ef2gamesource/dlls/game/MoveRandomDirection.hpp
Walter Julius Hennecke b383c78ad6 reformat
2014-03-09 22:27:54 +01:00

118 lines
3 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/MoveRandomDirection.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:
// MoveRandomDirection Behavior Definition
//
//--------------------------------------------------------------------------------
//==============================
// Forward Declarations
//==============================
class MoveRandomDirection;
#ifndef __MOVE_RANDOM_DIRECTION___
#define __MOVE_RANDOM_DIRECTION___
#include "behavior.h"
#include "behaviors_general.h"
#define MIN_RANDOM_DIRECTION_DESTINATION 64.0f
//------------------------- CLASS ------------------------------
//
// Name: MoveRandomDirection
// Base Class: Behavior
//
// Description: A replacement for Wander -- Utilizes fewer traces
//
// Method of Use: Called From State Machine
//--------------------------------------------------------------
class MoveRandomDirection : public Behavior {
public:
typedef enum {
RANDOM_MOVE_ANYWHERE,
RANDOM_MOVE_IN_FRONT,
RANDOM_MOVE_IN_BACK,
} randomMoveModes_t;
CLASS_PROTOTYPE(MoveRandomDirection);
MoveRandomDirection();
~MoveRandomDirection();
void SetArgs(Event* ev);
void Begin(Actor& self);
BehaviorReturnCode_t Evaluate(Actor& self);
void End(Actor& self);
virtual void Archive(Archiver& arc);
// Accessors
void SetDistance(float dist);
void SetMinDistance(float dist);
void SetAnim(const str& moveAnim);
void SetMode(unsigned int mode);
protected:
Vector _chooseRandomDirection(Actor& self);
float _getDistanceToDestination(Actor& self);
void findDestination(Actor& self);
void setLegAnim(Actor& self);
void setTorsoAnim(Actor& self);
private: // Parameters
str anim;
GotoPoint _chase;
Vector _destination;
unsigned int _mode;
float _dist;
float _minDistance;
float _nextChangeTime;
bool _foundGoodDestination;
bool _forever;
bool _faceEnemy;
str _torsoAnim;
};
inline void MoveRandomDirection::Archive(Archiver& arc) {
Behavior::Archive(arc);
// Archive Parameters
arc.ArchiveString(&anim);
// Archive Components
arc.ArchiveObject(&_chase);
// Archive Member Vars
arc.ArchiveVector(&_destination);
arc.ArchiveUnsigned(&_mode);
arc.ArchiveFloat(&_dist);
arc.ArchiveFloat(&_minDistance);
arc.ArchiveFloat(&_nextChangeTime);
arc.ArchiveBool(&_foundGoodDestination);
arc.ArchiveBool(&_forever);
arc.ArchiveBool(&_faceEnemy);
arc.ArchiveString(&_torsoAnim);
}
#endif /* __MOVE_RANDOM_DIRECTION___ */