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Ai.h
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class Ai : public Persistent{
public:
//virtual ~Ai() {}; ?
virtual void update(Actor *owner) = 0; // pure virtual method / abstract method
static Ai *create(TCODZip &zip);
protected:
enum AiType {
MONSTER, CONFUSED_MONSTER, PLAYER
};
};
class PlayerAi : public Ai {
public:
int xpLevel;
PlayerAi();
int getNextLevelXp();
void update(Actor *owner);
void save(TCODZip &zip);
void load(TCODZip &zip);
protected:
bool moveOrAttack(Actor *owner, int targetx, int targety);
void handleActionKey(Actor *owner, int ascii);
Actor *choseFromInventory(Actor *owner);
};
class MonsterAi : public Ai {
public:
void update(Actor *owner);
void save(TCODZip &zip);
void load(TCODZip &zip);
protected:
int moveCount;
void moveOrAttack(Actor *owner, int targetx, int targety);
};
class ConfusedMonsterAi : public Ai {
public:
ConfusedMonsterAi(int numberOfTurns, Ai *oldAi);
void update(Actor *owner);
void save(TCODZip &zip);
void load(TCODZip &zip);
protected:
int numberOfTurns;
Ai *oldAi;
};