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diff --git a/engines/scumm/he/moonbase/ai_main.cpp b/engines/scumm/he/moonbase/ai_main.cpp
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+/* 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/intern_he.h"
+
+#include "scumm/he/moonbase/moonbase.h"
+#include "scumm/he/moonbase/ai_main.h"
+#include "scumm/he/moonbase/ai_traveller.h"
+#include "scumm/he/moonbase/ai_targetacquisition.h"
+#include "scumm/he/moonbase/ai_types.h"
+#include "scumm/he/moonbase/ai_pattern.h"
+
+namespace Scumm {
+
+ScummEngine_v90he *_vm;
+
+enum {
+ F_GET_SCUMM_DATA = 0,
+ F_GET_WORLD_DIST = 1,
+ F_GET_WORLD_ANGLE = 2,
+ F_GET_TERRAIN_TYPE = 3,
+ F_GET_CLOSEST_UNIT = 4,
+ F_SIMULATE_BUILDING_LAUNCH = 5,
+ F_GET_POWER_ANGLE_FROM_POINT = 6,
+ F_CHECK_IF_WATER_STATE = 7,
+ F_GET_UNITS_WITHIN_RADIUS = 8,
+ F_GET_LANDING_POINT = 9,
+ F_GET_ENEMY_UNITS_VISIBLE = 10,
+ F_CHECK_IF_WATER_SQUARE = 11,
+ F_GET_GROUND_ALTITUDE = 12,
+ F_CHECK_FOR_CORD_OVERLAP = 13,
+ F_CHECK_FOR_ANGLE_OVERLAP = 14,
+ F_ESTIMATE_NEXT_ROUND_ENERGY = 15,
+ F_CHECK_FOR_UNIT_OVERLAP = 16,
+ F_GET_COORDINATE_VISIBILITY = 17,
+ F_CHECK_FOR_ENERGY_SQUARE = 18,
+ F_AI_CHAT = 19
+};
+
+enum {
+ D_GET_HUB_X = 1,
+ D_GET_HUB_Y = 2,
+ D_GET_WORLD_X_SIZE = 3,
+ D_GET_WORLD_Y_SIZE = 4,
+ D_GET_CURRENT_PLAYER = 5,
+ D_GET_MAX_POWER = 6,
+ D_GET_MIN_POWER = 7,
+ D_GET_TERRAIN_SQUARE_SIZE = 8,
+ D_GET_BUILDING_OWNER = 9,
+ D_GET_BUILDING_STATE = 10,
+ D_GET_BUILDING_TYPE = 11,
+ D_DEBUG_BREAK = 12,
+ D_GET_ENERGY_POOLS_ARRAY = 13,
+ D_GET_COORDINATE_VISIBILITY = 14,
+ D_GET_UNIT_VISIBILITY = 15,
+ D_GET_ENERGY_POOL_VISIBILITY = 16,
+ D_GET_NUMBER_OF_POOLS = 17,
+ D_GET_NUMBER_OF_PLAYERS = 18,
+ D_GET_BUILDING_ARMOR = 19,
+ D_GET_BUILDING_WORTH = 20,
+ D_GET_PLAYER_ENERGY = 21,
+ D_GET_PLAYER_MAX_TIME = 22,
+ D_GET_WIND_X_SPEED = 23,
+ D_GET_WIND_Y_SPEED = 24,
+ D_GET_TOTAL_WIND_SPEED = 25,
+ D_GET_WIND_X_SPEED_MAX = 26,
+ D_GET_WIND_Y_SPEED_MAX = 27,
+ D_GET_BIG_X_SIZE = 28,
+ D_GET_BIG_Y_SIZE = 29,
+ D_GET_ENERGY_POOL_WIDTH = 30,
+ D_GET_BUILDING_MAX_ARMOR = 31,
+ D_GET_TIMER_VALUE = 32,
+ D_GET_LAST_ATTACKED_X = 33,
+ D_GET_LAST_ATTACKED_Y = 34,
+ D_PRINT_DEBUG_TIMER = 35,
+ D_GET_PLAYER_TEAM = 36,
+ D_GET_BUILDING_TEAM = 37,
+ D_GET_FOW = 38,
+ D_GET_ANIM_SPEED = 39,
+ D_GET_BUILDING_STACK_PTR = 40,
+ D_GET_TURN_COUNTER = 41
+};
+
+enum {
+ AI_TYPE_PLAYER_NUM = 0,
+ AI_TYPE_TYPE = 1
+};
+
+enum {
+ ENERGY_MODE = 0,
+ OFFENSE_MODE = 1,
+ DEFENSE_MODE = 2
+};
+
+enum {
+ LAUNCH_SOURCE_HUB = 0,
+ LAUNCH_UNIT = 1,
+ LAUNCH_ANGLE = 2,
+ LAUNCH_POWER = 3,
+
+ MAX_LAUNCH_POWER = 560,
+ MAX_FIRING_DISTANCE = 560
+};
+
+enum {
+ SCALE_X = 50,
+ SCALE_Y = 50,
+ SCALE_Z = 50,
+
+ GRAVITY_CONSTANT = (MAX_LAUNCH_POWER *MAX_LAUNCH_POWER) / MAX_FIRING_DISTANCE,
+
+ HEIGHT_LOW = 20,
+
+ NODE_RADIUS = 7,
+ NODE_DIAMETER = NODE_RADIUS * 2 + 2,
+ NODE_DETECT_RADIUS = NODE_RADIUS - 1,
+
+ BUILDING_HUB_RADIUS = 16
+};
+
+enum {
+ STATE_CHOOSE_BEHAVIOR = 0,
+ STATE_CHOOSE_TARGET = 1,
+ STATE_ATTEMPT_SEARCH = 2,
+ STATE_INIT_APPROACH_TARGET = 3,
+ STATE_APPROACH_TARGET = 4,
+ STATE_INIT_ACQUIRE_TARGET = 5,
+ STATE_ACQUIRE_TARGET = 6,
+ STATE_ENERGIZE_TARGET = 7,
+ STATE_OFFEND_TARGET = 8,
+ STATE_DEFEND_TARGET = 9,
+ STATE_LAUNCH = 10,
+ STATE_CRAWLER_DECISION = 11,
+
+ TREE_DEPTH = 2
+};
+
+AIEntity *AItype[5];
+
+int AIstate = STATE_CHOOSE_BEHAVIOR;
+int behavior = 2;
+
+patternList *moveList[5];
+
+int *storedLaunchAction[5] = {NULL};
+
+const int *MCP_params;
+
+Common::Array<int> lastXCoord[5];
+Common::Array<int> lastYCoord[5];
+
+void resetAI() {
+ AIstate = STATE_CHOOSE_BEHAVIOR;
+ warning("----------------------> Resetting AI");
+
+ for (int i = 1; i != 5; i++) {
+ if (AItype[i]) {
+ delete AItype[i];
+ AItype[i] = NULL;
+ }
+
+ AItype[i] = new AIEntity(BRUTAKAS);
+ }
+
+ for (int i = 1; i != 5; i++) {
+ if (moveList[i]) {
+ delete moveList[i];
+ moveList[i] = NULL;
+ }
+
+ moveList[i] = new patternList;
+ }
+}
+
+void cleanUpAI() {
+ warning("----------------------> Cleaning Up AI");
+
+ for (int i = 1; i != 5; i++) {
+ if (AItype[i]) {
+ delete AItype[i];
+ AItype[i] = NULL;
+ }
+ }
+
+ for (int i = 1; i != 5; i++) {
+ if (moveList[i]) {
+ delete moveList[i];
+ moveList[i] = NULL;
+ }
+ }
+}
+
+void setAIType(const int paramCount, const int *params) {
+ if (AItype[params[AI_TYPE_PLAYER_NUM]]) {
+ delete AItype[params[AI_TYPE_PLAYER_NUM]];
+ AItype[params[AI_TYPE_PLAYER_NUM]] = NULL;
+ }
+
+ AItype[params[AI_TYPE_PLAYER_NUM]] = new AIEntity(params[AI_TYPE_TYPE]);
+
+ if (params[AI_TYPE_TYPE] == ENERGY_HOG) {
+ energyHogType = 1;
+ } else {
+ energyHogType = 0;
+ }
+
+ warning("AI for player %d is %s", params[AI_TYPE_PLAYER_NUM], AItype[params[AI_TYPE_PLAYER_NUM]]->getNameString());
+}
+
+int masterControlProgram(const int paramCount, const int *params) {
+ static Tree *myTree;
+
+ static int index;
+
+ MCP_params = params;
+
+ static int lastSource[5];
+ static int lastAngle[5];
+ static int lastPower[5];
+
+
+ static int sourceHub;
+ static int target;
+
+ static int targetX;
+ static int targetY;
+
+ static int _acquireTarget = 0;
+
+ static int *launchAction = NULL;
+ static int *currentLaunchAction = NULL;
+
+ static int OLflag = 0;
+ static int TAflag = 0;
+
+
+ Node *retNode;
+ static int retNodeFlag;
+
+ // Memory cleanup in case of quit during game
+ if (_vm->readVar(_vm->VAR_U32_USER_VAR_F)) {
+ if (myTree != NULL) {
+ delete myTree;
+ myTree = NULL;
+ }
+
+ if (launchAction != NULL) {
+ delete launchAction;
+ launchAction = NULL;
+ }
+
+ if (currentLaunchAction != NULL) {
+ delete currentLaunchAction;
+ currentLaunchAction = NULL;
+ }
+
+ return 1;
+ }
+
+ int currentPlayer = getCurrentPlayer();
+
+ int maxTime = getPlayerMaxTime();
+ int timerValue = getTimerValue(3);
+
+ // If timer has run out
+ if ((AIstate > STATE_CHOOSE_BEHAVIOR) && ((maxTime) && (timerValue > maxTime))) {
+ if (myTree != NULL) {
+ delete myTree;
+ myTree = NULL;
+ }
+
+ if (launchAction != NULL) {
+ delete launchAction;
+ launchAction = NULL;
+ }
+
+ launchAction = new int[4];
+
+ if (currentLaunchAction != NULL) {
+ launchAction[LAUNCH_SOURCE_HUB] = currentLaunchAction[LAUNCH_SOURCE_HUB];
+ launchAction[LAUNCH_UNIT] = currentLaunchAction[LAUNCH_UNIT];
+ launchAction[LAUNCH_ANGLE] = currentLaunchAction[LAUNCH_ANGLE];
