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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /sp/src/game/server/ai_goalentity.h
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'sp/src/game/server/ai_goalentity.h')
-rw-r--r--sp/src/game/server/ai_goalentity.h388
1 files changed, 194 insertions, 194 deletions
diff --git a/sp/src/game/server/ai_goalentity.h b/sp/src/game/server/ai_goalentity.h
index bc96af38..2a6805f4 100644
--- a/sp/src/game/server/ai_goalentity.h
+++ b/sp/src/game/server/ai_goalentity.h
@@ -1,194 +1,194 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=============================================================================//
-
-#ifndef AI_GOALENTITY_H
-#define AI_GOALENTITY_H
-
-#include "ai_basenpc.h"
-#include "utlvector.h"
-
-#if defined( _WIN32 )
-#pragma once
-#endif
-
-//-----------------------------------------------------------------------------
-//
-// CAI_GoalEntity
-//
-// Purpose: Serves as the base class for all entities the designer may place
-// that establish an NPC goal. Provides standard input, output &
-// fields common to all goals.
-//
-
-class CAI_GoalEntity : public CBaseEntity,
- public IEntityListener
-{
- DECLARE_CLASS( CAI_GoalEntity, CBaseEntity );
-public:
- CAI_GoalEntity()
- : m_iszActor(NULL_STRING),
- m_iszGoal(NULL_STRING),
- m_fStartActive(false),
- m_SearchType(ST_ENTNAME),
- m_iszConceptModifiers(NULL_STRING),
- m_hGoalEntity(NULL),
- m_flags( 0 )
- {
- }
-
- virtual int ObjectCaps() { return ((BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_NOTIFY_ON_TRANSITION); }
-
- virtual void Spawn();
- virtual void OnRestore();
- virtual int DrawDebugTextOverlays();
-
- virtual void InputActivate( inputdata_t &inputdata );
- virtual void InputUpdateActors( inputdata_t &inputdata );
- virtual void InputDeactivate( inputdata_t &inputdata );
-
- // Goal entities can become Dormant if they're left behind on previous maps.
- // Transitioning back to the map with cause a dormant goal entity to reactivate itself.
- void EnterDormant( void );
- void ExitDormant( void );
-
- bool IsActive();
-
- int NumActors();
- CAI_BaseNPC * GetActor( int iActor = 0 );
-
- void SetGoalEntity( CBaseEntity *pGoalEntity );
- CBaseEntity * GetGoalEntity();
- const char * GetGoalEntityName();
-
- const char * GetConceptModifiers();
-
-protected:
- virtual void UpdateOnRemove();
-
- virtual void OnEntityCreated( CBaseEntity *pEntity );
- virtual void OnEntityDeleted( CBaseEntity *pEntity );
-
- virtual void EnableGoal( CAI_BaseNPC *pAI ) {}
- virtual void DisableGoal( CAI_BaseNPC *pAI ) {}
-
- void UpdateActors();
-
- const CUtlVector<AIHANDLE> &AccessActors()
- {
- return m_actors;
- }
-
-private:
- enum Flags_t
- {
- ACTIVE = 0x01,
- RESOLVED_NAME = 0x02,
- DORMANT = 0x04,
- };
-
- enum SearchType_t
- {
- ST_ENTNAME,
- ST_CLASSNAME,
- };
-
- void DelayedRefresh();
- void PruneActors();
- void ResolveNames();
-
- // From Worldcraft
- string_t m_iszActor;
- string_t m_iszGoal;
- bool m_fStartActive;
- SearchType_t m_SearchType;
- string_t m_iszConceptModifiers;
-
- CUtlVector<AIHANDLE> m_actors;
- EHANDLE m_hGoalEntity;
- unsigned m_flags;
-
-
-protected:
- DECLARE_DATADESC();
-};
-
-//-------------------------------------
-
-// @TODO (toml 03-18-03): Efficiency wart -- make this an explicit duty of the client?
-inline void CAI_GoalEntity::UpdateActors()
-{
- if ( !( m_flags & ACTIVE ) || !( m_flags & RESOLVED_NAME ) )
- {
- ResolveNames();
- m_flags |= RESOLVED_NAME;
- }
- else
- PruneActors();
-}
-
-//-------------------------------------
-
-inline bool CAI_GoalEntity::IsActive()
-{
- if ( m_flags & ACTIVE )
- {
- UpdateActors();
- return ( m_actors.Count() != 0 );
- }
- return false;
-}
-
-//-------------------------------------
-
-inline int CAI_GoalEntity::NumActors()
-{
- UpdateActors();
- return m_actors.Count();
-}
-
-//-------------------------------------
-
-inline CAI_BaseNPC *CAI_GoalEntity::GetActor( int iActor )
-{
- UpdateActors();
- if ( m_actors.Count() > iActor )
- return m_actors[iActor];
- return NULL;
-}
-
-//-------------------------------------
-
-inline void CAI_GoalEntity::SetGoalEntity( CBaseEntity *pGoalEntity )
-{
- m_iszGoal = pGoalEntity->GetEntityName();
- m_hGoalEntity = pGoalEntity;
-}
-
-//-------------------------------------
-
-inline CBaseEntity *CAI_GoalEntity::GetGoalEntity()
-{
- UpdateActors();
- return m_hGoalEntity;
-}
-
-//-------------------------------------
-
-inline const char *CAI_GoalEntity::GetGoalEntityName()
-{
- return STRING( m_iszGoal );
-}
-
-//-------------------------------------
-
-inline const char *CAI_GoalEntity::GetConceptModifiers()
-{
- return STRING( m_iszConceptModifiers );
-}
-
-//-----------------------------------------------------------------------------
-
-#endif // AI_GOALENTITY_H
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#ifndef AI_GOALENTITY_H
+#define AI_GOALENTITY_H
+
+#include "ai_basenpc.h"
+#include "utlvector.h"
+
+#if defined( _WIN32 )
+#pragma once
+#endif
+
+//-----------------------------------------------------------------------------
+//
+// CAI_GoalEntity
+//
+// Purpose: Serves as the base class for all entities the designer may place
+// that establish an NPC goal. Provides standard input, output &
+// fields common to all goals.
