//----------------------------------------------------------------------------- // // $Logfile:: /Code/DLLs/game/FollowPathToPoint.h $ // $Revision:: 6 $ // $Author:: Steven $ // $Date:: 10/13/03 8:53a $ // // Copyright (C) 1998 by Ritual Entertainment, Inc. // All rights reserved. // // This source may not be distributed and/or modified without // expressly written permission by Ritual Entertainment, Inc. // // // DESCRIPTION: // Specialization of FollowPath used to follow a path to a static point // #ifndef __FOLLOW_PATH_TO_POINT_H__ #define __FOLLOW_PATH_TO_POINT_H__ #include "FollowPath.h" //------------------------- CLASS ------------------------------ // // Name: FollowPathToPoint // Base Class: FollowPath // // Description: FollowPathToEntity is a specialization of // FollowPath used when the Actor must move to a stationary point // // Method of Use: Behaviors Aggregate FollowPath classes to // handle long term motion to a goal // //-------------------------------------------------------------- class FollowPathToPoint : public FollowPath { public: CLASS_PROTOTYPE( FollowPathToPoint ); FollowPathToPoint(); virtual void SetGoal( const Vector &targetPoint, const float radius, Actor &self ); virtual const Vector & GetGoalPosition( void ) const { return _targetPoint; } virtual const float GetGoalRadius(void) const { return 16.0f; } virtual void Archive( Archiver &arc ); private: Vector _targetPoint; }; inline void FollowPathToPoint::Archive( Archiver &arc ) { FollowPath::Archive( arc ); arc.ArchiveVector( &_targetPoint ); } #endif // FollowPathToPoint.h