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AIData.cpp
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AIData.cpp
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// AIData.cpp: implementation of the CAIData class.
//
// Pandora Bot v2.0
// By Darrin W. Cullop (dcullop@arizona.edu)
//
// Copyright (c) 1998-1999 by Darrin W. Cullop. All Rights Reserved.
//
// Permission to use, copy and distribute unedited copies of this whole
// document is hereby granted, provided that no fee is charged for the
// use or availability of this document (other than the normal connection
// costs for on-line services, if applicable). The above copyright notice
// and this permission notice must be left intact in all copies of this
// document. Short excerpts of this document may be quoted in discussion
// groups or mailing list articles, as long as a reference to the full
// document is given.
//
// Commercial distribution of this document, in whole or in part,
// requires prior agreement with the author. Commercial distribution
// includes any means by which the user has to pay either for the support
// (e.g. book, newsletter or CD-ROM) or for the document itself.
//
// Unauthorized commercial distribution is prohibited.
//
//////////////////////////////////////////////////////////////////////
#include "stdafx.h"
#include "Pandora.h"
#include "AIData.h"
#ifdef _DEBUG
#undef THIS_FILE
static char THIS_FILE[]=__FILE__;
#define new DEBUG_NEW
#endif
//////////////////////////////////////////////////////////////////////
// CAIData Defines
//////////////////////////////////////////////////////////////////////
#define DATAFILE_COMMENTS ";#'"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CAIData::CAIData()
{
Clear();
}
CAIData::~CAIData()
{
Reset();
}
//////////////////////////////////////////////////////////////////////
// Data Manipulation
//////////////////////////////////////////////////////////////////////
const CArmorSpec* CAIData::GetArmorData( const BYTE& nIndex )
{
POSITION pPos = m_lstArmorData.FindIndex( nIndex );
if ( pPos != NULL )
{
return ( (const CArmorSpec*) m_lstArmorData.GetAt(pPos) );
}
else
{
return NULL;
}
}
const CDangerSpec* CAIData::GetDangerData( const BYTE& nIndex )
{
POSITION pPos = m_lstDangerData.FindIndex( nIndex );
if ( pPos != NULL )
{
return ( (const CDangerSpec*) m_lstDangerData.GetAt(pPos) );
}
else
{
return NULL;
}
}
const CHealingSpec* CAIData::GetHealingData( const BYTE& nIndex )
{
POSITION pPos = m_lstHealingData.FindIndex( nIndex );
if ( pPos != NULL )
{
return ( (const CHealingSpec*) m_lstHealingData.GetAt(pPos) );
}
else
{
return NULL;
}
}
const CWeaponSpec* CAIData::GetWeaponData( const BYTE& nIndex )
{
POSITION pPos = m_lstWeaponData.FindIndex( nIndex );
if ( pPos != NULL )
{
return ( (const CWeaponSpec*) m_lstWeaponData.GetAt(pPos) );
}
else
{
return NULL;
}
}
//////////////////////////////////////////////////////////////////////
// Data Lookup Operations
//////////////////////////////////////////////////////////////////////
const CWeaponSpec* CAIData::FindWeaponByMuzzleFlash( const BYTE& nMZ )
