mirror of
https://github.com/UberGames/EF2GameSource.git
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856 lines
21 KiB
C++
856 lines
21 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /EF2/Code/DLLs/game/snipeEnemy.cpp $
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// $Revision:: 10 $
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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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// torsoAimAndFireWeapon Implementation
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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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#include "actor.h"
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#include "snipeEnemy.hpp"
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#include <qcommon/gameplaymanager.h>
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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, SnipeEnemy, NULL )
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{
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{ &EV_Behavior_Args, &SnipeEnemy::SetArgs },
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{ &EV_Behavior_AnimDone, &SnipeEnemy::AnimDone },
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{ NULL, NULL }
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};
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//--------------------------------------------------------------
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// Name: SnipeEnemy()
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// Class: SnipeEnemy
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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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SnipeEnemy::SnipeEnemy()
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{
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_maxTorsoTurnSpeed = 15.0f;
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_maxTorsoYaw = 90.0;
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_maxTorsoPitch = 40.0;
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_shots = 1;
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_fireFailed = false;
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}
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//--------------------------------------------------------------
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// Name: ~SnipeEnemy()
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// Class: SnipeEnemy
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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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SnipeEnemy::~SnipeEnemy()
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{
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}
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//--------------------------------------------------------------
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// Name: SetArgs()
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// Class: SnipeEnemy
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//
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// Description: Sets Arguments for this behavior
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//
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// Parameters: Event *ev -- Event holding the arguments
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//
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// Returns: None
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//--------------------------------------------------------------
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void SnipeEnemy::SetArgs( Event *ev )
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{
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_aimTime = ev->GetFloat( 1 );
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_lockDownTime = ev->GetFloat( 2 );
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if ( ev->NumArgs() > 2 )
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{
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_targetSpread.x = ev->GetFloat(3);
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_targetSpread.y = ev->GetFloat(4);
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_targetSpread.z = ev->GetFloat(5);
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}
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}
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//--------------------------------------------------------------
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// Name: AnimDone()
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// Class: SnipeEnemy
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//
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// Description: Handles an animation completion
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//
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// Parameters: Event *ev -- Event holding the completion notification
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//
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// Returns: None
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//--------------------------------------------------------------
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void SnipeEnemy::AnimDone( Event * )
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{
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_animDone = true;
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}
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//--------------------------------------------------------------
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// Name: Begin()
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// Class: SnipeEnemy
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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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void SnipeEnemy::Begin( Actor &self )
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{
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init( self );
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if (_preFireAnim.length())
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transitionToState ( SNIPE_AIM_AND_FIRE_PRE_FIRE );
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else
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transitionToState ( SNIPE_AIM_AND_FIRE_AIM );
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}
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//--------------------------------------------------------------
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// Name: Evaluate()
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// Class: SnipeEnemy
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//
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// Description: Evaluates 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: BehaviorReturnCode_t
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//--------------------------------------------------------------
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BehaviorReturnCode_t SnipeEnemy::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 SNIPE_AIM_AND_FIRE_PRE_FIRE:
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//---------------------------------------------------------------------
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stateResult = evaluateStatePreFire();
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if ( stateResult == BEHAVIOR_SUCCESS )
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{
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transitionToState( SNIPE_AIM_AND_FIRE_AIM );
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}
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if ( stateResult == BEHAVIOR_FAILED )
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{
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transitionToState( SNIPE_AIM_AND_FIRE_FAILED );
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}
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break;
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//---------------------------------------------------------------------
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case SNIPE_AIM_AND_FIRE_AIM:
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//---------------------------------------------------------------------
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stateResult = evaluateStateAim();
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if ( stateResult == BEHAVIOR_SUCCESS )
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{
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transitionToState( SNIPE_AIM_AND_FIRE_ATTACK );
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}
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if ( stateResult == BEHAVIOR_FAILED )
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{
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transitionToState( SNIPE_AIM_AND_FIRE_FAILED );
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}
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break;
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//---------------------------------------------------------------------
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case SNIPE_AIM_AND_FIRE_ATTACK:
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//---------------------------------------------------------------------
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stateResult = evaluateStateAttack();
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if ( stateResult == BEHAVIOR_FAILED )
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{
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_fireWeapon.End( *_self );
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if ( _postFireAnim.length() )
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transitionToState( SNIPE_AIM_AND_FIRE_POST_FIRE );
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else
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transitionToState( SNIPE_AIM_AND_FIRE_FAILED );
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}
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if ( stateResult == BEHAVIOR_SUCCESS )
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{
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_fireWeapon.End( *_self );
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if ( _postFireAnim.length() )
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transitionToState( SNIPE_AIM_AND_FIRE_POST_FIRE );
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else
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transitionToState( SNIPE_AIM_AND_FIRE_SUCCESS );
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}
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break;
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//---------------------------------------------------------------------
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case SNIPE_AIM_AND_FIRE_POST_FIRE:
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//---------------------------------------------------------------------
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stateResult = evaluateStatePostFire();
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if ( stateResult == BEHAVIOR_SUCCESS )
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{
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transitionToState( SNIPE_AIM_AND_FIRE_SUCCESS );
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}
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break;
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//---------------------------------------------------------------------
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case SNIPE_AIM_AND_FIRE_SUCCESS:
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//---------------------------------------------------------------------
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_self->SetControllerAngles( ACTOR_TORSO_TAG, vec_zero );
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return BEHAVIOR_SUCCESS;
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break;
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//---------------------------------------------------------------------
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case SNIPE_AIM_AND_FIRE_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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// Name: End()
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// Class: SnipeEnemy
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//
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// Description: Cleans Up 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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void SnipeEnemy::End(Actor &)
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{
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if ( !_self )
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return;
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_fireWeapon.End(*_self);
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//gi.Printf( "TorsoAimAndFireWeapon::End()\n");
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_self->SetControllerAngles( ACTOR_TORSO_TAG, vec_zero );
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_self->ClearTorsoAnim();
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_self->SetEnemyTargeted( false );
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//_self->SetAnim( _aimAnim , NULL , torso );
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}
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//--------------------------------------------------------------
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// Name: transitionToState()
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// Class: SnipeEnemy
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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 SnipeEnemy::transitionToState( SnipeAimAndFireStates_t state )
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{
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switch ( state )
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{
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case SNIPE_AIM_AND_FIRE_AIM:
