ef2gamesource/dlls/game/talk.hpp

102 lines
2.6 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/torsoAimAndFireWeapon.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:
// torsoAimAndFireWeapon Behavior Definition
//
//--------------------------------------------------------------------------------
//==============================
// Forward Declarations
//==============================
class Talk;
#ifndef __TALK_HPP___
#define __TALK_HPP___
#include "behavior.h"
#include "behaviors_general.h"
//------------------------- CLASS ------------------------------
//
// Name: Talk
// Base Class: Behavior
//
// Description: Makes the actor play appropriate dialog
// and make appropriate turntos.
//
//
// Method of Use: Called From State Machine
//--------------------------------------------------------------
class Talk : public Behavior
{
//------------------------------------
// States
//------------------------------------
public:
typedef enum
{
TALK_MODE_TURN_TO,
TALK_MODE_COMBAT,
TALK_MODE_PLAY_GREETING,
TALK_MODE_WAIT_FOR_GREETING,
TALK_MODE_TALK,
TALK_MODE_WAIT,
TALK_MODE_TURN_BACK,
TALK_SUCCESS,
TALK_FAILED
} TalkStates_t;
private:
TurnTo turnto;
SentientPtr ent_listening;
EntityPtr last_headwatch_target;
float original_yaw;
float yaw;
int mode;
qboolean move_allowed;
bool animDone;
str oldAnimName;
public:
CLASS_PROTOTYPE( Talk );
void SetUser( Sentient *user );
void GreetingDone( Event *ev );
void AnimDone( Event *ev );
void Begin( Actor &self );
BehaviorReturnCode_t Evaluate( Actor &self );
void End( Actor &self );
virtual void Archive( Archiver &arc );
};
inline void Talk::Archive( Archiver &arc )
{
Behavior::Archive( arc );
arc.ArchiveObject( &turnto );
arc.ArchiveSafePointer( &ent_listening );
arc.ArchiveSafePointer( &last_headwatch_target );
arc.ArchiveFloat( &original_yaw );
arc.ArchiveFloat( &yaw );
arc.ArchiveInteger( &mode );
arc.ArchiveBoolean( &move_allowed );
arc.ArchiveBool( &animDone );
arc.ArchiveString( &oldAnimName );
}
#endif /* __TALK_HPP___ */