ef2-sdk/dlls/game/watchEntityEX.hpp

156 lines
4.2 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/watchEntityEX.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:
// watchEntityEX Behavior Definition
//
//--------------------------------------------------------------------------------
//==============================
// Forward Declarations
//==============================
class WatchEntityEX;
#ifndef __WATCH_ENTITY_EX_HPP__
#define __WATCH_ENTITY_EX_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 WatchEntityEX : public Behavior
{
//------------------------------------
// States
//------------------------------------
public:
typedef enum
{
WATCH_ENTITY_EX_SETUP,
WATCH_ENTITY_EX_ROTATE,
WATCH_ENTITY_EX_HOLD,
WATCH_ENTITY_EX_SUCCESS,
WATCH_ENTITY_EX_FAILED,
} watchEntityStates_t;
//------------------------------------
// Parameters
//------------------------------------
private:
str _stance;
str _shuffleAnim;
str _torsoAnim;
EntityPtr _ent;
//-------------------------------------
// Internal Functionality
//-------------------------------------
protected:
void transitionToState ( watchEntityStates_t state );
void setInternalState ( watchEntityStates_t state , const str &stateName );
void init ( Actor &self );
void think ();
void setupStateSetup ();
BehaviorReturnCode_t evaluateStateSetup ();
void failureStateSetup ( const str& failureReason );
void setupStateRotate ();
BehaviorReturnCode_t evaluateStateRotate ();
void failureStateRotate ( const str& failureReason );
void setupStateHold ();
BehaviorReturnCode_t evaluateStateHold ();
void failureStateHold ( const str& failureReason );
//-------------------------------------
// Public Interface
//-------------------------------------
public:
CLASS_PROTOTYPE( WatchEntityEX );
WatchEntityEX();
~WatchEntityEX();
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
//-------------------------------------
private:
RotateToEntity _rotateToEntity;
//-------------------------------------
// Member Variables
//-------------------------------------
private:
unsigned int _state;
float _time;
float _turnspeed;
};
inline void WatchEntityEX::SetEntity( Entity *ent )
{
if ( ent )
_ent = ent;
}
inline void WatchEntityEX::Archive( Archiver &arc )
{
Behavior::Archive ( arc );
// Archive Parameters
arc.ArchiveString ( &_stance );
arc.ArchiveString ( &_shuffleAnim );
arc.ArchiveString ( &_torsoAnim );
arc.ArchiveSafePointer ( &_ent );
// Archive Components
arc.ArchiveObject ( &_rotateToEntity );
// Archive Member Vars
arc.ArchiveUnsigned ( &_state );
arc.ArchiveFloat ( &_time );
arc.ArchiveFloat ( &_turnspeed );
}
#endif /* __WATCH_ENTITY_EX_HPP__ */