1722 lines
38 KiB
C
1722 lines
38 KiB
C
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//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Quake 2 Engine/Sin/code/game/behavior.h $
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// $Revision:: 55 $
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// $Author:: Jimdose $
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// $Date:: 10/27/98 8:02p $
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//
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// Copyright (C) 1998 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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// $Log:: /Quake 2 Engine/Sin/code/game/behavior.h $
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//
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// 55 10/27/98 8:02p Jimdose
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// added PlayAnimSeekEnemy
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//
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// 54 10/27/98 12:42a Jimdose
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// added animprefix to AimAndShoot
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//
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// 53 10/25/98 11:52p Jimdose
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// added EXPORT_TEMPLATE
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//
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// 52 10/25/98 4:59a Jimdose
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// Added lastSearchNode and lastSearchPos to chase
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// archived howclose in GetCloseToEnemy
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//
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// 51 10/22/98 11:44p Jimdose
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// Added GetCloseToEnemy
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//
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// 50 10/20/98 11:30p Markd
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// Added aim_time to aimandshoot
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//
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// 49 10/20/98 2:38a Markd
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// Added goal variable to Jump
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//
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// 48 10/17/98 4:41p Markd
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// Added curioustime to Investigate behavior
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//
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// 47 10/16/98 7:20p Markd
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// Added maxshots and numshots to AimAndMelee
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//
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// 46 10/14/98 9:02p Markd
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// Made the Jump behavior more robust, and added landing
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//
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// 45 10/14/98 5:22p Markd
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// Moved jump definition
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//
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// 44 10/13/98 7:38p Markd
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// Created behaviors for Wander, FLy, FlyCloseAttack and WanderCloseAttack
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//
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// 43 10/10/98 6:08p Markd
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// Added FleeAndRemove, FindFlee, fixed max_ainode bug
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//
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// 42 10/10/98 1:25a Jimdose
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// Removed unneccesary definition stack template
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//
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// 41 10/05/98 3:04p Markd
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// Added enemy_health variable to AimAndShoot
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//
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// 40 10/04/98 3:01p Markd
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// fixed swimming behavior
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//
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// 39 10/03/98 7:27p Markd
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// working on swimming character and redid some weapon aiming stuff
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//
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// 38 10/01/98 8:01p Markd
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// Added AimAndMelee
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//
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// 37 9/29/98 5:58p Markd
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// put in archive and unarchive
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//
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// 36 9/22/98 1:55a Jimdose
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// Completed ShowInfo for all behaviors
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// Added StrafeTo
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//
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// 35 9/18/98 10:56p Jimdose
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// Separated steering behaviors into their own file
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//
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// 34 9/14/98 5:27p Jimdose
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// Added SetPathRate to Chase so that actors can choose how often they search
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// for a new path
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//
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// 33 8/31/98 7:48p Jimdose
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// Simplified FollowPath
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//
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// 32 8/26/98 11:13p Jimdose
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// Added StrafeAttack
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//
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// 31 8/19/98 8:47p Jimdose
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// Added Jump behavior
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//
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// 30 8/14/98 6:25p Jimdose
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// Got rid of decelleration for steering
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// Added GoalEnt to GotoPathNode
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//
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// 29 8/08/98 8:24p Markd
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// added pickupandthrow
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//
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// 28 8/07/98 6:02p Jimdose
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// Rewrote AimAndShoot
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//
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// 27 8/06/98 6:57p Jimdose
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// Removed FireFromCover (now done in script)
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// Added SetArgs to AimAndShoot
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//
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// 26 8/03/98 7:58p Aldie
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// Added a first attempt at wander behavior
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//
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// 25 7/26/98 11:44a Jimdose
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// Added FindClosestSightNode
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//
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// 24 7/22/98 10:51p Jimdose
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// Added repel behavior
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//
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// 23 7/08/98 9:00p Jimdose
