Richard Boegli's CnC_Generals_Zero_Hour Fork WIP
This is documentation of Richard Boegil's Zero Hour Fork
 
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TurretState Class Reference

#include <TurretAI.h>

Inherits State.

Inherited by TurretAIAimTurretState, TurretAIHoldTurretState, TurretAIIdleScanState, TurretAIIdleState, and TurretAIRecenterTurretState.

Protected Member Functions

 TurretState (TurretStateMachine *machine, AsciiString name)
 
TurretAIgetTurretAI ()
 
- Protected Member Functions inherited from State
virtual void crc (Xfer *xfer)=0
 run the "light" crc check on this data structure
 
virtual void xfer (Xfer *xfer)=0
 
virtual void loadPostProcess ()=0
 
- Protected Member Functions inherited from MemoryPoolObject
virtual ~MemoryPoolObject ()
 
void * operator new (size_t s)
 
void operator delete (void *p)
 
virtual MemoryPoolgetObjectMemoryPool ()=0
 

Additional Inherited Members

- Public Member Functions inherited from State
 State (StateMachine *machine, AsciiString name)
 < this abstract class needs memory pool hooks
 
virtual StateReturnType onEnter ()
 executed once when entering state
 
virtual void onExit (StateExitType status)
 executed once when leaving state
 
virtual StateReturnType update ()=0
 implements this state's behavior, decides when to change state
 
virtual Bool isIdle () const
 
virtual Bool isAttack () const
 
virtual Bool isGuardIdle () const
 
virtual Bool isBusy () const
 
StateMachinegetMachine ()
 return the machine this state is part of
 
StateID getID () const
 get this state's id
 
ObjectgetMachineOwner ()
 
const ObjectgetMachineOwner () const
 
ObjectgetMachineGoalObject ()
 return the machine this state is part of
 
const ObjectgetMachineGoalObject () const
 return the machine this state is part of
 
const Coord3DgetMachineGoalPosition () 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)
 

Detailed Description

Definition at line 94 of file TurretAI.h.

Constructor & Destructor Documentation

◆ TurretState()

TurretState::TurretState ( TurretStateMachine * machine,
AsciiString name )
inlineprotected

Definition at line 98 of file TurretAI.h.

Member Function Documentation

◆ getTurretAI()

TurretAI * TurretState::getTurretAI ( )
inlineprotected

Definition at line 99 of file TurretAI.h.


The documentation for this class was generated from the following file: