2014-03-07 17:35:30 +00:00
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//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/closeInOnEnemy.hpp $
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// $Revision:: 169 $
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// $Author:: sketcher $
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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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// CloseInOnEnemy 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 CloseInOnEnemy;
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#ifndef __CLOSE_IN_ON_ENEMY_HPP__
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#define __CLOSE_IN_ON_ENEMY_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: CloseInOnEnemy
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// Base Class: Behavior
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//
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// Description: Makes the actor move closer to its current enemy
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//
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// Method of Use: Called From State Machine
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//--------------------------------------------------------------
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class CloseInOnEnemy : public Behavior {
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public:
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//------------------------------------
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// States
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//------------------------------------
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typedef enum {
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CLOSE_IN_ON_ENEMY_APPROACH,
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CLOSE_IN_ON_ENEMY_SUCCESS,
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CLOSE_IN_ON_ENEMY_FAILED
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} closeInOnEnemyStates_t;
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//-------------------------------------
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// Public Interface
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//-------------------------------------
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CLASS_PROTOTYPE(CloseInOnEnemy);
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CloseInOnEnemy();
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~CloseInOnEnemy();
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void SetArgs(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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void setAnim(const str& animName);
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void setTorsoAnim(const str& animName);
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void setDist(float distance);
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//-------------------------------------
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// Internal Functionality
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//-------------------------------------
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protected:
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void transitionToState(closeInOnEnemyStates_t state);
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void setInternalState(closeInOnEnemyStates_t state, const str& stateName);
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void init(Actor& self);
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void think();
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void updateEnemy();
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void setTorsoAnim();
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void setupStateApproach();
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BehaviorReturnCode_t evaluateStateApproach();
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void failureStateApproach(const str& failureReason);
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private:
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//------------------------------------
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// Parameters
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//------------------------------------
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str _anim;
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str _torsoAnim;
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float _dist;
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//-------------------------------------
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// Components
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//-------------------------------------
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GotoEntity _chaseEnemy;
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//-------------------------------------
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// Member Variables
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//-------------------------------------
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closeInOnEnemyStates_t _state;
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EntityPtr _currentEnemy;
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Actor* _self;
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};
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inline void CloseInOnEnemy::setAnim(const str& animName) {
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_anim = animName;
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}
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inline void CloseInOnEnemy::setTorsoAnim(const str& animName) {
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_torsoAnim = animName;
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}
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inline void CloseInOnEnemy::setDist(float distance) {
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_dist = distance;
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}
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inline void CloseInOnEnemy::Archive(Archiver& arc) {
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Behavior::Archive(arc);
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// Archive Parameters
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arc.ArchiveString(&_anim);
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arc.ArchiveString(&_torsoAnim);
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arc.ArchiveFloat(&_dist);
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// Archive Components
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arc.ArchiveObject(&_chaseEnemy);
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// Archive Member Variables
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ArchiveEnum(_state, closeInOnEnemyStates_t);
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arc.ArchiveSafePointer(&_currentEnemy);
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arc.ArchiveObjectPointer((Class **)&_self);
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}
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#endif /* CLOSE_IN_ON_ENEMY_HPP */
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