From 21894316f996c9f5926e04f2de5833e0903ce2a2 Mon Sep 17 00:00:00 2001 From: Walter Julius Hennecke Date: Fri, 7 Mar 2014 19:24:50 +0100 Subject: [PATCH] Formatting --- dlls/game/closeInOnPlayer.hpp | 278 ++++++++++++++++------------------ 1 file changed, 134 insertions(+), 144 deletions(-) diff --git a/dlls/game/closeInOnPlayer.hpp b/dlls/game/closeInOnPlayer.hpp index d8bdcc8..92df25a 100644 --- a/dlls/game/closeInOnPlayer.hpp +++ b/dlls/game/closeInOnPlayer.hpp @@ -1,144 +1,134 @@ -//----------------------------------------------------------------------------- -// -// $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 CloseInOnPlayer; - -#ifndef __CLOSE_IN_ON_PLAYER_HPP__ -#define __CLOSE_IN_ON_PLAYER_HPP__ - -#include "behavior.h" -#include "behaviors_general.h" - -//------------------------- CLASS ------------------------------ -// -// Name: CloseInOnPlayer -// Base Class: Behavior -// -// Description: Makes the actor move closer to the player enemy -// -// Method of Use: Called From State Machine -//-------------------------------------------------------------- -class CloseInOnPlayer : public Behavior -{ - //------------------------------------ - // States - //------------------------------------ - public: - typedef enum - { - CLOSE_IN_ON_PLAYER_APPROACH, - CLOSE_IN_ON_PLAYER_SUCCESS, - CLOSE_IN_ON_PLAYER_FAILED - } closeInOnPlayerStates_t; - - //------------------------------------ - // Parameters - //------------------------------------ - private: // Parameters - str _anim; - str _torsoAnim; - float _dist; - - //------------------------------------- - // Internal Functionality - //------------------------------------- - protected: - void transitionToState ( closeInOnPlayerStates_t state ); - void setInternalState ( closeInOnPlayerStates_t state , const str &stateName ); - void init ( Actor &self ); - void think (); - void findPlayer (); - void setTorsoAnim (); - - void setupStateApproach (); - BehaviorReturnCode_t evaluateStateApproach (); - void failureStateApproach ( const str& failureReason ); - - //------------------------------------- - // Public Interface - //------------------------------------- - public: - CLASS_PROTOTYPE( CloseInOnPlayer ); - - CloseInOnPlayer(); - ~CloseInOnPlayer(); - - 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 _chase; - - //------------------------------------- - // Member Variables - //------------------------------------- - private: - closeInOnPlayerStates_t _state; - EntityPtr _player; - Actor *_self; - -}; - -inline void CloseInOnPlayer::setAnim( const str &animName ) -{ - _anim = animName; -} - -inline void CloseInOnPlayer::setTorsoAnim( const str &animName ) -{ - _torsoAnim = animName; -} - -inline void CloseInOnPlayer::setDist( float distance ) -{ - _dist = distance; -} - -inline void CloseInOnPlayer::Archive( Archiver &arc ) -{ - Behavior::Archive( arc ); - - // Archive Parameters - arc.ArchiveString ( &_anim ); - arc.ArchiveString ( &_torsoAnim ); - arc.ArchiveFloat ( &_dist ); - - // Archive Components - arc.ArchiveObject ( &_chase ); - - // Archive Member Variables - ArchiveEnum ( _state, closeInOnPlayerStates_t); - arc.ArchiveSafePointer ( &_player ); - arc.ArchiveObjectPointer ( ( Class ** )&_self ); -} - -#endif /* CLOSE_IN_ON_PLAYER_HPP */ +//----------------------------------------------------------------------------- +// +// $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 CloseInOnPlayer; + +#ifndef __CLOSE_IN_ON_PLAYER_HPP__ +#define __CLOSE_IN_ON_PLAYER_HPP__ + +#include "behavior.h" +#include "behaviors_general.h" + +//------------------------- CLASS ------------------------------ +// +// Name: CloseInOnPlayer +// Base Class: Behavior +// +// Description: Makes the actor move closer to the player enemy +// +// Method of Use: Called From State Machine +//-------------------------------------------------------------- +class CloseInOnPlayer : public Behavior { + public: + //------------------------------------ + // States + //------------------------------------ + typedef enum { + CLOSE_IN_ON_PLAYER_APPROACH, + CLOSE_IN_ON_PLAYER_SUCCESS, + CLOSE_IN_ON_PLAYER_FAILED + } closeInOnPlayerStates_t; + + //------------------------------------- + // Public Interface + //------------------------------------- + CLASS_PROTOTYPE(CloseInOnPlayer); + + CloseInOnPlayer(); + ~CloseInOnPlayer(); + + 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); + + protected: + //------------------------------------- + // Internal Functionality + //------------------------------------- + void transitionToState(closeInOnPlayerStates_t state); + void setInternalState(closeInOnPlayerStates_t state, const str& stateName); + void init(Actor& self); + void think(); + void findPlayer(); + void setTorsoAnim(); + + void setupStateApproach(); + BehaviorReturnCode_t evaluateStateApproach(); + void failureStateApproach(const str& failureReason); + + private: + //------------------------------------ + // Parameters + //------------------------------------ + str _anim; + str _torsoAnim; + float _dist; + + //------------------------------------- + // Components + //------------------------------------- + GotoEntity _chase; + + //------------------------------------- + // Member Variables + //------------------------------------- + closeInOnPlayerStates_t _state; + EntityPtr _player; + Actor* _self; +}; + +inline void CloseInOnPlayer::setAnim(const str& animName) { + _anim = animName; +} + +inline void CloseInOnPlayer::setTorsoAnim(const str& animName) { + _torsoAnim = animName; +} + +inline void CloseInOnPlayer::setDist(float distance) { + _dist = distance; +} + +inline void CloseInOnPlayer::Archive(Archiver& arc) { + Behavior::Archive(arc); + + // Archive Parameters + arc.ArchiveString(&_anim); + arc.ArchiveString(&_torsoAnim); + arc.ArchiveFloat(&_dist); + + // Archive Components + arc.ArchiveObject(&_chase); + + // Archive Member Variables + ArchiveEnum(_state, closeInOnPlayerStates_t); + arc.ArchiveSafePointer(&_player); + arc.ArchiveObjectPointer((Class **)&_self); +} + +#endif /* CLOSE_IN_ON_PLAYER_HPP */