ef2gamesource/dlls/game/stationaryFireCombat.hpp
Walter Julius Hennecke b212dbff25 reformat
2014-03-09 22:50:35 +01:00

180 lines
5.1 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/stationaryFireCombat.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:
// StationaryFireCombat Behavior Definition
//
//--------------------------------------------------------------------------------
//==============================
// Forward Declarations
//==============================
class StationaryFireCombat;
#ifndef __STATIONARY_FIRE_COMBAT___
#define __STATIONARY_FIRE_COMBAT___
#include "behavior.h"
#include "behaviors_general.h"
#include "gotoHelperNode.hpp"
#include "rotateToEntity.hpp"
//------------------------- CLASS ------------------------------
//
// Name: CoverCombatWithRangedWeapon
// Base Class: Behavior
//
// Description:
//
// Method of Use: Called From State Machine
//--------------------------------------------------------------
class StationaryFireCombat : public Behavior {
public:
//------------------------------------
// States
//------------------------------------
typedef enum {
STATIONARY_FIRE_AIM,
STATIONARY_FIRE_PRE_FIRE,
STATIONARY_FIRE_ATTACK,
STATIONARY_FIRE_POST_FIRE,
STATIONARY_FIRE_SUCCESS,
STATIONARY_FIRE_FAILED
} StationaryFireStates_t;
//-------------------------------------
// Public Interface
//-------------------------------------
CLASS_PROTOTYPE(StationaryFireCombat);
StationaryFireCombat();
~StationaryFireCombat();
void SetArgs(Event* ev);
void AnimDone(Event* ev);
void Begin(Actor& self);
BehaviorReturnCode_t Evaluate(Actor& self);
void End(Actor& self);
// Accessors
void SetAimAnim(const str& anim) { _aimAnim = anim; }
void SetFireAnim(const str& anim) { _fireAnim = anim; }
void SetPreFireAnim(const str& anim) { _preFireAnim = anim; }
void SetPostFireAnim(const str& anim) { _postFireAnim = anim; }
void SetStance(const str& anim) { _stance = anim; }
void SetAimTimeMin(float minTime) { _aimTimeMin = minTime; }
void SetAimTimeMax(float maxTime) { _aimTimeMax = maxTime; }
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 _aimAnim;
str _preFireAnim;
str _fireAnim;
str _postFireAnim;
str _stance;
float _aimTimeMin;
float _aimTimeMax;
float _fireTimeMin;
float _fireTimeMax;
//-------------------------------------
// Components
//-------------------------------------
FireWeapon _fireWeapon;
RotateToEntity _rotateToEntity;
//-------------------------------------
// Member Variables
//-------------------------------------
StationaryFireStates_t _state;
float _endFireTime;
float _endAimTime;
EntityPtr _currentEnemy;
bool _animDone;
bool _canAttack;
Actor* _self;
};
inline void StationaryFireCombat::Archive(Archiver& arc) {
Behavior::Archive(arc);
//
// Archive Parameters
//
arc.ArchiveString(&_aimAnim);
arc.ArchiveString(&_preFireAnim);
arc.ArchiveString(&_fireAnim);
arc.ArchiveString(&_postFireAnim);
arc.ArchiveString(&_stance);
arc.ArchiveFloat(&_aimTimeMin);
arc.ArchiveFloat(&_aimTimeMax);
arc.ArchiveFloat(&_fireTimeMin);
arc.ArchiveFloat(&_fireTimeMax);
//
// Archive Components
//
arc.ArchiveObject(&_fireWeapon);
arc.ArchiveObject(&_rotateToEntity);
//
// Archive Member Variables
//
ArchiveEnum(_state, StationaryFireStates_t);
arc.ArchiveFloat(&_endFireTime);
arc.ArchiveFloat(&_endAimTime);
arc.ArchiveSafePointer(&_currentEnemy);
arc.ArchiveBool(&_animDone);
arc.ArchiveBool(&_canAttack);
arc.ArchiveObjectPointer((Class **)&_self);
}
#endif /* __STATIONARY_FIRE_COMBAT___ */