ef2gamesource/dlls/game/actor_posturecontroller.cpp

309 lines
7.8 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/actor_posturecontroller.cpp $
// $Revision:: 8 $
// $Author:: Steven $
// $Date:: 5/04/03 2:02p $
//
// 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.
//
//-----------------------------------------------------------------------------
#include "_pch_cpp.h"
#include "actor_posturecontroller.hpp"
extern Event EV_Actor_SetPostureStateMap;
//--------------------------------------------------------------
// Name: PostureController()
// Class: PostureController
//
// Description: Constructor
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
PostureController::PostureController()
{
// Should always use other constructor
gi.Error( ERR_FATAL, "PostureController::PostureController -- Default Constructor Called" );
}
//--------------------------------------------------------------
// Name: PostureController()
// Class: PostureController
//
// Description: Constructor
//
// Parameters: Actor *actor
//
// Returns: None
//--------------------------------------------------------------
PostureController::PostureController( Actor *actor )
{
if ( actor )
act = actor;
else
gi.Error( ERR_DROP, "PostureController::PostureController -- actor is NULL" );
init();
}
//--------------------------------------------------------------
// Name: ~PostureController()
// Class: PostureController
//
// Description: Destructor
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
PostureController::~PostureController()
{
act->freeConditionals( _postureConditionals );
}
//--------------------------------------------------------------
// Name: DoArchive()
// Class: PostureController
//
// Description: Archives our Actor and Calls our Archive Function
//
// Parameters: Archiver &arc -- The Archiver Object
// Actor *actor -- The pointer to our actor
//
// Returns: None
//--------------------------------------------------------------
void PostureController::DoArchive( Archiver &arc, Actor *actor )
{
Archive( arc );
if ( actor )
act = actor;
else
gi.Error( ERR_FATAL, "PostureController::DoArchive -- actor is NULL" );
}
//--------------------------------------------------------------
// Name: Archive()
// Class: PostureController
//
// Description: Archives the class
//
// Parameters: Archiver &arc
//
// Returns: None
//--------------------------------------------------------------
void PostureController::Archive( Archiver &arc )
{
arc.ArchiveString( &_postureStateMap_Name );
arc.ArchiveString( &_currentPostureState_Name );
arc.ArchiveString( &_requestedPostureState_Name );
arc.ArchiveSafePointer ( &_requestor );
if ( !arc.Saving() )
{
if ( _postureStateMap_Name.length() )
{
Event *event;
event = new Event( EV_Actor_SetPostureStateMap );
event->AddString( _postureStateMap_Name );
event->AddInteger( 1 );
act->ProcessEvent ( event );
_currentPostureState = _postureStateMap->FindState( _currentPostureState_Name.c_str() );
_requestedPostureState = _postureStateMap->FindState(_requestedPostureState_Name.c_str() );
}
}
}
//--------------------------------------------------------------
// Name: init()
// Class: PostureController
//
// Description: Initializes the class
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void PostureController::init()
{
_postureStateMap = NULL;
_postureStateMap_Name = "";
_currentPostureState = NULL;
_currentPostureState_Name = "";
_requestedPostureState = NULL;
_requestedPostureState_Name = "";
_requestor = NULL;
}
//--------------------------------------------------------------
// Name: evaluate()
// Class: PostureController
//
// Description: Evaluation Routine, Called Every Frame
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void PostureController::evaluate()
{
int count;
State *laststate = NULL;
str currentanim;
str stateLegAnim;
stateLegAnim = act->animname;
count = 0;
if ( !_postureStateMap )
return;
if ( act->deadflag || !_currentPostureState )
return;
do
{
// Since we could get into an infinite loop here, do a check to make sure we don't.
count++;
if ( count > 10 )
{
gi.WDPrintf( "Possible infinite loop in posture state '%s'\n", _currentPostureState->getName() );
if ( count > 50 )
{
gi.Error( ERR_DROP, "Stopping due to possible infinite state loop\n" );
break;
}
}
// Determine the next state to go to
laststate = _currentPostureState;
_currentPostureState = _currentPostureState->Evaluate( *act, &_postureConditionals );
if ( !_currentPostureState )
return;
_currentPostureState_Name = _currentPostureState->getName();
// Change the behavior if the state has changed
if ( laststate != _currentPostureState )
{
// Initialize some stuff for changing states
act->SetActorFlag( ACTOR_FLAG_POSTURE_ANIM_DONE, false );
}
if ( _currentPostureState == _requestedPostureState )
{
if ( _requestor )
_requestor->ProcessEvent( EV_PostureChanged_Completed );
}
// Change the animation if it has changed
currentanim = _currentPostureState->getLegAnim( *act, &_postureConditionals );
if ( currentanim.length() && ( stricmp( stateLegAnim , currentanim.c_str() ) != 0 ) )
{
act->SetAnim( currentanim, EV_Posture_Anim_Done, legs );
stateLegAnim = currentanim;
}
}
while( laststate != _currentPostureState );
}
//--------------------------------------------------------------
// Name: requestPosture()
// Class: PostureController
//
// Description: Request Handler for a specific Posture
//
// Parameters: PostureStates_t postureState
//
// Returns: true -- if the posture is viable
// false -- if the posture in not viable
//--------------------------------------------------------------
bool PostureController::requestPosture( const str &postureState , Listener *requestor )
{
if ( !_postureStateMap )
return false;
_requestedPostureState = _postureStateMap->FindState( postureState.c_str() );
if ( _requestedPostureState )
{
_requestor = requestor;
_requestedPostureState_Name = postureState;
return true;
}
return false;
}
void PostureController::setPostureStateMap( const str &stateMap , bool loading )
{
str animName;
// Load the new state map
_postureStateMap_Name = stateMap;
//_postureConditionals.FreeObjectList();
act->freeConditionals( _postureConditionals );
_postureStateMap = GetStatemap( _postureStateMap_Name, ( Condition<Class> * )act->Conditions, &_postureConditionals, false );
// Set the first state
_currentPostureState_Name = "START";
// Initialize the actors first animation
if ( !loading )
setPostureState( _currentPostureState_Name.c_str() );
}
void PostureController::setPostureState( const str &postureState )
{
if ( !_postureStateMap )
return;
if ( act->deadflag )
return;
_currentPostureState = _postureStateMap->FindState( postureState.c_str() );
}
void PostureController::setPostureState( const str &postureState, const str &requestedState )
{
if ( !_postureStateMap )
return;
if ( act->deadflag )
return;
_currentPostureState = _postureStateMap->FindState( postureState.c_str() );
_requestedPostureState = _postureStateMap->FindState( requestedState.c_str() );
_requestedPostureState_Name = requestedState.c_str();
}