110 lines
2.9 KiB
C++
110 lines
2.9 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef DYN_GRP_H
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#define DYN_GRP_H
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#include "continent.h"
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//////////////////////////////////////////////////////////////////////////////
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// CDynGrpBase //
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//////////////////////////////////////////////////////////////////////////////
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class CDynGrpBase
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{
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public:
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CDynGrpBase();
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virtual ~CDynGrpBase();
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void initDynGrp(IGroupDesc const* const gd, CFamilyBehavior const* const familyBehavior);
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void setDiscardable(bool discardable) const;
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bool getDiscardable() const;
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NLMISC::CSmartPtr<IGroupDesc const> const& getGroupDesc() const;
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NLMISC::CDbgPtr<CFamilyBehavior> const& getFamilyBehavior() const;
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float getEnergyCoef() const;
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bool getCountMultiplierFlag() const;
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protected:
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/** Flag for group discardability.
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* If this flag is set, then the group can be despawn when
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* the family spawned energy is to high.
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* When cleared, the group cannot be despawned automaticaly
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* either for enegy reason nor for unadequate energy level.
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*/
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mutable bool _Discardable;
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/// The dynamic group model
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NLMISC::CSmartPtr<IGroupDesc const> _GroupDesc;
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/// The family this group belong to
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NLMISC::CDbgPtr<CFamilyBehavior> _FamilyBehavior;
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};
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//////////////////////////////////////////////////////////////////////////////
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// CDynBot //
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//////////////////////////////////////////////////////////////////////////////
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class CDynBot
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{
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public:
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CDynBot() : _BotEnergyValue(0)
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{}
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virtual ~CDynBot()
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{}
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/// The energy value of this bot.
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const uint32 &botEnergyValue () const
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{
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return _BotEnergyValue;
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}
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void setBotEnergyValue (const uint32 &energyValue)
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{
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_BotEnergyValue=energyValue;
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}
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virtual void addEnergy() const = 0;
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virtual void removeEnergy() const = 0;
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private:
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uint32 _BotEnergyValue;
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};
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class CDynSpawnBot
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{
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public:
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CDynSpawnBot(const CDynBot &dynBot) : _DynBot(dynBot)
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{
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_DynBot.addEnergy();
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}
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virtual ~CDynSpawnBot()
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{
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_DynBot.removeEnergy();
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}
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private:
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const CDynBot &_DynBot;
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};
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#endif
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