//----------------------------------------------------------------------------- // // $Logfile:: /EF2/Code/DLLs/game/watchEntity.cpp $ // $Revision:: 16 $ // $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: // Keeps the actor rotated to face the entity ( enemy by default ) for the specified // amount of time ( or forever, if time is -1 ) // // PARAMETERS: // _time -- The time to keep rotated // _turnspeed -- How fast to rotate // _anim -- Animation to play while rotating // _ent -- Entity to watch ( Must be set by another behavior -- defaults to enemy ) // _waitForAnim -- End behavior when the animation is complete // // ANIMATIONS: // Rotation Anim -- Parameter // //-------------------------------------------------------------------------------- #include "actor.h" #include "watchEntity.hpp" //-------------------------------------------------------------- // // Class Declaration and Event Registration // //-------------------------------------------------------------- CLASS_DECLARATION( Behavior, WatchEntity, NULL ) { { &EV_Behavior_Args, &WatchEntity::SetArgs }, { &EV_Behavior_AnimDone, &WatchEntity::AnimDone }, { NULL, NULL } }; //-------------------------------------------------------------- // Name: WatchEntity() // Class: WatchEntity // // Description: Constructor // // Parameters: None // // Returns: None //-------------------------------------------------------------- WatchEntity::WatchEntity() { _anim = ""; _turnspeed = 10.0f; _ent = NULL; _waitForAnim = false; _animDone = false; _holdAnim = "idle"; } //-------------------------------------------------------------- // Name: ~WatchEntity() // Class: WatchEntity // // Description: Destructor // // Parameters: None // // Returns: None //-------------------------------------------------------------- WatchEntity::~WatchEntity() { } //-------------------------------------------------------------- // Name: SetArgs() // Class: WatchEntity // // Description: Sets Arguments for this behavior // // Parameters: Event *ev -- Event holding the arguments // // Returns: None //-------------------------------------------------------------- void WatchEntity::SetArgs( Event *ev ) { _time = ev->GetFloat( 1 ); if ( ev->NumArgs() > 1 ) _turnspeed = ev->GetFloat( 2 ); if ( ev->NumArgs() > 2 ) _anim = ev->GetString( 3 ); if ( ev->NumArgs() > 3 ) _waitForAnim = ev->GetInteger( 4 ); if ( ev->NumArgs() > 4 ) _holdAnim = ev->GetString( 5 ); _forcePlayer = false; if ( ev->NumArgs() > 5 ) _forcePlayer = ev->GetBoolean( 6 ); } //-------------------------------------------------------------- // Name: AnimDone() // Class: WatchEntity // // Description: Handles an animation completion // // Parameters: Event *ev -- Event holding the completion notification // // Returns: None //-------------------------------------------------------------- void WatchEntity::AnimDone( Event *ev ) { _animDone = true; } //-------------------------------------------------------------- // Name: Begin() // Class: WatchEntity // // Description: Initializes the behavior // // Parameters: Actor &self -- The actor executing this behavior // // Returns: None //-------------------------------------------------------------- void WatchEntity::Begin( Actor &self ) { init( self ); } //-------------------------------------------------------------- // Name: Evaluate() // Class: WatchEntity // // Description: Evaluates the behavior // // Parameters: Actor &self -- The actor executing this behavior // // Returns: BehaviorReturnCode_t //-------------------------------------------------------------- BehaviorReturnCode_t WatchEntity::Evaluate( Actor &self ) { BehaviorReturnCode_t stateResult; think(); switch ( _state ) { //--------------------------------------------------------------------- case WATCH_HOLD: //--------------------------------------------------------------------- stateResult = evaluateStateHold(self); if ( stateResult == BEHAVIOR_FAILED ) transitionToState( WATCH_FAILED ); if ( stateResult == BEHAVIOR_SUCCESS ) transitionToState( WATCH_ROTATE ); break; //--------------------------------------------------------------------- case WATCH_ROTATE: //--------------------------------------------------------------------- stateResult = evaluateStateRotate(self); if ( stateResult == BEHAVIOR_FAILED ) transitionToState( WATCH_FAILED ); if ( stateResult == BEHAVIOR_SUCCESS ) transitionToState( WATCH_HOLD ); break; //--------------------------------------------------------------------- case WATCH_SUCCESS: //--------------------------------------------------------------------- return BEHAVIOR_SUCCESS; break; //--------------------------------------------------------------------- case WATCH_FAILED: //--------------------------------------------------------------------- return BEHAVIOR_FAILED; break; } return BEHAVIOR_EVALUATING; } //-------------------------------------------------------------- // Name: End() // Class: WatchEntity // // Description: Cleans Up the behavior // // Parameters: Actor &self -- The actor executing this behavior // // Returns: None //-------------------------------------------------------------- void WatchEntity::End(Actor &self) { // self.movementSubsystem->setTurnSpeed(_oldTurnSpeed); } void WatchEntity::transitionToState( watchEntityStates_t state ) { switch ( state ) { case WATCH_HOLD: setupStateHold(); setInternalState( state , "WATCH_HOLD" ); break; case WATCH_ROTATE: setupStateRotate(); setInternalState( state , "WATCH_ROTATE" ); break; case WATCH_SUCCESS: setInternalState( state , "WATCH_SUCCESS" ); break; case WATCH_FAILED: setInternalState( state , "WATCH_FAILED" ); break; } } void WatchEntity::setInternalState( watchEntityStates_t state , const str &stateName ) { _state = state; SetInternalStateName( stateName ); } void WatchEntity::init( Actor &self ) { SetSelf(&self); if ( _time > 0 ) _time = level.time + _time; _oldTurnSpeed = self.movementSubsystem->getTurnSpeed(); //Check if we have an entity to watch if ( !_ent ) { self.enemyManager->FindHighestHateEnemy(); _ent = self.enemyManager->GetCurrentEnemy(); if ( !_ent ) { if ( _forcePlayer ) _ent = (Entity*)GetPlayer( 0 ); if ( !_ent ) { transitionToState(WATCH_FAILED); return; } } } transitionToState(WATCH_HOLD); } void WatchEntity::think() { if ( _time > 0 && level.time >= _time ) transitionToState(WATCH_SUCCESS); if ( _waitForAnim && _animDone ) transitionToState(WATCH_SUCCESS); } void WatchEntity::setupStateRotate() { _animDone = false; GetSelf()->SetAnim( _anim , EV_Actor_NotifyBehavior , legs ); } BehaviorReturnCode_t WatchEntity::evaluateStateRotate( Actor &self ) { Vector entityPos, selfToEntity, dir; if ( !_ent ) { return BEHAVIOR_FAILED; } entityPos = _ent->centroid; entityPos.z = self.centroid.z; if ( self.IsEntityAlive( _ent ) ) { dir = self.movementSubsystem->getMoveDir(); self.movementSubsystem->Accelerate( self.movementSubsystem->SteerTowardsPoint( entityPos, vec_zero, dir, 1.0f) ); } // // Here, again, I replaced the _ent->centroid with the z-value modified entityPos // selfToEntity = entityPos - self.centroid; selfToEntity = selfToEntity.toAngles(); float yawDiff = selfToEntity[YAW] - self.angles[YAW]; yawDiff = AngleNormalize180(yawDiff); if ( yawDiff > -1.5 && yawDiff < 1.5 ) { if ( _waitForAnim ) { if ( _animDone ) return BEHAVIOR_SUCCESS; } return BEHAVIOR_SUCCESS; } return BEHAVIOR_EVALUATING; } void WatchEntity::rotateFailed( Actor &self ) { } void WatchEntity::setupStateHold() { _animDone = false; GetSelf()->SetAnim( _holdAnim , EV_Actor_NotifyBehavior , legs ); } BehaviorReturnCode_t WatchEntity::evaluateStateHold( Actor &self ) { Vector entityPos , selfToEntity; if ( !_ent ) { return BEHAVIOR_FAILED; } entityPos = _ent->centroid; entityPos.z = self.centroid.z; // // Here, again, I replaced the _ent->centroid with the z-value modified entityPos // selfToEntity = entityPos - self.centroid; selfToEntity = selfToEntity.toAngles(); float yawDiff = selfToEntity[YAW] - self.angles[YAW]; if ( yawDiff > 5 || yawDiff < -5 ) return BEHAVIOR_SUCCESS; return BEHAVIOR_EVALUATING; } void WatchEntity::holdFailed( Actor &self ) { }