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https://github.com/UberGames/EF2GameSource.git
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124 lines
3.1 KiB
C++
124 lines
3.1 KiB
C++
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//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/MoveRandomDirection.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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// MoveRandomDirection 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 MoveRandomDirection;
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#ifndef __MOVE_RANDOM_DIRECTION___
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#define __MOVE_RANDOM_DIRECTION___
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#include "behavior.h"
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#include "behaviors_general.h"
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#define MIN_RANDOM_DIRECTION_DESTINATION 64.0f
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//------------------------- CLASS ------------------------------
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//
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// Name: MoveRandomDirection
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// Base Class: Behavior
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//
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// Description: A replacement for Wander -- Utilizes fewer traces
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//
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// Method of Use: Called From State Machine
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//--------------------------------------------------------------
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class MoveRandomDirection : public Behavior
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{
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public:
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typedef enum
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{
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RANDOM_MOVE_ANYWHERE,
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RANDOM_MOVE_IN_FRONT,
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RANDOM_MOVE_IN_BACK,
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} randomMoveModes_t;
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private: // Parameters
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str anim;
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protected:
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Vector _chooseRandomDirection ( Actor &self );
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float _getDistanceToDestination ( Actor &self );
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void findDestination ( Actor &self );
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void setLegAnim ( Actor &self );
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void setTorsoAnim ( Actor &self );
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public:
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CLASS_PROTOTYPE( MoveRandomDirection );
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MoveRandomDirection();
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~MoveRandomDirection();
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void SetArgs( 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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virtual void Archive( Archiver &arc );
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// Accessors
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void SetDistance( float dist );
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void SetMinDistance( float dist );
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void SetAnim( const str &moveAnim );
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void SetMode( unsigned int mode );
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private:
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GotoPoint _chase;
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Vector _destination;
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unsigned int _mode;
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float _dist;
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float _minDistance;
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float _nextChangeTime;
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bool _foundGoodDestination;
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bool _forever;
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bool _faceEnemy;
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str _torsoAnim;
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};
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inline void MoveRandomDirection::Archive( Archiver &arc )
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{
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Behavior::Archive( arc );
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// Archive Parameters
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arc.ArchiveString( &anim );
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// Archive Components
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arc.ArchiveObject( &_chase );
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// Archive Member Vars
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arc.ArchiveVector( &_destination );
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arc.ArchiveUnsigned( &_mode );
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arc.ArchiveFloat( &_dist );
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arc.ArchiveFloat( &_minDistance );
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arc.ArchiveFloat( &_nextChangeTime );
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arc.ArchiveBool( &_foundGoodDestination );
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arc.ArchiveBool( &_forever );
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arc.ArchiveBool( &_faceEnemy );
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arc.ArchiveString( &_torsoAnim );
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}
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#endif /* __MOVE_RANDOM_DIRECTION___ */
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