ef2gamesource/dlls/game/healGroupMember.cpp
2012-12-31 16:19:55 +01:00

732 lines
18 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /EF2/Code/DLLs/game/healGroupMember.cpp $
// $Revision:: 6 $
// $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:
// Generates a triage list from the actors group, then based on priority
// of patients ( right now, solely health based -- but distance is stored
// so we can factor that in if we need to ) it will run to the patient
// and play the specified "heal" animation... After the animation it will
// send a heal event to the patient which should kick start the regen process
//
// PARAMETERS:
// _anim -- The animation to play while "healing"
// _healDistance -- How far away to get from the patient
// _maxDistance -- How far away to consider a patient
// _initialHealPercentage -- How much to heal right away
// _regenHealPercentage -- How much to heal at each interval
// _regenInterval -- How often to regen
// _maxPercentage -- How Much Total Health can be regened
//
// ANIMATIONS:
// Heal Animation : Parameter
// "run" : TIKI Requirement
// "duck" : TIKI Requirement
//
//
//--------------------------------------------------------------------------------
#include "actor.h"
#include "healGroupMember.hpp"
extern Event EV_Sentient_HealOverTime;
//--------------------------------------------------------------
//
// Class Declaration and Event Registration
//
//--------------------------------------------------------------
CLASS_DECLARATION( Behavior, HealGroupMember, NULL )
{
{ &EV_Behavior_Args, &HealGroupMember::SetArgs },
{ &EV_Behavior_AnimDone, &HealGroupMember::AnimDone },
{ NULL, NULL }
};
//--------------------------------------------------------------
// Name: HealGroupMember()
// Class: HealGroupMember
//
// Description: Constructor
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
HealGroupMember::HealGroupMember()
{
_nextTriageUpdate = 0.0f;
}
//--------------------------------------------------------------
// Name: HealGroupMember()
// Class: HealGroupMember
//
// Description: Destructor
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
HealGroupMember::~HealGroupMember()
{
triageEntry_t* checkEntry;
for ( int i = _triageList.NumObjects() ; i > 0 ; i-- )
{
checkEntry = _triageList.ObjectAt( i );
delete checkEntry;
checkEntry = NULL;
_triageList.RemoveObjectAt( i );
}
}
//--------------------------------------------------------------
// Name: SetArgs()
// Class: HealGroupMember
//
// Description: Sets Arguments for this behavior
//
// Parameters: Event *ev -- Event holding the arguments
//
// Returns: None
//--------------------------------------------------------------
void HealGroupMember::SetArgs( Event *ev )
{
_anim = ev->GetString( 1 );
_healDistance = ev->GetFloat ( 2 );
_maxDistance = ev->GetFloat ( 3 );
_initialHealPercentage = ev->GetFloat ( 4 );
_regenHealPercentage = ev->GetFloat ( 5 );
_regenInterval = ev->GetFloat ( 6 );
_maxPercentage = ev->GetFloat ( 7 );
}
//--------------------------------------------------------------
// Name: AnimDone()
// Class: HealGroupMember
//
// Description: Handles an animation completion
//
// Parameters: Event *ev -- Event holding the completion notification
//
// Returns: None
//--------------------------------------------------------------
void HealGroupMember::AnimDone( Event * )
{
}
//--------------------------------------------------------------
// Name: Begin()
// Class: HealGroupMember
//
// Description: Initializes the behavior
//
// Parameters: Actor &self -- The actor executing this behavior
//
// Returns: None
//--------------------------------------------------------------
void HealGroupMember::Begin( Actor &self )
{
init( self );
}
//--------------------------------------------------------------
// Name: init()
// Class: HealGroupMember
//
// Description: Initializes memeber variables
//
// Parameters: Actor &self -- Actor executing this behavior
//
// Returns: None
//--------------------------------------------------------------
void HealGroupMember::init( Actor &self )
