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@ -1,295 +1,283 @@
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//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/generalCombatWithRangedWeapon.hpp $
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// $Revision:: 169 $
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// $Author:: Bschofield $
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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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// GeneralCombatWithMeleeWeapon 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 GeneralCombatWithRangedWeapon;
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#ifndef __GENERALCOMBAT_WITH_RANGEDWEAPON_HPP__
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#define __GENERALCOMBAT_WITH_RANGEDWEAPON_HPP__
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#include "behavior.h"
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#include "behaviors_general.h"
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//------------------------- CLASS ------------------------------
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//
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// Name: GeneralCombatWithRangedWeapon
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// Base Class: Behavior
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//
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// Description: MetaBehavior for Sentient Type ( No relation to the sentient class )
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// of Actor for executing Combat with no additional information
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// ( i.e. Helper Nodes ) in the near vicinity.
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// We may need to subclass this behavior for additional
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// individuality, like "teammate general combat"
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//
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// Method of Use: Called From State Machine
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//--------------------------------------------------------------
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class GeneralCombatWithRangedWeapon : public Behavior
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{
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//------------------------------------
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// States
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//------------------------------------
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public:
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typedef enum
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{
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GC_WRW_CHANGE_POSTURE_TO_ADVANCE,
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GC_WRW_CHANGE_POSTURE_TO_RETREAT,
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GC_WRW_ADVANCE,
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GC_WRW_ADVANCE_FIRING,
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GC_WRW_RETREAT,
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GC_WRW_RETREAT_FIRING,
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GC_WRW_STRAFE,
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GC_WRW_CHANGE_POSTURE_DUCK,
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GC_WRW_DUCKED,
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GC_WRW_DUCKED_FIRING,
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GC_WRW_CHANGE_POSTURE_STAND,
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GC_WRW_STAND,
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GC_WRW_STAND_FIRING,
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GC_WRW_FAILED
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} generalCombatStates_t;
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//------------------------------------
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// Parameters
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//------------------------------------
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private:
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str _movementAnim;
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str _torsoAnim;
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str _fireAnim;
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str _preFireAnim;
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str _postFireAnim;
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float _approachDist;
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float _retreatDist;
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float _strafeChance;
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float _strafeTime;
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float _strafeRandomFactor;
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float _postureChangeChance;
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float _fireTimeMin;
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float _fireTimeMax;
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float _fireTimeRandomFactor;
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float _pauseTimeMin;
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float _pauseTimeMax;
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float _pauseTimeRandomFactor;
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//-------------------------------------
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// Internal Functionality
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//-------------------------------------
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protected:
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void transitionToState ( generalCombatStates_t state );
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void setInternalState ( generalCombatStates_t state , const str &stateName );
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void init ( Actor &self );
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void think ();
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void updateEnemy ();
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void setTorsoAnim ();
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bool checkShouldApproach ( float distToEnemy );
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bool checkShouldRetreat ( float distToEnemy );
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bool checkShouldStrafe ( float distToEnemy );
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bool checkShouldChangePosture ( float distToEnemy );
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void setupRotate ();
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BehaviorReturnCode_t evaluateRotate ();
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void setupStateChangePostureToAdvance ();
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BehaviorReturnCode_t evaluateStateChangePostureToAdvance ();
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void failureStateChangePostureToAdvance ( const str& failureReason );
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void setupStateChangePostureToRetreat ();
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BehaviorReturnCode_t evaluateStateChangePostureToRetreat ();
