ef2-sdk/dlls/game/watchEntity.hpp

149 lines
4.0 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/healGroupMember.hpp $
// $Revision:: 1 $
// $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:
// watchEntity Behavior Definition
//
//--------------------------------------------------------------------------------
//==============================
// Forward Declarations
//==============================
class WatchEntity;
#ifndef __WATCH_ENTITY_HPP__
#define __WATCH_ENTITY_HPP__
#include "behavior.h"
#include "behaviors_general.h"
#include "rotateToEntity.hpp"
//------------------------- CLASS ------------------------------
//
// Name: WatchEntity
// Base Class: Behavior
//
// Description: Will Rotate To, and Continue Rotating To
// an entity for a specified amount of time.
//
// Method of Use: Called From State Machine
//--------------------------------------------------------------
class WatchEntity : public Behavior
{
//------------------------------------
// States
//------------------------------------
public:
typedef enum
{
WATCH_HOLD,
WATCH_ROTATE,
WATCH_SUCCESS,
WATCH_FAILED
} watchEntityStates_t;
//------------------------------------
// Parameters
//------------------------------------
private:
float _time;
float _turnspeed;
float _oldTurnSpeed;
str _anim;
EntityPtr _ent;
unsigned int _waitForAnim;
str _holdAnim;
bool _forcePlayer;
//-------------------------------------
// Internal Functionality
//-------------------------------------
protected:
void transitionToState ( watchEntityStates_t state );
void setInternalState ( watchEntityStates_t state , const str &stateName );
void init ( Actor &self );
void think ();
void setupStateRotate ();
BehaviorReturnCode_t evaluateStateRotate ( Actor &self );
void rotateFailed ( Actor &self );
void setupStateHold ();
BehaviorReturnCode_t evaluateStateHold ( Actor &self );
void holdFailed ( Actor &self );
//-------------------------------------
// Public Interface
//-------------------------------------
public:
CLASS_PROTOTYPE( WatchEntity );
WatchEntity();
~WatchEntity();
void SetArgs ( Event *ev );
void AnimDone ( Event *ev );
void Begin ( Actor &self );
BehaviorReturnCode_t Evaluate ( Actor &self );
void End ( Actor &self );
void SetEntity ( Entity *ent );
virtual void Archive ( Archiver &arc );
//-------------------------------------
// Components
//-------------------------------------
//-------------------------------------
// Member Variables
//-------------------------------------
private:
unsigned int _state;
unsigned int _animDone;
};
inline void WatchEntity::SetEntity( Entity *ent )
{
if ( ent )
_ent = ent;
}
inline void WatchEntity::Archive( Archiver &arc )
{
Behavior::Archive ( arc );
// Archive Parameters
arc.ArchiveFloat ( &_time );
arc.ArchiveFloat ( &_turnspeed );
arc.ArchiveFloat ( &_oldTurnSpeed );
arc.ArchiveString ( &_anim );
arc.ArchiveSafePointer ( &_ent );
arc.ArchiveUnsigned ( &_waitForAnim );
arc.ArchiveString ( &_holdAnim );
arc.ArchiveBool ( &_forcePlayer );
// Archive Member Vars
arc.ArchiveUnsigned ( &_state );
arc.ArchiveUnsigned ( &_animDone );
}
#endif /* __WATCH_ENTITY_HPP__ */