ef2gamesource/dlls/game/rotateToEntity.hpp

124 lines
3.4 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/rotateToEntity.h $
// $Revision:: 169 $
// $Author:: Bschofield $
// $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:
// RotateToEntity Behavior Definition
//
//--------------------------------------------------------------------------------
//==============================
// Forward Declarations
//==============================
class RotateToEntity;
#ifndef __ROTATE_TO_ENTITY_H__
#define __ROTATE_TO_ENTITY_H__
#include "behavior.h"
//------------------------- CLASS ------------------------------
//
// Name: RotateToEntity
// Base Class: Behavior
//
// Description: Rotates the actor to face the passed in entity
//
// Method of Use: Should be aggregated by other behaviors
//--------------------------------------------------------------
class RotateToEntity : public Behavior
{
//------------------------------------
// Parameters
//------------------------------------
private:
float _turnspeed;
EntityPtr _ent;
str _anim;
str _entityType;
//-------------------------------------
// Public Interface
//-------------------------------------
public:
CLASS_PROTOTYPE( RotateToEntity );
RotateToEntity();
~RotateToEntity();
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 SetTurnSpeed ( float turnSpeed );
void SetEntity ( Entity *entity );
void SetEntityType( const str &ent );
//-------------------------------------
// Member Variables
//-------------------------------------
private:
float _oldTurnSpeed;
};
inline void RotateToEntity::SetTurnSpeed( float turnSpeed )
{
_turnspeed = turnSpeed;
}
inline void RotateToEntity::SetEntity( Entity *entity )
{
if ( entity )
_ent = entity;
}
inline void RotateToEntity::SetAnim( const str &animName )
{
_anim = animName;
}
inline void RotateToEntity::SetEntityType( const str &ent )
{
if ( ent == "player" || ent == "enemy" )
_entityType = ent;
}
inline void RotateToEntity::Archive( Archiver &arc )
{
Behavior::Archive( arc );
//-------------------------------------
// Archive Parameters
//-------------------------------------
arc.ArchiveFloat ( &_turnspeed );
arc.ArchiveSafePointer ( &_ent );
arc.ArchiveString ( &_anim );
arc.ArchiveString( &_entityType );
//-------------------------------------
// Archive Member Variables
//-------------------------------------
arc.ArchiveFloat ( &_oldTurnSpeed );
}
#endif /* __ROTATE_TO_ENTITY_H__ */