ef2gamesource/dlls/game/suppressionFireCombat.hpp

206 lines
5.5 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/suppressionWithRangedWeapon.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:
// SuppressionFireCombat Behavior Definition
//
//--------------------------------------------------------------------------------
//==============================
// Forward Declarations
//==============================
class SuppressionFireCombat;
#ifndef __SUPPRESSION_FIRE_COMBAT___
#define __SUPPRESSION_FIRE_COMBAT___
#include "behavior.h"
#include "behaviors_general.h"
#include "gotoHelperNode.hpp"
#include "rotateToEntity.hpp"
//------------------------- CLASS ------------------------------
//
// Name: CoverCombatWithRangedWeapon
// Base Class: Behavior
//
// Description:
//
// Method of Use: Called From State Machine
//--------------------------------------------------------------
class SuppressionFireCombat : public Behavior
{
//------------------------------------
// States
//------------------------------------
public:
typedef enum
{
SUPPRESSION_FIRE_FIND_NODE,
SUPPRESSION_FIRE_MOVE_TO_NODE,
SUPPRESSION_FIRE_ATTACK,
SUPPRESSION_FIRE_PAUSE,
SUPPRESSION_FIRE_SUCCESS,
SUPPRESSION_FIRE_FAILED
} SuppressionFireStates_t;
//------------------------------------
// Parameters
//------------------------------------
private:
str _movementAnim;
str _torsoIdleAnim;
str _torsoAttackAnim;
float _maxDistance;
float _pauseTimeMin;
float _pauseTimeMax;
float _fireTimeMin;
float _fireTimeMax;
//-------------------------------------
// Internal Functionality
//-------------------------------------
protected:
void transitionToState ( SuppressionFireStates_t state );
void setInternalState ( SuppressionFireStates_t state , const str &stateName );
void init ( Actor &self );
void think ();
void updateEnemy ();
void faceEnemy ();
void setupStateFindNode ();
BehaviorReturnCode_t evaluateStateFindNode ();
void failureStateFindNode ( const str& failureReason );
void setupStateMoveToNode ();
BehaviorReturnCode_t evaluateStateMoveToNode ();
void failureStateMoveToNode ( const str& failureReason );
void setupStateAttack ();
BehaviorReturnCode_t evaluateStateAttack ();
void failureStateAttack ( const str& failureReason );
void setupStatePause ();
BehaviorReturnCode_t evaluateStatePause ();
void failureStatePause ( const str& failureReason );
//-------------------------------------
// Public Interface
//-------------------------------------
public:
CLASS_PROTOTYPE( SuppressionFireCombat );
SuppressionFireCombat();
~SuppressionFireCombat();
void SetArgs ( Event *ev );
void AnimDone ( Event *ev );
void Begin ( Actor &self );
BehaviorReturnCode_t Evaluate ( Actor &self );
void End ( Actor &self );
// Accessors
void SetMovementAnim ( const str &anim );
void SetTorsoIdleAnim ( const str &anim );
void SetTorsoAttackAnim ( const str &anim );
virtual void Archive ( Archiver &arc );
//-------------------------------------
// Components
//-------------------------------------
private:
GotoHelperNode _gotoHNode;
FireWeapon _fireWeapon;
RotateToEntity _rotateToEntity;
//-------------------------------------
// Member Variables
//-------------------------------------
private:
SuppressionFireStates_t _state;
bool _atNode;
float _nextMoveAttempt;
float _endFireTime;
float _endPauseTime;
HelperNodePtr _node;
EntityPtr _currentEnemy;
Actor *_self;
};
inline void SuppressionFireCombat::SetMovementAnim ( const str &anim )
{
_movementAnim = anim;
}
inline void SuppressionFireCombat::SetTorsoIdleAnim ( const str &anim )
{
_torsoIdleAnim = anim;
}
inline void SuppressionFireCombat::SetTorsoAttackAnim ( const str &anim )
{
_torsoAttackAnim = anim;
}
inline void SuppressionFireCombat::Archive( Archiver &arc )
{
Behavior::Archive ( arc );
//
// Archive Parameters
//
arc.ArchiveString ( &_movementAnim );
arc.ArchiveString ( &_torsoIdleAnim );
arc.ArchiveString ( &_torsoAttackAnim );
arc.ArchiveFloat ( &_maxDistance );
arc.ArchiveFloat ( &_pauseTimeMin );
arc.ArchiveFloat ( &_pauseTimeMax );
arc.ArchiveFloat ( &_fireTimeMin );
arc.ArchiveFloat ( &_fireTimeMax );
//
// Archive Components
//
arc.ArchiveObject ( &_gotoHNode );
arc.ArchiveObject ( &_fireWeapon );
arc.ArchiveObject ( &_rotateToEntity );
//
// Archive Member Variables
//
ArchiveEnum ( _state, SuppressionFireStates_t );
arc.ArchiveBool ( &_atNode );
arc.ArchiveFloat ( &_nextMoveAttempt );
arc.ArchiveFloat ( &_endFireTime );
arc.ArchiveFloat ( &_endPauseTime );
arc.ArchiveSafePointer ( &_node );
arc.ArchiveSafePointer ( &_currentEnemy );
arc.ArchiveObjectPointer( ( Class ** )&_self );
}
#endif /* __SUPPRESSION_FIRE_COMBAT___ */