ef2gamesource/dlls/game/changePosture.hpp
2014-03-07 18:31:00 +01:00

124 lines
3.3 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/changePosture.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:
// CloseInOnEnemy Behavior Definition
//
//--------------------------------------------------------------------------------
//==============================
// Forward Declarations
//==============================
class ChangePosture;
#ifndef __CHANGE_POSTURE_HPP__
#define __CHANGE_POSTURE_HPP__
#include "behavior.h"
#include "behaviors_general.h"
//------------------------- CLASS ------------------------------
//
// Name: ChangePosture
// Base Class: Behavior
//
// Description: Makes the actor change posture
//
// Method of Use: Called From State Machine
//--------------------------------------------------------------
class ChangePosture : public Behavior {
//------------------------------------
// States
//------------------------------------
public:
typedef enum {
CHANGE_POSTURE_SETUP,
CHANGE_POSTURE_CHANGE,
CHANGE_POSTURE_SUCCESS,
CHANGE_POSTURE_FAILED
} changePostureStates_t;
//------------------------------------
// Parameters
//------------------------------------
private: // Parameters
str _posture;
//-------------------------------------
// Internal Functionality
//-------------------------------------
protected:
void transitionToState(changePostureStates_t state);
void setInternalState(changePostureStates_t state, const str& stateName);
void init();
void think();
void setupStateSetup();
BehaviorReturnCode_t evaluateStateSetup();
void failureStateSetup(const str& failureReason);
void setupStateChange();
BehaviorReturnCode_t evaluateStateChange();
void failureStateChange(const str& failureReason);
//-------------------------------------
// Public Interface
//-------------------------------------
public:
CLASS_PROTOTYPE(ChangePosture);
ChangePosture();
~ChangePosture();
void SetArgs(Event* ev);
void PostureDone(Event* ev);
void Begin(Actor& self);
BehaviorReturnCode_t Evaluate(Actor& self);
void End(Actor& self);
virtual void Archive(Archiver& arc);
void setPosture(const str& postureName) { _posture = postureName; }
//-------------------------------------
// Components
//-------------------------------------
//-------------------------------------
// Member Variables
//-------------------------------------
private:
changePostureStates_t _state;
bool _postureDone;
bool _canChange;
};
inline void ChangePosture::Archive(Archiver& arc) {
Behavior::Archive(arc);
// Archive Parameters
arc.ArchiveString(&_posture);
// Archive Components
// Archive Member Variables
ArchiveEnum(_state, changePostureStates_t);
arc.ArchiveBool(&_postureDone);
arc.ArchiveBool(&_canChange);
}
#endif /* __CHANGE_POSTURE_HPP__ */