mirror of
https://github.com/UberGames/EF2GameSource.git
synced 2025-02-18 17:41:19 +00:00
reformat
This commit is contained in:
parent
bc0aecbafd
commit
5477f6b6b8
1 changed files with 188 additions and 199 deletions
|
@ -1,199 +1,188 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// $Logfile:: /Code/DLLs/game/torsoAimAndFireWeapon.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:
|
||||
// torsoAimAndFireWeapon Behavior Definition
|
||||
//
|
||||
//--------------------------------------------------------------------------------
|
||||
|
||||
|
||||
//==============================
|
||||
// Forward Declarations
|
||||
//==============================
|
||||
class TorsoAimAndFireWeapon;
|
||||
|
||||
#ifndef __TORSO_AIM_AND_FIRE_WEAPON___
|
||||
#define __TORSO_AIM_AND_FIRE_WEAPON___
|
||||
|
||||
#include "behavior.h"
|
||||
#include "behaviors_general.h"
|
||||
|
||||
//------------------------- CLASS ------------------------------
|
||||
//
|
||||
// Name: TorsoAimAndFireWeapon
|
||||
// Base Class: Behavior
|
||||
//
|
||||
// Description: Aims the torso at the current enemy ( If the
|
||||
// current enemy is within the passed in limits )
|
||||
//
|
||||
//
|
||||
// Method of Use: Called From State Machine
|
||||
//--------------------------------------------------------------
|
||||
class TorsoAimAndFireWeapon : public Behavior
|
||||
{
|
||||
//------------------------------------
|
||||
// States
|
||||
//------------------------------------
|
||||
public:
|
||||
typedef enum
|
||||
{
|
||||
TORSO_AIM_AND_FIRE_AIM,
|
||||
TORSO_AIM_AND_FIRE_PRE_FIRE,
|
||||
TORSO_AIM_AND_FIRE_ATTACK,
|
||||
TORSO_AIM_AND_FIRE_POST_FIRE,
|
||||
TORSO_AIM_AND_FIRE_SUCCESS,
|
||||
TORSO_AIM_AND_FIRE_FAILED
|
||||
} TorsoAimAndFireStates_t;
|
||||
|
||||
//------------------------------------
|
||||
// Parameters
|
||||
//------------------------------------
|
||||
private:
|
||||
float _aimTimeMin;
|
||||
float _aimTimeMax;
|
||||
float _fireTimeMin;
|
||||
float _fireTimeMax;
|
||||
bool _forceAttack;
|
||||
float _maxTorsoYaw;
|
||||
float _maxTorsoPitch;
|
||||
float _maxTorsoTurnSpeed;
|
||||
int _shots;
|
||||
bool _aimOnly;
|
||||
bool _repeat;
|
||||
|
||||
//-------------------------------------
|
||||
// Internal Functionality
|
||||
//-------------------------------------
|
||||
protected:
|
||||
void transitionToState ( TorsoAimAndFireStates_t state );
|
||||
void setInternalState ( TorsoAimAndFireStates_t state , const str &stateName );
|
||||
void init ( Actor &self );
|
||||
void think ();
|
||||
void updateEnemy ();
|
||||
void AdjustTorsoAngles ( const Vector &tagPos , const Vector &watchPosition );
|
||||
void LerpTorsoBySpeed ( const Vector &angleDelta );
|
||||
|
||||
void setupStateAim ();
|
||||
BehaviorReturnCode_t evaluateStateAim ();
|
||||
void failureStateAim ( const str& failureReason );
|
||||
|
||||
void setupStatePreFire ();
|
||||
BehaviorReturnCode_t evaluateStatePreFire ();