+ launchAction[LAUNCH_POWER] = currentLaunchAction[LAUNCH_POWER];
+ delete currentLaunchAction;
+ currentLaunchAction = NULL;
+ } else {
+ if (!_vm->_rnd.getRandomNumber(1))
+ launchAction[1] = ITEM_TIME_EXPIRED;
+ else
+ launchAction[1] = SKIP_TURN;
+ }
+
+ AIstate = STATE_LAUNCH;
+ }
+
+ static int oldAIstate = 0;
+
+ if (oldAIstate != AIstate) {
+ warning("<<%d>>", AIstate);
+ oldAIstate = AIstate;
+ }
+
+ switch (AIstate) {
+ case STATE_CHOOSE_BEHAVIOR:
+ behavior = chooseBehavior();
+ warning("Behavior mode: %d", behavior);
+
+ if (_vm->_rnd.getRandomNumber(99) < AItype[getCurrentPlayer()]->getBehaviorVariation() * AI_VAR_BASE_BEHAVIOR + 1) {
+ if (_vm->_rnd.getRandomNumber(1)) {
+ behavior--;
+
+ if (behavior < ENERGY_MODE) behavior = DEFENSE_MODE;
+ } else {
+ behavior++;
+
+ if (behavior > DEFENSE_MODE) behavior = ENERGY_MODE;
+ }
+
+ warning("Alternative behavior: %d", behavior);
+ }
+
+ if (behavior == ENERGY_MODE)
+ if (!getNumberOfPools())
+ behavior = OFFENSE_MODE;
+
+ if (AItype[getCurrentPlayer()]->getID() == CRAWLER_CHUCKER)
+ behavior = OFFENSE_MODE;
+
+ if (launchAction != NULL) {
+ delete launchAction;
+ launchAction = NULL;
+ }
+
+ index = 0;
+ AIstate = STATE_CHOOSE_TARGET;
+ break;
+
+ case STATE_CHOOSE_TARGET:
+ target = chooseTarget(behavior);
+
+ if (!target)
+ target = chooseTarget(OFFENSE_MODE);
+
+ if (behavior == ENERGY_MODE) {
+ int energyPoolScummArray = getEnergyPoolsArray();
+ targetX = _vm->_moonbase->readFromArray(energyPoolScummArray, target, ENERGY_POOL_X);
+ targetY = _vm->_moonbase->readFromArray(energyPoolScummArray, target, ENERGY_POOL_Y);
+ } else {
+ targetX = getHubX(target);
+ targetY = getHubY(target);
+ }
+
+ warning("Target (%d, %d) id: %d", targetX, targetY, target);
+
+ if (getFOW())
+ AIstate = STATE_ATTEMPT_SEARCH;
+ else
+ AIstate = STATE_INIT_APPROACH_TARGET;
+
+ break;
+
+ case STATE_ATTEMPT_SEARCH:
+ if (!getCoordinateVisibility(targetX, targetY, currentPlayer)) {
+ int closestHub = getClosestUnit(targetX, targetY, getMaxX(), currentPlayer, 1, BUILDING_MAIN_BASE, 1, 0);
+ int targetAngle = calcAngle(getHubX(closestHub), getHubY(closestHub), targetX, targetY);
+ int testX = static_cast<int>(getHubX(closestHub) + (500 * cos(degToRad(targetAngle))) + getMaxX()) % getMaxX();
+ int testY = static_cast<int>(getHubY(closestHub) + (500 * sin(degToRad(targetAngle))) + getMaxY()) % getMaxY();
+
+ int balloonFlag = 0;
+
+ int unitsArray = getUnitsWithinRadius(testX, testY, 500);
+ int unitsCounter = 0;
+
+ //see if any balloons are already in the area
+ int nextBuilding = _vm->_moonbase->readFromArray(unitsArray, 0, unitsCounter);
+
+ while (nextBuilding) {
+ if (((getBuildingType(nextBuilding) == BUILDING_BALLOON) || (getBuildingType(nextBuilding) == BUILDING_TOWER)) && (getBuildingTeam(nextBuilding) == getPlayerTeam(currentPlayer))) {
+ balloonFlag = 1;
+ nextBuilding = 0;
+ continue;
+ }
+
+ unitsCounter++;
+ nextBuilding = _vm->_moonbase->readFromArray(unitsArray, 0, unitsCounter);
+ }
+
+ _vm->nukeArray(unitsArray);
+
+ if (!balloonFlag) {
+ launchAction = new int[4];
+ launchAction[LAUNCH_SOURCE_HUB] = closestHub;
+
+ if (getPlayerEnergy() > 3) {
+ launchAction[LAUNCH_UNIT] = ITEM_BALLOON;
+ launchAction[LAUNCH_POWER] = getMaxPower();
+ } else {
+ launchAction[LAUNCH_UNIT] = ITEM_TOWER;
+ launchAction[LAUNCH_POWER] = getMinPower();
+ }
+
+ launchAction[LAUNCH_ANGLE] = targetAngle + (_vm->_rnd.getRandomNumber(89) - 45);
+
+ int newTargetPos = abs(fakeSimulateWeaponLaunch(getHubX(closestHub), getHubY(closestHub), launchAction[LAUNCH_POWER], launchAction[LAUNCH_ANGLE]));
+ targetX = newTargetPos % getMaxX();
+ targetY = newTargetPos / getMaxY();
+
+ AIstate = STATE_INIT_ACQUIRE_TARGET;
+ break;
+ }
+ }
+
+ AIstate = STATE_INIT_APPROACH_TARGET;
+ break;
+
+ case STATE_INIT_APPROACH_TARGET:
+ {
+ int closestOL = getClosestUnit(targetX, targetY, 900, currentPlayer, 1, BUILDING_OFFENSIVE_LAUNCHER, 1);
+
+ if (closestOL && (behavior == OFFENSE_MODE)) {
+ AIstate = STATE_OFFEND_TARGET;
+ break;
+ }
+ }
+
+ // get closest hub...if attack mode and almost close enough, maybe throw an offense
+ if ((behavior == OFFENSE_MODE) && (getPlayerEnergy() > 6)) {
+ if (!_vm->_rnd.getRandomNumber(2)) {
+ int closestHub = getClosestUnit(targetX, targetY, getMaxX(), currentPlayer, 1, BUILDING_MAIN_BASE, 1);
+
+ int dist = getDistance(targetX, targetY, getHubX(closestHub), getHubY(closestHub));
+
+ if ((dist > 470) && (dist < 900)) {
+ int closestOL = getClosestUnit(targetX, targetY, 900, currentPlayer, 1, BUILDING_OFFENSIVE_LAUNCHER, 0);
+
+ if (!closestOL) {
+ // Launch an OL
+ OLflag = 1;
+ targetX = getHubX(closestHub);
+ targetY = getHubY(closestHub);
+
+ AIstate = STATE_DEFEND_TARGET;
+ break;
+ }
+ }
+ }
+ }
+
+ if ((behavior == OFFENSE_MODE) && (AItype[currentPlayer]->getID() == RANGER) && (getPlayerEnergy() > 2)) {
+ int closestHub = getClosestUnit(targetX, targetY, getMaxX(), currentPlayer, 1, BUILDING_MAIN_BASE, 1);
+ int dist = getDistance(targetX, targetY, getHubX(closestHub), getHubY(closestHub));
+
+ if (dist < 750) {
+ AIstate = STATE_OFFEND_TARGET;
+ break;
+ }
+ }
+
+ myTree = initApproachTarget(targetX, targetY, &retNode);
+
+ // If no need to approach, apply appropriate behavior
+ if (retNode == myTree->getBaseNode()) {
+ switch (behavior) {
+ case 0:
+ AIstate = STATE_ENERGIZE_TARGET;
+ break;
+
+ case 1:
+ AIstate = STATE_OFFEND_TARGET;
+ break;
+
+ case 2:
+ AIstate = STATE_DEFEND_TARGET;
+ break;
+
+ case -1:
+ AIstate = STATE_LAUNCH;
+ break;
+ }
+
+ delete myTree;
+ myTree = NULL;
+ break;
+ }
+
+ delete retNode;
+ retNode = NULL;
+
+ if (getPlayerEnergy() < 7) {
+ if (!_vm->_rnd.getRandomNumber(3)) {
+ behavior = DEFENSE_MODE;
+ AIstate = STATE_CHOOSE_TARGET;
+ } else {
+ if (launchAction == NULL) {
+ launchAction = new int[4];
+ }
+
+ if (!_vm->_rnd.getRandomNumber(2)) {
+ launchAction[1] = ITEM_TIME_EXPIRED;
+ } else {
+ launchAction[1] = SKIP_TURN;
+ }
+
+ AIstate = STATE_LAUNCH;
+ }
+
+ delete myTree;
+ myTree = NULL;
+ break;
+ }
+
+ AIstate = STATE_CRAWLER_DECISION;
+ break;
+
+ // If behavior is offense, possibly just chuck a crawler
+ case STATE_CRAWLER_DECISION:
+ {
+ // Brace just here to scope throwCrawler
+ int throwCrawler = 0;
+
+ if (behavior == OFFENSE_MODE) {
+ if (getPlayerEnergy() > 6) {
+ int crawlerTest = _vm->_rnd.getRandomNumber(9);
