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

538 lines
13 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /EF2/Code/DLLs/game/selectBestWeapon.cpp $
// $Revision:: 12 $
// $Author:: Singlis $
// $Date:: 9/26/03 2:36p $
//
// Copyright (C) 2002 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
//
// DESCRIPTION:
// SelectBestWeapon Implementation
//
// PARAMETERS:
//
// ANIMATIONS:
//
//--------------------------------------------------------------------------------
#include "actor.h"
#include "selectBestWeapon.hpp"
//--------------------------------------------------------------
//
// Class Declaration and Event Registration
//
//--------------------------------------------------------------
CLASS_DECLARATION( Behavior, SelectBestWeapon, NULL )
{
{ &EV_Behavior_Args, &SelectBestWeapon::SetArgs },
{ &EV_Behavior_AnimDone, &SelectBestWeapon::AnimDone },
{ NULL, NULL }
};
//--------------------------------------------------------------
// Name: SelectBestWeapon()
// Class: SelectBestWeapon
//
// Description: Constructor
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
SelectBestWeapon::SelectBestWeapon()
{
_self = NULL;
}
//--------------------------------------------------------------
// Name: SelectBestWeapon()
// Class: SelectBestWeapon
//
// Description: Destructor
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
SelectBestWeapon::~SelectBestWeapon()
{
}
//--------------------------------------------------------------
// Name: SetArgs()
// Class: SelectBestWeapon
//
// Description: Sets Arguments for this behavior
//
// Parameters: Event *ev -- Event holding the arguments
//
// Returns: None
//--------------------------------------------------------------
void SelectBestWeapon::SetArgs( Event *ev )
{
}
//--------------------------------------------------------------
// Name: AnimDone()
// Class: SelectBestWeapon
//
// Description: Handles an animation completion
//
// Parameters: Event *ev -- Event holding the completion notification
//
// Returns: None
//--------------------------------------------------------------
void SelectBestWeapon::AnimDone( Event *ev )
{
_animDone = true;
}
//--------------------------------------------------------------
// Name: Begin()
// Class: SelectBestWeapon
//
// Description: Initializes the behavior
//
// Parameters: Actor &self -- The actor executing this behavior
//
// Returns: None
//--------------------------------------------------------------
void SelectBestWeapon::Begin( Actor &self )
{
init( self );
}
//--------------------------------------------------------------
// Name: Evaluate()
// Class: SelectBestWeapon
//
// Description: Evaluates the behavior
//
// Parameters: Actor &self -- The actor executing this behavior
//
// Returns: BehaviorReturnCode_t
//--------------------------------------------------------------
BehaviorReturnCode_t SelectBestWeapon::Evaluate( Actor &self )
{
BehaviorReturnCode_t stateResult;
think();
switch ( _state )
{
//---------------------------------------------------------------------
case SBW_SELECT_WEAPON:
//---------------------------------------------------------------------
stateResult = evaluateStateSelectWeapon();
if ( stateResult == BEHAVIOR_FAILED )
transitionToState( SBW_FAILED );
if ( stateResult == BEHAVIOR_SUCCESS )
{
if ( _self->combatSubsystem->UsingWeaponNamed( _bestWeaponName ) )
transitionToState( SBW_SUCCESS );
else
transitionToState( SBW_PUT_AWAY_CURRENT_WEAPON );
}
break;
//---------------------------------------------------------------------
case SBW_PUT_AWAY_CURRENT_WEAPON:
//---------------------------------------------------------------------
stateResult = evaluateStatePutAwayCurrentWeapon();
if ( stateResult == BEHAVIOR_FAILED )
transitionToState( SBW_FAILED );
if ( stateResult == BEHAVIOR_SUCCESS )
transitionToState( SBW_PULL_OUT_NEW_WEAPON );
break;
//---------------------------------------------------------------------
case SBW_PULL_OUT_NEW_WEAPON:
//---------------------------------------------------------------------
stateResult = evaluateStatePullOutNewWeapon();
