#include <StateMachine.h>
Inherits State.
Public Member Functions | |
| SuccessState (StateMachine *machine) | |
| virtual StateReturnType | onEnter () |
| executed once when entering state | |
| virtual StateReturnType | update () |
| implements this state's behavior, decides when to change state | |
Public Member Functions inherited from State | |
| State (StateMachine *machine, AsciiString name) | |
| < this abstract class needs memory pool hooks | |
| virtual void | onExit (StateExitType status) |
| executed once when leaving state | |
| virtual Bool | isIdle () const |
| virtual Bool | isAttack () 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 |
A utility state that immediately succeeds.
Definition at line 402 of file StateMachine.h.
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inline |
Definition at line 406 of file StateMachine.h.
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inlineprotectedvirtual |
run the "light" crc check on this data structure
Implements State.
Definition at line 411 of file StateMachine.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 413 of file StateMachine.h.
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inlinevirtual |
executed once when entering state
Reimplemented from State.
Definition at line 407 of file StateMachine.h.
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inlinevirtual |
implements this state's behavior, decides when to change state
Implements State.
Definition at line 408 of file StateMachine.h.
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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 412 of file StateMachine.h.