ef2gamesource/dlls/game/holdPosition.hpp

159 lines
4.0 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/holdPosition.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:
// holdPosition Behavior Definition
//
//--------------------------------------------------------------------------------
//==============================
// Forward Declarations
//==============================
class HoldPosition;
#ifndef __HOLD_POSITION__
#define __HOLD_POSITION__
#include "behavior.h"
#include "behaviors_general.h"
//------------------------- CLASS ------------------------------
//
// Name: HoldPosition
// Base Class: Behavior
//
// Description: Makes the actor idle in position, holding its
// weapon appropriately, and occassionally twitch
//
//
// Method of Use: Called From State Machine
//--------------------------------------------------------------
class HoldPosition : public Behavior {
public:
//------------------------------------
// States
//------------------------------------
typedef enum {
HOLD_POSITION_HOLD,
HOLD_POSITION_TWITCH,
HOLD_POSITION_WEAPON_TWITCH,
HOLD_POSITION_SUCCESS,
HOLD_POSITION_FAILED
} HoldPositionStates_t;
//-------------------------------------
// Public Interface
//-------------------------------------
CLASS_PROTOTYPE(HoldPosition);
HoldPosition();
~HoldPosition();
void SetArgs(Event* ev);
void AnimDone(Event* ev);
void Begin(Actor& self);
BehaviorReturnCode_t Evaluate(Actor& self);
void End(Actor& self);
// Accessors
virtual void Archive(Archiver& arc);
//-------------------------------------
// Internal Functionality
//-------------------------------------
protected:
void transitionToState(HoldPositionStates_t state);
void setInternalState(HoldPositionStates_t state, const str& stateName);
void init(Actor &self);
void think();
void setupStateHold();
BehaviorReturnCode_t evaluateStateHold();
void failureStateHold(const str& failureReason);
void setupStateTwitch();
BehaviorReturnCode_t evaluateStateTwitch();
void failureStateTwitch(const str& failureReason);
void setupStateWeaponTwitch();
BehaviorReturnCode_t evaluateStateWeaponTwitch();
void failureStateWeaponTwitch(const str& failureReason);
private:
//------------------------------------
// Parameters
//------------------------------------
//-------------------------------------
// Components
//-------------------------------------
str _legAnim;
str _torsoAnim;
str _twitchAnim;
str _weaponTwitchAnim;
float _holdTimeMin;
float _holdTimeMax;
float _endHoldTime;
float _nextTwitchTime;
float _twitchInterval;
bool _canTwitch;
bool _animDone;
//-------------------------------------
// Member Variables
//-------------------------------------
HoldPositionStates_t _state;
Actor* _self;
};
inline void HoldPosition::Archive(Archiver& arc) {
Behavior::Archive(arc);
//
// Archive Parameters
//
//
// Archive Components
//
//
// Archive Member Variables
//
ArchiveEnum(_state, HoldPositionStates_t);
arc.ArchiveObjectPointer((Class **)&_self);
arc.ArchiveString(&_legAnim);
arc.ArchiveString(&_torsoAnim);
arc.ArchiveString(&_twitchAnim);
arc.ArchiveString(&_weaponTwitchAnim);
arc.ArchiveFloat(&_holdTimeMin);
arc.ArchiveFloat(&_holdTimeMax);
arc.ArchiveFloat(&_endHoldTime);
arc.ArchiveFloat(&_nextTwitchTime);
arc.ArchiveFloat(&_twitchInterval);
arc.ArchiveBool(&_canTwitch);
arc.ArchiveBool(&_animDone);
}
#endif /* __HOLD_POSITION__ */