From 5477f6b6b864c1aa21210d17049d92cf88ec5402 Mon Sep 17 00:00:00 2001 From: Walter Julius Hennecke Date: Sun, 9 Mar 2014 23:04:25 +0100 Subject: [PATCH] reformat --- dlls/game/torsoAimAndFireWeapon.hpp | 387 ++++++++++++++-------------- 1 file changed, 188 insertions(+), 199 deletions(-) diff --git a/dlls/game/torsoAimAndFireWeapon.hpp b/dlls/game/torsoAimAndFireWeapon.hpp index 095c6b1..72d07a0 100644 --- a/dlls/game/torsoAimAndFireWeapon.hpp +++ b/dlls/game/torsoAimAndFireWeapon.hpp @@ -1,199 +1,188 @@ -//----------------------------------------------------------------------------- -// -// $Logfile:: /Code/DLLs/game/torsoAimAndFireWeapon.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: -// torsoAimAndFireWeapon Behavior Definition -// -//-------------------------------------------------------------------------------- - - -//============================== -// Forward Declarations -//============================== -class TorsoAimAndFireWeapon; - -#ifndef __TORSO_AIM_AND_FIRE_WEAPON___ -#define __TORSO_AIM_AND_FIRE_WEAPON___ - -#include "behavior.h" -#include "behaviors_general.h" - -//------------------------- CLASS ------------------------------ -// -// Name: TorsoAimAndFireWeapon -// Base Class: Behavior -// -// Description: Aims the torso at the current enemy ( If the -// current enemy is within the passed in limits ) -// -// -// Method of Use: Called From State Machine -//-------------------------------------------------------------- -class TorsoAimAndFireWeapon : public Behavior - { - //------------------------------------ - // States - //------------------------------------ - public: - typedef enum - { - TORSO_AIM_AND_FIRE_AIM, - TORSO_AIM_AND_FIRE_PRE_FIRE, - TORSO_AIM_AND_FIRE_ATTACK, - TORSO_AIM_AND_FIRE_POST_FIRE, - TORSO_AIM_AND_FIRE_SUCCESS, - TORSO_AIM_AND_FIRE_FAILED - } TorsoAimAndFireStates_t; - - //------------------------------------ - // Parameters - //------------------------------------ - private: - float _aimTimeMin; - float _aimTimeMax; - float _fireTimeMin; - float _fireTimeMax; - bool _forceAttack; - float _maxTorsoYaw; - float _maxTorsoPitch; - float _maxTorsoTurnSpeed; - int _shots; - bool _aimOnly; - bool _repeat; - - //------------------------------------- - // Internal Functionality - //------------------------------------- - protected: - void transitionToState ( TorsoAimAndFireStates_t state ); - void setInternalState ( TorsoAimAndFireStates_t state , const str &stateName ); - void init ( Actor &self ); - void think (); - void updateEnemy (); - void AdjustTorsoAngles ( const Vector &tagPos , const Vector &watchPosition ); - void LerpTorsoBySpeed ( const Vector &angleDelta ); - - void setupStateAim (); - BehaviorReturnCode_t evaluateStateAim (); - void failureStateAim ( const str& failureReason ); - - void setupStatePreFire (); - BehaviorReturnCode_t evaluateStatePreFire (); - void failureStatePreFire ( const str& failureReason ); - - void setupStateAttack (); - BehaviorReturnCode_t evaluateStateAttack (); - void failureStateAttack ( const str& failureReason ); - - void setupStatePostFire (); - BehaviorReturnCode_t evaluateStatePostFire (); - void failureStatePostFire ( const str& failureReason ); - - - - //------------------------------------- - // Public Interface - //------------------------------------- - public: - CLASS_PROTOTYPE( TorsoAimAndFireWeapon ); - - TorsoAimAndFireWeapon(); - ~TorsoAimAndFireWeapon(); - - void