ef2gamesource/dlls/game/watchEntity.hpp

143 lines
3.6 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/healGroupMember.hpp $
// $Revision:: 1 $
// $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:
// watchEntity Behavior Definition
//
//--------------------------------------------------------------------------------
//==============================
// Forward Declarations
//==============================
class WatchEntity;
#ifndef __WATCH_ENTITY_HPP__
#define __WATCH_ENTITY_HPP__
#include "behavior.h"
#include "behaviors_general.h"
#include "rotateToEntity.hpp"
//------------------------- CLASS ------------------------------
//
// Name: WatchEntity
// Base Class: Behavior
//
// Description: Will Rotate To, and Continue Rotating To
// an entity for a specified amount of time.
//
// Method of Use: Called From State Machine
//--------------------------------------------------------------
class WatchEntity : public Behavior {
public:
//------------------------------------
// States
//------------------------------------
typedef enum {
WATCH_HOLD,
WATCH_ROTATE,
WATCH_SUCCESS,
WATCH_FAILED
} watchEntityStates_t;
//-------------------------------------
// Public Interface
//-------------------------------------
CLASS_PROTOTYPE(WatchEntity);
WatchEntity();
~WatchEntity();
void SetArgs(Event* ev);
void AnimDone(Event* ev);
void Begin(Actor& self);
BehaviorReturnCode_t Evaluate(Actor& self);
void End(Actor& self);
void SetEntity(Entity* ent);
virtual void Archive(Archiver& arc);
protected:
//-------------------------------------
// Internal Functionality
//-------------------------------------
void transitionToState(watchEntityStates_t state);
void setInternalState(watchEntityStates_t state, const str& stateName);
void init(Actor& self);
void think();
void setupStateRotate();
BehaviorReturnCode_t evaluateStateRotate(Actor& self);
void rotateFailed(Actor &self);
void setupStateHold();
BehaviorReturnCode_t evaluateStateHold(Actor& self);
void holdFailed(Actor &self);
private:
//------------------------------------
// Parameters
//------------------------------------
float _time;
float _turnspeed;
float _oldTurnSpeed;
str _anim;
EntityPtr _ent;
unsigned int _waitForAnim;
str _holdAnim;
bool _forcePlayer;
//-------------------------------------
// Components
//-------------------------------------
//-------------------------------------
// Member Variables
//-------------------------------------
unsigned int _state;
unsigned int _animDone;
};
inline void WatchEntity::SetEntity(Entity* ent) {
if (ent) {
_ent = ent;
}
}
inline void WatchEntity::Archive(Archiver& arc) {
Behavior::Archive(arc);
// Archive Parameters
arc.ArchiveFloat(&_time);
arc.ArchiveFloat(&_turnspeed);
arc.ArchiveFloat(&_oldTurnSpeed);
arc.ArchiveString(&_anim);
arc.ArchiveSafePointer(&_ent);
arc.ArchiveUnsigned(&_waitForAnim);
arc.ArchiveString(&_holdAnim);
arc.ArchiveBool(&_forcePlayer);
// Archive Member Vars
arc.ArchiveUnsigned(&_state);
arc.ArchiveUnsigned(&_animDone);
}
#endif /* __WATCH_ENTITY_HPP__ */