ef2gamesource/dlls/game/holdPosition.hpp

167 lines
4.2 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/holdPosition.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:
// holdPosition Behavior Definition
//
//--------------------------------------------------------------------------------
//==============================
// Forward Declarations
//==============================
class HoldPosition;
#ifndef __HOLD_POSITION__
#define __HOLD_POSITION__
#include "behavior.h"
#include "behaviors_general.h"
//------------------------- CLASS ------------------------------
//
// Name: HoldPosition
// Base Class: Behavior
//
// Description: Makes the actor idle in position, holding its
// weapon appropriately, and occassionally twitch
//
//
// Method of Use: Called From State Machine
//--------------------------------------------------------------
class HoldPosition : public Behavior
{
//------------------------------------
// States
//------------------------------------
public:
typedef enum
{
HOLD_POSITION_HOLD,
HOLD_POSITION_TWITCH,
HOLD_POSITION_WEAPON_TWITCH,
HOLD_POSITION_SUCCESS,
HOLD_POSITION_FAILED
} HoldPositionStates_t;
//------------------------------------
// Parameters
//------------------------------------
private:
//-------------------------------------
// Internal Functionality
//-------------------------------------
protected:
void transitionToState ( HoldPositionStates_t state );
void setInternalState ( HoldPositionStates_t state , const str &stateName );
void init ( Actor &self );
void think ();
void setupStateHold ();
BehaviorReturnCode_t evaluateStateHold ();
void failureStateHold ( const str& failureReason );
void setupStateTwitch ();
BehaviorReturnCode_t evaluateStateTwitch ();
void failureStateTwitch ( const str& failureReason );
void setupStateWeaponTwitch ();
BehaviorReturnCode_t evaluateStateWeaponTwitch ();
void failureStateWeaponTwitch ( const str& failureReason );
//-------------------------------------
// Public Interface
//-------------------------------------
public:
CLASS_PROTOTYPE( HoldPosition );
HoldPosition();
~HoldPosition();
void SetArgs ( Event *ev );
void AnimDone ( Event *ev );
void Begin ( Actor &self );
BehaviorReturnCode_t Evaluate ( Actor &self );
void End ( Actor &self );
// Accessors
virtual void Archive ( Archiver &arc );
//-------------------------------------
// Components
//-------------------------------------
private:
str _legAnim;
str _torsoAnim;
str _twitchAnim;
str _weaponTwitchAnim;
float _holdTimeMin;
float _holdTimeMax;
float _endHoldTime;
float _nextTwitchTime;
float _twitchInterval;
bool _canTwitch;
bool _animDone;
//-------------------------------------
// Member Variables
//-------------------------------------
private:
HoldPositionStates_t _state;
Actor *_self;
};
inline void HoldPosition::Archive( Archiver &arc )
{
Behavior::Archive ( arc );
//
// Archive Parameters
//
//
// Archive Components
//
//
// Archive Member Variables
//
ArchiveEnum ( _state, HoldPositionStates_t );
arc.ArchiveObjectPointer( ( Class ** )&_self );
arc.ArchiveString( &_legAnim );
arc.ArchiveString( &_torsoAnim );
arc.ArchiveString( &_twitchAnim );
arc.ArchiveString( &_weaponTwitchAnim );
arc.ArchiveFloat( &_holdTimeMin );
arc.ArchiveFloat( &_holdTimeMax );
arc.ArchiveFloat( &_endHoldTime );
arc.ArchiveFloat( &_nextTwitchTime );
arc.ArchiveFloat( &_twitchInterval );
arc.ArchiveBool ( &_canTwitch );
arc.ArchiveBool ( &_animDone );
}
#endif /* __HOLD_POSITION__ */