📄 aicommon.c
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#include "Toolbox.h"#include "AICommon.h" TWindow tbWindow; ai_World MainWorld; ai_Entity entityList[kMaxEntities]; TBitmap terrainBMP; TBitmap objectsBMP; TBitmap objectsMaskBMP; TBitmap offscreenBMP; TRect unitRect; TRect humanRect; TRect trollRect; TRect treeRect; TRect terrainRect[kMaxTiles]; TRect screenRect; TRect destRect[kMaxRows][kMaxCols]; TBoolean terrainBackup[kMaxRows][kMaxCols]; TBoolean terrain[kMaxRows][kMaxCols]={ 1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1,3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1,3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1,2,2,2,2,2,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,1,1,1,1,1,1,1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,1,1,1,1,1,1,1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,2,2,2,2,1,1,1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1 };// ----------------------------------------------------------------- //ai_Entity::ai_Entity()// ----------------------------------------------------------------- //{ int i; unsigned long randomSeed; GetDateTime(&randomSeed); SetQDGlobalsRandomSeed(randomSeed); for (i=0;i<kMaxEntities;i++) { entityList[i].row=-1; entityList[i].col=-1; entityList[i].type=-1; entityList[i].state=-1; entityList[i].startRow=-1; entityList[i].startCol=-1; entityList[i].endRow=-1; entityList[i].endCol=-1; entityList[i].target=-1; entityList[i].timeToMove=0; } entityList[0].New(kHuman,kPlayer,3,10,0,0); entityList[1].New(kTroll,kPatternMovement,4,2,0,0); entityList[1].InitializePathArrays(); entityList[1].BuildPathSegment(4, 2, 4, 11); entityList[1].BuildPathSegment(4, 11, 2, 24); entityList[1].BuildPathSegment(2, 24, 13, 27); entityList[1].BuildPathSegment(13, 27, 16, 24); entityList[1].BuildPathSegment(16, 24, 13, 17); entityList[1].BuildPathSegment(13, 17, 13, 13); entityList[1].BuildPathSegment(13, 13, 17, 5); entityList[1].BuildPathSegment(17, 5, 4, 2); entityList[1].NormalizePattern(); entityList[1].patternRowOffset=5; entityList[1].patternColOffset=2; entityList[1].row=entityList[1].pathRow[0]+entityList[1].patternRowOffset; entityList[1].col=entityList[1].pathCol[0]+entityList[1].patternColOffset; }// ----------------------------------------------------------------- //ai_Entity::~ai_Entity()// ----------------------------------------------------------------- //{}// ----------------------------------------------------------------- //void ai_Entity::New(int theType, int theState, int theStartRow, int theStartCol, int theEndRow, int theEndCol)// ----------------------------------------------------------------- //{ int i; type=theType; row=theStartRow; col=theStartCol; state=theState; startRow=theStartRow; startCol=theStartCol; endRow=theEndRow; endCol=theEndCol; nextStep=0; for (i=0;i<kMaxPathLength;i++) { pathRow[i]=-1; pathCol[i]=-1; } pathRowTarget=-1; pathColTarget=-1; if (state==kChasing) for (i=0;i<kMaxEntities;i++) if (entityList[i].state==kPlayer) target=i;}// ----------------------------------------------------------------- //void ai_Entity::FollowPattern(void)// ----------------------------------------------------------------- //{ if (nextStep>=0) if ((pathRow[nextStep]+patternRowOffset>=0) && (pathCol[nextStep]+patternColOffset>=0)) { row=pathRow[nextStep]+patternRowOffset; col=pathCol[nextStep]+patternColOffset; nextStep++; if (nextStep>=kMaxPathLength) nextStep=0; if (nextStep>=pathSize) nextStep=0; } }// ----------------------------------------------------------------- //void ai_Entity::InitializePathArrays(void)// ----------------------------------------------------------------- //{ int i; nextStep=0; for (i=0;i<kMaxPathLength;i++) { pathRow[i]=-1; pathCol[i]=-1; }}// ----------------------------------------------------------------- //void ai_Entity::NormalizePattern(void)// ----------------------------------------------------------------- //{ int i; int rowOrigin=pathRow[0]; int colOrigin=pathCol[0]; for (i=0;i<kMaxPathLength;i++) if ((pathRow[i]==-1) && (pathCol[i]==-1)) { pathSize=i-1; break; } for (i=0;i<=pathSize;i++) { pathRow[i]=pathRow[i]-rowOrigin; pathCol[i]=pathCol[i]-colOrigin; }}// ----------------------------------------------------------------- //void ai_Entity::BuildPathSegment(int startingRow, int startingCol, int endingRow, int endingCol)// ----------------------------------------------------------------- //{ int nextRow=startingRow; int nextCol=startingCol; int deltaRow=endingRow-startingRow; int deltaCol=endingCol-startingCol; int stepRow; int stepCol; int currentStep; int fraction; int i; for (i=0;i<kMaxPathLength;i++) if ((pathRow[i]==-1) && (pathCol[i]==-1)) { currentStep=i; break; } if (deltaRow < 0) stepRow=-1; else stepRow=1; if (deltaCol < 0) stepCol=-1; else stepCol=1; deltaRow=abs(deltaRow*2); deltaCol=abs(deltaCol*2); pathRow[currentStep]=nextRow; pathCol[currentStep]=nextCol; currentStep++; if (currentStep>=kMaxPathLength) return; if (deltaCol > deltaRow) { fraction = deltaRow * 2 - deltaCol; while (nextCol != endingCol) { if (fraction >= 0) { nextRow += stepRow; fraction = fraction - deltaCol; } nextCol = nextCol + stepCol; fraction = fraction + deltaRow; pathRow[currentStep]=nextRow; pathCol[currentStep]=nextCol; currentStep++; if (currentStep>=kMaxPathLength) return; } } else { fraction = deltaCol * 2 - deltaRow; while (nextRow != endingRow) { if (fraction >= 0) { nextCol = nextCol + stepCol; fraction = fraction - deltaRow; } nextRow = nextRow + stepRow; fraction = fraction + deltaCol; pathRow[currentStep]=nextRow; pathCol[currentStep]=nextCol; currentStep++; if (currentStep>=kMaxPathLength) return; } } } // ----------------------------------------------------------------- //void ai_Entity::ShowPath(void)// ----------------------------------------------------------------- //{ int i; for (i=0;i<=pathSize;i++) terrain[pathRow[i]+patternRowOffset][pathCol[i]+patternColOffset]=kRed; }// ----------------------------------------------------------------- //ai_World::ai_World()// ----------------------------------------------------------------- //{ TRect r; int i; int j; tb_InitializeToolbox(); showPath=false; // offscreen buffer tb_SetRect(&screenRect,0,0,720,480); offscreenBMP=tb_CreateBitmap(&screenRect, -1, kScreenDepth); // terrain graphics terrainBMP=tb_CreateBitmap(&r, 128, kScreenDepth); // terrain graphics objectsBMP=tb_CreateBitmap(&r, 129, kScreenDepth); objectsMaskBMP=tb_CreateBitmap(&r, 130, kScreenDepth); tb_SetRect(&unitRect,1,1,49,63); tb_SetRect(&humanRect,1,1,49,63); tb_SetRect(&trollRect,50,1,98,63); tb_SetRect(&treeRect,99,1,147,63); tb_SetRect(&terrainRect[kGround],1,1,25,25); tb_SetRect(&terrainRect[kWater],26,1,50,25); tb_SetRect(&terrainRect[kBridge],51,1,75,25); tb_SetRect(&terrainRect[kRed],76,1,100,25); for (i=0;i<kMaxRows;i++) for (j=0;j<kMaxCols;j++) { tb_SetRect(&destRect[i][j],(24*j),(24*i),(24*j)+25,(24*i)+25); terrainBackup[i][j]=terrain[i][j]; }}// ----------------------------------------------------------------- //ai_World::~ai_World()// ----------------------------------------------------------------- //{}// ----------------------------------------------------------------- //void ai_World::UpdateWorld(void)// ----------------------------------------------------------------- // { int i; int j; for (i=0;i<kMaxRows;i++) for (j=0;j<kMaxCols;j++) terrain[i][j]=terrainBackup[i][j]; for (i=0;i<kMaxEntities;i++) if (entityList[i].state==kPatternMovement) // only show paths for pattern movement { entityList[1].ShowPath(); } // move entities for (i=0;i<kMaxEntities;i++) { if (entityList[i].state==kPatternMovement) if (TickCount()>entityList[i].timeToMove) { entityList[i].timeToMove=TickCount()+kEntitySpeed; entityList[i].FollowPattern(); } } Redraw(); }// ----------------------------------------------------------------- //void ai_World::KeyDown(int key)// ----------------------------------------------------------------- // { int i; if (key==kUpKey) for (i=0;i<kMaxEntities;i++) if (entityList[i].state==kPlayer) if (TickCount()>entityList[i].timeToMove) if (entityList[i].row>0) { entityList[i].row--; entityList[i].timeToMove=TickCount()+kPlayerSpeed; } if (key==kDownKey) for (i=0;i<kMaxEntities;i++) if (entityList[i].state==kPlayer) if (entityList[i].row<(kMaxRows-1)) if (TickCount()>entityList[i].timeToMove) { entityList[i].row++; entityList[i].timeToMove=TickCount()+kPlayerSpeed; } if (key==kLeftKey) for (i=0;i<kMaxEntities;i++) if (entityList[i].state==kPlayer) if (entityList[i].col>0) if (TickCount()>entityList[i].timeToMove) { entityList[i].col--; entityList[i].timeToMove=TickCount()+kPlayerSpeed; } if (key==kRightKey) for (i=0;i<kMaxEntities;i++) if (entityList[i].state==kPlayer) if (entityList[i].col<(kMaxCols-1)) if (TickCount()>entityList[i].timeToMove) { entityList[i].col++; entityList[i].timeToMove=TickCount()+kPlayerSpeed; }}// ----------------------------------------------------------------- //void ai_World::Redraw(void)// ----------------------------------------------------------------- // { int i; int j; TRect objectDest; // draw terrain for (i=0;i<kMaxRows;i++) for (j=0;j<kMaxCols;j++) tb_CopyBitmap(terrainBMP,offscreenBMP,&terrainRect[terrain[i][j]],&destRect[i][j],false); for (i=0;i<kMaxEntities;i++) { if (entityList[i].type==kHuman) // draw human { objectDest=unitRect; tb_OffsetRect(&objectDest,destRect[entityList[i].row][entityList[i].col].left-14,destRect[entityList[i].row][entityList[i].col].top-42); tb_CopyMaskBitmap(objectsBMP,objectsMaskBMP,offscreenBMP,&humanRect,&humanRect,&objectDest); } if (entityList[i].type==kTroll) // draw troll { objectDest=unitRect; tb_OffsetRect(&objectDest,destRect[entityList[i].row][entityList[i].col].left-14,destRect[entityList[i].row][entityList[i].col].top-42); tb_CopyMaskBitmap(objectsBMP,objectsMaskBMP,offscreenBMP,&trollRect,&trollRect,&objectDest); } if (entityList[i].type==kTree) // draw troll { objectDest=unitRect; tb_OffsetRect(&objectDest,destRect[entityList[i].row][entityList[i].col].left-14,destRect[entityList[i].row][entityList[i].col].top-42); tb_CopyMaskBitmap(objectsBMP,objectsMaskBMP,offscreenBMP,&treeRect,&treeRect,&objectDest); } } tb_CopyBitmap(offscreenBMP,tbWindow,&screenRect,&screenRect,false);}
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