📄 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 kBlackHome 3 #define kRedHome 4 #define kPoison 5 #define kFood 6 #define kMaxWater 15 #define kMaxPoison 8 #define kMaxFood 20 #define kRedHomeRow 5 #define kRedHomeCol 5 #define kBlackHomeRow 5 #define kBlackHomeCol 36 // entities #define kMaxEntities 200 #define kRedAnt 1 #define kBlackAnt 2 #define kTree 3 #define kEntitySpeed 30 #define kPlayerSpeed 4 // entity states #define kForage 1 #define kGoHome 2 #define kGuard 3 #define kThirsty 4 #define kDead 5 #define kChaseDistance 7 #define kMaxPathLength 200 // world constants #define kMaxRows 32 #define kMaxCols 42 #define kMaxTiles 10 // world constants #define kUpKey 1 #define kDownKey 2 #define kLeftKey 3 #define kRightKey 4class ai_Entity{ public: int type; int state; int row; int col; unsigned long timeToMove; ai_Entity(); ~ai_Entity(); void Forage(void); void GoHome(void); void Thirsty(void); void Dead(void); void New(int theType, int theState, int theRow, int theCol); int DistanceFrom(int t);};//--------------------------------------------------------------class ai_World{ public: ai_World(); ~ai_World(); void Redraw(void); void UpdateWorld(void);};#endif
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