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

156 lines
4.7 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
{
//------------------------------------
// States
//------------------------------------
public:
typedef enum
{
CIWF_APPROACH_SETUP_APPROACH,
CIWF_APPROACH_FIRE,
CIWF_APPROACH_FIRE_PAUSE,
CIWF_SUCCESS,
CIWF_FAILED
} CIWFStates_t;
//------------------------------------
// Parameters
//------------------------------------
private:
str _approachAnim;
str _aimAnim;
str _fireAnim;
float _fireTimeMin;
float _fireTimeMax;
float _pauseTimeMin;
float _pauseTimeMax;
float _dist;
//-------------------------------------
// Internal Functionality
//-------------------------------------
protected:
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 );
//-------------------------------------
// Public Interface
//-------------------------------------
public:
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 );
//-------------------------------------
// Components
//-------------------------------------
private:
GotoEntity _chaseEnemy;
FireWeapon _fireWeapon;
//-------------------------------------
// Member Variables
//-------------------------------------
private:
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__ */