mirror of
https://github.com/UberGames/EF2GameSource.git
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205 lines
5.5 KiB
C++
205 lines
5.5 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/suppressionWithRangedWeapon.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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// SuppressionFireCombat 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 SuppressionFireCombat;
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#ifndef __SUPPRESSION_FIRE_COMBAT___
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#define __SUPPRESSION_FIRE_COMBAT___
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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: CoverCombatWithRangedWeapon
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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 SuppressionFireCombat : public Behavior
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{
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//------------------------------------
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// States
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//------------------------------------
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public:
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typedef enum
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{
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SUPPRESSION_FIRE_FIND_NODE,
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SUPPRESSION_FIRE_MOVE_TO_NODE,
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SUPPRESSION_FIRE_ATTACK,
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SUPPRESSION_FIRE_PAUSE,
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SUPPRESSION_FIRE_SUCCESS,
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SUPPRESSION_FIRE_FAILED
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} SuppressionFireStates_t;
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//------------------------------------
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// Parameters
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//------------------------------------
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private:
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str _movementAnim;
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str _torsoIdleAnim;
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str _torsoAttackAnim;
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float _maxDistance;
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float _pauseTimeMin;
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float _pauseTimeMax;
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float _fireTimeMin;
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float _fireTimeMax;
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//-------------------------------------
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// Internal Functionality
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//-------------------------------------
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protected:
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void transitionToState ( SuppressionFireStates_t state );
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void setInternalState ( SuppressionFireStates_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 setupStateFindNode ();
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BehaviorReturnCode_t evaluateStateFindNode ();
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void failureStateFindNode ( const str& failureReason );
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void setupStateMoveToNode ();
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BehaviorReturnCode_t evaluateStateMoveToNode ();
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void failureStateMoveToNode ( 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 setupStatePause ();
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BehaviorReturnCode_t evaluateStatePause ();
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void failureStatePause ( const str& failureReason );
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//-------------------------------------
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// Public Interface
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//-------------------------------------
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public:
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CLASS_PROTOTYPE( SuppressionFireCombat );
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SuppressionFireCombat();
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~SuppressionFireCombat();
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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 SetMovementAnim ( const str &anim );
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void SetTorsoIdleAnim ( const str &anim );
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void SetTorsoAttackAnim ( const str &anim );
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virtual void Archive ( Archiver &arc );
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//-------------------------------------
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// Components
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//-------------------------------------
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private:
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GotoHelperNode _gotoHNode;
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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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private:
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SuppressionFireStates_t _state;
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bool _atNode;
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float _nextMoveAttempt;
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float _endFireTime;
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float _endPauseTime;
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HelperNodePtr _node;
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EntityPtr _currentEnemy;
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Actor *_self;
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};
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inline void SuppressionFireCombat::SetMovementAnim ( const str &anim )
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{
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_movementAnim = anim;
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}
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inline void SuppressionFireCombat::SetTorsoIdleAnim ( const str &anim )
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{
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_torsoIdleAnim = anim;
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}
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inline void SuppressionFireCombat::SetTorsoAttackAnim ( const str &anim )
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{
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_torsoAttackAnim = anim;
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}
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inline void SuppressionFireCombat::Archive( Archiver &arc )
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{
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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 ( &_movementAnim );
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arc.ArchiveString ( &_torsoIdleAnim );
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arc.ArchiveString ( &_torsoAttackAnim );
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arc.ArchiveFloat ( &_maxDistance );
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arc.ArchiveFloat ( &_pauseTimeMin );
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arc.ArchiveFloat ( &_pauseTimeMax );
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arc.ArchiveFloat ( &_fireTimeMin );
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arc.ArchiveFloat ( &_fireTimeMax );
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//
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// Archive Components
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//
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arc.ArchiveObject ( &_gotoHNode );
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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, SuppressionFireStates_t );
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arc.ArchiveBool ( &_atNode );
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arc.ArchiveFloat ( &_nextMoveAttempt );
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arc.ArchiveFloat ( &_endFireTime );
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arc.ArchiveFloat ( &_endPauseTime );
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arc.ArchiveSafePointer ( &_node );
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arc.ArchiveSafePointer ( &_currentEnemy );
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arc.ArchiveObjectPointer( ( Class ** )&_self );
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}
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#endif /* __SUPPRESSION_FIRE_COMBAT___ */
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