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

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@ -1,195 +1,180 @@
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// //
// $Logfile:: /Code/DLLs/game/stationaryFireCombat.hpp $ // $Logfile:: /Code/DLLs/game/stationaryFireCombat.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:
// StationaryFireCombat Behavior Definition // StationaryFireCombat Behavior Definition
// //
//-------------------------------------------------------------------------------- //--------------------------------------------------------------------------------
//============================== //==============================
// Forward Declarations // Forward Declarations
//============================== //==============================
class StationaryFireCombat; class StationaryFireCombat;
#ifndef __STATIONARY_FIRE_COMBAT___ #ifndef __STATIONARY_FIRE_COMBAT___
#define __STATIONARY_FIRE_COMBAT___ #define __STATIONARY_FIRE_COMBAT___
#include "behavior.h" #include "behavior.h"
#include "behaviors_general.h" #include "behaviors_general.h"
#include "gotoHelperNode.hpp" #include "gotoHelperNode.hpp"
#include "rotateToEntity.hpp" #include "rotateToEntity.hpp"
//------------------------- CLASS ------------------------------ //------------------------- CLASS ------------------------------
// //
// Name: CoverCombatWithRangedWeapon // Name: CoverCombatWithRangedWeapon
// Base Class: Behavior // Base Class: Behavior
// //
// Description: // Description:
// //
// 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_PRE_FIRE,
STATIONARY_FIRE_AIM, STATIONARY_FIRE_ATTACK,
STATIONARY_FIRE_PRE_FIRE, STATIONARY_FIRE_POST_FIRE,
STATIONARY_FIRE_ATTACK, STATIONARY_FIRE_SUCCESS,
STATIONARY_FIRE_POST_FIRE, STATIONARY_FIRE_FAILED
STATIONARY_FIRE_SUCCESS, } StationaryFireStates_t;
STATIONARY_FIRE_FAILED
} StationaryFireStates_t; //-------------------------------------
// Public Interface
//------------------------------------ //-------------------------------------
// Parameters CLASS_PROTOTYPE(StationaryFireCombat);
//------------------------------------
private: StationaryFireCombat();
str _aimAnim; ~StationaryFireCombat();
str _preFireAnim;
str _fireAnim; void SetArgs(Event* ev);
str _postFireAnim; void AnimDone(Event* ev);
str _stance;
float _aimTimeMin; void Begin(Actor& self);
float _aimTimeMax; BehaviorReturnCode_t Evaluate(Actor& self);
float _fireTimeMin; void End(Actor& self);
float _fireTimeMax;
// Accessors
void SetAimAnim(const str& anim) { _aimAnim = anim; }
//------------------------------------- void SetFireAnim(const str& anim) { _fireAnim = anim; }
// Internal Functionality void SetPreFireAnim(const str& anim) { _preFireAnim = anim; }
//------------------------------------- void SetPostFireAnim(const str& anim) { _postFireAnim = anim; }
protected: void SetStance(const str& anim) { _stance = anim; }
void transitionToState ( StationaryFireStates_t state ); void SetAimTimeMin(float minTime) { _aimTimeMin = minTime; }
void setInternalState ( StationaryFireStates_t state , const str &stateName ); void SetAimTimeMax(float maxTime) { _aimTimeMax = maxTime; }
void init ( Actor &self ); void SetFireTimeMin(float minTime) { _fireTimeMin = minTime; }
void think (); void SetFireTimeMax(float maxTime) { _fireTimeMax = maxTime; }
void updateEnemy ();
void faceEnemy (); virtual void Archive(Archiver& arc);
void setupStateAim (); protected:
BehaviorReturnCode_t evaluateStateAim (); //-------------------------------------
void failureStateAim ( const str& failureReason ); // Internal Functionality
//-------------------------------------
void setupStatePreFire (); void transitionToState(StationaryFireStates_t state);
BehaviorReturnCode_t evaluateStatePreFire (); void setInternalState(StationaryFireStates_t state, const str& stateName);
void failureStatePreFire ( const str& failureReason ); void init(Actor& self);
void think();
void setupStateAttack (); void updateEnemy();
BehaviorReturnCode_t evaluateStateAttack (); void faceEnemy();
void failureStateAttack ( const str& failureReason );
void setupStateAim();
void setupStatePostFire (); BehaviorReturnCode_t evaluateStateAim();
BehaviorReturnCode_t evaluateStatePostFire (); void failureStateAim(const str& failureReason);
void failureStatePostFire ( const str& failureReason );
void setupStatePreFire();
BehaviorReturnCode_t evaluateStatePreFire();
void failureStatePreFire(const str& failureReason);
//------------------------------------- void setupStateAttack();
// Public Interface BehaviorReturnCode_t evaluateStateAttack();
//------------------------------------- void failureStateAttack(const str& failureReason);
public:
CLASS_PROTOTYPE( StationaryFireCombat ); void setupStatePostFire();
BehaviorReturnCode_t evaluateStatePostFire();
StationaryFireCombat(); void failureStatePostFire(const str& failureReason);
~StationaryFireCombat();
private:
void SetArgs ( Event *ev ); //------------------------------------
void AnimDone ( Event *ev ); // Parameters
//------------------------------------
void Begin ( Actor &self ); str _aimAnim;
BehaviorReturnCode_t Evaluate ( Actor &self ); str _preFireAnim;
void End ( Actor &self ); str _fireAnim;
str _postFireAnim;
// Accessors str _stance;
void SetAimAnim ( const str &anim ) { _aimAnim = anim; } float _aimTimeMin;
void SetFireAnim ( const str &anim ) { _fireAnim = anim; } float _aimTimeMax;
void SetPreFireAnim ( const str &anim ) { _preFireAnim = anim; } float _fireTimeMin;
void SetPostFireAnim ( const str &anim ) { _postFireAnim = anim; } float _fireTimeMax;
void SetStance ( const str &anim ) { _stance = anim; }
void SetAimTimeMin ( float minTime ) { _aimTimeMin = minTime; } //-------------------------------------
void SetAimTimeMax ( float maxTime ) { _aimTimeMax = maxTime; } // Components
void SetFireTimeMin ( float minTime ) { _fireTimeMin = minTime; } //-------------------------------------
void SetFireTimeMax ( float maxTime ) { _fireTimeMax = maxTime; } FireWeapon _fireWeapon;
RotateToEntity _rotateToEntity;
//-------------------------------------
virtual void Archive ( Archiver &arc ); // Member Variables
//-------------------------------------
//------------------------------------- StationaryFireStates_t _state;
// Components float _endFireTime;
//------------------------------------- float _endAimTime;
private: EntityPtr _currentEnemy;
FireWeapon _fireWeapon; bool _animDone;
RotateToEntity _rotateToEntity; bool _canAttack;
Actor* _self;
};
//-------------------------------------
// Member Variables inline void StationaryFireCombat::Archive(Archiver& arc) {
//------------------------------------- Behavior::Archive(arc);
private:
StationaryFireStates_t _state; //
float _endFireTime; // Archive Parameters
float _endAimTime; //
EntityPtr _currentEnemy; arc.ArchiveString(&_aimAnim);
bool _animDone; arc.ArchiveString(&_preFireAnim);
bool _canAttack; arc.ArchiveString(&_fireAnim);
Actor *_self; arc.ArchiveString(&_postFireAnim);
arc.ArchiveString(&_stance);
arc.ArchiveFloat(&_aimTimeMin);
}; arc.ArchiveFloat(&_aimTimeMax);
arc.ArchiveFloat(&_fireTimeMin);
inline void StationaryFireCombat::Archive( Archiver &arc ) arc.ArchiveFloat(&_fireTimeMax);
{
Behavior::Archive ( arc ); //
// Archive Components
// //
// Archive Parameters arc.ArchiveObject(&_fireWeapon);
// arc.ArchiveObject(&_rotateToEntity);
arc.ArchiveString ( &_aimAnim );
arc.ArchiveString ( &_preFireAnim ); //
arc.ArchiveString ( &_fireAnim ); // Archive Member Variables
arc.ArchiveString ( &_postFireAnim ); //
arc.ArchiveString ( &_stance ); ArchiveEnum(_state, StationaryFireStates_t);
arc.ArchiveFloat ( &_aimTimeMin ); arc.ArchiveFloat(&_endFireTime);
arc.ArchiveFloat ( &_aimTimeMax ); arc.ArchiveFloat(&_endAimTime);
arc.ArchiveFloat ( &_fireTimeMin ); arc.ArchiveSafePointer(&_currentEnemy);
arc.ArchiveFloat ( &_fireTimeMax ); arc.ArchiveBool(&_animDone);
arc.ArchiveBool(&_canAttack);
// arc.ArchiveObjectPointer((Class **)&_self);
// Archive Components }
//
arc.ArchiveObject ( &_fireWeapon );
arc.ArchiveObject ( &_rotateToEntity ); #endif /* __STATIONARY_FIRE_COMBAT___ */
//
// Archive Member Variables
//
ArchiveEnum ( _state, StationaryFireStates_t );
arc.ArchiveFloat ( &_endFireTime );
arc.ArchiveFloat ( &_endAimTime );
arc.ArchiveSafePointer ( &_currentEnemy );
arc.ArchiveBool ( &_animDone );
arc.ArchiveBool ( &_canAttack );
arc.ArchiveObjectPointer( ( Class ** )&_self );
}
#endif /* __STATIONARY_FIRE_COMBAT___ */