mirror of
https://github.com/UberGames/EF2GameSource.git
synced 2024-11-10 06:31:42 +00:00
177 lines
5.3 KiB
C++
177 lines
5.3 KiB
C++
//-----------------------------------------------------------------------------
|
|
//
|
|
// $Logfile:: /Code/DLLs/game/work.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:
|
|
// CooridorCombatWithRangedWeapon Behavior Definition
|
|
//
|
|
//--------------------------------------------------------------------------------
|
|
|
|
//==============================
|
|
// Forward Declarations
|
|
//==============================
|
|
class Work;
|
|
|
|
#ifndef __WORK_HPP__
|
|
#define __WORK_HPP__
|
|
|
|
#include "behavior.h"
|
|
#include "behaviors_general.h"
|
|
#include "gotoHelperNode.hpp"
|
|
|
|
//------------------------- CLASS ------------------------------
|
|
//
|
|
// Name: Work
|
|
// Base Class: Behavior
|
|
//
|
|
// Description: Makes the Actor use Work Helper Nodes
|
|
//
|
|
// Method of Use: Statemachine or another behavior
|
|
//--------------------------------------------------------------
|
|
class Work : public Behavior
|
|
{
|
|
//------------------------------------
|
|
// States
|
|
//------------------------------------
|
|
public:
|
|
typedef enum
|
|
{
|
|
WORK_FIND_NODE,
|
|
WORK_MOVE_TO_NODE,
|
|
WORK_AT_NODE,
|
|
WORK_ANIMATE_WAIT_ON_TIME,
|
|
WORK_ANIMATE_WAIT_ON_ANIM,
|
|
WORK_ANIMATE_WAIT_ON_SIGNAL,
|
|
WORK_ANIMATE_CONSTANT,
|
|
WORK_ANIMATE_LIST_WAIT_ON_TIME,
|
|
WORK_ANIMATE_LIST_WAIT_ON_ANIM,
|
|
WORK_ANIMATE_LIST_WAIT_ON_SIGNAL,
|
|
WORK_SELECT_ANIM_MODE,
|
|
WORK_SUCCESSFUL,
|
|
WORK_FAILED
|
|
} workStates_t;
|
|
|
|
//------------------------------------
|
|
// Parameters
|
|
//------------------------------------
|
|
private: // Parameters
|
|
str _gotoWorkAnimName ; // anim to play to move to work node, default is "walk"
|
|
float _maxDistance; // maximum distance to look for node
|
|
|
|
//-------------------------------------
|
|
// Internal Functionality
|
|
//-------------------------------------
|
|
protected:
|
|
void transitionToState ( workStates_t state );
|
|
void setInternalState ( workStates_t state , const str &stateName );
|
|
void init ( Actor &self );
|
|
void think ();
|
|
|
|
void setupStateFindNode ();
|
|
BehaviorReturnCode_t evaluateStateFindNode ();
|
|
void failureStateFindNode ( const str& failureReason );
|
|
|
|
void setupStateMoveToNode ();
|
|
BehaviorReturnCode_t evaluateStateMoveToNode ();
|
|
void failureStateMoveToNode ( const str& failureReason );
|
|
|
|
void setupStateAtNode ();
|
|
BehaviorReturnCode_t evaluateStateAtNode ();
|
|
void failureStateAtNode ( const str& failureReason );
|
|
|
|
void setupStateAnimateWaitOnTime ();
|
|
BehaviorReturnCode_t evaluateStateAnimateWaitOnTime ();
|
|
void failureStateAnimateWaitOnTime ( const str& failureReason );
|
|
|
|
void setupStateAnimateWaitOnAnim ();
|
|
BehaviorReturnCode_t evaluateStateAnimateWaitOnAnim ();
|
|
void failureStateAnimateWaitOnAnim ( const str& failureReason );
|
|
|
|
void setupStateAnimateWaitOnSignal ();
|
|
BehaviorReturnCode_t evaluateStateAnimateWaitOnSignal ();
|
|
void failureStateAnimateWaitOnSignal ( const str& failureReason );
|
|
|
|
void setupStateAnimateConstant ();
|
|
BehaviorReturnCode_t evaluateStateAnimateConstant ();
|
|
void failureStateAnimateConstant ( const str& failureReason );
|
|
|
|
void setupStateAnimateListWaitOnTime ();
|
|
BehaviorReturnCode_t evaluateStateAnimateListWaitOnTime ();
|
|
void failureStateAnimateListWaitOnTime ( const str& failureReason );
|
|
|
|
void setupStateAnimateListWaitOnAnim ();
|
|
BehaviorReturnCode_t evaluateStateAnimateListWaitOnAnim ();
|
|
void failureStateAnimateListWaitOnAnim ( const str& failureReason );
|
|
|
|
void setupStateAnimateListWaitOnSignal ();
|
|
BehaviorReturnCode_t evaluateStateAnimateListWaitOnSignal ();
|
|
void failureStateAnimateListWaitOnSignal ( const str& failureReason );
|
|
|
|
|
|
//-------------------------------------
|
|
// Public Interface
|
|
//-------------------------------------
|
|
public:
|
|
CLASS_PROTOTYPE( Work );
|
|
Work();
|
|
~Work();
|
|
|
|
void SetArgs ( Event *ev );
|
|
void AnimDone ( Event *ev );
|
|
void HandleNodeCommand ( Event *ev );
|
|
|
|
void Begin ( Actor &self );
|
|
BehaviorReturnCode_t Evaluate ( Actor &self );
|
|
void End ( Actor &self );
|
|
|
|
void SetNode ( HelperNode* node );
|
|
virtual void Archive ( Archiver &arc );
|
|
|
|
private: // Component Behaviors
|
|
GotoHelperNode _gotoHelperNode;
|
|
|
|
private: // Member Variables
|
|
HelperNodePtr _node;
|
|
unsigned int _state;
|
|
bool _animDone;
|
|
float _endTime;
|
|
Actor* _self;
|
|
|
|
};
|
|
|
|
inline void Work::SetNode( HelperNode *node )
|
|
{
|
|
_node = node;
|
|
}
|
|
|
|
inline void Work::Archive( Archiver &arc )
|
|
{
|
|
Behavior::Archive ( arc );
|
|
|
|
// Archive Parameters
|
|
arc.ArchiveString ( &_gotoWorkAnimName);
|
|
arc.ArchiveFloat ( &_maxDistance );
|
|
|
|
// Archive Components
|
|
arc.ArchiveObject ( &_gotoHelperNode );
|
|
|
|
|
|
// Archive Member Vars
|
|
arc.ArchiveSafePointer ( &_node );
|
|
arc.ArchiveUnsigned ( &_state );
|
|
arc.ArchiveBool ( &_animDone );
|
|
arc.ArchiveFloat ( &_endTime );
|
|
arc.ArchiveObjectPointer ( ( Class ** )&_self );
|
|
}
|
|
|
|
#endif /* __WORK_HPP__ */
|