/* Copyright (C) Steve Rabin, 2000. * All rights reserved worldwide. * * This software is provided "as is" without express or implied * warranties. You may freely copy and compile this source into * applications you distribute provided that the copyright text * below is included in the resulting source code, for example: * "Portions Copyright (C) Steve Rabin, 2000" */ ////////////////////////////////////////////////////////////// // // Filename: fsm.h // // Author: Steve Rabin // E-mail: stevera@noa.nintendo.com // From the book "Game Programming Gems" // From the article "Designing a General Robust AI Engine" // // Brief Disclaimer: // This code is free to use for commercial use and is in the // public domain. You may distribute, copy, modify, or use as // is as long as this information is present. This code makes // no guarantees written or implied and is provided solely as // an example. Have a nice day! // // Purpose: // This file contains a few functions to make the fsm // (finite state machine) work. // ////////////////////////////////////////////////////////////// #ifndef _FSM_H #define _FSM_H #include "msg.h" typedef enum { FSM_NULL, FSM_Drone, } FSM_Type; void FSMInitialize( unsigned int unique_id, FSM_Type type ); void TranslateStateName( unsigned int unique_id, unsigned int state, char* name ); float RandomBetween( float low, float high ); #endif