ef2gamesource/dlls/game/doAttack.cpp

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2012-12-30 16:37:54 +00:00
//-----------------------------------------------------------------------------
//
// $Logfile:: /EF2/Code/DLLs/game/doAttack.cpp $
// $Revision:: 11 $
// $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:
// DoAttack Behavior Implementation
// -- DoAttack will rotate the actor to face his current enemy, after the
// the rotation( with optional animation ) has completed, it will check
// if the actor is able to hit its current enemy with an attack. If that
// check is successful, then it will play its specified attack animation.
//
// Currently, you must put the attack commands inside the animation.
//
// ANIMATIONS:
// Attack Animation : Parameter
// Rotation Animation : Optional
//--------------------------------------------------------------------------------
#include "actor.h"
#include "doAttack.hpp"
#include <qcommon/gameplaymanager.h>
//--------------------------------------------------------------
//
// Class Declaration and Event Registration
//
//--------------------------------------------------------------
CLASS_DECLARATION( Behavior, DoAttack, NULL )
{
{ &EV_Behavior_Args, &DoAttack::SetArgs },
{ &EV_Behavior_AnimDone, &DoAttack::AnimDone },
{ NULL, NULL }
};
//--------------------------------------------------------------
//
// Name: SetArgs()
// Class: DoAttack
//
// Description:
//
// Parameters: Event *ev -- Event containing the string
//
// Returns: None
//
//--------------------------------------------------------------
void DoAttack::SetArgs( Event *ev )
{
_anim = ev->GetString( 1 );
if ( ev->NumArgs() > 1 )
_turnspeed = ev->GetFloat( 2 );
else
_turnspeed = 30.0f;
if ( ev->NumArgs() > 2 )
_forceAttack = ev->GetBoolean( 3 );
else
_forceAttack = false;
if ( ev->NumArgs() > 3 )
_rotateAnim = ev->GetString( 4 );
else
_rotateAnim = "";
}
//--------------------------------------------------------------
// Name: AnimDone()
// Class: DoAttack
//
// Description: AnimDone Event Handler
//
// Parameters: Event *ev -- The AnimDone event
//
// Returns: None
//--------------------------------------------------------------
void DoAttack::AnimDone( Event *ev )
{
_state = ATTACK_STATE_COMPLETE;
}
//--------------------------------------------------------------
//
// Name: Begin()
// Class: DoAttack
//
// Description: Initializes the behavior
//
// Parameters: Actor &self -- The actor executing this behavior
//
// Returns: None
//
//--------------------------------------------------------------
void DoAttack::Begin( Actor &self )
{
init ( self );
_setupRotate( self );
_state = ATTACK_STATE_ROTATE;
}
//--------------------------------------------------------------
//
// Name: Evaluate()
// Class: DoAttack
//
// Description: Update for this behavior -- called every server frame
//
// Parameters: Actor &self -- Actor executing this behavior
//
// Returns: BehaviorReturnCode_t
//
//--------------------------------------------------------------
BehaviorReturnCode_t DoAttack::Evaluate( Actor &self )
{
if ( _state != ATTACK_STATE_ANIMATING )
_rotate( self );
if ( _state == ATTACK_STATE_START_ANIM )
{
_playAttackAnim( self );
_state = ATTACK_STATE_ANIMATING;
}
if ( _state == ATTACK_STATE_FAILED )
return BEHAVIOR_FAILED;
if ( _state == ATTACK_STATE_COMPLETE )
return BEHAVIOR_SUCCESS;
return BEHAVIOR_EVALUATING;
}
//--------------------------------------------------------------
//
// Name: End()
// Class: DoAttack
//
// Description: Ends this behavior -- cleans things up
//
// Parameters: Actor &self -- Actor executing this behavior
//
// Returns: None
//
//--------------------------------------------------------------
void DoAttack::End(Actor &self)
{
_rotateBehavior.End(self);
}
//--------------------------------------------------------------
// Name: _setupRotate()
// Class: DoAttack
//
// Description: Sets up the Rotate Component Behavior
//
// Parameters: Actor &self -- Actor executing this behavior
//
// Returns: None
//--------------------------------------------------------------
void DoAttack::_setupRotate( Actor &self )
{
Entity *currentEnemy;
currentEnemy = self.enemyManager->GetCurrentEnemy();
if ( currentEnemy )
{
_rotateBehavior.SetEntity( currentEnemy );
_rotateBehavior.SetTurnSpeed( _turnspeed );
if ( _rotateAnim.length() )
_rotateBehavior.SetAnim( _rotateAnim );
_rotateBehavior.Begin( self );
}
}
//--------------------------------------------------------------
// Name: _rotate()
// Class: DoAttack
//
// Description: Evaluates the Rotate Component Behavior
//
// Parameters: Actor &self -- Actor executing this behavior
//
// Returns: None
//--------------------------------------------------------------
void DoAttack::_rotate( Actor &self )
{
BehaviorReturnCode_t result;
result = _rotateBehavior.Evaluate( self );
// If we get a failure from rotate, chances are it didn't have
// an entity to rotate to... Let's give it one more shot.