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void failureStateChangePostureToRetreat ( const str& failureReason );
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void setupStateAdvance ();
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BehaviorReturnCode_t evaluateStateAdvance ();
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void failureStateAdvance ( const str& failureReason );
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void setupStateAdvanceFiring ();
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BehaviorReturnCode_t evaluateStateAdvanceFiring ();
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void failureStateAdvanceFiring ( const str& failureReason );
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void setupStateRetreat ();
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BehaviorReturnCode_t evaluateStateRetreat ();
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void failureStateRetreat ( const str& failureReason );
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void setupStateRetreatFiring ();
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BehaviorReturnCode_t evaluateStateRetreatFiring ();
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void failureStateRetreatFiring ( const str& failureReason );
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void setupStateStrafe ();
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BehaviorReturnCode_t evaluateStateStrafe ();
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void failureStateStrafe ( const str& failureReason );
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void setupStateChangePostureDuck ();
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BehaviorReturnCode_t evaluateStateChangePostureDuck ();
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void failureStateChangePostureDuck ( const str& failureReason );
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void setupStateDucked ();
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BehaviorReturnCode_t evaluateStateDucked ();
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void failureStateDucked ( const str& failureReason );
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void setupStateDuckedFiring ();
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BehaviorReturnCode_t evaluateStateDuckedFiring ();
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void failureStateDuckedFiring ( const str& failureReason );
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void setupStateChangePostureStand ();
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BehaviorReturnCode_t evaluateStateChangePostureStand ();
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void failureStateChangePostureStand ( const str& failureReason );
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void setupStateStand ();
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BehaviorReturnCode_t evaluateStateStand ();
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void failureStateStand ( const str& failureReason );
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void setupStateStandFiring ();
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BehaviorReturnCode_t evaluateStateStandFiring ();
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void failureStateStandFiring ( const str& failureReason );
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//-------------------------------------
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// Public Interface
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//-------------------------------------
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public:
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CLASS_PROTOTYPE( GeneralCombatWithRangedWeapon );
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GeneralCombatWithRangedWeapon();
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~GeneralCombatWithRangedWeapon();
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void SetArgs ( Event *ev );
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void AnimDone ( Event *ev );
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void PostureDone ( 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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void SetMovementAnim ( const str& movementAnim ) { _movementAnim = movementAnim; }
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void SetTorsoAnim ( const str& torsoAnim ) { _torsoAnim = torsoAnim; }
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void SetFireAnim ( const str& fireAnim ) { _fireAnim = fireAnim; }
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void SetPreFireAnim ( const str& preFireAnim ) { _preFireAnim = preFireAnim; }
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void SetPostFireAnim ( const str& postFireAnim ) { _postFireAnim = postFireAnim; }
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void SetApproachDist ( float approachDist ) { _approachDist = approachDist; }
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void SetRetreatDist ( float retreatDist ) { _retreatDist = retreatDist; }
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void SetStrafeChance ( float strafeChance ) { _strafeChance = strafeChance; }
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void SetStrafeTime ( float strafeTime ) { _strafeTime = strafeTime; }
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void SetStrafeRandomFactor ( float strafeRandomFactor ) { _strafeRandomFactor = strafeRandomFactor; }
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void SetPostureChangeChance ( float postureChangeChance ) { _postureChangeChance = postureChangeChance; }
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void SetFireTimeMin ( float fireTimeMin ) { _fireTimeMin = fireTimeMin; }
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void SetFireTimeMax ( float fireTimeMax ) { _fireTimeMax = fireTimeMax; }
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void SetFireTimeRandomFactor ( float fireTimeRandomFactor ) { _fireTimeRandomFactor = fireTimeRandomFactor; }
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void SetPauseTimeMin ( float pauseTimeMin ) { _pauseTimeMin = pauseTimeMin; }
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void SetPauseTimeMax ( float pauseTimeMax ) { _pauseTimeMax = pauseTimeMax; }
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void SetPauseTimeRandomFactor ( float pauseTimeRandomFactor ) { _pauseTimeRandomFactor = pauseTimeRandomFactor; }
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virtual void Archive ( Archiver &arc );
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//-------------------------------------
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// Components
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//-------------------------------------
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private:
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RotateToEntity _rotate;
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MoveRandomDirection _moveRandomDir;
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FireWeapon _fireWeapon;
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Strafe _strafeComponent;
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//-------------------------------------
