ef2gamesource/dlls/game/torsoAimAndFireWeapon.hpp
Walter Julius Hennecke 5477f6b6b8 reformat
2014-03-09 23:04:25 +01:00

188 lines
5.2 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 {
public:
//------------------------------------
// States
//------------------------------------
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;
//-------------------------------------
// Public Interface
//-------------------------------------
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);
protected:
//-------------------------------------
// Internal Functionality
//-------------------------------------
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);
private:
//------------------------------------
// Parameters
//------------------------------------
float _aimTimeMin;
float _aimTimeMax;
float _fireTimeMin;
float _fireTimeMax;
bool _forceAttack;
float _maxTorsoYaw;
float _maxTorsoPitch;
float _maxTorsoTurnSpeed;
int _shots;
bool _aimOnly;
bool _repeat;
//-------------------------------------
// Components
//-------------------------------------
FireWeapon _fireWeapon;
//-------------------------------------
// Member Variables
//-------------------------------------
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___ */