Drag[en]gine Game Engine
1.21
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AI System. The ai system is a single type system providing ai support for the engine. An ai module is able to carry out the actions stored in an ai object. More...
#include <deAISystem.h>
Public Member Functions | |
Constructors and Destructors | |
deAISystem (deEngine *engine) | |
Create new ai system linked to the given engine. More... | |
virtual | ~deAISystem () |
Clean up ai system. More... | |
Management | |
deBaseAIModule * | GetActiveModule () const |
Activated graphic module. More... | |
void | LoadWorld (deWorld *world) |
Create peer object for the given world using the active module and assigns it. More... | |
void | LoadNavigationSpace (deNavigationSpace *navspace) |
Create peer object for the given navigation space using the active module and assigns it. More... | |
void | LoadNavigationBlocker (deNavigationBlocker *blocker) |
Create peer object for the given navigation blocker using the active module and assigns it. More... | |
void | LoadNavigator (deNavigator *navigator) |
Create peer object for the given navigator using the active module and assigns it. More... | |
void | LoadHeightTerrain (deHeightTerrain &heightTerrain) |
Create peer for height terrain using the active module and assigns it. More... | |
Public Member Functions inherited from deBaseSystem | |
deBaseSystem (deEngine *engine, const char *systemName, int requiredModuleType) | |
Create new base system linked to the given engine. More... | |
virtual | ~deBaseSystem () |
Clean up base system. More... | |
deEngine * | GetEngine () const |
Linked game engine. More... | |
deLoadableModule * | GetActiveLoadableModule () const |
Active loadable module. More... | |
bool | GetIsRunning () const |
System is running. More... | |
bool | GetHasFailed () const |
System has failed during runtime. More... | |
const decString & | GetSystemName () const |
System name. More... | |
virtual bool | CanStart () |
void | SetHasFailed (bool hasFailed) |
Set if system has failed. More... | |
virtual void | Start () |
Start system and the active loadable module. More... | |
virtual void | Stop () |
Stop system and the active loadable module. More... | |
void | CheckAndActivateFirst (deModuleSystem::eModuleTypes type) |
Check if at least one module is working and select the first one. More... | |
void | LogInfo (const char *message) |
Output information message on the console. More... | |
void | LogInfoFormat (const char *message,...) |
Output formated information message on the console. More... | |
void | LogInfoFormatUsing (const char *message, va_list args) |
Output formated information message on the console. More... | |
void | LogWarn (const char *message) |
Output warning message on the console. More... | |
void | LogWarnFormat (const char *message,...) |
Output formated warning message on the console. More... | |
void | LogWarnFormatUsing (const char *message, va_list args) |
Output formated warning message on the console. More... | |
void | LogError (const char *message) |
Output error message on the console. More... | |
void | LogErrorFormat (const char *message,...) |
Output formated error message on the console. More... | |
void | LogErrorFormatUsing (const char *message, va_list args) |
Output formated error message on the console. More... | |
void | LogException (const deException &exception) |
Output exception as error message on the console. More... | |
Overloadables | |
virtual void | SetActiveModule (deLoadableModule *module) |
Set active loadable module. More... | |
virtual void | ClearPermanents () |
Clearcross references and links that could lead to memory leaks. More... | |
virtual void | PostStart () |
Carry out here actions right after the system started up. More... | |
virtual void | PreStop () |
Carry out here actions right before the system shuts down. More... | |
AI System. The ai system is a single type system providing ai support for the engine. An ai module is able to carry out the actions stored in an ai object.
deAISystem::deAISystem | ( | deEngine * | engine | ) |
Create new ai system linked to the given engine.
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virtual |
Clean up ai system.
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virtual |
Clearcross references and links that could lead to memory leaks.
Do not forget to call the super function.
Reimplemented from deBaseSystem.
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inline |
Activated graphic module.
void deAISystem::LoadHeightTerrain | ( | deHeightTerrain & | heightTerrain | ) |
Create peer for height terrain using the active module and assigns it.
The AI Module is not required to create a peer.
deeInvalidParam | heightTerrain has an AI peer. |
deeInvalidParam | AI module failed to create the peer. |
void deAISystem::LoadNavigationBlocker | ( | deNavigationBlocker * | blocker | ) |
Create peer object for the given navigation blocker using the active module and assigns it.
void deAISystem::LoadNavigationSpace | ( | deNavigationSpace * | navspace | ) |
Create peer object for the given navigation space using the active module and assigns it.
void deAISystem::LoadNavigator | ( | deNavigator * | navigator | ) |
Create peer object for the given navigator using the active module and assigns it.
void deAISystem::LoadWorld | ( | deWorld * | world | ) |
Create peer object for the given world using the active module and assigns it.
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virtual |
Carry out here actions right after the system started up.
Reimplemented from deBaseSystem.
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virtual |
Carry out here actions right before the system shuts down.
Reimplemented from deBaseSystem.
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virtual |
Set active loadable module.
Do not forget to call the super function.
Reimplemented from deBaseSystem.