ef2gamesource/dlls/game/changePosture.hpp

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2012-12-30 16:37:54 +00:00
//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/changePosture.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:
// CloseInOnEnemy Behavior Definition
//
//--------------------------------------------------------------------------------
//==============================
// Forward Declarations
//==============================
class ChangePosture;
#ifndef __CHANGE_POSTURE_HPP__
#define __CHANGE_POSTURE_HPP__
#include "behavior.h"
#include "behaviors_general.h"
//------------------------- CLASS ------------------------------
//
// Name: ChangePosture
// Base Class: Behavior
//
// Description: Makes the actor change posture
//
// Method of Use: Called From State Machine
//--------------------------------------------------------------
class ChangePosture : public Behavior
{
//------------------------------------
// States
//------------------------------------
public:
typedef enum
{
CHANGE_POSTURE_SETUP,
CHANGE_POSTURE_CHANGE,
CHANGE_POSTURE_SUCCESS,
CHANGE_POSTURE_FAILED
} changePostureStates_t;
//------------------------------------
// Parameters
//------------------------------------
private: // Parameters
str _posture;
//-------------------------------------
// Internal Functionality
//-------------------------------------
protected:
void transitionToState ( changePostureStates_t state );
void setInternalState ( changePostureStates_t state , const str &stateName );
void init ();
void think ();
void setupStateSetup ();
BehaviorReturnCode_t evaluateStateSetup ();
void failureStateSetup ( const str& failureReason );
void setupStateChange ();
BehaviorReturnCode_t evaluateStateChange ();
void failureStateChange ( const str& failureReason );
//-------------------------------------
// Public Interface
//-------------------------------------
public:
CLASS_PROTOTYPE( ChangePosture );
ChangePosture();
~ChangePosture();
void SetArgs ( Event *ev );
void PostureDone ( Event *ev );
void Begin ( Actor &self );
BehaviorReturnCode_t Evaluate ( Actor &self );
void End ( Actor &self );
virtual void Archive ( Archiver &arc );
void setPosture ( const str &postureName ) { _posture = postureName; }
//-------------------------------------
// Components
//-------------------------------------
//-------------------------------------
// Member Variables
//-------------------------------------
private:
changePostureStates_t _state;
bool _postureDone;
bool _canChange;
};
inline void ChangePosture::Archive( Archiver &arc )
{
Behavior::Archive( arc );
// Archive Parameters
arc.ArchiveString ( &_posture );
// Archive Components
// Archive Member Variables
ArchiveEnum ( _state, changePostureStates_t);
arc.ArchiveBool ( &_postureDone );
arc.ArchiveBool ( &_canChange );
}
#endif /* __CHANGE_POSTURE_HPP__ */