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https://github.com/UberGames/EF2GameSource.git
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184 lines
5.1 KiB
C++
184 lines
5.1 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/stationaryFireCombatEX.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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// StationaryFireCombat 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 StationaryFireCombatEX;
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#ifndef __STATIONARY_FIRE_COMBAT_EX___
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#define __STATIONARY_FIRE_COMBAT_EX___
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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: StationaryFireCombatEx
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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 StationaryFireCombatEX : 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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STATIONARY_FIRE_AIM,
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STATIONARY_FIRE_PRE_FIRE,
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STATIONARY_FIRE_ATTACK,
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STATIONARY_FIRE_POST_FIRE,
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STATIONARY_FIRE_SUCCESS,
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STATIONARY_FIRE_FAILED
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} StationaryFireStates_t;
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//-------------------------------------
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// Public Interface
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//-------------------------------------
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CLASS_PROTOTYPE(StationaryFireCombatEX);
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StationaryFireCombatEX();
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~StationaryFireCombatEX();
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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 SetAimAnim(const str& anim) { _aimAnim = anim; }
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void SetFireAnim(const str& anim) { _fireAnim = anim; }
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void SetPreFireAnim(const str& anim) { _preFireAnim = anim; }
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void SetPostFireAnim(const str& anim) { _postFireAnim = anim; }
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void SetStance(const str& anim) { _stance = anim; }
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void SetAimTimeMin(float minTime) { _aimTimeMin = minTime; }
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void SetAimTimeMax(float maxTime) { _aimTimeMax = maxTime; }
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void SetFireTimeMin(float minTime) { _fireTimeMin = minTime; }
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void SetFireTimeMax(float maxTime) { _fireTimeMax = maxTime; }
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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(StationaryFireStates_t state);
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void setInternalState(StationaryFireStates_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 setupStateAim();
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BehaviorReturnCode_t evaluateStateAim();
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void failureStateAim(const str& failureReason);
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void setupStatePreFire();
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BehaviorReturnCode_t evaluateStatePreFire();
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void failureStatePreFire(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 setupStatePostFire();
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BehaviorReturnCode_t evaluateStatePostFire();
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void failureStatePostFire(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 _stance;
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float _aimTimeMin;
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float _aimTimeMax;
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float _fireTimeMin;
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float _fireTimeMax;
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bool _forceAttack;
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//-------------------------------------
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// Components
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//-------------------------------------
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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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StationaryFireStates_t _state;
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float _endFireTime;
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float _endAimTime;
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EntityPtr _currentEnemy;
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bool _animDone;
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bool _canAttack;
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str _aimAnim;
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str _preFireAnim;
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str _fireAnim;
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str _postFireAnim;
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Actor* _self;
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};
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inline void StationaryFireCombatEX::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(&_stance);
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arc.ArchiveFloat(&_aimTimeMin);
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arc.ArchiveFloat(&_aimTimeMax);
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arc.ArchiveFloat(&_fireTimeMin);
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arc.ArchiveFloat(&_fireTimeMax);
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arc.ArchiveBool(&_forceAttack);
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//
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// Archive Components
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//
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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, StationaryFireStates_t);
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arc.ArchiveFloat(&_endFireTime);
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arc.ArchiveFloat(&_endAimTime);
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arc.ArchiveSafePointer(&_currentEnemy);
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arc.ArchiveBool(&_animDone);
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arc.ArchiveBool(&_canAttack);
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arc.ArchiveString(&_aimAnim);
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arc.ArchiveString(&_preFireAnim);
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arc.ArchiveString(&_fireAnim);
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arc.ArchiveString(&_postFireAnim);
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arc.ArchiveObjectPointer((Class **)&_self);
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}
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#endif /* __STATIONARY_FIRE_COMBAT_EX___ */
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