mirror of
https://github.com/UberGames/EF2GameSource.git
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467 lines
12 KiB
C++
467 lines
12 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /EF2/Code/DLLs/game/gotoHelperNodeEX.cpp $
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// $Revision:: 3 $
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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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// CoverCombatWithRangedWeapon Implementation
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//
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// PARAMETERS:
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// str _nodeType -- The name of the node to move to
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// str _movementAnim -- The animation to play while moving to the node
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// float _maxDistance -- The maximum distance to look for a node
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//
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// ANIMATIONS:
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// _movementAnim : PARAMETER
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//--------------------------------------------------------------------------------
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#include "actor.h"
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#include "gotoHelperNodeEX.hpp"
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#include <qcommon/gameplaymanager.h>
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//--------------------------------------------------------------
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//
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// Init Static Vars
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//
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//--------------------------------------------------------------
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const float GotoHelperNodeEX::NODE_RADIUS = 32.0f;
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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, GotoHelperNodeEX, NULL )
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{
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{ &EV_Behavior_Args, &GotoHelperNodeEX::SetArgs },
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{ &EV_Behavior_AnimDone, &GotoHelperNodeEX::AnimDone },
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{ NULL, NULL }
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};
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//--------------------------------------------------------------
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// Name: GotoHelperNodeEX()
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// Class: GotoHelperNodeEX
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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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GotoHelperNodeEX::GotoHelperNodeEX()
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{
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_movementAnim = "";
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_nodeType = "" ;
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_maxDistance = 256;
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}
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//--------------------------------------------------------------
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// Name: GotoHelperNodeEX()
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// Class: GotoHelperNodeEX
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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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GotoHelperNodeEX::~GotoHelperNodeEX()
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{
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}
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//--------------------------------------------------------------
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// Name: SetArgs()
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// Class: GotoHelperNodeEX
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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 GotoHelperNodeEX::SetArgs( Event *ev )
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{
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_nodeType = ev->GetString( 1 );
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_maxDistance = ev->GetFloat ( 2 );
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}
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//--------------------------------------------------------------
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// Name: AnimDone()
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// Class: GotoHelperNodeEX
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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 GotoHelperNodeEX::AnimDone( Event *ev )
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{
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}
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//--------------------------------------------------------------
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// Name: Begin()
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// Class: GotoHelperNodeEX
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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 GotoHelperNodeEX::Begin( Actor &self )
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{
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init( self );
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transitionToState ( GOTO_HNODE_FIND_NODE );
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}
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//--------------------------------------------------------------
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// Name: Evaluate()
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// Class: GotoHelperNodeEX
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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 GotoHelperNodeEX::Evaluate( Actor &self )
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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 GOTO_HNODE_FIND_NODE:
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//---------------------------------------------------------------------
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stateResult = evaluateStateFindNode();
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if ( stateResult == BEHAVIOR_SUCCESS )
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transitionToState( GOTO_HNODE_MOVE_TO_NODE );
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if ( stateResult == BEHAVIOR_FAILED )
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transitionToState( GOTO_HNODE_FAILED );
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break;
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//---------------------------------------------------------------------
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case GOTO_HNODE_MOVE_TO_NODE:
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//---------------------------------------------------------------------
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stateResult = evaluateStateMoveToNode();
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if ( stateResult == BEHAVIOR_FAILED )
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transitionToState( GOTO_HNODE_FAILED );
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if ( stateResult == BEHAVIOR_SUCCESS )
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transitionToState( GOTO_HNODE_SUCCESS );
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break;
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//---------------------------------------------------------------------
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case GOTO_HNODE_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 GOTO_HNODE_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: GotoHelperNodeEX
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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 GotoHelperNodeEX::End(Actor &self)
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{
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}
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//--------------------------------------------------------------
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// Name: transitionToState()
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// Class: GotoHelperNodeEX
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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 GotoHelperNodeEX::transitionToState( GotoHelperNodeStates_t state )
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{
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switch ( state )
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{
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case GOTO_HNODE_FIND_NODE:
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setupStateFindNode();
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setInternalState( state , "GOTO_HNODE_FIND_NODE" );
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break;
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case GOTO_HNODE_MOVE_TO_NODE:
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setupStateMoveToNode();
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setInternalState( state , "GOTO_HNODE_MOVE_TO_NODE" );
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break;
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case GOTO_HNODE_SUCCESS:
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setInternalState( state , "GOTO_HNODE_SUCCESS" );
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break;
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case GOTO_HNODE_FAILED:
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setInternalState( state , "GOTO_HNODE_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: GotoHelperNodeEX
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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 GotoHelperNodeEX::setInternalState( GotoHelperNodeStates_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: GotoHelperNodeEX
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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 GotoHelperNodeEX::init( Actor &self )
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{
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str objname;
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str movementMode;
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str stateName;
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GameplayManager *gpm;
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//First check if we're even in the GPM
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gpm = GameplayManager::getTheGameplayManager();
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if ( !gpm->hasObject(self.getArchetype()) )
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{
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_movementAnim = "run";
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return;
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}
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//Now we're going to check and see if we have state data
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//in the GPM for our current state that has our movement
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//mode in it.
