mirror of
https://github.com/UberGames/EF2GameSource.git
synced 2024-11-14 16:30:34 +00:00
369 lines
8.9 KiB
C++
369 lines
8.9 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /EF2/Code/DLLs/game/changePosture.cpp $
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// $Revision:: 3 $
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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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// changePosture 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 "changePosture.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, ChangePosture, NULL )
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{
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{ &EV_Behavior_Args, &ChangePosture::SetArgs},
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{ &EV_PostureChanged_Completed, &ChangePosture::PostureDone },
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{ NULL, NULL }
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};
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//--------------------------------------------------------------
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// Name: ChangePosture()
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// Class: ChangePosture
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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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ChangePosture::ChangePosture()
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{
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_posture = "";
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}
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//--------------------------------------------------------------
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// Name: ~ChangePosture()
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// Class: ChangePosture
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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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ChangePosture::~ChangePosture()
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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: ChangePosture
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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 ChangePosture::SetArgs( Event *ev )
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{
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_posture = ev->GetString( 1 );
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}
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void ChangePosture::PostureDone( Event * )
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{
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_postureDone = true;
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}
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//--------------------------------------------------------------
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//
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// Name: Begin()
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// Class: ChangePosture
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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 ChangePosture::Begin( Actor & )
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{
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init();
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}
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//--------------------------------------------------------------
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//
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// Name: Evaluate()
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// Class: ChangePosture
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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 ChangePosture::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 CHANGE_POSTURE_SETUP:
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//---------------------------------------------------------------------
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stateResult = evaluateStateSetup();
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if ( stateResult == BEHAVIOR_FAILED )
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transitionToState( CHANGE_POSTURE_FAILED );
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if ( stateResult == BEHAVIOR_SUCCESS )
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transitionToState( CHANGE_POSTURE_CHANGE );
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break;
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//---------------------------------------------------------------------
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case CHANGE_POSTURE_CHANGE:
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//---------------------------------------------------------------------
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stateResult = evaluateStateChange();
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if ( stateResult == BEHAVIOR_FAILED )
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transitionToState( CHANGE_POSTURE_FAILED );
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if ( stateResult == BEHAVIOR_SUCCESS )
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transitionToState( CHANGE_POSTURE_SUCCESS );
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break;
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//---------------------------------------------------------------------
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case CHANGE_POSTURE_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 CHANGE_POSTURE_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: ChangePosture
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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 ChangePosture::End(Actor &)
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{
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}
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//--------------------------------------------------------------
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// Name: transitionToState()
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// Class: ChangePosture
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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 ChangePosture::transitionToState( changePostureStates_t state )
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{
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switch( state )
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{
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case CHANGE_POSTURE_SETUP:
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setupStateSetup();
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setInternalState( state , "CHANGE_POSTURE_SETUP" );
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break;
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case CHANGE_POSTURE_CHANGE:
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setupStateChange();
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setInternalState( state , "CHANGE_POSTURE_CHANGE" );
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break;
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case CHANGE_POSTURE_SUCCESS:
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setInternalState( state , "CHANGE_POSTURE_SUCCESS" );
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break;
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case CHANGE_POSTURE_FAILED:
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setInternalState( state , "CHANGE_POSTURE_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: ChangePosture
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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 ChangePosture::setInternalState( changePostureStates_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: ChangePosture
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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 ChangePosture::init()
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{
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transitionToState(CHANGE_POSTURE_SETUP);
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_canChange = true;
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_postureDone = false;
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}
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//--------------------------------------------------------------
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// Name: think()
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// Class: ChangePosture
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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 ChangePosture::think()
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{
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}
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//--------------------------------------------------------------
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// Name: setupStateSetup()
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// Class: ChangePosture
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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 ChangePosture::setupStateSetup()
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{
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_canChange = GetSelf()->postureController->requestPosture( _posture , this );
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}
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//--------------------------------------------------------------
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// Name: evaluateStateSetup()
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// Class: ChangePosture
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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 ChangePosture::evaluateStateSetup()
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{
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if ( !_canChange )
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return BEHAVIOR_FAILED;
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return BEHAVIOR_SUCCESS;
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}
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//--------------------------------------------------------------
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// Name: failureStateSetup()
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// Class: ChangePosture
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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 ChangePosture::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: setupStateChange()
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// Class: ChangePosture
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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 ChangePosture::setupStateChange()
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{
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}
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//--------------------------------------------------------------
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// Name: evaluateStateChange()
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// Class: ChangePosture
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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 ChangePosture::evaluateStateChange()
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{
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if ( _postureDone )
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return BEHAVIOR_SUCCESS;
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return BEHAVIOR_EVALUATING;
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}
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//--------------------------------------------------------------
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// Name: failureStateChange()
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// Class: ChangePosture
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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 ChangePosture::failureStateChange( const str& failureReason )
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{
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Q_UNUSED(failureReason);
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}
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