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// Made OpenDoor script callable
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//
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// 22 7/06/98 1:06p Jimdose
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// working on ai
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//
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// 21 6/30/98 6:03p Jimdose
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// Chase and GotoPathNode now can use vectors for goals
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// Investigate no longer needs currentEnemy to be set
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//
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// 20 6/24/98 4:26p Jimdose
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// Fixed bugs in TurnTo
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//
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// 19 6/17/98 1:18a Jimdose
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// Removed TargetEnemies. Moved it back into actor
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//
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// 18 6/15/98 10:47p Jimdose
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// Added Hide and CoverFire
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//
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// 17 6/13/98 8:21p Jimdose
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// Added FindCover
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//
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// 16 6/11/98 12:44a Jimdose
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// behaviors now get info from the script at startup
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//
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// 15 6/10/98 10:25p Jimdose
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// added priority based state system
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//
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// 14 6/09/98 4:24p Jimdose
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// worked on ai
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//
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// 13 6/04/98 10:48p Jimdose
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// Fixed a bunch of things that got broken just in time for E3. Paths and
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// scripting actually work now.
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//
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// 12 6/03/98 5:44p Jimdose
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// Fixed spelling of behavior. :)
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//
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// 11 5/27/98 7:12a Jimdose
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// ai ai ai
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//
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// 10 5/27/98 6:39a Jimdose
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// working on ai
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//
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// 9 5/27/98 5:11a Jimdose
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// working on ai
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//
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// 8 5/25/98 5:31p Jimdose
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// Pathnodes are no longer a subclass of Entity. This was done to save on
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// edicts
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//
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// 7 5/25/98 1:06a Jimdose
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// Added chatter
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//
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// 6 5/24/98 1:02a Jimdose
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// Added Investigate
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//
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// 5 5/23/98 6:29p Jimdose
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// Added Aim
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//
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// 4 5/22/98 9:39p Jimdose
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// Worked on ai
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//
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// 3 5/20/98 6:38p Jimdose
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// working on ai
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//
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// 2 5/18/98 8:15p Jimdose
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// Created file
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//
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// DESCRIPTION:
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// Standard class for creating AI behaviors
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//
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#ifndef __BEHAVIOR_H__
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#define __BEHAVIOR_H__
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#include "g_local.h"
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#include "entity.h"
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#include "path.h"
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#include "steering.h"
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extern Event EV_Behavior_Args;
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extern Event EV_Behavior_AnimDone;
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class Actor;
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class EXPORT_FROM_DLL Behavior : public Listener
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{
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protected:
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PathNodePtr movegoal;
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public:
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CLASS_PROTOTYPE( Behavior );
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Behavior();
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virtual void ShowInfo( Actor &self );
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virtual void Begin( Actor &self );
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virtual qboolean Evaluate( Actor &self );
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virtual void End( Actor &self );
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virtual void Archive( Archiver &arc );
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virtual void Unarchive( Archiver &arc );
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};
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inline EXPORT_FROM_DLL void Behavior::Archive
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(
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Archiver &arc
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)
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{
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Listener::Archive( arc );
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arc.WriteSafePointer( movegoal );
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}
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inline EXPORT_FROM_DLL void Behavior::Unarchive
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(
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Archiver &arc
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)
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{
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Listener::Unarchive( arc );
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arc.ReadSafePointer( &movegoal );
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}
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#ifdef EXPORT_TEMPLATE
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template class EXPORT_FROM_DLL SafePtr<Behavior>;
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#endif
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typedef SafePtr<Behavior> BehaviorPtr;
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class EXPORT_FROM_DLL Idle : public Behavior
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{
