ef2gamesource/dlls/game/snipeEnemy.cpp

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2012-12-30 16:37:54 +00:00
//-----------------------------------------------------------------------------
//
// $Logfile:: /EF2/Code/DLLs/game/snipeEnemy.cpp $
// $Revision:: 10 $
// $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:
// torsoAimAndFireWeapon Implementation
//
// PARAMETERS:
//
// ANIMATIONS:
//--------------------------------------------------------------------------------
#include "actor.h"
#include "snipeEnemy.hpp"
#include <qcommon/gameplaymanager.h>
//--------------------------------------------------------------
//
// Class Declaration and Event Registration
//
//--------------------------------------------------------------
CLASS_DECLARATION( Behavior, SnipeEnemy, NULL )
{
{ &EV_Behavior_Args, &SnipeEnemy::SetArgs },
{ &EV_Behavior_AnimDone, &SnipeEnemy::AnimDone },
{ NULL, NULL }
};
//--------------------------------------------------------------
// Name: SnipeEnemy()
// Class: SnipeEnemy
//
// Description: Constructor
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
SnipeEnemy::SnipeEnemy()
{
_maxTorsoTurnSpeed = 15.0f;
_maxTorsoYaw = 90.0;
_maxTorsoPitch = 40.0;
_shots = 1;
_fireFailed = false;
}
//--------------------------------------------------------------
// Name: ~SnipeEnemy()
// Class: SnipeEnemy
//
// Description: Destructor
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
SnipeEnemy::~SnipeEnemy()
{
}
//--------------------------------------------------------------
// Name: SetArgs()
// Class: SnipeEnemy
//
// Description: Sets Arguments for this behavior
//
// Parameters: Event *ev -- Event holding the arguments
//
// Returns: None
//--------------------------------------------------------------
void SnipeEnemy::SetArgs( Event *ev )
{
_aimTime = ev->GetFloat( 1 );
_lockDownTime = ev->GetFloat( 2 );
if ( ev->NumArgs() > 2 )
{
_targetSpread.x = ev->GetFloat(3);
_targetSpread.y = ev->GetFloat(4);
_targetSpread.z = ev->GetFloat(5);
}
}
//--------------------------------------------------------------
// Name: AnimDone()
// Class: SnipeEnemy
//
// Description: Handles an animation completion
//
// Parameters: Event *ev -- Event holding the completion notification
//
// Returns: None
//--------------------------------------------------------------
void SnipeEnemy::AnimDone( Event *ev )
{
_animDone = true;
}
//--------------------------------------------------------------
// Name: Begin()
// Class: SnipeEnemy
//
// Description: Initializes the behavior
//
// Parameters: Actor &self -- The actor executing this behavior
//
// Returns: None
//--------------------------------------------------------------
void SnipeEnemy::Begin( Actor &self )
{
init( self );
if (_preFireAnim.length())
transitionToState ( SNIPE_AIM_AND_FIRE_PRE_FIRE );
else
transitionToState ( SNIPE_AIM_AND_FIRE_AIM );
}
//--------------------------------------------------------------
// Name: Evaluate()
// Class: SnipeEnemy
//
// Description: Evaluates the behavior
//
// Parameters: Actor &self -- The actor executing this behavior
//
// Returns: BehaviorReturnCode_t
//--------------------------------------------------------------
BehaviorReturnCode_t SnipeEnemy::Evaluate( Actor &self )
{
BehaviorReturnCode_t stateResult;
think();
switch ( _state )
{
//---------------------------------------------------------------------
case SNIPE_AIM_AND_FIRE_PRE_FIRE:
//---------------------------------------------------------------------
stateResult = evaluateStatePreFire();
if ( stateResult == BEHAVIOR_SUCCESS )
{
transitionToState( SNIPE_AIM_AND_FIRE_AIM );
}
