reformatting

This commit is contained in:
Walter Julius Hennecke 2014-03-09 19:13:47 +01:00
parent 85075efa95
commit b855763ada

View file

@ -1,158 +1,148 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/coverCombatWithRangedWeapon.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:
// CoverCombatWithRangedWeapon Behavior Definition
//
//--------------------------------------------------------------------------------
//==============================
// Forward Declarations
//==============================
class GotoHelperNode;
#ifndef __GOTO_HELPER_NODE___
#define __GOTO_HELPER_NODE___
#include "behavior.h"
#include "behaviors_general.h"
//------------------------- CLASS ------------------------------
//
// Name: CoverCombatWithRangedWeapon
// Base Class: Behavior
//
// Description:
//
// Method of Use: Called From State Machine
//--------------------------------------------------------------
class GotoHelperNode : public Behavior
{
//------------------------------------
// States
//------------------------------------
public:
typedef enum
{
GOTO_HNODE_FIND_NODE,
GOTO_HNODE_MOVE_TO_NODE,
GOTO_HNODE_SUCCESS,
GOTO_HNODE_FAILED
} GotoHelperNodeStates_t;
//------------------------------------
// Parameters
//------------------------------------
private:
str _nodeType;
str _movementAnim;
HelperNodePtr _node;
float _maxDistance;
//-------------------------------------
// Internal Functionality
//-------------------------------------
protected:
void transitionToState ( GotoHelperNodeStates_t state );
void setInternalState ( GotoHelperNodeStates_t state , const str &stateName );
void init ( Actor &self );
void think ();
void setupStateMoveToNode ();
BehaviorReturnCode_t evaluateStateMoveToNode ();
void failureStateFindNode ( const str& failureReason );
void setupStateFindNode ();
BehaviorReturnCode_t evaluateStateFindNode ();
void failureStateMoveToNode ( const str& failureReason );
//-------------------------------------
// Public Interface
//-------------------------------------
public:
CLASS_PROTOTYPE( GotoHelperNode );
GotoHelperNode();
~GotoHelperNode();
void SetArgs ( Event *ev );
void AnimDone ( Event *ev );
void Begin ( Actor &self );
BehaviorReturnCode_t Evaluate ( Actor &self );
void End ( Actor &self );
// Accessors
void SetNode ( HelperNode *node );
void SetMovementAnim ( const str &anim );
virtual void Archive ( Archiver &arc );
//-------------------------------------
// Components
//-------------------------------------
private:
GotoPoint _gotoPoint;
//-------------------------------------
// Member Variables
//-------------------------------------
private:
GotoHelperNodeStates_t _state;
Actor *_self;
static const float NODE_RADIUS;
};
inline void GotoHelperNode::SetNode ( HelperNode *node )
{
assert ( node );
_node = node;
}
inline void GotoHelperNode::SetMovementAnim ( const str &anim )
{
_movementAnim = anim;
}
inline void GotoHelperNode::Archive( Archiver &arc )
{
Behavior::Archive ( arc );
//
// Archive Parameters
//
arc.ArchiveString( &_nodeType );
arc.ArchiveString ( &_movementAnim );
arc.ArchiveSafePointer ( &_node );
arc.ArchiveFloat( &_maxDistance );
//
// Archive Components
//
arc.ArchiveObject ( &_gotoPoint );
//
// Archive Member Variables
//
ArchiveEnum ( _state, GotoHelperNodeStates_t );
arc.ArchiveObjectPointer( ( Class ** )&_self );
}
#endif /* __GOTO_HELPER_NODE___ */
//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/coverCombatWithRangedWeapon.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:
// CoverCombatWithRangedWeapon Behavior Definition
//
//--------------------------------------------------------------------------------
//==============================
// Forward Declarations
//==============================
class GotoHelperNode;
#ifndef __GOTO_HELPER_NODE___
#define __GOTO_HELPER_NODE___
#include "behavior.h"
#include "behaviors_general.h"
//------------------------- CLASS ------------------------------
//
// Name: CoverCombatWithRangedWeapon
// Base Class: Behavior
//
// Description:
//
// Method of Use: Called From State Machine
//--------------------------------------------------------------
class GotoHelperNode : public Behavior {
public:
//------------------------------------
// States
//------------------------------------
typedef enum {
GOTO_HNODE_FIND_NODE,
GOTO_HNODE_MOVE_TO_NODE,
GOTO_HNODE_SUCCESS,
GOTO_HNODE_FAILED
} GotoHelperNodeStates_t;
//-------------------------------------
// Public Interface
//-------------------------------------
CLASS_PROTOTYPE(GotoHelperNode);
GotoHelperNode();
~GotoHelperNode();
void SetArgs(Event* ev);
void AnimDone(Event* ev);
void Begin(Actor& self);
BehaviorReturnCode_t Evaluate(Actor& self);
void End(Actor& self);
// Accessors
void SetNode(HelperNode* node);
void SetMovementAnim(const str& anim);
virtual void Archive(Archiver& arc);
//-------------------------------------
// Internal Functionality
//-------------------------------------
protected:
void transitionToState(GotoHelperNodeStates_t state);
void setInternalState(GotoHelperNodeStates_t state, const str& stateName);
void init(Actor& self);
void think();
void setupStateMoveToNode();
BehaviorReturnCode_t evaluateStateMoveToNode();
void failureStateFindNode(const str& failureReason);
void setupStateFindNode();
BehaviorReturnCode_t evaluateStateFindNode();
void failureStateMoveToNode(const str& failureReason);
private:
//------------------------------------
// Parameters
//------------------------------------
str _nodeType;
str _movementAnim;
HelperNodePtr _node;
float _maxDistance;
//-------------------------------------
// Components
//-------------------------------------
GotoPoint _gotoPoint;
//-------------------------------------
// Member Variables
//-------------------------------------
GotoHelperNodeStates_t _state;
Actor* _self;
static const float NODE_RADIUS;
};
inline void GotoHelperNode::SetNode(HelperNode* node) {
assert(node);
_node = node;
}
inline void GotoHelperNode::SetMovementAnim(const str& anim) {
_movementAnim = anim;
}
inline void GotoHelperNode::Archive(Archiver& arc) {
Behavior::Archive(arc);
//
// Archive Parameters
//
arc.ArchiveString(&_nodeType);
arc.ArchiveString(&_movementAnim);
arc.ArchiveSafePointer(&_node);
arc.ArchiveFloat(&_maxDistance);
//
// Archive Components
//
arc.ArchiveObject(&_gotoPoint);
//
// Archive Member Variables
//
ArchiveEnum(_state, GotoHelperNodeStates_t);
arc.ArchiveObjectPointer((Class **)&_self);
}
#endif /* __GOTO_HELPER_NODE___ */