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private:
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float nexttwitch;
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str anim;
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public:
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CLASS_PROTOTYPE( Idle );
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void SetArgs( Event *ev );
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void ShowInfo( Actor &self );
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void Begin( Actor &self );
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qboolean Evaluate( Actor &self );
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void End( Actor &self );
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virtual void Archive( Archiver &arc );
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virtual void Unarchive( Archiver &arc );
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};
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inline EXPORT_FROM_DLL void Idle::Archive
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(
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Archiver &arc
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)
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{
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Behavior::Archive( arc );
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arc.WriteFloat( nexttwitch );
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arc.WriteString( anim );
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}
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inline EXPORT_FROM_DLL void Idle::Unarchive
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(
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Archiver &arc
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)
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{
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Behavior::Unarchive( arc );
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arc.ReadFloat( &nexttwitch );
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arc.ReadString( &anim );
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}
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class EXPORT_FROM_DLL Aim : public Behavior
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{
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private:
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Seek seek;
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EntityPtr target;
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public:
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CLASS_PROTOTYPE( Aim );
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void SetTarget( Entity *ent );
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void ShowInfo( Actor &self );
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void Begin( Actor &self );
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qboolean Evaluate( Actor &self );
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void End( Actor &self );
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virtual void Archive( Archiver &arc );
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virtual void Unarchive( Archiver &arc );
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};
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inline EXPORT_FROM_DLL void Aim::Archive
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(
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Archiver &arc
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)
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{
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Behavior::Archive( arc );
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arc.WriteObject( &seek );
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arc.WriteSafePointer( target );
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}
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inline EXPORT_FROM_DLL void Aim::Unarchive
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(
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Archiver &arc
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)
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{
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Behavior::Unarchive( arc );
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arc.ReadObject( &seek );
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arc.ReadSafePointer( &target );
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}
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class EXPORT_FROM_DLL FireOnSight : public Behavior
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{
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private:
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Chase chase;
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Aim aim;
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int mode;
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str anim;
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public:
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CLASS_PROTOTYPE( FireOnSight );
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void SetArgs( Event *ev );
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void ShowInfo( Actor &self );
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void Begin( Actor &self );
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qboolean Evaluate( Actor &self );
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void End( Actor &self );
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virtual void Archive( Archiver &arc );
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virtual void Unarchive( Archiver &arc );
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};
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inline EXPORT_FROM_DLL void FireOnSight::Archive
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(
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Archiver &arc
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)
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{
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Behavior::Archive( arc );
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arc.WriteObject( &chase );
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arc.WriteObject( &aim );
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arc.WriteInteger( mode );
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arc.WriteString( anim );
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}
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inline EXPORT_FROM_DLL void FireOnSight::Unarchive
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(
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Archiver &arc
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)
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{
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Behavior::Unarchive( arc );
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arc.ReadObject( &chase );
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arc.ReadObject( &aim );
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arc.ReadInteger( &mode );
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arc.ReadString( &anim );
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}
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class EXPORT_FROM_DLL TurnTo : public Behavior
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{
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private:
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Seek seek;
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EntityPtr ent;
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Vector dir;
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float yaw;
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int mode;
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public:
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CLASS_PROTOTYPE( TurnTo );
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TurnTo();
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void SetDirection( float yaw );
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void SetTarget( Entity *ent );
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void ShowInfo( Actor &self );
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void Begin( Actor &self );
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qboolean Evaluate( Actor &self );
