mirror of
https://github.com/UberGames/EF2GameSource.git
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366 lines
8.9 KiB
C++
366 lines
8.9 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /EF2/Code/DLLs/game/closeInOnEnemy.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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// CloseInOnEnemy 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 "closeInOnEnemy.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, CloseInOnEnemy, NULL )
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{
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{ &EV_Behavior_Args, &CloseInOnEnemy::SetArgs },
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{ NULL, NULL }
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};
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//--------------------------------------------------------------
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// Name: CloseInOnEnemy()
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// Class: CloseInOnEnemy
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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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CloseInOnEnemy::CloseInOnEnemy()
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{
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_anim = "";
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_torsoAnim = "";
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_dist = 64.0f;
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}
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//--------------------------------------------------------------
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// Name: ~CloseInOnEnemy()
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// Class: CloseInOnEnemy
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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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CloseInOnEnemy::~CloseInOnEnemy()
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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: CloseInOnEnemy
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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 CloseInOnEnemy::SetArgs( Event *ev )
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{
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_anim = ev->GetString( 1 );
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if ( ev->NumArgs() > 1 )
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_dist = ev->GetFloat( 2 );
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if ( ev->NumArgs() > 2 )
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_torsoAnim = ev->GetString( 3 );
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}
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//--------------------------------------------------------------
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//
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// Name: Begin()
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// Class: CloseInOnEnemy
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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 CloseInOnEnemy::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: CloseInOnEnemy
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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 CloseInOnEnemy::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 CLOSE_IN_ON_ENEMY_APPROACH:
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//---------------------------------------------------------------------
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stateResult = evaluateStateApproach();
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if ( stateResult == BEHAVIOR_FAILED )
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transitionToState( CLOSE_IN_ON_ENEMY_FAILED );
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if ( stateResult == BEHAVIOR_FAILED_STEERING_NO_PATH )
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transitionToState( CLOSE_IN_ON_ENEMY_FAILED );
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if ( stateResult == BEHAVIOR_SUCCESS )
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transitionToState( CLOSE_IN_ON_ENEMY_SUCCESS );
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break;
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//---------------------------------------------------------------------
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case CLOSE_IN_ON_ENEMY_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 CLOSE_IN_ON_ENEMY_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: CloseInOnEnemy
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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 CloseInOnEnemy::End(Actor &self)
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{
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_chaseEnemy.End( self );
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self.SetAnim( "idle" );
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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 CloseInOnEnemy::transitionToState( closeInOnEnemyStates_t state )
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{
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switch( state )
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{
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case CLOSE_IN_ON_ENEMY_APPROACH:
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setupStateApproach();
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setInternalState( state , "CLOSE_IN_ON_ENEMY_APPROACH" );
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break;
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case CLOSE_IN_ON_ENEMY_SUCCESS:
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setInternalState( state , "CLOSE_IN_ON_ENEMY_SUCCESS" );
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break;
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case CLOSE_IN_ON_ENEMY_FAILED:
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setInternalState( state , "CLOSE_IN_ON_ENEMY_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: CloseInOnEnemy
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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 CloseInOnEnemy::setInternalState( closeInOnEnemyStates_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: CloseInOnEnemy
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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 CloseInOnEnemy::init( Actor &self )
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{
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_self = &self;
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updateEnemy();
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transitionToState(CLOSE_IN_ON_ENEMY_APPROACH);
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}
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//--------------------------------------------------------------
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// Name: think()
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// Class: CloseInOnEnemy
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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 CloseInOnEnemy::think()
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{
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if ( !_currentEnemy )
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{
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SetFailureReason( "CloseInOnEnemy::updateEnemy -- No Enemy" );
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transitionToState( CLOSE_IN_ON_ENEMY_FAILED );
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}
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}
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//--------------------------------------------------------------
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// Name: updateEnemy()
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// Class: CloseInOnEnemy
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//
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// Description: Sets our _currentEnemy
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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 CloseInOnEnemy::updateEnemy()
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{
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Entity *currentEnemy = _self->enemyManager->GetCurrentEnemy();
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if ( !currentEnemy )
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{
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_self->enemyManager->FindHighestHateEnemy();
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currentEnemy = _self->enemyManager->GetCurrentEnemy();
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if ( !currentEnemy )
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{
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SetFailureReason( "CloseInOnEnemy::updateEnemy -- No Enemy" );
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transitionToState( CLOSE_IN_ON_ENEMY_FAILED );
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}
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}
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_currentEnemy = currentEnemy;
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}
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//--------------------------------------------------------------
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// Name: setTorsoAnim()
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// Class: CloseInOnEnemy
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//
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// Description: Sets our Torso Animation
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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 CloseInOnEnemy::setTorsoAnim()
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{
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_self->SetAnim( _torsoAnim , NULL , torso );
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}
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//--------------------------------------------------------------
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// Name: setupStateApproach()
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// Class: CloseInOnEnemy
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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 CloseInOnEnemy::setupStateApproach()
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{
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_chaseEnemy.SetAnim( _anim );
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_chaseEnemy.SetDistance( _dist );
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_chaseEnemy.SetEntity( *_self, _currentEnemy );
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if ( _torsoAnim.length() > 0 )
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setTorsoAnim();
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_chaseEnemy.Begin( *_self );
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}
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//--------------------------------------------------------------
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// Name: evaluateStateApproach()
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// Class: CloseInOnEnemy
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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 CloseInOnEnemy::evaluateStateApproach()
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{
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return _chaseEnemy.Evaluate( *_self );
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}
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//--------------------------------------------------------------
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// Name: failureStateApproach()
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// Class: CloseInOnEnemy
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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 CloseInOnEnemy::failureStateApproach( const str& failureReason )
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{
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Q_UNUSED(failureReason);
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}
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