#include <TurretAI.h>
Inherits TurretState.
Public Member Functions | |
| TurretAIAimTurretState (TurretStateMachine *machine) | |
| virtual StateReturnType | onEnter () |
| executed once when entering state | |
| virtual void | onExit (StateExitType status) |
| executed once when leaving state | |
| virtual StateReturnType | update () |
Public Member Functions inherited from State | |
| State (StateMachine *machine, AsciiString name) | |
| < this abstract class needs memory pool hooks | |
| 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 TurretState | |
| TurretState (TurretStateMachine *machine, AsciiString name) | |
| TurretAI * | getTurretAI () |
Protected Member Functions inherited from MemoryPoolObject | |
| virtual | ~MemoryPoolObject () |
| void * | operator new (size_t s) |
| void | operator delete (void *p) |
| virtual MemoryPool * | getObjectMemoryPool ()=0 |
Aim a turret at GoalObject
Definition at line 147 of file TurretAI.h.
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inline |
Definition at line 155 of file TurretAI.h.
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inlineprotectedvirtual |
run the "light" crc check on this data structure
Implements State.
Definition at line 164 of file TurretAI.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 166 of file TurretAI.h.
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virtual |
executed once when entering state
Reimplemented from State.
Definition at line 955 of file TurretAI.cpp.
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virtual |
executed once when leaving state
Reimplemented from State.
Definition at line 1207 of file TurretAI.cpp.
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virtual |
Rotate our turret to point at the machine's goal
Implements State.
Definition at line 968 of file TurretAI.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 165 of file TurretAI.h.