ef2gamesource/dlls/game/corridorCombatWithRangedWeapon.hpp
Walter Julius Hennecke 33680e8e7a Reformatting
2014-03-09 02:04:09 +01:00

285 lines
9.1 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/corridorCombatWithRangedWeapon.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 CorridorCombatWithRangedWeapon;
#ifndef __CORRIDORCOMBAT_WITH_RANGEDWEAPON_HPP__
#define __CORRIDORCOMBAT_WITH_RANGEDWEAPON_HPP__
#include "behavior.h"
#include "behaviors_general.h"
//------------------------- CLASS ------------------------------
//
// Name: CooridorCombatWithRangedWeapon
// Base Class: Behavior
//
// Description:
//
// Method of Use: Called From State Machine
//--------------------------------------------------------------
class CorridorCombatWithRangedWeapon : public Behavior {
public:
//------------------------------------
// States
//------------------------------------
typedef enum {
CORRIDORCOMBAT_WRW_FINDNODE,
CORRIDORCOMBAT_WRW_MOVETONODE,
CORRIDORCOMBAT_WRW_BACKPEDAL,
CORRIDORCOMBAT_WRW_FINDBETTERNODE,
CORRIDORCOMBAT_WRW_MOVETOBETTERNODE,
CORRIDORCOMBAT_WRW_CHANGEPOSTURE_DUCK,
CORRIDORCOMBAT_WRW_CHANGEPOSTURE_STAND,
CORRIDORCOMBAT_WRW_DUCKED,
CORRIDORCOMBAT_WRW_DUCKED_FIRING,
CORRIDORCOMBAT_WRW_STAND,
CORRIDORCOMBAT_WRW_STAND_FIRING,
CORRIDORCOMBAT_WRW_HOLD_POSITION,
CORRIDORCOMBAT_WRW_SUCCESS,
CORRIDORCOMBAT_WRW_FAILED
} corridorCombatStates_t;
//-------------------------------------
// Public Interface
//-------------------------------------
CLASS_PROTOTYPE(CorridorCombatWithRangedWeapon);
CorridorCombatWithRangedWeapon();
~CorridorCombatWithRangedWeapon();
void SetArgs(Event* ev);
void AnimDone(Event* ev);
void PostureDone(Event* ev);
void Begin(Actor& self);
BehaviorReturnCode_t Evaluate(Actor& self);
void End(Actor& self);
void SetMovementAnim(const str& movementAnim) { _movementAnim = movementAnim; }
const str& GetMovementAnim() { return _movementAnim; }
void SetTorsoAnim(const str& torsoAnim) { _torsoAnim = torsoAnim; }
const str& GetTorsoAnim() { return _torsoAnim; }
void SetFireAnim(const str& fireAnim) { _fireAnim = fireAnim; }
const str& GetFireAnim() { return _fireAnim; }
void SetPreFireAnim(const str& preFireAnim) { _preFireAnim = preFireAnim; }
const str& GetPreFireAnim() { return _preFireAnim; }
void SetPostFireAnim(const str& postFireAnim) { _postFireAnim = postFireAnim; }
const str& GetPostFireAnim() { return _postFireAnim; }
void SetPostureChangeChance(float chance) { _postureChangeChance = chance; }
float GetPostureChangeChance() { return _postureChangeChance; }
void SetMaxDistance(float maxDistance) { _maxDistance = maxDistance; }
float GetMaxDistance() { return _maxDistance; }
void SetRetreatDistance(float retreatDistance) { _retreatDistance = retreatDistance; }
float GetRetreatDistance() { return _retreatDistance; }
void SetThreatDistance(float threatDistance) { _threatDistance = threatDistance; }
float GetThreatDistance() { return _threatDistance; }
void SetFireTimeMin(float fireTimeMin) { _fireTimeMin = fireTimeMin; }
float GetFireTimeMin() { return _fireTimeMin; }
void SetFireTimeMax(float fireTimeMax) { _fireTimeMax = fireTimeMax; }
float GetFireTimeMax() { return _fireTimeMax; }
void SetPauseTimeMin(float pauseTimeMin) { _pauseTimeMin = pauseTimeMin; }
float GetPauseTimeMin() { return _pauseTimeMin; }
void SetPauseTimeMax(float pauseTimeMax) { _pauseTimeMax = pauseTimeMax; }
float GetPauseTimeMax() { return _pauseTimeMax; }
virtual void Archive(Archiver& arc);
static bool CanExecute(float maxDistance, Actor& self);
protected:
//-------------------------------------
// Internal Functionality
//-------------------------------------
void transitionToState(corridorCombatStates_t state);
void setInternalState(corridorCombatStates_t state, const str &stateName);
void init(Actor &self);
void think();
void updateEnemy();
void setTorsoAnim();
bool checkShouldDuck();
bool checkShouldStand();
bool checkShouldRetreat();
void setupRotate();
BehaviorReturnCode_t evaluateRotate();
void setupStateFindNode();
