2014-03-09 21:25:58 +00:00
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//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/holdPosition.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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// holdPosition 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 HoldPosition;
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#ifndef __HOLD_POSITION__
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#define __HOLD_POSITION__
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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: HoldPosition
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// Base Class: Behavior
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//
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// Description: Makes the actor idle in position, holding its
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// weapon appropriately, and occassionally twitch
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//
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//
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// Method of Use: Called From State Machine
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//--------------------------------------------------------------
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class HoldPosition : 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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HOLD_POSITION_HOLD,
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HOLD_POSITION_TWITCH,
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HOLD_POSITION_WEAPON_TWITCH,
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HOLD_POSITION_SUCCESS,
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HOLD_POSITION_FAILED
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} HoldPositionStates_t;
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//-------------------------------------
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// Public Interface
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//-------------------------------------
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CLASS_PROTOTYPE(HoldPosition);
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HoldPosition();
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~HoldPosition();
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void SetArgs(Event* ev);
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void AnimDone(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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// Accessors
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virtual void Archive(Archiver& arc);
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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(HoldPositionStates_t state);
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void setInternalState(HoldPositionStates_t state, const str& stateName);
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void init(Actor &self);
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void think();
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void setupStateHold();
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BehaviorReturnCode_t evaluateStateHold();
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void failureStateHold(const str& failureReason);
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void setupStateTwitch();
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BehaviorReturnCode_t evaluateStateTwitch();
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void failureStateTwitch(const str& failureReason);
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void setupStateWeaponTwitch();
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BehaviorReturnCode_t evaluateStateWeaponTwitch();
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void failureStateWeaponTwitch(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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//-------------------------------------
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// Components
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//-------------------------------------
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str _legAnim;
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str _torsoAnim;
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str _twitchAnim;
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str _weaponTwitchAnim;
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float _holdTimeMin;
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float _holdTimeMax;
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float _endHoldTime;
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float _nextTwitchTime;
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float _twitchInterval;
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bool _canTwitch;
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bool _animDone;
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//-------------------------------------
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// Member Variables
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//-------------------------------------
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HoldPositionStates_t _state;
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Actor* _self;
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};
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inline void HoldPosition::Archive(Archiver& arc) {
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Behavior::Archive(arc);
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//
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// Archive Parameters
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//
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//
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// Archive Components
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//
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//
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// Archive Member Variables
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//
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ArchiveEnum(_state, HoldPositionStates_t);
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arc.ArchiveObjectPointer((Class **)&_self);
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arc.ArchiveString(&_legAnim);
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arc.ArchiveString(&_torsoAnim);
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arc.ArchiveString(&_twitchAnim);
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arc.ArchiveString(&_weaponTwitchAnim);
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arc.ArchiveFloat(&_holdTimeMin);
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arc.ArchiveFloat(&_holdTimeMax);
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arc.ArchiveFloat(&_endHoldTime);
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arc.ArchiveFloat(&_nextTwitchTime);
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arc.ArchiveFloat(&_twitchInterval);
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arc.ArchiveBool(&_canTwitch);
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arc.ArchiveBool(&_animDone);
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}
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#endif /* __HOLD_POSITION__ */
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