aboutsummaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorEugene Sandulenko2016-05-20 22:15:38 +0200
committerEugene Sandulenko2016-05-22 00:45:04 +0200
commitbb88aaf119f2946b7c3fba01c4f7da5d40d2aa5c (patch)
treec0082f977f2faa743d97d035c54d8bef01fa58b3
parente4de5bf9ce8d447e5ab000aa354aafa513dc080b (diff)
downloadscummvm-rg350-bb88aaf119f2946b7c3fba01c4f7da5d40d2aa5c.tar.gz
scummvm-rg350-bb88aaf119f2946b7c3fba01c4f7da5d40d2aa5c.tar.bz2
scummvm-rg350-bb88aaf119f2946b7c3fba01c4f7da5d40d2aa5c.zip
SCUMM HE: Added Moonbase Traveller class
-rw-r--r--engines/scumm/he/moonbase/ai_traveller.cpp259
-rw-r--r--engines/scumm/he/moonbase/ai_traveller.h122
-rw-r--r--engines/scumm/module.mk1
3 files changed, 382 insertions, 0 deletions
diff --git a/engines/scumm/he/moonbase/ai_traveller.cpp b/engines/scumm/he/moonbase/ai_traveller.cpp
new file mode 100644
index 0000000000..5437ab1547
--- /dev/null
+++ b/engines/scumm/he/moonbase/ai_traveller.cpp
@@ -0,0 +1,259 @@
+/* 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 2
+ * 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, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ */
+
+#include "scumm/he/moonbase/ai_traveller.h"
+#include "scumm/he/moonbase/ai_main.h"
+
+namespace Scumm {
+
+int Traveller::_targetPosX = 0;
+int Traveller::_targetPosY = 0;
+int Traveller::_maxDist = 0;
+
+int Traveller::_numToGen = 0;
+int Traveller::_sizeAngleStep = 0;
+
+Traveller::Traveller() {
+ _waterFlag = 0;
+ setValueG(0);
+ unsetDisabled();
+}
+
+Traveller::Traveller(int originX, int originY) {
+ _waterFlag = 0;
+ setValueG(0);
+ unsetDisabled();
+
+ _posX = originX;
+ _posY = originY;
+}
+
+void Traveller::adjustPosX(int offsetX) {
+ int maxX = GetMaxX();
+ int deltaX = _posX + offsetX;
+
+ if (deltaX < 0) _posX = maxX + deltaX;
+ else if (deltaX > maxX) _posX = deltaX - maxX;
+ else _posX = deltaX;
+}
+
+void Traveller::adjustPosY(int offsetY) {
+ int maxY = GetMaxX();
+ int deltaY = _posY + offsetY;
+
+ if (deltaY < 0) _posY = maxY + deltaY;
+ else if (deltaY > maxY) _posY = deltaY - maxY;
+ else _posY = deltaY;
+}
+
+void Traveller::adjustXY(int offsetX, int offsetY) {
+ adjustPosX(offsetX);
+ adjustPosY(offsetY);
+}
+
+float Traveller::calcH() {
+ float retVal = 0;
+ // Calc dist from here to target
+ retVal = GetDistance(_posX, _posY, _targetPosX, _targetPosY);
+ // Divide by _maxDist to get minimum number of jumps to goal
+ retVal /= static_cast<float>(_maxDist);
+
+ return retVal * 2.0;
+}
+
+int Traveller::numChildrenToGen() {
+ if (!_numToGen)
+ _numToGen = GetAnimSpeed() + 2;
+
+ return _numToGen;
+}
+
+IContainedObject *Traveller::createChildObj(int index, int &completionFlag) {
+ static int nodeCount = 0;
+ static int completionState = 1;
+
+ if (!index) nodeCount = 0;
+
+ nodeCount++;
+
+ Traveller *retTraveller = new Traveller;
+
+ static int dir, angle, power;
+
+ if (completionState) {
+ // Calculate angle between here and target
+ int directAngle = 0;
+
+ if (GetEnergyHogType())
+ directAngle = GetAngle(_posX, _posY, _targetPosX, _targetPosY, 1);
+ else
+ directAngle = GetAngle(_posX, _posY, _targetPosX, _targetPosY);
+
+ // Calculate the offset angle for this index
+ if (!_sizeAngleStep)
+ _sizeAngleStep = 52 - (GetAnimSpeed() * 7);
+
+ dir = _sizeAngleStep * ((static_cast<int>(index / NUM_POWER_STEPS) + 1) >> 1);
+ // Calculate the sign value for the offset for this index
+ int orientation = dir * (((static_cast<int>(index / NUM_POWER_STEPS) % 2) << 1) - 1);
+ // Add the offset angle to the direct angle to target
+ angle = orientation + directAngle;
+
+ // Calculate power for this index
+ int maxPower = 0;
+ int directDist = GetDistance(_posX, _posY, _targetPosX, _targetPosY);
+
+ if (directDist > _maxDist + 120)
