Reformatting

This commit is contained in:
Walter Julius Hennecke 2014-03-09 02:04:09 +01:00
parent 21894316f9
commit 33680e8e7a
1 changed files with 285 additions and 294 deletions

View File

@ -37,14 +37,12 @@ class CorridorCombatWithRangedWeapon;
//
// Method of Use: Called From State Machine
//--------------------------------------------------------------
class CorridorCombatWithRangedWeapon : public Behavior
{
class CorridorCombatWithRangedWeapon : public Behavior {
public:
//------------------------------------
// States
//------------------------------------
public:
typedef enum
{
typedef enum {
CORRIDORCOMBAT_WRW_FINDNODE,
CORRIDORCOMBAT_WRW_MOVETONODE,
CORRIDORCOMBAT_WRW_BACKPEDAL,
@ -61,28 +59,70 @@ class CorridorCombatWithRangedWeapon : public Behavior
CORRIDORCOMBAT_WRW_FAILED
} corridorCombatStates_t;
//------------------------------------
// Parameters
//------------------------------------
private:
str _movementAnim;
str _torsoAnim;
str _fireAnim;
str _preFireAnim;
str _postFireAnim;
float _postureChangeChance;
float _maxDistance;
float _retreatDistance;
float _threatDistance;
float _fireTimeMin;
float _fireTimeMax;
float _pauseTimeMin;
float _pauseTimeMax;
//-------------------------------------
// Public Interface
//-------------------------------------
CLASS_PROTOTYPE(CorridorCombatWithRangedWeapon);
CorridorCombatWithRangedWeapon();
~CorridorCombatWithRangedWeapon();
void SetArgs(Event* ev);
void AnimDone(Event* ev);
void PostureDone(Event* ev);
void Begin(Actor& self);
BehaviorReturnCode_t Evaluate(Actor& self);
void End(Actor& self);
void SetMovementAnim(const str& movementAnim) { _movementAnim = movementAnim; }
const str& GetMovementAnim() { return _movementAnim; }
void SetTorsoAnim(const str& torsoAnim) { _torsoAnim = torsoAnim; }
const str& GetTorsoAnim() { return _torsoAnim; }
void SetFireAnim(const str& fireAnim) { _fireAnim = fireAnim; }
const str& GetFireAnim() { return _fireAnim; }
void SetPreFireAnim(const str& preFireAnim) { _preFireAnim = preFireAnim; }
const str& GetPreFireAnim() { return _preFireAnim; }
void SetPostFireAnim(const str& postFireAnim) { _postFireAnim = postFireAnim; }
const str& GetPostFireAnim() { return _postFireAnim; }
void SetPostureChangeChance(float chance) { _postureChangeChance = chance; }
float GetPostureChangeChance() { return _postureChangeChance; }
void SetMaxDistance(float maxDistance) { _maxDistance = maxDistance; }
float GetMaxDistance() { return _maxDistance; }
void SetRetreatDistance(float retreatDistance) { _retreatDistance = retreatDistance; }
float GetRetreatDistance() { return _retreatDistance; }
void SetThreatDistance(float threatDistance) { _threatDistance = threatDistance; }
float GetThreatDistance() { return _threatDistance; }
void SetFireTimeMin(float fireTimeMin) { _fireTimeMin = fireTimeMin; }
float GetFireTimeMin() { return _fireTimeMin; }
void SetFireTimeMax(float fireTimeMax) { _fireTimeMax = fireTimeMax; }
float GetFireTimeMax() { return _fireTimeMax; }
void SetPauseTimeMin(float pauseTimeMin) { _pauseTimeMin = pauseTimeMin; }
float GetPauseTimeMin() { return _pauseTimeMin; }
void SetPauseTimeMax(float pauseTimeMax) { _pauseTimeMax = pauseTimeMax; }
float GetPauseTimeMax() { return _pauseTimeMax; }
virtual void Archive(Archiver& arc);
static bool CanExecute(float maxDistance, Actor& self);
protected:
//-------------------------------------
// Internal Functionality
//-------------------------------------
protected:
void transitionToState(corridorCombatStates_t state);
