This commit is contained in:
Walter Julius Hennecke 2014-03-09 22:47:15 +01:00
parent b9f90d4305
commit 4c152b09d0
1 changed files with 182 additions and 193 deletions

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@ -1,193 +1,182 @@
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// //
// $Logfile:: /Code/DLLs/game/torsoAimAndFireWeapon.hpp $ // $Logfile:: /Code/DLLs/game/torsoAimAndFireWeapon.hpp $
// $Revision:: 169 $ // $Revision:: 169 $
// $Author:: sketcher $ // $Author:: sketcher $
// $Date:: 4/26/02 2:22p $ // $Date:: 4/26/02 2:22p $
// //
// Copyright (C) 2002 by Ritual Entertainment, Inc. // Copyright (C) 2002 by Ritual Entertainment, Inc.
// All rights reserved. // All rights reserved.
// //
// This source may not be distributed and/or modified without // This source may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc. // expressly written permission by Ritual Entertainment, Inc.
// //
// //
// DESCRIPTION: // DESCRIPTION:
// SnipeEnemy Behavior Definition // SnipeEnemy Behavior Definition
// //
//-------------------------------------------------------------------------------- //--------------------------------------------------------------------------------
//============================== //==============================
// Forward Declarations // Forward Declarations
//============================== //==============================
class SnipeEnemy; class SnipeEnemy;
#ifndef __SNIPE_ENEMY___ #ifndef __SNIPE_ENEMY___
#define __SNIPE_ENEMY___ #define __SNIPE_ENEMY___
#include "behavior.h" #include "behavior.h"
#include "behaviors_general.h" #include "behaviors_general.h"
//------------------------- CLASS ------------------------------ //------------------------- CLASS ------------------------------
// //
// Name: TorsoAimAndFireWeapon // Name: TorsoAimAndFireWeapon
// Base Class: Behavior // Base Class: Behavior
// //
// Description: Aims the torso at the current enemy ( If the // Description: Aims the torso at the current enemy ( If the
// current enemy is within the passed in limits ) // current enemy is within the passed in limits )
// //
// //
// Method of Use: Called From State Machine // Method of Use: Called From State Machine
//-------------------------------------------------------------- //--------------------------------------------------------------
class SnipeEnemy : public Behavior class SnipeEnemy : public Behavior {
{ public:
//------------------------------------ //------------------------------------
// States // States
//------------------------------------ //------------------------------------
public: typedef enum {
typedef enum SNIPE_AIM_AND_FIRE_AIM,
{ SNIPE_AIM_AND_FIRE_PRE_FIRE,
SNIPE_AIM_AND_FIRE_AIM, SNIPE_AIM_AND_FIRE_ATTACK,
SNIPE_AIM_AND_FIRE_PRE_FIRE, SNIPE_AIM_AND_FIRE_POST_FIRE,
SNIPE_AIM_AND_FIRE_ATTACK, SNIPE_AIM_AND_FIRE_SUCCESS,
SNIPE_AIM_AND_FIRE_POST_FIRE, SNIPE_AIM_AND_FIRE_FAILED
SNIPE_AIM_AND_FIRE_SUCCESS, } SnipeAimAndFireStates_t;
SNIPE_AIM_AND_FIRE_FAILED
} SnipeAimAndFireStates_t; //-------------------------------------
// Public Interface
//------------------------------------ //-------------------------------------
// Parameters CLASS_PROTOTYPE(SnipeEnemy);
//------------------------------------
private: SnipeEnemy();
float _aimTime; ~SnipeEnemy();
float _lockDownTime;
float _maxTorsoYaw; void SetArgs(Event* ev);
float _maxTorsoPitch; void AnimDone(Event* ev);
float _maxTorsoTurnSpeed;
int _shots; void Begin(Actor& self);
BehaviorReturnCode_t Evaluate(Actor& self);
void End(Actor& self);
//-------------------------------------
// Internal Functionality // Accessors
//------------------------------------- virtual void Archive(Archiver& arc);
protected:
void transitionToState ( SnipeAimAndFireStates_t state ); protected:
void setInternalState ( SnipeAimAndFireStates_t state , const str &stateName ); //-------------------------------------
void init ( Actor &self ); // Internal Functionality
void think (); //-------------------------------------
void updateEnemy (); void transitionToState(SnipeAimAndFireStates_t state);
void AdjustTorsoAngles ( const Vector &tagPos , const Vector &watchPosition ); void setInternalState(SnipeAimAndFireStates_t state, const str& stateName);
void LerpTorsoBySpeed ( const Vector &angleDelta ); void init(Actor &self);
void think();
void setupStateAim (); void updateEnemy();
BehaviorReturnCode_t evaluateStateAim (); void AdjustTorsoAngles(const Vector& tagPos, const Vector& watchPosition);
void failureStateAim ( const str& failureReason ); void LerpTorsoBySpeed(const Vector& angleDelta);
