mirror of
https://github.com/UberGames/EF2GameSource.git
synced 2025-04-17 20:40:53 +00:00
Formatting
This commit is contained in:
parent
43147bda8b
commit
df163e68ef
1 changed files with 149 additions and 156 deletions
|
@ -1,156 +1,149 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// $Logfile:: /Code/DLLs/game/closeInOnEnemyWhileFiringWeapon.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:
|
||||
// CloseInOnEnemyWhileFiringWeapon Behavior Definition
|
||||
//
|
||||
//--------------------------------------------------------------------------------
|
||||
|
||||
//==============================
|
||||
// Forward Declarations
|
||||
//==============================
|
||||
class CloseInOnEnemyWhileFiringWeapon;
|
||||
|
||||
#ifndef __CLOSE_IN_ON_ENEMY_WHILE_FIRING_WEAPON_HPP__
|
||||
#define __CLOSE_IN_ON_ENEMY_WHILE_FIRING_WEAPON_HPP__
|
||||
|
||||
#include "behavior.h"
|
||||
#include "behaviors_general.h"
|
||||
|
||||
//------------------------- CLASS ------------------------------
|
||||
//
|
||||
// Name: CloseInOnEnemyWhileFiringWeapon
|
||||
// Base Class: Behavior
|
||||
//
|
||||
// Description: Makes the actor move closer to its current enemy
|
||||
//
|
||||
// Method of Use: Called From State Machine
|
||||
//--------------------------------------------------------------
|
||||
class CloseInOnEnemyWhileFiringWeapon : public Behavior
|
||||
{
|
||||
//------------------------------------
|
||||
// States
|
||||
//------------------------------------
|
||||
public:
|
||||
typedef enum
|
||||
{
|
||||
CIWF_APPROACH_SETUP_APPROACH,
|
||||
CIWF_APPROACH_FIRE,
|
||||
CIWF_APPROACH_FIRE_PAUSE,
|
||||
CIWF_SUCCESS,
|
||||
CIWF_FAILED
|
||||
} CIWFStates_t;
|
||||
|
||||
//------------------------------------
|
||||
// Parameters
|
||||
//------------------------------------
|
||||
private:
|
||||
str _approachAnim;
|
||||
str _aimAnim;
|
||||
str _fireAnim;
|
||||
float _fireTimeMin;
|
||||
float _fireTimeMax;
|
||||
float _pauseTimeMin;
|
||||
float _pauseTimeMax;
|
||||
float _dist;
|
||||
|
||||
//-------------------------------------
|
||||
// Internal Functionality
|
||||
//-------------------------------------
|
||||
protected:
|
||||
void transitionToState ( CIWFStates_t state );
|
||||
void setInternalState ( CIWFStates_t state , const str &stateName );
|
||||
void init ( Actor &self );
|
||||
void think ();
|
||||
void updateEnemy ();
|
||||
void setTorsoAnim ();
|
||||
|
||||
void setupStateSetupApproach ();
|
||||
BehaviorReturnCode_t evaluateStateSetupApproach ();
|
||||
void failureStateSetupApproach ( const str& failureReason );
|
||||
|
||||
void setupStateApproachFire ();
|
||||
BehaviorReturnCode_t evaluateStateApproachFire ();
|
||||
void failureStateApproachFire ( const str& failureReason );
|
||||
|
||||
void setupStateApproachFirePause ();
|
||||
BehaviorReturnCode_t evaluateStateApproachFirePause ();
|
||||
void failureStateApproachFirePause ( const str& failureReason );
|
||||
|
||||
|
||||
//-------------------------------------
|
||||
// Public Interface
|
||||
//-------------------------------------
|
||||
public:
|
||||
CLASS_PROTOTYPE( CloseInOnEnemyWhileFiringWeapon );
|
||||
|
||||
CloseInOnEnemyWhileFiringWeapon();
|
||||
~CloseInOnEnemyWhileFiringWeapon();
|
||||
|