SetArgs ( Event *ev ); - void AnimDone ( Event *ev ); - - void Begin ( Actor &self ); - BehaviorReturnCode_t Evaluate ( Actor &self ); - void End ( Actor &self ); - - // Accessors - virtual void Archive ( Archiver &arc ); - - //------------------------------------- - // Components - //------------------------------------- - private: - FireWeapon _fireWeapon; - - //------------------------------------- - // Member Variables - //------------------------------------- - private: - TorsoAimAndFireStates_t _state; - Vector _currentTorsoAngles; - float _endFireTime; - float _endAimTime; - EntityPtr _currentEnemy; - bool _canAttack; - bool _animDone; - str _aimAnim; - str _preFireAnim; - str _fireAnim; - str _postFireAnim; - bool _fireFailed; - bool _endOnAimFail; - Actor *_self; - - - }; - -inline void TorsoAimAndFireWeapon::Archive( Archiver &arc ) -{ - Behavior::Archive ( arc ); - - // - // Archive Parameters - // - arc.ArchiveFloat( &_aimTimeMin ); - arc.ArchiveFloat( &_aimTimeMax ); - arc.ArchiveFloat( &_fireTimeMin ); - arc.ArchiveFloat( &_fireTimeMax ); - arc.ArchiveBool( &_forceAttack ); - arc.ArchiveFloat( &_maxTorsoYaw ); - arc.ArchiveFloat( &_maxTorsoPitch ); - arc.ArchiveFloat( &_maxTorsoTurnSpeed ); - arc.ArchiveBool( &_aimOnly ); - arc.ArchiveInteger( &_shots ); - arc.ArchiveBool( &_repeat ); - - // - // Archive Components - // - arc.ArchiveObject ( &_fireWeapon ); - - // - // Archive Member Variables - // - ArchiveEnum ( _state, TorsoAimAndFireStates_t ); - arc.ArchiveVector ( &_currentTorsoAngles ); - - arc.ArchiveFloat( &_endFireTime ); - arc.ArchiveFloat( &_endAimTime ); - arc.ArchiveSafePointer( &_currentEnemy ); - arc.ArchiveBool( &_canAttack ); - arc.ArchiveBool( &_animDone ); - arc.ArchiveString( &_aimAnim ); - arc.ArchiveString( &_preFireAnim ); - arc.ArchiveString( &_fireAnim ); - arc.ArchiveString( &_postFireAnim ); - arc.ArchiveBool( &_fireFailed ); - arc.ArchiveBool( &_endOnAimFail ); - - arc.ArchiveObjectPointer( ( Class ** )&_self ); -} - - -#endif /* __TORSO_AIM_AND_FIRE_WEAPON___ */ - +//----------------------------------------------------------------------------- +// +// $Logfile:: /Code/DLLs/game/torsoAimAndFireWeapon.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: +// torsoAimAndFireWeapon Behavior Definition +// +//-------------------------------------------------------------------------------- + + +//============================== +// Forward Declarations +//============================== +class TorsoAimAndFireWeapon; + +#ifndef __TORSO_AIM_AND_FIRE_WEAPON___ +#define __TORSO_AIM_AND_FIRE_WEAPON___ + +#include "behavior.h" +#include "behaviors_general.h" + +//------------------------- CLASS ------------------------------ +// +// Name: TorsoAimAndFireWeapon +// Base Class: Behavior +// +// Description: Aims the torso at the current enemy ( If the +// current enemy is within the passed in limits ) +// +// +// Method of Use: Called From State Machine +//-------------------------------------------------------------- +class TorsoAimAndFireWeapon : public Behavior { + public: + //------------------------------------ + // States + //------------------------------------ + typedef enum { + TORSO_AIM_AND_FIRE_AIM, + TORSO_AIM_AND_FIRE_PRE_FIRE, + TORSO_AIM_AND_FIRE_ATTACK, + TORSO_AIM_AND_FIRE_POST_FIRE, + TORSO_AIM_AND_FIRE_SUCCESS, + TORSO_AIM_AND_FIRE_FAILED + } TorsoAimAndFireStates_t; + + //------------------------------------- + // Public