/* 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 . * */ /* * 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 _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