1 /* 2 C-Dogs SDL 3 A port of the legendary (and fun) action/arcade cdogs. 4 Copyright (c) 2013-2015, 2019 Cong Xu 5 All rights reserved. 6 7 Redistribution and use in source and binary forms, with or without 8 modification, are permitted provided that the following conditions are met: 9 10 Redistributions of source code must retain the above copyright notice, this 11 list of conditions and the following disclaimer. 12 Redistributions in binary form must reproduce the above copyright notice, 13 this list of conditions and the following disclaimer in the documentation 14 and/or other materials provided with the distribution. 15 16 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 17 AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 18 IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 19 ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE 20 LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR 21 CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF 22 SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS 23 INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN 24 CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) 25 ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE 26 POSSIBILITY OF SUCH DAMAGE. 27 */ 28 #pragma once 29 30 #include "config.h" 31 #include "objective.h" 32 #include "path_cache.h" 33 #include "vector.h" 34 35 // State data for various AI routines 36 37 // State for what the AI is currently doing 38 // Used for AI chatter 39 typedef enum 40 { 41 AI_STATE_NONE, 42 AI_STATE_IDLE, 43 AI_STATE_DIE, 44 AI_STATE_FOLLOW, 45 AI_STATE_HUNT, 46 AI_STATE_TRACK, 47 AI_STATE_FLEE, 48 AI_STATE_CONFUSED, 49 AI_STATE_NEXT_OBJECTIVE 50 } AIState; 51 // State for what the AI is doing when confused 52 typedef enum 53 { 54 AI_CONFUSION_CONFUSED, // perform a random action 55 AI_CONFUSION_CORRECT // perform the right action (correct for confusion) 56 } AIConfusionType; 57 typedef struct 58 { 59 AIConfusionType Type; 60 int Cmd; 61 } AIConfusionState; 62 typedef enum 63 { 64 AI_OBJECTIVE_TYPE_NORMAL, 65 AI_OBJECTIVE_TYPE_KEY, 66 AI_OBJECTIVE_TYPE_EXIT, 67 AI_OBJECTIVE_TYPE_KILL, 68 AI_OBJECTIVE_TYPE_PICKUP 69 } AIObjectiveType; 70 // State for AI attempting to complete an objective 71 // This is to prevent excessive pathfinding calls 72 typedef struct 73 { 74 AIObjectiveType Type; 75 bool IsDestructible; 76 union 77 { 78 const Objective *Obj; 79 int UID; 80 } u; 81 int LastDone; 82 struct vec2 Goal; 83 } AIObjectiveState; 84 typedef struct 85 { 86 struct vec2i Goal; 87 CachedPath Path; 88 int PathIndex; 89 bool IsFollowing; 90 } AIGotoContext; 91 typedef struct 92 { 93 int LastCmd; 94 // Delay in executing consecutive actions; 95 // Used to let the AI perform one action for a set amount of time 96 int Delay; 97 AIState lastState; 98 AIState State; 99 100 AIConfusionState ConfusionState; 101 AIObjectiveState ObjectiveState; 102 struct vec2i LastTile; 103 bool IsStuckTooLong; 104 AIGotoContext Goto; 105 int EnemyId; 106 double GunRangeScalar; 107 int OnGunId; 108 } AIContext; 109 110 AIContext *AIContextNew(void); 111 void AIContextDestroy(AIContext *c); 112 113 const char *AIStateGetChatterText(const AIState s); 114 bool AIContextShowChatter(const AIChatterFrequency f); 115 bool AIContextSetState(AIContext *c, const AIState s); 116