ef2gamesource/dlls/game/PlayAnim.hpp

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2012-12-30 16:37:54 +00:00
//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/PlayAnim.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:
// CloseInOnEnemyWhileFiringWeapon Behavior Definition
//
//--------------------------------------------------------------------------------
//==============================
// Forward Declarations
//==============================
class PlayAnim;
#ifndef __PLAY_ANIM_HPP__
#define __PLAY_ANIM_HPP__
#include "behavior.h"
#include "behaviors_general.h"
//------------------------- CLASS ------------------------------
//
// Name: CloseInOnEnemyWhileFiringWeapon
// Base Class: Behavior
//
// Description: Makes the actor move closer to its current enemy
//
// Method of Use: Called From State Machine
//--------------------------------------------------------------
class PlayAnim : public Behavior
{
//------------------------------------
// States
//------------------------------------
public:
typedef enum
{
PLAYANIM_SETUP,
PLAYANIM_ANIMATE,
PLAYANIM_SUCCESS,
PLAYANIM_FAILED
} PlayAnimStates_t;
//------------------------------------
// Parameters
//------------------------------------
private:
str _legAnim;
str _torsoAnim;
float _minTime;
float _maxTime;
//-------------------------------------
// Internal Functionality
//-------------------------------------
protected:
void transitionToState ( PlayAnimStates_t state );
void setInternalState ( PlayAnimStates_t state , const str &stateName );
void init ( Actor &self );
void think ();
void setupStateSetup ();
BehaviorReturnCode_t evaluateStateSetup ();
void failureStateSetup ( const str& failureReason );
void setupStateAnimate ();
BehaviorReturnCode_t evaluateStateAnimate ();
void failureStateAnimate ( const str& failureReason );
//-------------------------------------
// Public Interface
//-------------------------------------
public:
CLASS_PROTOTYPE( PlayAnim );
PlayAnim();
~PlayAnim();
void SetArgs ( Event *ev );
void Begin ( Actor &self );
BehaviorReturnCode_t Evaluate ( Actor &self );
void End ( Actor &self );
virtual void Archive ( Archiver &arc );
void setAnim ( const str &animName ) { _legAnim = animName; }
void setTorsoAnim( const str &animName ) { _torsoAnim = animName; }
void setMinTime ( float minTime ) { _minTime = minTime; }
void setMaxTime ( float maxTime ) { _maxTime = maxTime; }
//-------------------------------------
// Components
//-------------------------------------
//-------------------------------------
// Member Variables
//-------------------------------------
private:
PlayAnimStates_t _state;
float _endTime;
};
inline void PlayAnim::Archive( Archiver &arc )
{
Behavior::Archive( arc );
// Archive Parameters
arc.ArchiveString ( &_legAnim );
arc.ArchiveString ( &_torsoAnim );
arc.ArchiveFloat ( &_minTime );
arc.ArchiveFloat ( &_maxTime);
// Archive Components
// Archive Member Variables
ArchiveEnum ( _state, PlayAnimStates_t );
arc.ArchiveFloat ( &_endTime );
}
#endif /* __PLAY_ANIM_HPP__ */