24 #include <character.h>
26 #include <constants.h>
30 #include <constants.h>
31 #include <math_helper.h>
32 #include <bresenham.h>
102 typedef std::vector<std::vector<Tile*> > TilePointerMatrix;
165 std::vector<Equipment*> generate_equipment(std::vector<EquipType> equipment_list);
176 Weapon* generate_weapon(std::vector<WeaponType>);
188 void move(
int x_change,
int y_change);
212 int is_in(
IntPoint point, std::vector<ATile> list);
238 std::vector<IntPoint> a_star(
IntPoint start,
IntPoint goal, TilePointerMatrix &surroundings);
258 int get_smallest_f(std::vector<ATile>& list);
282 Character* find_best_target(
int target_id,
int selectability, std::vector<Character*> enemy_list);
292 Character* passive_best_target(
int target_id,
int selectability, std::vector<Character*> enemy_list);
350 Enemy(
int _x,
int _y,
int _chunk_x ,
int _chunk_y,
int _depth,
EnemyType enemy);
367 void run_ai(TilePointerMatrix &surroundings,
IntPoint sur_chunk,
IntPoint sur_coords, std::vector<Character*> char_list,
long delta_ms);
372 bool validate_target();
386 void aggressive_ai(TilePointerMatrix&,
IntPoint sur_chunk,
IntPoint sur_coords, std::vector<Character*> char_list,
long delta_ms);
402 void passive_ai(TilePointerMatrix &surroundings,
IntPoint sur_chunk,
IntPoint sur_coords, std::vector<Character*> char_list,
long delta_ms);
433 std::vector<IntPoint> sight_tiles();
int view
Definition: enemy.h:127
Definition: character.h:42
int h
Definition: enemy.h:69
ATile()
Definition: enemy.h:74
IntPoint coords
Definition: enemy.h:52
int time_spooked
Definition: enemy.h:149
int id
Definition: enemy.h:110
IntPoint direction_spooked
Definition: enemy.h:144
int f
Definition: enemy.h:58
int g
Definition: enemy.h:63
Definition: int_point.h:26
int sight
Definition: enemy.h:115
int direction
Definition: enemy.h:121
std::string name
Definition: enemy.h:155
ATile(int _parent, IntPoint _coords)
Definition: enemy.h:84
int parent
Definition: enemy.h:47
bool spooked
Definition: enemy.h:135