+ maxPower = GetMaxPower();
+ else
+ maxPower = (static_cast<float>(directDist) / static_cast<float>(_maxDist + 120)) * GetMaxPower();
+
+ maxPower -= 70;
+ power = maxPower * (1 - ((index % NUM_POWER_STEPS) * SIZE_POWER_STEP));
+ }
+
+ retTraveller->setAngleTo(angle);
+ retTraveller->setPowerTo(power);
+
+ // Set this object's position to the new one determined by the power and angle from above
+ static int lastSuccessful = 0;
+ int coords = 0;
+
+ if (!(index % NUM_POWER_STEPS) || (!lastSuccessful)) {
+ coords = SimulateBuildingLaunch(_posX, _posY, power, angle, 10, 0);
+ lastSuccessful = 0;
+ } else {
+ completionState = 1;
+ lastSuccessful = 0;
+ }
+
+ if (!coords) {
+ completionFlag = 0;
+ completionState = 0;
+ delete retTraveller;
+ return NULL;
+ } else {
+ completionFlag = 1;
+ completionState = 1;
+ }
+
+ int whoseTurn = GetCurrentPlayer();
+ int maxX = GetMaxX();
+
+ // Check new position to see if landing is clear
+ if (coords > 0) {
+ int yCoord = coords / maxX;
+ int xCoord = coords - (yCoord * maxX);
+
+ int terrain = GetTerrain(xCoord, yCoord);
+ assert(terrain == TERRAIN_TYPE_GOOD);
+
+ float pwr = GetMinPower() * .3;
+ float cosine = cos((static_cast<float>(angle) / 360) * (2 * M_PI));
+ float sine = sin((static_cast<float>(angle) / 360) * (2 * M_PI));
+ int xParam = xCoord + (pwr * cosine);
+ int yParam = yCoord + (pwr * sine);
+
+ if (xParam < 0)
+ xParam += GetMaxX();
+ else if (xParam > GetMaxX())
+ xParam -= GetMaxX();
+
+ if (yParam < 0)
+ yParam += GetMaxY();
+ else if (yParam > GetMaxY())
+ yParam -= GetMaxY();
+
+ if (CheckIfWaterState(xParam, yParam)) {
+ delete retTraveller;
+ return NULL;
+ }
+
+ retTraveller->setPosY(yCoord);
+ retTraveller->setPosX(xCoord);
+
+ // Iterate through the previous action list, making sure this one isn't on it
+ for (intVecItr i = (lastXCoord[whoseTurn]).begin(), j = (lastYCoord[whoseTurn]).begin(); i != (lastXCoord[whoseTurn]).end(); ++i, ++j) {
+ // Check if this shot is the same as the last time we tried
+ if ((*i == retTraveller->getPosX()) && (*j == retTraveller->getPosY())) {
+ retTraveller->setDisabled();
+ delete retTraveller;
+ return NULL;
+ }
+ }
+
+ retTraveller->setValueG(getG() + 7 + (dir * DIRECTION_WEIGHT));
+ lastSuccessful = 1;
+ } else {
+ int yCoord = -coords / maxX;
+ int xCoord = -coords - (yCoord * maxX);
+
+ // If landing fault is because of water, add 1 extra to g and turn on water flag. Also set coords, and adjust power to water fault location
+ if (CheckIfWaterState(xCoord, yCoord)) {
+ int terrainSquareSize = GetTerrainSquareSize();
+ xCoord = ((xCoord / terrainSquareSize * terrainSquareSize) + (terrainSquareSize / 2));
+ yCoord = ((yCoord / terrainSquareSize * terrainSquareSize) + (terrainSquareSize / 2));
+
+ int xDist = xCoord - _posX;
+ int yDist = yCoord - _posY;
+ retTraveller->setPosX(xCoord + (terrainSquareSize * 1.414 * (xDist / (abs(xDist) + 1))));
+ retTraveller->setPosY(yCoord + (terrainSquareSize * 1.414 * (yDist / (abs(yDist) + 1))));
+
+ int closestHub = GetClosestUnit(retTraveller->getPosX(), retTraveller->getPosY(), GetMaxX(), GetCurrentPlayer(), 1, BUILDING_MAIN_BASE, 1, 110);
+
+ retTraveller->setWaterSourceX(GetHubX(closestHub));
+ retTraveller->setWaterSourceY(GetHubY(closestHub));
+ retTraveller->setWaterDestX(retTraveller->getPosX());
+ retTraveller->setWaterDestY(retTraveller->getPosY());
+
+ retTraveller->setPowerTo(power);
+ retTraveller->setAngleTo(angle);
+
+ retTraveller->setValueG(getG() + 10 + (dir * DIRECTION_WEIGHT));
+ retTraveller->enableWaterFlag();
+ } else {
+ // If not, set G to highest value
+ retTraveller->setDisabled();
+ delete retTraveller;
+ return NULL;
+ }
+ }
+
+ return retTraveller;
+}
+
+int Traveller::checkSuccess() {
