ef2gamesource/dlls/game/patrol.hpp

159 lines
4.3 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/closeInOnEnemy.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:
// CloseInOnEnemy Behavior Definition
//
//--------------------------------------------------------------------------------
//==============================
// Forward Declarations
//==============================
class Patrol;
#ifndef __PATROL_HPP__
#define __PATROL_HPP__
//------------------------- CLASS ------------------------------
//
// Name: Patrol
// Base Class: Behavior
//
// Description: Makes the actor use Patrol Helper Nodes
//
// Method of Use: Statemachine or another behavior
//--------------------------------------------------------------
class Patrol : public Behavior {
public:
//------------------------------------
// States
//------------------------------------
typedef enum {
PATROL_FIND_CLOSEST_PATROL_NODE,
PATROL_MOVING_TO_PATROL_NODE,
PATROL_AT_PATROL_NODE,
PATROL_WAITING_AT_NODE,
PATROL_WAITING_AT_NODE_FOR_ANIM,
PATROL_FIND_NEXT_PATROL_NODE,
PATROL_HOLD,
PATROL_FAILED,
PATROL_SUCCESSFUL,
} patrolStates_t;
//-------------------------------------
// Public Interface
//-------------------------------------
CLASS_PROTOTYPE(Patrol);
Patrol();
~Patrol();
void SetArgs(Event* ev);
void AnimDone(Event* ev);
void Begin(Actor& self);
BehaviorReturnCode_t Evaluate(Actor& self);
void End(Actor& self);
virtual void Archive(Archiver& arc);
void SetAnim(const str& anim);
void SetInitialNode(HelperNode* node);
protected:
//-------------------------------------
// Internal Functionality
//-------------------------------------
void _init(Actor& self);
bool _setupFindClosestPatrolNode(Actor& self);
void _setupFindClosestPatrolNodeFailed(Actor& self);
void _findClosestPatrolNode(Actor& self);
void _findClosestPatrolNodeFailed(Actor& self);
bool _setupMovingToPatrolNode(Actor& self);
void _setupMovingToPatrolNodeFailed(Actor& self);
void _moveToPatrolNode(Actor& self);
void _moveToPatrolNodeFailed(Actor& self);
bool _setupAtPatrolNode(Actor& self);
void _setupAtPatrolNodeFailed(Actor& self);
void _atPatrolNode(Actor& self);
bool _setupWaitingAtPatrolNode(Actor& self);
void _setupWaitingAtPatrolNodeFailed(Actor& self);
void _waitAtPatrolNode(Actor& self);
bool _setupWaitingAtPatrolNodeForAnim(Actor& self);
void _setupWaitingAtPatrolNodeForAnimFailed(Actor& self);
void _waitAtPatrolNodeForAnim(Actor& self);
bool _setupFindNextPatrolNode(Actor& self);
void _setupFindNextPatrolNodeFailed(Actor& self);
void _findNextPatrolNode(Actor& self);
bool _setupHold(Actor& self);
void _setupHoldFailed(Actor& self);
void _hold(Actor& self);
private:
//------------------------------------
// Parameters
//------------------------------------
//-------------------------------------
// Components
//-------------------------------------
GotoPoint _gotoHelperNode;
//-------------------------------------
// Member Variables
//-------------------------------------
HelperNodePtr _node;
HelperNodePtr _lastNode;
unsigned int _state;
int _moveFailures;
float _nextMoveAttempt;
float _waitTime;
str _torsoAnim;
str _anim;
};
inline void Patrol::SetInitialNode(HelperNode* node) {
_node = node;
}
inline void Patrol::SetAnim(const str& anim) {
_anim = anim;
}
inline void Patrol::Archive(Archiver& arc) {
Behavior::Archive(arc);
// Archive Parmeters
// Archive Components
arc.ArchiveObject(&_gotoHelperNode);
// Archive Member Vars
arc.ArchiveSafePointer(&_node);
arc.ArchiveSafePointer(&_lastNode);
arc.ArchiveUnsigned(&_state);
arc.ArchiveInteger(&_moveFailures);
arc.ArchiveFloat(&_nextMoveAttempt);
arc.ArchiveFloat(&_waitTime);
arc.ArchiveString(&_torsoAnim);
arc.ArchiveString(&_anim);
}
#endif /* PATROL_HPP */