mirror of
https://github.com/UberGames/EF2GameSource.git
synced 2024-11-10 06:31:42 +00:00
382 lines
8.8 KiB
C++
382 lines
8.8 KiB
C++
//-----------------------------------------------------------------------------
|
|
//
|
|
// $Logfile:: /EF2/Code/DLLs/game/watchEntity.cpp $
|
|
// $Revision:: 16 $
|
|
// $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:
|
|
// Keeps the actor rotated to face the entity ( enemy by default ) for the specified
|
|
// amount of time ( or forever, if time is -1 )
|
|
//
|
|
// PARAMETERS:
|
|
// _time -- The time to keep rotated
|
|
// _turnspeed -- How fast to rotate
|
|
// _anim -- Animation to play while rotating
|
|
// _ent -- Entity to watch ( Must be set by another behavior -- defaults to enemy )
|
|
// _waitForAnim -- End behavior when the animation is complete
|
|
//
|
|
// ANIMATIONS:
|
|
// Rotation Anim -- Parameter
|
|
//
|
|
//--------------------------------------------------------------------------------
|
|
|
|
#include "actor.h"
|
|
#include "watchEntity.hpp"
|
|
|
|
//--------------------------------------------------------------
|
|
//
|
|
// Class Declaration and Event Registration
|
|
//
|
|
//--------------------------------------------------------------
|
|
CLASS_DECLARATION( Behavior, WatchEntity, NULL )
|
|
{
|
|
{ &EV_Behavior_Args, &WatchEntity::SetArgs },
|
|
{ &EV_Behavior_AnimDone, &WatchEntity::AnimDone },
|
|
{ NULL, NULL }
|
|
};
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: WatchEntity()
|
|
// Class: WatchEntity
|
|
//
|
|
// Description: Constructor
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
WatchEntity::WatchEntity()
|
|
{
|
|
_anim = "";
|
|
_turnspeed = 10.0f;
|
|
_ent = NULL;
|
|
_waitForAnim = false;
|
|
_animDone = false;
|
|
_holdAnim = "idle";
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: ~WatchEntity()
|
|
// Class: WatchEntity
|
|
//
|
|
// Description: Destructor
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
WatchEntity::~WatchEntity()
|
|
{
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: SetArgs()
|
|
// Class: WatchEntity
|
|
//
|
|
// Description: Sets Arguments for this behavior
|
|
//
|
|
// Parameters: Event *ev -- Event holding the arguments
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void WatchEntity::SetArgs( Event *ev )
|
|
{
|
|
_time = ev->GetFloat( 1 );
|
|
|
|
if ( ev->NumArgs() > 1 )
|
|
_turnspeed = ev->GetFloat( 2 );
|
|
if ( ev->NumArgs() > 2 )
|
|
_anim = ev->GetString( 3 );
|
|
if ( ev->NumArgs() > 3 )
|
|
_waitForAnim = ev->GetInteger( 4 );
|
|
if ( ev->NumArgs() > 4 )
|
|
_holdAnim = ev->GetString( 5 );
|
|
|
|
_forcePlayer = false;
|
|
if ( ev->NumArgs() > 5 )
|
|
_forcePlayer = ev->GetBoolean( 6 );
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: AnimDone()
|
|
// Class: WatchEntity
|
|
//
|
|
// Description: Handles an animation completion
|
|
//
|
|
// Parameters: Event *ev -- Event holding the completion notification
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void WatchEntity::AnimDone( Event *ev )