+
+ if (!crawlerTest)
+ throwCrawler = 1;
+ }
+ }
+
+ if (AItype[getCurrentPlayer()]->getID() == CRAWLER_CHUCKER) {
+ if (getPlayerEnergy() > 6) {
+ throwCrawler = 1;
+ } else {
+ launchAction = new int[4];
+
+ if (!_vm->_rnd.getRandomNumber(1))
+ launchAction[1] = ITEM_TIME_EXPIRED;
+ else
+ launchAction[1] = SKIP_TURN;
+
+ AIstate = STATE_LAUNCH;
+ delete myTree;
+ myTree = NULL;
+ }
+ }
+
+ if (throwCrawler) {
+ sourceHub = getClosestUnit(targetX, targetY, getMaxX(), getCurrentPlayer(), 1, BUILDING_MAIN_BASE, 1);
+ int powAngle = getPowerAngleFromPoint(getHubX(sourceHub), getHubY(sourceHub), targetX, targetY, 15);
+ powAngle = abs(powAngle);
+ int power = powAngle / 360;
+ int angle = powAngle - (power * 360);
+
+ launchAction = new int[4];
+ launchAction[0] = sourceHub;
+ launchAction[1] = ITEM_CRAWLER;
+ warning("CRAWLER DECISION is launching a crawler");
+ launchAction[2] = angle;
+ launchAction[3] = power;
+ retNodeFlag = 0;
+
+ // Need to update target so acquire can work
+ int targetCoords = fakeSimulateWeaponLaunch(getHubX(launchAction[LAUNCH_SOURCE_HUB]), getHubY(launchAction[LAUNCH_SOURCE_HUB]), launchAction[LAUNCH_POWER], launchAction[LAUNCH_ANGLE]);
+ targetX = targetCoords % getMaxX();
+ targetY = targetCoords / getMaxX();
+ targetX = (targetX + getMaxX()) % getMaxX();
+ targetY = (targetY + getMaxY()) % getMaxY();
+
+ AIstate = STATE_INIT_ACQUIRE_TARGET;
+ delete myTree;
+ myTree = NULL;
+ } else {
+ AIstate = STATE_APPROACH_TARGET;
+ }
+ break;
+ }
+
+ // ApproachTarget returns NULL if target is already reachable
+ case STATE_APPROACH_TARGET:
+ {
+ int x, y;
+ Node *currentNode = NULL;
+ launchAction = approachTarget(myTree, x, y, &currentNode);
+ }
+
+ if (launchAction != NULL) {
+ if (launchAction[0] == -1) {
+ warning("Creating fake target approach hub");
+ TAflag = 1;
+ int closestHub = getClosestUnit(targetX, targetY, getMaxX(), currentPlayer, 1, BUILDING_MAIN_BASE, 1);
+ targetX = getHubX(closestHub);
+ targetY = getHubY(closestHub);
+
+ delete launchAction;
+ launchAction = NULL;
+ AIstate = STATE_DEFEND_TARGET;
+ delete myTree;
+ myTree = NULL;
+ break;
+ }
+
+ // Need to update target so acquire can work
+ int targetCoords = fakeSimulateWeaponLaunch(getHubX(launchAction[LAUNCH_SOURCE_HUB]), getHubY(launchAction[LAUNCH_SOURCE_HUB]), launchAction[LAUNCH_POWER], launchAction[LAUNCH_ANGLE]);
+ targetX = targetCoords % getMaxX();
+ targetY = targetCoords / getMaxX();
+ targetX = (targetX + getMaxX()) % getMaxX();
+ targetY = (targetY + getMaxY()) % getMaxY();
+
+ AIstate = STATE_INIT_ACQUIRE_TARGET;
+ behavior = -1;
+
+ delete myTree;
+ myTree = NULL;
+ }
+
+ break;
+
+ case STATE_ENERGIZE_TARGET:
+ launchAction = energizeTarget(targetX, targetY, index);
+
+ if (launchAction != NULL) {
+ if (launchAction[0]) {
+ assert(launchAction[0] > 0);
+
+ if (launchAction[1] == ITEM_HUB) {
+ index = 0;
+ retNodeFlag = 0;
+ AIstate = STATE_INIT_ACQUIRE_TARGET;
+ } else {
+ index = 0;
+ AIstate = STATE_INIT_ACQUIRE_TARGET;
+ }
+ } else {
+ index++;
+ delete launchAction;
+ launchAction = NULL;
+ }
+ } else {
+ behavior = DEFENSE_MODE;
+ retNodeFlag = 0;
+ index = 0;
+ AIstate = STATE_CHOOSE_TARGET;
+ }
+ break;
+
+ case STATE_OFFEND_TARGET:
+ launchAction = offendTarget(targetX, targetY, index);
+
+ if (launchAction != NULL) {
+ if (launchAction[0]) {
+ retNodeFlag = 0;
+ AIstate = STATE_INIT_ACQUIRE_TARGET;
+ } else {
+ index++;
+ delete launchAction;
+ launchAction = NULL;
+ }
+ }
+ break;
+
+ case STATE_DEFEND_TARGET:
+ launchAction = defendTarget(targetX, targetY, index);
+
+ if (launchAction != NULL) {
+ if (launchAction[0]) {
+ retNodeFlag = 0;
+ AIstate = STATE_INIT_ACQUIRE_TARGET;
+
+ if (launchAction[LAUNCH_UNIT] != ITEM_BRIDGE) {
+ if (OLflag) {
+ OLflag = 0;
+ launchAction[LAUNCH_UNIT] = ITEM_OFFENSE;
+ }
+
+ if (TAflag) {
+ TAflag = 0;
+ warning("replacing defense unit %d with a hub", launchAction[LAUNCH_UNIT]);
+ launchAction[LAUNCH_UNIT] = ITEM_HUB;
+ }
+ }
+ } else {
+ index++;
+ delete launchAction;
+ launchAction = NULL;
+ }
+ }
+ break;
+
+ case STATE_INIT_ACQUIRE_TARGET:
+ myTree = initAcquireTarget(targetX, targetY, &retNode);
+
+ if (myTree == NULL) {
+ AIstate = STATE_LAUNCH;
+ break;
+ }
+
+ // This next line is a questionable fix
+ if (retNode == myTree->getBaseNode())
+ retNodeFlag = 1;
+
+ _acquireTarget = 0;
+
+ AIstate = STATE_ACQUIRE_TARGET;
+ break;
+
+ case STATE_ACQUIRE_TARGET: {
+ // Here to scope tempLaunchAction
+ int *tempLaunchAction = NULL;
+
+ int errCod;
+
+ _acquireTarget++;
+
+ if (!retNodeFlag) {
+ tempLaunchAction = acquireTarget(targetX, targetY, myTree, errCod);
+ } else {
+ warning("NOT acquiring target!!!!!!!");
+ _acquireTarget = 101;
+ }
+
+ if (tempLaunchAction != NULL) {
+ if (launchAction != NULL) {
+ delete launchAction;
+ launchAction = NULL;
+ }
+
+ launchAction = tempLaunchAction;
+ }
+
+ // If no hubs are available for launching...turn must be skipped
+ if (launchAction != NULL) {
+ if (launchAction[LAUNCH_SOURCE_HUB] == 0) {
+ launchAction[LAUNCH_UNIT] = SKIP_TURN;
+ }
+ }
+
+ if ((tempLaunchAction != NULL) || (errCod == 1) || (_acquireTarget > 100)) {
+ if (tempLaunchAction == NULL) {
+ warning("\nABORTING acquire target!!!!!");
+ }
+
+ assert(launchAction != NULL);
+ delete myTree;
+ myTree = NULL;
+ AIstate = STATE_LAUNCH;
+ }
+ }
+ break;
+
+ default:
+ break;
+ }
+
+ if (AIstate == STATE_LAUNCH) {
+ static float randomAttenuation = 1;
+
+ if (((launchAction[LAUNCH_UNIT] == ITEM_REPAIR) || (launchAction[LAUNCH_UNIT] == ITEM_ANTIAIR) || (launchAction[LAUNCH_UNIT] == ITEM_BRIDGE) || (launchAction[LAUNCH_UNIT] == ITEM_TOWER) || (launchAction[LAUNCH_UNIT] == ITEM_RECLAIMER) || (launchAction[LAUNCH_UNIT] == ITEM_BALLOON) || (launchAction[LAUNCH_UNIT] == ITEM_MINE) || (launchAction[LAUNCH_UNIT] == ITEM_ENERGY) || (launchAction[LAUNCH_UNIT] == ITEM_SHIELD) || (launchAction[LAUNCH_UNIT] == ITEM_OFFENSE) || (launchAction[LAUNCH_UNIT] == ITEM_HUB)) && (getBuildingType(launchAction[LAUNCH_SOURCE_HUB]) == BUILDING_OFFENSIVE_LAUNCHER)) {
+ if (getPlayerEnergy() > 2) {
+ launchAction[LAUNCH_UNIT] = ITEM_GUIDED;
+ } else {
+ launchAction[LAUNCH_UNIT] = ITEM_BOMB;
+ }
+ }
+
+ if ((lastSource[currentPlayer] == launchAction[LAUNCH_SOURCE_HUB]) && (lastAngle[currentPlayer] == launchAction[LAUNCH_ANGLE]) && (lastPower[currentPlayer] == launchAction[LAUNCH_POWER])) {