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setupStateAim();
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setInternalState( state , "SNIPE_AIM_AND_FIRE_AIM" );
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break;
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case SNIPE_AIM_AND_FIRE_PRE_FIRE:
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setupStatePreFire();
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setInternalState( state , "SNIPE_AIM_AND_FIRE_PRE_FIRE" );
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break;
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case SNIPE_AIM_AND_FIRE_ATTACK:
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setupStateAttack();
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setInternalState( state , "SNIPE_AIM_AND_FIRE_ATTACK" );
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break;
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case SNIPE_AIM_AND_FIRE_POST_FIRE:
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setupStatePostFire();
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setInternalState( state , "SNIPE_AIM_AND_FIRE_POST_FIRE" );
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break;
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case SNIPE_AIM_AND_FIRE_SUCCESS:
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setInternalState( state , "SNIPE_AIM_AND_FIRE_SUCCESS" );
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break;
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case SNIPE_AIM_AND_FIRE_FAILED:
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setInternalState( state , "SNIPE_AIM_AND_FIRE_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: SnipeEnemy
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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 SnipeEnemy::setInternalState( SnipeAimAndFireStates_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: TorsoAimAndFireWeapon
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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 SnipeEnemy::init( Actor &self )
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{
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_self = &self;
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//Set Our Controller Tag and set up our angles
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self.SetControllerTag( ACTOR_TORSO_TAG, gi.Tag_NumForName( self.edict->s.modelindex, "Bip01 Spine1" ) );
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_currentTorsoAngles = self.GetControllerAngles( ACTOR_TORSO_TAG );
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_animDone = false;
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_canAttack = true;
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_aimAnim = "idle";
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_preFireAnim = "idle";
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_fireAnim = "idle";
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_postFireAnim = "idle";
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GameplayManager *gpm = GameplayManager::getTheGameplayManager();
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if ( !gpm->hasObject(self.getArchetype()) )
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return;
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str objname = self.combatSubsystem->GetActiveWeaponArchetype();
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objname = "Hold" + objname;
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if ( gpm->hasProperty(objname, "Aim") )
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_aimAnim = gpm->getStringValue( objname , "Aim" );
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if ( gpm->hasProperty( objname , "PreFire" ) )
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_preFireAnim = gpm->getStringValue( objname , "PreFire" );
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if ( gpm->hasProperty( objname , "Fire" ) )
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_fireAnim = gpm->getStringValue( objname , "Fire" );
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if ( gpm->hasProperty( objname , "PostFire" ) )
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_postFireAnim = gpm->getStringValue( objname , "PostFire" );
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if ( gpm->hasProperty( objname , "ShotCount" ) )
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_shots = (int)gpm->getFloatValue( objname , "ShotCount" );
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float spreadX, spreadY;
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spreadX = self.combatSubsystem->GetDataForMyWeapon( "spreadx" );
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spreadY = self.combatSubsystem->GetDataForMyWeapon( "spready" );
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self.combatSubsystem->OverrideSpread( spreadX , spreadY );
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//Clear Out Our VolleyCount
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_self->shotsFiredThisVolley = 0;
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updateEnemy();
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}
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//--------------------------------------------------------------
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// Name: think()
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// Class: SnipeEnemy
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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 SnipeEnemy::think()
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{
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int tagNum;
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Vector tagPos;
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Vector watchPosition;
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Actor *actTarget;
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actTarget = NULL;
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str targetBone;
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tagNum = gi.Tag_NumForName( _self->edict->s.modelindex, "Bip01 Spine1" );
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if ( tagNum < 0 )
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return;
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_self->GetTag( "Bip01 Spine1", &tagPos );
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if ( !_currentEnemy )
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{
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LerpTorsoBySpeed( vec_zero );
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return;
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}
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if ( _currentEnemy->isSubclassOf( Actor ) )
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{
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actTarget = (Actor *)(Entity *)_currentEnemy;
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// Don't watch if the target is dead.
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if ( !actTarget->isThinkOn() )
