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https://github.com/UberGames/EF2GameSource.git
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73 lines
2.1 KiB
C++
73 lines
2.1 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/GoDirectlyToPoint.h $
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// $Revision:: 4 $
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// $Author:: Steven $
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// $Date:: 10/13/03 8:54a $
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//
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// Copyright (C) 2001 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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//
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// DESCRIPTION:
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// Simple Steering class that moves directly to the desired point
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// without any regard for obstacle or world avoidance
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//
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#ifndef __GO_DIRECTLY_TO_POINT__
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#define __GO_DIRECTLY_TO_POINT__
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#include "g_local.h"
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#include "steering.h"
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class Actor;
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//------------------------- CLASS ------------------------------
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//
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// Name: GoDirectlyToPoint
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// Base Class: Class
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//
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// Description: Simple Steering class that moves directly to the
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// desired point without any regard for obstacle or world
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// avoidance.
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//
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// Method of Use: This is an appropiate steering method iff
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// some guarentee is made that the Actor will not collide with
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// anything while travelling to the target point.
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//
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//--------------------------------------------------------------
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class GoDirectlyToPoint : public Steering
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{
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public:
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CLASS_PROTOTYPE( GoDirectlyToPoint );
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GoDirectlyToPoint();
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virtual ~GoDirectlyToPoint() { }
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virtual void Begin( Actor &self );
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virtual const ReturnValue Evaluate( Actor &self );
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virtual void ShowInfo( Actor &self );
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void SetDestination( const Vector &destination ) { _destination = destination; }
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void SetRadius( const float radius ) { _radius = radius; }
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virtual void Archive( Archiver &arc );
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const bool AtDestination( const Actor &self ) const;
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private:
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Vector _destination;
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float _radius;
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};
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inline void GoDirectlyToPoint::Archive( Archiver &arc )
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{
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Steering::Archive( arc );
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arc.ArchiveVector( &_destination );
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arc.ArchiveFloat( &_radius );
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}
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#endif // GoDirectlyToPoint
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