ef2gamesource/dlls/game/teleportToEntity.hpp
Walter Julius Hennecke fc2c939d0d reformat
2014-03-09 23:00:18 +01:00

117 lines
3.6 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/teleportToEntity.h $
// $Revision:: 169 $
// $Author:: Bschofield $
// $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:
// TeleportToEntity Behavior Definition ( Behavior Name Needs To Be Changed )
//
//--------------------------------------------------------------------------------
//==============================
// Forward Declarations
//==============================
class AnimatedTeleportToPlayer;
#ifndef __TELEPORT_TO_ENTITY_H__
#define __TELEPORT_TO_ENTITY_H__
#include "behavior.h"
//--------------------------------------------------
// We need to change the name of this behavior to more appropriately
// reflect the file name AND we need to set it up properly so that it
// doesn't HAVE to be animated... Basically we need to generalize this
// behavior as soon as possible
//----------------------------------------------------
//------------------------- CLASS ------------------------------
//
// Name: AnimatedTeleportToPlayer
// Base Class: Behavior
//
// Description: Teleports Actor to the player ( See .cpp for details )
//
// Method of Use: State Machine or another behavior
//--------------------------------------------------------------
class AnimatedTeleportToPlayer : public Behavior {
public:
//------------------------------------
// States
//------------------------------------
typedef enum {
ANIM_TELEPORT_BEGIN,
ANIM_TELEPORT_START_ANIM,
ANIM_TELEPORT_START_ANIMATING,
ANIM_TELEPORT_TELEPORT,
ANIM_TELEPORT_END_ANIM,
ANIM_TELEPORT_END_ANIMATING,
} animTeleportStates_t;
typedef enum {
TELEPORT_BEHIND,
TELEPORT_TOLEFT,
TELEPORT_TORIGHT,
TELEPORT_INFRONT,
TELEPORT_NUMBER_OF_POSITIONS
} animTeleportPositionModes_t;
//-------------------------------------
// Public Interface
//-------------------------------------
CLASS_PROTOTYPE(AnimatedTeleportToPlayer);
void SetArgs(Event* ev);
void Begin(Actor& self);
BehaviorReturnCode_t Evaluate(Actor& self);
void End(Actor& self);
virtual void Archive(Archiver& arc);
protected:
//-------------------------------------
// Internal Functionality
//-------------------------------------
bool testPosition(Actor& self, int test_pos, Vector& good_position, Entity* player, bool use_player_dir);
private:
//------------------------------------
// Parameters
//------------------------------------
str _startAnim;
str _endAnim;
//-------------------------------------
// Member Variables
//-------------------------------------
Vector _teleportPosition;
animTeleportStates_t _state;
};
inline void AnimatedTeleportToPlayer::Archive(Archiver& arc) {
Behavior::Archive(arc);
//-------------------------------------
// Archive Parameters
//-------------------------------------
arc.ArchiveString(&_startAnim);
arc.ArchiveString(&_endAnim);
//-------------------------------------
// Archive Member Variables
//-------------------------------------
arc.ArchiveVector(&_teleportPosition);
ArchiveEnum(_state, animTeleportStates_t);
}
#endif /* __TELEPORT_TO_ENTITY_H__ */