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AIData.h
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AIData.h
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// AIData.h: interface for 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.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_AIDATA_H__9C2A0642_F18B_11D1_AF24_0060080A5FD2__INCLUDED_)
#define AFX_AIDATA_H__9C2A0642_F18B_11D1_AF24_0060080A5FD2__INCLUDED_
//////////////////////////////////////////////////////////////////////
// AIData Includes
//////////////////////////////////////////////////////////////////////
#include "GameState.h"
#include "ArmorSpec.h"
#include "DangerSpec.h"
#include "HealingSpec.h"
#include "WeaponSpec.h"
#include <afxtempl.h>
#if _MSC_VER >= 1000
#pragma once
#endif // _MSC_VER >= 1000
//////////////////////////////////////////////////////////////////////
// CAIData Defines
//////////////////////////////////////////////////////////////////////
#define ENTITY_TYPE_OTHER 0
#define ENTITY_TYPE_AMMO 1
#define ENTITY_TYPE_ARMOR 2
#define ENTITY_TYPE_DANGEROUS 3
#define ENTITY_TYPE_HEALING 4
#define ENTITY_TYPE_ITEMS 5
#define ENTITY_TYPE_VISIBLE 6
#define ENTITY_TYPE_WEAPONS 7
#define GET_TYPE(x) ( ((x)>>5) & (0x07) )
#define GET_SUBTYPE(x) ( (x) & (0x1F) )
//////////////////////////////////////////////////////////////////////
// CAIData TypeDefs
//////////////////////////////////////////////////////////////////////
typedef CMap< CString, LPCSTR, BYTE, BYTE& > CMapStringToByte;
//////////////////////////////////////////////////////////////////////
// CAIData Class Definitions
//////////////////////////////////////////////////////////////////////
class CAIData
{
// Attributes
private:
BYTE m_nTypeInfo[MAX_MODELS];
CMapStringToByte m_mapModelTypes;
CObList m_lstArmorData;
CObList m_lstDangerData;
CObList m_lstWeaponData;
CObList m_lstHealingData;
// Construction / Destruction
public:
CAIData();
virtual ~CAIData();
// Data Manipulation
public:
// Type Info
const BYTE& GetTypeInfo( const BYTE& nIndex ) const { return m_nTypeInfo[nIndex]; };
BYTE GetSubType( const BYTE& nIndex ) const { return GET_SUBTYPE( m_nTypeInfo[nIndex] ); };
BYTE GetType( const BYTE& nIndex ) const { return GET_TYPE( m_nTypeInfo[nIndex] ); };
// Spec Arrays Sizes
int GetArmorCount() const { return m_lstArmorData.GetCount(); };
int GetDangerCount() const { return m_lstDangerData.GetCount(); };
int GetWeaponCount() const { return m_lstWeaponData.GetCount(); };
int GetHealingCount() const { return m_lstHealingData.GetCount(); };
// Spec Arrays Data
const CArmorSpec* GetArmorData( const BYTE& );
const CDangerSpec* GetDangerData( const BYTE& );
const CWeaponSpec* GetWeaponData( const BYTE& );
const CHealingSpec* GetHealingData( const BYTE& );
// Data Lookup Operations
public:
const CWeaponSpec* FindWeaponByMuzzleFlash( const BYTE& );
const CWeaponSpec* FindWeaponByViewModel( const BYTE& );
// Operations
public:
void Clear();
void Reset();
BOOL ReadDataFile( const CString& );
void ProcessNewConfigStrings( CGameState* );
private:
void ClearTypeInfo();
void ParseArmorData( const CString& );
void ParseDangerData( const CString& );
void ParseHealingData( const CString& );
void ParseModelTypes( const CString& );
void ParseWeaponData( const CString& );
BOOL ReadData( UINT&, CString& ) const;
};
#endif // !defined(AFX_AIData_H__9C2A0642_F18B_11D1_AF24_0060080A5FD2__INCLUDED_)