+ randomAttenuation -= .2f;
+ randomAttenuation = MAX(randomAttenuation, 0.0f);
+ warning("Attenuating...");
+ } else {
+ randomAttenuation = 1;
+ }
+
+ lastSource[currentPlayer] = launchAction[LAUNCH_SOURCE_HUB];
+ lastAngle[currentPlayer] = launchAction[LAUNCH_ANGLE];
+ lastPower[currentPlayer] = launchAction[LAUNCH_POWER];
+
+ _vm->writeVar(_vm->VAR_U32_USER_VAR_A, launchAction[LAUNCH_SOURCE_HUB]);
+ int energy = getPlayerEnergy();
+ warning("Computer's energy: %d", energy);
+
+ // Check if there's enough energy to launch this item
+ int n = (launchAction[1] / 6);
+ int energyRequired = (1 + n * n + n);
+
+ if (((energy - energyRequired) < 0) || (!launchAction[LAUNCH_SOURCE_HUB])) {
+ _vm->writeVar(_vm->VAR_U32_USER_VAR_B, SKIP_TURN);
+ } else {
+ assert((launchAction[LAUNCH_UNIT] >= 0) && (launchAction[LAUNCH_UNIT] <= 18));
+
+ if ((launchAction[LAUNCH_UNIT] < 0) || (launchAction[LAUNCH_UNIT] > 18)) launchAction[LAUNCH_UNIT] = 0;
+
+ _vm->writeVar(_vm->VAR_U32_USER_VAR_B, launchAction[LAUNCH_UNIT]);
+ }
+
+ if (launchAction[LAUNCH_UNIT] == ITEM_BOMB) {
+ if (energy > 2) {
+ if (!_vm->_rnd.getRandomNumber(4)) {
+ launchAction[LAUNCH_UNIT] = ITEM_GUIDED;
+ }
+ }
+ }
+
+ {
+ // ANGLE setting
+ int angleAdjustment = 0;
+ angleAdjustment = _vm->_rnd.getRandomNumber(AItype[getCurrentPlayer()]->getAngleVariation() * AI_VAR_BASE_ANGLE) * 3.6;
+ //pos or neg choice
+ angleAdjustment *= ((_vm->_rnd.getRandomNumber(1) * 2) - 1);
+ angleAdjustment *= randomAttenuation;
+
+ int safeAngle = 0;
+ int lu = launchAction[LAUNCH_UNIT];
+
+ if ((lu == ITEM_ANTIAIR) || (lu == ITEM_TOWER) || (lu == ITEM_ENERGY) || (lu == ITEM_SHIELD) || (lu == ITEM_OFFENSE) || (lu == ITEM_HUB)) {
+ for (int i = 1; i < 90; i++) {
+ assert((launchAction[LAUNCH_ANGLE] < 1000) && (angleAdjustment < 360));
+
+ if (checkForAngleOverlap(launchAction[LAUNCH_SOURCE_HUB], launchAction[LAUNCH_ANGLE] + angleAdjustment)) {
+ angleAdjustment += (i % 2 ? i : -i);
+ } else {
+ safeAngle = 1;
+ i = 90;
+ }
+ }
+ } else {
+ safeAngle = 1;
+ }
+
+ if (!safeAngle) angleAdjustment = 0;
+
+ warning("Angle adjustment = %d", angleAdjustment);
+ _vm->writeVar(_vm->VAR_U32_USER_VAR_C, launchAction[LAUNCH_ANGLE] + angleAdjustment);
+ }
+
+ {
+ // POWER setting
+ int powerRangeFactor = (getMaxPower() - getMinPower()) / 100;
+ int powerAdjustment = static_cast<float>(_vm->_rnd.getRandomNumber(AItype[getCurrentPlayer()]->getPowerVariation() * AI_VAR_BASE_POWER)) * powerRangeFactor;
+ //pos or neg choice
+ powerAdjustment *= ((_vm->_rnd.getRandomNumber(1) * 2) - 1);
+ powerAdjustment *= randomAttenuation;
+
+ warning("Power adjustment = %d", powerAdjustment);
+ int newPower = MIN(getMaxPower(), launchAction[LAUNCH_POWER] + powerAdjustment);
+ newPower = MAX(getMinPower(), launchAction[LAUNCH_POWER] + powerAdjustment);
+ _vm->writeVar(_vm->VAR_U32_USER_VAR_D, newPower);
+
+ assert(_vm->readVar(_vm->VAR_U32_USER_VAR_B) != -1);
+
+ if (launchAction[LAUNCH_UNIT] != SKIP_TURN) {
+ if ((launchAction[LAUNCH_SOURCE_HUB] > 0) && (launchAction[LAUNCH_SOURCE_HUB] <= 500)) {
+ if (getBuildingState(launchAction[LAUNCH_SOURCE_HUB]) != 0) {
+ _vm->writeVar(_vm->VAR_U32_USER_VAR_B, SKIP_TURN);
+ }
+ } else {
+ _vm->writeVar(_vm->VAR_U32_USER_VAR_B, SKIP_TURN);
+ }
+ }
+
+ if ((launchAction[LAUNCH_UNIT] == SKIP_TURN) || (launchAction[LAUNCH_POWER] == 0)) {
+ _vm->writeVar(_vm->VAR_U32_USER_VAR_D, -1);
+ }
+ }
+
+
+ if ((launchAction[LAUNCH_SOURCE_HUB] > 0) && (launchAction[LAUNCH_SOURCE_HUB] <= 500)) {
+ int nearbyOpponents = getUnitsWithinRadius(getHubX(launchAction[LAUNCH_SOURCE_HUB]), getHubY(launchAction[LAUNCH_SOURCE_HUB]), 180);
+ int opponentCounter = 0;
+ int opponentBuilding = _vm->_moonbase->readFromArray(nearbyOpponents, 0, opponentCounter);
+ int defenseOn = 0;
+ int defenseOff = 0;
+
+ while (opponentBuilding) {
+ if (getBuildingOwner(opponentBuilding)) {
+ if ((getBuildingType(opponentBuilding) == BUILDING_ANTI_AIR) && (getBuildingTeam(opponentBuilding) != getPlayerTeam(currentPlayer))) {
+ if (getBuildingState(opponentBuilding) == 0) {
+ defenseOn = 1;
+ } else {
+ defenseOff = 1;
+ }
+ }
+ }
+
+ opponentCounter++;
+ opponentBuilding = _vm->_moonbase->readFromArray(nearbyOpponents, 0, opponentCounter);
+ }
+
+ _vm->nukeArray(nearbyOpponents);
+
+ if (defenseOn && defenseOff) {
+ if (!_vm->_rnd.getRandomNumber(1)) {
+ _vm->writeVar(_vm->VAR_U32_USER_VAR_B, ITEM_TIME_EXPIRED);
+ } else {
+ _vm->writeVar(_vm->VAR_U32_USER_VAR_B, SKIP_TURN);
+ }
+ } else {
+ if (defenseOn) {
+ _vm->writeVar(_vm->VAR_U32_USER_VAR_B, ITEM_CLUSTER);
+ int temp = _vm->_rnd.getRandomNumber(2);
+ int tempPower = 0;
+
+ switch (temp) {
+ case 0:
+ tempPower = getMinPower();
+ break;
+
+ case 1:
+ tempPower = getMaxPower();
+ break;
+
+ default:
+ tempPower = launchAction[LAUNCH_POWER];
+ }
+
+ _vm->writeVar(_vm->VAR_U32_USER_VAR_D, tempPower);
+ }
+ }
+ }
+
+ delete launchAction;
+ launchAction = NULL;
+
+ AIstate = STATE_CHOOSE_BEHAVIOR;
+
+ int rSh, rU, rP, rA = 0;
+ rSh = _vm->readVar(_vm->VAR_U32_USER_VAR_A);
+ rU = _vm->readVar(_vm->VAR_U32_USER_VAR_B);
+ rP = _vm->readVar(_vm->VAR_U32_USER_VAR_D);
+ rA = _vm->readVar(_vm->VAR_U32_USER_VAR_C);
+
+ warning("su: %d unit: %d power: %d angle: %d", rSh, rU, rP, rA);
+
+ {
+ // Checking for patterns
+ if ((AItype[currentPlayer]->getID() != CRAWLER_CHUCKER) &&
+ (AItype[currentPlayer]->getID() != ENERGY_HOG) && (getBuildingStackPtr() > 5))
+ moveList[currentPlayer]->addPattern(rSh, rU, rP, rA);
+
+ int patternFound = moveList[currentPlayer]->evaluatePattern(rSh, rU, rP, rA);
+
+ if (!_vm->_rnd.getRandomNumber(9))
+ patternFound = 0;
+
+ if (patternFound) {
+ warning("------------------------------------------>Eliminating pattern");
+
+ if (_vm->_rnd.getRandomNumber(1)) {
+ behavior--;
+
+ if (behavior < ENERGY_MODE)
+ behavior = DEFENSE_MODE;
+ } else {
+ behavior++;
+
+ if (behavior > DEFENSE_MODE)
+ behavior = ENERGY_MODE;
+ }
+
+ if (behavior == ENERGY_MODE)
+ if (!getNumberOfPools())
+ behavior = OFFENSE_MODE;
+
+ _vm->writeVar(_vm->VAR_U32_USER_VAR_A, 0);
+ _vm->writeVar(_vm->VAR_U32_USER_VAR_B, 0);
+ _vm->writeVar(_vm->VAR_U32_USER_VAR_C, 0);
+ _vm->writeVar(_vm->VAR_U32_USER_VAR_D, 0);
+ AIstate = STATE_CHOOSE_TARGET;
+ }
+ }
+
+ if ((rSh > 0) && (rSh < 501)) {
