mirror of
https://github.com/UberGames/EF2GameSource.git
synced 2024-11-09 22:21:52 +00:00
444 lines
9.9 KiB
C++
444 lines
9.9 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /EF2/Code/DLLs/game/PlayAnim.cpp $
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// $Revision:: 7 $
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// $Author:: Singlis $
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// $Date:: 9/26/03 2:36p $
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//
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// Copyright (C) 2002 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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//
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// DESCRIPTION:
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// PlayAnim Implementation
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//
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// PARAMETERS:
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//
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//
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// ANIMATIONS:
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//
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//--------------------------------------------------------------------------------
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#include "actor.h"
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#include "PlayAnim.hpp"
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//--------------------------------------------------------------
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//
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// Class Declaration and Event Registration
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//
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//--------------------------------------------------------------
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CLASS_DECLARATION( Behavior, PlayAnim, NULL )
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{
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{ &EV_Behavior_Args, &PlayAnim::SetArgs },
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{ NULL, NULL }
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};
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//--------------------------------------------------------------
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// Name: PlayAnim()
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// Class: PlayAnim
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//
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// Description: Constructor
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//
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// Parameters: None
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//
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// Returns: None
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//--------------------------------------------------------------
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PlayAnim::PlayAnim()
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{
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_legAnim = "idle";
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_torsoAnim = "";
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_minTime = 0.0f;
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_maxTime = 0.0f;
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_endTime = 0.0f;
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}
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//--------------------------------------------------------------
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// Name: ~PlayAnim()
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// Class: PlayAnim
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//
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// Description: Destructor
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//
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// Parameters: None
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//
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// Returns: None
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//--------------------------------------------------------------
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PlayAnim::~PlayAnim()
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{
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}
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//--------------------------------------------------------------
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//
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// Name: SetArgs()
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// Class: PlayAnim
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//
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// Description:
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//
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// Parameters: Event *ev -- Event containing the string
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//
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// Returns: None
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//
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//--------------------------------------------------------------
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void PlayAnim::SetArgs( Event *ev )
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{
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_legAnim = ev->GetString( 1 );
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if ( ev->NumArgs() > 1 ) _torsoAnim = ev->GetString( 2 );
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if ( ev->NumArgs() > 2 ) _minTime = ev->GetFloat( 3 );
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if ( ev->NumArgs() > 3 ) _maxTime = ev->GetFloat( 4 );
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}
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//--------------------------------------------------------------
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//
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// Name: Begin()
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// Class: PlayAnim
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//
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// Description: Initializes the behavior
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//
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// Parameters: Actor &self -- The actor executing this behavior
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//
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// Returns: None
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//
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//--------------------------------------------------------------
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void PlayAnim::Begin( Actor &self )
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{
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init( self );
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}
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//--------------------------------------------------------------
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//
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// Name: Evaluate()
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// Class: PlayAnim
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//
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// Description: Update for this behavior -- called every server frame
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//
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// Parameters: Actor &self -- Actor executing this behavior
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//
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// Returns: BehaviorReturnCode_t
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//
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//--------------------------------------------------------------
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BehaviorReturnCode_t PlayAnim::Evaluate( Actor & )
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{
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BehaviorReturnCode_t stateResult;
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think();
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switch ( _state )
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{
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//---------------------------------------------------------------------
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case PLAYANIM_SETUP:
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//---------------------------------------------------------------------
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stateResult = evaluateStateSetup();
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if ( stateResult == BEHAVIOR_SUCCESS )
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transitionToState( PLAYANIM_ANIMATE );
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break;
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//---------------------------------------------------------------------
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case PLAYANIM_ANIMATE:
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//---------------------------------------------------------------------
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stateResult = evaluateStateAnimate();
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if ( stateResult == BEHAVIOR_SUCCESS )
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transitionToState( PLAYANIM_SUCCESS );
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break;
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//---------------------------------------------------------------------
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case PLAYANIM_SUCCESS:
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//---------------------------------------------------------------------
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return BEHAVIOR_SUCCESS;
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break;
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//---------------------------------------------------------------------
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case PLAYANIM_FAILED:
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//---------------------------------------------------------------------
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return BEHAVIOR_FAILED;
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break;
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}
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return BEHAVIOR_EVALUATING;
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}
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//--------------------------------------------------------------
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//
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// Name: End()
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// Class: PlayAnim
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//
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// Description: Ends this behavior -- cleans things up
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//
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// Parameters: Actor &self -- Actor executing this behavior
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//
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// Returns: None
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//
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//--------------------------------------------------------------
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void PlayAnim::End(Actor &self)
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{
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self.RemoveAnimDoneEvent();
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}
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//--------------------------------------------------------------
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// Name: transitionToState()
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// Class: CloseInOnEnemy
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//
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// Description: Transitions the behaviors state
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//
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// Parameters: coverCombatStates_t state -- The state to transition to
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//
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// Returns: None
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//--------------------------------------------------------------
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void PlayAnim::transitionToState( PlayAnimStates_t state )
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{
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switch( state )
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{
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case PLAYANIM_SETUP:
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setInternalState( state , "PLAYANIM_SETUP" );
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setupStateSetup();
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break;
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case PLAYANIM_ANIMATE:
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setInternalState( state , "PLAYANIM_ANIMATE" );
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setupStateAnimate();
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break;
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case PLAYANIM_SUCCESS:
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setInternalState( state , "PLAYANIM_SUCCESS" );
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break;
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case PLAYANIM_FAILED:
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setInternalState( state , "PLAYANIM_FAILED" );
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break;
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}
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}