|
||||
void failureStatePreFire ( const str& failureReason );
|
||||
|
||||
void setupStateAttack ();
|
||||
BehaviorReturnCode_t evaluateStateAttack ();
|
||||
void failureStateAttack ( const str& failureReason );
|
||||
|
||||
void setupStatePostFire ();
|
||||
BehaviorReturnCode_t evaluateStatePostFire ();
|
||||
void failureStatePostFire ( const str& failureReason );
|
||||
|
||||
|
||||
|
||||
//-------------------------------------
|
||||
// Public Interface
|
||||
//-------------------------------------
|
||||
public:
|
||||
CLASS_PROTOTYPE( TorsoAimAndFireWeapon );
|
||||
|
||||
TorsoAimAndFireWeapon();
|
||||
~TorsoAimAndFireWeapon();
|
||||
|
||||
void SetArgs ( Event *ev );
|
||||
void AnimDone ( Event *ev );
|
||||
|
||||
void Begin ( Actor &self );
|
||||
BehaviorReturnCode_t Evaluate ( Actor &self );
|
||||
void End ( Actor &self );
|
||||
|
||||
// Accessors
|
||||
virtual void Archive ( Archiver &arc );
|
||||
|
||||
//-------------------------------------
|
||||
// Components
|
||||
//-------------------------------------
|
||||
private:
|
||||
FireWeapon _fireWeapon;
|
||||
|
||||
//-------------------------------------
|
||||
// Member Variables
|
||||
//-------------------------------------
|
||||
private:
|
||||
TorsoAimAndFireStates_t _state;
|
||||
Vector _currentTorsoAngles;
|
||||
float _endFireTime;
|
||||
float _endAimTime;
|
||||
EntityPtr _currentEnemy;
|
||||
bool _canAttack;
|
||||
bool _animDone;
|
||||
str _aimAnim;
|
||||
str _preFireAnim;
|
||||
str _fireAnim;
|
||||
str _postFireAnim;
|
||||
bool _fireFailed;
|
||||
bool _endOnAimFail;
|
||||
Actor *_self;
|
||||
|
||||
|
||||
};
|
||||
|
||||
inline void TorsoAimAndFireWeapon::Archive( Archiver &arc )
|
||||
{
|
||||
Behavior::Archive ( arc );
|
||||
|
||||
//
|
||||
// Archive Parameters
|
||||
//
|
||||
arc.ArchiveFloat( &_aimTimeMin );
|
||||
arc.ArchiveFloat( &_aimTimeMax );
|
||||
arc.ArchiveFloat( &_fireTimeMin );
|
||||
arc.ArchiveFloat( &_fireTimeMax );
|
||||
arc.ArchiveBool( &_forceAttack );
|
||||
arc.ArchiveFloat( &_maxTorsoYaw );
|
||||
arc.ArchiveFloat( &_maxTorsoPitch );
|
||||
arc.ArchiveFloat( &_maxTorsoTurnSpeed );
|
||||
arc.ArchiveBool( &_aimOnly );
|
||||
arc.ArchiveInteger( &_shots );
|
||||
arc.ArchiveBool( &_repeat );
|
||||
|
||||
//
|
||||
// Archive Components
|
||||
//
|
||||
arc.ArchiveObject ( &_fireWeapon );
|
||||
|
||||
//
|
||||
// Archive Member Variables
|
||||
//
|
||||
ArchiveEnum ( _state, TorsoAimAndFireStates_t );
|
||||
arc.ArchiveVector ( &_currentTorsoAngles );
|
||||
|
||||
arc.ArchiveFloat( &_endFireTime );
|
||||
arc.ArchiveFloat( &_endAimTime );
|
||||
arc.ArchiveSafePointer( &_currentEnemy );
|
||||
arc.ArchiveBool( &_canAttack );
|
||||
arc.ArchiveBool( &_animDone );
|
||||
arc.ArchiveString( &_aimAnim );
|
||||
arc.ArchiveString( &_preFireAnim );
|
||||
arc.ArchiveString( &_fireAnim );
|
||||
arc.ArchiveString( &_postFireAnim );
|
||||