+ if ((rU == ITEM_ANTIAIR) || (rU == ITEM_TOWER) || (rU == ITEM_ENERGY) || (rU == ITEM_SHIELD) || (rU == ITEM_OFFENSE) || (rU == ITEM_HUB)) {
+ int tryCount = 0;
+
+ while (checkForAngleOverlap(rSh, rA) && tryCount < 25) {
+ rA = _vm->_rnd.getRandomNumber(359);
+ tryCount++;
+ }
+
+ if (tryCount < 25) {
+ _vm->writeVar(_vm->VAR_U32_USER_VAR_C, rA);
+ } else {
+ _vm->writeVar(_vm->VAR_U32_USER_VAR_B, SKIP_TURN);
+ }
+ }
+ }
+ } else {
+ _vm->writeVar(_vm->VAR_U32_USER_VAR_A, 0);
+ _vm->writeVar(_vm->VAR_U32_USER_VAR_B, 0);
+ _vm->writeVar(_vm->VAR_U32_USER_VAR_C, 0);
+ _vm->writeVar(_vm->VAR_U32_USER_VAR_D, 0);
+ }
+
+ // Sending behavior to SCUMM side for profiling
+ int selectedUnit = _vm->readVar(_vm->VAR_U32_USER_VAR_B);
+
+ if (selectedUnit) {
+ if (selectedUnit > 0)
+ _vm->writeVar(_vm->VAR_U32_USER_VAR_E, behavior);
+ else
+ _vm->writeVar(_vm->VAR_U32_USER_VAR_E, -999);
+ }
+
+ return 1;
+}
+
+int chooseBehavior() {
+ static int dominantMode = 0;
+
+ int modeValue[3];
+
+ const int DEFAULT_SCALE = 5;
+
+ if (getBuildingStackPtr() < 5)
+ return OFFENSE_MODE;
+
+ int currentPlayer = getCurrentPlayer();
+
+ int AIpersonality = AItype[currentPlayer]->getID();
+
+ switch (AIpersonality) {
+ case BRUTAKAS:
+ modeValue[ENERGY_MODE] = DEFAULT_SCALE;
+ modeValue[OFFENSE_MODE] = 2 * DEFAULT_SCALE;
+ modeValue[DEFENSE_MODE] = 0;
+ dominantMode = OFFENSE_MODE;
+ break;
+
+ case AGI:
+ modeValue[ENERGY_MODE] = DEFAULT_SCALE;
+ modeValue[OFFENSE_MODE] = 0;
+ modeValue[DEFENSE_MODE] = 2 * DEFAULT_SCALE;
+ dominantMode = DEFENSE_MODE;
+ break;
+
+ case EL_GATO:
+ modeValue[ENERGY_MODE] = 2 * DEFAULT_SCALE;
+ modeValue[OFFENSE_MODE] = DEFAULT_SCALE;
+ modeValue[DEFENSE_MODE] = 0;
+ dominantMode = ENERGY_MODE;
+ break;
+
+ case PIXELAHT:
+ modeValue[ENERGY_MODE] = DEFAULT_SCALE;
+ modeValue[OFFENSE_MODE] = 0;
+ modeValue[DEFENSE_MODE] = DEFAULT_SCALE;
+ dominantMode = DEFENSE_MODE;
+ break;
+
+ case CYBALL:
+ modeValue[ENERGY_MODE] = 0;
+ modeValue[OFFENSE_MODE] = 0;
+ modeValue[DEFENSE_MODE] = 0;
+ dominantMode = ENERGY_MODE;
+ break;
+
+ case NEEP:
+ modeValue[ENERGY_MODE] = 0;
+ modeValue[OFFENSE_MODE] = DEFAULT_SCALE;
+ modeValue[DEFENSE_MODE] = DEFAULT_SCALE;
+ dominantMode = DEFENSE_MODE;
+ break;
+
+ case WARCUPINE:
+ modeValue[ENERGY_MODE] = 5 * DEFAULT_SCALE;
+ modeValue[OFFENSE_MODE] = DEFAULT_SCALE;
+ modeValue[DEFENSE_MODE] = 0;
+ dominantMode = ENERGY_MODE;
+ break;
+
+ case AONE:
+ modeValue[ENERGY_MODE] = 0;
+ modeValue[OFFENSE_MODE] = DEFAULT_SCALE;
+ modeValue[DEFENSE_MODE] = 2 * DEFAULT_SCALE;
+ dominantMode = DEFENSE_MODE;
+ break;
+
+ case SPANDO:
+ modeValue[ENERGY_MODE] = DEFAULT_SCALE;
+ modeValue[OFFENSE_MODE] = DEFAULT_SCALE;
+ modeValue[DEFENSE_MODE] = DEFAULT_SCALE;
+ dominantMode = ENERGY_MODE;
+ break;
+
+ case ORBNU_LUNATEK:
+ modeValue[ENERGY_MODE] = 0;
+ modeValue[OFFENSE_MODE] = 0;
+ modeValue[DEFENSE_MODE] = 0;
+ dominantMode = ENERGY_MODE;
+ break;
+
+ case CRAWLER_CHUCKER:
+ modeValue[ENERGY_MODE] = 0;
+ modeValue[OFFENSE_MODE] = 2 * DEFAULT_SCALE;
+ modeValue[DEFENSE_MODE] = 0;
+ dominantMode = OFFENSE_MODE;
+ break;
+
+ case ENERGY_HOG:
+ modeValue[ENERGY_MODE] = 2 * DEFAULT_SCALE;
+ modeValue[OFFENSE_MODE] = 0;
+ modeValue[DEFENSE_MODE] = 0;
+ dominantMode = ENERGY_MODE;
+ {
+ int breakFlag = 0;
+
+ for (int i = 500; i > 0; i--)
+ if ((getBuildingOwner(i) == currentPlayer) && (getBuildingType(i) == BUILDING_ENERGY_COLLECTOR))
+ breakFlag = 1;
+
+ if (!breakFlag)
+ return ENERGY_MODE;
+ }
+ break;
+
+ case RANGER:
+ modeValue[ENERGY_MODE] = 2 * DEFAULT_SCALE;
+ modeValue[OFFENSE_MODE] = 0;
+ modeValue[DEFENSE_MODE] = 0;
+ dominantMode = OFFENSE_MODE;
+
+ //random chance of defense if really early in game, otherwise offense
+ if (_vm->_rnd.getRandomNumber(1) || getTurnCounter() > 4)
+ return OFFENSE_MODE;
+
+ return DEFENSE_MODE;
+ break;
+
+ default: //BRUTAKAS
+ modeValue[ENERGY_MODE] = DEFAULT_SCALE;
+ modeValue[OFFENSE_MODE] = 2 * DEFAULT_SCALE;
+ modeValue[DEFENSE_MODE] = 0;
+ dominantMode = OFFENSE_MODE;
+ break;
+ }
+
+ // get a list of all the visible enemy units
+ int eneCon = 0;
+ int offCon = 0;
+ int defCon = 0;
+
+ // energy mode
+ {
+ warning("Starting Energy Behavior Selection");
+ int minEnergy = 8;
+ int maxEnergy = 14;
+
+ if (dominantMode == ENERGY_MODE) {
+ eneCon = 3;
+ maxEnergy = 21;
+ } else {
+ eneCon = 5;
+ }
+
+
+ // loop through energy pool array
+ int energyPoolScummArray = getEnergyPoolsArray();
+ int numPools = getNumberOfPools();
+
+ // Prevent energy from being chosen if not enough energy to create
+ int energyAmount = getPlayerEnergy();
+
+ if ((energyAmount < 7))
+ numPools = 0;
+
+ for (int i = 1; i <= numPools; i++) {
+ int poolX = _vm->_moonbase->readFromArray(energyPoolScummArray, i, ENERGY_POOL_X);
+ int poolY = _vm->_moonbase->readFromArray(energyPoolScummArray, i, ENERGY_POOL_Y);
+
+ int radius = energyPoolSize(i) / 2;
+ int poolMaxCount = getMaxCollectors(i);
+
+ int energyCount = 0;
+ int energyUnits = getUnitsWithinRadius(poolX, poolY, radius + 30);
+ int energyCounter = 0;
+ int energyBuilding = _vm->_moonbase->readFromArray(energyUnits, 0, energyCounter);
+
+
+ while (energyBuilding) {
+ energyCounter++;
+
+ if ((getBuildingType(energyBuilding) == BUILDING_ENERGY_COLLECTOR) && (getBuildingOwner(energyBuilding) != currentPlayer))
+ energyCount = poolMaxCount;
+
+ if ((getBuildingType(energyBuilding) == BUILDING_ENERGY_COLLECTOR) && (getBuildingOwner(energyBuilding) == currentPlayer))
+ energyCount++;
+
+ energyBuilding = _vm->_moonbase->readFromArray(energyUnits, 0, energyCounter);
+ }
+
+ _vm->nukeArray(energyUnits);
+
+ if (energyCount < poolMaxCount) {
+ int closestHub = getClosestUnit(poolX, poolY, 300, currentPlayer, 1, BUILDING_MAIN_BASE, 1);
+
+ if (closestHub) {
+ eneCon = MIN(1, eneCon);
+ } else {
+ int secondClosestHub = getClosestUnit(poolX, poolY, 480, currentPlayer, 1, BUILDING_MAIN_BASE, 1);
+
+ if (secondClosestHub)
+ eneCon = MIN(2, eneCon);
+ else
+ eneCon = MIN(3, eneCon);
+ }
+ }
+ }
+
+ int totalEnergy = estimateNextRoundEnergy(currentPlayer);
+
+ if (totalEnergy < minEnergy)
+ eneCon--;
+
+ if (totalEnergy > maxEnergy)
+ eneCon += 2;
+
+ if ((totalEnergy > 34) || (!numPools))
+ eneCon = 10;
+
+ if (dominantMode == ENERGY_MODE)
+ eneCon--;
+ }
+
+
+ // offense mode
+ {
+ warning("Starting Offense Behavior Selection");
