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

651 lines
17 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /EF2/Code/DLLs/game/suppressionFireCombat.cpp $
// $Revision:: 4 $
// $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:
// SuppressionFireCombat Implementation
//
// PARAMETERS:
// str _movementAnim -- The animation to play while moving to the cover node
// str _torsoIdleAnim -- The animation to play on the torso while idling
// str _torsoAttackAnim -- The animation to play on the torso while attacking
// float _maxDistance -- The maximum distance the actor will look for a node
// float _pauseTimeMin -- The minimum time to pause between attacking
// float _pauseTimeMax -- The maximum time to pause between attacking
// float _fireTimeMin -- The minimum time to fire
// float _fireTimeMax -- The maximum time to fire
//
// ANIMATIONS:
// _movementAnim : PARAMETER
// _torsoIdleAnim : PARAMETER
// _torsoAttackAnim : PARAMETER
// "idle" : TIKI Required
//--------------------------------------------------------------------------------
#include "actor.h"
#include "suppressionFireCombat.hpp"
//--------------------------------------------------------------
//
// Class Declaration and Event Registration
//
//--------------------------------------------------------------
CLASS_DECLARATION( Behavior, SuppressionFireCombat, NULL )
{
{ &EV_Behavior_Args, &SuppressionFireCombat::SetArgs },
{ &EV_Behavior_AnimDone, &SuppressionFireCombat::AnimDone },
{ NULL, NULL }
};
//--------------------------------------------------------------
// Name: SuppressionFireCombat()
// Class: SuppressionFireCombat
//
// Description: Constructor
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
SuppressionFireCombat::SuppressionFireCombat()
{
_nextMoveAttempt = 0.0f;
_endFireTime = 0.0f;
_endPauseTime = 0.0f;
}
//--------------------------------------------------------------
// Name: SuppressionFireCombat()
// Class: SuppressionFireCombat
//
// Description: Destructor
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
SuppressionFireCombat::~SuppressionFireCombat()
{
}
//--------------------------------------------------------------
// Name: SetArgs()
// Class: SuppressionFireCombat
//
// Description: Sets Arguments for this behavior
//
// Parameters: Event *ev -- Event holding the arguments
//
// Returns: None
//--------------------------------------------------------------
void SuppressionFireCombat::SetArgs( Event *ev )
{
_movementAnim = ev->GetString( 1 );
_torsoIdleAnim = ev->GetString( 2 );
_torsoAttackAnim = ev->GetString( 3 );
_maxDistance = ev->GetFloat ( 4 );
_pauseTimeMin = ev->GetFloat ( 5 );
_pauseTimeMax = ev->GetFloat ( 6 );
_fireTimeMin = ev->GetFloat ( 7 );
_fireTimeMax = ev->GetFloat ( 8 );
}
//--------------------------------------------------------------
// Name: AnimDone()
// Class: SuppressionFireCombat
//
// Description: Handles an animation completion
//
// Parameters: Event *ev -- Event holding the completion notification
//
// Returns: None
//--------------------------------------------------------------
void SuppressionFireCombat::AnimDone( Event *ev )
{
}
//--------------------------------------------------------------
// Name: Begin()
// Class: SuppressionFireCombat
//
// Description: Initializes the behavior
//
// Parameters: Actor &self -- The actor executing this behavior
//
// Returns: None
//--------------------------------------------------------------
void SuppressionFireCombat::Begin( Actor &self )
{
init( self );
transitionToState ( SUPPRESSION_FIRE_FIND_NODE );
}
//--------------------------------------------------------------
// Name: Evaluate()
// Class: SuppressionFireCombat
//
// Description: Evaluates the behavior
//
// Parameters: Actor &self -- The actor executing this behavior
//
// Returns: BehaviorReturnCode_t