arc.ArchiveBool( &_fireFailed );
|
||||
arc.ArchiveBool( &_endOnAimFail );
|
||||
|
||||
arc.ArchiveObjectPointer( ( Class ** )&_self );
|
||||
}
|
||||
|
||||
|
||||
#endif /* __TORSO_AIM_AND_FIRE_WEAPON___ */
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// $Logfile:: /Code/DLLs/game/torsoAimAndFireWeapon.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:
|
||||
// torsoAimAndFireWeapon Behavior Definition
|
||||
//
|
||||
//--------------------------------------------------------------------------------
|
||||
|
||||
|
||||
//==============================
|
||||
// Forward Declarations
|
||||
//==============================
|
||||
class TorsoAimAndFireWeapon;
|
||||
|
||||
#ifndef __TORSO_AIM_AND_FIRE_WEAPON___
|
||||
#define __TORSO_AIM_AND_FIRE_WEAPON___
|
||||
|
||||
#include "behavior.h"
|
||||
#include "behaviors_general.h"
|
||||
|
||||
//------------------------- CLASS ------------------------------
|
||||
//
|
||||
// Name: TorsoAimAndFireWeapon
|
||||
// Base Class: Behavior
|
||||
//
|
||||
// Description: Aims the torso at the current enemy ( If the
|
||||
// current enemy is within the passed in limits )
|
||||
//
|
||||
//
|
||||
// Method of Use: Called From State Machine
|
||||
//--------------------------------------------------------------
|
||||
class TorsoAimAndFireWeapon : public Behavior {
|
||||
public:
|
||||
//------------------------------------
|
||||
// States
|
||||
//------------------------------------
|
||||
typedef enum {
|
||||
TORSO_AIM_AND_FIRE_AIM,
|
||||
TORSO_AIM_AND_FIRE_PRE_FIRE,
|
||||
TORSO_AIM_AND_FIRE_ATTACK,
|
||||
TORSO_AIM_AND_FIRE_POST_FIRE,
|
||||
TORSO_AIM_AND_FIRE_SUCCESS,
|
||||
TORSO_AIM_AND_FIRE_FAILED
|
||||
} TorsoAimAndFireStates_t;
|
||||
|
||||
//-------------------------------------
|
||||
// Public Interface
|
||||
//-------------------------------------
|
||||
CLASS_PROTOTYPE(TorsoAimAndFireWeapon);
|
||||
|
||||
TorsoAimAndFireWeapon();
|
||||
~TorsoAimAndFireWeapon();
|
||||
|
||||
void SetArgs(Event* ev);
|
||||
void AnimDone(Event* ev);
|
||||
|
||||
void Begin(Actor& self);
|
||||
BehaviorReturnCode_t Evaluate(Actor& self);
|
||||
void End(Actor& self);
|
||||
|
||||
// Accessors
|
||||
virtual void Archive(Archiver& arc);
|
||||
|
||||
protected:
|
||||
//-------------------------------------
|
||||
// Internal Functionality
|
||||
//-------------------------------------
|
||||
void transitionToState(TorsoAimAndFireStates_t state);
|
||||
void setInternalState(TorsoAimAndFireStates_t state, const str& stateName);
|
||||
void init(Actor &self);
|
||||
void think();
|
||||
void updateEnemy();
|
||||
void AdjustTorsoAngles(const Vector& tagPos, const Vector& watchPosition);
|
||||
void LerpTorsoBySpeed(const Vector& angleDelta);
|
||||
|
||||
void setupStateAim();
|
||||
BehaviorReturnCode_t evaluateStateAim();
|
||||
void failureStateAim(const str& failureReason);
|
||||
|
||||
void setupStatePreFire();
|
||||
