mirror of
https://github.com/UberGames/EF2GameSource.git
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218 lines
6.7 KiB
C++
218 lines
6.7 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /EF2/Code/DLLs/game/teleportToPosition.cpp $
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// $Revision:: 5 $
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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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// TeleportToPosition Behavior Implementation.
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// -- Currently, this is misnamed as a result of the transition to individual
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// files for each behavior. Additionally, this behavior needs much refactoring
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// to make it more generalized and flexible
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//
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// -- What it does RIGHT NOW
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// The Behavior iterates through "position" flagged pathnodes. It picks a random
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// one ( based on a naming convention ) and uses that as a teleport position.
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// It then checks if this new position will hold the actor. If that is true, then
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// it plays the "start" animation. When that animation is completed, it rechecks
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// the spot -- If it's still good, then it sets the actor's origin to that spot
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// and plays the "end" animation
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//
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// -- Naming Convention
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// 2 of the parameters ( _teleportPositionName , _numberOfTeleportPositions )
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// build up a naming convention for the behavior to use. What this means is
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// you will need to coordinate with the level designers to make sure that they
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// name the pathnodes appropriately. "WarpNode1" is a good example. For every
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// teleport position, they should increment the number at the end. "WarpNode3" ,
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// "WarpNode2", etc...
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//
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// For the state machine, ( using this example ) you would pass "WarpNode" and 3
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// for the count of possible positions. The behaivor then picks a random integer
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// up to the count number, and concatenates with the Name to get a random node.
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//
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// ANIMATIONS:
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// Start Animation : Parameter
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// End Animation : Parameter
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//--------------------------------------------------------------------------------
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#include "actor.h"
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#include "player.h"
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#include "weaputils.h"
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#include "teleportToPosition.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, AnimatedTeleportToPosition, NULL )
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{
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{ &EV_Behavior_Args, &AnimatedTeleportToPosition::SetArgs },
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{ NULL, NULL }
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};
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//--------------------------------------------------------------
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// Name: SetArgs()
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// Class: AnimatedTeleportToPosition
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//
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// Description: Sets Variables based on arguments inside the event
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//
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// Parameters: Event *ev
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//
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// Returns: None
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//--------------------------------------------------------------
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void AnimatedTeleportToPosition::SetArgs( Event *ev )
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{
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_teleportPositionName = ev->GetString( 1 );
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_numberOfTeleportPositions = ev->GetInteger( 2 );
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_startAnim = ev->GetString( 3 );
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_endAnim = ev->GetString( 4 );
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}
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//--------------------------------------------------------------
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// Name: Begin()
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// Class: AnimatedTeleportToPosition
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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 AnimatedTeleportToPosition::Begin( Actor & )
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{
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_state = ANIM_TELEPORT_BEGIN;
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}
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//--------------------------------------------------------------
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// Name: Evaluate()
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// Class: AnimatedTeleportToPosition
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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
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//
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// Returns: None
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//--------------------------------------------------------------
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BehaviorReturnCode_t AnimatedTeleportToPosition::Evaluate ( Actor &self )
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{
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Vector dir;
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Vector angles;
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trace_t trace;
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str pathnode_name;
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Vector teleport_position;
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Vector attack_position;
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float half_height;
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Entity *currentEnemy;
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currentEnemy = self.enemyManager->GetCurrentEnemy();
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switch ( _state )
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{
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case ANIM_TELEPORT_BEGIN:
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// Get the pathnode name to teleport to
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pathnode_name = _teleportPositionName;
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pathnode_name += (int)G_Random( (float)_numberOfTeleportPositions ) + 1 ;
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// Find the path node
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_goal = thePathManager.FindNode( pathnode_name );
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if ( !_goal )
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{
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gi.WDPrintf( "Can't find position %s\n", pathnode_name.c_str() );
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SetFailureReason( "Unable to find a teleport position" );
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return BEHAVIOR_FAILED;
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}
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_state = ANIM_TELEPORT_START_ANIM;
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break;
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case ANIM_TELEPORT_START_ANIM:
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self.SetAnim( _startAnim , EV_Anim_Done , legs );
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_state = ANIM_TELEPORT_START_ANIMATING;
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break;
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case ANIM_TELEPORT_START_ANIMATING:
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if ( self.GetActorFlag( ACTOR_FLAG_ANIM_DONE ) )
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_state = ANIM_TELEPORT_TELEPORT;
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break;
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case ANIM_TELEPORT_TELEPORT:
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// Set the teleport position
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teleport_position = _goal->origin;
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// Kill anything at this position
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half_height = self.maxs.z / 2.0f;
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attack_position = teleport_position;
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attack_position.z += half_height;
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MeleeAttack( attack_position, attack_position, 10000.0f, &self, MOD_TELEFRAG, self.maxs.x, -half_height, half_height, 0 );
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// Test to see if we can fit at the new position
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trace = G_Trace( teleport_position + Vector( "0 0 64" ), self.mins, self.maxs, teleport_position - Vector( "0 0 128" ), &self, MASK_PATHSOLID, false, "TeleportToPosition" );
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if ( trace.allsolid )
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{
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gi.WDPrintf( "Failed to teleport to %s\n", _goal->targetname.c_str() );
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SetFailureReason( "Trace at my designated teleport position return All Solid" );
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return BEHAVIOR_FAILED;
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}
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teleport_position = trace.endpos;
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self.setOrigin( teleport_position );
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self.NoLerpThisFrame();
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if ( currentEnemy )
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{
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dir = currentEnemy->origin - teleport_position;
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angles = dir.toAngles();
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angles[ROLL] = 0.0f;
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angles[PITCH] = 0.0f;
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self.setAngles( angles );
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}
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_state = ANIM_TELEPORT_END_ANIM;
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break;
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case ANIM_TELEPORT_END_ANIM:
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self.SetAnim( _endAnim , EV_Anim_Done , legs );
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_state = ANIM_TELEPORT_END_ANIMATING;
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break;
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case ANIM_TELEPORT_END_ANIMATING:
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if ( self.GetActorFlag( ACTOR_FLAG_ANIM_DONE ) )
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return BEHAVIOR_SUCCESS;
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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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// Name: End()
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// Class: AnimatedTeleportToPosition
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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
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//
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// Returns: None
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//--------------------------------------------------------------
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void AnimatedTeleportToPosition::End( Actor & )
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{
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}
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