ef2gamesource/dlls/game/gotoHelperNodeNearestEnemy.hpp

155 lines
4.0 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/coverCombatWithRangedWeapon.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:
// CoverCombatWithRangedWeapon Behavior Definition
//
//--------------------------------------------------------------------------------
//==============================
// Forward Declarations
//==============================
class GotoHelperNodeNearestEnemy;
#ifndef __GOTO_HELPER_NODE_NEAREST_ENEMY___
#define __GOTO_HELPER_NODE_NEAREST_ENEMY__
#include "behavior.h"
#include "behaviors_general.h"
#include "gotoHelperNode.hpp"
//------------------------- CLASS ------------------------------
//
// Name: CoverCombatWithRangedWeapon
// Base Class: Behavior
//
// Description:
//
// Method of Use: Called From State Machine
//--------------------------------------------------------------
class GotoHelperNodeNearestEnemy : public Behavior
{
//------------------------------------
// States
//------------------------------------
public:
typedef enum
{
GOTO_HNODE_FIND_NODE,
GOTO_HNODE_MOVE_TO_NODE,
GOTO_HNODE_SUCCESS,
GOTO_HNODE_FAILED
} GotoHelperNodeStates_t;
//------------------------------------
// Parameters
//------------------------------------
private:
str _nodeType;
str _movementAnim;
float _maxDistance;
//-------------------------------------
// Internal Functionality
//-------------------------------------
protected:
void transitionToState ( GotoHelperNodeStates_t state );
void setInternalState ( GotoHelperNodeStates_t state , const str &stateName );
void init ( Actor &self );
void think ();
void updateEnemy ();
void setupStateFindNode ();
BehaviorReturnCode_t evaluateStateFindNode ();
void failureStateFindNode ( const str& failureReason );
void setupStateMoveToNode ();
BehaviorReturnCode_t evaluateStateMoveToNode ();
void failureStateMoveToNode ( const str& failureReason );
//-------------------------------------
// Public Interface
//-------------------------------------
public:
CLASS_PROTOTYPE( GotoHelperNodeNearestEnemy );
GotoHelperNodeNearestEnemy();
~GotoHelperNodeNearestEnemy();
void SetArgs ( Event *ev );
void AnimDone ( Event *ev );
void Begin ( Actor &self );
BehaviorReturnCode_t Evaluate ( Actor &self );
void End ( Actor &self );
// Accessors
void SetNode ( HelperNode *node );
void SetMovementAnim ( const str &anim );
virtual void Archive ( Archiver &arc );
//-------------------------------------
// Components
//-------------------------------------
private:
GotoHelperNode _gotoHNode;
//-------------------------------------
// Member Variables
//-------------------------------------
private:
GotoHelperNodeStates_t _state;
HelperNodePtr _node;
EntityPtr _currentEnemy;
Actor *_self;
};
inline void GotoHelperNodeNearestEnemy::Archive( Archiver &arc )
{
Behavior::Archive ( arc );
//
// Archive Parameters
//
arc.ArchiveString ( &_nodeType );
arc.ArchiveString ( &_movementAnim );
arc.ArchiveFloat ( &_maxDistance );
//
// Archive Components
//
arc.ArchiveObject ( &_gotoHNode );
//
// Archive Member Variables
//
ArchiveEnum ( _state, GotoHelperNodeStates_t );
arc.ArchiveSafePointer ( &_node );
arc.ArchiveSafePointer ( &_currentEnemy );
arc.ArchiveObjectPointer( ( Class ** )&_self );
}
#endif /* __GOTO_HELPER_NODE_NEAREST_ENEMY__ */