||||
void SetArgs ( Event *ev );
|
||||
void Begin ( Actor &self );
|
||||
BehaviorReturnCode_t Evaluate ( Actor &self );
|
||||
void End ( Actor &self );
|
||||
virtual void Archive ( Archiver &arc );
|
||||
|
||||
void setAnim ( const str &animName );
|
||||
void setTorsoAnim( const str &animName );
|
||||
void setDist ( float distance );
|
||||
|
||||
//-------------------------------------
|
||||
// Components
|
||||
//-------------------------------------
|
||||
private:
|
||||
GotoEntity _chaseEnemy;
|
||||
FireWeapon _fireWeapon;
|
||||
|
||||
//-------------------------------------
|
||||
// Member Variables
|
||||
//-------------------------------------
|
||||
private:
|
||||
CIWFStates_t _state;
|
||||
EntityPtr _currentEnemy;
|
||||
float _nextFireTime;
|
||||
float _nextPauseTime;
|
||||
Actor *_self;
|
||||
|
||||
};
|
||||
|
||||
inline void CloseInOnEnemyWhileFiringWeapon::Archive( Archiver &arc )
|
||||
{
|
||||
Behavior::Archive( arc );
|
||||
|
||||
// Archive Parameters
|
||||
arc.ArchiveString ( &_approachAnim );
|
||||
arc.ArchiveString ( &_aimAnim );
|
||||
arc.ArchiveString ( &_fireAnim );
|
||||
arc.ArchiveFloat ( &_fireTimeMin );
|
||||
arc.ArchiveFloat ( &_fireTimeMax );
|
||||
arc.ArchiveFloat ( &_pauseTimeMin );
|
||||
arc.ArchiveFloat ( &_pauseTimeMax );
|
||||
arc.ArchiveFloat ( &_dist );
|
||||
|
||||
// Archive Components
|
||||
arc.ArchiveObject ( &_chaseEnemy );
|
||||
arc.ArchiveObject ( &_fireWeapon );
|
||||
|
||||
// Archive Member Variables
|
||||
ArchiveEnum ( _state, CIWFStates_t);
|
||||
arc.ArchiveSafePointer ( &_currentEnemy );
|
||||
arc.ArchiveFloat ( &_nextFireTime );
|
||||
arc.ArchiveFloat ( &_nextPauseTime );
|
||||
arc.ArchiveObjectPointer ( ( Class ** )&_self );
|
||||
}
|
||||
|
||||
#endif /* __CLOSE_IN_ON_ENEMY_WHILE_FIRING_WEAPON_HPP__ */
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// $Logfile:: /Code/DLLs/game/closeInOnEnemyWhileFiringWeapon.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:
|
||||
// CloseInOnEnemyWhileFiringWeapon Behavior Definition
|
||||
//
|
||||
//--------------------------------------------------------------------------------
|
||||
|
||||
//==============================
|
||||
// Forward Declarations
|
||||
//==============================
|
||||
class CloseInOnEnemyWhileFiringWeapon;
|
||||
|
||||
#ifndef __CLOSE_IN_ON_ENEMY_WHILE_FIRING_WEAPON_HPP__
|
||||
#define __CLOSE_IN_ON_ENEMY_WHILE_FIRING_WEAPON_HPP__
|
||||
|
||||
#include "behavior.h"
|
||||
#include "behaviors_general.h"
|
||||
|
||||
//------------------------- CLASS ------------------------------
|
||||
//
|
||||
// Name: CloseInOnEnemyWhileFiringWeapon
|
||||
// Base Class: Behavior
|
||||
//
|
||||
// Description: Makes the actor move closer to its current enemy
|
||||
//
|
||||
// Method of Use: Called From State Machine
|
||||
//--------------------------------------------------------------
|
||||
class CloseInOnEnemyWhileFiringWeapon : public Behavior {
|
||||
public:
|
||||
//------------------------------------
|
||||
// States
|
||||
//------------------------------------
|
||||
typedef enum {
|
||||
CIWF_APPROACH_SETUP_APPROACH,
|
||||
CIWF_APPROACH_FIRE,
|
||||
CIWF_APPROACH_FIRE_PAUSE,
|
||||
CIWF_SUCCESS,
|
||||
CIWF_FAILED
|
||||
} CIWFStates_t;
