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101 lines
2.6 KiB
C++
101 lines
2.6 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/torsoAimAndFireWeapon.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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// torsoAimAndFireWeapon 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 Talk;
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#ifndef __TALK_HPP___
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#define __TALK_HPP___
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#include "behavior.h"
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#include "behaviors_general.h"
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//------------------------- CLASS ------------------------------
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//
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// Name: Talk
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// Base Class: Behavior
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//
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// Description: Makes the actor play appropriate dialog
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// and make appropriate turntos.
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//
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//
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// Method of Use: Called From State Machine
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//--------------------------------------------------------------
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class Talk : 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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TALK_MODE_TURN_TO,
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TALK_MODE_COMBAT,
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TALK_MODE_PLAY_GREETING,
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TALK_MODE_WAIT_FOR_GREETING,
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TALK_MODE_TALK,
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TALK_MODE_WAIT,
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TALK_MODE_TURN_BACK,
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TALK_SUCCESS,
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TALK_FAILED
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} TalkStates_t;
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private:
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TurnTo turnto;
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SentientPtr ent_listening;
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EntityPtr last_headwatch_target;
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float original_yaw;
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float yaw;
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int mode;
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qboolean move_allowed;
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bool animDone;
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str oldAnimName;
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public:
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CLASS_PROTOTYPE( Talk );
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void SetUser( Sentient *user );
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void GreetingDone( 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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virtual void Archive( Archiver &arc );
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};
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inline void Talk::Archive( Archiver &arc )
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{
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Behavior::Archive( arc );
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arc.ArchiveObject( &turnto );
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arc.ArchiveSafePointer( &ent_listening );
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arc.ArchiveSafePointer( &last_headwatch_target );
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arc.ArchiveFloat( &original_yaw );
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arc.ArchiveFloat( &yaw );
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arc.ArchiveInteger( &mode );
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arc.ArchiveBoolean( &move_allowed );
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arc.ArchiveBool( &animDone );
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arc.ArchiveString( &oldAnimName );
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}
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#endif /* __TALK_HPP___ */
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