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https://github.com/UberGames/EF2GameSource.git
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149 lines
4.3 KiB
C++
149 lines
4.3 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/closeInOnEnemyWhileFiringWeapon.hpp $
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// $Revision:: 169 $
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// $Author:: sketcher $
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// $Date:: 4/26/02 2:22p $
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//
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// Copyright (C) 2002 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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// DESCRIPTION:
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// CloseInOnEnemyWhileFiringWeapon Behavior Definition
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//
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//--------------------------------------------------------------------------------
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//==============================
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// Forward Declarations
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//==============================
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class CloseInOnEnemyWhileFiringWeapon;
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#ifndef __CLOSE_IN_ON_ENEMY_WHILE_FIRING_WEAPON_HPP__
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#define __CLOSE_IN_ON_ENEMY_WHILE_FIRING_WEAPON_HPP__
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#include "behavior.h"
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#include "behaviors_general.h"
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//------------------------- CLASS ------------------------------
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//
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// Name: CloseInOnEnemyWhileFiringWeapon
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// Base Class: Behavior
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//
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// Description: Makes the actor move closer to its current enemy
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//
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// Method of Use: Called From State Machine
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//--------------------------------------------------------------
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class CloseInOnEnemyWhileFiringWeapon : public Behavior {
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public:
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//------------------------------------
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// States
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//------------------------------------
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typedef enum {
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CIWF_APPROACH_SETUP_APPROACH,
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CIWF_APPROACH_FIRE,
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CIWF_APPROACH_FIRE_PAUSE,
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CIWF_SUCCESS,
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CIWF_FAILED
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} CIWFStates_t;
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//-------------------------------------
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// Public Interface
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//-------------------------------------
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CLASS_PROTOTYPE(CloseInOnEnemyWhileFiringWeapon);
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CloseInOnEnemyWhileFiringWeapon();
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~CloseInOnEnemyWhileFiringWeapon();
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void SetArgs(Event* ev);
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void Begin(Actor& self);
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BehaviorReturnCode_t Evaluate(Actor& self);
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void End(Actor& self);
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virtual void Archive(Archiver& arc);
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void setAnim(const str& animName);
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void setTorsoAnim(const str& animName);
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void setDist(float distance);
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protected:
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//-------------------------------------
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// Internal Functionality
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//-------------------------------------
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void transitionToState(CIWFStates_t state);
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void setInternalState(CIWFStates_t state, const str& stateName);
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void init(Actor& self);
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void think();
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void updateEnemy();
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void setTorsoAnim();
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void setupStateSetupApproach();
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BehaviorReturnCode_t evaluateStateSetupApproach();
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void failureStateSetupApproach(const str& failureReason);
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void setupStateApproachFire();
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BehaviorReturnCode_t evaluateStateApproachFire();
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void failureStateApproachFire(const str& failureReason);
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void setupStateApproachFirePause();
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BehaviorReturnCode_t evaluateStateApproachFirePause();
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void failureStateApproachFirePause(const str& failureReason);
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private:
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//------------------------------------
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// Parameters
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//------------------------------------
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str _approachAnim;
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str _aimAnim;
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str _fireAnim;
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float _fireTimeMin;
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float _fireTimeMax;
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float _pauseTimeMin;
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float _pauseTimeMax;
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float _dist;
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//-------------------------------------
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// Components
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//-------------------------------------
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GotoEntity _chaseEnemy;
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FireWeapon _fireWeapon;
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//-------------------------------------
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// Member Variables
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//-------------------------------------
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CIWFStates_t _state;
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EntityPtr _currentEnemy;
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float _nextFireTime;
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float _nextPauseTime;
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Actor* _self;
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};
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inline void CloseInOnEnemyWhileFiringWeapon::Archive(Archiver& arc) {
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Behavior::Archive(arc);
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// Archive Parameters
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arc.ArchiveString(&_approachAnim);
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arc.ArchiveString(&_aimAnim);
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arc.ArchiveString(&_fireAnim);
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arc.ArchiveFloat(&_fireTimeMin);
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arc.ArchiveFloat(&_fireTimeMax);
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arc.ArchiveFloat(&_pauseTimeMin);
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arc.ArchiveFloat(&_pauseTimeMax);
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arc.ArchiveFloat(&_dist);
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// Archive Components
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arc.ArchiveObject(&_chaseEnemy);
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arc.ArchiveObject(&_fireWeapon);
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// Archive Member Variables
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ArchiveEnum(_state, CIWFStates_t);
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arc.ArchiveSafePointer(&_currentEnemy);
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arc.ArchiveFloat(&_nextFireTime);
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arc.ArchiveFloat(&_nextPauseTime);
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arc.ArchiveObjectPointer((Class **)&_self);
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}
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#endif /* __CLOSE_IN_ON_ENEMY_WHILE_FIRING_WEAPON_HPP__ */
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