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 "world_entities/weapons/weapon_manager.h" |
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7 | #include "track/action_box.h" |
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8 | |
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9 | class ActionboxEnemy : public WorldEntity |
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10 | { |
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11 | ObjectListDeclaration(ActionboxEnemy); |
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12 | |
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13 | public: |
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14 | ActionboxEnemy(const TiXmlElement* root = NULL); |
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15 | virtual ~ActionboxEnemy (); |
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16 | |
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17 | virtual void tick(float dt); |
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18 | virtual void draw() const; |
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19 | |
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20 | virtual void loadParams(const TiXmlElement* root); |
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21 | |
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22 | virtual void destroy( WorldEntity* killer ); |
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23 | |
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24 | private: |
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25 | bool isActive; |
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26 | float pitch; // rotate angle around x-axix |
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27 | float dPitch; // change pitch += dPitch*dt |
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28 | Quaternion qPitch; |
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29 | |
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30 | float acceleration; |
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31 | float maxSpeed; |
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32 | float speed; |
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33 | float agility; |
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34 | |
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35 | void setAcceleration( float f ){ this->acceleration = f; } |
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36 | void setMaxSpeed( float f ){ this->maxSpeed = f; } |
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37 | void setAgility( float f ){ this->agility = f; } |
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38 | void setActive( bool b ){ this->isActive = b; } |
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39 | |
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40 | Quaternion myDir; |
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41 | Vector myCoor; |
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42 | |
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43 | bool bFire; |
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44 | |
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45 | Vector escapePoint; |
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46 | bool onEscape; |
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47 | bool escaped; |
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48 | Vector endPoint; |
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49 | |
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50 | void setEndPoint( float x, float y, float z ){ endPoint = Vector(x, y, z); } |
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51 | |
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52 | void attackPlayer( ActionBox* box, float dt ); |
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53 | void moveTowardsBox( ActionBox* box, float dt ); |
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54 | void moveTowards( Vector targetPos, Vector targetDir, float dt ); |
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55 | |
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56 | WeaponManager weaponMan; //!< the weapon manager: managing a list of energy weapons to wepaon-slot mapping |
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57 | }; |
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58 | |
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59 | #endif |
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