JNR
aiUpgradeTerminalState.h
1 /*
2 
3 Jump'n'Run Engine
4 http://www.atanaslaskov.com/jnr/
5 
6 BSD LICENSE
7 Copyright (c) 2007-2013, Atanas Laskov
8 All rights reserved.
9 
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11 modification, are permitted provided that the following conditions are met:
12 1. Redistributions of source code must retain the above copyright notice,
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14 2. Redistributions in binary form must reproduce the above copyright notice,
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27 
28 */
29 
30 #ifndef AI_UPGRADE_TERM_H
31 #define AI_UPGRADE_TERM_H
32 
34 
35 
36 class aiUpgradeTerminalState : public aiAOState
37 {
38  //Can be constructed from class name
39  CLASS_NAME(aiUpgradeTerminalState);
40 
41  fxAnimatedText _textConsole;
42  fxAnimatedText _textConsole_noPoints;
43  class laObj_TerminalInterface* pInterfaceObj;
44 
45  unsigned _nTermInterfaceID;
46 
47 protected:
48 
49  // Percept handlers for the
50  // percepts of creature objects
51  //
52  virtual void perceive_active( std::string strID_Old ); // state activated
53  virtual void perceive_inactive( std::string strID_New ); // state deactivated
54 
55  virtual void perceive_InRange(unsigned state); // Player in attack/act range
56  virtual void perceive_UserAction(unsigned state); // Action performed by player
57 
58  // Call the specific percept handlers
59  //
60  virtual void perceive(unsigned state, M_BOOL global, unsigned id, aiPerceptData data);
61 
62 public:
63  aiUpgradeTerminalState(void);
64  virtual ~aiUpgradeTerminalState(void);
65 
66  virtual void load(laFileParser *fp);
67 };
69 #endif
#define CLASS_NAME(cls)
Handy macro for defining class names.
Definition: laNamedClass.h:38
File Parser.
Definition: laFileParser.h:41