This commit is contained in:
Walter Julius Hennecke 2014-03-09 22:53:58 +01:00
parent b212dbff25
commit e03763d963
1 changed files with 184 additions and 199 deletions

View File

@ -40,14 +40,12 @@ class StationaryFireCombatEX;
//
// Method of Use: Called From State Machine
//--------------------------------------------------------------
class StationaryFireCombatEX : public Behavior
{
class StationaryFireCombatEX : public Behavior {
public:
//------------------------------------
// States
//------------------------------------
public:
typedef enum
{
typedef enum {
STATIONARY_FIRE_AIM,
STATIONARY_FIRE_PRE_FIRE,
STATIONARY_FIRE_ATTACK,
@ -56,52 +54,9 @@ class StationaryFireCombatEX : public Behavior
STATIONARY_FIRE_FAILED
} StationaryFireStates_t;
//------------------------------------
// Parameters
//------------------------------------
private:
str _stance;
float _aimTimeMin;
float _aimTimeMax;
float _fireTimeMin;
float _fireTimeMax;
bool _forceAttack;
//-------------------------------------
// 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:
CLASS_PROTOTYPE(StationaryFireCombatEX);
StationaryFireCombatEX();
@ -125,22 +80,55 @@ class StationaryFireCombatEX : public Behavior
void SetFireTimeMin(float minTime) { _fireTimeMin = minTime; }
void SetFireTimeMax(float maxTime) { _fireTimeMax = maxTime; }
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 _stance;
float _aimTimeMin;
float _aimTimeMax;
float _fireTimeMin;
float _fireTimeMax;
bool _forceAttack;
//-------------------------------------
// Components
//-------------------------------------
private:
FireWeapon _fireWeapon;
RotateToEntity _rotateToEntity;
//-------------------------------------
// Member Variables
//-------------------------------------
private:
StationaryFireStates_t _state;
float _endFireTime;
float _endAimTime;
@ -153,12 +141,9 @@ class StationaryFireCombatEX : public Behavior
str _postFireAnim;
Actor* _self;
};
inline void StationaryFireCombatEX::Archive( Archiver &arc )
{
inline void StationaryFireCombatEX::Archive(Archiver& arc) {
Behavior::Archive(arc);
//