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// Member Variables
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//-------------------------------------
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private:
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generalCombatStates_t _state;
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Actor *_self;
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EntityPtr _currentEnemy;
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bool _finishedPostureTransition;
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bool _randomAdvanceLockOut;
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bool _randomRetreatLockOut;
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float _nextRotateTime;
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float _nextStrafeAttemptTime;
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float _nextPostureChange;
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float _nextClearRetreatLockOutTime;
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float _nextClearAdvanceLockOutTime;
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int _randomAdvanceFailures;
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int _randomRetreatFailures;
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float _nextFireTime;
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float _nextPauseTime;
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};
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inline void GeneralCombatWithRangedWeapon::Archive( Archiver &arc )
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{
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Behavior::Archive ( arc );
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//
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// Archive Parameters
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//
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arc.ArchiveString( &_movementAnim );
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arc.ArchiveString( &_torsoAnim );
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arc.ArchiveString( &_fireAnim );
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arc.ArchiveString( &_preFireAnim );
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arc.ArchiveString( &_postFireAnim );
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arc.ArchiveFloat( &_approachDist );
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arc.ArchiveFloat( &_retreatDist );
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arc.ArchiveFloat( &_strafeChance );
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arc.ArchiveFloat( &_strafeTime );
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arc.ArchiveFloat( &_strafeRandomFactor );
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arc.ArchiveFloat( &_postureChangeChance );
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arc.ArchiveFloat( &_fireTimeMin );
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arc.ArchiveFloat( &_fireTimeMax );
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arc.ArchiveFloat( &_fireTimeRandomFactor );
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arc.ArchiveFloat( &_pauseTimeMin );
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arc.ArchiveFloat( &_pauseTimeMax );
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arc.ArchiveFloat( &_pauseTimeRandomFactor );
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//
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// Archive Components
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//
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arc.ArchiveObject( &_rotate );
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arc.ArchiveObject( &_moveRandomDir );
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arc.ArchiveObject( &_fireWeapon );
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arc.ArchiveObject( &_strafeComponent );
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//
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// Archive Member Variables
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//
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ArchiveEnum ( _state, generalCombatStates_t );
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arc.ArchiveObjectPointer ( ( Class ** )&_self );
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arc.ArchiveSafePointer ( &_currentEnemy );
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arc.ArchiveBool ( &_finishedPostureTransition );
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arc.ArchiveBool ( &_randomAdvanceLockOut );
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arc.ArchiveBool ( &_randomRetreatLockOut );
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arc.ArchiveFloat ( &_nextRotateTime );
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arc.ArchiveFloat ( &_nextStrafeAttemptTime );
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arc.ArchiveFloat ( &_nextPostureChange );
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arc.ArchiveFloat ( &_nextClearRetreatLockOutTime );
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arc.ArchiveFloat ( &_nextClearAdvanceLockOutTime );
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arc.ArchiveInteger ( &_randomAdvanceFailures );
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arc.ArchiveInteger ( &_randomRetreatFailures );
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arc.ArchiveFloat ( &_nextFireTime );
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arc.ArchiveFloat ( &_nextPauseTime );
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}
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#endif /* __GENERALCOMBAT_WITH_RANGEDWEAPON_HPP__ */
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//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/generalCombatWithRangedWeapon.hpp $
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// $Revision:: 169 $
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// $Author:: Bschofield $
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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.
|
||||
//
|
||||
//
|
||||
// DESCRIPTION:
|
||||
// GeneralCombatWithMeleeWeapon 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 GeneralCombatWithRangedWeapon;
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#ifndef __GENERALCOMBAT_WITH_RANGEDWEAPON_HPP__
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#define __GENERALCOMBAT_WITH_RANGEDWEAPON_HPP__
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#include "behavior.h"
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#include "behaviors_general.h"
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//------------------------- CLASS ------------------------------
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//
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// Name: GeneralCombatWithRangedWeapon
|
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// Base Class: Behavior
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//
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// Description: MetaBehavior for Sentient Type ( No relation to the sentient class )
|
||||
// of Actor for executing Combat with no additional information
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// ( i.e. Helper Nodes ) in the near vicinity.