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void End( Actor &self );
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virtual void Archive( Archiver &arc );
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virtual void Unarchive( Archiver &arc );
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};
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inline EXPORT_FROM_DLL void TurnTo::Archive
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(
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Archiver &arc
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)
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{
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Behavior::Archive( arc );
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arc.WriteObject( &seek );
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arc.WriteSafePointer( ent );
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arc.WriteVector( dir );
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arc.WriteFloat( yaw );
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arc.WriteInteger( mode );
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}
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inline EXPORT_FROM_DLL void TurnTo::Unarchive
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(
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Archiver &arc
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)
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{
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Behavior::Unarchive( arc );
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|
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arc.ReadObject( &seek );
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arc.ReadSafePointer( &ent );
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arc.ReadVector( &dir );
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arc.ReadFloat( &yaw );
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arc.ReadInteger( &mode );
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}
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class EXPORT_FROM_DLL Jump : public Behavior
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{
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private:
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float endtime;
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float speed;
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str anim;
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int state;
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qboolean animdone;
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|
Vector goal;
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|
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public:
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CLASS_PROTOTYPE( Jump );
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|
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Jump();
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void SetArgs( Event *ev );
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void ShowInfo( Actor &self );
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void Begin( Actor &self );
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qboolean Evaluate( Actor &self );
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void End( Actor &self );
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void AnimDone( Event *ev );
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virtual void Archive( Archiver &arc );
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virtual void Unarchive( Archiver &arc );
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};
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|
|
||
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inline EXPORT_FROM_DLL void Jump::Archive
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||
|
(
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Archiver &arc
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)
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{
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Behavior::Archive( arc );
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|
|
||
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arc.WriteFloat( endtime );
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arc.WriteFloat( speed );
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arc.WriteString( anim );
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arc.WriteInteger( state );
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arc.WriteBoolean( animdone );
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arc.WriteVector( goal );
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}
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|
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inline EXPORT_FROM_DLL void Jump::Unarchive
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||
|
(
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Archiver &arc
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)
|
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{
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Behavior::Unarchive( arc );
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|
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arc.ReadFloat( &endtime );
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arc.ReadFloat( &speed );
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arc.ReadString( &anim );
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arc.ReadInteger( &state );
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arc.ReadBoolean( &animdone );
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arc.ReadVector( &goal );
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}
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||
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||
|
|
||
|
class EXPORT_FROM_DLL GotoPathNode : public Behavior
|
||
|
{
|
||
|
private:
|
||
|
TurnTo turnto;
|
||
|
Chase chase;
|
||
|
int state;
|
||
|
qboolean usevec;
|
||
|
float time;
|
||
|
str anim;
|
||
|
EntityPtr goalent;
|
||
|
Vector goal;
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||
|
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( GotoPathNode );
|
||
|
|
||
|
GotoPathNode();
|
||
|
void SetArgs( Event *ev );
|
||
|
void SetGoal( PathNode *node );
|
||
|
void ShowInfo( Actor &self );
|
||
|
void Begin( Actor &self );
|
||
|
qboolean Evaluate( Actor &self );
|
||
|
void End( Actor &self );
|
||
|
virtual void Archive( Archiver &arc );
|
||
|
virtual void Unarchive( Archiver &arc );
|
||
|
};
|
||
|
|
||
|
inline EXPORT_FROM_DLL void GotoPathNode::Archive
|
||
|
(
|
||
|
Archiver &arc
|
||
|
)
|
||
|
{
|
||
|
Behavior::Archive( arc );
|
||
|
|
||
|
arc.WriteObject( &turnto );
|
||
|
arc.WriteObject( &chase );
|
||
|
arc.WriteInteger( state );
|
||
|
arc.WriteBoolean( usevec );
|
||
|
arc.WriteFloat( time );
|
||
|
arc.WriteString( anim );
|
||
|
arc.WriteSafePointer( goalent );
|
||
|
arc.WriteVector( goal );
|
||
|
}
|
||
|
|
||
|
inline EXPORT_FROM_DLL void GotoPathNode::Unarchive
|
||
|
(
|
||
|
Archiver &arc
|
||
|
)
|
||
|
{
|
||
|
Behavior::Unarchive( arc );
|
||
|
|
||
|
arc.ReadObject( &turnto );
|
||
|
arc.ReadObject( &chase );
|
||
|
arc.ReadInteger( &state );
|
||
|
arc.ReadBoolean( &usevec );
|
||
|
arc.ReadFloat( &time );
|
||
|
arc.ReadString( &anim );
|
||
|
arc.ReadSafePointer( &goalent );
|
||
|
arc.ReadVector( &goal );
|
||
|
}
|
||
|
|
||
|
class EXPORT_FROM_DLL Investigate : public Behavior
|
||
|
{
|
||
|
private:
|
||
|
Chase chase;
|
||
|
str anim;
|
||
|
Vector goal;
|
||
|
float curioustime;
|
||
|
|
||
|
qboolean Done( Actor &self );
|
||
|
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( Investigate );
|
||
|
|
||
|
void SetArgs( Event *ev );
|
||
|
void ShowInfo( Actor &self );
|
||
|
void Begin( Actor &self );
|
||
|
qboolean Evaluate( Actor &self );
|
||
|
void End( Actor &self );
|
||
|
virtual void Archive( Archiver &arc );
|
||
|
virtual void Unarchive( Archiver &arc );
|
||
|
};
|
||
|
|
||
|
inline EXPORT_FROM_DLL void Investigate::Archive
|
||
|
(
|
||
|
Archiver &arc
|
||
|
)
|
||
|
{
|
||
|
Behavior::Archive( arc );
|
||
|
|
||
|
arc.WriteObject( &chase );
|
||
|
arc.WriteString( anim );
|
||
|
arc.WriteVector( goal );
|
||
|
arc.WriteFloat( curioustime );
|
||
|
}
|
||
|
|
||
|
inline EXPORT_FROM_DLL void Investigate::Unarchive
|
||
|
(
|
||
|
Archiver &arc
|
||
|
)
|
||
|
{
|
||
|
Behavior::Unarchive( arc );
|
