ef2-sdk/dlls/game/stationaryFireCombat.hpp

196 lines
5.7 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/stationaryFireCombat.hpp $
// $Revision:: 169 $
// $Author:: sketcher $
// $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:
// StationaryFireCombat Behavior Definition
//
//--------------------------------------------------------------------------------
//==============================
// Forward Declarations
//==============================
class StationaryFireCombat;
#ifndef __STATIONARY_FIRE_COMBAT___
#define __STATIONARY_FIRE_COMBAT___
#include "behavior.h"
#include "behaviors_general.h"
#include "gotoHelperNode.hpp"
#include "rotateToEntity.hpp"
//------------------------- CLASS ------------------------------
//
// Name: CoverCombatWithRangedWeapon
// Base Class: Behavior
//
// Description:
//
// Method of Use: Called From State Machine
//--------------------------------------------------------------
class StationaryFireCombat : public Behavior
{
//------------------------------------
// States
//------------------------------------
public:
typedef enum
{
STATIONARY_FIRE_AIM,
STATIONARY_FIRE_PRE_FIRE,
STATIONARY_FIRE_ATTACK,
STATIONARY_FIRE_POST_FIRE,
STATIONARY_FIRE_SUCCESS,
STATIONARY_FIRE_FAILED
} StationaryFireStates_t;
//------------------------------------
// Parameters
//------------------------------------
private:
str _aimAnim;
str _preFireAnim;
str _fireAnim;
str _postFireAnim;
str _stance;
float _aimTimeMin;
float _aimTimeMax;
float _fireTimeMin;
float _fireTimeMax;
//-------------------------------------
// Internal Functionality
//-------------------------------------
protected:
void transitionToState ( StationaryFireStates_t state );
void setInternalState ( StationaryFireStates_t state , const str &stateName );
void init ( Actor &self );
void think ();
void updateEnemy ();
void faceEnemy ();
void setupStateAim ();
BehaviorReturnCode_t evaluateStateAim ();
void failureStateAim ( const str& failureReason );
void setupStatePreFire ();
BehaviorReturnCode_t evaluateStatePreFire ();
void failureStatePreFire ( const str& failureReason );
void setupStateAttack ();
BehaviorReturnCode_t evaluateStateAttack ();
void failureStateAttack ( const str& failureReason );
void setupStatePostFire ();
BehaviorReturnCode_t evaluateStatePostFire ();
void failureStatePostFire ( const str& failureReason );
//-------------------------------------
// Public Interface
//-------------------------------------
public:
CLASS_PROTOTYPE( StationaryFireCombat );
StationaryFireCombat();
~StationaryFireCombat();
void SetArgs ( Event *ev );
void AnimDone ( Event *ev );
void Begin ( Actor &self );
BehaviorReturnCode_t Evaluate ( Actor &self );
void End ( Actor &self );
// Accessors
void SetAimAnim ( const str &anim ) { _aimAnim = anim; }
void SetFireAnim ( const str &anim ) { _fireAnim = anim; }
void SetPreFireAnim ( const str &anim ) { _preFireAnim = anim; }
void SetPostFireAnim ( const str &anim ) { _postFireAnim = anim; }
void SetStance ( const str &anim ) { _stance = anim; }
void SetAimTimeMin ( float minTime ) { _aimTimeMin = minTime; }
void SetAimTimeMax ( float maxTime ) { _aimTimeMax = maxTime; }
void SetFireTimeMin ( float minTime ) { _fireTimeMin = minTime; }
void SetFireTimeMax ( float maxTime ) { _fireTimeMax = maxTime; }
virtual void Archive ( Archiver &arc );
//-------------------------------------
// Components
//-------------------------------------
private:
FireWeapon _fireWeapon;
RotateToEntity _rotateToEntity;
//-------------------------------------
// Member Variables
//-------------------------------------
private:
StationaryFireStates_t _state;
float _endFireTime;
float _endAimTime;
EntityPtr _currentEnemy;
bool _animDone;
bool _canAttack;
Actor *_self;
};
inline void StationaryFireCombat::Archive( Archiver &arc )
{
Behavior::Archive ( arc );
//
// Archive Parameters
//
arc.ArchiveString ( &_aimAnim );
arc.ArchiveString ( &_preFireAnim );
arc.ArchiveString ( &_fireAnim );
arc.ArchiveString ( &_postFireAnim );
arc.ArchiveString ( &_stance );
arc.ArchiveFloat ( &_aimTimeMin );
arc.ArchiveFloat ( &_aimTimeMax );
arc.ArchiveFloat ( &_fireTimeMin );
arc.ArchiveFloat ( &_fireTimeMax );
//
// Archive Components
//
arc.ArchiveObject ( &_fireWeapon );
arc.ArchiveObject ( &_rotateToEntity );
//
// Archive Member Variables
//
ArchiveEnum ( _state, StationaryFireStates_t );
arc.ArchiveFloat ( &_endFireTime );
arc.ArchiveFloat ( &_endAimTime );
arc.ArchiveSafePointer ( &_currentEnemy );
arc.ArchiveBool ( &_animDone );
arc.ArchiveBool ( &_canAttack );
arc.ArchiveObjectPointer( ( Class ** )&_self );
}
#endif /* __STATIONARY_FIRE_COMBAT___ */