+//
+
+class CAI_GoalEntity : public CBaseEntity,
+ public IEntityListener
+{
+ DECLARE_CLASS( CAI_GoalEntity, CBaseEntity );
+public:
+ CAI_GoalEntity()
+ : m_iszActor(NULL_STRING),
+ m_iszGoal(NULL_STRING),
+ m_fStartActive(false),
+ m_SearchType(ST_ENTNAME),
+ m_iszConceptModifiers(NULL_STRING),
+ m_hGoalEntity(NULL),
+ m_flags( 0 )
+ {
+ }
+
+ virtual int ObjectCaps() { return ((BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_NOTIFY_ON_TRANSITION); }
+
+ virtual void Spawn();
+ virtual void OnRestore();
+ virtual int DrawDebugTextOverlays();
+
+ virtual void InputActivate( inputdata_t &inputdata );
+ virtual void InputUpdateActors( inputdata_t &inputdata );
+ virtual void InputDeactivate( inputdata_t &inputdata );
+
+ // Goal entities can become Dormant if they're left behind on previous maps.
+ // Transitioning back to the map with cause a dormant goal entity to reactivate itself.
+ void EnterDormant( void );
+ void ExitDormant( void );
+
+ bool IsActive();
+
+ int NumActors();
+ CAI_BaseNPC * GetActor( int iActor = 0 );
+
+ void SetGoalEntity( CBaseEntity *pGoalEntity );
+ CBaseEntity * GetGoalEntity();
+ const char * GetGoalEntityName();
+
+ const char * GetConceptModifiers();
+
+protected:
+ virtual void UpdateOnRemove();
+
+ virtual void OnEntityCreated( CBaseEntity *pEntity );
+ virtual void OnEntityDeleted( CBaseEntity *pEntity );
+
+ virtual void EnableGoal( CAI_BaseNPC *pAI ) {}
+ virtual void DisableGoal( CAI_BaseNPC *pAI ) {}
+
+ void UpdateActors();
+
+ const CUtlVector<AIHANDLE> &AccessActors()
+ {
+ return m_actors;
+ }
+
+private:
+ enum Flags_t
+ {
+ ACTIVE = 0x01,
+ RESOLVED_NAME = 0x02,
+ DORMANT = 0x04,
+ };
+
+ enum SearchType_t
+ {
+ ST_ENTNAME,
+ ST_CLASSNAME,
+ };
+
+ void DelayedRefresh();
+ void PruneActors();
+ void ResolveNames();
+
+ // From Worldcraft
+ string_t m_iszActor;
+ string_t m_iszGoal;
+ bool m_fStartActive;
+ SearchType_t m_SearchType;
+ string_t m_iszConceptModifiers;
+
+ CUtlVector<AIHANDLE> m_actors;
+ EHANDLE m_hGoalEntity;
+ unsigned m_flags;
+
+
+protected:
+ DECLARE_DATADESC();
+};
+
+//-------------------------------------
+
+// @TODO (toml 03-18-03): Efficiency wart -- make this an explicit duty of the client?
+inline void CAI_GoalEntity::UpdateActors()
+{
+ if ( !( m_flags & ACTIVE ) || !( m_flags & RESOLVED_NAME ) )
+ {
+ ResolveNames();
+ m_flags |= RESOLVED_NAME;
+ }
+ else
+ PruneActors();
+}
+
+//-------------------------------------
+
+inline bool CAI_GoalEntity::IsActive()
+{
+ if ( m_flags & ACTIVE )
+ {
+ UpdateActors();
+ return ( m_actors.Count() != 0 );
+ }
+ return false;
+}
+
+//-------------------------------------
+
+inline int CAI_GoalEntity::NumActors()
+{
+ UpdateActors();
+ return m_actors.Count();
+}
+
+//-------------------------------------
+
+inline CAI_BaseNPC *CAI_GoalEntity::GetActor( int iActor )
+{
+ UpdateActors();
+ if ( m_actors.Count() > iActor )
+ return m_actors[iActor];
+ return NULL;
+}
+
+//-------------------------------------
+
+inline void CAI_GoalEntity::SetGoalEntity( CBaseEntity *pGoalEntity )
+{
+ m_iszGoal = pGoalEntity->GetEntityName();
+ m_hGoalEntity = pGoalEntity;
+}
+
+//-------------------------------------
+
+inline CBaseEntity *CAI_GoalEntity::GetGoalEntity()
+{
+ UpdateActors();
+ return m_hGoalEntity;
+}
+
+//-------------------------------------
+
+inline const char *CAI_GoalEntity::GetGoalEntityName()
+{
+ return STRING( m_iszGoal );
+}
+
+//-------------------------------------
+
+inline const char *CAI_GoalEntity::GetConceptModifiers()
+{
+ return STRING( m_iszConceptModifiers );
+}
+
+//-----------------------------------------------------------------------------
+
+#endif // AI_GOALENTITY_H