{
updateTriageList( self );
_currentPatient = findHighestPriorityPatient( self );
setupGotoEntity( self );
_state = HGM_STATE_GOTO_ENTITY;
updateTriageList( self );
}
//--------------------------------------------------------------
// Name: Evaluate()
// Class: HealGroupMember
//
// Description: Evaluates the behavior
//
// Parameters: Actor &self -- The actor executing this behavior
//
// Returns: BehaviorReturnCode_t
//--------------------------------------------------------------
BehaviorReturnCode_t HealGroupMember::Evaluate( Actor &self )
{
Event *injuredEvent;
if ( !_currentPatient )
{
SetFailureReason( "No Group Member To Heal" );
_state = HGM_STATE_FAILED;
}
switch ( _state )
{
case HGM_STATE_GOTO_ENTITY:
doGotoEntity( self );
break;
case HGM_STATE_FACE_TARGET:
doRotateToEntity( self );
break;
case HGM_STATE_ANIMATE:
doAnimate( self );
break;
case HGM_STATE_HEAL:
doHeal( self );
break;
case HGM_STATE_FAILED:
return BEHAVIOR_FAILED;
break;
case HGM_STATE_SUCCESS:
if ( allPatientsTreated( self ) )
{
injuredEvent = new Event ( EV_Sentient_GroupMemberInjured );
injuredEvent ->AddInteger( 0 );
groupcoordinator->SendEventToGroup( injuredEvent , self.GetGroupID() );
return BEHAVIOR_SUCCESS;
}
else
{
init( self );
}
break;
}
return BEHAVIOR_EVALUATING;
}
//--------------------------------------------------------------
// Name: End()
// Class: HealGroupMember
//
// Description: Cleans Up the behavior
//
// Parameters: Actor &self -- The actor executing this behavior
//
// Returns: None
//--------------------------------------------------------------
void HealGroupMember::End(Actor &)
{
}
//--------------------------------------------------------------
// Name: setupGotoEntity()
// Class: HealGroupMember
//
// Description: Sets up the GotoEntity Component
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
void HealGroupMember::setupGotoEntity( Actor &self )
{
_gotoEntity.SetEntity ( self, _currentPatient );
_gotoEntity.SetDistance ( _healDistance );
_gotoEntity.SetAnim ( "run" );
_gotoEntity.Begin ( self );
}
//--------------------------------------------------------------
// Name: doGotoEntity()
// Class: HealGroupMember
//
// Description: Evaluates GotoEntity Component
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
void HealGroupMember::doGotoEntity( Actor &self )
{
BehaviorReturnCode_t result;
result = _gotoEntity.Evaluate( self );
// Check if we need to re-evaluate the triage list
if ( level.time > _nextTriageUpdate )
{
EntityPtr lastPatient;
lastPatient = _currentPatient;
updateTriageList( self );
_currentPatient = findHighestPriorityPatient( self );
if ( _currentPatient != lastPatient )
setupGotoEntity( self );
}
//Check if we are close enough
if ( self.WithinDistance( _currentPatient , _healDistance ) || result == BEHAVIOR_SUCCESS )
{
_gotoEntity.End( self );
_state = HGM_STATE_FACE_TARGET;
setupRotateToEntity( self );
return;
}
//Check for any failure condition
if ( result != BEHAVIOR_EVALUATING )
{
gotoEntityFailed( self );
}
}
//--------------------------------------------------------------
// Name: gotoEntityFailed()
// Class: HealGroupMember
//
// Description: Failure Handler for GotoEntity Component
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
void HealGroupMember::gotoEntityFailed( Actor &self )
{
str FailureReason;
FailureReason = "GotoEntity Component Failed: " + _gotoEntity.GetFailureReason() + "\n";
SetFailureReason( FailureReason );
_gotoEntity.End( self );
_state = HGM_STATE_FAILED;
}
//--------------------------------------------------------------
// Name: doHeal()
// Class: HealGroupMember
//
// Description: Creates and HealOverTime event with the paramters
// passed into the behavior and tells the "injured"
// groupMember to process it
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
void HealGroupMember::doHeal( Actor &self )
{
Event *regenEvent;
regenEvent = new Event ( EV_Sentient_HealOverTime );
if ( !regenEvent)
{
assert(regenEvent);
return;
}
regenEvent->AddFloat( _initialHealPercentage );
regenEvent->AddFloat( _regenHealPercentage );