if ( stateResult == BEHAVIOR_FAILED )
transitionToState( SBW_FAILED );
//if ( stateResult == BEHAVIOR_SUCCESS )
// transitionToState( SBW_READY_NEW_WEAPON );
if ( stateResult == BEHAVIOR_SUCCESS )
transitionToState( SBW_SUCCESS );
break;
//---------------------------------------------------------------------
case SBW_READY_NEW_WEAPON:
//---------------------------------------------------------------------
stateResult = evaluateStateReadyNewWeapon();
if ( stateResult == BEHAVIOR_FAILED )
transitionToState( SBW_FAILED );
if ( stateResult == BEHAVIOR_SUCCESS )
transitionToState( SBW_SUCCESS );
break;
//---------------------------------------------------------------------
case SBW_SUCCESS:
//---------------------------------------------------------------------
return BEHAVIOR_SUCCESS;
break;
//---------------------------------------------------------------------
case SBW_FAILED:
//---------------------------------------------------------------------
return BEHAVIOR_FAILED;
break;
}
return BEHAVIOR_EVALUATING;
}
//--------------------------------------------------------------
// Name: End()
// Class: SelectBestWeapon
//
// Description: Cleans Up the behavior
//
// Parameters: Actor &self -- The actor executing this behavior
//
// Returns: None
//--------------------------------------------------------------
void SelectBestWeapon::End(Actor &self)
{
}
//--------------------------------------------------------------
// Name: transitionToState()
// Class: SelectBestWeapon
//
// Description: Transitions the behaviors state
//
// Parameters: coverCombatStates_t state -- The state to transition to
//
// Returns: None
//--------------------------------------------------------------
void SelectBestWeapon::transitionToState( selectBestWeaponStates_t state )
{
switch ( state )
{
case SBW_SELECT_WEAPON:
setupStateSelectWeapon();
setInternalState( state , "SBW_SELECT_WEAPON" );
break;
case SBW_PUT_AWAY_CURRENT_WEAPON:
setupStatePutAwayCurrentWeapon();
setInternalState( state , "SBW_PUT_AWAY_CURRENT_WEAPON" );
break;
case SBW_PULL_OUT_NEW_WEAPON:
setupStatePullOutNewWeapon();
setInternalState( state , "SWB_PULL_OUT_NEW_WEAPON" );
break;
case SBW_READY_NEW_WEAPON:
setupStateReadyNewWeapon();
setInternalState( state , "SBW_READY_NEW_WEAPON" );
break;
case SBW_SUCCESS:
setInternalState( state , "SBW_SUCCESS" );
break;
case SBW_FAILED:
setInternalState( state , "SBW_FAILED" );
break;
}
}
//--------------------------------------------------------------
// Name: setInternalState()
// Class: SelectBestWeapon
//
// Description: Sets the internal state of the behavior
//
// Parameters: unsigned int state
// const str &stateName
//
// Returns: None
//--------------------------------------------------------------
void SelectBestWeapon::setInternalState( selectBestWeaponStates_t state , const str &stateName )
{
_state = state;
SetInternalStateName( stateName );
}
//--------------------------------------------------------------
// Name: init()
// Class: SelectBestWeapon
//
// Description: Initializes the behavior
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
void SelectBestWeapon::init( Actor &self )
{
_self = &self;
_animDone = false;
transitionToState( SBW_SELECT_WEAPON );
_currentWeaponName = self.combatSubsystem->GetActiveWeaponName();
}
//--------------------------------------------------------------
// Name: think()
// Class: SelectBestWeapon
//
// Description: Does any processing required before evaluating states
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void SelectBestWeapon::think()
{
if ( !_bestWeapon )
{
failureStateSelectWeapon( "No Best Weapon" );
transitionToState( SBW_SUCCESS );
}
}
//--------------------------------------------------------------
// Name: setupStateSelectWeapon()
// Class: SelectBestWeapon
//
// Description: Sets up the state
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void SelectBestWeapon::setupStateSelectWeapon()
{
if ( !_currentEnemy )
{
_self->enemyManager->FindHighestHateEnemy();
_currentEnemy = _self->enemyManager->GetCurrentEnemy();
}
}
//--------------------------------------------------------------
