ef2-sdk/dlls/game/generalCombatWithRangedWeap...

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//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/generalCombatWithRangedWeapon.hpp $
// $Revision:: 169 $
// $Author:: Bschofield $
// $Date:: 4/26/02 2:22p $
//
// 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:
// GeneralCombatWithMeleeWeapon Behavior Definition
//
//--------------------------------------------------------------------------------
//==============================
// Forward Declarations
//==============================
class GeneralCombatWithRangedWeapon;
#ifndef __GENERALCOMBAT_WITH_RANGEDWEAPON_HPP__
#define __GENERALCOMBAT_WITH_RANGEDWEAPON_HPP__
#include "behavior.h"
#include "behaviors_general.h"
//------------------------- CLASS ------------------------------
//
// Name: GeneralCombatWithRangedWeapon
// Base Class: Behavior
//
// Description: MetaBehavior for Sentient Type ( No relation to the sentient class )
// of Actor for executing Combat with no additional information
// ( i.e. Helper Nodes ) in the near vicinity.
// We may need to subclass this behavior for additional
// individuality, like "teammate general combat"
//
// Method of Use: Called From State Machine
//--------------------------------------------------------------
class GeneralCombatWithRangedWeapon : public Behavior
{
//------------------------------------
// States
//------------------------------------
public:
typedef enum
{
GC_WRW_CHANGE_POSTURE_TO_ADVANCE,
GC_WRW_CHANGE_POSTURE_TO_RETREAT,
GC_WRW_ADVANCE,
GC_WRW_ADVANCE_FIRING,
GC_WRW_RETREAT,
GC_WRW_RETREAT_FIRING,
GC_WRW_STRAFE,
GC_WRW_CHANGE_POSTURE_DUCK,
GC_WRW_DUCKED,
GC_WRW_DUCKED_FIRING,
GC_WRW_CHANGE_POSTURE_STAND,
GC_WRW_STAND,
GC_WRW_STAND_FIRING,
GC_WRW_FAILED
} generalCombatStates_t;
//------------------------------------
// Parameters
//------------------------------------
private:
str _movementAnim;
str _torsoAnim;
str _fireAnim;
str _preFireAnim;
str _postFireAnim;
float _approachDist;
float _retreatDist;
float _strafeChance;
float _strafeTime;
float _strafeRandomFactor;
float _postureChangeChance;
float _fireTimeMin;
float _fireTimeMax;
float _fireTimeRandomFactor;
float _pauseTimeMin;
float _pauseTimeMax;
float _pauseTimeRandomFactor;
//-------------------------------------
// Internal Functionality
//-------------------------------------
protected:
void transitionToState ( generalCombatStates_t state );
void setInternalState ( generalCombatStates_t state , const str &stateName );
void init ( Actor &self );
void think ();
void updateEnemy ();
void setTorsoAnim ();
bool checkShouldApproach ( float distToEnemy );
bool checkShouldRetreat ( float distToEnemy );
bool checkShouldStrafe ( float distToEnemy );
bool checkShouldChangePosture ( float distToEnemy );
void setupRotate ();
BehaviorReturnCode_t evaluateRotate ();
void setupStateChangePostureToAdvance ();
BehaviorReturnCode_t evaluateStateChangePostureToAdvance ();
void failureStateChangePostureToAdvance ( const str& failureReason );
void setupStateChangePostureToRetreat ();
BehaviorReturnCode_t evaluateStateChangePostureToRetreat ();
void failureStateChangePostureToRetreat ( const str& failureReason );
void setupStateAdvance ();
BehaviorReturnCode_t evaluateStateAdvance ();
void failureStateAdvance ( const str& failureReason );
void setupStateAdvanceFiring ();
BehaviorReturnCode_t evaluateStateAdvanceFiring ();
void failureStateAdvanceFiring ( const str& failureReason );
void setupStateRetreat ();
BehaviorReturnCode_t evaluateStateRetreat ();
void failureStateRetreat ( const str& failureReason );
void setupStateRetreatFiring ();
BehaviorReturnCode_t evaluateStateRetreatFiring ();
void failureStateRetreatFiring ( const str& failureReason );
void setupStateStrafe ();
BehaviorReturnCode_t evaluateStateStrafe ();
void failureStateStrafe ( const str& failureReason );
void setupStateChangePostureDuck ();
BehaviorReturnCode_t evaluateStateChangePostureDuck ();
void failureStateChangePostureDuck ( const str& failureReason );
void setupStateDucked ();
BehaviorReturnCode_t evaluateStateDucked ();
void failureStateDucked ( const str& failureReason );
void setupStateDuckedFiring ();
BehaviorReturnCode_t evaluateStateDuckedFiring ();
void failureStateDuckedFiring ( const str& failureReason );
void setupStateChangePostureStand ();
BehaviorReturnCode_t evaluateStateChangePostureStand ();
void failureStateChangePostureStand ( const str& failureReason );
void setupStateStand ();
BehaviorReturnCode_t evaluateStateStand ();