regenEvent->AddFloat( _regenInterval );
regenEvent->AddFloat( _maxPercentage );
_currentPatient->ProcessEvent( regenEvent );
treatedPatient( self, _currentPatient );
_state = HGM_STATE_SUCCESS;
}
//--------------------------------------------------------------
// Name: setupRotateToEntity( Actor &self )
// Class: HealGroupMember
//
// Description: Sets up the RotateToEntity Component
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
void HealGroupMember::setupRotateToEntity( Actor &self )
{
_rotateToEntity.SetEntity( _currentPatient );
_rotateToEntity.Begin( self );
}
//--------------------------------------------------------------
// Name: doRotateToEntity( Actor &self )
// Class: HealGroupMember
//
// Description: Evaluates the RotateToEntity Component
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
void HealGroupMember::doRotateToEntity( Actor &self )
{
BehaviorReturnCode_t result;
result = _rotateToEntity.Evaluate( self );
if ( result == BEHAVIOR_SUCCESS )
{
_rotateToEntity.End( self );
_state = HGM_STATE_ANIMATE;
setupAnimate( self );
return;
}
if ( result != BEHAVIOR_EVALUATING )
{
rotateToEntityFailed( self );
}
}
//--------------------------------------------------------------
// Name: rotateToEntityFailed( Actor &self )
// Class: HealGroupMember
//
// Description: Failure Handler for the RotateToEntity Component
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
void HealGroupMember::rotateToEntityFailed( Actor &self )
{
str FailureReason;
FailureReason = "RotateToEntity Component Failed: " + _rotateToEntity.GetFailureReason() + "\n";
SetFailureReason( FailureReason );
_rotateToEntity.End( self );
_state = HGM_STATE_FAILED;
}
//--------------------------------------------------------------
// Name: setupAnimate()
// Class: HealGroupMember
//
// Description: Sets up the Animate State
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
void HealGroupMember::setupAnimate( Actor & )
{
/*
PostureStates_t pState = _currentPatient->movementSubsystem->getPostureState();
switch ( pState )
{
case POSTURE_TRANSITION_STAND_TO_CROUCH:
_legAnim = "duck";
break;
case POSTURE_TRANSITION_STAND_TO_PRONE:
_legAnim = "duck";
break;
case POSTURE_TRANSITION_CROUCH_TO_STAND:
_legAnim = "idle";
break;
case POSTURE_TRANSITION_CROUCH_TO_PRONE:
_legAnim = "duck";
break;
case POSTURE_TRANSITION_PRONE_TO_CROUCH:
_legAnim = "duck";
break;
case POSTURE_TRANSITION_PRONE_TO_STAND:
_legAnim = "idle";
break;
case POSTURE_STAND:
_legAnim = "idle";
break;
case POSTURE_CROUCH:
_legAnim = "duck";
break;
case POSTURE_PRONE:
_legAnim = "duck";
break;
default:
_legAnim = "idle";
break;
}
*/
}
//--------------------------------------------------------------
// Name: doAnimate()
// Class: HealGroupMember
//
// Description: Evaluates up the Animate State
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
void HealGroupMember::doAnimate( Actor &self )
{
self.SetAnim( _legAnim );
self.SetAnim( _anim , NULL , torso );
_state = HGM_STATE_HEAL;
}
//--------------------------------------------------------------
// Name: animateFailed()
// Class: HealGroupMember
//
// Description: Failure Handler the Animate State
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
void HealGroupMember::animateFailed( Actor & )
{
str FailureReason;
FailureReason = "Animation Not Found\n";
SetFailureReason ( FailureReason );
_state = HGM_STATE_FAILED;
}
//--------------------------------------------------------------
// Name: treatedPatient()
// Class: HealGroupMember
//
// Description: Sets the "treated" flag of the passed in entity's
// triageEntry to true
//
// Parameters: Actor &self
// Entity *ent
//
// Returns: None
//--------------------------------------------------------------
void HealGroupMember::treatedPatient( Actor & , Entity *ent )
{
triageEntry_t* checkEntry;
//Lets check if this entity is already in the triage list
for ( int i = _triageList.NumObjects() ; i > 0 ; i-- )
{
checkEntry = _triageList.ObjectAt( i );
if ( checkEntry->ent == ent )
{
checkEntry->treated = true;
}
}
}
