This commit is contained in:
Walter Julius Hennecke 2014-03-09 22:50:35 +01:00
parent 4c152b09d0
commit b212dbff25

View file

@ -40,14 +40,12 @@ class StationaryFireCombat;
// //
// Method of Use: Called From State Machine // Method of Use: Called From State Machine
//-------------------------------------------------------------- //--------------------------------------------------------------
class StationaryFireCombat : public Behavior class StationaryFireCombat : public Behavior {
{ public:
//------------------------------------ //------------------------------------
// States // States
//------------------------------------ //------------------------------------
public: typedef enum {
typedef enum
{
STATIONARY_FIRE_AIM, STATIONARY_FIRE_AIM,
STATIONARY_FIRE_PRE_FIRE, STATIONARY_FIRE_PRE_FIRE,
STATIONARY_FIRE_ATTACK, STATIONARY_FIRE_ATTACK,
@ -56,55 +54,9 @@ class StationaryFireCombat : public Behavior
STATIONARY_FIRE_FAILED STATIONARY_FIRE_FAILED
} StationaryFireStates_t; } StationaryFireStates_t;
//------------------------------------
// Parameters
//------------------------------------
private:
str _aimAnim;
str _preFireAnim;
str _fireAnim;
str _postFireAnim;
str _stance;
float _aimTimeMin;
float _aimTimeMax;
float _fireTimeMin;
float _fireTimeMax;
//-------------------------------------
// Internal Functionality
//-------------------------------------
protected:
void transitionToState ( StationaryFireStates_t state );
void setInternalState ( StationaryFireStates_t state , const str &stateName );
void init ( Actor &self );
void think ();
void updateEnemy ();
void faceEnemy ();
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 Interface
//------------------------------------- //-------------------------------------
public:
CLASS_PROTOTYPE(StationaryFireCombat); CLASS_PROTOTYPE(StationaryFireCombat);
StationaryFireCombat(); StationaryFireCombat();
@ -128,22 +80,58 @@ class StationaryFireCombat : public Behavior
void SetFireTimeMin(float minTime) { _fireTimeMin = minTime; } void SetFireTimeMin(float minTime) { _fireTimeMin = minTime; }
void SetFireTimeMax(float maxTime) { _fireTimeMax = maxTime; } void SetFireTimeMax(float maxTime) { _fireTimeMax = maxTime; }
virtual void Archive(Archiver& arc); virtual void Archive(Archiver& arc);
protected:
//-------------------------------------
// Internal Functionality
//-------------------------------------
void transitionToState(StationaryFireStates_t state);
void setInternalState(StationaryFireStates_t state, const str& stateName);
void init(Actor& self);
void think();
void updateEnemy();
void faceEnemy();
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
//------------------------------------
str _aimAnim;
str _preFireAnim;
str _fireAnim;
str _postFireAnim;
str _stance;
float _aimTimeMin;
float _aimTimeMax;
float _fireTimeMin;
float _fireTimeMax;
//------------------------------------- //-------------------------------------
// Components // Components
//------------------------------------- //-------------------------------------
private:
FireWeapon _fireWeapon; FireWeapon _fireWeapon;
RotateToEntity _rotateToEntity; RotateToEntity _rotateToEntity;
//------------------------------------- //-------------------------------------
// Member Variables // Member Variables
//------------------------------------- //-------------------------------------
private:
StationaryFireStates_t _state; StationaryFireStates_t _state;
float _endFireTime; float _endFireTime;
float _endAimTime; float _endAimTime;
@ -151,12 +139,9 @@ class StationaryFireCombat : public Behavior
bool _animDone; bool _animDone;
bool _canAttack; bool _canAttack;
Actor* _self; Actor* _self;
}; };
inline void StationaryFireCombat::Archive( Archiver &arc ) inline void StationaryFireCombat::Archive(Archiver& arc) {
{
Behavior::Archive(arc); Behavior::Archive(arc);
// //