ef2gamesource/dlls/game/closeInOnEnemy.cpp
2012-12-31 16:32:52 +01:00

366 lines
8.9 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /EF2/Code/DLLs/game/closeInOnEnemy.cpp $
// $Revision:: 7 $
// $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:
// CloseInOnEnemy Implementation
//
// PARAMETERS:
//
//
// ANIMATIONS:
//
//--------------------------------------------------------------------------------
#include "actor.h"
#include "closeInOnEnemy.hpp"
//--------------------------------------------------------------
//
// Class Declaration and Event Registration
//
//--------------------------------------------------------------
CLASS_DECLARATION( Behavior, CloseInOnEnemy, NULL )
{
{ &EV_Behavior_Args, &CloseInOnEnemy::SetArgs },
{ NULL, NULL }
};
//--------------------------------------------------------------
// Name: CloseInOnEnemy()
// Class: CloseInOnEnemy
//
// Description: Constructor
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
CloseInOnEnemy::CloseInOnEnemy()
{
_anim = "";
_torsoAnim = "";
_dist = 64.0f;
}
//--------------------------------------------------------------
// Name: ~CloseInOnEnemy()
// Class: CloseInOnEnemy
//
// Description: Destructor
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
CloseInOnEnemy::~CloseInOnEnemy()
{
}
//--------------------------------------------------------------
//
// Name: SetArgs()
// Class: CloseInOnEnemy
//
// Description:
//
// Parameters: Event *ev -- Event containing the string
//
// Returns: None
//
//--------------------------------------------------------------
void CloseInOnEnemy::SetArgs( Event *ev )
{
_anim = ev->GetString( 1 );
if ( ev->NumArgs() > 1 )
_dist = ev->GetFloat( 2 );
if ( ev->NumArgs() > 2 )
_torsoAnim = ev->GetString( 3 );
}
//--------------------------------------------------------------
//
// Name: Begin()
// Class: CloseInOnEnemy
//
// Description: Initializes the behavior
//
// Parameters: Actor &self -- The actor executing this behavior
//
// Returns: None
//
//--------------------------------------------------------------
void CloseInOnEnemy::Begin( Actor &self )
{
init( self );
}
//--------------------------------------------------------------
//
// Name: Evaluate()
// Class: CloseInOnEnemy
//
// Description: Update for this behavior -- called every server frame
//
// Parameters: Actor &self -- Actor executing this behavior
//
// Returns: BehaviorReturnCode_t
//
//--------------------------------------------------------------
BehaviorReturnCode_t CloseInOnEnemy::Evaluate( Actor & )
{
BehaviorReturnCode_t stateResult;
think();
switch ( _state )
{
//---------------------------------------------------------------------
case CLOSE_IN_ON_ENEMY_APPROACH:
//---------------------------------------------------------------------
stateResult = evaluateStateApproach();
if ( stateResult == BEHAVIOR_FAILED )
transitionToState( CLOSE_IN_ON_ENEMY_FAILED );
if ( stateResult == BEHAVIOR_FAILED_STEERING_NO_PATH )
transitionToState( CLOSE_IN_ON_ENEMY_FAILED );
if ( stateResult == BEHAVIOR_SUCCESS )
transitionToState( CLOSE_IN_ON_ENEMY_SUCCESS );
break;
//---------------------------------------------------------------------
case CLOSE_IN_ON_ENEMY_SUCCESS:
//---------------------------------------------------------------------
return BEHAVIOR_SUCCESS;
break;
//---------------------------------------------------------------------
case CLOSE_IN_ON_ENEMY_FAILED:
//---------------------------------------------------------------------
return BEHAVIOR_FAILED;
break;
}
return BEHAVIOR_EVALUATING;
}
//--------------------------------------------------------------
//
// Name: End()
// Class: CloseInOnEnemy
//
// Description: Ends this behavior -- cleans things up
//
// Parameters: Actor &self -- Actor executing this behavior
//
// Returns: None
//
//--------------------------------------------------------------
void CloseInOnEnemy::End(Actor &self)
{
_chaseEnemy.End( self );
self.SetAnim( "idle" );
}
//--------------------------------------------------------------