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//--------------------------------------------------------------
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// Name: setInternalState()
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// Class: PlayAnim
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//
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// Description: Sets the internal state of the behavior
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//
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// Parameters: unsigned int state
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// const str &stateName
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//
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// Returns: None
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//--------------------------------------------------------------
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void PlayAnim::setInternalState( PlayAnimStates_t state , const str &stateName )
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{
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_state = state;
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SetInternalStateName( stateName );
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}
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//--------------------------------------------------------------
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// Name: init()
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// Class: PlayAnim
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//
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// Description: Initializes the behavior
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//
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// Parameters: Actor &self
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//
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// Returns: None
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//--------------------------------------------------------------
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void PlayAnim::init( Actor &self )
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{
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str legAnim, torsoAnim;
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ScriptVariable *var = NULL;
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//Check for State Var's first
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legAnim = self.GetStateVar( _legAnim );
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if ( legAnim.length() )
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_legAnim = legAnim;
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torsoAnim = self.GetStateVar( _torsoAnim );
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if ( torsoAnim.length() )
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_torsoAnim = torsoAnim;
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var = self.entityVars.GetVariable( _legAnim );
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if ( var )
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{
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legAnim = var->stringValue();
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if ( legAnim.length() )
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_legAnim = legAnim;
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}
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var = self.entityVars.GetVariable( _torsoAnim );
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if ( var )
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{
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torsoAnim = var->stringValue();
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if ( torsoAnim.length() )
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_torsoAnim = torsoAnim;
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}
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transitionToState(PLAYANIM_SETUP);
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}
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//--------------------------------------------------------------
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// Name: think()
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// Class: PlayAnim
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//
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// Description: Does any processing required before evaluating states
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//
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// Parameters: None
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//
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// Returns: None
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//--------------------------------------------------------------
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void PlayAnim::think()
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{
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}
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//--------------------------------------------------------------
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// Name: setupStateSetup()
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// Class: PlayAnim
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//
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// Description: Sets up State
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//
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// Parameters: None
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//
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// Returns: None
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//--------------------------------------------------------------
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void PlayAnim::setupStateSetup()
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{
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if ( _minTime )
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_endTime = level.time + _minTime;
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if ( _maxTime )
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_endTime = _endTime + G_Random( _maxTime - _minTime );
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if ( _legAnim.length() )
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{
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if ( !_endTime )
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{
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if ( !GetSelf()->SetAnim( _legAnim, EV_Actor_EndBehavior ) )
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{
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GetSelf()->PostEvent( EV_Actor_EndBehavior, 0.0f );
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}
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}
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else
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{
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if ( !GetSelf()->SetAnim( _legAnim, NULL ) )
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{
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GetSelf()->PostEvent( EV_Actor_EndBehavior, 0.0f );
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}
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}
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GetSelf()->ClearTorsoAnim();
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}
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if ( _torsoAnim.length() )
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{
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if ( !_endTime )
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{
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if ( !GetSelf()->SetAnim( _torsoAnim, EV_Actor_EndBehavior ) )
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{
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GetSelf()->PostEvent( EV_Actor_EndBehavior, 0.0f );
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}
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}
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else
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{
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if ( !GetSelf()->SetAnim( _torsoAnim, NULL ) )
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{
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GetSelf()->PostEvent( EV_Actor_EndBehavior, 0.0f );
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}
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}
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}
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}
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//--------------------------------------------------------------
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// Name: evaluateStateApproach()
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// Class: PlayAnim
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//
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// Description: Evaluates State
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//
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// Parameters: None
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//
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// Returns: BehaviorReturnCode_t
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//--------------------------------------------------------------
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BehaviorReturnCode_t PlayAnim::evaluateStateSetup()
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{
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return BEHAVIOR_SUCCESS;
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}
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//--------------------------------------------------------------
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// Name: failureStateApproach()
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// Class: PlayAnim
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//
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// Description: Failure Handler for State
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//
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// Parameters: const str &failureReason
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//
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// Returns: None
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//--------------------------------------------------------------
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void PlayAnim::failureStateSetup( const str& failureReason )
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{
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Q_UNUSED(failureReason);
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}
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//--------------------------------------------------------------
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// Name: setupStateSetup()
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// Class: PlayAnim
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//
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// Description: Sets up State
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//
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// Parameters: None
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//
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// Returns: None
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//--------------------------------------------------------------
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void PlayAnim::setupStateAnimate()
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{
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}
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//--------------------------------------------------------------
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// Name: evaluateStateApproach()
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// Class: PlayAnim
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//
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// Description: Evaluates State
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//
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// Parameters: None
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//
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// Returns: BehaviorReturnCode_t
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//--------------------------------------------------------------
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BehaviorReturnCode_t PlayAnim::evaluateStateAnimate()
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{
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if ( _endTime )
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{
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if ( level.time >= _endTime )
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return BEHAVIOR_SUCCESS;
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}
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return BEHAVIOR_EVALUATING;
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}
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//--------------------------------------------------------------
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// Name: failureStateApproach()
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// Class: PlayAnim
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//
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// Description: Failure Handler for State
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//
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// Parameters: const str &failureReason
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//
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// Returns: None
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//--------------------------------------------------------------
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void PlayAnim::failureStateAnimate( const str& failureReason )
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{
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Q_UNUSED(failureReason);
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}
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