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Brain_RandomGhost.cpp
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261 lines (234 loc) · 9.5 KB
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/* Brain_RandomGhost.cpp
Robert Kirk DeLisle
5 November 2006
Purpose: Ghost AI in which the ghost moves toward the PacMan or in a random direction with random probability.
Modificaton History:
*/
#include "Brain_RandomGhost.h"
long Brain_RandomGhost::GetNextDirection(long &State, long &XSpeed, long &YSpeed, bool loggit)
{
/* Purpose: Get the next direction for a ghost based on the ghost and world conditions.
Parameters: State - return parameter for the desired state of the ghost - defined in Enumerations.h
XSpeed, YSpeed - return parameters for the desired speed
Return: 0 if no action is taken
1 if a change of state/speed is done
Exceptions:
*/
long decision = int((rand() %100) +1); //are we going toward the pacman or random?
long retval = 0; //success or failure return
long direction;
long MeXPos, MeYPos;
long PacXPos, PacYPos;
long Xdist, Ydist; //distances to PacMan
long spriteState;
//get the state of the sprite for later use
m_pSprite->GetState(spriteState);
if ( spriteState == Ghost_DeadUp || spriteState == Ghost_DeadDown ||
spriteState == Ghost_DeadLeft || spriteState == Ghost_DeadRight )
{
//head back to the cage!
direction = int((rand() %2) +1); //move up/down or left/right
m_pSprite->GetPosition(MeXPos, MeYPos);
if ( (rand() % 2) > 0 )
{
switch(direction)
{
case 1:
if ( MeYPos<224 )
{
State = Ghost_DeadDown;
XSpeed = 0;
YSpeed = 8;
retval = 1;
}
else
{
State = Ghost_DeadUp;
XSpeed = 0;
YSpeed = -8;
retval = 1;
}
break;
case 2:
if ( MeXPos<224 )
{
State = Ghost_DeadRight;
XSpeed = 8;
YSpeed = 0;
retval = 1;
}
else
{
State = Ghost_DeadLeft;
XSpeed = -8;
YSpeed = 0;
retval = 1;
}
break;
}
}
else
{
direction = int((rand() %4) +1);
switch(direction)
{
case 1:
State = Ghost_DeadUp;
XSpeed = 0;
YSpeed = -8;
retval = 1;
break;
case 2:
State = Ghost_DeadDown;
XSpeed = 0;
YSpeed = 8;
retval = 1;
break;
case 3:
State = Ghost_DeadLeft;
XSpeed = -8;
YSpeed = 0;
retval = 1;
break;
case 4:
State = Ghost_DeadRight;
XSpeed = 8;
YSpeed = 0;
retval = 1;
break;
}
}
}
else
{
if ( decision > (m_MoveProbability*100) )
{
direction = int((rand() %4) +1); //pick a direction
//move in a random direction
switch(direction)
{
case 1:
if ( spriteState == Ghost_HuntUp || spriteState == Ghost_HuntDown ||
spriteState == Ghost_HuntRight || spriteState == Ghost_HuntLeft )
State = Ghost_HuntUp;
else if ( spriteState == Ghost_BlueUp || spriteState == Ghost_BlueDown ||
spriteState == Ghost_BlueRight || spriteState == Ghost_BlueLeft )
State = Ghost_BlueUp;
XSpeed = 0;
YSpeed = -8;
retval = 1;
break;
case 2:
if ( spriteState == Ghost_HuntUp || spriteState == Ghost_HuntDown ||
spriteState == Ghost_HuntRight || spriteState == Ghost_HuntLeft )
State = Ghost_HuntDown;
else if ( spriteState == Ghost_BlueUp || spriteState == Ghost_BlueDown ||
spriteState == Ghost_BlueRight || spriteState == Ghost_BlueLeft )
State = Ghost_BlueDown;
XSpeed = 0;
YSpeed = 8;
retval = 1;
break;
case 3:
if ( spriteState == Ghost_HuntUp || spriteState == Ghost_HuntDown ||
spriteState == Ghost_HuntRight || spriteState == Ghost_HuntLeft )
State = Ghost_HuntLeft;
else if ( spriteState == Ghost_BlueUp || spriteState == Ghost_BlueDown ||
spriteState == Ghost_BlueRight || spriteState == Ghost_BlueLeft )
State = Ghost_BlueLeft;
XSpeed = -8;
YSpeed = 0;
retval = 1;
break;
case 4:
if ( spriteState == Ghost_HuntUp || spriteState == Ghost_HuntDown ||
spriteState == Ghost_HuntRight || spriteState == Ghost_HuntLeft )
State = Ghost_HuntRight;
else if ( spriteState == Ghost_BlueUp || spriteState == Ghost_BlueDown ||
spriteState == Ghost_BlueRight || spriteState == Ghost_BlueLeft )
State = Ghost_BlueRight;
XSpeed = 8;
YSpeed = 0;
retval = 1;
break;
}
}
else
{
//move toward/away from the pacman if hunt/blue
m_pWorld->GetPacManController()->GetPosition(PacXPos, PacYPos);
m_pSprite->GetPosition(MeXPos, MeYPos);
Xdist = MeXPos - PacXPos;
Ydist = MeYPos - PacYPos;
if ( abs(Xdist) > abs(Ydist) )
{
if ( Xdist > 0 )
{
if ( spriteState == Ghost_HuntUp || spriteState == Ghost_HuntDown ||
spriteState == Ghost_HuntRight || spriteState == Ghost_HuntLeft )
{
State = Ghost_HuntLeft;
XSpeed = -8;
YSpeed = 0;
retval = 1;
}
else if ( spriteState == Ghost_BlueUp || spriteState == Ghost_BlueDown ||
spriteState == Ghost_BlueRight || spriteState == Ghost_BlueLeft )
{
State = Ghost_BlueRight;
XSpeed = 8;
YSpeed = 0;
retval = 1;
}
}
else
{
if ( spriteState == Ghost_HuntUp || spriteState == Ghost_HuntDown ||
spriteState == Ghost_HuntRight || spriteState == Ghost_HuntLeft )
{
State = Ghost_HuntRight;
XSpeed = 8;
YSpeed = 0;
retval = 1;
}
else if ( spriteState == Ghost_BlueUp || spriteState == Ghost_BlueDown ||
spriteState == Ghost_BlueRight || spriteState == Ghost_BlueLeft )
{
State = Ghost_BlueLeft;
XSpeed = -8;
YSpeed = 0;
retval = 1;
}
}
}
else
{
if ( Ydist > 0 )
{
if ( spriteState == Ghost_HuntUp || spriteState == Ghost_HuntDown ||
spriteState == Ghost_HuntRight || spriteState == Ghost_HuntLeft )
State = Ghost_HuntUp;
else if ( spriteState == Ghost_BlueUp || spriteState == Ghost_BlueDown ||
spriteState == Ghost_BlueRight || spriteState == Ghost_BlueLeft )
State = Ghost_BlueDown;
XSpeed = 0;
YSpeed = -8;
retval = 1;
}
else
{
if ( spriteState == Ghost_HuntUp || spriteState == Ghost_HuntDown ||
spriteState == Ghost_HuntRight || spriteState == Ghost_HuntLeft )
State = Ghost_HuntDown;
else if ( spriteState == Ghost_BlueUp || spriteState == Ghost_BlueDown ||
spriteState == Ghost_BlueRight || spriteState == Ghost_BlueLeft )
State = Ghost_BlueUp;
XSpeed = 0;
YSpeed = 8;
retval = 1;
}
}
}
}
return retval;
}