199 lines
6.1 KiB
C++
199 lines
6.1 KiB
C++
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//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/generalCombatWithMeleeWeapon.hpp $
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// $Revision:: 169 $
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// $Author:: Bschofield $
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// $Date:: 4/26/02 2:22p $
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//
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// Copyright (C) 2002 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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//
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// DESCRIPTION:
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// GeneralCombatWithMeleeWeapon Behavior Definition
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//
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//--------------------------------------------------------------------------------
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//==============================
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// Forward Declarations
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//==============================
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class GeneralCombatWithMeleeWeapon;
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#ifndef __GENERALCOMBAT_WITH_MELEEWEAPON_HPP__
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#define __GENERALCOMBAT_WITH_MELEEWEAPON_HPP__
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#include "behavior.h"
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#include "behaviors_general.h"
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//------------------------- CLASS ------------------------------
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//
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// Name: GeneralCombatWithMeleeWeapon
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// Base Class: Behavior
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//
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// Description: Allows the Actor to do general combat
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// with a melee weapon ( best used on open areas )
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//
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// Method of Use: Statemachine or another behavior
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//--------------------------------------------------------------
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class GeneralCombatWithMeleeWeapon : public Behavior
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{
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//------------------------------------
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// States
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//------------------------------------
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public:
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typedef enum
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{
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GENERAL_COMBAT_MELEE_SELECT_STATE,
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GENERAL_COMBAT_MELEE_RUSH_ENEMY,
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GENERAL_COMBAT_MELEE_STRAFE,
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GENERAL_COMBAT_MELEE_ATTACK,
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GENERAL_COMBAT_MELEE_BLOCK,
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GENERAL_COMBAT_MELEE_CHANGE_POSTURE,
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GENERAL_COMBAT_MELEE_HOLD,
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GENERAL_COMBAT_MELEE_FAILED
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} generalMeleeCombatStates_t;
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//------------------------------------
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// Parameters
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//------------------------------------
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private:
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str _primaryTorsoAnim;
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str _attackAnim;
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str _rotationAnim;
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str _rushAnim;
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float _maxDistanceToEngage;
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float _meleeDistance;
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float _strafeChance;
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float _blockChance;
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float _attackChance;
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float _postureChangeChance;
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bool _allowRushFailure;
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//-------------------------------------
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// Internal Functionality
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//-------------------------------------
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protected:
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void init ( Actor &self );
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void selectState ( Actor &self );
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void setUpRotate ( Actor &self );
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void setTorsoAnim ( Actor &self );
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void setHeadWatchTarget ( Actor &self );
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bool setupStrafe ( Actor &self );
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void strafeFailed ( Actor &self );
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void strafe ( Actor &self );
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bool setupRushEnemy ( Actor &self );
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void setupRushEnemyFailed ( Actor &self );
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void rushEnemy ( Actor &self );
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bool setupHold ( Actor &self );
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void setupHoldFailed ( Actor &self );
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void hold ( Actor &self );
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bool setupAttack ( Actor &self );
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void setupAttackFailed ( Actor &self );
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void attack ( Actor &self );
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bool setupBlock ( Actor &self );
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void setupBlockFailed ( Actor &self );
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void block ( Actor &self );
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bool setupChangePosture ( Actor &self );
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void setupChangePostureFailed ( Actor &self );
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void changePosture ( Actor &self );
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void faceEnemy ( Actor &self );
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//-------------------------------------
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// Public Interface
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//-------------------------------------
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public:
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CLASS_PROTOTYPE( GeneralCombatWithMeleeWeapon );
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GeneralCombatWithMeleeWeapon();
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~GeneralCombatWithMeleeWeapon();
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void SetArgs( Event *ev );
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void AnimDone ( Event *ev );
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void Begin ( Actor &self );
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BehaviorReturnCode_t Evaluate( Actor &self );
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void End ( Actor &self );
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virtual void Archive ( Archiver &arc );
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//-------------------------------------
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// Member Variables
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//-------------------------------------
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private:
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str _blockAttack;
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str _postureTransitionAnim;
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unsigned int _state;
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unsigned int _nextPostureState;
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float _nextRotateTime;
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float _nextStrafeAttemptTime;
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float _nextRushAttemptTime;
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float _nextPostureChangeTime;
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float _exitHoldTime;
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float _exitBlockTime;
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Actor* _self;
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// Components
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RotateToEntity _rotate;
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GotoEntity _rush;
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Strafe _strafeComponent;
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};
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inline void GeneralCombatWithMeleeWeapon::Archive( Archiver &arc )
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{
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Behavior::Archive ( arc );
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// Archive Parameters
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arc.ArchiveString ( &_primaryTorsoAnim );
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arc.ArchiveString ( &_attackAnim );
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arc.ArchiveString ( &_rotationAnim );
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arc.ArchiveString ( &_rushAnim );
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arc.ArchiveFloat ( &_maxDistanceToEngage );
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arc.ArchiveFloat ( &_meleeDistance );
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arc.ArchiveFloat ( &_strafeChance );
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arc.ArchiveFloat ( &_blockChance );
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arc.ArchiveFloat ( &_attackChance );
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arc.ArchiveFloat ( &_postureChangeChance );
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arc.ArchiveBool ( &_allowRushFailure );
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arc.ArchiveString ( &_blockAttack );
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arc.ArchiveString ( &_postureTransitionAnim );
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arc.ArchiveUnsigned ( &_state );
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arc.ArchiveUnsigned ( &_nextPostureState );
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arc.ArchiveFloat ( &_nextRotateTime );
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arc.ArchiveFloat ( &_nextStrafeAttemptTime );
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arc.ArchiveFloat ( &_nextRushAttemptTime );
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arc.ArchiveFloat ( &_nextPostureChangeTime );
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arc.ArchiveFloat ( &_exitHoldTime );
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arc.ArchiveFloat ( &_exitBlockTime );
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arc.ArchiveObjectPointer ( ( Class ** )&_self );
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// Archive Components
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arc.ArchiveObject ( &_rotate );
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arc.ArchiveObject ( &_rush );
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arc.ArchiveObject ( &_strafeComponent );
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}
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#endif /* __GENERALCOMBAT_WITH_MELEEWEAPON_HPP__ */
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