ef2gamesource/dlls/game/steering.cpp

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2012-12-30 16:37:54 +00:00
//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/steering.cpp $
// $Revision:: 29 $
// $Author:: Steven $
// $Date:: 10/01/02 5:47p $
//
// Copyright (C) 1998 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:
// Steering behaviors for AI.
//
#include "_pch_cpp.h"
#include "steering.h"
#include "actor.h"
//-----------------------------------------------------------------------------
//
// Steering Class Definition
//
//-----------------------------------------------------------------------------
CLASS_DECLARATION( Listener, Steering, NULL )
{
{ NULL, NULL }
};
//-----------------------------------------------------------------------------
Steering::Steering() :
_steeringForce(vec_zero),
_origin(vec_zero),
_moveDirection(vec_zero),
_maxSpeed(320)
{
}
//-----------------------------------------------------------------------------
void Steering::ShowInfo(Actor &self)
{
gi.Printf( "steeringforce: ( %f, %f, %f )\n", _steeringForce.x, _steeringForce.y, _steeringForce.z );
gi.Printf( "origin: ( %f, %f, %f )\n", _origin.x, _origin.y, _origin.z );
gi.Printf( "movedir: ( %f, %f, %f )\n", _moveDirection.x, _moveDirection.y, _moveDirection.z );
gi.Printf( "maxspeed: %f\n", _maxSpeed );
}
//-----------------------------------------------------------------------------
void Steering::Begin(Actor &self)
{
}
//-----------------------------------------------------------------------------
const Steering::ReturnValue Steering::Evaluate(Actor &self)
{
return Steering::FAILED;
}
//-----------------------------------------------------------------------------
void Steering::End(Actor &self)
{
}
//-----------------------------------------------------------------------------
void Steering::DrawForces(void)
{
G_Color3f( 0.3, 0.5, 1 );
G_BeginLine();
G_Vertex( _origin );
G_Vertex( _origin + _steeringForce * FRAMETIME );
G_EndLine();
G_Color3f( 1, 0, 1 );
G_BeginLine();
G_Vertex( _origin );
G_Vertex( _origin + _moveDirection * _maxSpeed * FRAMETIME );
G_EndLine();
}
//-----------------------------------------------------------------------------
void Steering::ResetForces(void)
{
_steeringForce = vec_zero;
}
//-----------------------------------------------------------------------------
const Vector & Steering::GetSteeringForce( void ) const
{
return _steeringForce;
}
//-----------------------------------------------------------------------------
void Steering::SetSteeringForce( const Vector &steeringForce )
{
Vector tempSteeringForce( steeringForce );
tempSteeringForce.EulerNormalize();
_steeringForce=tempSteeringForce;
}
//-----------------------------------------------------------------------------
const Vector & Steering::GetMoveDirection(void) const
{
return _moveDirection;
}
//-----------------------------------------------------------------------------
void Steering::SetMoveDirection(const Vector &dir)
{
_moveDirection = dir;
}
//-----------------------------------------------------------------------------
const float Steering::GetMaxSpeed(void) const
{
return _maxSpeed;
}
//-----------------------------------------------------------------------------
void Steering::SetMaxSpeed(float speed)
{
_maxSpeed = speed;
}
//-----------------------------------------------------------------------------
const Vector & Steering::GetPosition(void) const
{
return _origin;
}
//-----------------------------------------------------------------------------
void Steering::SetPosition(const Vector &pos)
{
_origin = pos;
}
//-----------------------------------------------------------------------------
//
// Jump Class Definition
//
//-----------------------------------------------------------------------------
CLASS_DECLARATION( Steering, Jump, NULL )
{
{ NULL, NULL }
};
//-----------------------------------------------------------------------------
Jump::Jump():
_launchAngle( 0.0f ),
_endtime( 0.0f ),
_state( 0.0f )
{
}
//-----------------------------------------------------------------------------
void Jump::SetGoal( const Vector &goalPosition )
{
_goal = goalPosition;
}
//-----------------------------------------------------------------------------
void Jump::SetEntity(Entity *entity_to_jump_to)
{
if ( entity_to_jump_to )
_goal = entity_to_jump_to->origin;
}
//-----------------------------------------------------------------------------
void Jump::Begin(Actor &self)
{
self.SetAnim( "jump", EV_Anim_Done );
float traveltime = self.movementSubsystem->JumpTo( _goal, _launchAngle );
_endtime = traveltime + level.time;
self.last_jump_time = _endtime;
_state = 0;
}
//-----------------------------------------------------------------------------
const Steering::ReturnValue Jump::Evaluate(Actor &self)
{
if (self.GetActorFlag( ACTOR_FLAG_ANIM_DONE ))
{
_animdone = true;
}
else
{
_animdone = false;
}
self.SetActorFlag( ACTOR_FLAG_ANIM_DONE, false );
switch( _state )
{
case 0:
_state = 1;
// this is here so that we at least hit this function at least once
// this gaves the character the chance to leave the ground, nulling out
// self.groundentity
break;
case 1:
if ( _animdone )
{
if ( self.animate->HasAnim( "fall" ) )
{
_animdone = false;
self.SetAnim( "fall", EV_Anim_Done );
_state = 2;
}
}
if ( self.groundentity )
_state = 2;
break;
case 2:
//
// wait for the character to hit the ground
//
if ( self.groundentity )
{
_state = 3;
//
// if we have an anim, we go to state 3
//
if ( self.animate->HasAnim( "land" ) )
{
_animdone = false;
self.SetAnim( "land", EV_Anim_Done );
_state = 4;
}
else
{
return Steering::EVALUATING;
}
}
break;
case 3:
//
// we are on the ground and waiting to timeout
//
if ( level.time > _endtime )
return Steering::SUCCESS;
break;
case 4:
//
// we are on the ground and waiting for our landing animation to finish
//
if ( _animdone )
{
return Steering::SUCCESS;
}
break;
}
return Steering::EVALUATING;
}
//-----------------------------------------------------------------------------
void Jump::End(Actor &self)
{
self.SetAnim( "idle" );
}