAttack( attack_position, attack_position, 10000.0f, &self, MOD_TELEFRAG, self.maxs.x, -half_height, half_height, 0 );
// Test to see if we can fit at the new position
trace = G_Trace( teleport_position + Vector( "0 0 64" ), self.mins, self.maxs, teleport_position - Vector( "0 0 128" ), &self, MASK_PATHSOLID, false, "TeleportToPosition" );
if ( trace.allsolid )
{
gi.WDPrintf( "Failed to teleport to %s\n", _goal->targetname.c_str() );
SetFailureReason( "Trace at my designated teleport position return All Solid" );
return BEHAVIOR_FAILED;
}
teleport_position = trace.endpos;
self.setOrigin( teleport_position );
self.NoLerpThisFrame();
if ( currentEnemy )
{
dir = currentEnemy->origin - teleport_position;
angles = dir.toAngles();
angles[ROLL] = 0.0f;
angles[PITCH] = 0.0f;
self.setAngles( angles );
}
_state = ANIM_TELEPORT_END_ANIM;
break;
case ANIM_TELEPORT_END_ANIM:
self.SetAnim( _endAnim , EV_Anim_Done , legs );
_state = ANIM_TELEPORT_END_ANIMATING;
break;
case ANIM_TELEPORT_END_ANIMATING:
if ( self.GetActorFlag( ACTOR_FLAG_ANIM_DONE ) )
return BEHAVIOR_SUCCESS;
break;
}
return BEHAVIOR_EVALUATING;
}
//--------------------------------------------------------------
// Name: End()
// Class: AnimatedTeleportToPosition
//
// Description: Ends this behavior -- cleans things up
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
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void AnimatedTeleportToPosition::End( Actor & )
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{
}