ef2gamesource/dlls/game/coverCombatWithRangedWeapon...

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//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/coverCombatWithRangedWeapon.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:
// CoverCombatWithRangedWeapon Behavior Definition
//
//--------------------------------------------------------------------------------
//==============================
// Forward Declarations
//==============================
class CoverCombatWithRangedWeapon;
#ifndef __COVERCOMBAT_WITH_RANGEDWEAPON_HPP__
#define __COVERCOMBAT_WITH_RANGEDWEAPON_HPP__
#include "behavior.h"
#include "behaviors_general.h"
//------------------------- CLASS ------------------------------
//
// Name: CoverCombatWithRangedWeapon
// Base Class: Behavior
//
// Description:
//
// Method of Use: Called From State Machine
//--------------------------------------------------------------
class CoverCombatWithRangedWeapon : public Behavior {
public:
//------------------------------------
// States
//------------------------------------
typedef enum {
COVERCOMBAT_WRW_FIND_COVER,
COVERCOMBAT_WRW_FIND_BETTER_COVER,
COVERCOMBAT_WRW_MOVE_TO_COVER,
COVERCOMBAT_WRW_CHANGE_POSTURE_DUCK,
COVERCOMBAT_WRW_CHANGE_POSTURE_STAND,
COVERCOMBAT_WRW_FIRE_STANDING,
COVERCOMBAT_WRW_FIRE_PAUSE_STANDING,
COVERCOMBAT_WRW_SPOTTED,
COVERCOMBAT_WRW_DUCKED,
COVERCOMBAT_WRW_STANDING,
COVERCOMBAT_WRW_SUCCESS,
COVERCOMBAT_WRW_FAILED
} coverCombatStates_t;
//-------------------------------------
// Public Interface
//-------------------------------------
CLASS_PROTOTYPE(CoverCombatWithRangedWeapon);
CoverCombatWithRangedWeapon();
~CoverCombatWithRangedWeapon();
void SetArgs(Event* ev);
void AnimDone(Event* ev);
void PostureDone(Event* ev);
void Begin(Actor& self);
BehaviorReturnCode_t Evaluate(Actor& self);
void End(Actor& self);
void SetMovementAnim(const str& movementAnim);
const str& GetMovementAnim();
void SetTorsoAnim(const str& torsoAnim);
const str& GetTorsoAnim();
void SetFireAnim(const str& fireAnim);
const str& GetFireAnim();
void SetMaxDistance(float maxDistance);
float GetMaxDistance();
void SetFireTimeMin(float fireTimeMin);
float GetFireTimeMin();
void SetFireTimeMax(float fireTimeMax);
float GetFireTimeMax();
void SetPauseTimeMin(float pauseTimeMin);
float GetPauseTimeMin();
void SetPauseTimeMax(float pauseTimeMax);
float GetPauseTimeMax();
static bool CanExecute(Actor& self, float maxDistance);
virtual void Archive(Archiver& arc);
protected:
//-------------------------------------
// Internal Functionality
//-------------------------------------
void transitionToState(coverCombatStates_t state);
void setInternalState(coverCombatStates_t state, const str& stateName);
void init(Actor& self);
void think();
void updateEnemy();
void setTorsoAnim();
void setupRotate();
BehaviorReturnCode_t evaluateRotate();
void setupStateFindCover();
BehaviorReturnCode_t evaluateStateFindCover();
void failureStateFindCover(const str& failureReason);
void setupStateMoveToCover();
BehaviorReturnCode_t evaluateStateMoveToCover();
void failureStateMoveToCover(const str& failureReason);
void setupStateChangePostureDuck();
BehaviorReturnCode_t evaluateStateChangePostureDuck();
void failureStateChangePostureDuck(const str& failureReason);
void setupStateChangePostureStand();
BehaviorReturnCode_t evaluateStateChangePostureStand();
void failureStateChangePostureStand(const str& failureReason);
void setupStateSpotted();
BehaviorReturnCode_t evaluateStateSpotted();
void failureStateSpotted(const str& failureReason);
void setupStateDucked();
BehaviorReturnCode_t evaluateStateDucked();
void failureStateDucked(const str& failureReason);
void setupStateStanding();
BehaviorReturnCode_t evaluateStateStanding();
void failureStateStanding(const str& failureReason);