if ( stateResult == BEHAVIOR_FAILED )
{
transitionToState( SNIPE_AIM_AND_FIRE_FAILED );
}
break;
//---------------------------------------------------------------------
case SNIPE_AIM_AND_FIRE_AIM:
//---------------------------------------------------------------------
stateResult = evaluateStateAim();
if ( stateResult == BEHAVIOR_SUCCESS )
{
transitionToState( SNIPE_AIM_AND_FIRE_ATTACK );
}
if ( stateResult == BEHAVIOR_FAILED )
{
transitionToState( SNIPE_AIM_AND_FIRE_FAILED );
}
break;
//---------------------------------------------------------------------
case SNIPE_AIM_AND_FIRE_ATTACK:
//---------------------------------------------------------------------
stateResult = evaluateStateAttack();
if ( stateResult == BEHAVIOR_FAILED )
{
_fireWeapon.End( *_self );
if ( _postFireAnim.length() )
transitionToState( SNIPE_AIM_AND_FIRE_POST_FIRE );
else
transitionToState( SNIPE_AIM_AND_FIRE_FAILED );
}
if ( stateResult == BEHAVIOR_SUCCESS )
{
_fireWeapon.End( *_self );
if ( _postFireAnim.length() )
transitionToState( SNIPE_AIM_AND_FIRE_POST_FIRE );
else
transitionToState( SNIPE_AIM_AND_FIRE_SUCCESS );
}
break;
//---------------------------------------------------------------------
case SNIPE_AIM_AND_FIRE_POST_FIRE:
//---------------------------------------------------------------------
stateResult = evaluateStatePostFire();
if ( stateResult == BEHAVIOR_SUCCESS )
{
transitionToState( SNIPE_AIM_AND_FIRE_SUCCESS );
}
break;
//---------------------------------------------------------------------
case SNIPE_AIM_AND_FIRE_SUCCESS:
//---------------------------------------------------------------------
_self->SetControllerAngles( ACTOR_TORSO_TAG, vec_zero );
return BEHAVIOR_SUCCESS;
break;
//---------------------------------------------------------------------
case SNIPE_AIM_AND_FIRE_FAILED:
//---------------------------------------------------------------------
return BEHAVIOR_FAILED;
break;
}
return BEHAVIOR_EVALUATING;
}
//--------------------------------------------------------------
// Name: End()
// Class: SnipeEnemy
//
// Description: Cleans Up the behavior
//
// Parameters: Actor &self -- The actor executing this behavior
//
// Returns: None
//--------------------------------------------------------------
void SnipeEnemy::End(Actor &self)
{
if ( !_self )
return;
_fireWeapon.End(*_self);
//gi.Printf( "TorsoAimAndFireWeapon::End()\n");
_self->SetControllerAngles( ACTOR_TORSO_TAG, vec_zero );
_self->ClearTorsoAnim();
_self->SetEnemyTargeted( false );
//_self->SetAnim( _aimAnim , NULL , torso );
}
//--------------------------------------------------------------
// Name: transitionToState()
// Class: SnipeEnemy
//
// Description: Transitions the behaviors state
//
// Parameters: coverCombatStates_t state -- The state to transition to
//
// Returns: None
//--------------------------------------------------------------
void SnipeEnemy::transitionToState( SnipeAimAndFireStates_t state )
{
switch ( state )
{
case SNIPE_AIM_AND_FIRE_AIM:
setupStateAim();
setInternalState( state , "SNIPE_AIM_AND_FIRE_AIM" );
break;
case SNIPE_AIM_AND_FIRE_PRE_FIRE:
setupStatePreFire();
setInternalState( state , "SNIPE_AIM_AND_FIRE_PRE_FIRE" );
break;
case SNIPE_AIM_AND_FIRE_ATTACK:
setupStateAttack();
setInternalState( state , "SNIPE_AIM_AND_FIRE_ATTACK" );
break;
case SNIPE_AIM_AND_FIRE_POST_FIRE:
setupStatePostFire();
setInternalState( state , "SNIPE_AIM_AND_FIRE_POST_FIRE" );
break;
case SNIPE_AIM_AND_FIRE_SUCCESS:
setInternalState( state , "SNIPE_AIM_AND_FIRE_SUCCESS" );
break;
case SNIPE_AIM_AND_FIRE_FAILED:
setInternalState( state , "SNIPE_AIM_AND_FIRE_FAILED" );
break;
}
}
//--------------------------------------------------------------
// Name: setInternalState()
// Class: SnipeEnemy
//
// Description: Sets the internal state of the behavior
//
// Parameters: unsigned int state
// const str &stateName
//
// Returns: None
//--------------------------------------------------------------
void SnipeEnemy::setInternalState( SnipeAimAndFireStates_t state , const str &stateName )
{
_state = state;
SetInternalStateName( stateName );
}
//--------------------------------------------------------------
// Name: init()
// Class: TorsoAimAndFireWeapon
//
// Description: Initializes the behavior
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
void SnipeEnemy::init( Actor &self )
{
_self = &self;
//Set Our Controller Tag and set up our angles
self.SetControllerTag( ACTOR_TORSO_TAG, gi.Tag_NumForName( self.edict->s.modelindex, "Bip01 Spine1" ) );
_currentTorsoAngles = self.GetControllerAngles( ACTOR_TORSO_TAG );
_animDone = false;
_canAttack = true;
_aimAnim = "idle";
_preFireAnim = "idle";
_fireAnim = "idle";
_postFireAnim = "idle";
GameplayManager *gpm = GameplayManager::getTheGameplayManager();
if ( !gpm->hasObject(self.getArchetype()) )
return;
str objname = self.combatSubsystem->GetActiveWeaponArchetype();
objname = "Hold" + objname;
if ( gpm->hasProperty(objname, "Aim") )
_aimAnim = gpm->getStringValue( objname , "Aim" );
if ( gpm->hasProperty( objname , "PreFire" ) )
_preFireAnim = gpm->getStringValue( objname , "PreFire" );
if ( gpm->hasProperty( objname , "Fire" ) )
_fireAnim = gpm->getStringValue( objname , "Fire" );
if ( gpm->hasProperty( objname , "PostFire" ) )
_postFireAnim = gpm->getStringValue( objname , "PostFire" );
if ( gpm->hasProperty( objname , "ShotCount" ) )
_shots = (int)gpm->getFloatValue( objname , "ShotCount" );
float spreadX, spreadY;
spreadX = self.combatSubsystem->GetDataForMyWeapon( "spreadx" );
spreadY = self.combatSubsystem->GetDataForMyWeapon( "spready" );
self.combatSubsystem->OverrideSpread( spreadX , spreadY );
//Clear Out Our VolleyCount
_self->shotsFiredThisVolley = 0;
updateEnemy();
}
//--------------------------------------------------------------
// Name: think()
// Class: SnipeEnemy
//
// Description: Does any processing required before evaluating states
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void SnipeEnemy::think()
{
int tagNum;
Vector tagPos;
Vector watchPosition;
Actor *actTarget;
actTarget = NULL;
str targetBone;
tagNum = gi.Tag_NumForName( _self->edict->s.modelindex, "Bip01 Spine1" );
if ( tagNum < 0 )
return;
_self->GetTag( "Bip01 Spine1", &tagPos );
if ( !_currentEnemy )
{
LerpTorsoBySpeed( vec_zero );
return;
}
if ( _currentEnemy->isSubclassOf( Actor ) )
{
actTarget = (Actor *)(Entity *)_currentEnemy;
// Don't watch if the target is dead.
if ( !actTarget->isThinkOn() )
{
_currentEnemy = NULL;
actTarget = NULL;
return;
}
}
targetBone = _currentEnemy->getTargetPos();
watchPosition = _currentEnemy->centroid;
if ( targetBone.length() )
{
if ( gi.Tag_NumForName( _currentEnemy->edict->s.modelindex , targetBone ) > 0 )
{
_currentEnemy->GetTag( targetBone.c_str() , &watchPosition , NULL , NULL , NULL );
}
}
AdjustTorsoAngles( tagPos , watchPosition );
}
//--------------------------------------------------------------
// Name: updateEnemy()
// Class: SnipeEnemy
//
// Description: Sets our _currentEnemy
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void SnipeEnemy::updateEnemy()
{
//
// First, we try and get our current enemy. If we don't have one
// then we ask the enemyManager to evaluate and try again.
// If that fails, then we look at our _forceAttack status.
