Richard Boegli's CnC_Generals_Zero_Hour Fork WIP
This is documentation of Richard Boegil's Zero Hour Fork
 
Loading...
Searching...
No Matches
TurretState Class Reference

#include <TurretAI.h>

Inherits State.

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

Protected Member Functions

 TurretState (TurretStateMachine *machine, AsciiString name)
 
TurretAI * getTurretAI ()
 
- 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 MemoryPool * getObjectMemoryPool ()=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
 
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)
 

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: