Emergency 20 Dokumentation  4.2.0
EscapeAction.h
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1 // Copyright (C) 2012-2018 Promotion Software GmbH
2 
3 
4 //[-------------------------------------------------------]
5 //[ Header guard ]
6 //[-------------------------------------------------------]
7 #pragma once
8 
9 
10 //[-------------------------------------------------------]
11 //[ Includes ]
12 //[-------------------------------------------------------]
13 #include "em5/Export.h"
14 
16 
17 
18 //[-------------------------------------------------------]
19 //[ Forward declarations ]
20 //[-------------------------------------------------------]
21 namespace em5
22 {
23  class GameComponent;
24 }
25 
26 
27 //[-------------------------------------------------------]
28 //[ Namespace ]
29 //[-------------------------------------------------------]
30 namespace em5
31 {
32 
33 
34  //[-------------------------------------------------------]
35  //[ Classes ]
36  //[-------------------------------------------------------]
42  {
43 
44 
45  //[-------------------------------------------------------]
46  //[ Public methods ]
47  //[-------------------------------------------------------]
48  public:
53  virtual void catched();
54 
55 
56  //[-------------------------------------------------------]
57  //[ Public virtual qsf::ai::MoveAction methods ]
58  //[-------------------------------------------------------]
59  public:
60  virtual bool onStartup() override;
61 
62 
63  //[-------------------------------------------------------]
64  //[ Protected methods ]
65  //[-------------------------------------------------------]
66  protected:
71  explicit EscapeAction(uint32 actionId);
72 
77  virtual ~EscapeAction();
78 
79  qsf::Entity* getTargetEntity() const;
80 
81 
82  //[-------------------------------------------------------]
83  //[ Protected methods ]
84  //[-------------------------------------------------------]
85  protected:
86  bool checkAllowUpdate() const;
87  void pushBreathAnimation(qsf::Time animationTime);
88 
89 
90  //[-------------------------------------------------------]
91  //[ Protected data ]
92  //[-------------------------------------------------------]
93  protected:
95  std::string mEscapeTargetTag;
97 
98 
99  //[-------------------------------------------------------]
100  //[ CAMP reflection system ]
101  //[-------------------------------------------------------]
102  QSF_CAMP_RTTI() // Only adds the virtual method "campClassId()", nothing more
103 
104 
105  };
106 
107 
108 //[-------------------------------------------------------]
109 //[ Namespace ]
110 //[-------------------------------------------------------]
111 } // em5
112 
113 
114 //[-------------------------------------------------------]
115 //[ CAMP reflection system ]
116 //[-------------------------------------------------------]
Definition: ActionPriority.h:13
Entity class.
Definition: Entity.h:46
Definition: MoveAction.h:33
bool mIsCivilPerson
Definition: EscapeAction.h:94
unsigned int uint32
Definition: PlatformTypes.h:181
#define EM5_API_EXPORT
Definition: Export.h:28
Lightweight weak pointer implementation.
Definition: WeakPtr.h:133
EMERGENCY 5 base escape action.
Definition: EscapeAction.h:41
#define QSF_CAMP_RTTI()
Only adds the virtual method "campClassId()", nothing more.
Definition: CampClass.h:75
qsf::WeakPtr< GameComponent > mGameComponent
Definition: EscapeAction.h:96
#define QSF_CAMP_TYPE_NONCOPYABLE(type)
See "CAMP_TYPE_NONCOPYABLE" for details.
Definition: CampClass.h:112
std::string mEscapeTargetTag
Event tag of the target entity; usually empty, except a certain target is forced. ...
Definition: EscapeAction.h:95
Data type for encapsulating time information. It might represents points in time and time spans...
Definition: Time.h:32