1 /* 2 C-Dogs SDL 3 A port of the legendary (and fun) action/arcade cdogs. 4 Copyright (C) 1995 Ronny Wester 5 Copyright (C) 2003 Jeremy Chin 6 Copyright (C) 2003-2007 Lucas Martin-King 7 8 This program is free software; you can redistribute it and/or modify 9 it under the terms of the GNU General Public License as published by 10 the Free Software Foundation; either version 2 of the License, or 11 (at your option) any later version. 12 13 This program is distributed in the hope that it will be useful, 14 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 GNU General Public License for more details. 17 18 You should have received a copy of the GNU General Public License 19 along with this program; if not, write to the Free Software 20 Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA 21 22 This file incorporates work covered by the following copyright and 23 permission notice: 24 25 Copyright (c) 2013-2015, 2017, 2021 Cong Xu 26 All rights reserved. 27 28 Redistribution and use in source and binary forms, with or without 29 modification, are permitted provided that the following conditions are met: 30 31 Redistributions of source code must retain the above copyright notice, this 32 list of conditions and the following disclaimer. 33 Redistributions in binary form must reproduce the above copyright notice, 34 this list of conditions and the following disclaimer in the documentation 35 and/or other materials provided with the distribution. 36 37 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 38 AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 39 IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 40 ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE 41 LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR 42 CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF 43 SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS 44 INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN 45 CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) 46 ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE 47 POSSIBILITY OF SUCH DAMAGE. 48 */ 49 #pragma once 50 51 // Utility functions for AIs; contains basic behaviour 52 53 #include "actors.h" 54 #include "objs.h" 55 56 TActor *AIGetClosestPlayer(const struct vec2 pos); 57 const TActor *AIGetClosestEnemy( 58 const struct vec2 from, const TActor *a, const int flags); 59 const TActor *AIGetClosestVisibleEnemy( 60 const TActor *from, const bool isPlayer); 61 struct vec2 AIGetClosestPlayerPos(const struct vec2 pos); 62 int AIReverseDirection(int cmd); 63 bool AIHasClearView(const TActor *a, const struct vec2 to, const int sightRange); 64 bool AIHasClearShot(const struct vec2 from, const struct vec2 to); 65 bool AIHasClearPath( 66 const struct vec2 from, const struct vec2 to, const bool ignoreObjects); 67 bool AIHasPath( 68 const struct vec2 from, const struct vec2 to, const bool ignoreObjects); 69 TObject *AIGetObjectRunningInto(TActor *a, int cmd); 70 // AI is facing something within a 90 degree arc 71 bool AIIsFacing(const TActor *a, const struct vec2 target, const direction_e d); 72 // AI can see something in view or in periphery 73 bool AICanSee(const TActor *a, const struct vec2 target, const direction_e d); 74 75 // Find path to target 76 // destroyObjects - if true, ignore obstructing objects 77 // - if false, will pathfind around them 78 int AIGoto(const TActor *actor, const struct vec2 p, const bool ignoreObjects); 79 int AIGotoDirect(const struct vec2 a, const struct vec2 p); 80 int AIHunt(const TActor *actor, const struct vec2 targetPos); 81 int AIAttack(const TActor *a, const struct vec2 targetPos); 82 int AIHuntClosest(TActor *actor); 83 int AIRetreatFrom(const TActor *actor, const struct vec2 from); 84 // Like Hunt but biases towards 8 axis movement 85 int AITrack(const TActor *actor, const struct vec2 targetPos); 86 int AIMoveAwayFromLine( 87 const struct vec2 pos, const struct vec2 lineStart, const direction_e lineD); 88 89 // Pathfinding helper functions 90 bool IsTileWalkable(Map *map, const struct vec2i pos); 91 bool IsTileWalkableAroundObjects(Map *map, const struct vec2i pos); 92