//--------------------------------------------------------------
BehaviorReturnCode_t SuppressionFireCombat::Evaluate( Actor &self )
{
BehaviorReturnCode_t stateResult;
think();
switch ( _state )
{
//---------------------------------------------------------------------
case SUPPRESSION_FIRE_FIND_NODE:
//---------------------------------------------------------------------
stateResult = evaluateStateFindNode();
if ( stateResult == BEHAVIOR_FAILED )
transitionToState( SUPPRESSION_FIRE_FAILED );
else
transitionToState( SUPPRESSION_FIRE_MOVE_TO_NODE );
break;
//---------------------------------------------------------------------
case SUPPRESSION_FIRE_MOVE_TO_NODE:
//---------------------------------------------------------------------
stateResult = evaluateStateMoveToNode();
if ( stateResult == BEHAVIOR_FAILED )
{
_nextMoveAttempt = level.time + G_Random() + 1.0f;
transitionToState( SUPPRESSION_FIRE_ATTACK );
}
if ( stateResult == BEHAVIOR_SUCCESS )
{
_atNode = true;
transitionToState( SUPPRESSION_FIRE_ATTACK );
_self->SetAnim ( "idle" , NULL , legs );
_self->SetAnim ( _torsoIdleAnim , NULL , torso );
}
break;
//---------------------------------------------------------------------
case SUPPRESSION_FIRE_ATTACK:
//---------------------------------------------------------------------
if ( !_atNode && level.time > _nextMoveAttempt )
{
_fireWeapon.End( *_self );
transitionToState( SUPPRESSION_FIRE_FIND_NODE );
}
stateResult = evaluateStateAttack();
if ( stateResult != BEHAVIOR_EVALUATING )
{
_fireWeapon.End( *_self );
transitionToState( SUPPRESSION_FIRE_PAUSE );
}
break;
//---------------------------------------------------------------------
case SUPPRESSION_FIRE_PAUSE:
//---------------------------------------------------------------------
stateResult = evaluateStatePause();
if ( stateResult == BEHAVIOR_SUCCESS )
{
updateEnemy();
transitionToState( SUPPRESSION_FIRE_ATTACK );
}
break;
//---------------------------------------------------------------------
case SUPPRESSION_FIRE_SUCCESS:
//---------------------------------------------------------------------
return BEHAVIOR_SUCCESS;
break;
//---------------------------------------------------------------------
case SUPPRESSION_FIRE_FAILED:
//---------------------------------------------------------------------
return BEHAVIOR_FAILED;
break;
}
return BEHAVIOR_EVALUATING;
}
//--------------------------------------------------------------
// Name: End()
// Class: SuppressionFireCombat
//
// Description: Cleans Up the behavior
//
// Parameters: Actor &self -- The actor executing this behavior
//
// Returns: None
//--------------------------------------------------------------
void SuppressionFireCombat::End(Actor &self)
{
}
//--------------------------------------------------------------
// Name: transitionToState()
// Class: SuppressionFireCombat
//
// Description: Transitions the behaviors state
//
// Parameters: coverCombatStates_t state -- The state to transition to
//
// Returns: None
//--------------------------------------------------------------
void SuppressionFireCombat::transitionToState( SuppressionFireStates_t state )
{
switch ( state )
{
case SUPPRESSION_FIRE_FIND_NODE:
setupStateFindNode();
setInternalState( state , "SUPPRESSION_FIRE_FIND_NODE" );
break;
case SUPPRESSION_FIRE_MOVE_TO_NODE:
setupStateMoveToNode();
setInternalState( state , "SUPPRESSION_FIRE_MOVE_TO_NODE" );
break;
case SUPPRESSION_FIRE_ATTACK:
setupStateAttack();
setInternalState( state , "SUPPRESSION_FIRE_ATTACK" );
break;
case SUPPRESSION_FIRE_PAUSE:
setupStatePause();
setInternalState( state , "SUPPRESSION_FIRE_PAUSE" );
break;
case SUPPRESSION_FIRE_SUCCESS:
setInternalState( state , "SUPPRESSION_FIRE_SUCCESS" );
break;
case SUPPRESSION_FIRE_FAILED:
setInternalState( state , "SUPPRESSION_FIRE_FAILED" );
break;
}
}
