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engines/scumm/he/moonbase/ai_main.h
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engines/scumm/he/moonbase/ai_main.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef SCUMM_HE_MOONBASE_AI_MAIN_H
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#define SCUMM_HE_MOONBASE_AI_MAIN_H
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#include "common/array.h"
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#include "scumm/he/moonbase/ai_tree.h"
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namespace Scumm {
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class ScummEngine_v100he;
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class AIEntity;
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class patternList;
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enum {
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TERRAIN_TYPE_GOOD = 0,
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TERRAIN_TYPE_SLOPE = 1,
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TERRAIN_TYPE_WATER = 2,
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MAX_MEMORY = 3
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};
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enum {
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ITEM_BOMB = 0,
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ITEM_CLUSTER = 1,
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ITEM_REPAIR = 2,
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ITEM_ANTIAIR = 3,
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ITEM_BRIDGE = 4,
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ITEM_TOWER = 5,
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ITEM_GUIDED = 6,
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ITEM_EMP = 7,
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ITEM_SPIKE = 8,
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ITEM_RECLAIMER = 9,
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ITEM_BALLOON = 10,
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ITEM_MINE = 11,
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ITEM_CRAWLER = 12,
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ITEM_VIRUS = 13,
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ITEM_ENERGY = 14,
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ITEM_SHIELD = 15,
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ITEM_OFFENSE = 16,
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ITEM_HUB = 17,
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ITEM_TIME_EXPIRED = 18,
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SKIP_TURN = -999
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};
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enum BuildingTypes {
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BUILDING_ENERGY_COLLECTOR = 3,
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BUILDING_MAIN_BASE = 4,
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BUILDING_BRIDGE = 5,
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BUILDING_TOWER = 6,
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BUILDING_EXPLOSIVE_MINE = 7,
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BUILDING_SHIELD = 8,
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BUILDING_ANTI_AIR = 9,
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BUILDING_OFFENSIVE_LAUNCHER = 10,
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BUILDING_BALLOON = 11,
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BUILDING_CRAWLER = 12
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};
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enum {
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ENERGY_POOL_X = 45,
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ENERGY_POOL_Y = 46,
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ENERGY_POOL_UNITS_ON = 47,
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MIN_DIST = 108
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};
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class AI {
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public:
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AI(ScummEngine_v100he *vm);
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void resetAI();
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void cleanUpAI();
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void setAIType(const int paramCount, const int32 *params);
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int masterControlProgram(const int paramCount, const int32 *params);
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private:
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int chooseBehavior();
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int chooseTarget(int behavior);
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Tree *initApproachTarget(int targetX, int targetY, Node **retNode);
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int *approachTarget(Tree *myTree, int &x, int &y, Node **currentNode);
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Tree *initAcquireTarget(int targetX, int targetY, Node **retNode);
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int *acquireTarget(int targetX, int targetY);
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int *acquireTarget(int targetX, int targetY, Tree *myTree, int &errorCode);
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int *offendTarget(int &targetX, int &targetY, int index);
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int *defendTarget(int &targetX, int &targetY, int index);
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int *energizeTarget(int &targetX, int &targetY, int index);
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public:
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int getClosestUnit(int x, int y, int radius, int player, int alignment, int unitType, int checkUnitEnabled);
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int getClosestUnit(int x, int y, int radius, int player, int alignment, int unitType, int checkUnitEnabled, int minDist);
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int getDistance(int originX, int originY, int endX, int endY);
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int calcAngle(int originX, int originY, int endX, int endY);
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int calcAngle(int originX, int originY, int endX, int endY, int noWrapFlag);
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int getTerrain(int x, int y);
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int getHubX(int hub);
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int getHubY(int hub);
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int getMaxX();
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int getMaxY();
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int getCurrentPlayer();
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int getMaxPower();
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int getMinPower();
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int getTerrainSquareSize();
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int getBuildingOwner(int building);
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int getBuildingState(int building);
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int getBuildingType(int building);
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int getBuildingArmor(int building);
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int getBuildingMaxArmor(int building);
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int getBuildingWorth(int building);
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int getBuildingTeam(int building);
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int getPlayerEnergy();
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int getPlayerMaxTime();
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int getTimerValue(int timerNum);
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int getPlayerTeam(int player);
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int getAnimSpeed();
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int simulateBuildingLaunch(int x, int y, int power, int angle, int numSteps, int isEnergy);
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int getPowerAngleFromPoint(int originX, int originY, int endX, int endY, int threshold, int olFlag);
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int getPowerAngleFromPoint(int originX, int originY, int endX, int endY, int threshold);
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int checkIfWaterState(int x, int y);
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int getUnitsWithinRadius(int x, int y, int radius);
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float degToRad(float degrees);
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int getEnergyHogType();
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private:
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int getEnergyPoolsArray();
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int getCoordinateVisibility(int x, int y, int playerNum);
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int getUnitVisibility(int unit, int playerNum);
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int getEnergyPoolVisibility(int pool, int playerNum);
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int getNumberOfPools();
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int getNumberOfPlayers();
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int getWindXSpeed();
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int getWindYSpeed();
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int getTotalWindSpeed();
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int getWindXSpeedMax();
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int getWindYSpeedMax();
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int getBigXSize();
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int getBigYSize();
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int getEnergyPoolWidth(int pool);
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int getLastAttacked(int &x, int &y);
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int getFOW();
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int getBuildingStackPtr();
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int getTurnCounter();
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int getGroundAltitude(int x, int y);
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int checkForCordOverlap(int xStart, int yStart, int affectRadius, int simulateFlag);
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int checkForAngleOverlap(int unit, int angle);
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int estimateNextRoundEnergy(int player);
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int checkForUnitOverlap(int x, int y, int radius, int ignoredUnit);
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int checkForEnergySquare(int x, int y);
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int aiChat();
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int simulateWeaponLaunch(int x, int y, int power, int angle, int numSteps);
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int fakeSimulateWeaponLaunch(int x, int y, int power, int angle);
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int checkIfWaterSquare(int x, int y);
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int getLandingPoint(int x, int y, int power, int angle);
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int getEnemyUnitsVisible(int playerNum);
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void limitLocation(int &a, int &b, int c, int d);
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int energyPoolSize(int pool);
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int getMaxCollectors(int pool);
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public:
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Common::Array<int> _lastXCoord[5];
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Common::Array<int> _lastYCoord[5];
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ScummEngine_v100he *_vm;
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AIEntity *_aiType[5];
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int _aiState;
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int _behavior;
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int _energyHogType;
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patternList *_moveList[5];
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const int32 *_mcpParams;
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};
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} // End of namespace Scumm
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#endif
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