|
|
{
|
|
_animDone = true;
|
|
}
|
|
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: Begin()
|
|
// Class: WatchEntity
|
|
//
|
|
// Description: Initializes the behavior
|
|
//
|
|
// Parameters: Actor &self -- The actor executing this behavior
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void WatchEntity::Begin( Actor &self )
|
|
{
|
|
init( self );
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: Evaluate()
|
|
// Class: WatchEntity
|
|
//
|
|
// Description: Evaluates the behavior
|
|
//
|
|
// Parameters: Actor &self -- The actor executing this behavior
|
|
//
|
|
// Returns: BehaviorReturnCode_t
|
|
//--------------------------------------------------------------
|
|
BehaviorReturnCode_t WatchEntity::Evaluate( Actor &self )
|
|
{
|
|
|
|
BehaviorReturnCode_t stateResult;
|
|
|
|
think();
|
|
|
|
switch ( _state )
|
|
{
|
|
//---------------------------------------------------------------------
|
|
case WATCH_HOLD:
|
|
//---------------------------------------------------------------------
|
|
stateResult = evaluateStateHold(self);
|
|
if ( stateResult == BEHAVIOR_FAILED )
|
|
transitionToState( WATCH_FAILED );
|
|
|
|
if ( stateResult == BEHAVIOR_SUCCESS )
|
|
transitionToState( WATCH_ROTATE );
|
|
break;
|
|
|
|
|
|
//---------------------------------------------------------------------
|
|
case WATCH_ROTATE:
|
|
//---------------------------------------------------------------------
|
|
stateResult = evaluateStateRotate(self);
|
|
if ( stateResult == BEHAVIOR_FAILED )
|
|
transitionToState( WATCH_FAILED );
|
|
|
|
if ( stateResult == BEHAVIOR_SUCCESS )
|
|
transitionToState( WATCH_HOLD );
|
|
|
|
break;
|
|
|
|
//---------------------------------------------------------------------
|
|
case WATCH_SUCCESS:
|
|
//---------------------------------------------------------------------
|
|
return BEHAVIOR_SUCCESS;
|
|
break;
|
|
|
|
//---------------------------------------------------------------------
|
|
case WATCH_FAILED:
|
|
//---------------------------------------------------------------------
|
|
return BEHAVIOR_FAILED;
|
|
break;
|
|
|
|
}
|
|
|
|
return BEHAVIOR_EVALUATING;
|
|
|
|
}
|
|
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: End()
|
|
// Class: WatchEntity
|
|
//
|
|
// Description: Cleans Up the behavior
|
|
//
|
|
// Parameters: Actor &self -- The actor executing this behavior
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void WatchEntity::End(Actor &self)
|
|
{
|
|
// self.movementSubsystem->setTurnSpeed(_oldTurnSpeed);
|
|
}
|
|
|
|
void WatchEntity::transitionToState( watchEntityStates_t state )
|
|
{
|
|
switch ( state )
|
|
{
|
|
case WATCH_HOLD:
|
|
setupStateHold();
|
|
setInternalState( state , "WATCH_HOLD" );
|
|
break;
|
|
|
|
case WATCH_ROTATE:
|
|
setupStateRotate();
|
|
setInternalState( state , "WATCH_ROTATE" );
|
|
break;
|
|
|
|
case WATCH_SUCCESS:
|
|
setInternalState( state , "WATCH_SUCCESS" );
|
|
break;
|
|
|
|
case WATCH_FAILED:
|
|
setInternalState( state , "WATCH_FAILED" );
|
|
break;
|
|
}
|
|
}
|
|
|
|
void WatchEntity::setInternalState( watchEntityStates_t state , const str &stateName )
|
|
{
|
|
_state = state;
|
|
SetInternalStateName( stateName );
|
|
}
|
|
|
|
void WatchEntity::init( Actor &self )
|
|
{
|
|
SetSelf(&self);
|
|
|
|
if ( _time > 0 )
|
|
_time = level.time + _time;
|
|
|
|
_oldTurnSpeed = self.movementSubsystem->getTurnSpeed();
|
|
|
|
//Check if we have an entity to watch
|
|
if ( !_ent )
|
|
{
|
|
self.enemyManager->FindHighestHateEnemy();
|
|
_ent = self.enemyManager->GetCurrentEnemy();
|
|
|
|
if ( !_ent )
|
|
{
|
|
|
|
if ( _forcePlayer )
|
|
_ent = (Entity*)GetPlayer( 0 );
|
|
|
|
if ( !_ent )
|
|
{
|
|
transitionToState(WATCH_FAILED);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
transitionToState(WATCH_HOLD);
|
|
}
|
|
|
|
void WatchEntity::think()
|
|
{
|
|
if ( _time > 0 && level.time >= _time )
|
|
transitionToState(WATCH_SUCCESS);
|
|
|
|
if ( _waitForAnim && _animDone )
|
|
transitionToState(WATCH_SUCCESS);
|
|
}
|
|
|
|
void WatchEntity::setupStateRotate()
|
|
{
|
|
_animDone = false;
|
|
GetSelf()->SetAnim( _anim , EV_Actor_NotifyBehavior , legs );
|
|
}
|
|
|
|
BehaviorReturnCode_t WatchEntity::evaluateStateRotate( Actor &self )
|
|
{
|
|
Vector entityPos, selfToEntity, dir;
|
|
|
|
if ( !_ent )
|
|
{
|
|
return BEHAVIOR_FAILED;
|
|
}
|
|
|
|
entityPos = _ent->centroid;
|
|
entityPos.z = self.centroid.z;
|
|
|
|
if ( self.IsEntityAlive( _ent ) )
|
|
{
|
|
dir = self.movementSubsystem->getMoveDir();
|
|
self.movementSubsystem->Accelerate(
|
|
self.movementSubsystem->SteerTowardsPoint( entityPos, vec_zero, dir, 1.0f)
|
|
);
|
|
}
|
|
|
|
//
|
|
// Here, again, I replaced the _ent->centroid with the z-value modified entityPos
|
|
//
|
|
selfToEntity = entityPos - self.centroid;
|
|
selfToEntity = selfToEntity.toAngles();
|
|
|
|
float yawDiff = selfToEntity[YAW] - self.angles[YAW];
|
|
|
|
yawDiff = AngleNormalize180(yawDiff);
|
|
if ( yawDiff > -1.5 && yawDiff < 1.5 )
|
|
{
|
|
if ( _waitForAnim )
|
|
{
|
|
if ( _animDone ) return BEHAVIOR_SUCCESS;
|
|
}
|
|
|
|
return BEHAVIOR_SUCCESS;
|
|
}
|
|
|
|
|
|
return BEHAVIOR_EVALUATING;
|
|
}
|
|
|
|
void WatchEntity::rotateFailed( Actor &self )
|
|
{
|
|
}
|
|
|
|
void WatchEntity::setupStateHold()
|
|
{
|
|
_animDone = false;
|
|
GetSelf()->SetAnim( _holdAnim , EV_Actor_NotifyBehavior , legs );
|
|
}
|
|
|
|
BehaviorReturnCode_t WatchEntity::evaluateStateHold( Actor &self )
|
|
{
|
|
Vector entityPos , selfToEntity;
|
|
if ( !_ent )
|
|
{
|
|
return BEHAVIOR_FAILED;
|
|
}
|
|
|
|
entityPos = _ent->centroid;
|
|
entityPos.z = self.centroid.z;
|
|
|
|
//
|
|
// Here, again, I replaced the _ent->centroid with the z-value modified entityPos
|
|
//
|
|
selfToEntity = entityPos - self.centroid;
|
|
selfToEntity = selfToEntity.toAngles();
|
|
|
|
float yawDiff = selfToEntity[YAW] - self.angles[YAW];
|
|
|
|
if ( yawDiff > 5 || yawDiff < -5 )
|
|
return BEHAVIOR_SUCCESS;
|
|
|
|
return BEHAVIOR_EVALUATING;
|
|
}
|
|
|
|
void WatchEntity::holdFailed( Actor &self )
|
|
{
|
|
}
|
|
|