mirror of
https://github.com/UberGames/EF2GameSource.git
synced 2024-11-27 13:42:00 +00:00
538 lines
13 KiB
C++
538 lines
13 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /EF2/Code/DLLs/game/selectBestWeapon.cpp $
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// $Revision:: 12 $
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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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// SelectBestWeapon 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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//--------------------------------------------------------------------------------
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#include "actor.h"
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#include "selectBestWeapon.hpp"
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//--------------------------------------------------------------
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//
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// Class Declaration and Event Registration
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//
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//--------------------------------------------------------------
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CLASS_DECLARATION( Behavior, SelectBestWeapon, NULL )
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{
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{ &EV_Behavior_Args, &SelectBestWeapon::SetArgs },
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{ &EV_Behavior_AnimDone, &SelectBestWeapon::AnimDone },
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{ NULL, NULL }
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};
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//--------------------------------------------------------------
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// Name: SelectBestWeapon()
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// Class: SelectBestWeapon
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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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SelectBestWeapon::SelectBestWeapon()
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{
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_self = NULL;
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}
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//--------------------------------------------------------------
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// Name: SelectBestWeapon()
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// Class: SelectBestWeapon
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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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SelectBestWeapon::~SelectBestWeapon()
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{
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}
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//--------------------------------------------------------------
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// Name: SetArgs()
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// Class: SelectBestWeapon
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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 SelectBestWeapon::SetArgs( Event *ev )
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{
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}
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//--------------------------------------------------------------
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// Name: AnimDone()
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// Class: SelectBestWeapon
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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 SelectBestWeapon::AnimDone( Event *ev )
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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: SelectBestWeapon
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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 SelectBestWeapon::Begin( Actor &self )
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{
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init( self );
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}
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//--------------------------------------------------------------
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// Name: Evaluate()
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// Class: SelectBestWeapon
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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 SelectBestWeapon::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 SBW_SELECT_WEAPON:
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//---------------------------------------------------------------------
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stateResult = evaluateStateSelectWeapon();
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if ( stateResult == BEHAVIOR_FAILED )
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transitionToState( SBW_FAILED );
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if ( stateResult == BEHAVIOR_SUCCESS )
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{
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if ( _self->combatSubsystem->UsingWeaponNamed( _bestWeaponName ) )
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transitionToState( SBW_SUCCESS );
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else
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transitionToState( SBW_PUT_AWAY_CURRENT_WEAPON );
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}
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break;
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//---------------------------------------------------------------------
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case SBW_PUT_AWAY_CURRENT_WEAPON:
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//---------------------------------------------------------------------
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stateResult = evaluateStatePutAwayCurrentWeapon();
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if ( stateResult == BEHAVIOR_FAILED )
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transitionToState( SBW_FAILED );
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if ( stateResult == BEHAVIOR_SUCCESS )
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transitionToState( SBW_PULL_OUT_NEW_WEAPON );
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break;
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//---------------------------------------------------------------------
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case SBW_PULL_OUT_NEW_WEAPON:
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//---------------------------------------------------------------------
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stateResult = evaluateStatePullOutNewWeapon();
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if ( stateResult == BEHAVIOR_FAILED )
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transitionToState( SBW_FAILED );
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//if ( stateResult == BEHAVIOR_SUCCESS )
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// transitionToState( SBW_READY_NEW_WEAPON );
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if ( stateResult == BEHAVIOR_SUCCESS )
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transitionToState( SBW_SUCCESS );
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break;
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//---------------------------------------------------------------------
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case SBW_READY_NEW_WEAPON:
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//---------------------------------------------------------------------
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stateResult = evaluateStateReadyNewWeapon();
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if ( stateResult == BEHAVIOR_FAILED )
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transitionToState( SBW_FAILED );
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if ( stateResult == BEHAVIOR_SUCCESS )
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transitionToState( SBW_SUCCESS );
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break;
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//---------------------------------------------------------------------
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case SBW_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 SBW_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: SelectBestWeapon
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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 SelectBestWeapon::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: SelectBestWeapon
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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 SelectBestWeapon::transitionToState( selectBestWeaponStates_t state )
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{
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switch ( state )
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{
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case SBW_SELECT_WEAPON:
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setupStateSelectWeapon();
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setInternalState( state , "SBW_SELECT_WEAPON" );
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break;
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case SBW_PUT_AWAY_CURRENT_WEAPON:
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setupStatePutAwayCurrentWeapon();
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setInternalState( state , "SBW_PUT_AWAY_CURRENT_WEAPON" );
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break;
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case SBW_PULL_OUT_NEW_WEAPON:
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setupStatePullOutNewWeapon();
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setInternalState( state , "SWB_PULL_OUT_NEW_WEAPON" );
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break;
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case SBW_READY_NEW_WEAPON:
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setupStateReadyNewWeapon();
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setInternalState( state , "SBW_READY_NEW_WEAPON" );
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break;
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case SBW_SUCCESS:
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setInternalState( state , "SBW_SUCCESS" );
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break;
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case SBW_FAILED:
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setInternalState( state , "SBW_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: SelectBestWeapon
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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 SelectBestWeapon::setInternalState( selectBestWeaponStates_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: SelectBestWeapon
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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 SelectBestWeapon::init( Actor &self )
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{
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_self = &self;
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_animDone = false;
