From 66f262fd5f49d4bb68aa4c752a1d8cd7f00a3640 Mon Sep 17 00:00:00 2001 From: Walter Julius Hennecke Date: Sun, 9 Mar 2014 22:23:28 +0100 Subject: [PATCH] reformat --- dlls/game/healGroupMember.hpp | 397 ++++++++++++++++------------------ 1 file changed, 191 insertions(+), 206 deletions(-) diff --git a/dlls/game/healGroupMember.hpp b/dlls/game/healGroupMember.hpp index 30b66ce..a803dad 100644 --- a/dlls/game/healGroupMember.hpp +++ b/dlls/game/healGroupMember.hpp @@ -1,206 +1,191 @@ -//----------------------------------------------------------------------------- -// -// $Logfile:: /Code/DLLs/game/healGroupMember.hpp $ -// $Revision:: 1 $ -// $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: -// healGroupMember Behavior Definition -// -//-------------------------------------------------------------------------------- - -//============================== -// Forward Declarations -//============================== -class HealGroupMember; - -#ifndef __HEAL_GROUP_MEMBER_HPP__ -#define __HEAL_GROUP_MEMBER_HPP__ - -#include "behavior.h" -#include "behaviors_general.h" -#include "rotateToEntity.hpp" - -//------------------------- CLASS ------------------------------ -// -// Name: HealGroupMember -// Base Class: Behavior -// -// Description: Will have the actor run to another actor in its -// group, play an animation, and send them the -// healovertime event once the actor is close enough -// -// Method of Use: Called From State Machine -//-------------------------------------------------------------- -class HealGroupMember : public Behavior - { - //------------------------------------ - // States - //------------------------------------ - public: - typedef enum - { - HGM_STATE_GOTO_ENTITY, - HGM_STATE_FACE_TARGET, - HGM_STATE_ANIMATE, - HGM_STATE_HEAL, - HGM_STATE_FAILED, - HGM_STATE_SUCCESS, - } healGroupMemberStates_t; - - typedef struct - { - EntityPtr ent; - float health; - float dist; - bool treated; - } triageEntry_t; - - //------------------------------------ - // Parameters - //------------------------------------ - private: - str _anim; - float _healDistance; - float _maxDistance; - float _initialHealPercentage; - float _regenHealPercentage; - float _regenInterval; - float _maxPercentage; - - //------------------------------------- - // Internal Functionality - //------------------------------------- - protected: - void init ( Actor &self ); - void doHeal ( Actor &self ); - - void setupGotoEntity ( Actor &self ); - void doGotoEntity ( Actor &self ); - void gotoEntityFailed ( Actor &self ); - - void setupRotateToEntity ( Actor &self ); - void doRotateToEntity ( Actor &self ); - void rotateToEntityFailed ( Actor &self ); - - void setupAnimate ( Actor &self ); - void doAnimate ( Actor &self ); - void animateFailed ( Actor &self ); - - void updateTriageList ( Actor &self ); - void updateTriageEntry ( Actor &self , Entity *ent ); - bool allPatientsTreated ( Actor &self ); - bool patientTreated ( Actor &self , Entity *ent ); - void treatedPatient ( Actor &self , Entity *ent ); - Actor* findHighestPriorityPatient ( Actor &self ); - - - //------------------------------------- - // Public Interface - //------------------------------------- - public: - CLASS_PROTOTYPE( HealGroupMember ); - - HealGroupMember(); - ~HealGroupMember(); - - void SetArgs ( Event *ev ); - void AnimDone ( Event *ev ); - - void Begin ( Actor &self ); - BehaviorReturnCode_t Evaluate ( Actor &self ); - void End ( Actor &self ); - - virtual void Archive ( Archiver &arc ); - - //------------------------------------- - // Components - //------------------------------------- - private: - GotoEntity _gotoEntity; - RotateToEntity _rotateToEntity; - - //------------------------------------- - // Member Variables - //------------------------------------- - private: - unsigned int _state; - ActorPtr _currentPatient; - str _legAnim; - float _nextTriageUpdate; - Container _triageList; - - - }; - - -inline void HealGroupMember::Archive( Archiver &arc ) -{ - int num , i; - triageEntry_t* checkEntry; - - Behavior::Archive ( arc ); - - // Archive Parameters - arc.ArchiveString ( &_anim ); - arc.ArchiveFloat ( &_healDistance ); - arc.ArchiveFloat ( &_maxDistance ); - arc.ArchiveFloat ( &_initialHealPercentage ); - arc.ArchiveFloat ( &_regenHealPercentage ); - arc.ArchiveFloat ( &_regenInterval ); - arc.ArchiveFloat ( &_maxPercentage ); - - // Archive Components - arc.ArchiveObject ( &_gotoEntity ); - arc.ArchiveObject ( &_rotateToEntity ); - - // Archive Member Vars - arc.ArchiveUnsigned ( &_state ); - arc.ArchiveSafePointer ( &_currentPatient ); - arc.ArchiveString ( &_legAnim ); - arc.ArchiveFloat ( &_nextTriageUpdate ); - - if ( arc.Saving() ) - { - num = _triageList.NumObjects(); - arc.ArchiveInteger( &num ); - - for ( i = num ; i > 0 ; i-- ) - { - checkEntry = _triageList.ObjectAt( i ); - arc.ArchiveSafePointer( &checkEntry->ent ); - arc.ArchiveFloat( &checkEntry->health ); - arc.ArchiveFloat( &checkEntry->dist ); - arc.ArchiveBool( &checkEntry->treated ); - } - } - else - { - arc.ArchiveInteger( &num ); - _triageList.ClearObjectList(); - _triageList.Resize( num ); - - for ( i = 1 ; i<= num ; i++ ) - { - checkEntry = new triageEntry_t; - arc.ArchiveSafePointer( &checkEntry->ent); - arc.ArchiveFloat( &checkEntry->health ); - arc.ArchiveFloat( &checkEntry->dist ); - arc.ArchiveBool( &checkEntry->treated ); - } - - } -} - - - -#endif /* __HEAL_GROUP_MEMBER_HPP__ */ - +//----------------------------------------------------------------------------- +// +// $Logfile:: /Code/DLLs/game/healGroupMember.hpp $ +// $Revision:: 1 $ +// $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: +// healGroupMember Behavior Definition +// +//-------------------------------------------------------------------------------- + +//============================== +// Forward Declarations +//============================== +class HealGroupMember; + +#ifndef __HEAL_GROUP_MEMBER_HPP__ +#define __HEAL_GROUP_MEMBER_HPP__ + +#include "behavior.h" +#include "behaviors_general.h" +#include "rotateToEntity.hpp" + +//------------------------- CLASS ------------------------------ +// +// Name: HealGroupMember +// Base Class: Behavior +// +// Description: Will have the actor run to another actor in its +// group, play an animation, and send them the +// healovertime event once the actor is close enough +// +// Method of Use: Called From State Machine +//-------------------------------------------------------------- +class HealGroupMember : public Behavior { + public: + //------------------------------------ + // States + //------------------------------------ + typedef enum { + HGM_STATE_GOTO_ENTITY, + HGM_STATE_FACE_TARGET, + HGM_STATE_ANIMATE, + HGM_STATE_HEAL, + HGM_STATE_FAILED, + HGM_STATE_SUCCESS, + } healGroupMemberStates_t; + + typedef struct { + EntityPtr ent; + float health; + float dist; + bool treated; + } triageEntry_t; + + //------------------------------------- + // Public Interface + //------------------------------------- + CLASS_PROTOTYPE(HealGroupMember); + + HealGroupMember(); + ~HealGroupMember(); + + void SetArgs(Event* ev); + void AnimDone(Event* ev); + + void Begin(Actor& self); + BehaviorReturnCode_t Evaluate(Actor& self); + void End(Actor& self); + + virtual void Archive(Archiver& arc); + + protected: + //------------------------------------- + // Internal Functionality + //------------------------------------- + void init(Actor& self); + void doHeal(Actor& self); + + void setupGotoEntity(Actor& self); + void doGotoEntity(Actor& self); + void gotoEntityFailed(Actor& self); + + void setupRotateToEntity(Actor& self); + void doRotateToEntity(Actor& self); + void rotateToEntityFailed(Actor& self); + + void setupAnimate(Actor& self); + void doAnimate(Actor& self); + void animateFailed(Actor& self); + + void updateTriageList(Actor& self); + void updateTriageEntry(Actor& self, Entity* ent); + bool allPatientsTreated(Actor& self); + bool patientTreated(Actor& self, Entity* ent); + void treatedPatient(Actor& self, Entity* ent); + Actor* findHighestPriorityPatient(Actor& self); + + private: + //------------------------------------ + // Parameters + //------------------------------------ + str _anim; + float _healDistance; + float _maxDistance; + float _initialHealPercentage; + float _regenHealPercentage; + float _regenInterval; + float _maxPercentage; + + //------------------------------------- + // Components + //------------------------------------- + GotoEntity _gotoEntity; + RotateToEntity _rotateToEntity; + + //------------------------------------- + // Member Variables + //------------------------------------- + unsigned int _state; + ActorPtr _currentPatient; + str _legAnim; + float _nextTriageUpdate; + Container _triageList; +}; + + +inline void HealGroupMember::Archive(Archiver& arc) { + int num, i; + triageEntry_t* checkEntry; + + Behavior::Archive(arc); + + // Archive Parameters + arc.ArchiveString(&_anim); + arc.ArchiveFloat(&_healDistance); + arc.ArchiveFloat(&_maxDistance); + arc.ArchiveFloat(&_initialHealPercentage); + arc.ArchiveFloat(&_regenHealPercentage); + arc.ArchiveFloat(&_regenInterval); + arc.ArchiveFloat(&_maxPercentage); + + // Archive Components + arc.ArchiveObject(&_gotoEntity); + arc.ArchiveObject(&_rotateToEntity); + + // Archive Member Vars + arc.ArchiveUnsigned(&_state); + arc.ArchiveSafePointer(&_currentPatient); + arc.ArchiveString(&_legAnim); + arc.ArchiveFloat(&_nextTriageUpdate); + + if (arc.Saving()) { + num = _triageList.NumObjects(); + arc.ArchiveInteger(&num); + + for (i = num; i > 0; i--) { + checkEntry = _triageList.ObjectAt(i); + arc.ArchiveSafePointer(&checkEntry->ent); + arc.ArchiveFloat(&checkEntry->health); + arc.ArchiveFloat(&checkEntry->dist); + arc.ArchiveBool(&checkEntry->treated); + } + } else { + arc.ArchiveInteger(&num); + _triageList.ClearObjectList(); + _triageList.Resize(num); + + for (i = 1; i <= num; i++) { + checkEntry = new triageEntry_t; + arc.ArchiveSafePointer(&checkEntry->ent); + arc.ArchiveFloat(&checkEntry->health); + arc.ArchiveFloat(&checkEntry->dist); + arc.ArchiveBool(&checkEntry->treated); + } + + } +} + + + +#endif /* __HEAL_GROUP_MEMBER_HPP__ */ +