// Name: transitionToState()
// Class: CloseInOnEnemy
//
// Description: Transitions the behaviors state
//
// Parameters: coverCombatStates_t state -- The state to transition to
//
// Returns: None
//--------------------------------------------------------------
void CloseInOnEnemy::transitionToState( closeInOnEnemyStates_t state )
{
switch( state )
{
case CLOSE_IN_ON_ENEMY_APPROACH:
setupStateApproach();
setInternalState( state , "CLOSE_IN_ON_ENEMY_APPROACH" );
break;
case CLOSE_IN_ON_ENEMY_SUCCESS:
setInternalState( state , "CLOSE_IN_ON_ENEMY_SUCCESS" );
break;
case CLOSE_IN_ON_ENEMY_FAILED:
setInternalState( state , "CLOSE_IN_ON_ENEMY_FAILED" );
break;
}
}
//--------------------------------------------------------------
// Name: setInternalState()
// Class: CloseInOnEnemy
//
// Description: Sets the internal state of the behavior
//
// Parameters: unsigned int state
// const str &stateName
//
// Returns: None
//--------------------------------------------------------------
void CloseInOnEnemy::setInternalState( closeInOnEnemyStates_t state , const str &stateName )
{
_state = state;
SetInternalStateName( stateName );
}
//--------------------------------------------------------------
// Name: init()
// Class: CloseInOnEnemy
//
// Description: Initializes the behavior
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
void CloseInOnEnemy::init( Actor &self )
{
_self = &self;
updateEnemy();
transitionToState(CLOSE_IN_ON_ENEMY_APPROACH);
}
//--------------------------------------------------------------
// Name: think()
// Class: CloseInOnEnemy
//
// Description: Does any processing required before evaluating states
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void CloseInOnEnemy::think()
{
if ( !_currentEnemy )
{
SetFailureReason( "CloseInOnEnemy::updateEnemy -- No Enemy" );
transitionToState( CLOSE_IN_ON_ENEMY_FAILED );
}
}
//--------------------------------------------------------------
// Name: updateEnemy()
// Class: CloseInOnEnemy
//
// Description: Sets our _currentEnemy
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void CloseInOnEnemy::updateEnemy()
{
Entity *currentEnemy = _self->enemyManager->GetCurrentEnemy();
if ( !currentEnemy )
{
_self->enemyManager->FindHighestHateEnemy();
currentEnemy = _self->enemyManager->GetCurrentEnemy();
if ( !currentEnemy )
{
SetFailureReason( "CloseInOnEnemy::updateEnemy -- No Enemy" );
transitionToState( CLOSE_IN_ON_ENEMY_FAILED );
}
}
_currentEnemy = currentEnemy;
}
//--------------------------------------------------------------
// Name: setTorsoAnim()
// Class: CloseInOnEnemy
//
// Description: Sets our Torso Animation
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void CloseInOnEnemy::setTorsoAnim()
{
_self->SetAnim( _torsoAnim , NULL , torso );
}
//--------------------------------------------------------------
// Name: setupStateApproach()
// Class: CloseInOnEnemy
//
// Description: Sets up State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void CloseInOnEnemy::setupStateApproach()
{
_chaseEnemy.SetAnim( _anim );
_chaseEnemy.SetDistance( _dist );
_chaseEnemy.SetEntity( *_self, _currentEnemy );
if ( _torsoAnim.length() > 0 )
setTorsoAnim();
_chaseEnemy.Begin( *_self );
}
//--------------------------------------------------------------
// Name: evaluateStateApproach()
// Class: CloseInOnEnemy
//
// Description: Evaluates State
//
// Parameters: None
//
// Returns: BehaviorReturnCode_t
//--------------------------------------------------------------
BehaviorReturnCode_t CloseInOnEnemy::evaluateStateApproach()
{
return _chaseEnemy.Evaluate( *_self );
}
//--------------------------------------------------------------
// Name: failureStateApproach()
// Class: CloseInOnEnemy
//
// Description: Failure Handler for State
//
// Parameters: const str &failureReason
//
// Returns: None
//--------------------------------------------------------------
void CloseInOnEnemy::failureStateApproach( const str& failureReason )
{
Q_UNUSED(failureReason);
}