mirror of
https://github.com/UberGames/EF2GameSource.git
synced 2024-11-10 06:31:42 +00:00
362 lines
8.5 KiB
C++
362 lines
8.5 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /EF2/Code/DLLs/game/holdPosition.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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//
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// PARAMETERS:
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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 "holdPosition.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, HoldPosition, NULL )
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{
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{ &EV_Behavior_Args, &HoldPosition::SetArgs },
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{ &EV_Behavior_AnimDone, &HoldPosition::AnimDone },
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{ NULL, NULL }
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};
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//--------------------------------------------------------------
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// Name: RotateToEntity()
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// Class: RotateToEntity
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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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HoldPosition::HoldPosition()
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{
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_legAnim = "idle";
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_twitchAnim = "twitch";
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_weaponTwitchAnim = "";
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_torsoAnim = "";
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_holdTimeMin = 1.0f;
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_holdTimeMax = 1.5f;;
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_nextTwitchTime = 0.0f;
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_twitchInterval = 2.5f;
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_canTwitch = true;
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_animDone = false;
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}
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//--------------------------------------------------------------
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// Name: ~RotateToEntity()
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// Class: RotateToEntity
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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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HoldPosition::~HoldPosition()
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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: RotateToEntity
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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 -- 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 HoldPosition::SetArgs( Event * )
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{
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}
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void HoldPosition::AnimDone( Event * )
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{
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_animDone = true;
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}
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//--------------------------------------------------------------
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//
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// Name: Begin()
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// Class: RotateToEntity
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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 HoldPosition::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: RotateToEntity
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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 HoldPosition::Evaluate( Actor & )
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{
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BehaviorReturnCode_t stateResult;
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switch ( _state )
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{
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//---------------------------------------------------------------------
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case HOLD_POSITION_HOLD:
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//---------------------------------------------------------------------
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stateResult = evaluateStateHold();
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if ( stateResult == BEHAVIOR_SUCCESS )
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{
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if ( level.time >= _nextTwitchTime && _canTwitch )
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{
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if ( _self->combatSubsystem->HaveWeapon() )
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{
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transitionToState(HOLD_POSITION_WEAPON_TWITCH);
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return BEHAVIOR_EVALUATING;
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}
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else
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{
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transitionToState(HOLD_POSITION_TWITCH);
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return BEHAVIOR_EVALUATING;
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}
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}
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transitionToState( HOLD_POSITION_HOLD );
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}
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break;
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//---------------------------------------------------------------------
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case HOLD_POSITION_TWITCH:
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//---------------------------------------------------------------------
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stateResult = evaluateStateTwitch();
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if ( stateResult == BEHAVIOR_SUCCESS )
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transitionToState( HOLD_POSITION_HOLD );
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break;
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//---------------------------------------------------------------------
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case HOLD_POSITION_WEAPON_TWITCH:
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//---------------------------------------------------------------------
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stateResult = evaluateStateWeaponTwitch();
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if ( stateResult == BEHAVIOR_SUCCESS )
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transitionToState( HOLD_POSITION_HOLD );
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break;
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//---------------------------------------------------------------------
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case HOLD_POSITION_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 HOLD_POSITION_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: RotateToEntity
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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 HoldPosition::End(Actor &)
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{
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_self->SetIgnoreWatchTarget( false );
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}
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void HoldPosition::transitionToState( HoldPositionStates_t state )
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{
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switch ( state )
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{
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case HOLD_POSITION_HOLD:
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setupStateHold();
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setInternalState( state , "HOLD_POSITION_HOLD" );
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break;
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case HOLD_POSITION_TWITCH:
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setupStateTwitch();
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setInternalState( state , "HOLD_POSITION_TWITCH" );
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break;
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case HOLD_POSITION_WEAPON_TWITCH:
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setupStateWeaponTwitch();
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setInternalState( state , "HOLD_POSITION_WEAPON_TWITCH" );
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break;
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case HOLD_POSITION_SUCCESS:
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setInternalState( state , "HOLD_POSITION_SUCCESS" );
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break;
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case HOLD_POSITION_FAILED:
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setInternalState( state , "HOLD_POSITION_FAILED" );
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break;
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}
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}
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void HoldPosition::setInternalState( HoldPositionStates_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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void HoldPosition::init( Actor &self )
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{
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_self = &self;
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transitionToState(HOLD_POSITION_HOLD);
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}
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void HoldPosition::think()
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{
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}
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void HoldPosition::setupStateHold()
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{
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_endHoldTime = level.time + G_Random ( _holdTimeMax + _holdTimeMin );
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if ( !_self->combatSubsystem->HaveWeapon() )
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{
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_self->SetAnim( _legAnim , EV_Actor_NotifyTorsoBehavior , legs );
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return;
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}
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if ( _self->enemyManager->HasEnemy() )
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_torsoAnim = _self->combatSubsystem->GetAnimForMyWeapon( "CombatGunIdle" );
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else
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_torsoAnim = _self->combatSubsystem->GetAnimForMyWeapon( "IdleGunIdle" );
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if ( _torsoAnim.length() )
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{
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_self->SetAnim( _torsoAnim, NULL , torso );
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}
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else
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{
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_self->SetAnim( _legAnim , EV_Actor_NotifyTorsoBehavior , legs );
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}
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}
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BehaviorReturnCode_t HoldPosition::evaluateStateHold()
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{
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if ( level.time >= _endHoldTime )
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return BEHAVIOR_SUCCESS;
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return BEHAVIOR_EVALUATING;
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}
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void HoldPosition::failureStateHold( const str& failureReason )
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{
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Q_UNUSED(failureReason);
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}
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void HoldPosition:: setupStateTwitch()
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{
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_self->SetIgnoreWatchTarget( true );
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_animDone = false;
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_self->SetAnim( _legAnim , EV_Actor_NotifyTorsoBehavior , legs );
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}
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BehaviorReturnCode_t HoldPosition::evaluateStateTwitch()
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{
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if ( _animDone )
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{
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_nextTwitchTime = level.time + _twitchInterval;
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_self->SetIgnoreWatchTarget( false );
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return BEHAVIOR_SUCCESS;
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}
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return BEHAVIOR_EVALUATING;
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}
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void HoldPosition:: failureStateTwitch( const str& failureReason )
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{
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Q_UNUSED(failureReason);
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}
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void HoldPosition:: setupStateWeaponTwitch()
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{
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_animDone = false;
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if ( _self->enemyManager->HasEnemy() )
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_torsoAnim = _self->combatSubsystem->GetAnimForMyWeapon( "CombatGunTwitch" );
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else
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_torsoAnim = _self->combatSubsystem->GetAnimForMyWeapon( "IdleGunTwitch" );
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if ( _torsoAnim.length() )
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{
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_self->SetIgnoreWatchTarget( true );
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//_self->SetAnim( _torsoAnim, NULL , torso );
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_self->ClearLegAnim();
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_self->ClearTorsoAnim();
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_self->SetAnim( _torsoAnim, EV_Actor_NotifyBehavior , legs );
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}
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else
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_canTwitch = false;
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}
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BehaviorReturnCode_t HoldPosition::evaluateStateWeaponTwitch()
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{
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if ( _animDone )
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{
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_nextTwitchTime = level.time + _twitchInterval;
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_self->SetIgnoreWatchTarget( false );
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return BEHAVIOR_SUCCESS;
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}
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return BEHAVIOR_EVALUATING;
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}
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void HoldPosition:: failureStateWeaponTwitch( const str& failureReason )
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{
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Q_UNUSED(failureReason);
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}
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