?? aicommon.h
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#ifndef _AICOMMON #define _AICOMMON#include "Keys.h"#include "Remap.h"#define kScreenDepth 16#define kMaskDepth 1 // terrain #define kGround 1 #define kWater 2 #define kBridge 3 #define kRed 4 // entities #define kMaxEntities 20 #define kHuman 1 #define kTroll 2 #define kTree 3 #define kEntitySpeed 30 #define kPlayerSpeed 4 // entity states #define kPlayer 1 #define kStatic 2 #define kPatrolling 3 #define kChasing 4 #define kPatrollingChasing 5 #define kChaseDistance 7 #define kMaxPathLength 30 // world constants #define kMaxRows 20 #define kMaxCols 30 #define kMaxTiles 10 // world constants #define kUpKey 1 #define kDownKey 2 #define kLeftKey 3 #define kRightKey 4class ai_Entity{ public: int row; int col; int type; int state; int startRow; int startCol; int endRow; int endCol; int target; int pathRow[kMaxPathLength]; int pathCol[kMaxPathLength]; int pathRowTarget; int pathColTarget; int pathPtr; unsigned long timeToMove; ai_Entity(); ~ai_Entity(); void nextStepToTarget (int *nextRow, int *nextCol); void BuildPathToTarget (void); void FollowPath (void); void ShowPath (void); void New (int theType, int theState, int theStartRow, int theStartCol, int theEndRow, int theEndCol); void StartChase (void); void ResetPatrol (void); int DistanceFrom (int t);};//--------------------------------------------------------------class ai_World{ public: TBoolean showPath; ai_World(); ~ai_World(); void ShowPath2 (int Ax, int Ay, int Bx, int By, int *nextRow, int *nextCol); void SimpleShowPath (int Ax, int Ay, int Bx, int By, int *nextRow, int *nextCol); void Redraw (void); void UpdateWorld (void); void KeyDown (int key);};#endif
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