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transitionToState( SBW_SELECT_WEAPON );
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_currentWeaponName = self.combatSubsystem->GetActiveWeaponName();
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}
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//--------------------------------------------------------------
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// Name: think()
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// Class: SelectBestWeapon
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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 SelectBestWeapon::think()
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{
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if ( !_bestWeapon )
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{
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failureStateSelectWeapon( "No Best Weapon" );
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transitionToState( SBW_SUCCESS );
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}
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}
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//--------------------------------------------------------------
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// Name: setupStateSelectWeapon()
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// Class: SelectBestWeapon
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//
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// Description: Sets up the 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 SelectBestWeapon::setupStateSelectWeapon()
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{
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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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}
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}
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//--------------------------------------------------------------
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// Name: evaluateStateSelectWeapon()
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// Class: SelectBestWeapon
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//
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// Description: Evaluates the 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 SelectBestWeapon::evaluateStateSelectWeapon()
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{
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str bestWeaponName;
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float powerRating;
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str currentPostureState;
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//First Check if our current weapon is useless
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powerRating = _self->combatSubsystem->GetActiveWeaponPowerRating( _currentEnemy );
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if ( powerRating < .05 )
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{
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_self->InContext( "weaponuseless" , 0 );
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//Put Weapon Useless Context Here
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}
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_bestWeapon = _self->combatSubsystem->GetBestAvailableWeapon( _currentEnemy );
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if ( !_bestWeapon )
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{
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failureStateSelectWeapon( "No Best Weapon" );
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return BEHAVIOR_SUCCESS;
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}
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_bestWeaponName = _bestWeapon->getName();
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return BEHAVIOR_SUCCESS;
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}
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//--------------------------------------------------------------
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// Name: failureStateSelectWeapon()
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// Class: SelectBestWeapon
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//
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// Description: Failure Handler for State
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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 SelectBestWeapon::failureStateSelectWeapon(const str& failureReason)
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{
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}
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//--------------------------------------------------------------
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// Name: setupStatePutAwayCurrentWeapon()
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// Class: SelectBestWeapon
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//
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// Description: Sets up the 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 SelectBestWeapon::setupStatePutAwayCurrentWeapon()
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{
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str anim;
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anim = _currentWeaponName + "_putaway";
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_self->SetAnim( anim , EV_Actor_NotifyBehavior, torso );
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_animDone = false;
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}
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//--------------------------------------------------------------
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// Name: evaluateStatePutAwayCurrentWeapon()
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// Class: SelectBestWeapon
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//
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// Description: Evaluates the 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 SelectBestWeapon::evaluateStatePutAwayCurrentWeapon()
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{
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if ( _animDone )
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return BEHAVIOR_SUCCESS;
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return BEHAVIOR_EVALUATING;
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}
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//--------------------------------------------------------------
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// Name: failureStatePutAwayCurrentWeapon()
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// Class: SelectBestWeapon
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//
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// Description: Failure Handler for State
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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 SelectBestWeapon::failureStatePutAwayCurrentWeapon(const str& failureReason)
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{
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}
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//--------------------------------------------------------------
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// Name: setupStatePullOutNewWeapon()
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// Class: SelectBestWeapon
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//
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// Description: Sets up the 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 SelectBestWeapon::setupStatePullOutNewWeapon()
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{
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str anim;
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anim = _bestWeaponName + "_draw";
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_self->SetAnim( anim , EV_Actor_NotifyBehavior , torso );
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_animDone = false;
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}
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//--------------------------------------------------------------
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// Name: evaluateStatePullOutNewWeapon()
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// Class: SelectBestWeapon
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//
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// Description: Evaluates the 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 SelectBestWeapon::evaluateStatePullOutNewWeapon()
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{
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if ( _animDone )
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return BEHAVIOR_SUCCESS;
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return BEHAVIOR_EVALUATING;
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}
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//--------------------------------------------------------------
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// Name: failureStatePullOutNewWeapon()
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// Class: SelectBestWeapon
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//
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// Description: Failure Handler for State
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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 SelectBestWeapon::failureStatePullOutNewWeapon(const str& failureReason)
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{
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}
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void SelectBestWeapon::setupStateReadyNewWeapon()
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{
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str anim;
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anim = _bestWeaponName + "_idle";
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_self->SetAnim( anim , EV_Actor_NotifyBehavior , torso );
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_animDone = false;
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}
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BehaviorReturnCode_t SelectBestWeapon::evaluateStateReadyNewWeapon()
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{
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if ( _animDone )
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return BEHAVIOR_SUCCESS;
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return BEHAVIOR_EVALUATING;
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}
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void SelectBestWeapon::failureStateReadyNewWeapon( const str &failureReason )
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{
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}
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bool SelectBestWeapon::CanExecute( Actor &self )
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{
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str currentPosture;
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currentPosture = self.postureController->getCurrentPostureName();
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if ( currentPosture == "STAND" )
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return true;
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return false;
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}
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