||
|
|
||
|
arc.ReadObject( &chase );
|
||
|
arc.ReadString( &anim );
|
||
|
arc.ReadVector( &goal );
|
||
|
arc.ReadFloat( &curioustime );
|
||
|
}
|
||
|
|
||
|
class EXPORT_FROM_DLL Flee : public Behavior
|
||
|
{
|
||
|
private:
|
||
|
FollowPath follow;
|
||
|
PathPtr path;
|
||
|
ObstacleAvoidance avoid;
|
||
|
float avoidtime;
|
||
|
str anim;
|
||
|
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( Flee );
|
||
|
|
||
|
void SetArgs( Event *ev );
|
||
|
void ShowInfo( Actor &self );
|
||
|
void Begin( Actor &self );
|
||
|
qboolean Evaluate( Actor &self );
|
||
|
void End( Actor &self );
|
||
|
virtual void Archive( Archiver &arc );
|
||
|
virtual void Unarchive( Archiver &arc );
|
||
|
};
|
||
|
|
||
|
inline EXPORT_FROM_DLL void Flee::Archive
|
||
|
(
|
||
|
Archiver &arc
|
||
|
)
|
||
|
{
|
||
|
Behavior::Archive( arc );
|
||
|
|
||
|
arc.WriteObject( &follow );
|
||
|
arc.WriteSafePointer( path );
|
||
|
arc.WriteObject( &avoid );
|
||
|
arc.WriteFloat( avoidtime );
|
||
|
arc.WriteString( anim );
|
||
|
}
|
||
|
|
||
|
inline EXPORT_FROM_DLL void Flee::Unarchive
|
||
|
(
|
||
|
Archiver &arc
|
||
|
)
|
||
|
{
|
||
|
Behavior::Unarchive( arc );
|
||
|
|
||
|
arc.ReadObject( &follow );
|
||
|
arc.ReadSafePointer( &path );
|
||
|
arc.ReadObject( &avoid );
|
||
|
arc.ReadFloat( &avoidtime );
|
||
|
arc.ReadString( &anim );
|
||
|
}
|
||
|
|
||
|
class EXPORT_FROM_DLL OpenDoor : public Behavior
|
||
|
{
|
||
|
private:
|
||
|
float time;
|
||
|
float endtime;
|
||
|
qboolean usedir;
|
||
|
Vector dir;
|
||
|
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( OpenDoor );
|
||
|
|
||
|
OpenDoor();
|
||
|
void SetArgs( Event *ev );
|
||
|
void ShowInfo( Actor &self );
|
||
|
void Begin( Actor &self );
|
||
|
qboolean Evaluate( Actor &self );
|
||
|
void End( Actor &self );
|
||
|
virtual void Archive( Archiver &arc );
|
||
|
virtual void Unarchive( Archiver &arc );
|
||
|
};
|
||
|
|
||
|
inline EXPORT_FROM_DLL void OpenDoor::Archive
|
||
|
(
|
||
|
Archiver &arc
|
||
|
)
|
||
|
{
|
||
|
Behavior::Archive( arc );
|
||
|
|
||
|
arc.WriteFloat( time );
|
||
|
arc.WriteFloat( endtime );
|
||
|
arc.WriteBoolean( usedir );
|
||
|
arc.WriteVector( dir );
|
||
|
}
|
||
|
|
||
|
inline EXPORT_FROM_DLL void OpenDoor::Unarchive
|
||
|
(
|
||
|
Archiver &arc
|
||
|
)
|
||
|
{
|
||
|
Behavior::Unarchive( arc );
|
||
|
|
||
|
arc.ReadFloat( &time );
|
||
|
arc.ReadFloat( &endtime );
|
||
|
arc.ReadBoolean( &usedir );
|
||
|
arc.ReadVector( &dir );
|
||
|
}
|
||
|
|
||
|
class EXPORT_FROM_DLL PlayAnim : public Behavior
|
||
|
{
|
||
|
private:
|
||
|
str anim;
|
||
|
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( PlayAnim );
|
||
|
|
||
|
void SetArgs( Event *ev );
|
||
|
void ShowInfo( Actor &self );
|
||
|
void Begin( Actor &self );
|
||
|
qboolean Evaluate( Actor &self );
|
||
|
void End( Actor &self );
|
||
|
virtual void Archive( Archiver &arc );
|
||
|
virtual void Unarchive( Archiver &arc );
|
||
|
};
|
||
|
|
||
|
inline EXPORT_FROM_DLL void PlayAnim::Archive
|
||
|
(
|
||
|
Archiver &arc
|
||
|
)
|
||
|
{
|
||
|
Behavior::Archive( arc );
|
||
|
|
||
|
arc.WriteString( anim );
|
||
|
}
|
||
|
|
||
|
inline EXPORT_FROM_DLL void PlayAnim::Unarchive
|
||
|
(
|
||
|
Archiver &arc
|
||
|
)
|
||
|
{
|
||
|
Behavior::Unarchive( arc );
|
||
|
|
||
|
arc.ReadString( &anim );
|
||
|
}
|
||
|
|
||
|
class EXPORT_FROM_DLL FindCover : public Behavior
|
||
|
{
|
||
|
private:
|
||
|
str anim;
|
||
|
Chase chase;
|
||
|
int state;
|
||
|
float nextsearch;
|
||
|
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( FindCover );
|
||
|
|
||
|
void SetArgs( Event *ev );
|
||
|
PathNode *FindCoverNode( Actor &self );
|
||
|
void ShowInfo( Actor &self );
|
||
|
void Begin( Actor &self );
|
||
|
qboolean Evaluate( Actor &self );
|
||
|
void End( Actor &self );
|
||
|
virtual void Archive( Archiver &arc );
|
||
|
virtual void Unarchive( Archiver &arc );
|
||
|
};
|
||
|
|
||
|
inline EXPORT_FROM_DLL void FindCover::Archive
|
||
|
(
|
||
|
Archiver &arc
|
||
|
)
|
||
|
{
|
||
|
Behavior::Archive( arc );
|
||
|
|
||
|
arc.WriteString( anim );
|
||
|
arc.WriteObject( &chase );
|
||
|
arc.WriteInteger( state );
|
||
|
arc.WriteFloat( nextsearch );
|
||
|
}
|
||
|
|
||
|
inline EXPORT_FROM_DLL void FindCover::Unarchive
|
||
|
(
|
||
|
Archiver &arc
|
||
|
)
|
||
|
{
|
||
|
Behavior::Unarchive( arc );
|
||
|
|
||
|
arc.ReadString( &anim );
|
||
|
arc.ReadObject( &chase );
|
||
|
arc.ReadInteger( &state );
|
||
|
arc.ReadFloat( &nextsearch );
|
||
|
}
|
||
|
|
||
|
class EXPORT_FROM_DLL FindFlee : public Behavior
|
||
|
{
|
||
|
private:
|
||
|
str anim;
|
||
|
Chase chase;
|
||
|
int state;
|
||
|
float nextsearch;
|
||
|
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( FindFlee );
|
||
|
|
||
|
void SetArgs( Event *ev );
|
||
|
PathNode *FindFleeNode( Actor &self );
|
||
|
void ShowInfo( Actor &self );
|
||
|
void Begin( Actor &self );
|
||
|
qboolean Evaluate( Actor &self );
|
||
|
void End( Actor &self );
|
||
|
virtual void Archive( Archiver &arc );
|
||
|
virtual void Unarchive( Archiver &arc );
|
||
|
};
|
||
|
|
||
|
inline EXPORT_FROM_DLL void FindFlee::Archive
|
||
|
(
|
||
|
Archiver &arc
|
||
|
)
|
||
|
{
|
||
|
Behavior::Archive( arc );
|
||
|
|
||
|
arc.WriteString( anim );
|
||
|
arc.WriteObject( &chase );
|
||
|
arc.WriteInteger( state );
|
||
|
arc.WriteFloat( nextsearch );
|
||
|
}
|
||
|
|
||
|
inline EXPORT_FROM_DLL void FindFlee::Unarchive
|
||
|
(
|
||
|
Archiver &arc
|
||
|
)
|
||
|
{
|
||
|
Behavior::Unarchive( arc );
|
||
|
|
||
|
arc.ReadString( &anim );
|
||
|
arc.ReadObject( &chase );
|
||
|
arc.ReadInteger( &state );
|
||
|
arc.ReadFloat( &nextsearch );
|
||
|
}
|
||
|
|
||
|
class EXPORT_FROM_DLL FindEnemy : public Behavior
|
||
|
{
|
||
|
private:
|
||
|
str anim;
|
||
|
Chase chase;
|
||
|
int state;
|
||
|
float nextsearch;
|
||
|
PathNodePtr lastSearchNode;
|
||
|
Vector lastSearchPos;
|
||
|
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( FindEnemy );
|
||
|
|
||
|
PathNode *FindClosestSightNode( Actor &self );
|
||
|
void SetArgs( Event *ev );
|
||
|
void ShowInfo( Actor &self );
|
||
|
void Begin( Actor &self );
|
||
|
qboolean Evaluate( Actor &self );
|
||
|
void End( Actor &self );
|
||
|
virtual void Archive( Archiver &arc );
|
||
|
virtual void Unarchive( Archiver &arc );
|
||
|
};
|
||
|
|
||
|
inline EXPORT_FROM_DLL void FindEnemy::Archive
|
||
|
(
|
||
|
Archiver &arc
|
||
|
)
|
||
|
{
|
||
|
Behavior::Archive( arc );
|
||
|
|
||
|
arc.WriteString( anim );
|
||
|
arc.WriteObject( &chase );
|
||
|
arc.WriteInteger( state );
|
||
|
arc.WriteFloat( nextsearch );
|
||
|
arc.WriteSafePointer( lastSearchNode );
|
||
|
arc.WriteVector( lastSearchPos );
|
||
|
}
|
||
|
|
||
|
inline EXPORT_FROM_DLL void FindEnemy::Unarchive
|
||
|
(
|
||
|
Archiver &arc
|
||
|
)
|
||
|
{
|
||
|
Behavior::Unarchive( arc );
|
||
|
|
||
|
arc.ReadString( &anim );
|
||
|
arc.ReadObject( &chase );
|
||
|
arc.ReadInteger( &state );
|
||
|
arc.ReadFloat( &nextsearch );
|
||
|
arc.ReadSafePointer( &lastSearchNode );
|
||
|
arc.ReadVector( &lastSearchPos );
|
||
|
}
|
||
|
|
||
|
class EXPORT_FROM_DLL Hide : public Behavior
|
||
|
{
|
||
|
private:
|
||
|
FindCover hide;
|
||
|
str anim;
|
||
|
int state;
|
||
|
float checktime;
|
||
|
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( Hide );
|
||
|
|
||
|
void SetArgs( Event *ev );
|
||
|
void ShowInfo( Actor &self );
|
||
|
void Begin( Actor &self );
|
||
|
qboolean Evaluate( Actor &self );
|
||
|
void End( Actor &self );
|
||
|
virtual void Archive( Archiver &arc );
|
||
|
virtual void Unarchive( Archiver &arc );
|
||
|
};
|
||
|
|
||
|
inline EXPORT_FROM_DLL void Hide::Archive
|
||
|
(
|
||
|
Archiver &arc
|
||
|
)
|
||
|
{
|
||
|
Behavior::Archive( arc );
|
||
|
|
||
|
arc.WriteObject( &hide );
|
||
|
arc.WriteString( anim );
|
||
|
arc.WriteInteger( state );
|
||
|
arc.WriteFloat( checktime );
|
||
|
}
|
||
|
|
||
|
inline EXPORT_FROM_DLL void Hide::Unarchive
|
||
|
(
|
||
|
Archiver &arc
|
||
|
)
|
||
|
{
|
||
|
Behavior::Unarchive( arc );
|
||
|
|
||
|
arc.ReadObject( &hide );
|
||
|
arc.ReadString( &anim );
|
||
|
arc.ReadInteger( &state );
|
||
|
arc.ReadFloat( &checktime );
|
||
|
}
|
||
|
|
||
|
|
||
|
class EXPORT_FROM_DLL FleeAndRemove : public Behavior
|
||
|
{
|
||
|
private:
|
||
|
FindFlee flee;
|
||
|
str anim;
|
||
|
int state;
|
||
|
float checktime;
|
||
|
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( FleeAndRemove );
|
||
|
|
||
|
void SetArgs( Event *ev );
|
||
|
void ShowInfo( Actor &self );
|
||
|
void Begin( Actor &self );
|
||
|