+ if (GetDistance(_posX + 1, _posY, _targetPosX, _targetPosY) < _maxDist)
+ return SUCCESS;
+
+ return 0;
+}
+
+float Traveller::calcT() {
+ assert(!_disabled);
+
+ if (_disabled) return FAILURE;
+
+ return (checkSuccess() != SUCCESS) ? (getG() + calcH()) : SUCCESS;
+}
+
+} // End of namespace Scumm
diff --git a/engines/scumm/he/moonbase/ai_traveller.h b/engines/scumm/he/moonbase/ai_traveller.h
new file mode 100644
index 0000000000..7b1bad9a29
--- /dev/null
+++ b/engines/scumm/he/moonbase/ai_traveller.h
@@ -0,0 +1,122 @@
+/* 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 2
+ * 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, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ */
+
+#ifndef SCUMM_HE_MOONBASE_AI_TRAVELER_H
+#define SCUMM_HE_MOONBASE_AI_TRAVELER_H
+
+#include "scumm/he/moonbase/ai_node.h"
+
+namespace Scumm {
+
+const int NUM_TO_GEN = 9;
+
+const int NUM_POWER_STEPS = 3;
+const double SIZE_POWER_STEP = .15;
+const int SIZE_ANGLE_STEP = 45;
+const int VARIATION_EXTENT = 3;
+const int DIRECTION_WEIGHT = 5;
+
+class Traveller : public IContainedObject {
+private:
+ static int _targetPosX;
+ static int _targetPosY;
+ static int _maxDist;
+
+ static int _numToGen;
+ static int _sizeAngleStep;
+
+ int _sourceHub;
+
+ int _posX;
+ int _posY;
+ int _angleTo;
+ int _powerTo;
+
+ int _disabled;
+ int _waterFlag;
+ int _waterSourceX;
+ int _waterSourceY;
+ int _waterDestX;
+ int _waterDestY;
+
+
+protected:
+ virtual float calcH();
+
+public:
+ Traveller();
+ Traveller(int originX, int originY);
+ ~Traveller() {}
+
+ IContainedObject *duplicate() { return this; }
+
+ static void setTargetPosX(int posX) { _targetPosX = posX; }
+ static void setTargetPosY(int posY) { _targetPosY = posY; }
+ static void setMaxDist(int maxDist) { _maxDist = maxDist; }
+
+ void setSourceHub(int sourceHub) { _sourceHub = sourceHub; }
+
+ void setPosX(int posX) { _posX = posX; }
+ void setPosY(int posY) { _posY = posY; }
+ void setAngleTo(int angleTo) { _angleTo = angleTo; }
+ void setPowerTo(int powerTo) { _powerTo = powerTo; }
+
+ void setWaterSourceX(int waterSourceX) { _waterSourceX = waterSourceX; }
+ void setWaterSourceY(int waterSourceY) { _waterSourceY = waterSourceY; }
+
+ void setWaterDestX(int waterDestX) { _waterDestX = waterDestX; }
+ void setWaterDestY(int waterDestY) { _waterDestY = waterDestY; }
+
+ int getSourceHub() const { return _sourceHub; }
+
+ int getPosX() const { return _posX; }
+ int getPosY() const { return _posY; }
+ int getAngleTo() const { return _angleTo; }
+ int getPowerTo() const { return _powerTo; }
+
+ int getWaterSourceX() const { return _waterSourceX; }
+ int getWaterSourceY() const { return _waterSourceY; }
+ int getWaterDestX() const { return _waterDestX; }
+ int getWaterDestY() const { return _waterDestY; }
+
+ void setDisabled() { _disabled = 1; }
+ void unsetDisabled() { _disabled = 0; }
+ int getDisabled() { return _disabled; }
+
+ void adjustPosX(int offsetX);
+ void adjustPosY(int offsetY);
+ void adjustXY(int offsetX, int offsetY);
+
+ void enableWaterFlag() { _waterFlag = 1; }
+ void disableWaterFlag() { _waterFlag = 0; }
+ int GetWaterFlag() const { return _waterFlag; }
+
+ virtual int numChildrenToGen();
+ virtual IContainedObject *createChildObj(int, int &);
+
+ virtual int checkSuccess();
+ virtual float calcT();
+};
+
+} // End of namespace Scumm
+
+#endif
diff --git a/engines/scumm/module.mk b/engines/scumm/module.mk
index d6199f5b01..57b687231f 100644
--- a/engines/scumm/module.mk
+++ b/engines/scumm/module.mk
@@ -142,6 +142,7 @@ MODULE_OBJS += \
he/moonbase/ai_defenseunit.o \
he/moonbase/ai_node.o \
he/moonbase/ai_targetacquisition.o \
+ he/moonbase/ai_traveller.o \
he/moonbase/ai_types.o \
he/moonbase/ai_weapon.o \
he/moonbase/moonbase.o \