+
+ if (dominantMode == OFFENSE_MODE) offCon = 3;
+ else offCon = 5;
+
+ int enemyArray = getEnemyUnitsVisible(currentPlayer);
+ int enemyX = 0;
+ int enemyY = 0;
+ int hubX = 0;
+ int hubY = 0;
+
+ int nearEnemyHub = 0;
+
+ // cycle through the array of buildings
+ for (int i = 0; i < 500; i++) {
+ if (int thisBuilding = _vm->_moonbase->readFromArray(enemyArray, i, 0)) {
+ enemyX = getHubX(thisBuilding);
+ enemyY = getHubY(thisBuilding);
+ int closestHub = getClosestUnit(enemyX, enemyY, 970, currentPlayer, 1, BUILDING_MAIN_BASE, 1);
+ int closestOL = getClosestUnit(enemyX, enemyY, 970, currentPlayer, 1, BUILDING_MAIN_BASE, 1);
+ int dist = 0;
+
+ if (closestOL) {
+ hubX = getHubX(closestOL);
+ hubY = getHubY(closestOL);
+ nearEnemyHub = 1;
+ }
+
+ if (closestHub) {
+ hubX = getHubX(closestHub);
+ hubY = getHubY(closestHub);
+ dist = getDistance(hubX, hubY, enemyX, enemyY);
+
+ if (dist < 480)
+ nearEnemyHub = 1;
+ }
+
+
+ if (closestHub || closestOL) {
+ int numDefenders = 0;
+ int defArray = getUnitsWithinRadius(enemyX, enemyY, 170);
+ int defCounter = 0;
+ int defenseBuilding = _vm->_moonbase->readFromArray(defArray, 0, defCounter);
+
+ while (defenseBuilding) {
+ defCounter++;
+
+ if (((getBuildingType(defenseBuilding) == BUILDING_ANTI_AIR) ||
+ (getBuildingType(defenseBuilding) == BUILDING_SHIELD)) &&
+ (getBuildingOwner(defenseBuilding) != currentPlayer)) {
+ if (getBuildingState(defenseBuilding) == 0)
+ numDefenders++;
+ }
+
+ defenseBuilding = _vm->_moonbase->readFromArray(defArray, 0, defCounter);
+ }
+
+ _vm->nukeArray(defArray);
+
+ if (!numDefenders) {
+ int defArray2 = getUnitsWithinRadius(hubX, hubY, 170);
+ defCounter = 0;
+ int defenseBuilding2 = _vm->_moonbase->readFromArray(defArray2, 0, defCounter);
+
+ while (defenseBuilding2) {
+ defCounter++;
+
+ if (((getBuildingType(defenseBuilding2) == BUILDING_ANTI_AIR) ||
+ (getBuildingType(defenseBuilding2) == BUILDING_SHIELD)) &&
+ (getBuildingOwner(defenseBuilding2) != currentPlayer))
+ if (getBuildingState(defenseBuilding2) == 0)
+ numDefenders++;
+
+ defenseBuilding2 = _vm->_moonbase->readFromArray(defArray, 0, defCounter);
+ }
+
+ _vm->nukeArray(defArray2);
+
+ }
+
+ if ((!numDefenders) && (nearEnemyHub)) {
+ if (thisBuilding > 495)
+ offCon = 1 + _vm->_rnd.getRandomNumber(1);
+ else
+ offCon = MIN(offCon, 2);
+ } else {
+ if (thisBuilding > 495) {
+ if (nearEnemyHub) {
+ offCon = MIN(offCon, 2);
+ break;
+ } else {
+ offCon = MIN(offCon, 3);
+ break;
+ }
+ } else {
+ offCon = MIN(offCon, 4);
+ }
+ }
+ }
+
+ if (getBuildingType(thisBuilding) == BUILDING_CRAWLER) {
+ if (getClosestUnit(enemyX, enemyY, 350, currentPlayer, 1, 0, 0)) {
+ int closestHub1 = getClosestUnit(enemyX, enemyY, 460, currentPlayer, 1, BUILDING_MAIN_BASE, 1);
+ int closestMine = getClosestUnit(enemyX, enemyY, 80, 0, 0, BUILDING_EXPLOSIVE_MINE, 1);
+
+ if (closestHub1 && !closestMine)
+ offCon = -1;
+ }
+ }
+ } else {
+ break;
+ }
+ }
+
+ _vm->nukeArray(enemyArray);
+ offCon--;
+ }
+
+ // defense mode
+ {
+ warning("Starting Defense Behavior Selection");
+
+ if (dominantMode == DEFENSE_MODE)
+ defCon = 3;
+ else
+ defCon = 5;
+
+ int numDefenders = 0;
+ int openFlag = 0;
+
+ int mainHubX = getHubX(0);
+ int mainHubY = getHubY(0);
+ int mainHub = getClosestUnit(mainHubX + 10, mainHubY, 20, currentPlayer, 1, BUILDING_MAIN_BASE, 0);
+
+ int damageFlag = 0;
+
+ // cycle through the array of buildings
+ for (int i = 500; i >= 1; i--) {
+ if ((i < 497) && (defCon < 3))
+ break;
+
+ if (getBuildingOwner(i) == currentPlayer) {
+ int type = getBuildingType(i);
+ int hubX = getHubX(i);
+ int hubY = getHubY(i);
+
+ if (type == BUILDING_MAIN_BASE || type == BUILDING_ENERGY_COLLECTOR || type == BUILDING_OFFENSIVE_LAUNCHER) {
+ int nearEnemy = 0;
+ int closeBuildingsArray = getUnitsWithinRadius(hubX, hubY, 480);
+ int closeBuildingCounter = 0;
+ int closeBuilding = _vm->_moonbase->readFromArray(closeBuildingsArray, 0, closeBuildingCounter);
+
+ while (closeBuilding) {
+ closeBuildingCounter++;
+
+ if ((getBuildingOwner(closeBuilding) != currentPlayer) && (getBuildingType(closeBuilding) == BUILDING_MAIN_BASE)) {
+ nearEnemy = 1;
+ break;
+ }
+
+ closeBuilding = _vm->_moonbase->readFromArray(closeBuildingsArray, 0, closeBuildingCounter);
+ }
+
+ _vm->nukeArray(closeBuildingsArray);
+
+ int defCounter = 0;
+ int defArray = getUnitsWithinRadius(hubX, hubY, 170);
+ int defenseBuilding = _vm->_moonbase->readFromArray(defArray, 0, defCounter);
+ numDefenders = 0;
+
+ while (defenseBuilding) {
+ defCounter++;
+
+ if (((getBuildingType(defenseBuilding) == BUILDING_ANTI_AIR) || (getBuildingType(defenseBuilding) == BUILDING_SHIELD)) && (getBuildingOwner(defenseBuilding) == currentPlayer)) {
+ //main base has enemies near, but is defended
+ if (getBuildingState(defenseBuilding) == 0)
+ numDefenders++;
+ }
+
+ defenseBuilding = _vm->_moonbase->readFromArray(defArray, 0, defCounter);
+ }
+
+ _vm->nukeArray(defArray);
+
+ if (numDefenders > 2)
+ defCon++;
+
+ if (numDefenders < 2)
+ if (dominantMode == DEFENSE_MODE)
+ openFlag = 1;
+
+ if (!numDefenders) {
+ if (nearEnemy) {
+ if (i == mainHub) {
+ defCon = 1;
+ break;
+ } else {
+ defCon = MIN(defCon, 2);
+ }
+ } else {
+ if (i == mainHub)
+ defCon = MIN(defCon, 3);
+ else
+ defCon = MIN(defCon, 4);
+ }
+ }
+
+ if (getBuildingArmor(i) < getBuildingMaxArmor(i))
+ damageFlag = 1;
+ }
+ }
+ }
+
+ if (damageFlag && (defCon > 1))
+ defCon--;
+
+ if (!openFlag && defCon == 3)
+ defCon += 2;
+ }
+
+ warning("%s-------------------------------> Energy: %d Offense: %d Defense: %d", AItype[currentPlayer]->getNameString(), eneCon, offCon, defCon);
+
+ if (dominantMode == DEFENSE_MODE)
+ if ((defCon <= offCon) && (defCon <= eneCon))
+ return DEFENSE_MODE;
+
+ if (dominantMode == OFFENSE_MODE)
+ if ((offCon <= eneCon) && (offCon <= defCon))
+ return OFFENSE_MODE;
+
+ if (dominantMode == ENERGY_MODE)
+ if ((eneCon <= offCon) && (eneCon <= defCon))
+ return ENERGY_MODE;
+
+ if ((defCon <= offCon) && (defCon <= eneCon))
+ return DEFENSE_MODE;
+
+ if ((offCon <= eneCon) && (offCon <= defCon))
+ return OFFENSE_MODE;
+
+ if ((eneCon <= offCon) && (eneCon <= defCon))
+ return ENERGY_MODE;
+
+ return -1;
+}
+
+int chooseTarget(int behavior1) {
+ int numPools = getNumberOfPools();
+ int currentPlayer = getCurrentPlayer();
+
+ int selection = 0;
+ int selectionValues[50] = {0};
+ int selectionDist = 10000000;
+
+ if (behavior1 == ENERGY_MODE) {
+ // loop through energy pool array
+ int energyPoolScummArray = getEnergyPoolsArray();
+
+ for (int i = 1; i <= numPools; i++) {
+ // check # units on pool
+ int numPoolSpots = _vm->_moonbase->readFromArray(energyPoolScummArray, i, ENERGY_POOL_UNITS_ON);
+
+ if (numPoolSpots == 0) {
+ // put this one in the middle
+ warning("Empty pool #%d", i);
+ selectionValues[i] = 2;
+ } else {
+ // get units w/in radius of pool
+ int poolUnitsArray = getUnitsWithinRadius(_vm->_moonbase->readFromArray(energyPoolScummArray, i, ENERGY_POOL_X), _vm->_moonbase->readFromArray(energyPoolScummArray, i, ENERGY_POOL_Y), 50);
+ int enemyPool = 0;
+ int j = 1;
+ int thisPoolUnit = _vm->_moonbase->readFromArray(poolUnitsArray, 0, j);
+
+ while (thisPoolUnit) {
+ if (getBuildingOwner(thisPoolUnit) != currentPlayer)
+ enemyPool = 1;
+
+ j++;
+ thisPoolUnit = _vm->_moonbase->readFromArray(poolUnitsArray, 0, j);
+ }
+
+ _vm->nukeArray(poolUnitsArray);
+
+ // if enemy collector, put at bottom
+ if (enemyPool) {
+ selectionValues[i] = 1;
+ } else if (numPoolSpots < getMaxCollectors(i)) {
+ selectionValues[i] = 3;
+ } else {
+ // this pool is filled
+ selectionValues[i] = 0;
+ }
+ }
+
+ if (selectionValues[i] > selectionValues[selection]) {
+ selection = i;
+ } else if (selectionValues[i] == selectionValues[selection]) {
+ int poolX = _vm->_moonbase->readFromArray(energyPoolScummArray, i, ENERGY_POOL_X);
+ int poolY = _vm->_moonbase->readFromArray(energyPoolScummArray, i, ENERGY_POOL_Y);
+
+ int closestHub = getClosestUnit(poolX, poolY, getMaxX(), currentPlayer, 1, BUILDING_MAIN_BASE, 1, 100);
+ int thisDist = getDistance(poolX, poolY, getHubX(closestHub), getHubY(closestHub));
+
+ if (thisDist < selectionDist) {
+ selection = i;
+ selectionDist = thisDist;
+ }
+ }
+
+ }
+
+ warning("Pool selected: %d dist: %d", selection, selectionDist);
+ return selection;
+ }
+
+ if (behavior1 == OFFENSE_MODE) {
+ int returnBuilding = 0;
+ int attackableArray[500];
+ int nearAttackableArray[500];
+ int attackableIndex = 0;
+ int nearAttackableIndex = 0;
+
+ int enemyArray = getEnemyUnitsVisible(currentPlayer);
+
+ for (int i = 500; i >= 1; i--) {
+ int thisBuilding = _vm->_moonbase->readFromArray(enemyArray, i - 1, 0);
+
+ if (thisBuilding) {
+ if (getBuildingType(thisBuilding) == BUILDING_CRAWLER) {
+ if ((getTerrain(getHubX(thisBuilding), getHubY(thisBuilding)) != TERRAIN_TYPE_WATER) || (getPlayerEnergy() > 6)) {
+ if (getClosestUnit(getHubX(thisBuilding), getHubY(thisBuilding), 380, currentPlayer, 1, BUILDING_MAIN_BASE, 1)) {
+ returnBuilding = thisBuilding;
+ _vm->nukeArray(enemyArray);
+ return returnBuilding;
+ }
+ } else {
+ continue;
+ }
+ }
+
+ int enemyX = getHubX(thisBuilding);
+ int enemyY = getHubY(thisBuilding);
+ int closestHub = getClosestUnit(enemyX, enemyY, 930, currentPlayer, 1, BUILDING_MAIN_BASE, 1);
+
+ int dist = getDistance(enemyX, enemyY, getHubX(closestHub), getHubY(closestHub));
+
+ if (getBuildingType(thisBuilding) != BUILDING_BALLOON) {
+ if (dist < 470) {
+ attackableArray[attackableIndex] = thisBuilding;
+ attackableIndex++;
+ } else {
+ nearAttackableArray[nearAttackableIndex] = thisBuilding;
+ nearAttackableIndex++;
+ }
+ }
+ }
+ }
+
+ _vm->nukeArray(enemyArray);
+
+ if (attackableIndex) {
+ int thisWorth = 0;
+ int savedWorth = 1;
+ int closestSavedShield = 0;
+ int closestSavedAntiAir = 0;
+
+ for (int i = 0; i < attackableIndex; i++) {
+ thisWorth = getBuildingWorth(attackableArray[i]);
+
+ if (thisWorth == savedWorth) {
+ int closestShield = getClosestUnit(getHubX(attackableArray[i]), getHubY(attackableArray[i]), 180, currentPlayer, 0, BUILDING_SHIELD, 1);
+ int closestAntiAir = getClosestUnit(getHubX(attackableArray[i]), getHubY(attackableArray[i]), 180, currentPlayer, 0, BUILDING_ANTI_AIR, 1);
+
+ if (closestSavedShield > closestShield) {
+ savedWorth = thisWorth;
+ closestSavedShield = closestShield;
+ closestSavedAntiAir = closestAntiAir;
+ returnBuilding = attackableArray[i];
+ } else {
+ if (closestSavedAntiAir > closestAntiAir) {
+ savedWorth = thisWorth;
+ closestSavedShield = closestShield;
+ closestSavedAntiAir = closestAntiAir;
+ returnBuilding = attackableArray[i];
+ }
+ }
+ }
+
+ if (thisWorth > savedWorth) {
+ savedWorth = thisWorth;
+ returnBuilding = attackableArray[i];
+ }
+ }
+ } else {
+ if (nearAttackableIndex) {
+ int thisWorth = 0;
+ int savedWorth = 1;
+ int closestSavedShield = 0;
+ int closestSavedAntiAir = 0;
+
+ for (int i = 0; i < nearAttackableIndex; i++) {
+ thisWorth = getBuildingWorth(nearAttackableArray[i]);
+
+ if (thisWorth == savedWorth) {
+ int closestShield = getClosestUnit(getHubX(nearAttackableArray[i]), getHubY(nearAttackableArray[i]), 180, currentPlayer, 0, BUILDING_SHIELD, 1);
+ int closestAntiAir = getClosestUnit(getHubX(nearAttackableArray[i]), getHubY(nearAttackableArray[i]), 180, currentPlayer, 0, BUILDING_ANTI_AIR, 1);
+
+ if (closestSavedShield > closestShield) {
+ savedWorth = thisWorth;
+ closestSavedShield = closestShield;
+ closestSavedAntiAir = closestAntiAir;
+ returnBuilding = nearAttackableArray[i];
+ } else {
+ if (closestSavedAntiAir > closestAntiAir) {
+ savedWorth = thisWorth;
+ closestSavedShield = closestShield;
+ closestSavedAntiAir = closestAntiAir;
+ returnBuilding = nearAttackableArray[i];
+ }
+ }
+ }
+
+ if (thisWorth > savedWorth) {
+ savedWorth = thisWorth;
+ returnBuilding = nearAttackableArray[i];
+ }
+ }
+ }
+ }
+
+ if (!returnBuilding) {
+ for (int i = 500; i > 496; i--) {
+ if (getBuildingOwner(i)) {
+ if (getBuildingTeam(i) != getPlayerTeam(currentPlayer)) {
+ returnBuilding = i;
+ i = 0;
+ }
+ }
+ }
+ }
+
+ warning("Attack target: %d", returnBuilding);
+
+ assert(returnBuilding);
+ return returnBuilding;
+ }
+
+ if (behavior1 == DEFENSE_MODE) {
+ int returnBuilding = 0;
+
+ int savedTally = 0;
+ int savedDamage;
+ float savedNumDefenses = 0;
+ int savedWorth = 0;
+
+ float numDefenses = 0;
+ int tally = 0;
+ int attackable = 0;
+ int attacked = 0;
+ int damage = 0;
+
+ int type = 0;
+ int worth = 0;
+
+
+ int attackedX = 0;
+ int attackedY = 0;
+ int attackedUnit = 0;
+
+ if (getLastAttacked(attackedX, attackedY)) {
+ (void)getClosestUnit(attackedX + 10, attackedY, 50, currentPlayer, 1, 0, 0); // Unused?
