#include <AIStateMachine.h>
Inherits State.
Public Member Functions | |
| AIAttackFireWeaponState (StateMachine *machine, NotifyWeaponFiredInterface *att) | |
| virtual Bool | isAttack () const |
| virtual StateReturnType | update () |
| virtual void | onExit (StateExitType status) |
| virtual StateReturnType | onEnter () |
Public Member Functions inherited from State | |
| State (StateMachine *machine, AsciiString name) | |
| < this abstract class needs memory pool hooks | |
| virtual Bool | isIdle () const |
| virtual Bool | isGuardIdle () const |
| virtual Bool | isBusy () const |
| StateMachine * | getMachine () |
| return the machine this state is part of | |
| StateID | getID () const |
| get this state's id | |
| Object * | getMachineOwner () |
| const Object * | getMachineOwner () const |
| Object * | getMachineGoalObject () |
| return the machine this state is part of | |
| const Object * | getMachineGoalObject () const |
| return the machine this state is part of | |
| const Coord3D * | getMachineGoalPosition () const |
| return the machine this state is part of | |
| void | friend_setID (StateID id) |
| define this state's id (for use only by StateMachine class) | |
| void | friend_onSuccess (StateID toStateID) |
| define which state to move to after successful completion | |
| void | friend_onFailure (StateID toStateID) |
| define which state to move to after failure | |
| void | friend_onCondition (StateTransFuncPtr test, StateID toStateID, void *userData, const char *description=NULL) |
| define when to change state | |
| StateReturnType | friend_checkForTransitions (StateReturnType status) |
| given a return code, handle state transitions | |
| StateReturnType | friend_checkForSleepTransitions (StateReturnType status) |
| given a return code, handle state transitions | |
Public Member Functions inherited from MemoryPoolObject | |
| void | deleteInstance () |
Public Member Functions inherited from Snapshot | |
| Snapshot (void) | |
| ~Snapshot (void) | |
Protected Member Functions | |
| virtual void | crc (Xfer *xfer) |
| run the "light" crc check on this data structure | |
| virtual void | xfer (Xfer *xfer) |
| virtual void | loadPostProcess () |
Protected Member Functions inherited from MemoryPoolObject | |
| virtual | ~MemoryPoolObject () |
| void * | operator new (size_t s) |
| void | operator delete (void *p) |
| virtual MemoryPool * | getObjectMemoryPool ()=0 |
Definition at line 953 of file AIStateMachine.h.
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inline |
Definition at line 957 of file AIStateMachine.h.
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inlineprotectedvirtual |
run the "light" crc check on this data structure
Implements State.
Definition at line 968 of file AIStateMachine.h.
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inlinevirtual |
Reimplemented from State.
Definition at line 962 of file AIStateMachine.h.
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inlineprotectedvirtual |
post process phase for loading save games. All save systems have their xfer run using XferLoad mode, and then all systems each have their post process run
Implements State.
Definition at line 970 of file AIStateMachine.h.
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virtual |
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virtual |
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virtual |
Fire the owner's weapon once and exit.
this is the weird case where we have multi turrets, and turret 'a' wants to fire, but someone has changed the current weapon to be one not on him. rather than addressing the situation, we just punt and wait for it to clear up on its own.
Implements State.
Definition at line 5193 of file AIStates.cpp.
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inlineprotectedvirtual |
run save, load, or deep CRC check on this data structure, the type depends on the setup of the Xfer pointer
Implements State.
Definition at line 969 of file AIStateMachine.h.