211 lines
5.7 KiB
C++
211 lines
5.7 KiB
C++
/* 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 <http://www.gnu.org/licenses/>.
|
|
*
|
|
*/
|
|
|
|
#ifndef SCUMM_HE_MOONBASE_AI_MAIN_H
|
|
#define SCUMM_HE_MOONBASE_AI_MAIN_H
|
|
|
|
#include "common/array.h"
|
|
#include "scumm/he/moonbase/ai_tree.h"
|
|
|
|
namespace Scumm {
|
|
|
|
class ScummEngine_v100he;
|
|
class AIEntity;
|
|
class patternList;
|
|
|
|
enum {
|
|
TERRAIN_TYPE_GOOD = 0,
|
|
TERRAIN_TYPE_SLOPE = 1,
|
|
TERRAIN_TYPE_WATER = 2,
|
|
MAX_MEMORY = 3
|
|
};
|
|
|
|
enum {
|
|
ITEM_BOMB = 0,
|
|
ITEM_CLUSTER = 1,
|
|
ITEM_REPAIR = 2,
|
|
ITEM_ANTIAIR = 3,
|
|
ITEM_BRIDGE = 4,
|
|
ITEM_TOWER = 5,
|
|
ITEM_GUIDED = 6,
|
|
ITEM_EMP = 7,
|
|
ITEM_SPIKE = 8,
|
|
ITEM_RECLAIMER = 9,
|
|
ITEM_BALLOON = 10,
|
|
ITEM_MINE = 11,
|
|
ITEM_CRAWLER = 12,
|
|
ITEM_VIRUS = 13,
|
|
ITEM_ENERGY = 14,
|
|
ITEM_SHIELD = 15,
|
|
ITEM_OFFENSE = 16,
|
|
ITEM_HUB = 17,
|
|
ITEM_TIME_EXPIRED = 18,
|
|
SKIP_TURN = -999
|
|
};
|
|
|
|
enum BuildingTypes {
|
|
BUILDING_ENERGY_COLLECTOR = 3,
|
|
BUILDING_MAIN_BASE = 4,
|
|
BUILDING_BRIDGE = 5,
|
|
BUILDING_TOWER = 6,
|
|
BUILDING_EXPLOSIVE_MINE = 7,
|
|
BUILDING_SHIELD = 8,
|
|
BUILDING_ANTI_AIR = 9,
|
|
BUILDING_OFFENSIVE_LAUNCHER = 10,
|
|
BUILDING_BALLOON = 11,
|
|
BUILDING_CRAWLER = 12
|
|
};
|
|
|
|
enum {
|
|
ENERGY_POOL_X = 45,
|
|
ENERGY_POOL_Y = 46,
|
|
ENERGY_POOL_UNITS_ON = 47,
|
|
|
|
MIN_DIST = 108
|
|
};
|
|
|
|
class AI {
|
|
public:
|
|
AI(ScummEngine_v100he *vm);
|
|
|
|
void resetAI();
|
|
void cleanUpAI();
|
|
void setAIType(const int paramCount, const int32 *params);
|
|
int masterControlProgram(const int paramCount, const int32 *params);
|
|
|
|
private:
|
|
int chooseBehavior();
|
|
int chooseTarget(int behavior);
|
|
|
|
Tree *initApproachTarget(int targetX, int targetY, Node **retNode);
|
|
int *approachTarget(Tree *myTree, int &x, int &y, Node **currentNode);
|
|
Tree *initAcquireTarget(int targetX, int targetY, Node **retNode);
|
|
int *acquireTarget(int targetX, int targetY);
|
|
int *acquireTarget(int targetX, int targetY, Tree *myTree, int &errorCode);
|
|
int *offendTarget(int &targetX, int &targetY, int index);
|
|
int *defendTarget(int &targetX, int &targetY, int index);
|
|
int *energizeTarget(int &targetX, int &targetY, int index);
|
|
|
|
public:
|
|
int getClosestUnit(int x, int y, int radius, int player, int alignment, int unitType, int checkUnitEnabled);
|
|
int getClosestUnit(int x, int y, int radius, int player, int alignment, int unitType, int checkUnitEnabled, int minDist);
|
|
|
|
int getDistance(int originX, int originY, int endX, int endY);
|
|
int calcAngle(int originX, int originY, int endX, int endY);
|
|
int calcAngle(int originX, int originY, int endX, int endY, int noWrapFlag);
|
|
int getTerrain(int x, int y);
|
|
|
|
int getHubX(int hub);
|
|