void setupStatePreFire (); void setupStateAim();
BehaviorReturnCode_t evaluateStatePreFire (); BehaviorReturnCode_t evaluateStateAim();
void failureStatePreFire ( const str& failureReason ); void failureStateAim(const str& failureReason);
void setupStateAttack (); void setupStatePreFire();
BehaviorReturnCode_t evaluateStateAttack (); BehaviorReturnCode_t evaluateStatePreFire();
void failureStateAttack ( const str& failureReason ); void failureStatePreFire(const str& failureReason);
void setupStatePostFire (); void setupStateAttack();
BehaviorReturnCode_t evaluateStatePostFire (); BehaviorReturnCode_t evaluateStateAttack();
void failureStatePostFire ( const str& failureReason ); void failureStateAttack(const str& failureReason);
void setupStatePostFire();
BehaviorReturnCode_t evaluateStatePostFire();
//------------------------------------- void failureStatePostFire(const str& failureReason);
// Public Interface
//------------------------------------- private:
public: //------------------------------------
CLASS_PROTOTYPE( SnipeEnemy ); // Parameters
//------------------------------------
SnipeEnemy(); float _aimTime;
~SnipeEnemy(); float _lockDownTime;
float _maxTorsoYaw;
void SetArgs ( Event *ev ); float _maxTorsoPitch;
void AnimDone ( Event *ev ); float _maxTorsoTurnSpeed;
int _shots;
void Begin ( Actor &self );
BehaviorReturnCode_t Evaluate ( Actor &self ); //-------------------------------------
void End ( Actor &self ); // Components
//-------------------------------------
// Accessors FireWeapon _fireWeapon;
virtual void Archive ( Archiver &arc );
//-------------------------------------
//------------------------------------- // Member Variables
// Components //-------------------------------------
//------------------------------------- SnipeAimAndFireStates_t _state;
private: Vector _currentTorsoAngles;
FireWeapon _fireWeapon; float _endAimTime;
float _endLockDownTime;
//------------------------------------- EntityPtr _currentEnemy;
// Member Variables bool _canAttack;
//------------------------------------- bool _animDone;
private: str _aimAnim;
SnipeAimAndFireStates_t _state; str _preFireAnim;
Vector _currentTorsoAngles; str _fireAnim;
float _endAimTime; str _postFireAnim;
float _endLockDownTime; bool _fireFailed;
EntityPtr _currentEnemy; Vector _lastGoodPosition;
bool _canAttack; Vector _targetSpread;
bool _animDone; Actor* _self;
str _aimAnim; };
str _preFireAnim;
str _fireAnim; inline void SnipeEnemy::Archive(Archiver& arc) {
str _postFireAnim; Behavior::Archive(arc);
bool _fireFailed;
Vector _lastGoodPosition; //
Vector _targetSpread; // Archive Parameters
Actor *_self; //
arc.ArchiveFloat(&_aimTime);
arc.ArchiveFloat(&_lockDownTime);
}; arc.ArchiveFloat(&_maxTorsoYaw);
arc.ArchiveFloat(&_maxTorsoPitch);
inline void SnipeEnemy::Archive( Archiver &arc ) arc.ArchiveFloat(&_maxTorsoTurnSpeed);
{ arc.ArchiveInteger(&_shots);
Behavior::Archive ( arc ); arc.ArchiveVector(&_lastGoodPosition);
arc.ArchiveVector(&_targetSpread);
//
// Archive Parameters
// //
arc.ArchiveFloat( &_aimTime ); // Archive Components
arc.ArchiveFloat( &_lockDownTime ); //
arc.ArchiveFloat( &_maxTorsoYaw ); arc.ArchiveObject(&_fireWeapon);
arc.ArchiveFloat( &_maxTorsoPitch );
arc.ArchiveFloat( &_maxTorsoTurnSpeed ); //
arc.ArchiveInteger( &_shots ); // Archive Member Variables
arc.ArchiveVector( &_lastGoodPosition ); //
arc.ArchiveVector( &_targetSpread ); ArchiveEnum(_state, SnipeAimAndFireStates_t);
arc.ArchiveVector(&_currentTorsoAngles);
// arc.ArchiveFloat(&_endAimTime);
// Archive Components arc.ArchiveFloat(&_endLockDownTime);
// arc.ArchiveSafePointer(&_currentEnemy);
arc.ArchiveObject ( &_fireWeapon ); arc.ArchiveBool(&_canAttack);
arc.ArchiveBool(&_animDone);
// arc.ArchiveString(&_aimAnim);
// Archive Member Variables arc.ArchiveString(&_preFireAnim);
// arc.ArchiveString(&_fireAnim);
ArchiveEnum ( _state, SnipeAimAndFireStates_t ); arc.ArchiveString(&_postFireAnim);
arc.ArchiveVector ( &_currentTorsoAngles ); arc.ArchiveBool(&_fireFailed);
arc.ArchiveFloat( &_endAimTime ); arc.ArchiveObjectPointer((Class **)&_self);
arc.ArchiveFloat( &_endLockDownTime ); }
arc.ArchiveSafePointer( &_currentEnemy );
arc.ArchiveBool( &_canAttack );
arc.ArchiveBool( &_animDone ); #endif /* __SNIPE_ENEMY__ */
arc.ArchiveString( &_aimAnim );
arc.ArchiveString( &_preFireAnim );
arc.ArchiveString( &_fireAnim );
arc.ArchiveString( &_postFireAnim );
arc.ArchiveBool( &_fireFailed );
arc.ArchiveObjectPointer( ( Class ** )&_self );
}
#endif /* __SNIPE_ENEMY__ */