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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program 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 3 of the License, or
* (at your option) any later version.
*
* This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on the CRAB engine
*
* Copyright (c) Arvind Raja Yadav
*
* Licensed under MIT
*
*/
#ifndef CRAB_SPRITEAI_H
#define CRAB_SPRITEAI_H
#include "crab/ai/movement.h"
#include "crab/PathfindingAgent.h"
namespace Crab {
// class PathfindingAgent;
namespace pyrodactyl {
namespace ai {
// States of a fighting sprite
enum AIFightState {
FIGHTSTATE_GETNEXTMOVE,
FIGHTSTATE_GETINRANGE,
FIGHTSTATE_EXECUTEMOVE,
FIGHTSTATE_CANTFIGHT
};
// States of a fleeing sprite
enum AIFleeState {
FLEESTATE_GETNEARESTEXIT,
FLEESTATE_RUNTOEXIT,
FLEESTATE_DISAPPEAR,
FLEESTATE_CANTFLEE
};
struct SpriteAIData {
// Data required for fighting
struct FightData {
// The state of the sprite
AIFightState _state;
// Used to count down the time NPCs wait before their next move
// Usually varies per move which is why we don't load target for it
Timer _delay;
// The list of moves that can be performed while attacking
Common::Array<uint> _attack;
FightData() {
_state = FIGHTSTATE_GETNEXTMOVE;
}
} _fight;
// The pattern a peaceful sprite walks in
MovementSet _walk;
// Data required to flee
struct FleeData {
AIFleeState _state;
FleeData() {
_state = FLEESTATE_GETNEARESTEXIT;
}
} _flee;
// The next location the sprite has to reach
// PLAYER: Used for adventure game style point-n-click movement
// AI: Used for path-finding (usually to the player's location)
struct Destination : public Vector2i {
// Are we trying to reach the destination?
bool _active;
Destination() {
_active = false;
}
} _dest;
SpriteAIData() {}
void dest(const int &x, const int &y, const bool &active = true) {
_dest.x = x;
_dest.y = y;
_dest._active = active;
}
void dest(const Vector2i &v, const bool &active = true) {
dest(v.x, v.y, active);
}
};
} // End of namespace ai
} // End of namespace pyrodactyl
} // End of namespace Crab
#endif // CRAB_SPRITEAI_H
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