ef2gamesource/dlls/game/watchEntityEX.hpp
Walter Julius Hennecke 32fe234248 reformat
2014-03-09 23:12:30 +01:00

145 lines
3.8 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/watchEntityEX.hpp $
// $Revision:: 1 $
// $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:
// watchEntityEX Behavior Definition
//
//--------------------------------------------------------------------------------
//==============================
// Forward Declarations
//==============================
class WatchEntityEX;
#ifndef __WATCH_ENTITY_EX_HPP__
#define __WATCH_ENTITY_EX_HPP__
#include "behavior.h"
#include "behaviors_general.h"
#include "rotateToEntity.hpp"
//------------------------- CLASS ------------------------------
//
// Name: WatchEntity
// Base Class: Behavior
//
// Description: Will Rotate To, and Continue Rotating To
// an entity for a specified amount of time.
//
// Method of Use: Called From State Machine
//--------------------------------------------------------------
class WatchEntityEX : public Behavior {
public:
//------------------------------------
// States
//------------------------------------
typedef enum {
WATCH_ENTITY_EX_SETUP,
WATCH_ENTITY_EX_ROTATE,
WATCH_ENTITY_EX_HOLD,
WATCH_ENTITY_EX_SUCCESS,
WATCH_ENTITY_EX_FAILED,
} watchEntityStates_t;
//-------------------------------------
// Public Interface
//-------------------------------------
CLASS_PROTOTYPE(WatchEntityEX);
WatchEntityEX();
~WatchEntityEX();
void SetArgs(Event* ev);
void AnimDone(Event* ev);
void Begin(Actor& self);
BehaviorReturnCode_t Evaluate(Actor& self);
void End(Actor& self);
void SetEntity(Entity* ent);
virtual void Archive(Archiver& arc);
protected:
//-------------------------------------
// Internal Functionality
//-------------------------------------
void transitionToState(watchEntityStates_t state);
void setInternalState(watchEntityStates_t state, const str& stateName);
void init(Actor& self);
void think();
void setupStateSetup();
BehaviorReturnCode_t evaluateStateSetup();
void failureStateSetup(const str& failureReason);
void setupStateRotate();
BehaviorReturnCode_t evaluateStateRotate();
void failureStateRotate(const str& failureReason);
void setupStateHold();
BehaviorReturnCode_t evaluateStateHold();
void failureStateHold(const str& failureReason);
private:
//------------------------------------
// Parameters
//------------------------------------
str _stance;
str _shuffleAnim;
str _torsoAnim;
EntityPtr _ent;
//-------------------------------------
// Components
//-------------------------------------
RotateToEntity _rotateToEntity;
//-------------------------------------
// Member Variables
//-------------------------------------
unsigned int _state;
float _time;
float _turnspeed;
};
inline void WatchEntityEX::SetEntity(Entity* ent) {
if (ent) {
_ent = ent;
}
}
inline void WatchEntityEX::Archive(Archiver& arc) {
Behavior::Archive(arc);
// Archive Parameters
arc.ArchiveString(&_stance);
arc.ArchiveString(&_shuffleAnim);
arc.ArchiveString(&_torsoAnim);
arc.ArchiveSafePointer(&_ent);
// Archive Components
arc.ArchiveObject(&_rotateToEntity);
// Archive Member Vars
arc.ArchiveUnsigned(&_state);
arc.ArchiveFloat(&_time);
arc.ArchiveFloat(&_turnspeed);
}
#endif /* __WATCH_ENTITY_EX_HPP__ */