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{
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_currentEnemy = NULL;
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actTarget = NULL;
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return;
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}
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}
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targetBone = _currentEnemy->getTargetPos();
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watchPosition = _currentEnemy->centroid;
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if ( targetBone.length() )
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{
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if ( gi.Tag_NumForName( _currentEnemy->edict->s.modelindex , targetBone ) > 0 )
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{
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_currentEnemy->GetTag( targetBone.c_str() , &watchPosition , NULL , NULL , NULL );
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}
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}
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AdjustTorsoAngles( tagPos , watchPosition );
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}
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//--------------------------------------------------------------
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// Name: updateEnemy()
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// Class: SnipeEnemy
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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 SnipeEnemy::updateEnemy()
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{
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//
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// First, we try and get our current enemy. If we don't have one
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// then we ask the enemyManager to evaluate and try again.
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// If that fails, then we look at our _forceAttack status.
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// If we are forcing and attack, then that means we want to
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// fire pretty much no matter what... So if we don't have a
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// currentEnemy, then I'm going to see if the Player is a valid
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// target, and set that to be the current enemy
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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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Player* player;
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player = GetPlayer( 0 );
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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: LerpTorsoBySpeed()
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// Class: SnipeEnemy
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//
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// Description: Lerps the torso
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//
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// Parameters: const Vector &angleDelta
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//
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// Returns: None
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//--------------------------------------------------------------
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void SnipeEnemy::LerpTorsoBySpeed( const Vector &angleDelta )
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{
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Vector anglesDiff;
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Vector change;
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Vector finalAngles;
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Vector currentTorsoAngles;
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anglesDiff = angleDelta;
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//Reset our Controller Tag
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_self->SetControllerTag( ACTOR_TORSO_TAG, gi.Tag_NumForName( _self->edict->s.modelindex, "Bip01 Spine1" ) );
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// Make sure we don't change our head angles too much at once
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change = anglesDiff - _currentTorsoAngles;
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if ( change[YAW] > _maxTorsoTurnSpeed )
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anglesDiff[YAW] = _currentTorsoAngles[YAW] + _maxTorsoTurnSpeed;
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else if ( change[YAW] < -_maxTorsoTurnSpeed )
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anglesDiff[YAW] = _currentTorsoAngles[YAW] - _maxTorsoTurnSpeed;
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if ( change[PITCH] > _maxTorsoTurnSpeed )
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anglesDiff[PITCH] = _currentTorsoAngles[PITCH] + _maxTorsoTurnSpeed;
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else if ( change[PITCH] < -_maxTorsoTurnSpeed )
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anglesDiff[PITCH] = _currentTorsoAngles[PITCH] - _maxTorsoTurnSpeed;
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finalAngles = anglesDiff;
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_self->SetControllerAngles( ACTOR_TORSO_TAG, finalAngles );
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_currentTorsoAngles = anglesDiff;
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}
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//--------------------------------------------------------------
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// Name: AdjustTorsoAngles()
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// Class: TorsoAimAndFireWeapon
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//
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// Description: Adjusts the Torso Angles
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//
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// Parameters: const Vector &tagPos
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// const Vector &watchPos
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//
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// Returns: None
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//--------------------------------------------------------------
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void SnipeEnemy::AdjustTorsoAngles( const Vector &tagPos , const Vector &watchPosition )
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{
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Vector dir;
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Vector angles;
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Vector anglesDiff;
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float yawChange;
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float pitchChange;
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dir = watchPosition - tagPos;