void failureStateStand ( const str& failureReason );
void setupStateStandFiring ();
BehaviorReturnCode_t evaluateStateStandFiring ();
void failureStateStandFiring ( const str& failureReason );
//-------------------------------------
// Public Interface
//-------------------------------------
public:
CLASS_PROTOTYPE( GeneralCombatWithRangedWeapon );
GeneralCombatWithRangedWeapon();
~GeneralCombatWithRangedWeapon();
void SetArgs ( Event *ev );
void AnimDone ( Event *ev );
void PostureDone ( Event *ev );
void Begin ( Actor &self );
BehaviorReturnCode_t Evaluate ( Actor &self );
void End ( Actor &self );
void SetMovementAnim ( const str& movementAnim ) { _movementAnim = movementAnim; }
void SetTorsoAnim ( const str& torsoAnim ) { _torsoAnim = torsoAnim; }
void SetFireAnim ( const str& fireAnim ) { _fireAnim = fireAnim; }
void SetPreFireAnim ( const str& preFireAnim ) { _preFireAnim = preFireAnim; }
void SetPostFireAnim ( const str& postFireAnim ) { _postFireAnim = postFireAnim; }
void SetApproachDist ( float approachDist ) { _approachDist = approachDist; }
void SetRetreatDist ( float retreatDist ) { _retreatDist = retreatDist; }
void SetStrafeChance ( float strafeChance ) { _strafeChance = strafeChance; }
void SetStrafeTime ( float strafeTime ) { _strafeTime = strafeTime; }
void SetStrafeRandomFactor ( float strafeRandomFactor ) { _strafeRandomFactor = strafeRandomFactor; }
void SetPostureChangeChance ( float postureChangeChance ) { _postureChangeChance = postureChangeChance; }
void SetFireTimeMin ( float fireTimeMin ) { _fireTimeMin = fireTimeMin; }
void SetFireTimeMax ( float fireTimeMax ) { _fireTimeMax = fireTimeMax; }
void SetFireTimeRandomFactor ( float fireTimeRandomFactor ) { _fireTimeRandomFactor = fireTimeRandomFactor; }
void SetPauseTimeMin ( float pauseTimeMin ) { _pauseTimeMin = pauseTimeMin; }
void SetPauseTimeMax ( float pauseTimeMax ) { _pauseTimeMax = pauseTimeMax; }
void SetPauseTimeRandomFactor ( float pauseTimeRandomFactor ) { _pauseTimeRandomFactor = pauseTimeRandomFactor; }
virtual void Archive ( Archiver &arc );
//-------------------------------------
// Components
//-------------------------------------
private:
RotateToEntity _rotate;
MoveRandomDirection _moveRandomDir;
FireWeapon _fireWeapon;
Strafe _strafeComponent;
//-------------------------------------
// Member Variables
//-------------------------------------
private:
generalCombatStates_t _state;
Actor *_self;
EntityPtr _currentEnemy;
bool _finishedPostureTransition;
bool _randomAdvanceLockOut;
bool _randomRetreatLockOut;
float _nextRotateTime;
float _nextStrafeAttemptTime;
float _nextPostureChange;
float _nextClearRetreatLockOutTime;
float _nextClearAdvanceLockOutTime;
int _randomAdvanceFailures;
int _randomRetreatFailures;
float _nextFireTime;
float _nextPauseTime;
};
inline void GeneralCombatWithRangedWeapon::Archive( Archiver &arc )
{
Behavior::Archive ( arc );
//
// Archive Parameters
//
arc.ArchiveString( &_movementAnim );
arc.ArchiveString( &_torsoAnim );
arc.ArchiveString( &_fireAnim );
arc.ArchiveString( &_preFireAnim );
arc.ArchiveString( &_postFireAnim );
arc.ArchiveFloat( &_approachDist );
arc.ArchiveFloat( &_retreatDist );
arc.ArchiveFloat( &_strafeChance );
arc.ArchiveFloat( &_strafeTime );
arc.ArchiveFloat( &_strafeRandomFactor );
arc.ArchiveFloat( &_postureChangeChance );
arc.ArchiveFloat( &_fireTimeMin );
arc.ArchiveFloat( &_fireTimeMax );
arc.ArchiveFloat( &_fireTimeRandomFactor );
arc.ArchiveFloat( &_pauseTimeMin );
arc.ArchiveFloat( &_pauseTimeMax );
arc.ArchiveFloat( &_pauseTimeRandomFactor );
//
// Archive Components
//
arc.ArchiveObject( &_rotate );
arc.ArchiveObject( &_moveRandomDir );
arc.ArchiveObject( &_fireWeapon );
arc.ArchiveObject( &_strafeComponent );
//
// Archive Member Variables
//
ArchiveEnum ( _state, generalCombatStates_t );
arc.ArchiveObjectPointer ( ( Class ** )&_self );
arc.ArchiveSafePointer ( &_currentEnemy );
arc.ArchiveBool ( &_finishedPostureTransition );
arc.ArchiveBool ( &_randomAdvanceLockOut );
arc.ArchiveBool ( &_randomRetreatLockOut );
arc.ArchiveFloat ( &_nextRotateTime );
arc.ArchiveFloat ( &_nextStrafeAttemptTime );
arc.ArchiveFloat ( &_nextPostureChange );
arc.ArchiveFloat ( &_nextClearRetreatLockOutTime );
arc.ArchiveFloat ( &_nextClearAdvanceLockOutTime );
arc.ArchiveInteger ( &_randomAdvanceFailures );
arc.ArchiveInteger ( &_randomRetreatFailures );
arc.ArchiveFloat ( &_nextFireTime );
arc.ArchiveFloat ( &_nextPauseTime );
}
#endif /* __GENERALCOMBAT_WITH_RANGEDWEAPON_HPP__ */