1 | |
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2 | #ifndef _NPC_H |
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3 | #define _NPC_H |
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4 | |
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5 | #include "world_entity.h" |
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6 | #include "ai_module.h" |
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7 | #include "world_entities/weapons/weapon_manager.h" |
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8 | |
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9 | class AI; |
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10 | |
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11 | class NPC : public WorldEntity |
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12 | { |
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13 | ObjectListDeclaration(NPC); |
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14 | |
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15 | public: |
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16 | NPC(const TiXmlElement* root = NULL); |
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17 | virtual ~NPC (); |
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18 | |
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19 | virtual void loadParams(const TiXmlElement* root); |
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20 | |
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21 | |
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22 | void addWeapons(const TiXmlElement* root); |
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23 | bool addWeapon(Weapon* weapon, int configID = -1, int slotID = -1); |
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24 | void removeWeapon(Weapon* weapon); |
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25 | void nextWeaponConfig(); |
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26 | void previousWeaponConfig(); |
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27 | inline WeaponManager& getWeaponManager() { return this->weaponMan; }; |
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28 | void setWeaponConfig(int i); |
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29 | |
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30 | |
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31 | virtual void tick(float dt); |
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32 | void draw() const; |
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33 | inline int getTeam() { return teamNumber; } |
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34 | inline void fire(){ this->bFire=true;} |
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35 | void setAI(bool activate); |
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36 | inline void enableAI(int flag) { this->bAIEnabled = (bool)flag; } |
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37 | void destroy( WorldEntity* killer ); |
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38 | |
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39 | //void hit( float damage, WorldEntity* killer); |
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40 | |
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41 | inline void destroyThis() { this->destroy(NULL);}; |
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42 | |
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43 | private: |
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44 | inline void setTeamNumber(int number) { teamNumber=number; } |
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45 | inline void setSwarmNumber(int number) { swarmNumber=number; } |
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46 | inline void setMaxSpeed(float number) { maxSpeed=number; } |
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47 | inline void setAttackDistance(float number) { attackDistance=number; } |
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48 | |
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49 | private: |
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50 | |
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51 | int teamNumber; //!< number of the team |
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52 | int swarmNumber; //!< number of the swarm |
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53 | int difficulty; //!< difficulty |
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54 | float maxSpeed; |
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55 | float attackDistance; |
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56 | |
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57 | WeaponManager weaponMan; //!< weapon manager |
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58 | bool bFire; //!< fire |
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59 | bool bInit; |
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60 | |
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61 | AIModule* aiModule; |
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62 | |
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63 | bool bAIEnabled; //!< true is AI enabled |
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64 | }; |
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65 | |
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66 | #endif /* _NPC_H */ |
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