mirror of
https://github.com/UberGames/EF2GameSource.git
synced 2024-11-10 06:31:42 +00:00
327 lines
8.8 KiB
C++
327 lines
8.8 KiB
C++
|
//-----------------------------------------------------------------------------
|
||
|
//
|
||
|
// $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
|
||
|
{
|
||
|
//------------------------------------
|
||
|
// States
|
||
|
//------------------------------------
|
||
|
public:
|
||
|
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;
|
||
|
|
||
|
//------------------------------------
|
||
|
// Parameters
|
||
|
//------------------------------------
|
||
|
private:
|
||
|
str _movementAnim;
|
||
|
str _torsoAnim;
|
||
|
str _fireAnim;
|
||
|
float _maxDistance;
|
||
|
float _fireTimeMin;
|
||
|
float _fireTimeMax;
|
||
|
float _pauseTimeMin;
|
||
|
float _pauseTimeMax;
|
||
|
|
||
|
|
||
|
//-------------------------------------
|
||
|
// Internal Functionality
|
||
|
//-------------------------------------
|
||
|
protected:
|
||
|
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 );
|
||
|
|
||
|
|
||
|
|
||
|
//-------------------------------------
|
||
|
// Public Interface
|
||
|
//-------------------------------------
|
||
|
public:
|
||
|
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 );
|
||
|
|
||
|
//-------------------------------------
|
||
|
// Components
|
||
|
//-------------------------------------
|
||
|
private:
|
||
|
GotoPoint _gotoPoint;
|
||
|
FireWeapon _fireWeapon;
|
||
|
RotateToEntity _rotate;
|
||
|
|
||
|
|
||
|
//-------------------------------------
|
||
|
// Member Variables
|
||
|
//-------------------------------------
|
||
|
private:
|
||
|
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__ */
|