// If we are forcing and attack, then that means we want to
// fire pretty much no matter what... So if we don't have a
// currentEnemy, then I'm going to see if the Player is a valid
// target, and set that to be the current enemy
Entity *currentEnemy = _self->enemyManager->GetCurrentEnemy();
if ( !currentEnemy )
{
_self->enemyManager->FindHighestHateEnemy();
currentEnemy = _self->enemyManager->GetCurrentEnemy();
if ( !currentEnemy )
{
Player* player;
player = GetPlayer( 0 );
}
}
_currentEnemy = currentEnemy;
}
//--------------------------------------------------------------
// Name: LerpTorsoBySpeed()
// Class: SnipeEnemy
//
// Description: Lerps the torso
//
// Parameters: const Vector &angleDelta
//
// Returns: None
//--------------------------------------------------------------
void SnipeEnemy::LerpTorsoBySpeed( const Vector &angleDelta )
{
Vector anglesDiff;
Vector change;
Vector finalAngles;
Vector currentTorsoAngles;
anglesDiff = angleDelta;
//Reset our Controller Tag
_self->SetControllerTag( ACTOR_TORSO_TAG, gi.Tag_NumForName( _self->edict->s.modelindex, "Bip01 Spine1" ) );
// Make sure we don't change our head angles too much at once
change = anglesDiff - _currentTorsoAngles;
if ( change[YAW] > _maxTorsoTurnSpeed )
anglesDiff[YAW] = _currentTorsoAngles[YAW] + _maxTorsoTurnSpeed;
else if ( change[YAW] < -_maxTorsoTurnSpeed )
anglesDiff[YAW] = _currentTorsoAngles[YAW] - _maxTorsoTurnSpeed;
if ( change[PITCH] > _maxTorsoTurnSpeed )
anglesDiff[PITCH] = _currentTorsoAngles[PITCH] + _maxTorsoTurnSpeed;
else if ( change[PITCH] < -_maxTorsoTurnSpeed )
anglesDiff[PITCH] = _currentTorsoAngles[PITCH] - _maxTorsoTurnSpeed;
finalAngles = anglesDiff;
_self->SetControllerAngles( ACTOR_TORSO_TAG, finalAngles );
_currentTorsoAngles = anglesDiff;
}
//--------------------------------------------------------------
// Name: AdjustTorsoAngles()
// Class: TorsoAimAndFireWeapon
//
// Description: Adjusts the Torso Angles
//
// Parameters: const Vector &tagPos
// const Vector &watchPos
//
// Returns: None
//--------------------------------------------------------------
void SnipeEnemy::AdjustTorsoAngles( const Vector &tagPos , const Vector &watchPosition )
{
Vector dir;
Vector angles;
Vector anglesDiff;
float yawChange;
float pitchChange;
dir = watchPosition - tagPos;
angles = dir.toAngles();
anglesDiff = angles - _self->angles;
anglesDiff[YAW] = AngleNormalize180( anglesDiff[YAW] );
anglesDiff[PITCH] = AngleNormalize180( anglesDiff[PITCH] );
yawChange = anglesDiff[YAW];
pitchChange = anglesDiff[PITCH];
// Make sure we don't turn torso too far
if ( anglesDiff[YAW] < -_maxTorsoYaw )
anglesDiff[YAW] = -_maxTorsoYaw;
else if ( anglesDiff[YAW] > _maxTorsoYaw )
anglesDiff[YAW] = _maxTorsoYaw;
if ( anglesDiff[PITCH] < -_maxTorsoPitch )
anglesDiff[PITCH] = -_maxTorsoPitch;
else if ( anglesDiff[PITCH] > _maxTorsoPitch )
anglesDiff[PITCH] = _maxTorsoPitch;
anglesDiff[ROLL] = 0.0f;
LerpTorsoBySpeed( anglesDiff );
}
//--------------------------------------------------------------
// Name: setupStateAim()
// Class: SnipeEnemy
//
// Description: Sets up the Aim State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void SnipeEnemy::setupStateAim()
{
Weapon *weapon;
_animDone = false;
_endAimTime = level.time + _aimTime;
_endLockDownTime = level.time + _lockDownTime;
_self->SetAnim( _aimAnim , EV_Actor_NotifyTorsoBehavior , torso );
_self->SetEnemyTargeted( true );
weapon = _self->GetActiveWeapon( WeaponHandNameToNum( "dual" ) );
if ( weapon )
weapon->playAnim( "aim" );
}
//--------------------------------------------------------------
// Name: evaluateStateAim()
// Class: SnipeEnemy
//
// Description: Evaluates the Aim State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
BehaviorReturnCode_t SnipeEnemy::evaluateStateAim()
{
str targetBone;
if ( level.time > _endAimTime )
{
_self->SetEnemyTargeted( false );
return BEHAVIOR_SUCCESS;
}
if ( _self->combatSubsystem->CanAttackEnemy() )
{
targetBone = _currentEnemy->getTargetPos();
_lastGoodPosition = _currentEnemy->centroid;
if ( targetBone.length() )
{
if ( gi.Tag_NumForName( _currentEnemy->edict->s.modelindex , targetBone ) > 0 )
{
_currentEnemy->GetTag( targetBone.c_str() , &_lastGoodPosition , NULL , NULL , NULL );
}
}
}
else
{
if ( level.time < _endLockDownTime )
{
