ef2gamesource/dlls/game/snipeEnemy.hpp

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2014-03-09 21:47:15 +00:00
//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/torsoAimAndFireWeapon.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:
// SnipeEnemy Behavior Definition
//
//--------------------------------------------------------------------------------
//==============================
// Forward Declarations
//==============================
class SnipeEnemy;
#ifndef __SNIPE_ENEMY___
#define __SNIPE_ENEMY___
#include "behavior.h"
#include "behaviors_general.h"
//------------------------- CLASS ------------------------------
//
// Name: TorsoAimAndFireWeapon
// Base Class: Behavior
//
// Description: Aims the torso at the current enemy ( If the
// current enemy is within the passed in limits )
//
//
// Method of Use: Called From State Machine
//--------------------------------------------------------------
class SnipeEnemy : public Behavior {
public:
//------------------------------------
// States
//------------------------------------
typedef enum {
SNIPE_AIM_AND_FIRE_AIM,
SNIPE_AIM_AND_FIRE_PRE_FIRE,
SNIPE_AIM_AND_FIRE_ATTACK,
SNIPE_AIM_AND_FIRE_POST_FIRE,
SNIPE_AIM_AND_FIRE_SUCCESS,
SNIPE_AIM_AND_FIRE_FAILED
} SnipeAimAndFireStates_t;
//-------------------------------------
// Public Interface
//-------------------------------------
CLASS_PROTOTYPE(SnipeEnemy);
SnipeEnemy();
~SnipeEnemy();
void SetArgs(Event* ev);
void AnimDone(Event* ev);
void Begin(Actor& self);
BehaviorReturnCode_t Evaluate(Actor& self);
void End(Actor& self);
// Accessors
virtual void Archive(Archiver& arc);
protected:
//-------------------------------------
// Internal Functionality
//-------------------------------------
void transitionToState(SnipeAimAndFireStates_t state);
void setInternalState(SnipeAimAndFireStates_t state, const str& stateName);
void init(Actor &self);
void think();
void updateEnemy();
void AdjustTorsoAngles(const Vector& tagPos, const Vector& watchPosition);
void LerpTorsoBySpeed(const Vector& angleDelta);
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);
private:
//------------------------------------
// Parameters
//------------------------------------
float _aimTime;
float _lockDownTime;
float _maxTorsoYaw;
float _maxTorsoPitch;
float _maxTorsoTurnSpeed;
int _shots;
//-------------------------------------
// Components
//-------------------------------------
FireWeapon _fireWeapon;
//-------------------------------------
// Member Variables
//-------------------------------------
SnipeAimAndFireStates_t _state;
Vector _currentTorsoAngles;
float _endAimTime;
float _endLockDownTime;
EntityPtr _currentEnemy;
bool _canAttack;
bool _animDone;
str _aimAnim;
str _preFireAnim;
str _fireAnim;
str _postFireAnim;
bool _fireFailed;
Vector _lastGoodPosition;
Vector _targetSpread;
Actor* _self;
};
inline void SnipeEnemy::Archive(Archiver& arc) {
Behavior::Archive(arc);
//
// Archive Parameters
//
arc.ArchiveFloat(&_aimTime);
arc.ArchiveFloat(&_lockDownTime);
arc.ArchiveFloat(&_maxTorsoYaw);
arc.ArchiveFloat(&_maxTorsoPitch);
arc.ArchiveFloat(&_maxTorsoTurnSpeed);
arc.ArchiveInteger(&_shots);
arc.ArchiveVector(&_lastGoodPosition);
arc.ArchiveVector(&_targetSpread);
//
// Archive Components
//
arc.ArchiveObject(&_fireWeapon);
//
// Archive Member Variables
//
ArchiveEnum(_state, SnipeAimAndFireStates_t);
arc.ArchiveVector(&_currentTorsoAngles);
arc.ArchiveFloat(&_endAimTime);
arc.ArchiveFloat(&_endLockDownTime);
arc.ArchiveSafePointer(&_currentEnemy);
arc.ArchiveBool(&_canAttack);
arc.ArchiveBool(&_animDone);
arc.ArchiveString(&_aimAnim);
arc.ArchiveString(&_preFireAnim);
arc.ArchiveString(&_fireAnim);
arc.ArchiveString(&_postFireAnim);
arc.ArchiveBool(&_fireFailed);
arc.ArchiveObjectPointer((Class **)&_self);
}
#endif /* __SNIPE_ENEMY__ */