|
||||
// We may need to subclass this behavior for additional
|
||||
// individuality, like "teammate general combat"
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//
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// Method of Use: Called From State Machine
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//--------------------------------------------------------------
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class GeneralCombatWithRangedWeapon : public Behavior {
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public:
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//------------------------------------
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// States
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//------------------------------------
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typedef enum {
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GC_WRW_CHANGE_POSTURE_TO_ADVANCE,
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GC_WRW_CHANGE_POSTURE_TO_RETREAT,
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GC_WRW_ADVANCE,
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GC_WRW_ADVANCE_FIRING,
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GC_WRW_RETREAT,
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GC_WRW_RETREAT_FIRING,
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GC_WRW_STRAFE,
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GC_WRW_CHANGE_POSTURE_DUCK,
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GC_WRW_DUCKED,
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GC_WRW_DUCKED_FIRING,
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GC_WRW_CHANGE_POSTURE_STAND,
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GC_WRW_STAND,
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GC_WRW_STAND_FIRING,
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GC_WRW_FAILED
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} generalCombatStates_t;
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//-------------------------------------
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// Public Interface
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//-------------------------------------
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CLASS_PROTOTYPE(GeneralCombatWithRangedWeapon);
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GeneralCombatWithRangedWeapon();
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~GeneralCombatWithRangedWeapon();
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void SetArgs(Event* ev);
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void AnimDone(Event* ev);
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void PostureDone(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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void SetMovementAnim(const str& movementAnim) { _movementAnim = movementAnim; }
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void SetTorsoAnim(const str& torsoAnim) { _torsoAnim = torsoAnim; }
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void SetFireAnim(const str& fireAnim) { _fireAnim = fireAnim; }
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void SetPreFireAnim(const str& preFireAnim) { _preFireAnim = preFireAnim; }
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void SetPostFireAnim(const str& postFireAnim) { _postFireAnim = postFireAnim; }
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void SetApproachDist(float approachDist) { _approachDist = approachDist; }
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void SetRetreatDist(float retreatDist) { _retreatDist = retreatDist; }
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void SetStrafeChance(float strafeChance) { _strafeChance = strafeChance; }
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void SetStrafeTime(float strafeTime) { _strafeTime = strafeTime; }
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void SetStrafeRandomFactor(float strafeRandomFactor) { _strafeRandomFactor = strafeRandomFactor; }
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void SetPostureChangeChance(float postureChangeChance) { _postureChangeChance = postureChangeChance; }
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void SetFireTimeMin(float fireTimeMin) { _fireTimeMin = fireTimeMin; }
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void SetFireTimeMax(float fireTimeMax) { _fireTimeMax = fireTimeMax; }
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void SetFireTimeRandomFactor(float fireTimeRandomFactor) { _fireTimeRandomFactor = fireTimeRandomFactor; }
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void SetPauseTimeMin(float pauseTimeMin) { _pauseTimeMin = pauseTimeMin; }
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void SetPauseTimeMax(float pauseTimeMax) { _pauseTimeMax = pauseTimeMax; }
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void SetPauseTimeRandomFactor(float pauseTimeRandomFactor) { _pauseTimeRandomFactor = pauseTimeRandomFactor; }
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||||
|
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virtual void Archive(Archiver& arc);
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|
||||
protected:
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//-------------------------------------
|
||||
// Internal Functionality
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||||
//-------------------------------------
|
||||
void transitionToState(generalCombatStates_t state);
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void setInternalState(generalCombatStates_t state, const str& stateName);
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void init(Actor& self);
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void think();
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void updateEnemy();
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void setTorsoAnim();
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||||
bool checkShouldApproach(float distToEnemy);
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||||
bool checkShouldRetreat(float distToEnemy);
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||||
bool checkShouldStrafe(float distToEnemy);
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||||
bool checkShouldChangePosture(float distToEnemy);
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||||
|
||||
void setupRotate();
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||||
BehaviorReturnCode_t evaluateRotate();
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||||
|
||||
void setupStateChangePostureToAdvance();
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||||
BehaviorReturnCode_t evaluateStateChangePostureToAdvance();
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||||
void failureStateChangePostureToAdvance(const str& failureReason);
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||||
|
||||
void setupStateChangePostureToRetreat();
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BehaviorReturnCode_t evaluateStateChangePostureToRetreat();
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void failureStateChangePostureToRetreat(const str& failureReason);
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||||
|
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void setupStateAdvance();
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||||
BehaviorReturnCode_t evaluateStateAdvance();
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||||
void failureStateAdvance(const str& failureReason);
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||||
|
||||
void setupStateAdvanceFiring();
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||||
BehaviorReturnCode_t evaluateStateAdvanceFiring();
|
||||
void failureStateAdvanceFiring(const str& failureReason);
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||||
|
||||
void setupStateRetreat();
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||||
BehaviorReturnCode_t evaluateStateRetreat();
|
||||
void failureStateRetreat(const str& failureReason);
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||||
|
||||
void setupStateRetreatFiring();
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||||
BehaviorReturnCode_t evaluateStateRetreatFiring();
|
||||
void failureStateRetreatFiring(const str& failureReason);
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||||
|
||||
void setupStateStrafe();
|
||||
BehaviorReturnCode_t evaluateStateStrafe();
|
||||
void failureStateStrafe(const str& failureReason);
|
||||
|
||||
void setupStateChangePostureDuck();
|
||||
BehaviorReturnCode_t evaluateStateChangePostureDuck();
|
||||
void failureStateChangePostureDuck(const str& failureReason);
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||||
|
||||
void setupStateDucked();
|
||||
BehaviorReturnCode_t evaluateStateDucked();
|
||||
void failureStateDucked(const str& failureReason);
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||||
|
||||
void setupStateDuckedFiring();
|
||||
BehaviorReturnCode_t evaluateStateDuckedFiring();
|
||||
void failureStateDuckedFiring(const str& failureReason);
|
||||
|
||||
void setupStateChangePostureStand();
|
||||
BehaviorReturnCode_t evaluateStateChangePostureStand();
|
||||
void failureStateChangePostureStand(const str& failureReason);
|
||||
|
||||
void setupStateStand();
|
||||
BehaviorReturnCode_t evaluateStateStand();
|
||||
void failureStateStand(const str& failureReason);
|
||||
|
||||
void setupStateStandFiring();
|
||||
BehaviorReturnCode_t evaluateStateStandFiring();
|
||||
void failureStateStandFiring(const str& failureReason);
|
||||
|
||||
private:
|
||||
//------------------------------------
|
||||
// Parameters
|
||||
//------------------------------------
|
||||
str _movementAnim;
|
||||
str _torsoAnim;
|
||||
str _fireAnim;
|
||||
str _preFireAnim;
|
||||
str _postFireAnim;
|
||||
float _approachDist;
|
||||
float _retreatDist;
|
||||
float _strafeChance;
|
||||
float _strafeTime;
|
||||
float _strafeRandomFactor;
|
||||
float _postureChangeChance;
|
||||
float _fireTimeMin;
|
||||
float _fireTimeMax;
|
||||
float _fireTimeRandomFactor;
|
||||
float _pauseTimeMin;
|
||||
float _pauseTimeMax;
|
||||
float _pauseTimeRandomFactor;
|
||||
|
||||
//-------------------------------------
|
||||
// Components
|
||||
//-------------------------------------
|
||||
RotateToEntity _rotate;
|
||||
MoveRandomDirection _moveRandomDir;
|
||||
FireWeapon _fireWeapon;
|
||||
Strafe _strafeComponent;
|
||||
|
||||
//-------------------------------------
|
||||
// Member Variables
|
||||
//-------------------------------------
|
||||
generalCombatStates_t _state;
|
||||
Actor *_self;
|
||||
EntityPtr _currentEnemy;
|
||||
bool _finishedPostureTransition;
|
||||
bool _randomAdvanceLockOut;
|
||||
bool _randomRetreatLockOut;
|
||||
|
||||
float _nextRotateTime;
|
||||
float _nextStrafeAttemptTime;
|
||||
float _nextPostureChange;
|
||||
float _nextClearRetreatLockOutTime;
|
||||
float _nextClearAdvanceLockOutTime;
|
||||
|
||||
int _randomAdvanceFailures;
|
||||
int _randomRetreatFailures;
|
||||
|
||||
float _nextFireTime;
|
||||
float _nextPauseTime;
|
||||
};
|
||||
|
||||
|
||||
inline void GeneralCombatWithRangedWeapon::Archive(Archiver& arc) {
|
||||
Behavior::Archive(arc);
|
||||
|
||||
|
||||
//
|
||||
// Archive Parameters
|
||||
//
|
||||
arc.ArchiveString(&_movementAnim);
|
||||
arc.ArchiveString(&_torsoAnim);
|
||||
arc.ArchiveString(&_fireAnim);
|
||||
arc.ArchiveString(&_preFireAnim);
|
||||
arc.ArchiveString(&_postFireAnim);
|
||||
arc.ArchiveFloat(&_approachDist);
|
||||
arc.ArchiveFloat(&_retreatDist);
|
||||
arc.ArchiveFloat(&_strafeChance);
|
||||
arc.ArchiveFloat(&_strafeTime);
|
||||
arc.ArchiveFloat(&_strafeRandomFactor);
|
||||
arc.ArchiveFloat(&_postureChangeChance);
|
||||
arc.ArchiveFloat(&_fireTimeMin);
|
||||
arc.ArchiveFloat(&_fireTimeMax);
|
||||
arc.ArchiveFloat(&_fireTimeRandomFactor);
|
||||
arc.ArchiveFloat(&_pauseTimeMin);
|
||||
arc.ArchiveFloat(&_pauseTimeMax);
|
||||
arc.ArchiveFloat(&_pauseTimeRandomFactor);
|
||||
|
||||
//
|
||||
// Archive Components
|
||||
//
|
||||
arc.ArchiveObject(&_rotate);
|
||||
arc.ArchiveObject(&_moveRandomDir);
|
||||
arc.ArchiveObject(&_fireWeapon);
|
||||
arc.ArchiveObject(&_strafeComponent);
|
||||
|
||||
//
|
||||
// Archive Member Variables
|
||||
//
|
||||
ArchiveEnum(_state, generalCombatStates_t);
|
||||
arc.ArchiveObjectPointer((Class **)&_self);
|
||||
arc.ArchiveSafePointer(&_currentEnemy);
|
||||
arc.ArchiveBool(&_finishedPostureTransition);
|
||||
arc.ArchiveBool(&_randomAdvanceLockOut);
|
||||
arc.ArchiveBool(&_randomRetreatLockOut);
|
||||
arc.ArchiveFloat(&_nextRotateTime);
|
||||
arc.ArchiveFloat(&_nextStrafeAttemptTime);
|
||||
arc.ArchiveFloat(&_nextPostureChange);
|
||||
arc.ArchiveFloat(&_nextClearRetreatLockOutTime);
|
||||
arc.ArchiveFloat(&_nextClearAdvanceLockOutTime);
|
||||
arc.ArchiveInteger(&_randomAdvanceFailures);
|
||||
arc.ArchiveInteger(&_randomRetreatFailures);
|
||||
arc.ArchiveFloat(&_nextFireTime);
|
||||
arc.ArchiveFloat(&_nextPauseTime);
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
#endif /* __GENERALCOMBAT_WITH_RANGEDWEAPON_HPP__ */
|
||||
|
||||
|
|
Loading…
Reference in a new issue