/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*
*/
#ifndef SCUMM_HE_MOONBASE_AI_TARGETACQUISITION_H
#define SCUMM_HE_MOONBASE_AI_TARGETACQUISITION_H
#include "scumm/he/moonbase/ai_defenseunit.h"
#include "scumm/he/moonbase/ai_node.h"
#include "scumm/he/moonbase/ai_tree.h"
namespace Scumm {
const int NUM_IMPT_UNITS = 3;
const int NUM_SHOT_POSITIONS = 1;
const int NUM_WEAPONS = 3;
class Sortie : public IContainedObject {
private:
static int _sSourceX;
static int _sSourceY;
static int _sTargetX;
static int _sTargetY;
int _unitType;
int _shotPosX, _shotPosY;
Common::Array _enemyDefenses;
AI *_ai;
public:
Sortie(AI *ai) { _ai = ai; _unitType = 0; _shotPosX = _shotPosY = 0; }
~Sortie() override;
static void setSourcePos(int x, int y) {
_sSourceX = x;
_sSourceY = y;
}
static void setTargetPos(int x, int y) {
_sTargetX = x;
_sTargetY = y;
}
void setUnitType(int unitType) { _unitType = unitType; }
void setShotPosX(int shotPosX) { _shotPosX = shotPosX; }
void setShotPosY(int shotPosY) { _shotPosY = shotPosY; }
void setShotPos(int shotPosX, int shotPosY) {
_shotPosX = shotPosX;
_shotPosY = shotPosY;
}
void setEnemyDefenses(Common::Array enemyDefenses) {
_enemyDefenses = enemyDefenses;
}
void setEnemyDefenses(int enemyDefensesScummArray, int defendX, int defendY);
void printEnemyDefenses();
static int getSourcePosX() { return _sSourceX; }
static int getSourcePosY() { return _sSourceY; }
static int getTargetPosX() { return _sTargetX; }
static int getTargetPosY() { return _sTargetY; }
int getUnitType() const { return _unitType; }
int getShotPosX() const { return _shotPosX; }
int getShotPosY() const { return _shotPosY; }
int *getShotPos() const;
Common::Array getEnemyDefenses() const { return _enemyDefenses; }
IContainedObject *duplicate() override;
int numChildrenToGen() override;
IContainedObject *createChildObj(int, int &completionFlag) override;
float calcH() override;
int checkSuccess() override;
float calcT() override;
};
class Defender {
private:
int _sourceX;
int _sourceY;
int _targetX;
int _targetY;
int _sourceUnit;
int _power;
int _angle;
int _unit;
AI *_ai;
public:
Defender(AI *ai);
void setSourceX(int sourceX) { _sourceX = sourceX; }
void setSourceY(int sourceY) { _sourceY = sourceY; }
void setTargetX(int targetX) { _targetX = targetX; }
void setTargetY(int targetY) { _targetY = targetY; }
void setSourceUnit(int sourceUnit) { _sourceUnit = sourceUnit; }
void setPower(int power) { _power = power; }
void setAngle(int angle) { _angle = angle; }
void setUnit(int unit) { _unit = unit; }
int getSourceX() const { return _sourceX; }
int getSourceY() const { return _sourceY; }
int getTargetX() const { return _targetX; }
int getTargetY() const { return _targetY; }
int getSourceUnit() const { return _sourceUnit; }
int getPower() const { return _power; }
int getAngle() const { return _angle; }
int getUnit() const { return _unit; }
int calculateDefenseUnitPosition(int targetX, int targetY, int index);
};
class defenseUnitCompare {
public:
bool operator()(DefenseUnit *x, DefenseUnit *y) {
//disabled units go at the end
if (x->getState() == DUS_OFF) {
debugC(DEBUG_MOONBASE_AI, "OFF");
return 0;
}
return x->getDistanceTo() < y->getDistanceTo();
}
};
} // End of namespace Scumm
#endif