|
||||
|
||||
//-------------------------------------
|
||||
// Public Interface
|
||||
//-------------------------------------
|
||||
CLASS_PROTOTYPE(CloseInOnEnemyWhileFiringWeapon);
|
||||
|
||||
CloseInOnEnemyWhileFiringWeapon();
|
||||
~CloseInOnEnemyWhileFiringWeapon();
|
||||
|
||||
void SetArgs(Event* ev);
|
||||
void Begin(Actor& self);
|
||||
BehaviorReturnCode_t Evaluate(Actor& self);
|
||||
void End(Actor& self);
|
||||
virtual void Archive(Archiver& arc);
|
||||
|
||||
void setAnim(const str& animName);
|
||||
void setTorsoAnim(const str& animName);
|
||||
void setDist(float distance);
|
||||
|
||||
protected:
|
||||
//-------------------------------------
|
||||
// Internal Functionality
|
||||
//-------------------------------------
|
||||
void transitionToState(CIWFStates_t state);
|
||||
void setInternalState(CIWFStates_t state, const str& stateName);
|
||||
void init(Actor& self);
|
||||
void think();
|
||||
void updateEnemy();
|
||||
void setTorsoAnim();
|
||||
|
||||
void setupStateSetupApproach();
|
||||
BehaviorReturnCode_t evaluateStateSetupApproach();
|
||||
void failureStateSetupApproach(const str& failureReason);
|
||||
|
||||
void setupStateApproachFire();
|
||||
BehaviorReturnCode_t evaluateStateApproachFire();
|
||||
void failureStateApproachFire(const str& failureReason);
|
||||
|
||||
void setupStateApproachFirePause();
|
||||
BehaviorReturnCode_t evaluateStateApproachFirePause();
|
||||
void failureStateApproachFirePause(const str& failureReason);
|
||||
|
||||
private:
|
||||
//------------------------------------
|
||||
// Parameters
|
||||
//------------------------------------
|
||||
str _approachAnim;
|
||||
str _aimAnim;
|
||||
str _fireAnim;
|
||||
float _fireTimeMin;
|
||||
float _fireTimeMax;
|
||||
float _pauseTimeMin;
|
||||
float _pauseTimeMax;
|
||||
float _dist;
|
||||
|
||||
//-------------------------------------
|
||||
// Components
|
||||
//-------------------------------------
|
||||
GotoEntity _chaseEnemy;
|
||||
FireWeapon _fireWeapon;
|
||||
|
||||
//-------------------------------------
|
||||
// Member Variables
|
||||
//-------------------------------------
|
||||
CIWFStates_t _state;
|
||||
EntityPtr _currentEnemy;
|
||||
float _nextFireTime;
|
||||
float _nextPauseTime;
|
||||
Actor* _self;
|
||||
|
||||
};
|
||||
|
||||
inline void CloseInOnEnemyWhileFiringWeapon::Archive(Archiver& arc) {
|
||||
Behavior::Archive(arc);
|
||||
|
||||
// Archive Parameters
|
||||
arc.ArchiveString(&_approachAnim);
|
||||
arc.ArchiveString(&_aimAnim);
|
||||
arc.ArchiveString(&_fireAnim);
|
||||
arc.ArchiveFloat(&_fireTimeMin);
|
||||
arc.ArchiveFloat(&_fireTimeMax);
|
||||
arc.ArchiveFloat(&_pauseTimeMin);
|
||||
arc.ArchiveFloat(&_pauseTimeMax);
|
||||
arc.ArchiveFloat(&_dist);
|
||||
|
||||
// Archive Components
|
||||
arc.ArchiveObject(&_chaseEnemy);
|
||||
arc.ArchiveObject(&_fireWeapon);
|
||||
|
||||
// Archive Member Variables
|
||||
ArchiveEnum(_state, CIWFStates_t);
|
||||
arc.ArchiveSafePointer(&_currentEnemy);
|
||||
arc.ArchiveFloat(&_nextFireTime);
|
||||
arc.ArchiveFloat(&_nextPauseTime);
|
||||
arc.ArchiveObjectPointer((Class **)&_self);
|
||||
}
|
||||
|
||||
#endif /* __CLOSE_IN_ON_ENEMY_WHILE_FIRING_WEAPON_HPP__ */
|
||||
|
|
Loading…
Reference in a new issue