Planeshift
OwnerActionPerception Class Reference

Whenever an NPCPet is told by it's owner to stay, this perception is passed to the NPCPet. More...

#include <perceptions.h>

Public Member Functions

virtual void ExecutePerception (NPC *pet, float weight)
 All preconditions has been checked, now excecute the perception. More...
 
virtual PerceptionMakeCopy ()
 Make a copy of this perception. More...
 
 OwnerActionPerception (const char *n, int action, gemNPCObject *owner, gemNPCObject *pet)
 
virtual bool ShouldReact (Reaction *reaction, NPC *pet)
 Check if this perception should react to a reaction. More...
 
- Public Member Functions inherited from Perception
virtual bool GetLocation (csVector3 &pos, iSector *&sector)
 Get a location assosiated with the perception. More...
 
virtual const csString & GetName () const
 Get the name of the perception. More...
 
virtual float GetRadius () const
 Get the radius of the perception. More...
 
virtual gemNPCObjectGetTarget ()
 Some perception has a target/source. More...
 
const csString & GetType () const
 Get the type of the perception. More...
 
 Perception (const char *name)
 Constructor. More...
 
 Perception (const char *name, const char *type)
 Constructor. More...
 
void SetType (const char *type)
 Set the type of the perception. More...
 
virtual csString ToString (NPC *npc)
 Get a text description of the perception. More...
 
virtual ~Perception ()
 Destructor. More...
 

Protected Attributes

int action
 
csWeakRef< gemNPCObjectowner
 
csWeakRef< gemNPCObjectpet
 
- Protected Attributes inherited from Perception
csString name
 The name of this perception. More...
 
csString type
 Type used by perceptions. Usally they correspond to the same value in a reaction. More...
 

Detailed Description

Whenever an NPCPet is told by it's owner to stay, this perception is passed to the NPCPet.

Right now, it changes the current behavior of the NPCPet.

Definition at line 513 of file perceptions.h.

Constructor & Destructor Documentation

OwnerActionPerception::OwnerActionPerception ( const char *  n,
int  action,
gemNPCObject owner,
gemNPCObject pet 
)

Member Function Documentation

virtual void OwnerActionPerception::ExecutePerception ( NPC npc,
float  weight 
)
virtual

All preconditions has been checked, now excecute the perception.

Parameters
npcThe target of the percpetion.
weightIndicate how much the HateList of the npc should be changed. Value comes from the reaction.

Reimplemented from Perception.

virtual Perception* OwnerActionPerception::MakeCopy ( )
virtual

Make a copy of this perception.

Returns
the copy.

Reimplemented from Perception.

virtual bool OwnerActionPerception::ShouldReact ( Reaction reaction,
NPC npc 
)
virtual

Check if this perception should react to a reaction.

Parameters
reactionThe reaction to check for.
npcThe NPC that might receive this.
Returns
true if reaction should be reacted to.

Reimplemented from Perception.

Member Data Documentation

int OwnerActionPerception::action
protected

Definition at line 516 of file perceptions.h.

csWeakRef<gemNPCObject> OwnerActionPerception::owner
protected

Definition at line 517 of file perceptions.h.

csWeakRef<gemNPCObject> OwnerActionPerception::pet
protected

Definition at line 518 of file perceptions.h.


The documentation for this class was generated from the following file: