mirror of
https://github.com/UberGames/EF2GameSource.git
synced 2025-02-20 02:22:14 +00:00
reformat
This commit is contained in:
parent
4c152b09d0
commit
b212dbff25
1 changed files with 180 additions and 195 deletions
|
@ -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___ */
|
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue