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//===========================================================================
// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
//
// Component: AttackBehaviour
//
// Description: Atta
//
// Authors: Michael Riegger
//
//===========================================================================
// Recompilation protection flag.
#ifndef ATTACKBEHAVIOUR_H
#define ATTACKBEHAVIOUR_H
//===========================================================================
// Nested Includes
//===========================================================================
#include <ai/actor/behaviour.h>
#include <radmath/random.hpp>
#include <events/eventlistener.h>
//===========================================================================
// Forward References
//===========================================================================
//===========================================================================
// Constants, Typedefs, and Macro Definitions (needed by external clients)
//===========================================================================
//===========================================================================
// Interface Definitions
//===========================================================================
class AttackBehaviour : public Behaviour, public EventListener
{
public:
// maximum firing range in meters, forward firing arc in degrees
AttackBehaviour( float maxFiringRange, float firingArc );
virtual ~AttackBehaviour();
virtual void Apply( Actor*, unsigned int timeInMS );
void SetMaxFiringRange( float meters );
void SetFiringArc( float degrees );
void SetActorMoveSpeed( float kph );
void SetMovementIntervals( float seconds );
bool IsMovementDisabled()const;
// Enable this behaviour
virtual void Activate();
// Disable this behaviour
virtual void Deactivate();
virtual void HandleEvent( EventEnum id, void* pEventData );
protected:
bool WithinFiringRange( const rmt::Vector& actorPos, const rmt::Vector& target )const;
bool WithinFiringArc( const rmt::Vector& actorPos, const rmt::Vector& actorFacing, const rmt::Vector& target )const;
bool IsTooClose( const rmt::Vector& actorPos, const rmt::Vector& target )const;
void MoveIntoAttackRange( Actor* actor, const rmt::Vector& target );
void MoveAway( Actor* actor, const rmt::Vector& target );
float m_MaxFiringRange; // in meters
float m_MaxFiringRangeSqr;
float m_FiringArc; // half-arc radius, units = cos(angle)
float m_Speed; // meters per milliseconds
float m_MovementIntervals;
unsigned int m_TimeOfLastMove;
int m_ActiveGagCount;
bool m_InConversation;
static rmt::Randomizer s_Randomizer;
static bool s_RandomizerSeeded;
private:
// These methods defined as private and not implemented ensure that
// clients will not be able to use them. For example, we will
// disallow AttackBehaviour from being copied and assigned.
AttackBehaviour( const AttackBehaviour& );
AttackBehaviour& operator=( const AttackBehaviour& );
};
#endif
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