//--------------------------------------------------------------
// Name: setInternalState()
// Class: SuppressionFireCombat
//
// Description: Sets the internal state of the behavior
//
// Parameters: unsigned int state
// const str &stateName
//
// Returns: None
//--------------------------------------------------------------
void SuppressionFireCombat::setInternalState( SuppressionFireStates_t state , const str &stateName )
{
_state = state;
SetInternalStateName( stateName );
}
//--------------------------------------------------------------
// Name: init()
// Class: SuppressionFireCombat
//
// Description: Initializes the behavior
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
void SuppressionFireCombat::init( Actor &self )
{
_self = &self;
updateEnemy();
}
//--------------------------------------------------------------
// Name: think()
// Class: SuppressionFireCombat
//
// Description: Does any processing required before evaluating states
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void SuppressionFireCombat::think()
{
}
//--------------------------------------------------------------
// Name: setupStateFindNode()
// Class: SuppressionFireCombat
//
// Description: Sets up our FindNode State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void SuppressionFireCombat::setupStateFindNode()
{
_node = HelperNode::FindHelperNodeClosestTo( *_self , _currentEnemy , NODETYPE_COMBAT , _maxDistance );
if ( !_node )
return;
}
//--------------------------------------------------------------
// Name: evaluateStateFindNode()
// Class: SuppressionFireCombat
//
// Description: Evaluates our FindNode State
//
// Parameters: None
//
// Returns: BehaviorReturnCode_t
//--------------------------------------------------------------
BehaviorReturnCode_t SuppressionFireCombat::evaluateStateFindNode()
{
if ( !_node )
{
str failureMsg = "No Node of Type: COMBAT in range";
failureStateFindNode( failureMsg );
return BEHAVIOR_FAILED;
}
return BEHAVIOR_SUCCESS;
}
//--------------------------------------------------------------
// Name: failureStateFindNode()
// Class: SuppressionFireCombat
//
// Description: Failure Handler for Find Node State
//
// Parameters: const str& failureReason
//
// Returns: None
//--------------------------------------------------------------
void SuppressionFireCombat::failureStateFindNode( const str& failureReason )
{
SetFailureReason( failureReason );
}
//--------------------------------------------------------------
// Name: setupStateMoveToNode()
// Class: SuppressionFireCombat
//
// Description: Sets up the Move To Cover State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void SuppressionFireCombat::setupStateMoveToNode()
{
_gotoHNode.SetNode( _node );
_gotoHNode.SetMovementAnim( _movementAnim );
_gotoHNode.Begin( *_self );
}
//--------------------------------------------------------------
// Name: evaluateStateMoveToNode()
// Class: SuppressionFireCombat
//
// Description: Evaluates the Move To Cover State
//
// Parameters: None
//
// Returns: BehaviorReturnCode_t
//--------------------------------------------------------------
BehaviorReturnCode_t SuppressionFireCombat::evaluateStateMoveToNode()
{
BehaviorReturnCode_t result = _gotoHNode.Evaluate( *_self );
if ( result == BEHAVIOR_FAILED )
{
str failureReason = "GotoHelperNodeNearestEnemy::evaluateStateMoveToNode -- _gotoHNode component returned: " + _gotoHNode.GetFailureReason();
failureStateMoveToNode( failureReason );
}
return result;
}
//--------------------------------------------------------------
// Name: failureStateMoveToNode()
// Class: SuppressionFireCombat
//
// Description: Failure Handler for State Move To Cover
//
// Parameters: const str &failureReason
//
// Returns: None
//--------------------------------------------------------------
