ef2gamesource/dlls/game/MoveRandomDirection.cpp
Walter Julius Hennecke 5bbf27cabd Initial code commit ...
2012-12-30 17:37:54 +01:00

434 lines
10 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /EF2/Code/DLLs/game/MoveRandomDirection.cpp $
// $Revision:: 6 $
// $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:
// MoveRandomDirection Implementation
//
// PARAMETERS:
//
// ANIMATIONS:
//--------------------------------------------------------------------------------
#include "actor.h"
#include "MoveRandomDirection.hpp"
#include <qcommon/gameplaymanager.h>
//--------------------------------------------------------------
//
// Class Declaration and Event Registration
//
//--------------------------------------------------------------
CLASS_DECLARATION( Behavior, MoveRandomDirection, NULL )
{
{ &EV_Behavior_Args, &MoveRandomDirection::SetArgs },
{ NULL, NULL }
};
MoveRandomDirection::MoveRandomDirection()
{
anim = "";
_forever = false;
_faceEnemy = false;
_dist = 1024.0f;
_minDistance = MIN_RANDOM_DIRECTION_DESTINATION;
_mode = RANDOM_MOVE_ANYWHERE;
_forever = false;
_faceEnemy = false;
}
MoveRandomDirection::~MoveRandomDirection()
{
}
//--------------------------------------------------------------
//
// Name: SetArgs()
// Class: MoveRandomDirection
//
// Description: Sets Parameters
//
// Parameters: Event *ev -- Event containing the string
//
// Returns: None
//
//--------------------------------------------------------------
void MoveRandomDirection::SetArgs( Event *ev )
{
int parmCount = ev->NumArgs();
if ( parmCount > 0 ) anim = ev->GetString( 1 );
if ( parmCount > 1 ) SetDistance( ev->GetFloat( 2 ) );
if ( parmCount > 2 ) SetMinDistance( ev->GetFloat( 3 ) );
if ( parmCount > 3 ) SetMode( ev->GetInteger( 4 ) );
if ( parmCount > 4 ) _forever = ev->GetBoolean( 5 );
if ( parmCount > 5 ) _faceEnemy = ev->GetBoolean( 6 );
}
//--------------------------------------------------------------
//
// Name: Begin()
// Class: MoveRandomDirection
//
// Description: Initializes the behavior
//
// Parameters: Actor &self -- The actor executing this behavior
//
// Returns: None
//
//--------------------------------------------------------------
void MoveRandomDirection::Begin( Actor &self )
{
findDestination( self );
if ( _foundGoodDestination )
{
float radius = 16.0f;
if ( _faceEnemy )
self.movementSubsystem->setFaceEnemy( true );
setLegAnim( self );
_chase.SetDistance( radius );
_chase.SetPoint( _destination );
_chase.SetAnim( anim );
_chase.Begin( self );
//Setup Torso Anim if appropriate
if ( !self.torsoBehavior )
setTorsoAnim( self );
}
}
//--------------------------------------------------------------
//
// Name: Evaluate()
// Class: MoveRandomDirection
//
// Description: Update for this behavior -- called every server frame
//
// Parameters: Actor &self -- Actor executing this behavior
//
// Returns: BehaviorReturnCode_t
//
//--------------------------------------------------------------
BehaviorReturnCode_t MoveRandomDirection::Evaluate( Actor &self )
{
BehaviorReturnCode_t result;
if ( !_foundGoodDestination )
{
self.SetAnim( "idle" , NULL , legs );
if ( _forever )
Begin( self );
else
return BEHAVIOR_FAILED;
}
result = _chase.Evaluate( self );
if ( result == BEHAVIOR_SUCCESS )
{
if ( _forever )
Begin( self );
else
return BEHAVIOR_SUCCESS;
}
if ( result != BEHAVIOR_EVALUATING )
{
if ( _forever )
Begin( self );
else
return BEHAVIOR_FAILED;
}
return BEHAVIOR_EVALUATING;
}
//--------------------------------------------------------------
//
// Name: End()
// Class: MoveRandomDirection
//
// Description: Ends this behavior -- cleans things up
//
// Parameters: Actor &self -- Actor executing this behavior
//
// Returns: None
//
//--------------------------------------------------------------
void MoveRandomDirection::End(Actor &self)
{
self.SetAnim( "idle" , NULL , legs );
if ( _faceEnemy )
self.movementSubsystem->setFaceEnemy( false );
self.movementSubsystem->setMovingBackwards( false );
}
//--------------------------------------------------------------
// Name: _chooseRandomDirection()
// Class: MoveRandomDirection
//
// Description: Picks a random position Vector based on
// the _mode
//
// Parameters: Actor &self -- Actor executing this behavior
//
// Returns: Vector
//--------------------------------------------------------------
Vector MoveRandomDirection::_chooseRandomDirection(Actor &self)
{
float yaw;
Vector destination;
Vector start;
trace_t trace;
switch ( _mode )
{
case RANDOM_MOVE_IN_FRONT:
yaw = G_Random( 90.0f ) - 45.0f;
break;
case RANDOM_MOVE_IN_BACK:
yaw = G_Random( 90.0f ) - 45.0f;
yaw = AngleNormalize180( yaw + 180);
break;
default:
yaw = G_Random(360.0f);
break;
}
start = self.origin;
start.z += 16.0f;
