mirror of
https://github.com/UberGames/EF2GameSource.git
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195 lines
5.5 KiB
C++
195 lines
5.5 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/stationaryFireCombat.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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// StationaryFireCombat 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 StationaryFireCombat;
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#ifndef __STATIONARY_FIRE_COMBAT___
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#define __STATIONARY_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 StationaryFireCombat : 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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STATIONARY_FIRE_AIM,
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STATIONARY_FIRE_PRE_FIRE,
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STATIONARY_FIRE_ATTACK,
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STATIONARY_FIRE_POST_FIRE,
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STATIONARY_FIRE_SUCCESS,
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STATIONARY_FIRE_FAILED
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} StationaryFireStates_t;
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//------------------------------------
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// Parameters
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//------------------------------------
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private:
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str _aimAnim;
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str _preFireAnim;
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str _fireAnim;
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str _postFireAnim;
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str _stance;
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float _aimTimeMin;
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float _aimTimeMax;
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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 ( StationaryFireStates_t state );
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void setInternalState ( StationaryFireStates_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 setupStateAim ();
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BehaviorReturnCode_t evaluateStateAim ();
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void failureStateAim ( const str& failureReason );
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void setupStatePreFire ();
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BehaviorReturnCode_t evaluateStatePreFire ();
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void failureStatePreFire ( 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 setupStatePostFire ();
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BehaviorReturnCode_t evaluateStatePostFire ();
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void failureStatePostFire ( 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( StationaryFireCombat );
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StationaryFireCombat();
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~StationaryFireCombat();
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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 SetAimAnim ( const str &anim ) { _aimAnim = anim; }
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void SetFireAnim ( const str &anim ) { _fireAnim = anim; }
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void SetPreFireAnim ( const str &anim ) { _preFireAnim = anim; }
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void SetPostFireAnim ( const str &anim ) { _postFireAnim = anim; }
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void SetStance ( const str &anim ) { _stance = anim; }
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void SetAimTimeMin ( float minTime ) { _aimTimeMin = minTime; }
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void SetAimTimeMax ( float maxTime ) { _aimTimeMax = maxTime; }
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void SetFireTimeMin ( float minTime ) { _fireTimeMin = minTime; }
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void SetFireTimeMax ( float maxTime ) { _fireTimeMax = maxTime; }
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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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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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StationaryFireStates_t _state;
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float _endFireTime;
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float _endAimTime;
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EntityPtr _currentEnemy;
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bool _animDone;
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bool _canAttack;
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Actor *_self;
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};
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inline void StationaryFireCombat::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 ( &_aimAnim );
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arc.ArchiveString ( &_preFireAnim );
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arc.ArchiveString ( &_fireAnim );
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arc.ArchiveString ( &_postFireAnim );
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arc.ArchiveString ( &_stance );
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arc.ArchiveFloat ( &_aimTimeMin );
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arc.ArchiveFloat ( &_aimTimeMax );
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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 ( &_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, StationaryFireStates_t );
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arc.ArchiveFloat ( &_endFireTime );
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arc.ArchiveFloat ( &_endAimTime );
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arc.ArchiveSafePointer ( &_currentEnemy );
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arc.ArchiveBool ( &_animDone );
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arc.ArchiveBool ( &_canAttack );
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arc.ArchiveObjectPointer( ( Class ** )&_self );
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}
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#endif /* __STATIONARY_FIRE_COMBAT___ */
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