mirror of
https://github.com/UberGames/EF2GameSource.git
synced 2024-11-10 06:31:42 +00:00
857 lines
21 KiB
C++
857 lines
21 KiB
C++
|
//-----------------------------------------------------------------------------
|
||
|
//
|
||
|
// $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 )
|
||
|
{
|
||
|
|
||
|
}
|
||
|
|