ef2gamesource/dlls/game/closeInOnEnemyWhileFiringWeapon.hpp
Walter Julius Hennecke df163e68ef Formatting
2014-03-07 18:41:24 +01:00

149 lines
4.3 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/closeInOnEnemyWhileFiringWeapon.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:
// CloseInOnEnemyWhileFiringWeapon Behavior Definition
//
//--------------------------------------------------------------------------------
//==============================
// Forward Declarations
//==============================
class CloseInOnEnemyWhileFiringWeapon;
#ifndef __CLOSE_IN_ON_ENEMY_WHILE_FIRING_WEAPON_HPP__
#define __CLOSE_IN_ON_ENEMY_WHILE_FIRING_WEAPON_HPP__
#include "behavior.h"
#include "behaviors_general.h"
//------------------------- CLASS ------------------------------
//
// Name: CloseInOnEnemyWhileFiringWeapon
// Base Class: Behavior
//
// Description: Makes the actor move closer to its current enemy
//
// Method of Use: Called From State Machine
//--------------------------------------------------------------
class CloseInOnEnemyWhileFiringWeapon : public Behavior {
public:
//------------------------------------
// States
//------------------------------------
typedef enum {
CIWF_APPROACH_SETUP_APPROACH,
CIWF_APPROACH_FIRE,
CIWF_APPROACH_FIRE_PAUSE,
CIWF_SUCCESS,
CIWF_FAILED
} CIWFStates_t;
//-------------------------------------
// Public Interface
//-------------------------------------
CLASS_PROTOTYPE(CloseInOnEnemyWhileFiringWeapon);
CloseInOnEnemyWhileFiringWeapon();
~CloseInOnEnemyWhileFiringWeapon();
void SetArgs(Event* ev);
void Begin(Actor& self);
BehaviorReturnCode_t Evaluate(Actor& self);
void End(Actor& self);
virtual void Archive(Archiver& arc);
void setAnim(const str& animName);
void setTorsoAnim(const str& animName);
void setDist(float distance);
protected:
//-------------------------------------
// Internal Functionality
//-------------------------------------
void transitionToState(CIWFStates_t state);
void setInternalState(CIWFStates_t state, const str& stateName);
void init(Actor& self);
void think();
void updateEnemy();
void setTorsoAnim();
void setupStateSetupApproach();
BehaviorReturnCode_t evaluateStateSetupApproach();
void failureStateSetupApproach(const str& failureReason);
void setupStateApproachFire();
BehaviorReturnCode_t evaluateStateApproachFire();
void failureStateApproachFire(const str& failureReason);
void setupStateApproachFirePause();
BehaviorReturnCode_t evaluateStateApproachFirePause();
void failureStateApproachFirePause(const str& failureReason);
private:
//------------------------------------
// Parameters
//------------------------------------
str _approachAnim;
str _aimAnim;
str _fireAnim;
float _fireTimeMin;
float _fireTimeMax;
float _pauseTimeMin;
float _pauseTimeMax;
float _dist;
//-------------------------------------
// Components
//-------------------------------------
GotoEntity _chaseEnemy;
FireWeapon _fireWeapon;
//-------------------------------------
// Member Variables
//-------------------------------------
CIWFStates_t _state;
EntityPtr _currentEnemy;
float _nextFireTime;
float _nextPauseTime;
Actor* _self;
};
inline void CloseInOnEnemyWhileFiringWeapon::Archive(Archiver& arc) {
Behavior::Archive(arc);
// Archive Parameters
arc.ArchiveString(&_approachAnim);
arc.ArchiveString(&_aimAnim);
arc.ArchiveString(&_fireAnim);
arc.ArchiveFloat(&_fireTimeMin);
arc.ArchiveFloat(&_fireTimeMax);
arc.ArchiveFloat(&_pauseTimeMin);
arc.ArchiveFloat(&_pauseTimeMax);
arc.ArchiveFloat(&_dist);
// Archive Components
arc.ArchiveObject(&_chaseEnemy);
arc.ArchiveObject(&_fireWeapon);
// Archive Member Variables
ArchiveEnum(_state, CIWFStates_t);
arc.ArchiveSafePointer(&_currentEnemy);
arc.ArchiveFloat(&_nextFireTime);
arc.ArchiveFloat(&_nextPauseTime);
arc.ArchiveObjectPointer((Class **)&_self);
}
#endif /* __CLOSE_IN_ON_ENEMY_WHILE_FIRING_WEAPON_HPP__ */