This commit is contained in:
Walter Julius Hennecke 2014-03-09 22:44:04 +01:00
parent a24940bed2
commit b9f90d4305
1 changed files with 151 additions and 161 deletions

View File

@ -1,161 +1,151 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/coverCombatWithRangedWeapon.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:
// CoverCombatWithRangedWeapon Behavior Definition
//
//--------------------------------------------------------------------------------
//==============================
// Forward Declarations
//==============================
class SelectBestWeapon;
#ifndef __SELECT_BEST_WEAPON_HPP__
#define __SELECT_BEST_WEAPON_HPP__
#include "behavior.h"
#include "behaviors_general.h"
//------------------------- CLASS ------------------------------
//
// Name: SelectBestWeapon
// Base Class: Behavior
//
// Description: Selects and "Equips" the "best" weapon in the
// Actor's inventory
//
// Method of Use: Called From State Machine
//--------------------------------------------------------------
class SelectBestWeapon : public Behavior
{
//------------------------------------
// States
//------------------------------------
public:
typedef enum
{
SBW_SELECT_WEAPON,
SBW_PUT_AWAY_CURRENT_WEAPON,
SBW_PULL_OUT_NEW_WEAPON,
SBW_READY_NEW_WEAPON,
SBW_SUCCESS,
SBW_FAILED
} selectBestWeaponStates_t;
//------------------------------------
// Parameters
//------------------------------------
private:
EntityPtr _currentEnemy;
//-------------------------------------
// Internal Functionality
//-------------------------------------
protected:
void transitionToState ( selectBestWeaponStates_t state );
void setInternalState ( selectBestWeaponStates_t state , const str &stateName );
void init ( Actor &self );
void think ();
void setupStateSelectWeapon ();
BehaviorReturnCode_t evaluateStateSelectWeapon();
void failureStateSelectWeapon( const str& failureReason );
void setupStatePutAwayCurrentWeapon();
BehaviorReturnCode_t evaluateStatePutAwayCurrentWeapon();
void failureStatePutAwayCurrentWeapon(const str& failureReason);
void setupStatePullOutNewWeapon();
BehaviorReturnCode_t evaluateStatePullOutNewWeapon();
void failureStatePullOutNewWeapon(const str& failureReason);
void setupStateReadyNewWeapon();
BehaviorReturnCode_t evaluateStateReadyNewWeapon();
void failureStateReadyNewWeapon( const str& failureReason );
//-------------------------------------
// Public Interface
//-------------------------------------
public:
CLASS_PROTOTYPE( SelectBestWeapon );
SelectBestWeapon();
~SelectBestWeapon();
void SetArgs ( Event *ev );
void AnimDone ( Event *ev );
void PostureDone ( Event *ev );
void Begin ( Actor &self );
BehaviorReturnCode_t Evaluate ( Actor &self );
void End ( Actor &self );
void SetCurrentEnemy ( Entity* enemy );
static bool CanExecute( Actor &self );
virtual void Archive ( Archiver &arc );
//-------------------------------------
// Components
//-------------------------------------
private:
//-------------------------------------
// Member Variables
//-------------------------------------
private:
selectBestWeaponStates_t _state;
Actor *_self;
WeaponPtr _bestWeapon;
str _currentWeaponName;
str _bestWeaponName;
bool _animDone;
};
inline void SelectBestWeapon::SetCurrentEnemy( Entity *enemy )
{
_currentEnemy = enemy;
}
inline void SelectBestWeapon::Archive( Archiver &arc )
{
Behavior::Archive ( arc );
//
// Archive Parameters
//
arc.ArchiveSafePointer( &_currentEnemy );
//
// Archive Components
//
//
// Archive Member Variables
//
ArchiveEnum ( _state, selectBestWeaponStates_t );
arc.ArchiveObjectPointer( ( Class ** )&_self );
arc.ArchiveSafePointer ( &_bestWeapon );
