mirror of
https://github.com/UberGames/EF2GameSource.git
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188 lines
5.1 KiB
C++
188 lines
5.1 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/suppressionWithRangedWeapon.hpp $
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// $Revision:: 169 $
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// $Author:: sketcher $
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// $Date:: 4/26/02 2:22p $
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//
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// Copyright (C) 2002 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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//
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// DESCRIPTION:
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// SuppressionFireCombat Behavior Definition
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//
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//--------------------------------------------------------------------------------
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//==============================
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// Forward Declarations
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//==============================
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class SuppressionFireCombat;
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#ifndef __SUPPRESSION_FIRE_COMBAT___
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#define __SUPPRESSION_FIRE_COMBAT___
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#include "behavior.h"
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#include "behaviors_general.h"
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#include "gotoHelperNode.hpp"
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#include "rotateToEntity.hpp"
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//------------------------- CLASS ------------------------------
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//
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// Name: CoverCombatWithRangedWeapon
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// Base Class: Behavior
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//
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// Description:
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//
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// Method of Use: Called From State Machine
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//--------------------------------------------------------------
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class SuppressionFireCombat : public Behavior {
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public:
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//------------------------------------
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// States
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//------------------------------------
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typedef enum {
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SUPPRESSION_FIRE_FIND_NODE,
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SUPPRESSION_FIRE_MOVE_TO_NODE,
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SUPPRESSION_FIRE_ATTACK,
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SUPPRESSION_FIRE_PAUSE,
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SUPPRESSION_FIRE_SUCCESS,
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SUPPRESSION_FIRE_FAILED
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} SuppressionFireStates_t;
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//-------------------------------------
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// Public Interface
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//-------------------------------------
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CLASS_PROTOTYPE(SuppressionFireCombat);
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SuppressionFireCombat();
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~SuppressionFireCombat();
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void SetArgs(Event* ev);
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void AnimDone(Event* ev);
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void Begin(Actor& self);
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BehaviorReturnCode_t Evaluate(Actor& self);
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void End(Actor& self);
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// Accessors
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void SetMovementAnim(const str& anim);
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void SetTorsoIdleAnim(const str& anim);
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void SetTorsoAttackAnim(const str& anim);
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virtual void Archive(Archiver& arc);
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protected:
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//-------------------------------------
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// Internal Functionality
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//-------------------------------------
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void transitionToState(SuppressionFireStates_t state);
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void setInternalState(SuppressionFireStates_t state, const str& stateName);
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void init(Actor &self);
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void think();
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void updateEnemy();
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void faceEnemy();
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void setupStateFindNode();
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BehaviorReturnCode_t evaluateStateFindNode();
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void failureStateFindNode(const str& failureReason);
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void setupStateMoveToNode();
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BehaviorReturnCode_t evaluateStateMoveToNode();
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void failureStateMoveToNode(const str& failureReason);
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void setupStateAttack();
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BehaviorReturnCode_t evaluateStateAttack();
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void failureStateAttack(const str& failureReason);
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void setupStatePause();
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BehaviorReturnCode_t evaluateStatePause();
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void failureStatePause(const str& failureReason);
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private:
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//------------------------------------
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// Parameters
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//------------------------------------
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str _movementAnim;
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str _torsoIdleAnim;
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str _torsoAttackAnim;
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float _maxDistance;
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float _pauseTimeMin;
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float _pauseTimeMax;
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float _fireTimeMin;
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float _fireTimeMax;
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//-------------------------------------
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// Components
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//-------------------------------------
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GotoHelperNode _gotoHNode;
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FireWeapon _fireWeapon;
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RotateToEntity _rotateToEntity;
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//-------------------------------------
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// Member Variables
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//-------------------------------------
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SuppressionFireStates_t _state;
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bool _atNode;
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float _nextMoveAttempt;
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float _endFireTime;
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float _endPauseTime;
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HelperNodePtr _node;
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EntityPtr _currentEnemy;
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Actor* _self;
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};
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inline void SuppressionFireCombat::SetMovementAnim(const str& anim) {
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_movementAnim = anim;
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}
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inline void SuppressionFireCombat::SetTorsoIdleAnim(const str& anim) {
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_torsoIdleAnim = anim;
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}
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inline void SuppressionFireCombat::SetTorsoAttackAnim(const str& anim) {
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_torsoAttackAnim = anim;
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}
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inline void SuppressionFireCombat::Archive(Archiver& arc) {
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Behavior::Archive(arc);
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//
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// Archive Parameters
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//
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arc.ArchiveString(&_movementAnim);
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arc.ArchiveString(&_torsoIdleAnim);
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arc.ArchiveString(&_torsoAttackAnim);
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arc.ArchiveFloat(&_maxDistance);
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arc.ArchiveFloat(&_pauseTimeMin);
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arc.ArchiveFloat(&_pauseTimeMax);
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arc.ArchiveFloat(&_fireTimeMin);
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arc.ArchiveFloat(&_fireTimeMax);
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//
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// Archive Components
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//
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arc.ArchiveObject(&_gotoHNode);
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arc.ArchiveObject(&_fireWeapon);
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arc.ArchiveObject(&_rotateToEntity);
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//
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// Archive Member Variables
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//
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ArchiveEnum(_state, SuppressionFireStates_t);
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arc.ArchiveBool(&_atNode);
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arc.ArchiveFloat(&_nextMoveAttempt);
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arc.ArchiveFloat(&_endFireTime);
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arc.ArchiveFloat(&_endPauseTime);
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arc.ArchiveSafePointer(&_node);
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arc.ArchiveSafePointer(&_currentEnemy);
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arc.ArchiveObjectPointer((Class **)&_self);
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}
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#endif /* __SUPPRESSION_FIRE_COMBAT___ */
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