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