void setupStateFindBetterCover();
BehaviorReturnCode_t evaluateStateFindBetterCover();
void failureStateFindBetterCover(const str& failureReason);
void setupStateFireStanding();
BehaviorReturnCode_t evaluateStateFireStanding();
void failureStateFireStanding(const str& failureReason);
void setupStateFirePauseStanding();
BehaviorReturnCode_t evaluateStateFirePauseStanding();
void failureStateFirePauseStanding(const str& failureReason);
private:
//------------------------------------
// Parameters
//------------------------------------
str _movementAnim;
str _torsoAnim;
str _fireAnim;
float _maxDistance;
float _fireTimeMin;
float _fireTimeMax;
float _pauseTimeMin;
float _pauseTimeMax;
//-------------------------------------
// Components
//-------------------------------------
GotoPoint _gotoPoint;
FireWeapon _fireWeapon;
RotateToEntity _rotate;
//-------------------------------------
// Member Variables
//-------------------------------------
coverCombatStates_t _state;
HelperNodePtr _node;
Actor* _self;
EntityPtr _currentEnemy;
bool _finishedPostureTransition;
bool _spotted;
float _nextSpotCheck;
float _nextStandTime;
float _nextDuckTime;
float _nextFireTime;
float _nextPauseTime;
static const float NODE_RADIUS;
};
inline void CoverCombatWithRangedWeapon::SetMovementAnim(const str& movementAnim) {
_movementAnim = movementAnim;
}
inline const str& CoverCombatWithRangedWeapon::GetMovementAnim() {
return _movementAnim;
}
inline void CoverCombatWithRangedWeapon::SetTorsoAnim(const str& torsoAnim) {
_torsoAnim = torsoAnim;
}
inline const str& CoverCombatWithRangedWeapon::GetTorsoAnim() {
return _torsoAnim;
}
inline void CoverCombatWithRangedWeapon::SetFireAnim(const str& fireAnim) {
_fireAnim = fireAnim;
}
inline const str& CoverCombatWithRangedWeapon::GetFireAnim() {
return _fireAnim;
}
inline void CoverCombatWithRangedWeapon::SetMaxDistance(float maxDistance) {
_maxDistance = maxDistance;
}
inline float CoverCombatWithRangedWeapon::GetMaxDistance() {
return _maxDistance;
}
inline void CoverCombatWithRangedWeapon::SetFireTimeMin(float fireTimeMin) {
_fireTimeMin = fireTimeMin;
}
inline float CoverCombatWithRangedWeapon::GetFireTimeMin() {
return _fireTimeMin;
}
inline void CoverCombatWithRangedWeapon::SetFireTimeMax(float fireTimeMax) {
_fireTimeMax = fireTimeMax;
}
inline float CoverCombatWithRangedWeapon::GetFireTimeMax() {
return _fireTimeMax;
}
inline void CoverCombatWithRangedWeapon::SetPauseTimeMin(float pauseTimeMin) {
_pauseTimeMin = pauseTimeMin;
}
inline float CoverCombatWithRangedWeapon::GetPauseTimeMin() {
return _pauseTimeMin;
}
inline void CoverCombatWithRangedWeapon::SetPauseTimeMax(float pauseTimeMax) {
_pauseTimeMax = pauseTimeMax;
}
inline float CoverCombatWithRangedWeapon::GetPauseTimeMax() {
return _pauseTimeMax;
}
inline void CoverCombatWithRangedWeapon::Archive(Archiver& arc) {
Behavior::Archive(arc);
//
// Archive Parameters
//
arc.ArchiveString(&_movementAnim);
arc.ArchiveString(&_torsoAnim);
arc.ArchiveString(&_fireAnim);
arc.ArchiveFloat(&_maxDistance);
arc.ArchiveFloat(&_fireTimeMin);
arc.ArchiveFloat(&_fireTimeMax);
arc.ArchiveFloat(&_pauseTimeMin);
arc.ArchiveFloat(&_pauseTimeMax);
//
// Archive Components
//
arc.ArchiveObject(&_gotoPoint);
arc.ArchiveObject(&_fireWeapon);
arc.ArchiveObject(&_rotate);
//
// Archive Member Variables
//
ArchiveEnum(_state, coverCombatStates_t);
arc.ArchiveSafePointer(&_node);
arc.ArchiveObjectPointer((Class **)&_self);
arc.ArchiveSafePointer(&_currentEnemy);
arc.ArchiveBool(&_finishedPostureTransition);
arc.ArchiveBool(&_spotted);
arc.ArchiveFloat(&_nextSpotCheck);
arc.ArchiveFloat(&_nextStandTime);
arc.ArchiveFloat(&_nextDuckTime);
arc.ArchiveFloat(&_nextFireTime);
arc.ArchiveFloat(&_nextPauseTime);
}
#endif /* __COVERCOMBAT_WITH_RANGEDWEAPON_HPP__ */