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/*
base/npc.h
This file is part of the Osirion project and is distributed under
the terms and conditions of the GNU General Public License version 2
*/
#ifndef __INCLUDED_BASE_NPC_H__
#define __INCLUDED_BASE_NPC_H__
#include "base/ship.h"
namespace game
{
class Patrol;
class NPC : public Ship {
public:
/**
* @brief Definse the general profile of the NPC
* The NPC profile is set at creating time and can not be altered.
*
* Freelancer fallback value
* Convoy Trade convoy member, prefers trade routes
* Patrol Police or military, prefers patrol routes
* Guard Guard an area
* Wingman wingman, prefers protecting its leader
* */
enum Profile { ProfileFreelancer = 0, ProfileConvoy = 1, ProfilePatrol = 2, ProfileGuard = 3, ProfileWingman = 4 };
/**
* @brief Defines the general moode of the NPC
* Wander Wamder around
* Formation Follow the leader in formation
* */
enum Mood { MoodWander = 0, MoodFormation = 1 };
NPC(const Profile profile, const ShipModel *shipmodel);
virtual ~NPC();
/* ---- inspectors ----------------------------------------- */
/**
* @brief Treturns te general profile of the NPC
* The NPC profile is set at creating time and can not be altered.
* */
inline const Profile profile() const
{
return npc_profile;
}
/**
* @brief returns the general moode of the NPC
* */
inline const Mood mood() const
{
return npc_mood;
}
/**
* @brief returns this NPC's leader.
* */
inline Ship *leader()
{
return npc_leader;
}
/**
* @brief returns this NPC's patrol.
* */
inline Patrol *patrol()
{
return npc_patrol;
}
/* ---- mutators ------------------------------------------- */
/**
* @brief Set the general moode of the NPC
* */
void set_mood(const Mood mood);
/**
* @brief set the NPC's leader
* */
void set_leader(Ship *leader);
/**
* @brief set the NPC's patrol
* */
void set_patrol(Patrol *patrol);
/**
* @brief game frame
* */
virtual void frame(const unsigned long elapsed);
/**
* @brief factory function for wingman NPCs
* */
static NPC *add_wingman(Ship *leader);
private:
Profile npc_profile;
Mood npc_mood;
Ship *npc_leader;
Patrol *npc_patrol;
unsigned long npc_destroyed_timestamp;
}; // class NPC
} // namespace game
#endif // __INCLUDED_BASE_NPC_H__
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