ef2gamesource/dlls/game/holdPosition.cpp

360 lines
8.4 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /EF2/Code/DLLs/game/holdPosition.cpp $
// $Revision:: 7 $
// $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:
//
// PARAMETERS:
//
// ANIMATIONS:
//
//--------------------------------------------------------------------------------
#include "actor.h"
#include "holdPosition.hpp"
//--------------------------------------------------------------
//
// Class Declaration and Event Registration
//
//--------------------------------------------------------------
CLASS_DECLARATION( Behavior, HoldPosition, NULL )
{
{ &EV_Behavior_Args, &HoldPosition::SetArgs },
{ &EV_Behavior_AnimDone, &HoldPosition::AnimDone },
{ NULL, NULL }
};
//--------------------------------------------------------------
// Name: RotateToEntity()
// Class: RotateToEntity
//
// Description: Constructor
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
HoldPosition::HoldPosition()
{
_legAnim = "idle";
_twitchAnim = "twitch";
_weaponTwitchAnim = "";
_torsoAnim = "";
_holdTimeMin = 1.0f;
_holdTimeMax = 1.5f;;
_nextTwitchTime = 0.0f;
_twitchInterval = 2.5f;
_canTwitch = true;
_animDone = false;
}
//--------------------------------------------------------------
// Name: ~RotateToEntity()
// Class: RotateToEntity
//
// Description: Destructor
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
HoldPosition::~HoldPosition()
{
}
//--------------------------------------------------------------
//
// Name: SetArgs()
// Class: RotateToEntity
//
// Description: Sets Variables based on arguments inside the event
//
// Parameters: Event *ev -- Event containing the string
//
// Returns: None
//
//--------------------------------------------------------------
void HoldPosition::SetArgs( Event *ev )
{
}
void HoldPosition::AnimDone( Event *ev )
{
_animDone = true;
}
//--------------------------------------------------------------
//
// Name: Begin()
// Class: RotateToEntity
//
// Description: Initializes the behavior
//
// Parameters: Actor &self -- The actor executing this behavior
//
// Returns: None
//
//--------------------------------------------------------------
void HoldPosition::Begin( Actor &self )
{
init(self);
}
//--------------------------------------------------------------
//
// Name: Evaluate()
// Class: RotateToEntity
//
// Description: Update for this behavior -- called every server frame
//
// Parameters: Actor &self -- Actor executing this behavior
//
// Returns: BehaviorReturnCode_t
//
//--------------------------------------------------------------
BehaviorReturnCode_t HoldPosition::Evaluate( Actor &self )
{
BehaviorReturnCode_t stateResult;
switch ( _state )
{
//---------------------------------------------------------------------
case HOLD_POSITION_HOLD:
//---------------------------------------------------------------------
stateResult = evaluateStateHold();
if ( stateResult == BEHAVIOR_SUCCESS )
{
if ( level.time >= _nextTwitchTime && _canTwitch )
{
if ( _self->combatSubsystem->HaveWeapon() )
{
transitionToState(HOLD_POSITION_WEAPON_TWITCH);
return BEHAVIOR_EVALUATING;
}
else
{
transitionToState(HOLD_POSITION_TWITCH);
return BEHAVIOR_EVALUATING;
}
}
transitionToState( HOLD_POSITION_HOLD );
}
break;
//---------------------------------------------------------------------
case HOLD_POSITION_TWITCH:
//---------------------------------------------------------------------
stateResult = evaluateStateTwitch();
if ( stateResult == BEHAVIOR_SUCCESS )
transitionToState( HOLD_POSITION_HOLD );
break;
//---------------------------------------------------------------------
case HOLD_POSITION_WEAPON_TWITCH:
//---------------------------------------------------------------------
stateResult = evaluateStateWeaponTwitch();
if ( stateResult == BEHAVIOR_SUCCESS )
