ef2gamesource/dlls/game/closeInOnEnemy.hpp
Walter Julius Hennecke 5bbf27cabd Initial code commit ...
2012-12-30 17:37:54 +01:00

144 lines
3.9 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/closeInOnEnemy.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:
// CloseInOnEnemy Behavior Definition
//
//--------------------------------------------------------------------------------
//==============================
// Forward Declarations
//==============================
class CloseInOnEnemy;
#ifndef __CLOSE_IN_ON_ENEMY_HPP__
#define __CLOSE_IN_ON_ENEMY_HPP__
#include "behavior.h"
#include "behaviors_general.h"
//------------------------- CLASS ------------------------------
//
// Name: CloseInOnEnemy
// Base Class: Behavior
//
// Description: Makes the actor move closer to its current enemy
//
// Method of Use: Called From State Machine
//--------------------------------------------------------------
class CloseInOnEnemy : public Behavior
{
//------------------------------------
// States
//------------------------------------
public:
typedef enum
{
CLOSE_IN_ON_ENEMY_APPROACH,
CLOSE_IN_ON_ENEMY_SUCCESS,
CLOSE_IN_ON_ENEMY_FAILED
} closeInOnEnemyStates_t;
//------------------------------------
// Parameters
//------------------------------------
private: // Parameters
str _anim;
str _torsoAnim;
float _dist;
//-------------------------------------
// Internal Functionality
//-------------------------------------
protected:
void transitionToState ( closeInOnEnemyStates_t state );
void setInternalState ( closeInOnEnemyStates_t state , const str &stateName );
void init ( Actor &self );
void think ();
void updateEnemy ();
void setTorsoAnim ();
void setupStateApproach ();
BehaviorReturnCode_t evaluateStateApproach ();
void failureStateApproach ( const str& failureReason );
//-------------------------------------
// Public Interface
//-------------------------------------
public:
CLASS_PROTOTYPE( CloseInOnEnemy );
CloseInOnEnemy();
~CloseInOnEnemy();
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 );
//-------------------------------------
// Components
//-------------------------------------
private:
GotoEntity _chaseEnemy;
//-------------------------------------
// Member Variables
//-------------------------------------
private:
closeInOnEnemyStates_t _state;
EntityPtr _currentEnemy;
Actor *_self;
};
inline void CloseInOnEnemy::setAnim( const str &animName )
{
_anim = animName;
}
inline void CloseInOnEnemy::setTorsoAnim( const str &animName )
{
_torsoAnim = animName;
}
inline void CloseInOnEnemy::setDist( float distance )
{
_dist = distance;
}
inline void CloseInOnEnemy::Archive( Archiver &arc )
{
Behavior::Archive( arc );
// Archive Parameters
arc.ArchiveString ( &_anim );
arc.ArchiveString ( &_torsoAnim );
arc.ArchiveFloat ( &_dist );
// Archive Components
arc.ArchiveObject ( &_chaseEnemy );
// Archive Member Variables
ArchiveEnum ( _state, closeInOnEnemyStates_t);
arc.ArchiveSafePointer ( &_currentEnemy );
arc.ArchiveObjectPointer ( ( Class ** )&_self );
}
#endif /* CLOSE_IN_ON_ENEMY_HPP */