//----------------------------------------------------------------------------- // // $Logfile:: /Code/DLLs/game/gotoCurrentHelperNode.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: // gotoCurrentHelperNode Behavior Definition // //-------------------------------------------------------------------------------- //============================== // Forward Declarations //============================== class GotoCurrentHelperNode; #ifndef __GOTO_CURRENT_HELPER_NODE__ #define __GOTO_CURRENT_HELPER_NODE__ #include "behavior.h" #include "behaviors_general.h" //------------------------- CLASS ------------------------------ // // Name: GotoHelperNodeEX // Base Class: Behavior // // Description: Moves the Actor to the currentHelper node of the // Actor // // // Method of Use: Called From State Machine //-------------------------------------------------------------- class GotoCurrentHelperNode : public Behavior { public: //------------------------------------ // States //------------------------------------ typedef enum { GOTO_HNODE_FIND_NODE, GOTO_HNODE_MOVE_TO_NODE, GOTO_HNODE_SUCCESS, GOTO_HNODE_FAILED } GotoHelperNodeStates_t; //------------------------------------- // Public Interface //------------------------------------- CLASS_PROTOTYPE(GotoCurrentHelperNode); GotoCurrentHelperNode(); ~GotoCurrentHelperNode(); void SetArgs(Event* ev); void AnimDone(Event* ev); void Begin(Actor& self); BehaviorReturnCode_t Evaluate(Actor& self); void End(Actor& self); // Accessors void SetMovementAnim(const str& anim); virtual void Archive(Archiver& arc); protected: //------------------------------------- // Internal Functionality //------------------------------------- void transitionToState(GotoHelperNodeStates_t state); void setInternalState(GotoHelperNodeStates_t state, const str& stateName); void init(Actor& self); void think(); void setupStateMoveToNode(); BehaviorReturnCode_t evaluateStateMoveToNode(); void failureStateFindNode(const str& failureReason); void setupStateFindNode(); BehaviorReturnCode_t evaluateStateFindNode(); void failureStateMoveToNode(const str& failureReason); private: //------------------------------------ // Parameters //------------------------------------ str _movementAnim; //------------------------------------- // Components //------------------------------------- GotoPoint _gotoPoint; //------------------------------------- // Member Variables //------------------------------------- GotoHelperNodeStates_t _state; HelperNodePtr _node; bool _faceEnemy; static const float NODE_RADIUS; }; inline void GotoCurrentHelperNode::SetMovementAnim(const str& anim) { _movementAnim = anim; } inline void GotoCurrentHelperNode::Archive(Archiver& arc) { Behavior::Archive(arc); // // Archive Parameters // arc.ArchiveString(&_movementAnim); // // Archive Components // arc.ArchiveObject(&_gotoPoint); // // Archive Member Variables // ArchiveEnum(_state, GotoHelperNodeStates_t); arc.ArchiveSafePointer(&_node); arc.ArchiveBool(&_faceEnemy); } #endif /* __GOTO_CURRENT_HELPER_NODE__ */