TankAICurrent.h

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00001 ////////////////////////////////////////////////////////////////////////////////
00002 //    Scorched3D (c) 2000-2009
00003 //
00004 //    This file is part of Scorched3D.
00005 //
00006 //    Scorched3D is free software; you can redistribute it and/or modify
00007 //    it under the terms of the GNU General Public License as published by
00008 //    the Free Software Foundation; either version 2 of the License, or
00009 //    (at your option) any later version.
00010 //
00011 //    Scorched3D is distributed in the hope that it will be useful,
00012 //    but WITHOUT ANY WARRANTY; without even the implied warranty of
00013 //    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00014 //    GNU General Public License for more details.
00015 //
00016 //    You should have received a copy of the GNU General Public License
00017 //    along with Scorched3D; if not, write to the Free Software
00018 //    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
00019 ////////////////////////////////////////////////////////////////////////////////
00020 
00021 #if !defined(AFX_TankAICurrent_H__5F21C9C7_0F71_4CCC_ABB9_976CF0A5C5EC__INCLUDED_)
00022 #define AFX_TankAICurrent_H__5F21C9C7_0F71_4CCC_ABB9_976CF0A5C5EC__INCLUDED_
00023 
00024 #include <tankai/TankAI.h>
00025 #include <tankai/TankAICurrentWeapons.h>
00026 #include <tankai/TankAICurrentDefenses.h>
00027 #include <tankai/TankAICurrentMove.h>
00028 
00029 class TankAICurrent : public TankAI
00030 {
00031 public:
00032         TankAICurrent();
00033         virtual ~TankAICurrent();
00034 
00035         virtual TankAI *createCopy(Tank *tank);
00036 
00037         virtual bool parseConfig(XMLNode *node);
00038 
00039         // Inherited from TankAI
00040         virtual void newMatch();
00041         virtual void newGame();
00042         virtual void playMove();
00043         virtual void buyAccessories();
00044         virtual void autoDefense();
00045 
00046         // Notification of actions happened
00047         virtual void tankHurt(Weapon *weapon, float damage, 
00048                 unsigned int damaged, unsigned int firer);
00049         virtual void shotLanded(ScorchedCollisionId collision,
00050                 Weapon *weapon, unsigned int firer, 
00051                 Vector &position);
00052 
00053 protected:
00054         Tank *tank_;
00055         TankAICurrentWeapons wantedWeapons_;
00056         TankAICurrentDefenses defenses_;
00057         TankAICurrentMove move_;
00058 
00059         void setTank(Tank *tank);
00060         void resign();
00061 
00062 };
00063 
00064 #endif // !defined(AFX_TankAICurrent_H__5F21C9C7_0F71_4CCC_ABB9_976CF0A5C5EC__INCLUDED_)

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