destination = self.angles;
destination[YAW] = AngleNormalize180(destination[YAW]);
destination[YAW] += yaw;
destination.AngleVectors( &destination );
Vector debug;
debug = self.angles;
debug.AngleVectors ( &debug );
debug *= 296.0f;
debug.z = start.z;
debug += start;
destination *= _dist;
destination += start;
destination.z = start.z;
trace = G_Trace( start , self.mins, self.maxs, destination, &self, self.edict->clipmask, false, "MoveRandomDirection: _chooseRandomDirection" );
Vector size1 = self.mins;
Vector size2 = self.maxs;
Vector actorSize;
size1.z = 0;
size2.z = 0;
actorSize = size2 - size1;
float mungeValue = actorSize.length();
Vector startToDest = trace.endpos - start;
float dist = startToDest.length();
dist-= mungeValue;
startToDest.normalize();
startToDest *= dist;
startToDest = startToDest + start;
//destination = trace.endpos;
destination = startToDest;
//G_DebugLine( start , destination , 1.0 , 1.0 , 1.0 , 1.0);
return destination;
}
//--------------------------------------------------------------
// Name: _getDistanceToDestination()
// Class: MoveRandomDirection
//
// Description: Returns the the distance to the destination
//
// Parameters: Actor &self -- Actor executing this behavior
//
// Returns: float
//--------------------------------------------------------------
float MoveRandomDirection::_getDistanceToDestination(Actor &self)
{
Vector selfToDestination;
selfToDestination = _destination - self.origin;
return selfToDestination.length();
}
//--------------------------------------------------------------
// Name: SetDistance()
// Class: MoveRandomDirection
//
// Description: Mutator
//
// Parameters: float dist
//
// Returns: None
//--------------------------------------------------------------
void MoveRandomDirection::SetDistance( float dist )
{
_dist = dist;
}
//--------------------------------------------------------------
// Name: SetAnim()
// Class: MoveRandomDirection
//
// Description: Mutator
//
// Parameters: const str &moveAnim
//
// Returns: None
//--------------------------------------------------------------
void MoveRandomDirection::SetAnim( const str &moveAnim )
{
anim = moveAnim;
}
//--------------------------------------------------------------
// Name: SetMode()
// Class: MoveRandomDirection
//
// Description: Mutator
//
// Parameters: unsigned int mode
//
// Returns: None
//--------------------------------------------------------------
void MoveRandomDirection::SetMode( unsigned int mode )
{
_mode = mode;
}
//--------------------------------------------------------------
// Name: SetMinDistance()
// Class: MoveRandomDirection
//
// Description: Mutator
//
// Parameters: float dist
//
// Returns: None
//--------------------------------------------------------------
void MoveRandomDirection::SetMinDistance( float dist )
{
_minDistance = dist;
}
void MoveRandomDirection::findDestination( Actor &self )
{
int attempts;
_destination = _chooseRandomDirection(self);
attempts = 0;
_foundGoodDestination = true;
while ( _getDistanceToDestination(self) < _minDistance && attempts < 5 )
{
_destination = _chooseRandomDirection(self);
_foundGoodDestination = false;
attempts += 1;
if ( _getDistanceToDestination(self) > _minDistance )
_foundGoodDestination = true;
}
}
void MoveRandomDirection::setLegAnim( Actor &self )
{
str newAnim;
if ( _faceEnemy )
{
Vector selfToDestinationAngles = _destination - self.origin;
Vector animAngles = self.movementSubsystem->getAnimDir();
float yawDiff;
selfToDestinationAngles = selfToDestinationAngles.toAngles();
animAngles = animAngles.toAngles();
yawDiff = AngleNormalize180(selfToDestinationAngles[YAW] - animAngles[YAW] );
if ( yawDiff >= -25.0 && yawDiff <= 25.0 )
{
newAnim = self.combatSubsystem->GetAnimForMyWeapon( "CombatWalk" );
}
if ( yawDiff >= -135.0 && yawDiff <= -25.0 )
{
newAnim = self.combatSubsystem->GetAnimForMyWeapon( "CombatRStrafe" );
}
if ( yawDiff >= 25.0 && yawDiff <= 135.0f )
{
newAnim = self.combatSubsystem->GetAnimForMyWeapon( "CombatLStrafe" );
}
if ( yawDiff >= 135.0 && yawDiff <= 180.0f )
{
newAnim = self.combatSubsystem->GetAnimForMyWeapon( "CombatBackpedal" );
self.movementSubsystem->setMovingBackwards( true );
}
if ( yawDiff <= -135.0 && yawDiff >= -180.0 )
{
newAnim = self.combatSubsystem->GetAnimForMyWeapon( "CombatBackpedal" );
self.movementSubsystem->setMovingBackwards( true );
}
}
if ( newAnim.length() )
anim = newAnim;
}
void MoveRandomDirection::setTorsoAnim( Actor &self )
{
if ( self.enemyManager->HasEnemy() )
_torsoAnim = self.combatSubsystem->GetAnimForMyWeapon( "CombatGunIdle" );
else
_torsoAnim = self.combatSubsystem->GetAnimForMyWeapon( "IdleGunIdle" );
if ( _torsoAnim.length() )
{
self.SetAnim( _torsoAnim, NULL , torso );
}
}