This commit is contained in:
Walter Julius Hennecke 2014-03-09 23:04:25 +01:00
parent bc0aecbafd
commit 5477f6b6b8
1 changed files with 188 additions and 199 deletions

View File

@ -40,14 +40,12 @@ class TorsoAimAndFireWeapon;
//
// Method of Use: Called From State Machine
//--------------------------------------------------------------
class TorsoAimAndFireWeapon : public Behavior
{
class TorsoAimAndFireWeapon : public Behavior {
public:
//------------------------------------
// States
//------------------------------------
public:
typedef enum
{
typedef enum {
TORSO_AIM_AND_FIRE_AIM,
TORSO_AIM_AND_FIRE_PRE_FIRE,
TORSO_AIM_AND_FIRE_ATTACK,
@ -56,26 +54,28 @@ class TorsoAimAndFireWeapon : public Behavior
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;
//-------------------------------------
// 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
//-------------------------------------
protected:
void transitionToState(TorsoAimAndFireStates_t state);
void setInternalState(TorsoAimAndFireStates_t state, const str& stateName);
void init(Actor &self);
@ -100,37 +100,30 @@ class TorsoAimAndFireWeapon : public Behavior
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 );
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
//-------------------------------------
private:
FireWeapon _fireWeapon;
//-------------------------------------
// Member Variables
//-------------------------------------
private:
TorsoAimAndFireStates_t _state;
Vector _currentTorsoAngles;
float _endFireTime;
@ -145,12 +138,9 @@ class TorsoAimAndFireWeapon : public Behavior
bool _fireFailed;
bool _endOnAimFail;
Actor* _self;
};
inline void TorsoAimAndFireWeapon::Archive( Archiver &arc )
{
inline void TorsoAimAndFireWeapon::Archive(Archiver& arc) {
Behavior::Archive(arc);
//
@ -196,4 +186,3 @@ inline void TorsoAimAndFireWeapon::Archive( Archiver &arc )
#endif /* __TORSO_AIM_AND_FIRE_WEAPON___ */