int getHubY(int hub);
|
|
int getMaxX();
|
|
int getMaxY();
|
|
|
|
int getCurrentPlayer();
|
|
int getMaxPower();
|
|
int getMinPower();
|
|
int getTerrainSquareSize();
|
|
int getBuildingOwner(int building);
|
|
int getBuildingState(int building);
|
|
int getBuildingType(int building);
|
|
int getBuildingArmor(int building);
|
|
int getBuildingMaxArmor(int building);
|
|
int getBuildingWorth(int building);
|
|
int getBuildingTeam(int building);
|
|
|
|
int getPlayerEnergy();
|
|
int getPlayerMaxTime();
|
|
int getTimerValue(int timerNum);
|
|
int getPlayerTeam(int player);
|
|
|
|
int getAnimSpeed();
|
|
|
|
int simulateBuildingLaunch(int x, int y, int power, int angle, int numSteps, int isEnergy);
|
|
|
|
int getPowerAngleFromPoint(int originX, int originY, int endX, int endY, int threshold, int olFlag);
|
|
int getPowerAngleFromPoint(int originX, int originY, int endX, int endY, int threshold);
|
|
int checkIfWaterState(int x, int y);
|
|
int getUnitsWithinRadius(int x, int y, int radius);
|
|
|
|
float degToRad(float degrees);
|
|
|
|
int getEnergyHogType();
|
|
|
|
private:
|
|
int getEnergyPoolsArray();
|
|
int getCoordinateVisibility(int x, int y, int playerNum);
|
|
int getUnitVisibility(int unit, int playerNum);
|
|
int getEnergyPoolVisibility(int pool, int playerNum);
|
|
int getNumberOfPools();
|
|
int getNumberOfPlayers();
|
|
int getWindXSpeed();
|
|
int getWindYSpeed();
|
|
int getTotalWindSpeed();
|
|
int getWindXSpeedMax();
|
|
int getWindYSpeedMax();
|
|
int getBigXSize();
|
|
int getBigYSize();
|
|
int getEnergyPoolWidth(int pool);
|
|
int getLastAttacked(int &x, int &y);
|
|
int getFOW();
|
|
int getBuildingStackPtr();
|
|
int getTurnCounter();
|
|
|
|
int getGroundAltitude(int x, int y);
|
|
int checkForCordOverlap(int xStart, int yStart, int affectRadius, int simulateFlag);
|
|
int checkForAngleOverlap(int unit, int angle);
|
|
int estimateNextRoundEnergy(int player);
|
|
int checkForUnitOverlap(int x, int y, int radius, int ignoredUnit);
|
|
int checkForEnergySquare(int x, int y);
|
|
int aiChat();
|
|
|
|
int simulateWeaponLaunch(int x, int y, int power, int angle, int numSteps);
|
|
int fakeSimulateWeaponLaunch(int x, int y, int power, int angle);
|
|
|
|
int checkIfWaterSquare(int x, int y);
|
|
|
|
int getLandingPoint(int x, int y, int power, int angle);
|
|
int getEnemyUnitsVisible(int playerNum);
|
|
|
|
void limitLocation(int &a, int &b, int c, int d);
|
|
int energyPoolSize(int pool);
|
|
int getMaxCollectors(int pool);
|
|
|
|
public:
|
|
Common::Array<int> _lastXCoord[5];
|
|
Common::Array<int> _lastYCoord[5];
|
|
|
|
ScummEngine_v100he *_vm;
|
|
|
|
AIEntity *_aiType[5];
|
|
|
|
int _aiState;
|
|
int _behavior;
|
|
int _energyHogType;
|
|
|
|
patternList *_moveList[5];
|
|
|
|
const int32 *_mcpParams;
|
|
};
|
|
|
|
} // End of namespace Scumm
|
|
|
|
#endif
|