{
register int nCount;
const CWeaponSpec* pReturn = NULL;
for ( nCount = 0 ; ( (nCount < GetWeaponCount()) && (pReturn == NULL) ) ; nCount++ )
{
if ( GetWeaponData(nCount)->GetMuzzleFlash() == nMZ )
{
pReturn = GetWeaponData(nCount);
}
}
return pReturn;
}
const CWeaponSpec* CAIData::FindWeaponByViewModel( const BYTE& nModelIndex )
{
register int nCount;
BYTE nViewType;
const CWeaponSpec* pReturn = NULL;
nViewType = GetSubType( nModelIndex );
for ( nCount = 0 ; ( (nCount < GetWeaponCount()) && (pReturn == NULL) ) ; nCount++ )
{
if ( GetWeaponData(nCount)->GetViewType() == nViewType )
{
pReturn = GetWeaponData(nCount);
}
}
return pReturn;
}
//////////////////////////////////////////////////////////////////////
// Public Operations
//////////////////////////////////////////////////////////////////////
void CAIData::Clear()
{
ClearTypeInfo();
}
void CAIData::Reset()
{
CObject* pTemp;
m_mapModelTypes.RemoveAll();
while ( !m_lstArmorData.IsEmpty() )
{
pTemp = m_lstArmorData.RemoveHead();
delete pTemp;
}
while ( !m_lstDangerData.IsEmpty() )
{
pTemp = m_lstDangerData.RemoveHead();
delete pTemp;
}
while ( !m_lstHealingData.IsEmpty() )
{
pTemp = m_lstHealingData.RemoveHead();
delete pTemp;
}
while ( !m_lstWeaponData.IsEmpty() )
{
pTemp = m_lstWeaponData.RemoveHead();
delete pTemp;
}
Clear();
}
BOOL CAIData::ReadDataFile( const CString& strFilename )
{
CStdioFile fDataFile;
CString strCurrentLine;
void (CAIData::*pHandler)(const CString&);
if ( !fDataFile.Open(strFilename, CFile::modeRead | CFile::typeText) )
{
TRACE("Cannot open AIData file: %s\n", strFilename);
return FALSE;
}
Reset();
pHandler = NULL;
while ( fDataFile.ReadString(strCurrentLine) )
{
if ( strCurrentLine.FindOneOf(DATAFILE_COMMENTS) && strCurrentLine.GetLength() )
{
if ( !strCurrentLine.CompareNoCase("[ModelTypes]") )
{
pHandler = &CAIData::ParseModelTypes;
}
else if ( !strCurrentLine.CompareNoCase("[Armor]") )
{
pHandler = &CAIData::ParseArmorData;
}
else if ( !strCurrentLine.CompareNoCase("[Danger]") )
{
pHandler = &CAIData::ParseDangerData;
}
else if ( !strCurrentLine.CompareNoCase("[Healing]") )
{
pHandler = &CAIData::ParseHealingData;
}
else if ( !strCurrentLine.CompareNoCase("[Weapons]") )
{
pHandler = &CAIData::ParseWeaponData;
}
else
{
if ( pHandler != NULL )
{
(this->*pHandler)( strCurrentLine );
}
}
}
}
// m_mapModelTypes.Dump( afxDump );
return TRUE;
}
void CAIData::ProcessNewConfigStrings( CGameState* pGame )
{
register int nCount;
BYTE nValue;
ASSERT( pGame != NULL );
ClearTypeInfo();
for ( nCount = 0; nCount < MAX_MODELS; nCount++ )
{
if ( m_mapModelTypes.Lookup(pGame->GetModelName(nCount), nValue) )
{
m_nTypeInfo[nCount] = nValue;
}
}
}
//////////////////////////////////////////////////////////////////////
// Private Operations
//////////////////////////////////////////////////////////////////////
void CAIData::ClearTypeInfo()
{
ZeroMemory( m_nTypeInfo, sizeof(BYTE)*MAX_MODELS );
}
void CAIData::ParseArmorData( const CString& strData )
{
}
void CAIData::ParseDangerData( const CString& strData )
{
// # Format is Speed, Damage, BlastDamage, BlastRadius, EnergyWeapon