qboolean Evaluate( Actor &self );
|
||
|
void End( Actor &self );
|
||
|
virtual void Archive( Archiver &arc );
|
||
|
virtual void Unarchive( Archiver &arc );
|
||
|
};
|
||
|
|
||
|
inline EXPORT_FROM_DLL void FleeAndRemove::Archive
|
||
|
(
|
||
|
Archiver &arc
|
||
|
)
|
||
|
{
|
||
|
Behavior::Archive( arc );
|
||
|
|
||
|
arc.WriteObject( &flee );
|
||
|
arc.WriteString( anim );
|
||
|
arc.WriteInteger( state );
|
||
|
arc.WriteFloat( checktime );
|
||
|
}
|
||
|
|
||
|
inline EXPORT_FROM_DLL void FleeAndRemove::Unarchive
|
||
|
(
|
||
|
Archiver &arc
|
||
|
)
|
||
|
{
|
||
|
Behavior::Unarchive( arc );
|
||
|
|
||
|
arc.ReadObject( &flee );
|
||
|
arc.ReadString( &anim );
|
||
|
arc.ReadInteger( &state );
|
||
|
arc.ReadFloat( &checktime );
|
||
|
}
|
||
|
|
||
|
|
||
|
class EXPORT_FROM_DLL AimAndShoot : public Behavior
|
||
|
{
|
||
|
private:
|
||
|
Aim aim;
|
||
|
int mode;
|
||
|
int maxshots;
|
||
|
int numshots;
|
||
|
qboolean animdone;
|
||
|
float enemy_health;
|
||
|
float aim_time;
|
||
|
str animprefix;
|
||
|
str readyfireanim;
|
||
|
str aimanim;
|
||
|
str fireanim;
|
||
|
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( AimAndShoot );
|
||
|
|
||
|
AimAndShoot();
|
||
|
void SetMaxShots( int num );
|
||
|
void SetArgs( Event *ev );
|
||
|
void AnimDone( Event *ev );
|
||
|
void ShowInfo( Actor &self );
|
||
|
void Begin( Actor &self );
|
||
|
qboolean Evaluate( Actor &self );
|
||
|
void End( Actor &self );
|
||
|
virtual void Archive( Archiver &arc );
|
||
|
virtual void Unarchive( Archiver &arc );
|
||
|
};
|
||
|
|
||
|
inline EXPORT_FROM_DLL void AimAndShoot::Archive
|
||
|
(
|
||
|
Archiver &arc
|
||
|
)
|
||
|
{
|
||
|
Behavior::Archive( arc );
|
||
|
|
||
|
arc.WriteObject( &aim );
|
||
|
arc.WriteInteger( mode );
|
||
|
arc.WriteInteger( maxshots );
|
||
|
arc.WriteInteger( numshots );
|
||
|
arc.WriteBoolean( animdone );
|
||
|
arc.WriteFloat( enemy_health );
|
||
|
arc.WriteFloat( aim_time );
|
||
|
arc.WriteString( animprefix );
|
||
|
arc.WriteString( readyfireanim );
|
||
|
arc.WriteString( aimanim );
|
||
|
arc.WriteString( fireanim );
|
||
|
}
|
||
|
|
||
|
inline EXPORT_FROM_DLL void AimAndShoot::Unarchive
|
||
|
(
|
||
|
Archiver &arc
|
||
|
)
|
||
|
{
|
||
|
Behavior::Unarchive( arc );
|
||
|
|
||
|
arc.ReadObject( &aim );
|
||
|
arc.ReadInteger( &mode );
|
||
|
arc.ReadInteger( &maxshots );
|
||
|
arc.ReadInteger( &numshots );
|
||
|
arc.ReadBoolean( &animdone );
|
||
|
arc.ReadFloat( &enemy_health );
|
||
|
arc.ReadFloat( &aim_time );
|
||
|
arc.ReadString( &animprefix );
|
||
|
arc.ReadString( &readyfireanim );
|
||
|
arc.ReadString( &aimanim );
|
||
|
arc.ReadString( &fireanim );
|
||
|
}
|
||
|
|
||
|
class EXPORT_FROM_DLL AimAndMelee : public Behavior
|
||
|
{
|
||
|
private:
|
||
|
Aim aim;
|
||
|
int mode;
|
||
|
int maxshots;
|
||
|
int numshots;
|
||
|
qboolean animdone;
|
||
|
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( AimAndMelee );
|
||
|
|
||
|
AimAndMelee();
|
||
|
void SetArgs( Event *ev );
|
||
|
void AnimDone( Event *ev );
|
||
|
void ShowInfo( Actor &self );
|
||
|
void Begin( Actor &self );
|
||
|
qboolean Evaluate( Actor &self );
|
||
|
void End( Actor &self );
|
||
|
virtual void Archive( Archiver &arc );
|
||
|
virtual void Unarchive( Archiver &arc );
|
||
|
};
|
||
|
|
||
|
inline EXPORT_FROM_DLL void AimAndMelee::Archive
|
||
|
(
|
||
|
Archiver &arc
|
||
|
)
|
||
|
{
|
||
|
Behavior::Archive( arc );
|
||
|
|
||
|
arc.WriteObject( &aim );
|
||
|
arc.WriteInteger( mode );
|
||
|
arc.WriteInteger( maxshots );
|
||
|
arc.WriteInteger( numshots );
|
||
|
arc.WriteBoolean( animdone );
|
||
|
}
|
||
|
|
||
|
inline EXPORT_FROM_DLL void AimAndMelee::Unarchive
|
||
|
(
|
||
|
Archiver &arc
|
||
|
)
|
||
|
{
|
||
|
Behavior::Unarchive( arc );
|
||
|
|
||
|
arc.ReadObject( &aim );
|
||
|
arc.ReadInteger( &mode );
|
||
|
arc.ReadInteger( &maxshots );
|
||
|
arc.ReadInteger( &numshots );
|
||
|
arc.ReadBoolean( &animdone );
|
||
|
}
|
||
|
|
||
|
|
||
|
class EXPORT_FROM_DLL Melee : public Behavior
|
||
|
{
|
||
|
private:
|
||
|
int mode;
|
||
|
qboolean animdone;
|
||
|
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( Melee );
|
||
|
|
||
|
Melee();
|
||
|
void SetArgs( Event *ev );
|
||
|
void AnimDone( Event *ev );
|
||
|
void ShowInfo( Actor &self );
|
||
|
void Begin( Actor &self );
|
||
|
qboolean Evaluate( Actor &self );
|
||
|
void End( Actor &self );
|
||
|
virtual void Archive( Archiver &arc );
|
||
|
virtual void Unarchive( Archiver &arc );
|
||
|
};
|
||
|
|
||
|
inline EXPORT_FROM_DLL void Melee::Archive
|
||
|
(
|
||
|
Archiver &arc
|
||
|
)
|
||
|
{
|
||
|
Behavior::Archive( arc );
|
||
|
|
||
|
arc.WriteInteger( mode );
|
||
|
arc.WriteBoolean( animdone );
|
||
|
}
|
||
|
|
||
|
inline EXPORT_FROM_DLL void Melee::Unarchive
|
||
|
(
|
||
|
Archiver &arc
|
||
|
)
|
||
|
{
|
||
|
Behavior::Unarchive( arc );
|
||
|
|
||
|
arc.ReadInteger( &mode );
|
||
|
arc.ReadBoolean( &animdone );
|
||
|
}
|
||
|
|
||
|
class EXPORT_FROM_DLL Repel : public Behavior
|
||
|
{
|
||
|
private:
|
||
|
str anim;
|
||
|
float dist;
|
||
|
float len;
|
||
|
float speed;
|
||
|
Vector goal;
|
||
|
Vector start;
|
||
|
Vector dir;
|
||
|
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( Repel );
|
||
|
|
||
|
void SetArgs( Event *ev );
|
||
|
void ShowInfo( Actor &self );
|
||
|
void Begin( Actor &self );
|
||
|
qboolean Evaluate( Actor &self );
|
||
|
void End( Actor &self );
|
||
|
virtual void Archive( Archiver &arc );
|
||
|
virtual void Unarchive( Archiver &arc );
|
||
|
};
|
||
|
|
||
|
inline EXPORT_FROM_DLL void Repel::Archive
|
||
|
(
|
||
|
Archiver &arc
|
||
|
)
|
||
|
{
|
||
|
Behavior::Archive( arc );
|
||
|
|
||
|
arc.WriteString( anim );
|
||
|
arc.WriteFloat( dist );
|
||
|
arc.WriteFloat( len );
|
||
|
arc.WriteFloat( speed );
|
||
|
arc.WriteVector( goal );
|
||
|
arc.WriteVector( start );
|
||
|
arc.WriteVector( dir );
|
||
|
}
|
||
|
|
||
|
inline EXPORT_FROM_DLL void Repel::Unarchive
|
||
|
(
|
||
|
Archiver &arc
|
||
|
)
|
||
|
{
|
||
|
Behavior::Unarchive( arc );
|
||
|
|
||
|
arc.ReadString( &anim );
|
||
|
arc.ReadFloat( &dist );
|
||
|
arc.ReadFloat( &len );
|
||
|
arc.ReadFloat( &speed );
|
||
|
arc.ReadVector( &goal );
|
||
|
arc.ReadVector( &start );
|
||
|
arc.ReadVector( &dir );
|
||
|
}
|
||
|
|
||
|
|
||
|
class EXPORT_FROM_DLL PickupAndThrow : public Behavior
|
||
|
{
|
||
|
private:
|
||
|
Aim aim;
|
||
|
int mode;
|
||
|
qboolean animdone;
|
||
|
EntityPtr pickup_target;
|
||
|
|
||
|
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( PickupAndThrow );
|
||
|
|
||
|
PickupAndThrow();
|
||
|
void SetArgs( Event *ev );
|
||
|
void AnimDone( Event *ev );
|
||
|
void Pickup( Event *ev );
|
||
|
void Throw( Event *ev );
|
||
|
void ShowInfo( Actor &self );
|
||
|
void Begin( Actor &self );
|
||
|
qboolean Evaluate( Actor &self );
|
||
|
void End( Actor &self );
|
||
|
virtual void Archive( Archiver &arc );
|
||
|
virtual void Unarchive( Archiver &arc );
|
||
|
};
|
||
|
|
||
|
inline EXPORT_FROM_DLL void PickupAndThrow::Archive
|
||
|
(
|
||
|
Archiver &arc
|
||
|
)
|
||
|
{
|
||
|
Behavior::Archive( arc );
|
||
|
|
||
|
arc.WriteObject( &aim );
|
||
|
arc.WriteInteger( mode );
|
||
|
arc.WriteBoolean( animdone );
|
||
|
arc.WriteSafePointer( pickup_target );
|
||
|
}
|
||
|
|
||
|
inline EXPORT_FROM_DLL void PickupAndThrow::Unarchive
|
||
|
(
|
||
|
Archiver &arc
|
||
|
)
|
||
|
{
|
||
|
Behavior::Unarchive( arc );
|
||
|
|
||
|
arc.ReadObject( &aim );
|
||
|
arc.ReadInteger( &mode );
|
||
|
arc.ReadBoolean( &animdone );
|
||
|
arc.ReadSafePointer( &pickup_target );
|
||
|
}
|
||
|
|
||
|
class EXPORT_FROM_DLL StrafeAttack : public Behavior
|
||
|
{
|
||
|
private:
|
||
|
int state;
|
||
|
TurnTo turn;
|
||
|
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( StrafeAttack );
|
||
|
|
||
|
void ShowInfo( Actor &self );
|
||
|
void Begin( Actor &self );
|
||
|
qboolean Evaluate( Actor &self );
|
||
|
void End( Actor &self );
|
||
|
virtual void Archive( Archiver &arc );
|
||
|
virtual void Unarchive( Archiver &arc );
|
||
|
};
|
||
|
|
||
|
inline EXPORT_FROM_DLL void StrafeAttack::Archive
|
||
|
(
|
||
|
Archiver &arc
|
||
|
)
|
||
|
{
|
||
|
Behavior::Archive( arc );
|
||
|
|
||
|
arc.WriteInteger( state );
|
||
|
arc.WriteObject( &turn );
|
||
|
}
|
||
|
|
||
|
inline EXPORT_FROM_DLL void StrafeAttack::Unarchive
|
||
|
(
|
||
|
Archiver &arc
|
||
|
)
|
||
|
{
|
||
|
Behavior::Unarchive( arc );
|
||
|
|
||
|
arc.ReadInteger( &state );
|
||
|
arc.ReadObject( &turn );
|
||
|
}
|
||
|
|
||
|
class EXPORT_FROM_DLL StrafeTo : public Behavior
|
||
|
{
|
