ef2gamesource/dlls/game/doAttack.hpp
Walter Julius Hennecke 28213f6679 Reformatting
2014-03-09 02:15:48 +01:00

122 lines
3.2 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/doAttack.hpp $
// $Revision:: 169 $
// $Author:: Bschofield $
// $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:
// DoAttack Behavior Definition
//
//--------------------------------------------------------------------------------
//==============================
// Forward Declarations
//==============================
class RotateToEntity;
#ifndef __DO_ATTACK_H__
#define __DO_ATTACK_H__
#include "behavior.h"
#include "rotateToEntity.hpp"
//------------------------- CLASS ------------------------------
//
// Name: DoAttack
// Base Class: Behavior
//
// Description: Rotates the Actor towards its enemy then
// plays the specified attack animation
// This is good for actors that aren't using
// "real" weapons and are relying on animations
// to attack
//
// Method of Use: State machine or called from another behavior
//--------------------------------------------------------------
class DoAttack : public Behavior {
public:
// States
typedef enum {
ATTACK_STATE_SETUP,
ATTACK_STATE_ROTATE,
ATTACK_STATE_START_ANIM,
ATTACK_STATE_ANIMATING,
ATTACK_STATE_COMPLETE,
ATTACK_STATE_FAILED
} attackStates_t;
CLASS_PROTOTYPE(DoAttack);
void SetArgs(Event* ev);
void AnimDone(Event* ev);
void Begin(Actor& self);
BehaviorReturnCode_t Evaluate(Actor& self);
void End(Actor& self);
virtual void Archive(Archiver& arc);
void SetAnim(const str& animName);
void SetTurnSpeed(float turnSpeed);
void SetForceAttack(bool force);
void SetRotateAnim(const str& animName);
protected:
void _setupRotate(Actor& self);
void _rotate(Actor& self);
void _playAttackAnim(Actor& self);
bool _canAttack(Actor& self);
void init(Actor& self);
private:
// Parameters
str _anim;
float _turnspeed;
bool _forceAttack;
str _rotateAnim;
unsigned int _state;
RotateToEntity _rotateBehavior;
};
inline void DoAttack::SetAnim(const str& animName) {
_anim = animName;
}
inline void DoAttack::SetTurnSpeed(float turnSpeed) {
_turnspeed = turnSpeed;
}
inline void DoAttack::SetForceAttack(bool force) {
_forceAttack = force;
}
inline void DoAttack::SetRotateAnim(const str& animName) {
_rotateAnim = animName;
}
inline void DoAttack::Archive(Archiver& arc) {
Behavior::Archive(arc);
// Archive Parameters
arc.ArchiveString(&_anim);
arc.ArchiveFloat(&_turnspeed);
arc.ArchiveBool(&_forceAttack);
arc.ArchiveString(&_rotateAnim);
// Archive Components
// Archive Member Vars
arc.ArchiveUnsigned(&_state);
arc.ArchiveObject(&_rotateBehavior);
}
#endif /* __DO_ATTACK_H__ */