ef2gamesource/dlls/game/torsoAimAndFireWeapon.hpp
Walter Julius Hennecke 5bbf27cabd Initial code commit ...
2012-12-30 17:37:54 +01:00

199 lines
5.5 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/torsoAimAndFireWeapon.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:
// torsoAimAndFireWeapon Behavior Definition
//
//--------------------------------------------------------------------------------
//==============================
// Forward Declarations
//==============================
class TorsoAimAndFireWeapon;
#ifndef __TORSO_AIM_AND_FIRE_WEAPON___
#define __TORSO_AIM_AND_FIRE_WEAPON___
#include "behavior.h"
#include "behaviors_general.h"
//------------------------- CLASS ------------------------------
//
// Name: TorsoAimAndFireWeapon
// Base Class: Behavior
//
// Description: Aims the torso at the current enemy ( If the
// current enemy is within the passed in limits )
//
//
// Method of Use: Called From State Machine
//--------------------------------------------------------------
class TorsoAimAndFireWeapon : public Behavior
{
//------------------------------------
// States
//------------------------------------
public:
typedef enum
{
TORSO_AIM_AND_FIRE_AIM,
TORSO_AIM_AND_FIRE_PRE_FIRE,
TORSO_AIM_AND_FIRE_ATTACK,
TORSO_AIM_AND_FIRE_POST_FIRE,
TORSO_AIM_AND_FIRE_SUCCESS,
TORSO_AIM_AND_FIRE_FAILED
} TorsoAimAndFireStates_t;
//------------------------------------
// Parameters
//------------------------------------
private:
float _aimTimeMin;
float _aimTimeMax;
float _fireTimeMin;
float _fireTimeMax;
bool _forceAttack;
float _maxTorsoYaw;
float _maxTorsoPitch;
float _maxTorsoTurnSpeed;
int _shots;
bool _aimOnly;
bool _repeat;
//-------------------------------------
// Internal Functionality
//-------------------------------------
protected:
void transitionToState ( TorsoAimAndFireStates_t state );
void setInternalState ( TorsoAimAndFireStates_t state , const str &stateName );
void init ( Actor &self );
void think ();
void updateEnemy ();
void AdjustTorsoAngles ( const Vector &tagPos , const Vector &watchPosition );
void LerpTorsoBySpeed ( const Vector &angleDelta );
void setupStateAim ();
BehaviorReturnCode_t evaluateStateAim ();
void failureStateAim ( const str& failureReason );
void setupStatePreFire ();
BehaviorReturnCode_t evaluateStatePreFire ();
void failureStatePreFire ( const str& failureReason );
void setupStateAttack ();
BehaviorReturnCode_t evaluateStateAttack ();
void failureStateAttack ( const str& failureReason );
void setupStatePostFire ();
BehaviorReturnCode_t evaluateStatePostFire ();
void failureStatePostFire ( const str& failureReason );
//-------------------------------------
// Public Interface
//-------------------------------------
public:
CLASS_PROTOTYPE( TorsoAimAndFireWeapon );
TorsoAimAndFireWeapon();
~TorsoAimAndFireWeapon();
void SetArgs ( Event *ev );
void AnimDone ( Event *ev );
void Begin ( Actor &self );
BehaviorReturnCode_t Evaluate ( Actor &self );
void End ( Actor &self );
// Accessors
virtual void Archive ( Archiver &arc );
//-------------------------------------
// Components
//-------------------------------------
private:
FireWeapon _fireWeapon;
//-------------------------------------
// Member Variables
//-------------------------------------
private:
TorsoAimAndFireStates_t _state;
Vector _currentTorsoAngles;
float _endFireTime;
float _endAimTime;
EntityPtr _currentEnemy;
bool _canAttack;
bool _animDone;
str _aimAnim;
str _preFireAnim;
str _fireAnim;
str _postFireAnim;
bool _fireFailed;
bool _endOnAimFail;
Actor *_self;
};
inline void TorsoAimAndFireWeapon::Archive( Archiver &arc )
{
Behavior::Archive ( arc );
//
// Archive Parameters
//
arc.ArchiveFloat( &_aimTimeMin );
arc.ArchiveFloat( &_aimTimeMax );
arc.ArchiveFloat( &_fireTimeMin );
arc.ArchiveFloat( &_fireTimeMax );
arc.ArchiveBool( &_forceAttack );
arc.ArchiveFloat( &_maxTorsoYaw );
arc.ArchiveFloat( &_maxTorsoPitch );
arc.ArchiveFloat( &_maxTorsoTurnSpeed );
arc.ArchiveBool( &_aimOnly );
arc.ArchiveInteger( &_shots );
arc.ArchiveBool( &_repeat );
//
// Archive Components
//
arc.ArchiveObject ( &_fireWeapon );
//
// Archive Member Variables
//
ArchiveEnum ( _state, TorsoAimAndFireStates_t );
arc.ArchiveVector ( &_currentTorsoAngles );
arc.ArchiveFloat( &_endFireTime );
arc.ArchiveFloat( &_endAimTime );
arc.ArchiveSafePointer( &_currentEnemy );
arc.ArchiveBool( &_canAttack );
arc.ArchiveBool( &_animDone );
arc.ArchiveString( &_aimAnim );
arc.ArchiveString( &_preFireAnim );
arc.ArchiveString( &_fireAnim );
arc.ArchiveString( &_postFireAnim );
arc.ArchiveBool( &_fireFailed );
arc.ArchiveBool( &_endOnAimFail );
arc.ArchiveObjectPointer( ( Class ** )&_self );
}
#endif /* __TORSO_AIM_AND_FIRE_WEAPON___ */