arc.ArchiveString ( &_currentWeaponName );
arc.ArchiveString ( &_bestWeaponName );
arc.ArchiveBool ( &_animDone );
}
#endif /* __SELECT_BEST_WEAPON_HPP__ */
//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/coverCombatWithRangedWeapon.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:
// CoverCombatWithRangedWeapon Behavior Definition
//
//--------------------------------------------------------------------------------
//==============================
// Forward Declarations
//==============================
class SelectBestWeapon;
#ifndef __SELECT_BEST_WEAPON_HPP__
#define __SELECT_BEST_WEAPON_HPP__
#include "behavior.h"
#include "behaviors_general.h"
//------------------------- CLASS ------------------------------
//
// Name: SelectBestWeapon
// Base Class: Behavior
//
// Description: Selects and "Equips" the "best" weapon in the
// Actor's inventory
//
// Method of Use: Called From State Machine
//--------------------------------------------------------------
class SelectBestWeapon : public Behavior {
public:
//------------------------------------
// States
//------------------------------------
typedef enum {
SBW_SELECT_WEAPON,
SBW_PUT_AWAY_CURRENT_WEAPON,
SBW_PULL_OUT_NEW_WEAPON,
SBW_READY_NEW_WEAPON,
SBW_SUCCESS,
SBW_FAILED
} selectBestWeaponStates_t;
//-------------------------------------
// Public Interface
//-------------------------------------
CLASS_PROTOTYPE(SelectBestWeapon);
SelectBestWeapon();
~SelectBestWeapon();
void SetArgs(Event* ev);
void AnimDone(Event* ev);
void PostureDone(Event* ev);
void Begin(Actor& self);
BehaviorReturnCode_t Evaluate(Actor& self);
void End(Actor& self);
void SetCurrentEnemy(Entity* enemy);
static bool CanExecute(Actor& self);
virtual void Archive(Archiver& arc);
protected:
//-------------------------------------
// Internal Functionality
//-------------------------------------
void transitionToState(selectBestWeaponStates_t state);
void setInternalState(selectBestWeaponStates_t state, const str& stateName);
void init(Actor& self);
void think();
void setupStateSelectWeapon();
BehaviorReturnCode_t evaluateStateSelectWeapon();
void failureStateSelectWeapon(const str& failureReason);
void setupStatePutAwayCurrentWeapon();
BehaviorReturnCode_t evaluateStatePutAwayCurrentWeapon();
void failureStatePutAwayCurrentWeapon(const str& failureReason);
void setupStatePullOutNewWeapon();
BehaviorReturnCode_t evaluateStatePullOutNewWeapon();
void failureStatePullOutNewWeapon(const str& failureReason);
void setupStateReadyNewWeapon();
BehaviorReturnCode_t evaluateStateReadyNewWeapon();
void failureStateReadyNewWeapon(const str& failureReason);
private:
//------------------------------------
// Parameters
//------------------------------------
EntityPtr _currentEnemy;
//-------------------------------------
// Components
//-------------------------------------
//-------------------------------------
// Member Variables
//-------------------------------------
selectBestWeaponStates_t _state;
Actor* _self;
WeaponPtr _bestWeapon;
str _currentWeaponName;
str _bestWeaponName;
bool _animDone;
};
inline void SelectBestWeapon::SetCurrentEnemy(Entity* enemy) {
_currentEnemy = enemy;
}
inline void SelectBestWeapon::Archive(Archiver& arc) {
Behavior::Archive(arc);
//
// Archive Parameters
//
arc.ArchiveSafePointer(&_currentEnemy);
//
// Archive Components
//
//
// Archive Member Variables
//
ArchiveEnum(_state, selectBestWeaponStates_t);
arc.ArchiveObjectPointer((Class **)&_self);
arc.ArchiveSafePointer(&_bestWeapon);
arc.ArchiveString(&_currentWeaponName);
arc.ArchiveString(&_bestWeaponName);
arc.ArchiveBool(&_animDone);
}
#endif /* __SELECT_BEST_WEAPON_HPP__ */