CString strTemp;
UINT nSpeed;
UINT nDamage;
UINT nBlastDamage;
UINT nBlastRadius;
UINT nEnergyWeapon;
CDangerSpec* pNew;
strTemp = strData;
if ( !ReadData(nSpeed, strTemp) )
{
return;
}
if ( !ReadData(nDamage,strTemp) )
{
return;
}
if ( !ReadData(nBlastDamage, strTemp) )
{
return;
}
if ( !ReadData(nBlastRadius, strTemp) )
{
return;
}
if ( !ReadData(nEnergyWeapon, strTemp) )
{
return;
}
pNew = new CDangerSpec;
pNew->SetSpeed( nSpeed );
pNew->SetBlastDamage( nBlastDamage );
pNew->SetBlastRadius( nBlastRadius );
pNew->SetDamage( nDamage );
pNew->SetEnergyWeapon( nEnergyWeapon );
m_lstDangerData.AddTail( pNew );
}
void CAIData::ParseHealingData( const CString& strData )
{
}
void CAIData::ParseModelTypes( const CString& strData )
{
UINT nData;
CString strModelName;
strModelName = strData;
if ( ReadData(nData, strModelName) )
{
BYTE nType;
nType = ( (BYTE)nData );
m_mapModelTypes.SetAt( strModelName, nType );
}
}
void CAIData::ParseWeaponData( const CString& strData )
{
// # Format is ViewType, InvIndex, AmmoInvIndex, AmmoType, DangerIndex, MinRange
// # IdealRange, MaxRange, AmmoUsed, FramesPerShot
CString strTemp;
UINT nViewType;
UINT nInvIndex;
UINT nAmmoInvIndex;
UINT nAmmoType;
UINT nDangerIndex;
UINT nMinRange;
UINT nIdealRange;
UINT nMaxRange;
UINT nAmmoUsed;
UINT nFramesPerShot;
UINT nMuzzleFlash;
CWeaponSpec* pNew;
const CDangerSpec* pDanger;
strTemp = strData;
if ( !ReadData(nViewType, strTemp) )
{
return;
}
if ( !ReadData(nInvIndex, strTemp) )
{
return;
}
if ( !ReadData(nAmmoInvIndex, strTemp) )
{
return;
}
if ( !ReadData(nAmmoType, strTemp) )
{
return;
}
if ( !ReadData(nDangerIndex, strTemp) )
{
return;
}
if ( !ReadData(nMinRange, strTemp) )
{
return;
}
if ( !ReadData(nIdealRange, strTemp) )
{
return;
}
if ( !ReadData(nMaxRange, strTemp) )
{
return;
}
if ( !ReadData(nAmmoUsed, strTemp) )
{
return;
}
if ( !ReadData(nFramesPerShot, strTemp) )
{
return;
}
if ( !ReadData(nMuzzleFlash, strTemp) )
{
return;
}
pDanger = GetDangerData( nDangerIndex );
if ( pDanger == NULL )
{
TRACE("NULL DangerSpec reading CWeaponSpec!\n");
return;
}
pNew = new CWeaponSpec;
pNew->SetAmmoInventoryIndex( nAmmoInvIndex );
pNew->SetAmmoPerShot( nAmmoUsed );
pNew->SetAmmoType( nAmmoType );
pNew->SetDangerSpec( pDanger );
pNew->SetFramesPerShot( nFramesPerShot );
pNew->SetIdealRange( nIdealRange );
pNew->SetInventoryIndex( nInvIndex );
pNew->SetMaxRange( nMaxRange );
pNew->SetMinRange( nMinRange );
pNew->SetMuzzleFlash( nMuzzleFlash );
pNew->SetViewType( nViewType );
m_lstWeaponData.AddTail( pNew );
}
BOOL CAIData::ReadData( UINT& nData, CString& strData ) const
{
CString strTemp;
strTemp = strData.SpanExcluding(",");
strData = strData.Right( strData.GetLength() - strTemp.GetLength() - 1 );
strTemp.TrimRight();
strTemp.TrimLeft();
strData.TrimRight();
strData.TrimLeft();
if ( strTemp.GetLength() )
{
nData = atoi( strTemp.GetBuffer(0) );
return TRUE;
}
else
{
return FALSE;
}
}
//////////////////////////////////////////////////////////////////////
// End of AIData.cpp
//////////////////////////////////////////////////////////////////////