void setInternalState(corridorCombatStates_t state, const str &stateName);
void init(Actor &self);
@ -153,72 +193,27 @@ class CorridorCombatWithRangedWeapon : public Behavior
BehaviorReturnCode_t evaluateStateHoldPosition();
void failureStateHoldPosition(const str& failureReason);
//-------------------------------------
// Public Interface
//-------------------------------------
public:
CLASS_PROTOTYPE( CorridorCombatWithRangedWeapon );
CorridorCombatWithRangedWeapon();
~CorridorCombatWithRangedWeapon();
void SetArgs ( Event *ev );
void AnimDone ( Event *ev );
void PostureDone ( Event *ev );
void Begin ( Actor &self );
BehaviorReturnCode_t Evaluate ( Actor &self );
void End ( Actor &self );
void SetMovementAnim( const str& movementAnim ) { _movementAnim = movementAnim; }
const str& GetMovementAnim() { return _movementAnim; }
void SetTorsoAnim( const str& torsoAnim ) { _torsoAnim = torsoAnim; }
const str& GetTorsoAnim() { return _torsoAnim; }
void SetFireAnim( const str& fireAnim ) { _fireAnim = fireAnim; }
const str& GetFireAnim() { return _fireAnim; }
void SetPreFireAnim( const str& preFireAnim ) { _preFireAnim = preFireAnim; }
const str& GetPreFireAnim() { return _preFireAnim; }
void SetPostFireAnim( const str& postFireAnim ) { _postFireAnim = postFireAnim; }
const str& GetPostFireAnim() { return _postFireAnim; }
void SetPostureChangeChance( float chance ) { _postureChangeChance = chance; }
float GetPostureChangeChance() { return _postureChangeChance; }
void SetMaxDistance( float maxDistance ) { _maxDistance = maxDistance; }
float GetMaxDistance() { return _maxDistance; }
void SetRetreatDistance( float retreatDistance ) { _retreatDistance = retreatDistance; }
float GetRetreatDistance() { return _retreatDistance; }
void SetThreatDistance( float threatDistance ) { _threatDistance = threatDistance; }
float GetThreatDistance() { return _threatDistance; }
void SetFireTimeMin( float fireTimeMin ) { _fireTimeMin = fireTimeMin; }
float GetFireTimeMin() { return _fireTimeMin; }
void SetFireTimeMax( float fireTimeMax ) { _fireTimeMax = fireTimeMax; }
float GetFireTimeMax() { return _fireTimeMax; }
void SetPauseTimeMin( float pauseTimeMin ) { _pauseTimeMin = pauseTimeMin; }
float GetPauseTimeMin() { return _pauseTimeMin; }
void SetPauseTimeMax( float pauseTimeMax ) { _pauseTimeMax = pauseTimeMax; }
float GetPauseTimeMax() { return _pauseTimeMax; }
virtual void Archive ( Archiver &arc );
static bool CanExecute( float maxDistance , Actor &self );
private:
//------------------------------------
// Parameters
//------------------------------------
str _movementAnim;
str _torsoAnim;
str _fireAnim;
str _preFireAnim;
str _postFireAnim;
float _postureChangeChance;
float _maxDistance;
float _retreatDistance;
float _threatDistance;
float _fireTimeMin;
float _fireTimeMax;
float _pauseTimeMin;
float _pauseTimeMax;
//-------------------------------------
// Components
//-------------------------------------
private:
GotoPoint _gotoPoint;
FireWeapon _fireWeapon;
MoveRandomDirection _moveRandomDir;
@ -228,7 +223,6 @@ class CorridorCombatWithRangedWeapon : public Behavior
//-------------------------------------
// Member Variables
//-------------------------------------
private:
corridorCombatStates_t _state;
HelperNodePtr _node;
Actor* _self;
@ -240,13 +234,10 @@ class CorridorCombatWithRangedWeapon : public Behavior
float _enemyUpdateTime;
static const float NODE_RADIUS;
};
inline void CorridorCombatWithRangedWeapon::Archive( Archiver &arc )
{
inline void CorridorCombatWithRangedWeapon::Archive(Archiver& arc) {
Behavior::Archive(arc);
//