#include <AIGuard.h>
Inherits State.
Public Member Functions | |
| AIGuardAttackAggressorState (StateMachine *machine) | |
| virtual Bool | isAttack () const |
| virtual StateReturnType | onEnter (void) |
| executed once when entering state | |
| virtual StateReturnType | update (void) |
| implements this state's behavior, decides when to change state | |
| virtual void | onExit (StateExitType status) |
| executed once when leaving state | |
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 |
| AIGuardAttackAggressorState::AIGuardAttackAggressorState | ( | StateMachine * | machine | ) |
Definition at line 806 of file AIGuard.cpp.
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protectedvirtual |
run the "light" crc check on this data structure
Implements State.
Definition at line 884 of file AIGuard.cpp.
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inlinevirtual |
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protectedvirtual |
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 900 of file AIGuard.cpp.
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virtual |
executed once when entering state
Reimplemented from State.
Definition at line 813 of file AIGuard.cpp.
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virtual |
executed once when leaving state
Reimplemented from State.
Definition at line 867 of file AIGuard.cpp.
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virtual |
implements this state's behavior, decides when to change state
Implements State.
Definition at line 853 of file AIGuard.cpp.
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protectedvirtual |
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 890 of file AIGuard.cpp.