void SuppressionFireCombat::failureStateMoveToNode( const str &failureReason )
{
SetFailureReason( failureReason );
}
//--------------------------------------------------------------
// Name: SuppressionFireCombat()
// Class: setupStateAttack
//
// Description: Sets up our Attack State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void SuppressionFireCombat::setupStateAttack()
{
faceEnemy();
_endFireTime = level.time + G_Random(_fireTimeMax - _fireTimeMin) + _fireTimeMin;
_fireWeapon.SetAnim( _torsoAttackAnim );
_fireWeapon.Begin( *_self );
}
//--------------------------------------------------------------
// Name: evaluateStateAttack()
// Class: SuppressionFireCombat
//
// Description: Evaluates our Attack State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
BehaviorReturnCode_t SuppressionFireCombat::evaluateStateAttack()
{
_rotateToEntity.Evaluate( *_self );
BehaviorReturnCode_t result = _fireWeapon.Evaluate( *_self );
if ( result == BEHAVIOR_FAILED )
failureStateAttack( "SuppressionFireCombat::evaluateStateAttack -- FAILED" );
if ( level.time > _endFireTime )
return BEHAVIOR_SUCCESS;
return BEHAVIOR_EVALUATING;
}
//--------------------------------------------------------------
// Name: failureStateAttack()
// Class: SuppressionFireCombat
//
// Description: Failure Handler for Attack State
//
// Parameters: const str &failureReason
//
// Returns: None
//--------------------------------------------------------------
void SuppressionFireCombat::failureStateAttack( const str &failureReason )
{
SetFailureReason( failureReason );
_fireWeapon.End( *_self );
}
//--------------------------------------------------------------
// Name: setupStatePause()
// Class: SuppressionFireCombat
//
// Description: Sets up our Pause State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void SuppressionFireCombat::setupStatePause()
{
_endPauseTime = level.time + G_Random(_pauseTimeMax - _pauseTimeMin ) + _pauseTimeMin;
_self->SetAnim( "idle" , NULL , legs );
_self->SetAnim( _torsoIdleAnim , NULL , torso );
}
//--------------------------------------------------------------
// Name: evaluateStatePause()
// Class: SuppressionFireCombat
//
// Description: Evaluates our Pause State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
BehaviorReturnCode_t SuppressionFireCombat::evaluateStatePause()
{
if ( level.time > _endPauseTime )
return BEHAVIOR_SUCCESS;
return BEHAVIOR_EVALUATING;
}
//--------------------------------------------------------------
// Name: failureStatePause()
// Class: SuppressionFireCombat
//
// Description: Failure Handler for our Pause State
//
// Parameters: const str &failureReason
//
// Returns: None
//--------------------------------------------------------------
void SuppressionFireCombat::failureStatePause( const str &failureReason )
{
SetFailureReason( failureReason );
}
//--------------------------------------------------------------
// Name: updateEnemy()
// Class: GotoHelperNodeNearestEnemy
//
// Description: Sets our _currentEnemy
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void SuppressionFireCombat::updateEnemy()
{
Entity *currentEnemy = _self->enemyManager->GetCurrentEnemy();
if ( !currentEnemy )
{
_self->enemyManager->FindHighestHateEnemy();
currentEnemy = _self->enemyManager->GetCurrentEnemy();
if ( !currentEnemy )
{
SetFailureReason( "SUPPRESSION_FIRE_FAILED::updateEnemy -- No Enemy" );
transitionToState( SUPPRESSION_FIRE_FAILED );
return;
}
}
_currentEnemy = currentEnemy;
}
//--------------------------------------------------------------
// Name: faceEnemy()
// Class: SuppressionFireCombat
//
// Description: Sets up the Rotate Component
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void SuppressionFireCombat::faceEnemy()
{
_rotateToEntity.SetEntity( _currentEnemy );
_rotateToEntity.SetTurnSpeed( 30.0f );
_rotateToEntity.Begin( *_self );
}