transitionToState( HOLD_POSITION_HOLD );
break;
//---------------------------------------------------------------------
case HOLD_POSITION_SUCCESS:
//---------------------------------------------------------------------
return BEHAVIOR_SUCCESS;
break;
//---------------------------------------------------------------------
case HOLD_POSITION_FAILED:
//---------------------------------------------------------------------
return BEHAVIOR_FAILED;
break;
}
return BEHAVIOR_EVALUATING;
}
//--------------------------------------------------------------
//
// Name: End()
// Class: RotateToEntity
//
// Description: Ends this behavior -- cleans things up
//
// Parameters: Actor &self -- Actor executing this behavior
//
// Returns: None
//
//--------------------------------------------------------------
void HoldPosition::End(Actor &self)
{
_self->SetIgnoreWatchTarget( false );
}
void HoldPosition::transitionToState( HoldPositionStates_t state )
{
switch ( state )
{
case HOLD_POSITION_HOLD:
setupStateHold();
setInternalState( state , "HOLD_POSITION_HOLD" );
break;
case HOLD_POSITION_TWITCH:
setupStateTwitch();
setInternalState( state , "HOLD_POSITION_TWITCH" );
break;
case HOLD_POSITION_WEAPON_TWITCH:
setupStateWeaponTwitch();
setInternalState( state , "HOLD_POSITION_WEAPON_TWITCH" );
break;
case HOLD_POSITION_SUCCESS:
setInternalState( state , "HOLD_POSITION_SUCCESS" );
break;
case HOLD_POSITION_FAILED:
setInternalState( state , "HOLD_POSITION_FAILED" );
break;
}
}
void HoldPosition::setInternalState( HoldPositionStates_t state , const str &stateName )
{
_state = state;
SetInternalStateName( stateName );
}
void HoldPosition::init( Actor &self )
{
_self = &self;
transitionToState(HOLD_POSITION_HOLD);
}
void HoldPosition::think()
{
}
void HoldPosition::setupStateHold()
{
_endHoldTime = level.time + G_Random ( _holdTimeMax + _holdTimeMin );
if ( !_self->combatSubsystem->HaveWeapon() )
{
_self->SetAnim( _legAnim , EV_Actor_NotifyTorsoBehavior , legs );
return;
}
if ( _self->enemyManager->HasEnemy() )
_torsoAnim = _self->combatSubsystem->GetAnimForMyWeapon( "CombatGunIdle" );
else
_torsoAnim = _self->combatSubsystem->GetAnimForMyWeapon( "IdleGunIdle" );
if ( _torsoAnim.length() )
{
_self->SetAnim( _torsoAnim, NULL , torso );
}
else
{
_self->SetAnim( _legAnim , EV_Actor_NotifyTorsoBehavior , legs );
}
}
BehaviorReturnCode_t HoldPosition::evaluateStateHold()
{
if ( level.time >= _endHoldTime )
return BEHAVIOR_SUCCESS;
return BEHAVIOR_EVALUATING;
}
void HoldPosition::failureStateHold( const str& failureReason )
{
}
void HoldPosition:: setupStateTwitch()
{
_self->SetIgnoreWatchTarget( true );
_animDone = false;
_self->SetAnim( _legAnim , EV_Actor_NotifyTorsoBehavior , legs );
}
BehaviorReturnCode_t HoldPosition::evaluateStateTwitch()
{
if ( _animDone )
{
_nextTwitchTime = level.time + _twitchInterval;
_self->SetIgnoreWatchTarget( false );
return BEHAVIOR_SUCCESS;
}
return BEHAVIOR_EVALUATING;
}
void HoldPosition:: failureStateTwitch( const str& failureReason )
{
}
void HoldPosition:: setupStateWeaponTwitch()
{
_animDone = false;
if ( _self->enemyManager->HasEnemy() )
_torsoAnim = _self->combatSubsystem->GetAnimForMyWeapon( "CombatGunTwitch" );
else
_torsoAnim = _self->combatSubsystem->GetAnimForMyWeapon( "IdleGunTwitch" );
if ( _torsoAnim.length() )
{
_self->SetIgnoreWatchTarget( true );
//_self->SetAnim( _torsoAnim, NULL , torso );
_self->ClearLegAnim();
_self->ClearTorsoAnim();
_self->SetAnim( _torsoAnim, EV_Actor_NotifyBehavior , legs );
}
else
_canTwitch = false;
}
BehaviorReturnCode_t HoldPosition::evaluateStateWeaponTwitch()
{
if ( _animDone )
{
_nextTwitchTime = level.time + _twitchInterval;
_self->SetIgnoreWatchTarget( false );
return BEHAVIOR_SUCCESS;
}
return BEHAVIOR_EVALUATING;
}
void HoldPosition:: failureStateWeaponTwitch( const str& failureReason )
{
}