src/ai/ai_shoot_module.h

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00001 /******************************************************************************
00002  *  Wormux is a convivial mass murder game.
00003  *  Copyright (C) 2001-2004 Lawrence Azzoug.
00004  *
00005  *  This program is free software; you can redistribute it and/or modify
00006  *  it under the terms of the GNU General Public License as published by
00007  *  the Free Software Foundation; either version 2 of the License, or
00008  *  (at your option) any later version.
00009  *
00010  *  This program is distributed in the hope that it will be useful,
00011  *  but WITHOUT ANY WARRANTY; without even the implied warranty of
00012  *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00013  *  GNU General Public License for more details.
00014  *
00015  *  You should have received a copy of the GNU General Public License
00016  *  along with this program; if not, write to the Free Software
00017  *  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
00018  ******************************************************************************
00019  * Artificial intelligence Shoot module
00020  *****************************************************************************/
00021 
00022 #ifndef AI_SHOOT_MODULE_H
00023 #define AI_SHOOT_MODULE_H
00024 
00025 #include "../character/character.h"
00026 
00027 class AIShootModule
00028 {
00029  private:
00030   typedef enum {
00031     NO_STRATEGY,
00032     NEAR_FROM_ENEMY,
00033     SHOOT_FROM_POINT
00034   } strategy_t;
00035 
00036   uint m_current_time;
00037 
00038   Character* m_enemy;
00039   strategy_t m_current_strategy;
00040   bool m_has_finished;
00041 
00042   double m_angle;
00043   uint m_last_shoot_time;
00044 
00045   // for shooting weapons like gun, shotgun, sniper rifle, m16, ...
00046   bool IsDirectlyShootable(Character& character);
00047   bool FindShootableEnemy();
00048 
00049   // for proximity weapons like dynamite, mine, ...
00050   bool IsNear(Character& character);
00051   bool FindProximityEnemy();
00052 
00053   // Watch the choosen enemy
00054   void ChooseDirection();
00055   Character* FindEnemy();
00056 
00057   void Shoot();
00058  public:
00059   AIShootModule();
00060   void BeginTurn();
00061 
00062   bool Refresh(uint current_time);
00063 };
00064 
00065 #endif

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