ef2-sdk/dlls/game/doAttack.hpp

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2003-11-05 00:00:00 +00:00
//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/doAttack.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:
// DoAttack Behavior Definition
//
//--------------------------------------------------------------------------------
//==============================
// Forward Declarations
//==============================
class RotateToEntity;
#ifndef __DO_ATTACK_H__
#define __DO_ATTACK_H__
#include "behavior.h"
#include "rotateToEntity.hpp"
//------------------------- CLASS ------------------------------
//
// Name: DoAttack
// Base Class: Behavior
//
// Description: Rotates the Actor towards its enemy then
// plays the specified attack animation
// This is good for actors that aren't using
// "real" weapons and are relying on animations
// to attack
//
// Method of Use: State machine or called from another behavior
//--------------------------------------------------------------
class DoAttack : public Behavior
{
public: // States
typedef enum
{
ATTACK_STATE_SETUP,
ATTACK_STATE_ROTATE,
ATTACK_STATE_START_ANIM,
ATTACK_STATE_ANIMATING,
ATTACK_STATE_COMPLETE,
ATTACK_STATE_FAILED
} attackStates_t;
private: // Parameters
str _anim;
float _turnspeed;
bool _forceAttack;
str _rotateAnim;
protected:
void _setupRotate ( Actor &self );
void _rotate ( Actor &self );
void _playAttackAnim ( Actor &self );
bool _canAttack ( Actor &self );
void init ( Actor &self );
public:
CLASS_PROTOTYPE( DoAttack );
void SetArgs ( Event *ev );
void AnimDone ( Event *ev );
void Begin ( Actor &self );
BehaviorReturnCode_t Evaluate ( Actor &self );
void End ( Actor &self );
virtual void Archive ( Archiver &arc );
void SetAnim ( const str &animName );
void SetTurnSpeed ( float turnSpeed );
void SetForceAttack ( bool force );
void SetRotateAnim ( const str &animName );
private:
unsigned int _state;
RotateToEntity _rotateBehavior;
};
inline void DoAttack::SetAnim( const str &animName )
{
_anim = animName;
}
inline void DoAttack::SetTurnSpeed( float turnSpeed )
{
_turnspeed = turnSpeed;
}
inline void DoAttack::SetForceAttack( bool force )
{
_forceAttack = force;
}
inline void DoAttack::SetRotateAnim( const str &animName )
{
_rotateAnim = animName;
}
inline void DoAttack::Archive( Archiver &arc )
{
Behavior::Archive( arc );
// Archive Parameters
arc.ArchiveString ( &_anim );
arc.ArchiveFloat ( &_turnspeed );
arc.ArchiveBool ( &_forceAttack );
arc.ArchiveString ( &_rotateAnim );
// Archive Components
// Archive Member Vars
arc.ArchiveUnsigned ( &_state );
arc.ArchiveObject ( &_rotateBehavior );
}
#endif /* __DO_ATTACK_H__ */