This commit is contained in:
Walter Julius Hennecke 2014-03-09 22:31:34 +01:00
parent b383c78ad6
commit 215304162d

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@ -1,167 +1,158 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/closeInOnEnemy.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 Patrol;
#ifndef __PATROL_HPP__
#define __PATROL_HPP__
//------------------------- CLASS ------------------------------
//
// Name: Patrol
// Base Class: Behavior
//
// Description: Makes the actor use Patrol Helper Nodes
//
// Method of Use: Statemachine or another behavior
//--------------------------------------------------------------
class Patrol : public Behavior
{
//------------------------------------
// States
//------------------------------------
public:
typedef enum
{
PATROL_FIND_CLOSEST_PATROL_NODE,
PATROL_MOVING_TO_PATROL_NODE,
PATROL_AT_PATROL_NODE,
PATROL_WAITING_AT_NODE,
PATROL_WAITING_AT_NODE_FOR_ANIM,
PATROL_FIND_NEXT_PATROL_NODE,
PATROL_HOLD,
PATROL_FAILED,
PATROL_SUCCESSFUL,
} patrolStates_t;
//------------------------------------
// Parameters
//------------------------------------
private:
//-------------------------------------
// Internal Functionality
//-------------------------------------
protected:
void _init( Actor &self );
bool _setupFindClosestPatrolNode ( Actor &self );
void _setupFindClosestPatrolNodeFailed ( Actor &self );
void _findClosestPatrolNode ( Actor &self );
void _findClosestPatrolNodeFailed ( Actor &self );
bool _setupMovingToPatrolNode ( Actor &self );
void _setupMovingToPatrolNodeFailed ( Actor &self );
void _moveToPatrolNode ( Actor &self );
void _moveToPatrolNodeFailed ( Actor &self );
bool _setupAtPatrolNode ( Actor &self );
void _setupAtPatrolNodeFailed ( Actor &self );
void _atPatrolNode ( Actor &self );
bool _setupWaitingAtPatrolNode ( Actor &self );
void _setupWaitingAtPatrolNodeFailed ( Actor &self );
void _waitAtPatrolNode ( Actor &self );
bool _setupWaitingAtPatrolNodeForAnim ( Actor &self );
void _setupWaitingAtPatrolNodeForAnimFailed ( Actor &self );
void _waitAtPatrolNodeForAnim ( Actor &self );
bool _setupFindNextPatrolNode ( Actor &self );
void _setupFindNextPatrolNodeFailed ( Actor &self );
void _findNextPatrolNode ( Actor &self );
bool _setupHold ( Actor &self );
void _setupHoldFailed ( Actor &self );
void _hold ( Actor &self );
//-------------------------------------
// Public Interface
//-------------------------------------
public:
CLASS_PROTOTYPE( Patrol );
Patrol();
~Patrol();
void SetArgs ( Event *ev );
void AnimDone ( Event *ev );
void Begin ( Actor &self );
BehaviorReturnCode_t Evaluate ( Actor &self );
void End ( Actor &self );
virtual void Archive ( Archiver &arc );
void SetAnim ( const str& anim );
void SetInitialNode( HelperNode* node );
//-------------------------------------
// Components
//-------------------------------------
private:
GotoPoint _gotoHelperNode;
//-------------------------------------
// Member Variables
//-------------------------------------
private:
HelperNodePtr _node;
HelperNodePtr _lastNode;
unsigned int _state;
int _moveFailures;
float _nextMoveAttempt;
float _waitTime;
str _torsoAnim;
str _anim;
};
inline void Patrol::SetInitialNode( HelperNode *node )
{
_node = node;
}
inline void Patrol::SetAnim( const str &anim )
{
_anim = anim;
}
inline void Patrol::Archive( Archiver &arc )
{
Behavior::Archive ( arc );
// Archive Parmeters
// Archive Components
arc.ArchiveObject ( &_gotoHelperNode );
// Archive Member Vars
arc.ArchiveSafePointer ( &_node );
arc.ArchiveSafePointer ( &_lastNode );
arc.ArchiveUnsigned ( &_state );
arc.ArchiveInteger ( &_moveFailures );