// Name: evaluateStateSelectWeapon()
// Class: SelectBestWeapon
//
// Description: Evaluates the State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
BehaviorReturnCode_t SelectBestWeapon::evaluateStateSelectWeapon()
{
str bestWeaponName;
float powerRating;
str currentPostureState;
//First Check if our current weapon is useless
powerRating = _self->combatSubsystem->GetActiveWeaponPowerRating( _currentEnemy );
if ( powerRating < .05 )
{
_self->InContext( "weaponuseless" , 0 );
//Put Weapon Useless Context Here
}
_bestWeapon = _self->combatSubsystem->GetBestAvailableWeapon( _currentEnemy );
if ( !_bestWeapon )
{
failureStateSelectWeapon( "No Best Weapon" );
return BEHAVIOR_SUCCESS;
}
_bestWeaponName = _bestWeapon->getName();
return BEHAVIOR_SUCCESS;
}
//--------------------------------------------------------------
// Name: failureStateSelectWeapon()
// Class: SelectBestWeapon
//
// Description: Failure Handler for State
//
// Parameters: const str& failureReason
//
// Returns: None
//--------------------------------------------------------------
void SelectBestWeapon::failureStateSelectWeapon(const str& failureReason)
{
}
//--------------------------------------------------------------
// Name: setupStatePutAwayCurrentWeapon()
// Class: SelectBestWeapon
//
// Description: Sets up the state
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void SelectBestWeapon::setupStatePutAwayCurrentWeapon()
{
str anim;
anim = _currentWeaponName + "_putaway";
_self->SetAnim( anim , EV_Actor_NotifyBehavior, torso );
_animDone = false;
}
//--------------------------------------------------------------
// Name: evaluateStatePutAwayCurrentWeapon()
// Class: SelectBestWeapon
//
// Description: Evaluates the State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
BehaviorReturnCode_t SelectBestWeapon::evaluateStatePutAwayCurrentWeapon()
{
if ( _animDone )
return BEHAVIOR_SUCCESS;
return BEHAVIOR_EVALUATING;
}
//--------------------------------------------------------------
// Name: failureStatePutAwayCurrentWeapon()
// Class: SelectBestWeapon
//
// Description: Failure Handler for State
//
// Parameters: const str& failureReason
//
// Returns: None
//--------------------------------------------------------------
void SelectBestWeapon::failureStatePutAwayCurrentWeapon(const str& failureReason)
{
}
//--------------------------------------------------------------
// Name: setupStatePullOutNewWeapon()
// Class: SelectBestWeapon
//
// Description: Sets up the state
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void SelectBestWeapon::setupStatePullOutNewWeapon()
{
str anim;
anim = _bestWeaponName + "_draw";
_self->SetAnim( anim , EV_Actor_NotifyBehavior , torso );
_animDone = false;
}
//--------------------------------------------------------------
// Name: evaluateStatePullOutNewWeapon()
// Class: SelectBestWeapon
//
// Description: Evaluates the State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
BehaviorReturnCode_t SelectBestWeapon::evaluateStatePullOutNewWeapon()
{
if ( _animDone )
return BEHAVIOR_SUCCESS;
return BEHAVIOR_EVALUATING;
}
//--------------------------------------------------------------
// Name: failureStatePullOutNewWeapon()
// Class: SelectBestWeapon
//
// Description: Failure Handler for State
//
// Parameters: const str& failureReason
//
// Returns: None
//--------------------------------------------------------------
void SelectBestWeapon::failureStatePullOutNewWeapon(const str& failureReason)
{
}
void SelectBestWeapon::setupStateReadyNewWeapon()
{
str anim;
anim = _bestWeaponName + "_idle";
_self->SetAnim( anim , EV_Actor_NotifyBehavior , torso );
_animDone = false;
}
BehaviorReturnCode_t SelectBestWeapon::evaluateStateReadyNewWeapon()
{
if ( _animDone )
return BEHAVIOR_SUCCESS;
return BEHAVIOR_EVALUATING;
}
void SelectBestWeapon::failureStateReadyNewWeapon( const str &failureReason )
{
}
bool SelectBestWeapon::CanExecute( Actor &self )
{
str currentPosture;
currentPosture = self.postureController->getCurrentPostureName();
if ( currentPosture == "STAND" )
return true;
return false;
}