_self->SetEnemyTargeted( false );
return BEHAVIOR_FAILED;
}
}
return BEHAVIOR_EVALUATING;
}
//--------------------------------------------------------------
// Name: failureStateAim()
// Class: SnipeEnemy
//
// Description: Failure Handler for the Failure State
//
// Parameters: const str& failureReason
//
// Returns: None
//--------------------------------------------------------------
void SnipeEnemy::failureStateAim( const str& failureReason )
{
SetFailureReason( failureReason );
}
//--------------------------------------------------------------
// Name: setupStatePreFire()
// Class: SnipeEnemy
//
// Description: Sets up the PreFire State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void SnipeEnemy::setupStatePreFire()
{
_animDone = false;
_self->SetAnim( _preFireAnim , EV_Actor_NotifyTorsoBehavior , torso );
}
//--------------------------------------------------------------
// Name: evaluateStatePreFire()
// Class: SnipeEnemy
//
// Description: Evaluates the Pre Fire state
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
BehaviorReturnCode_t SnipeEnemy::evaluateStatePreFire()
{
if ( _animDone )
return BEHAVIOR_SUCCESS;
if ( !_canAttack )
return BEHAVIOR_FAILED;
return BEHAVIOR_EVALUATING;
}
//--------------------------------------------------------------
// Name: failureStatePreFire()
// Class: SnipeEnemy
//
// Description: Failure Handler for the Pre Fire State
//
// Parameters: const str& failureReason
//
// Returns: None
//--------------------------------------------------------------
void SnipeEnemy::failureStatePreFire( const str& failureReason )
{
}
//--------------------------------------------------------------
// Name: setupStateAttack()
// Class: SnipeEnemy
//
// Description: Setup Attack State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void SnipeEnemy::setupStateAttack()
{
float spreadx = G_CRandom(_targetSpread.x ) + _targetSpread.x;
float spready = G_CRandom(_targetSpread.y ) + _targetSpread.y;
float spreadz = G_CRandom(_targetSpread.z ) + _targetSpread.z;
_lastGoodPosition.x = _lastGoodPosition.x + spreadx;
_lastGoodPosition.y = _lastGoodPosition.y + spready;
_lastGoodPosition.z = _lastGoodPosition.z + spreadz;
_animDone = false;
_fireWeapon.SetTargetPosition(_lastGoodPosition);
_fireWeapon.SetAnim( _fireAnim );
_fireWeapon.Begin( *_self );
}
//--------------------------------------------------------------
// Name: evaluateStateAttack()
// Class: SnipeEnemy
//
// Description: Evaluates Attack State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
BehaviorReturnCode_t SnipeEnemy::evaluateStateAttack()
{
BehaviorReturnCode_t result;
if ( _fireFailed )
return BEHAVIOR_FAILED;
result = _fireWeapon.Evaluate( *_self );
if ( _self->shotsFiredThisVolley >= _shots )
return BEHAVIOR_SUCCESS;
return BEHAVIOR_EVALUATING;
}
//--------------------------------------------------------------
// Name: failureStateAttack()
// Class: SnipeEnemy
//
// Description: Failure Handler for Attack State
//
// Parameters: const str& failureReason
//
// Returns: None
//--------------------------------------------------------------
void SnipeEnemy::failureStateAttack( const str& failureReason )
{
SetFailureReason( failureReason );
_fireWeapon.End( *_self );
}
//--------------------------------------------------------------
// Name: setupStatePostFire()
// Class: SnipeEnemy
//
// Description: Sets up Post Fire State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void SnipeEnemy::setupStatePostFire()
{
_animDone = false;
_self->SetAnim( _postFireAnim , EV_Actor_NotifyTorsoBehavior , torso );
}
//--------------------------------------------------------------
// Name: evaluateStatePostFire()
// Class: SnipeEnemy
//
// Description: Evaluates State Post Fire
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
BehaviorReturnCode_t SnipeEnemy::evaluateStatePostFire()
{
if ( _animDone )
return BEHAVIOR_SUCCESS;
return BEHAVIOR_FAILED;
}
//--------------------------------------------------------------
// Name: failureStatePostFire()
// Class: SnipeEnemy
//
// Description: Failure State Post Fire
//
// Parameters: const str& failureReason
//
// Returns: None
//--------------------------------------------------------------
void SnipeEnemy::failureStatePostFire( const str& failureReason )
{
}