ef2gamesource/dlls/game/gotoHelperNodeNearestEnemy.hpp

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2014-03-09 21:20:16 +00:00
//-----------------------------------------------------------------------------
//
// $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 GotoHelperNodeNearestEnemy;
#ifndef __GOTO_HELPER_NODE_NEAREST_ENEMY___
#define __GOTO_HELPER_NODE_NEAREST_ENEMY__
#include "behavior.h"
#include "behaviors_general.h"
#include "gotoHelperNode.hpp"
//------------------------- CLASS ------------------------------
//
// Name: CoverCombatWithRangedWeapon
// Base Class: Behavior
//
// Description:
//
// Method of Use: Called From State Machine
//--------------------------------------------------------------
class GotoHelperNodeNearestEnemy : public Behavior {
public:
//------------------------------------
// States
//------------------------------------
typedef enum {
GOTO_HNODE_FIND_NODE,
GOTO_HNODE_MOVE_TO_NODE,
GOTO_HNODE_SUCCESS,
GOTO_HNODE_FAILED
} GotoHelperNodeStates_t;
//-------------------------------------
// Public Interface
//-------------------------------------
CLASS_PROTOTYPE(GotoHelperNodeNearestEnemy);
GotoHelperNodeNearestEnemy();
~GotoHelperNodeNearestEnemy();
void SetArgs(Event* ev);
void AnimDone(Event* ev);
void Begin(Actor& self);
BehaviorReturnCode_t Evaluate(Actor& self);
void End(Actor& self);
// Accessors
void SetNode(HelperNode* node);
void SetMovementAnim(const str& anim);
virtual void Archive(Archiver& arc);
protected:
//-------------------------------------
// Internal Functionality
//-------------------------------------
void transitionToState(GotoHelperNodeStates_t state);
void setInternalState(GotoHelperNodeStates_t state, const str& stateName);
void init(Actor &self);
void think();
void updateEnemy();
void setupStateFindNode();
BehaviorReturnCode_t evaluateStateFindNode();
void failureStateFindNode(const str& failureReason);
void setupStateMoveToNode();
BehaviorReturnCode_t evaluateStateMoveToNode();
void failureStateMoveToNode(const str& failureReason);
private:
//------------------------------------
// Parameters
//------------------------------------
str _nodeType;
str _movementAnim;
float _maxDistance;
//-------------------------------------
// Components
//-------------------------------------
GotoHelperNode _gotoHNode;
//-------------------------------------
// Member Variables
//-------------------------------------
GotoHelperNodeStates_t _state;
HelperNodePtr _node;
EntityPtr _currentEnemy;
Actor* _self;
};
inline void GotoHelperNodeNearestEnemy::Archive(Archiver& arc) {
Behavior::Archive(arc);
//
// Archive Parameters
//
arc.ArchiveString(&_nodeType);
arc.ArchiveString(&_movementAnim);
arc.ArchiveFloat(&_maxDistance);
//
// Archive Components
//
arc.ArchiveObject(&_gotoHNode);
//
// Archive Member Variables
//
ArchiveEnum(_state, GotoHelperNodeStates_t);
arc.ArchiveSafePointer(&_node);
arc.ArchiveSafePointer(&_currentEnemy);
arc.ArchiveObjectPointer((Class **)&_self);
}
#endif /* __GOTO_HELPER_NODE_NEAREST_ENEMY__ */