if ( result == BEHAVIOR_FAILED )
{
_setupRotate( self );
result = _rotateBehavior.Evaluate( self );
// If we have a failure again, then we DO have a serious
// problem
if ( result == BEHAVIOR_FAILED )
{
str failureReason;
failureReason = "Rotate Component Failed: Returned -- ";
failureReason += _rotateBehavior.GetFailureReason();
SetFailureReason( failureReason );
_state = ATTACK_STATE_FAILED;
}
}
if ( result == BEHAVIOR_SUCCESS )
{
if ( _canAttack( self ) )
{
if ( _state != ATTACK_STATE_ANIMATING && _state != ATTACK_STATE_COMPLETE )
{
_state = ATTACK_STATE_START_ANIM;
return;
}
}
else
_state = ATTACK_STATE_FAILED;
}
}
//--------------------------------------------------------------
// Name: _playAttackAnim()
// Class: DoAttack
//
// Description: Plays the specified attack animation
//
// Parameters: Actor &self -- Actor executing this behavior
//
// Returns: None
//--------------------------------------------------------------
void DoAttack::_playAttackAnim( Actor &self )
{
self.ClearTorsoAnim();
self.SetAnim( _anim , EV_Actor_NotifyBehavior);
_state = ATTACK_STATE_ANIMATING;
}
//--------------------------------------------------------------
// Name: _canAttack()
// Class: DoAttack
//
// Description: Checks if the actor can attack
//
// Parameters: Actor &self -- Actor executing this behavior
//
// Returns: None
//--------------------------------------------------------------
bool DoAttack::_canAttack( Actor &self )
{
Entity *currentEnemy;
currentEnemy = self.enemyManager->GetCurrentEnemy();
if ( _forceAttack )
return true;
if ( !currentEnemy)
return false;
if ( self.combatSubsystem->CanAttackTarget( currentEnemy ) )
return true;
else
return false;
}
void DoAttack::init( Actor &self )
{
GameplayManager *gpm = GameplayManager::getTheGameplayManager();
if ( !gpm->hasObject(self.getArchetype()) )
return;
if ( !self.combatSubsystem->HaveWeapon() )
return;
str objname = self.combatSubsystem->GetActiveWeaponArchetype();
objname = "Hold" + objname;
if ( gpm->hasProperty(objname, "Melee") )
_anim = gpm->getStringValue( objname , "Melee" );
else
{
str weaponName = self.combatSubsystem->GetActiveWeaponName();
if ( !weaponName.length() )
{
weaponName = "UNSPECIFIED";
}
gi.WDPrintf( "\n\n\nDoAttack: TargetName %s ( Entnum %i ) has a weapon, but does not have a MeleeProperty ( Trying Weapon: %s ) in the GPD, Please notify a programmer of this error\n\n\n" , self.TargetName() , self.entnum, weaponName.c_str() );
//gi.Error( ERR_DROP , "\n\n\nDoAttack: TargetName %s ( Entnum %i ) has a weapon, but does not have a MeleeProperty ( Trying Weapon: %s ) in the GPD, Please notify a programmer of this error\n\n\n" , self.TargetName() , self.entnum, weaponName.c_str() );
}
}