||
|
private:
|
||
|
Vector goal;
|
||
|
Seek seek;
|
||
|
int fail;
|
||
|
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( StrafeTo );
|
||
|
|
||
|
void ShowInfo( Actor &self );
|
||
|
void SetArgs( Event *ev );
|
||
|
void Begin( Actor &self );
|
||
|
qboolean Evaluate( Actor &self );
|
||
|
void End( Actor &self );
|
||
|
virtual void Archive( Archiver &arc );
|
||
|
virtual void Unarchive( Archiver &arc );
|
||
|
};
|
||
|
|
||
|
inline EXPORT_FROM_DLL void StrafeTo::Archive
|
||
|
(
|
||
|
Archiver &arc
|
||
|
)
|
||
|
{
|
||
|
Behavior::Archive( arc );
|
||
|
|
||
|
arc.WriteVector( goal );
|
||
|
arc.WriteObject( &seek );
|
||
|
arc.WriteInteger( fail );
|
||
|
}
|
||
|
|
||
|
inline EXPORT_FROM_DLL void StrafeTo::Unarchive
|
||
|
(
|
||
|
Archiver &arc
|
||
|
)
|
||
|
{
|
||
|
Behavior::Unarchive( arc );
|
||
|
|
||
|
arc.ReadVector( &goal );
|
||
|
arc.ReadObject( &seek );
|
||
|
arc.ReadInteger( &fail );
|
||
|
}
|
||
|
|
||
|
class EXPORT_FROM_DLL Swim : public Behavior
|
||
|
{
|
||
|
private:
|
||
|
Seek seek;
|
||
|
ObstacleAvoidance2 avoid;
|
||
|
str anim;
|
||
|
float avoidtime;
|
||
|
Vector avoidvec;
|
||
|
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( Swim );
|
||
|
|
||
|
void SetArgs( Event *ev );
|
||
|
void ShowInfo( Actor &self );
|
||
|
void Begin( Actor &self );
|
||
|
qboolean Evaluate( Actor &self );
|
||
|
void End( Actor &self );
|
||
|
virtual void Archive( Archiver &arc );
|
||
|
virtual void Unarchive( Archiver &arc );
|
||
|
};
|
||
|
|
||
|
inline EXPORT_FROM_DLL void Swim::Archive
|
||
|
(
|
||
|
Archiver &arc
|
||
|
)
|
||
|
{
|
||
|
Behavior::Archive( arc );
|
||
|
|
||
|
arc.WriteObject( &seek );
|
||
|
arc.WriteObject( &avoid );
|
||
|
arc.WriteString( anim );
|
||
|
arc.WriteFloat( avoidtime );
|
||
|
arc.WriteVector( avoidvec );
|
||
|
}
|
||
|
|
||
|
inline EXPORT_FROM_DLL void Swim::Unarchive
|
||
|
(
|
||
|
Archiver &arc
|
||
|
)
|
||
|
{
|
||
|
Behavior::Unarchive( arc );
|
||
|
|
||
|
arc.ReadObject( &seek );
|
||
|
arc.ReadObject( &avoid );
|
||
|
arc.ReadString( &anim );
|
||
|
arc.ReadFloat( &avoidtime );
|
||
|
arc.ReadVector( &avoidvec );
|
||
|
}
|
||
|
|
||
|
class EXPORT_FROM_DLL SwimCloseAttack : public Behavior
|
||
|
{
|
||
|
private:
|
||
|
Seek seek;
|
||
|
ObstacleAvoidance2 avoid;
|
||
|
qboolean avoiding;
|
||
|
str anim;
|
||
|
float avoidtime;
|
||
|
Vector avoidvec;
|
||
|
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( SwimCloseAttack );
|
||
|
|
||
|
void SetArgs( Event *ev );
|
||
|
void ShowInfo( Actor &self );
|
||
|
void Begin( Actor &self );
|
||
|
qboolean Evaluate( Actor &self );
|
||
|
void End( Actor &self );
|
||
|
virtual void Archive( Archiver &arc );
|
||
|
virtual void Unarchive( Archiver &arc );
|
||
|
};
|
||
|
|
||
|
inline EXPORT_FROM_DLL void SwimCloseAttack::Archive
|
||
|
(
|
||
|
Archiver &arc
|
||
|
)
|
||
|
{
|
||
|
Behavior::Archive( arc );
|
||
|
|
||
|
arc.WriteObject( &seek );
|
||
|
arc.WriteObject( &avoid );
|
||
|
arc.WriteBoolean( avoiding );
|
||
|
arc.WriteString( anim );
|
||
|
arc.WriteFloat( avoidtime );
|
||
|
arc.WriteVector( avoidvec );
|
||
|
}
|
||
|
|
||
|
inline EXPORT_FROM_DLL void SwimCloseAttack::Unarchive
|
||
|
(
|
||
|
Archiver &arc
|
||
|
)
|
||
|
{
|
||
|
Behavior::Unarchive( arc );
|
||
|
|
||
|
arc.ReadObject( &seek );
|
||
|
arc.ReadObject( &avoid );
|
||
|
arc.ReadBoolean( &avoiding );
|
||
|
arc.ReadString( &anim );
|
||
|
arc.ReadFloat( &avoidtime );
|
||
|
arc.ReadVector( &avoidvec );
|
||
|
}
|
||
|
|
||
|
class EXPORT_FROM_DLL Fly : public Behavior
|
||
|
{
|
||
|
private:
|
||
|
Seek seek;
|
||
|
ObstacleAvoidance2 avoid;
|
||
|
str anim;
|
||
|
float avoidtime;
|
||
|
Vector avoidvec;
|
||
|
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( Fly );
|
||
|
|
||
|
void SetArgs( Event *ev );
|
||
|
void ShowInfo( Actor &self );
|
||
|
void Begin( Actor &self );
|
||
|
qboolean Evaluate( Actor &self );
|
||
|
void End( Actor &self );
|
||
|
virtual void Archive( Archiver &arc );
|
||
|
virtual void Unarchive( Archiver &arc );
|
||
|
};
|
||
|
|
||
|
inline EXPORT_FROM_DLL void Fly::Archive
|
||
|
(
|
||
|
Archiver &arc
|
||
|
)
|
||
|
{
|
||
|
Behavior::Archive( arc );
|
||
|
|
||
|
arc.WriteObject( &seek );
|
||
|
arc.WriteObject( &avoid );
|
||
|
arc.WriteString( anim );
|
||
|
arc.WriteFloat( avoidtime );
|
||
|
arc.WriteVector( avoidvec );
|
||
|
}
|
||
|
|
||
|
inline EXPORT_FROM_DLL void Fly::Unarchive
|
||
|
(
|
||
|
Archiver &arc
|
||
|
)
|
||
|
{
|
||
|
Behavior::Unarchive( arc );
|
||
|
|
||
|
arc.ReadObject( &seek );
|
||
|
arc.ReadObject( &avoid );
|
||
|
arc.ReadString( &anim );
|
||
|
arc.ReadFloat( &avoidtime );
|
||
|
arc.ReadVector( &avoidvec );
|
||
|
}
|
||
|
|
||
|
class EXPORT_FROM_DLL FlyCloseAttack : public Behavior
|
||
|
{
|
||
|
private:
|
||
|
Seek seek;
|
||
|
ObstacleAvoidance2 avoid;
|
||
|
qboolean avoiding;
|
||
|
str anim;
|
||
|
float avoidtime;
|
||
|
Vector avoidvec;
|
||
|
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( FlyCloseAttack );
|
||
|
|
||
|
void SetArgs( Event *ev );
|
||
|
void ShowInfo( Actor &self );
|
||
|
void Begin( Actor &self );
|
||
|
qboolean Evaluate( Actor &self );
|
||
|
void End( Actor &self );
|
||
|
virtual void Archive( Archiver &arc );
|
||
|
virtual void Unarchive( Archiver &arc );
|
||
|
};
|
||
|
|
||
|
inline EXPORT_FROM_DLL void FlyCloseAttack::Archive
|
||
|
(
|
||
|
Archiver &arc
|
||
|
)
|
||
|
{
|
||
|
Behavior::Archive( arc );
|
||
|
|
||
|
arc.WriteObject( &seek );
|
||
|
arc.WriteObject( &avoid );
|
||
|
arc.WriteBoolean( avoiding );
|
||
|
arc.WriteString( anim );
|
||
|
arc.WriteFloat( avoidtime );
|
||
|
arc.WriteVector( avoidvec );
|
||
|
}
|
||
|
|
||
|
inline EXPORT_FROM_DLL void FlyCloseAttack::Unarchive
|
||
|
(
|
||
|
Archiver &arc
|
||
|
)
|
||
|
{
|
||
|
Behavior::Unarchive( arc );
|
||
|
|
||
|
arc.ReadObject( &seek );
|
||
|
arc.ReadObject( &avoid );
|
||
|
arc.ReadBoolean( &avoiding );
|
||
|
arc.ReadString( &anim );
|
||
|
arc.ReadFloat( &avoidtime );
|
||
|
arc.ReadVector( &avoidvec );
|
||
|
}
|
||
|
|
||
|
class EXPORT_FROM_DLL Wander : public Behavior
|
||
|
{
|
||
|
private:
|
||
|
Seek seek;
|
||
|
ObstacleAvoidance2 avoid;
|
||
|
str anim;
|
||
|
float avoidtime;
|
||
|
Vector avoidvec;
|
||
|
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( Wander );
|
||
|
|
||
|
void SetArgs( Event *ev );
|
||
|
void ShowInfo( Actor &self );
|
||
|
void Begin( Actor &self );
|
||
|
qboolean Evaluate( Actor &self );
|
||
|
void End( Actor &self );
|
||
|
virtual void Archive( Archiver &arc );
|
||
|
virtual void Unarchive( Archiver &arc );
|
||
|
};
|
||
|
|
||
|
inline EXPORT_FROM_DLL void Wander::Archive
|
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(
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Archiver &arc
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)
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{
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Behavior::Archive( arc );
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arc.WriteObject( &seek );
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arc.WriteObject( &avoid );
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arc.WriteString( anim );
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arc.WriteFloat( avoidtime );
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arc.WriteVector( avoidvec );
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}
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inline EXPORT_FROM_DLL void Wander::Unarchive
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(
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Archiver &arc
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)
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{
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Behavior::Unarchive( arc );
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arc.ReadObject( &seek );
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arc.ReadObject( &avoid );
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arc.ReadString( &anim );
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arc.ReadFloat( &avoidtime );
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arc.ReadVector( &avoidvec );
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}
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class EXPORT_FROM_DLL WanderCloseAttack : public Behavior
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{
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private:
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Seek seek;
