/* 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_drone.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 is an example of a state machine that multiple // game objects can reference. Note that no state information // is saved within this file. State information lies solely // inside each game object. It would be a mistake to save any // state info within this file. // ////////////////////////////////////////////////////////////// #ifndef _FSM_DRONE_H__ #define _FSM_DRONE_H__ #include "game_object.h" bool DroneProcessStateMachine( GameObject* go, unsigned int state, MsgObject* msg ); void DroneTranslateStateName( unsigned int state, char* name ); #endif