arc.ArchiveFloat ( &_nextMoveAttempt );
arc.ArchiveFloat ( &_waitTime );
arc.ArchiveString ( &_torsoAnim );
arc.ArchiveString ( &_anim );
}
#endif /* PATROL_HPP */
//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/closeInOnEnemy.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 Patrol;
#ifndef __PATROL_HPP__
#define __PATROL_HPP__
//------------------------- CLASS ------------------------------
//
// Name: Patrol
// Base Class: Behavior
//
// Description: Makes the actor use Patrol Helper Nodes
//
// Method of Use: Statemachine or another behavior
//--------------------------------------------------------------
class Patrol : public Behavior {
public:
//------------------------------------
// States
//------------------------------------
typedef enum {
PATROL_FIND_CLOSEST_PATROL_NODE,
PATROL_MOVING_TO_PATROL_NODE,
PATROL_AT_PATROL_NODE,
PATROL_WAITING_AT_NODE,
PATROL_WAITING_AT_NODE_FOR_ANIM,
PATROL_FIND_NEXT_PATROL_NODE,
PATROL_HOLD,
PATROL_FAILED,
PATROL_SUCCESSFUL,
} patrolStates_t;
//-------------------------------------
// Public Interface
//-------------------------------------
CLASS_PROTOTYPE(Patrol);
Patrol();
~Patrol();
void SetArgs(Event* ev);
void AnimDone(Event* ev);
void Begin(Actor& self);
BehaviorReturnCode_t Evaluate(Actor& self);
void End(Actor& self);
virtual void Archive(Archiver& arc);
void SetAnim(const str& anim);
void SetInitialNode(HelperNode* node);
protected:
//-------------------------------------
// Internal Functionality
//-------------------------------------
void _init(Actor& self);
bool _setupFindClosestPatrolNode(Actor& self);
void _setupFindClosestPatrolNodeFailed(Actor& self);
void _findClosestPatrolNode(Actor& self);
void _findClosestPatrolNodeFailed(Actor& self);
bool _setupMovingToPatrolNode(Actor& self);
void _setupMovingToPatrolNodeFailed(Actor& self);
void _moveToPatrolNode(Actor& self);
void _moveToPatrolNodeFailed(Actor& self);
bool _setupAtPatrolNode(Actor& self);
void _setupAtPatrolNodeFailed(Actor& self);
void _atPatrolNode(Actor& self);
bool _setupWaitingAtPatrolNode(Actor& self);
void _setupWaitingAtPatrolNodeFailed(Actor& self);
void _waitAtPatrolNode(Actor& self);
bool _setupWaitingAtPatrolNodeForAnim(Actor& self);
void _setupWaitingAtPatrolNodeForAnimFailed(Actor& self);
void _waitAtPatrolNodeForAnim(Actor& self);
bool _setupFindNextPatrolNode(Actor& self);
void _setupFindNextPatrolNodeFailed(Actor& self);
void _findNextPatrolNode(Actor& self);
bool _setupHold(Actor& self);
void _setupHoldFailed(Actor& self);
void _hold(Actor& self);
private:
//------------------------------------
// Parameters
//------------------------------------
//-------------------------------------
// Components
//-------------------------------------
GotoPoint _gotoHelperNode;
//-------------------------------------
// Member Variables
//-------------------------------------
HelperNodePtr _node;
HelperNodePtr _lastNode;
unsigned int _state;
int _moveFailures;
float _nextMoveAttempt;
float _waitTime;
str _torsoAnim;
str _anim;
};
inline void Patrol::SetInitialNode(HelperNode* node) {
_node = node;
}
inline void Patrol::SetAnim(const str& anim) {
_anim = anim;
}
inline void Patrol::Archive(Archiver& arc) {
Behavior::Archive(arc);
// Archive Parmeters
// Archive Components
arc.ArchiveObject(&_gotoHelperNode);
// Archive Member Vars
arc.ArchiveSafePointer(&_node);
arc.ArchiveSafePointer(&_lastNode);
arc.ArchiveUnsigned(&_state);
arc.ArchiveInteger(&_moveFailures);
arc.ArchiveFloat(&_nextMoveAttempt);
arc.ArchiveFloat(&_waitTime);
arc.ArchiveString(&_torsoAnim);
arc.ArchiveString(&_anim);
}
#endif /* PATROL_HPP */