//////////////////////////////////////////////////////////////////////////////// // Scorched3D (c) 2000-2003 // // This file is part of Scorched3D. // // Scorched3D is free software; you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation; either version 2 of the License, or // (at your option) any later version. // // Scorched3D is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with Scorched3D; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA //////////////////////////////////////////////////////////////////////////////// #if !defined(__INCLUDE_TankAIComputerTargeth_INCLUDE__) #define __INCLUDE_TankAIComputerTargeth_INCLUDE__ #include #include class TankAIComputerTarget { public: TankAIComputerTarget(); virtual ~TankAIComputerTarget(); bool parseConfig(XMLNode *node); void setTank(Tank *tank); void shotLanded( ScorchedCollisionType action, ScorchedCollisionInfo *collision, Weapon *weapon, unsigned int firer, Vector &position, unsigned int landedCounter); void newMatch(); void tankHurt(Weapon *weapon, unsigned int firer); Tank *findTankToShootAt(); protected: Tank *currentTank_; std::map hitlist_; std::string targetType_; Tank *findShotAtTankToShootAt(); Tank *findNearTankToShootAt(); void addTankToHitList(unsigned int firer, int count); }; #endif