BehaviorReturnCode_t evaluateStatePreFire();
|
||||
void failureStatePreFire(const str& failureReason);
|
||||
|
||||
void setupStateAttack();
|
||||
BehaviorReturnCode_t evaluateStateAttack();
|
||||
void failureStateAttack(const str& failureReason);
|
||||
|
||||
void setupStatePostFire();
|
||||
BehaviorReturnCode_t evaluateStatePostFire();
|
||||
void failureStatePostFire(const str& failureReason);
|
||||
|
||||
private:
|
||||
//------------------------------------
|
||||
// Parameters
|
||||
//------------------------------------
|
||||
float _aimTimeMin;
|
||||
float _aimTimeMax;
|
||||
float _fireTimeMin;
|
||||
float _fireTimeMax;
|
||||
bool _forceAttack;
|
||||
float _maxTorsoYaw;
|
||||
float _maxTorsoPitch;
|
||||
float _maxTorsoTurnSpeed;
|
||||
int _shots;
|
||||
bool _aimOnly;
|
||||
bool _repeat;
|
||||
|
||||
//-------------------------------------
|
||||
// Components
|
||||
//-------------------------------------
|
||||
FireWeapon _fireWeapon;
|
||||
|
||||
//-------------------------------------
|
||||
// Member Variables
|
||||
//-------------------------------------
|
||||
TorsoAimAndFireStates_t _state;
|
||||
Vector _currentTorsoAngles;
|
||||
float _endFireTime;
|
||||
float _endAimTime;
|
||||
EntityPtr _currentEnemy;
|
||||
bool _canAttack;
|
||||
bool _animDone;
|
||||
str _aimAnim;
|
||||
str _preFireAnim;
|
||||
str _fireAnim;
|
||||
str _postFireAnim;
|
||||
bool _fireFailed;
|
||||
bool _endOnAimFail;
|
||||
Actor* _self;
|
||||
};
|
||||
|
||||
inline void TorsoAimAndFireWeapon::Archive(Archiver& arc) {
|
||||
Behavior::Archive(arc);
|
||||
|
||||
//
|
||||
// Archive Parameters
|
||||
//
|
||||
arc.ArchiveFloat(&_aimTimeMin);
|
||||
arc.ArchiveFloat(&_aimTimeMax);
|
||||
arc.ArchiveFloat(&_fireTimeMin);
|
||||
arc.ArchiveFloat(&_fireTimeMax);
|
||||
arc.ArchiveBool(&_forceAttack);
|
||||
arc.ArchiveFloat(&_maxTorsoYaw);
|
||||
arc.ArchiveFloat(&_maxTorsoPitch);
|
||||
arc.ArchiveFloat(&_maxTorsoTurnSpeed);
|
||||
arc.ArchiveBool(&_aimOnly);
|
||||
arc.ArchiveInteger(&_shots);
|
||||
arc.ArchiveBool(&_repeat);
|
||||
|
||||
//
|
||||
// Archive Components
|
||||
//
|
||||
arc.ArchiveObject(&_fireWeapon);
|
||||
|
||||
//
|
||||
// Archive Member Variables
|
||||
//
|
||||
ArchiveEnum(_state, TorsoAimAndFireStates_t);
|
||||
arc.ArchiveVector(&_currentTorsoAngles);
|
||||
|
||||
arc.ArchiveFloat(&_endFireTime);
|
||||
arc.ArchiveFloat(&_endAimTime);
|
||||
arc.ArchiveSafePointer(&_currentEnemy);
|
||||
arc.ArchiveBool(&_canAttack);
|
||||
arc.ArchiveBool(&_animDone);
|
||||
arc.ArchiveString(&_aimAnim);
|
||||
arc.ArchiveString(&_preFireAnim);
|
||||
arc.ArchiveString(&_fireAnim);
|
||||
arc.ArchiveString(&_postFireAnim);
|
||||
arc.ArchiveBool(&_fireFailed);
|
||||
arc.ArchiveBool(&_endOnAimFail);
|
||||
|
||||
arc.ArchiveObjectPointer((Class **)&_self);
|
||||
}
|
||||
|
||||
|
||||
#endif /* __TORSO_AIM_AND_FIRE_WEAPON___ */
|
||||
|
|
Loading…
Reference in a new issue