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angles = dir.toAngles();
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anglesDiff = angles - _self->angles;
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anglesDiff[YAW] = AngleNormalize180( anglesDiff[YAW] );
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anglesDiff[PITCH] = AngleNormalize180( anglesDiff[PITCH] );
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yawChange = anglesDiff[YAW];
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pitchChange = anglesDiff[PITCH];
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// Make sure we don't turn torso too far
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if ( anglesDiff[YAW] < -_maxTorsoYaw )
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anglesDiff[YAW] = -_maxTorsoYaw;
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else if ( anglesDiff[YAW] > _maxTorsoYaw )
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anglesDiff[YAW] = _maxTorsoYaw;
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if ( anglesDiff[PITCH] < -_maxTorsoPitch )
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anglesDiff[PITCH] = -_maxTorsoPitch;
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else if ( anglesDiff[PITCH] > _maxTorsoPitch )
|
|
anglesDiff[PITCH] = _maxTorsoPitch;
|
|
|
|
anglesDiff[ROLL] = 0.0f;
|
|
|
|
|
|
LerpTorsoBySpeed( anglesDiff );
|
|
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: setupStateAim()
|
|
// Class: SnipeEnemy
|
|
//
|
|
// Description: Sets up the Aim State
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void SnipeEnemy::setupStateAim()
|
|
{
|
|
Weapon *weapon;
|
|
_animDone = false;
|
|
_endAimTime = level.time + _aimTime;
|
|
_endLockDownTime = level.time + _lockDownTime;
|
|
_self->SetAnim( _aimAnim , EV_Actor_NotifyTorsoBehavior , torso );
|
|
_self->SetEnemyTargeted( true );
|
|
|
|
weapon = _self->GetActiveWeapon( WeaponHandNameToNum( "dual" ) );
|
|
|
|
if ( weapon )
|
|
weapon->playAnim( "aim" );
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: evaluateStateAim()
|
|
// Class: SnipeEnemy
|
|
//
|
|
// Description: Evaluates the Aim State
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
BehaviorReturnCode_t SnipeEnemy::evaluateStateAim()
|
|
{
|
|
str targetBone;
|
|
|
|
if ( level.time > _endAimTime )
|
|
{
|
|
_self->SetEnemyTargeted( false );
|
|
return BEHAVIOR_SUCCESS;
|
|
}
|
|
|
|
if ( _self->combatSubsystem->CanAttackEnemy() )
|
|
{
|
|
targetBone = _currentEnemy->getTargetPos();
|
|
_lastGoodPosition = _currentEnemy->centroid;
|
|
|
|
if ( targetBone.length() )
|
|
{
|
|
if ( gi.Tag_NumForName( _currentEnemy->edict->s.modelindex , targetBone ) > 0 )
|
|
{
|
|
_currentEnemy->GetTag( targetBone.c_str() , &_lastGoodPosition , NULL , NULL , NULL );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( level.time < _endLockDownTime )
|
|
{
|
|
_self->SetEnemyTargeted( false );
|
|
return BEHAVIOR_FAILED;
|
|
}
|
|
}
|
|
|
|
return BEHAVIOR_EVALUATING;
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: failureStateAim()
|
|
// Class: SnipeEnemy
|
|
//
|
|
// Description: Failure Handler for the Failure State
|
|
//
|
|
// Parameters: const str& failureReason
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void SnipeEnemy::failureStateAim( const str& failureReason )
|
|
{
|
|
SetFailureReason( failureReason );
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: setupStatePreFire()
|
|
// Class: SnipeEnemy
|
|
//
|
|
// Description: Sets up the PreFire State
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void SnipeEnemy::setupStatePreFire()
|
|
{
|
|
_animDone = false;
|
|
_self->SetAnim( _preFireAnim , EV_Actor_NotifyTorsoBehavior , torso );
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: evaluateStatePreFire()
|
|
// Class: SnipeEnemy
|
|
//
|
|
// Description: Evaluates the Pre Fire state
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
BehaviorReturnCode_t SnipeEnemy::evaluateStatePreFire()
|
|
{
|
|
if ( _animDone )
|
|
return BEHAVIOR_SUCCESS;
|
|
|
|
if ( !_canAttack )
|
|
return BEHAVIOR_FAILED;
|
|
|
|
return BEHAVIOR_EVALUATING;
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: failureStatePreFire()
|
|
// Class: SnipeEnemy
|
|
//
|
|
// Description: Failure Handler for the Pre Fire State
|
|
//
|
|
// Parameters: const str& failureReason
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void SnipeEnemy::failureStatePreFire( const str& failureReason )
|
|
{
|
|
Q_UNUSED(failureReason);
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: setupStateAttack()
|
|
// Class: SnipeEnemy
|
|
//
|
|
// Description: Setup Attack State
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void SnipeEnemy::setupStateAttack()
|
|
{
|
|
float spreadx = G_CRandom(_targetSpread.x ) + _targetSpread.x;
|
|
float spready = G_CRandom(_targetSpread.y ) + _targetSpread.y;
|
|
float spreadz = G_CRandom(_targetSpread.z ) + _targetSpread.z;
|
|
|
|
_lastGoodPosition.x = _lastGoodPosition.x + spreadx;
|
|
_lastGoodPosition.y = _lastGoodPosition.y + spready;
|
|
_lastGoodPosition.z = _lastGoodPosition.z + spreadz;
|
|
|
|
_animDone = false;
|
|
_fireWeapon.SetTargetPosition(_lastGoodPosition);
|
|
_fireWeapon.SetAnim( _fireAnim );
|
|
_fireWeapon.Begin( *_self );
|
|
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: evaluateStateAttack()
|
|
// Class: SnipeEnemy
|
|
//
|
|
// Description: Evaluates Attack State
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
BehaviorReturnCode_t SnipeEnemy::evaluateStateAttack()
|
|
{
|
|
BehaviorReturnCode_t result;
|
|
|
|
if ( _fireFailed )
|
|
return BEHAVIOR_FAILED;
|
|
|
|
result = _fireWeapon.Evaluate( *_self );
|
|
if ( _self->shotsFiredThisVolley >= _shots )
|
|
return BEHAVIOR_SUCCESS;
|
|
|
|
return BEHAVIOR_EVALUATING;
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: failureStateAttack()
|
|
// Class: SnipeEnemy
|
|
//
|
|
// Description: Failure Handler for Attack State
|
|
//
|
|
// Parameters: const str& failureReason
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void SnipeEnemy::failureStateAttack( const str& failureReason )
|
|
{
|
|
SetFailureReason( failureReason );
|
|
_fireWeapon.End( *_self );
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: setupStatePostFire()
|
|
// Class: SnipeEnemy
|
|
//
|
|
// Description: Sets up Post Fire State
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void SnipeEnemy::setupStatePostFire()
|
|
{
|
|
_animDone = false;
|
|
_self->SetAnim( _postFireAnim , EV_Actor_NotifyTorsoBehavior , torso );
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: evaluateStatePostFire()
|
|
// Class: SnipeEnemy
|
|
//
|
|
// Description: Evaluates State Post Fire
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
BehaviorReturnCode_t SnipeEnemy::evaluateStatePostFire()
|
|
{
|
|
if ( _animDone )
|
|
return BEHAVIOR_SUCCESS;
|
|
|
|
return BEHAVIOR_FAILED;
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: failureStatePostFire()
|
|
// Class: SnipeEnemy
|
|
//
|
|
// Description: Failure State Post Fire
|
|
//
|
|
// Parameters: const str& failureReason
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void SnipeEnemy::failureStatePostFire( const str& failureReason )
|
|
{
|
|
Q_UNUSED(failureReason);
|
|
}
|
|
|