Interface + //------------------------------------- + CLASS_PROTOTYPE(TorsoAimAndFireWeapon); + + TorsoAimAndFireWeapon(); + ~TorsoAimAndFireWeapon(); + + void SetArgs(Event* ev); + void AnimDone(Event* ev); + + void Begin(Actor& self); + BehaviorReturnCode_t Evaluate(Actor& self); + void End(Actor& self); + + // Accessors + virtual void Archive(Archiver& arc); + + protected: + //------------------------------------- + // Internal Functionality + //------------------------------------- + void transitionToState(TorsoAimAndFireStates_t state); + void setInternalState(TorsoAimAndFireStates_t state, const str& stateName); + void init(Actor &self); + void think(); + void updateEnemy(); + void AdjustTorsoAngles(const Vector& tagPos, const Vector& watchPosition); + void LerpTorsoBySpeed(const Vector& angleDelta); + + void setupStateAim(); + BehaviorReturnCode_t evaluateStateAim(); + void failureStateAim(const str& failureReason); + + void setupStatePreFire(); + BehaviorReturnCode_t evaluateStatePreFire(); + void failureStatePreFire(const str& failureReason); + + void setupStateAttack(); + BehaviorReturnCode_t evaluateStateAttack(); + void failureStateAttack(const str& failureReason); + + void setupStatePostFire(); + BehaviorReturnCode_t evaluateStatePostFire(); + void failureStatePostFire(const str& failureReason); + + private: + //------------------------------------ + // Parameters + //------------------------------------ + float _aimTimeMin; + float _aimTimeMax; + float _fireTimeMin; + float _fireTimeMax; + bool _forceAttack; + float _maxTorsoYaw; + float _maxTorsoPitch; + float _maxTorsoTurnSpeed; + int _shots; + bool _aimOnly; + bool _repeat; + + //------------------------------------- + // Components + //------------------------------------- + FireWeapon _fireWeapon; + + //------------------------------------- + // Member Variables + //------------------------------------- + TorsoAimAndFireStates_t _state; + Vector _currentTorsoAngles; + float _endFireTime; + float _endAimTime; + EntityPtr _currentEnemy; + bool _canAttack; + bool _animDone; + str _aimAnim; + str _preFireAnim; + str _fireAnim; + str _postFireAnim; + bool _fireFailed; + bool _endOnAimFail; + Actor* _self; +}; + +inline void TorsoAimAndFireWeapon::Archive(Archiver& arc) { + Behavior::Archive(arc); + + // + // Archive Parameters + // + arc.ArchiveFloat(&_aimTimeMin); + arc.ArchiveFloat(&_aimTimeMax); + arc.ArchiveFloat(&_fireTimeMin); + arc.ArchiveFloat(&_fireTimeMax); + arc.ArchiveBool(&_forceAttack); + arc.ArchiveFloat(&_maxTorsoYaw); + arc.ArchiveFloat(&_maxTorsoPitch); + arc.ArchiveFloat(&_maxTorsoTurnSpeed); + arc.ArchiveBool(&_aimOnly); + arc.ArchiveInteger(&_shots); + arc.ArchiveBool(&_repeat); + + // + // Archive Components + // + arc.ArchiveObject(&_fireWeapon); + + // + // Archive Member Variables + // + ArchiveEnum(_state, TorsoAimAndFireStates_t); + arc.ArchiveVector(&_currentTorsoAngles); + + arc.ArchiveFloat(&_endFireTime); + arc.ArchiveFloat(&_endAimTime); + arc.ArchiveSafePointer(&_currentEnemy); + arc.ArchiveBool(&_canAttack); + arc.ArchiveBool(&_animDone); + arc.ArchiveString(&_aimAnim); + arc.ArchiveString(&_preFireAnim); + arc.ArchiveString(&_fireAnim); + arc.ArchiveString(&_postFireAnim); + arc.ArchiveBool(&_fireFailed); + arc.ArchiveBool(&_endOnAimFail); + + arc.ArchiveObjectPointer((Class **)&_self); +} + + +#endif /* __TORSO_AIM_AND_FIRE_WEAPON___ */