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ObstacleAvoidance2 avoid;
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qboolean avoiding;
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str anim;
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float avoidtime;
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Vector avoidvec;
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public:
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CLASS_PROTOTYPE( WanderCloseAttack );
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void SetArgs( Event *ev );
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void ShowInfo( Actor &self );
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void Begin( Actor &self );
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qboolean Evaluate( Actor &self );
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void End( Actor &self );
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virtual void Archive( Archiver &arc );
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virtual void Unarchive( Archiver &arc );
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};
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inline EXPORT_FROM_DLL void WanderCloseAttack::Archive
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(
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Archiver &arc
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)
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{
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Behavior::Archive( arc );
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arc.WriteObject( &seek );
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arc.WriteObject( &avoid );
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arc.WriteBoolean( avoiding );
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arc.WriteString( anim );
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arc.WriteFloat( avoidtime );
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arc.WriteVector( avoidvec );
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}
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inline EXPORT_FROM_DLL void WanderCloseAttack::Unarchive
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(
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Archiver &arc
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)
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{
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Behavior::Unarchive( arc );
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arc.ReadObject( &seek );
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arc.ReadObject( &avoid );
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arc.ReadBoolean( &avoiding );
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arc.ReadString( &anim );
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arc.ReadFloat( &avoidtime );
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arc.ReadVector( &avoidvec );
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}
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class EXPORT_FROM_DLL GetCloseToEnemy : public Behavior
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{
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private:
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float howclose;
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str anim;
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Chase chase;
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int state;
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float nextsearch;
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public:
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CLASS_PROTOTYPE( GetCloseToEnemy );
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GetCloseToEnemy();
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void SetArgs( Event *ev );
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void ShowInfo( Actor &self );
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void Begin( Actor &self );
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qboolean Evaluate( Actor &self );
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void End( Actor &self );
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virtual void Archive( Archiver &arc );
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virtual void Unarchive( Archiver &arc );
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};
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inline EXPORT_FROM_DLL void GetCloseToEnemy::Archive
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(
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Archiver &arc
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)
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{
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Behavior::Archive( arc );
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arc.WriteFloat( howclose );
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arc.WriteString( anim );
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arc.WriteObject( &chase );
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arc.WriteInteger( state );
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arc.WriteFloat( nextsearch );
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}
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inline EXPORT_FROM_DLL void GetCloseToEnemy::Unarchive
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(
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Archiver &arc
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)
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{
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Behavior::Unarchive( arc );
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arc.ReadFloat( &howclose );
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arc.ReadString( &anim );
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arc.ReadObject( &chase );
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arc.ReadInteger( &state );
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arc.ReadFloat( &nextsearch );
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}
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class EXPORT_FROM_DLL PlayAnimSeekEnemy : public Behavior
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{
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private:
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Aim aim;
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int mode;
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qboolean animdone;
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|
str anim;
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|
str oldanim;
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public:
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CLASS_PROTOTYPE( PlayAnimSeekEnemy );
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void SetArgs( Event *ev );
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void AnimDone( Event *ev );
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void ShowInfo( Actor &self );
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||
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void Begin( Actor &self );
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||
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qboolean Evaluate( Actor &self );
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||
|
void End( Actor &self );
|
||
|
virtual void Archive( Archiver &arc );
|
||
|
virtual void Unarchive( Archiver &arc );
|
||
|
};
|
||
|
|
||
|
inline EXPORT_FROM_DLL void PlayAnimSeekEnemy::Archive
|
||
|
(
|
||
|
Archiver &arc
|
||
|
)
|
||
|
|
||
|
{
|
||
|
Behavior::Archive( arc );
|
||
|
|
||
|
arc.WriteObject( &aim );
|
||
|
arc.WriteInteger( mode );
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||
|
arc.WriteBoolean( animdone );
|
||
|
arc.WriteString( anim );
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||
|
arc.WriteString( oldanim );
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||
|
}
|
||
|
|
||
|
inline EXPORT_FROM_DLL void PlayAnimSeekEnemy::Unarchive
|
||
|
(
|
||
|
Archiver &arc
|
||
|
)
|
||
|
|
||
|
{
|
||
|
Behavior::Unarchive( arc );
|
||
|
|
||
|
arc.ReadObject( &aim );
|
||
|
arc.ReadInteger( &mode );
|
||
|
arc.ReadBoolean( &animdone );
|
||
|
arc.ReadString( &anim );
|
||
|
arc.ReadString( &oldanim );
|
||
|
}
|
||
|
|
||
|
#endif /* behavior.h */
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