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objname = self.getArchetype();
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stateName = self.currentState->getName();
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objname = objname + "." + stateName;
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if ( gpm->hasProperty( objname , "MovementMode" ) )
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movementMode = gpm->getStringValue( objname , "MovementMode" );
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else
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movementMode = "RUN";
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//Now, depending on what our movementMode is, we set a proper
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//movement animation
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objname = self.getArchetype();
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objname = objname + "." + self.GetAnimSet();
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if ( movementMode == "RUN" )
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{
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if ( gpm->hasProperty(objname, "Run") )
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_movementAnim = gpm->getStringValue( objname , "Run" );
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else
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_movementAnim = "run";
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return;
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}
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if ( movementMode == "WALK" )
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{
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if ( gpm->hasProperty(objname, "Walk") )
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_movementAnim = gpm->getStringValue( objname , "Walk" );
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else
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_movementAnim = "walk";
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return;
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}
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_movementAnim = "run";
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}
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//--------------------------------------------------------------
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// Name: think()
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// Class: GotoHelperNodeEX
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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 GotoHelperNodeEX::think()
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{
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}
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//--------------------------------------------------------------
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// Name: setupStateMoveToNode()
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// Class: GotoHelperNodeEX
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//
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// Description: Sets up the Move To Cover 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 GotoHelperNodeEX::setupStateMoveToNode()
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{
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_gotoPoint.SetAnim( _movementAnim );
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_gotoPoint.SetDistance( NODE_RADIUS );
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_gotoPoint.SetPoint( _node->origin );
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_gotoPoint.Begin( *GetSelf() );
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}
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//--------------------------------------------------------------
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// Name: evaluateStateMoveToNode()
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// Class: GotoHelperNodeEX
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//
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// Description: Evaluates the Move To Cover 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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BehaviorReturnCode_t GotoHelperNodeEX::evaluateStateMoveToNode()
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{
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BehaviorReturnCode_t result = _gotoPoint.Evaluate( *GetSelf() );
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str failureReason = "GotoHelperNode::evaluateStateMoveToNode -- _gotoPoint component returned: " + _gotoPoint.GetFailureReason();
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if ( result == BEHAVIOR_FAILED )
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failureStateMoveToNode( failureReason );
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return result;
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}
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//--------------------------------------------------------------
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// Name: evaluateStateFindNode()
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// Class: GotoHelperNodeEX
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//
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// Description: Evaluates the FindNode 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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BehaviorReturnCode_t GotoHelperNodeEX::evaluateStateFindNode()
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{
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BehaviorReturnCode_t result = BEHAVIOR_SUCCESS;
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str failureReason = "GotoHelperNode::evaluateStateFindNode -- could not find an appropriate node";
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unsigned int NodeMask = HelperNode::GetHelperNodeMask( _nodeType );
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_node = HelperNode::FindClosestHelperNode( *GetSelf() , NodeMask , _maxDistance );
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if ( !_node )
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{
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failureStateFindNode( failureReason );
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result = BEHAVIOR_FAILED;
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}
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return result;
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}
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//--------------------------------------------------------------
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// Name: setupStateFindNode()
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// Class: GotoHelperNodeEX
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//
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// Description: Sets up the Find 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 GotoHelperNodeEX::setupStateFindNode()
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{
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}
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//--------------------------------------------------------------
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// Name: failureStateMoveToNode
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// Class: GotoHelperNodeEX
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//
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// Description: Failure Handler for State Move To Cover
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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 GotoHelperNodeEX::failureStateMoveToNode( const str &failureReason )
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{
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SetFailureReason( failureReason );
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}
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//--------------------------------------------------------------
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// Name: failureStateFindNode
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// Class: GotoHelperNodeEX
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//
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// Description: Failure Handler for State Move To Cover
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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 GotoHelperNodeEX::failureStateFindNode( const str &failureReason )
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{
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SetFailureReason( failureReason );
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}
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