//--------------------------------------------------------------
// Name: findHighestPriorityPatient()
// Class: HealGroupMember
//
// Description: Finds the entity in the triage list with the
// lowest health
//
// Parameters: Actor &self
//
// Returns: Actor*
//--------------------------------------------------------------
Actor* HealGroupMember::findHighestPriorityPatient( Actor & )
{
triageEntry_t* checkEntry;
Actor *highestPriorityPatient;
float lowestHealth;
lowestHealth = 9999999.9f;
highestPriorityPatient = 0;
//Lets check if this entity is already in the triage list
for ( int i = _triageList.NumObjects() ; i > 0 ; i-- )
{
checkEntry = _triageList.ObjectAt( i );
if ( checkEntry->health < lowestHealth && checkEntry->dist <= _maxDistance )
{
lowestHealth = checkEntry->health;
highestPriorityPatient = (Actor*)(Entity*)checkEntry->ent;
}
}
return highestPriorityPatient;
}
//--------------------------------------------------------------
// Name: allPatientsTreated()
// Class: HealGroupMember
//
// Description: Iterates through the triageList and checks if
// every entry has it's "treated" flag set to true
//
// Parameters: Actor &self
//
// Returns: True or False
//--------------------------------------------------------------
bool HealGroupMember::allPatientsTreated( Actor & )
{
triageEntry_t* checkEntry;
//Lets check if this entity is already in the triage list
for ( int i = _triageList.NumObjects() ; i > 0 ; i-- )
{
checkEntry = _triageList.ObjectAt( i );
if (!checkEntry->treated )
return false;
}
return true;
}
//--------------------------------------------------------------
// Name: patientTreated()
// Class: HealGroupMember
//
// Description: Checks if an individual patient has been
// treated
//
// Parameters: Actor &self
// Entity *ent
//
// Returns: True or False
//--------------------------------------------------------------
bool HealGroupMember::patientTreated( Actor & , Entity *ent )
{
triageEntry_t* checkEntry;
//Lets check if this entity is already in the triage list
for ( int i = _triageList.NumObjects() ; i > 0 ; i-- )
{
checkEntry = _triageList.ObjectAt( i );
if ( checkEntry->ent == ent )
{
return checkEntry->treated;
}
}
return false;
}
//--------------------------------------------------------------
// Name: updateTriageList()
// Class: HealGroupMember
//
// Description: Grabs the actor's group from the group list, then
// iterates through it, updating the triageList as
// necessary.
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
void HealGroupMember::updateTriageList( Actor &self )
{
Group *group;
Entity *groupEnt;
float health , maxHealth;
groupEnt = NULL;
group = groupcoordinator->GetGroup( self.GetGroupID() );
groupEnt = group->GetNextMember( groupEnt );
while ( groupEnt != NULL )
{
health = groupEnt->getHealth();
maxHealth = groupEnt->getMaxHealth();
// See if this group member is below 50%
if ( ( health / maxHealth ) < .5 )
updateTriageEntry( self , groupEnt );
groupEnt = group->GetNextMember( groupEnt );
}
_nextTriageUpdate = level.time + G_Random() + 2.5f;
}
//--------------------------------------------------------------
// Name: updateTriageEntry()
// Class: HealGroupMember
//
// Description: Updates or Adds an indivdual triageEntry in the list
//
// Parameters: Actor &self
// Entity *ent
//
// Returns: None
//--------------------------------------------------------------
void HealGroupMember::updateTriageEntry( Actor &self , Entity *ent)
{
float entHealth;
float entDist;
triageEntry_t* checkEntry;
entHealth = ent->getHealth();
entDist = Vector::Distance( self.origin , ent->origin );
//Lets check if this entity is already in the triage list
for ( int i = _triageList.NumObjects() ; i > 0 ; i-- )
{
checkEntry = _triageList.ObjectAt( i );
if ( checkEntry->ent == ent )
{
checkEntry->health = entHealth;
checkEntry->dist = entDist;
return;
}
}
//Well the entity wasn't in the list, so we need to add it
checkEntry = new triageEntry_t;
checkEntry->ent = ent;
checkEntry->health = entHealth;
checkEntry->dist = entDist;
checkEntry->treated = false;
_triageList.AddObject(checkEntry);
}