mirror of
https://github.com/UberGames/EF2GameSource.git
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167 lines
4.2 KiB
C++
167 lines
4.2 KiB
C++
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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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{
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//------------------------------------
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// States
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//------------------------------------
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public:
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typedef enum
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{
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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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// Parameters
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//------------------------------------
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private:
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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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//-------------------------------------
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// Public Interface
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//-------------------------------------
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public:
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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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// Components
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//-------------------------------------
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private:
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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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private:
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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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{
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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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