BehaviorReturnCode_t evaluateStateFindNode();
void failureStateFindNode(const str& failureReason);
void setupStateMoveToNode();
BehaviorReturnCode_t evaluateStateMoveToNode();
void failureStateMoveToNode(const str& failureReason);
void setupStateBackPedal();
BehaviorReturnCode_t evaluateStateBackPedal();
void failureStateBackPedal(const str& failureReason);
void setupStateFindBetterNode();
BehaviorReturnCode_t evaluateStateFindBetterNode();
void failureStateFindBetterNode(const str& failureReason);
void setupStateMoveToBetterNode();
BehaviorReturnCode_t evaluateStateMoveToBetterNode();
void failureStateMoveToBetterNode(const str& failureReason);
void setupStateChangePostureDuck();
BehaviorReturnCode_t evaluateStateChangePostureDuck();
void failureStateChangePostureDuck(const str& failureReason);
void setupStateChangePostureStand();
BehaviorReturnCode_t evaluateStateChangePostureStand();
void failureStateChangePostureStand(const str& failureReason);
void setupStateDucked();
BehaviorReturnCode_t evaluateStateDucked();
void failureStateDucked(const str& failureReason);
void setupStateFireDucked();
BehaviorReturnCode_t evaluateStateFireDucked();
void failureStateFireDucked(const str& failureReason);
void setupStateFirePauseDucked();
BehaviorReturnCode_t evaluateStateFirePauseDucked();
void failureStateFirePauseDucked(const str& failureReason);
void setupStateStanding();
BehaviorReturnCode_t evaluateStateStanding();
void failureStateStanding(const str& failureReason);
void setupStateFireStanding();
BehaviorReturnCode_t evaluateStateFireStanding();
void failureStateFireStanding(const str& failureReason);
void setupStateFirePauseStanding();
BehaviorReturnCode_t evaluateStateFirePauseStanding();
void failureStateFirePauseStanding(const str& failureReason);
void setupStateHoldPosition();
BehaviorReturnCode_t evaluateStateHoldPosition();
void failureStateHoldPosition(const str& failureReason);
private:
//------------------------------------
// Parameters
//------------------------------------
str _movementAnim;
str _torsoAnim;
str _fireAnim;
str _preFireAnim;
str _postFireAnim;
float _postureChangeChance;
float _maxDistance;
float _retreatDistance;
float _threatDistance;
float _fireTimeMin;
float _fireTimeMax;
float _pauseTimeMin;
float _pauseTimeMax;
//-------------------------------------
// Components
//-------------------------------------
GotoPoint _gotoPoint;
FireWeapon _fireWeapon;
MoveRandomDirection _moveRandomDir;
RotateToEntity _rotate;
//-------------------------------------
// Member Variables
//-------------------------------------
corridorCombatStates_t _state;
HelperNodePtr _node;
Actor* _self;
EntityPtr _currentEnemy;
bool _finishedPostureTransition;
float _nextFireTime;
float _nextPauseTime;
float _holdPositionTime;
float _enemyUpdateTime;
static const float NODE_RADIUS;
};
inline void CorridorCombatWithRangedWeapon::Archive(Archiver& arc) {
Behavior::Archive(arc);
//
// Archive Parameters
//
arc.ArchiveString(&_movementAnim);
arc.ArchiveString(&_torsoAnim);
arc.ArchiveString(&_fireAnim);
arc.ArchiveString(&_preFireAnim);
arc.ArchiveString(&_postFireAnim);
arc.ArchiveFloat(&_postureChangeChance);
arc.ArchiveFloat(&_maxDistance);
arc.ArchiveFloat(&_retreatDistance);
arc.ArchiveFloat(&_threatDistance);
arc.ArchiveFloat(&_fireTimeMin);
arc.ArchiveFloat(&_fireTimeMax);
arc.ArchiveFloat(&_pauseTimeMin);
arc.ArchiveFloat(&_pauseTimeMax);
//
// Archive Components
//
arc.ArchiveObject(&_gotoPoint);
arc.ArchiveObject(&_fireWeapon);
arc.ArchiveObject(&_moveRandomDir);
arc.ArchiveObject(&_rotate);
//
// Archive Member Variables
//
ArchiveEnum(_state, corridorCombatStates_t);
arc.ArchiveSafePointer(&_node);
arc.ArchiveObjectPointer((Class **)&_self);
arc.ArchiveSafePointer(&_currentEnemy);
arc.ArchiveBool(&_finishedPostureTransition);
arc.ArchiveFloat(&_nextFireTime);
arc.ArchiveFloat(&_nextPauseTime);
arc.ArchiveFloat(&_holdPositionTime);
arc.ArchiveFloat(&_enemyUpdateTime);
}
#endif /* __CORRIDORCOMBAT_WITH_RANGEDWEAPON_HPP__ */