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https://github.com/UberGames/EF2GameSource.git
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93 lines
2.6 KiB
C++
93 lines
2.6 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/actor_posturecontroller.h $
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// $Revision:: 15 $
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// $Author:: Sketcher $
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// $Date:: 5/20/02 3:55p $
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//
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// Copyright (C) 2001 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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//-----------------------------------------------------------------------------
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class PostureController;
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#ifndef __ACTOR_POSTURECONTROLLER_HPP__
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#define __ACTOR_POSTURECONTROLLER_HPP__
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#include "actor.h"
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#include "actorincludes.h"
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extern Event EV_Posture_Anim_Done;
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extern Event EV_PostureChanged_Completed;
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//------------------------- CLASS ------------------------------
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//
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// Name: PostureController
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// Base Class: None
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//
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// Description: This class will control the posture of the Actor. It will maintain
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// an enum of the current posture and will have methods for changing
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// posture via Animations... Eventually, these will need to be modified
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// to call functions on some type of animation manager
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//
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// Method of Use: Instantiated by the Actor
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//
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//--------------------------------------------------------------
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class PostureController
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{
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public:
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PostureController();
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PostureController( Actor *actor );
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~PostureController();
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virtual void Archive( Archiver &arc );
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void DoArchive( Archiver &arc , Actor *actor );
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void evaluate();
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bool requestPosture( const str &postureState , Listener *requestor );
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const str& getRequestedPostureName();
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const str& getCurrentPostureName();
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void setPostureStateMap( const str &stateMap , bool loading );
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void setPostureState( const str &postureState );
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void setPostureState( const str &postureState , const str &requestedState );
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protected:
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void init();
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private:
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StateMap *_postureStateMap;
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str _postureStateMap_Name;
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State *_currentPostureState;
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str _currentPostureState_Name;
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State *_requestedPostureState;
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str _requestedPostureState_Name;
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SafePtr<Listener> _requestor;
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Container<Conditional*> _postureConditionals;
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Actor *act;
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};
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inline const str& PostureController::getRequestedPostureName()
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{
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return _requestedPostureState_Name;
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}
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inline const str& PostureController::getCurrentPostureName()
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{
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return _currentPostureState_Name;
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}
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#endif /* __ACTOR_POSTURECONTROLLER_HPP__ */
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