+ }
+
+ // loop through own units
+ for (int i = 1; i <= 500; i++) {
+ numDefenses = 0;
+ attackable = 0;
+ attacked = 0;
+ damage = 0;
+ type = 0;
+ worth = 0;
+
+ int owner = getBuildingOwner(i);
+
+ if (owner == currentPlayer) {
+ type = getBuildingType(i);
+
+ // if current unit in [hub, offense, energy, tower]
+ if ((type == BUILDING_MAIN_BASE) || (type == BUILDING_ENERGY_COLLECTOR) || (type == BUILDING_OFFENSIVE_LAUNCHER) || (type == BUILDING_TOWER)) {
+ worth = getBuildingWorth(i);
+
+ // Calculate current defenses
+ int x = getHubX(i);
+ int y = getHubY(i);
+ assert(x >= 0);
+ assert(y >= 0);
+
+ int defenseArray = getUnitsWithinRadius(x, y, 180);
+ int j = 0;
+ // cycle through the defense units close to the target building
+ int defenseBuilding = _vm->_moonbase->readFromArray(defenseArray, 0, j);
+
+ // loop on all defenses w/in 180
+ while (defenseBuilding != 0) {
+ int defenseType = getBuildingType(defenseBuilding);
+
+ // sub for each
+ if ((defenseType == BUILDING_ANTI_AIR) || (defenseType == BUILDING_SHIELD)) {
+ if (getBuildingState(defenseBuilding) == 0)
+ numDefenses += 1;
+ else
+ numDefenses += .5;
+ }
+
+ j++;
+ defenseBuilding = _vm->_moonbase->readFromArray(defenseArray, 0, j);
+ }
+
+ _vm->nukeArray(defenseArray);
+
+ // Calculate if this unit is attackable
+ // get dist to nearest enemy hub, offense
+ int closestHub = getClosestUnit(x, y, getMaxX(), getCurrentPlayer(), 0, BUILDING_MAIN_BASE, 0);
+ int numStridesToHub = getDistance(getHubX(closestHub), getHubY(closestHub), x, y) / 480;
+ closestHub = getClosestUnit(x, y, getMaxX(), getCurrentPlayer(), 0, BUILDING_OFFENSIVE_LAUNCHER, 0);
+ int numStridesToOL = getDistance(getHubX(closestHub), getHubY(closestHub), x, y) / 800;
+
+ // sub for each stride away
+ if (!numStridesToOL || !numStridesToHub)
+ attackable = 1;
+
+ // Check if this unit was just attacked
+ if (attackedUnit == i)
+ attacked = 1;
+
+ if (!numDefenses) {
+ tally = 1;
+
+ if (attackable) {
+ tally = 4;
+
+ if (attacked) {
+ tally = 5;
+ }
+ }
+ } else {
+ if (attackable) {
+ tally = 2;
+
+ if (attacked) {
+ tally = 3;
+ }
+ }
+ }
+
+ // Check if this unit is damaged
+ int saveFlag = 0;
+
+ if (tally > savedTally) {
+ saveFlag = 1;
+ } else {
+ if (tally == savedTally) {
+ if (worth > savedWorth) {
+ saveFlag = 1;
+
+ if (numDefenses > savedNumDefenses) {
+ saveFlag = 0;
+ }
+ }
+
+ if (damage > savedDamage) {
+ saveFlag = 1;
+
+ if (numDefenses > savedNumDefenses) {
+ saveFlag = 0;
+ }
+ }
+
+ if (numDefenses < savedNumDefenses) {
+ saveFlag = 1;
+ }
+
+ if (numDefenses >= 3) {
+ saveFlag = 0;
+ }
+ }
+ }
+
+ if (saveFlag) {
+ savedTally = tally;
+ savedWorth = worth;
+ savedDamage = damage;
+ savedNumDefenses = numDefenses;
+ returnBuilding = i;
+ }
+ }
+ }
+ }
+
+ return returnBuilding;
+ }
+
+ return 0;
+}
+
+Tree *initApproachTarget(int targetX, int targetY, Node **retNode) {
+ int sourceHub = 0;
+
+ if (behavior == 2)
+ sourceHub = getClosestUnit(targetX + 10, targetY, getMaxX(), getCurrentPlayer(), 1, BUILDING_MAIN_BASE, 1);
+ else
+ sourceHub = getClosestUnit(targetX + 10, targetY, getMaxX(), getCurrentPlayer(), 1, BUILDING_MAIN_BASE, 1, MIN_DIST);
+
+ Traveller *myTraveller = new Traveller(getHubX(sourceHub), getHubY(sourceHub));
+ myTraveller->setSourceHub(sourceHub);
+
+ //target adjustment so that room is allowed for the appropriate shot
+ int tempAngle = calcAngle(getHubX(sourceHub), getHubY(sourceHub), targetX, targetY);
+ int adjX = -120 * cos(degToRad(tempAngle));
+ int adjY = -120 * sin(degToRad(tempAngle));
+
+ Traveller::setTargetPosX(targetX + adjX);
+ Traveller::setTargetPosY(targetY + adjY);
+ Traveller::setMaxDist(340);
+
+ Tree *myTree = new Tree(myTraveller, TREE_DEPTH);
+ *retNode = myTree->aStarSearch_singlePassInit();
+
+ return myTree;
+}
+
+int *approachTarget(Tree *myTree, int &xTarget, int &yTarget, Node **currentNode) {
+ int *retVal = NULL;
+
+ *currentNode = NULL;
+ Node *retNode = myTree->aStarSearch_singlePass(currentNode);
+
+ if (*currentNode != NULL)
+ warning("########################################### Got a possible solution");
+
+ if (myTree->IsBaseNode(retNode)) {
+ warning("########################################### Returning Base Node");
+ retVal = new int[4];
+ retVal[0] = -1;
+ return retVal;
+ }
+
+ if (retNode == NULL) {
+ return retVal;
+ } else {
+ retVal = new int[4];
+
+ Traveller *retTraveller = reinterpret_cast<Traveller *>(retNode->getFirstStep()->getContainedObject());
+
+ // set launching hub, item to launch, angle of launch, power of launch
+ // if water flag is set, launch bridge instead of hub
+ retVal[0] = static_cast<Traveller *>(myTree->getBaseNode()->getContainedObject())->getSourceHub();
+
+ if (retTraveller->getWaterFlag()) {
+ int powAngle = getPowerAngleFromPoint(retTraveller->getWaterSourceX(),
+ retTraveller->getWaterSourceY(),
+ retTraveller->getWaterDestX(),
+ retTraveller->getWaterDestY(),
+ 15);
+
+ powAngle = abs(powAngle);
+ int power = powAngle / 360;
+ int angle = powAngle - (power * 360);
+
+ retVal[0] = getClosestUnit(retTraveller->getWaterSourceX() + 10, retTraveller->getWaterSourceY(), getMaxX(), getCurrentPlayer(), 1, BUILDING_MAIN_BASE, 1, 0);
+
+ retVal[1] = ITEM_BRIDGE;
+ retVal[2] = angle;
+ retVal[3] = power;
+
+ warning("Target Bridge Coords: <%d, %d> ", retTraveller->getWaterDestX(), retTraveller->getWaterDestY());
+ } else {
+ retVal[1] = ITEM_HUB;
+ retVal[2] = retTraveller->getAngleTo();
+ retVal[3] = retTraveller->getPowerTo();
+ }
+
+
+ int whoseTurn = getCurrentPlayer();
+
+ if ((lastXCoord[whoseTurn]).size() >= MAX_MEMORY) {
+ (lastXCoord[whoseTurn]).erase((lastXCoord[whoseTurn]).begin());
+ (lastYCoord[whoseTurn]).erase((lastYCoord[whoseTurn]).begin());
+ }
+
+ (lastXCoord[whoseTurn]).push_back(retTraveller->getPosX());
+ (lastYCoord[whoseTurn]).push_back(retTraveller->getPosY());
+
+ int temp = static_cast<int>(retTraveller->calcT());
+ int temp2 = static_cast<int>(retTraveller->getValueG());
+ int x = static_cast<int>(retTraveller->getPosX());
+ int y = static_cast<int>(retTraveller->getPosY());
+ warning("Target Coords: <%d, %d> G-value: %d T-value: %d", x, y, temp2, temp);
+ xTarget = x;
+ yTarget = y;
+ }
+
+ return retVal;
+}
+
+Tree *initAcquireTarget(int targetX, int targetY, Node **retNode) {
+ int sourceHub = getClosestUnit(targetX, targetY, getMaxX(), getCurrentPlayer(), 1, BUILDING_MAIN_BASE, 1, MIN_DIST);
+ warning("My coords (%d): %d %d", sourceHub, getHubX(sourceHub), getHubY(sourceHub));
+
+ Sortie::setSourcePos(getHubX(sourceHub), getHubY(sourceHub));
+ Sortie::setTargetPos(targetX, targetY);
+ Sortie *myBaseTarget = new Sortie();
+ myBaseTarget->setValueG(0);
+
+ myBaseTarget->setUnitType(ITEM_BOMB);
+ myBaseTarget->setShotPos(-1, -1);
+
+ int unitsArray = getUnitsWithinRadius(targetX + 7, targetY, 211);
+
+ warning("Target Coords: <%d, %d> Source Coords: <%d, %d>", targetX, targetY, getHubX(sourceHub) , getHubY(sourceHub));
+
+ myBaseTarget->setEnemyDefenses(unitsArray, targetX, targetY);
+
+ int thisElement = _vm->_moonbase->readFromArray(unitsArray, 0, 0);
+
+ _vm->nukeArray(unitsArray);
+
+ if (!thisElement) {
+ delete myBaseTarget;
+ return NULL;
+ }
+
+ Tree *myTree = new Tree(myBaseTarget, 4);
+ *retNode = myTree->aStarSearch_singlePassInit();
+
+ return myTree;
+}
+
+
+int *acquireTarget(int targetX, int targetY, Tree *myTree, int &errorCode) {
+ int currentPlayer = getCurrentPlayer();
+ int *retVal = NULL;
+
+ Node *currentNode = NULL;
+ Node *retNode = myTree->aStarSearch_singlePass(&currentNode);
+
+ if (myTree->IsBaseNode(retNode))
+ return acquireTarget(targetX, targetY);
+
+ if (retNode == NULL) {
+ errorCode = 0;
+ return retVal;
+ }
+
+ Sortie *thisSortie = static_cast<Sortie *>(retNode->getFirstStep()->getContainedObject());
+ int unitToShoot = thisSortie->getUnitType();
+
+ if (unitToShoot < 0) {
+ errorCode = 1;
+ return retVal;
+ }
+
+ if (unitToShoot == ITEM_CRAWLER) {
+ warning("target acquisition is launching a crawler");
+ }
+
+ int shotTargetX = thisSortie->getShotPosX();
+ int shotTargetY = thisSortie->getShotPosY();
+ int theTarget = getClosestUnit(shotTargetX + 5, shotTargetY, getMaxX(), 0, 0, 0, 0, 0);
+
+
+ int sourceOL = 0;
+ int sourceX = thisSortie->getSourcePosX();
+ int sourceY = thisSortie->getSourcePosY();
+
+ int sourceHub = getClosestUnit(sourceX + 5, sourceY, getMaxX(), currentPlayer, 1, BUILDING_MAIN_BASE, 1, 0);
+
+ sourceOL = getClosestUnit(sourceX, sourceY, 900, currentPlayer, 1, BUILDING_OFFENSIVE_LAUNCHER, 1, 110);
+
+ if (sourceOL) {
+ sourceHub = sourceOL;
+ sourceX = getHubX(sourceOL);
+ sourceY = getHubY(sourceOL);
+ }
+
+ if (!sourceHub) sourceHub = getClosestUnit(sourceX + 5, sourceY, getMaxX(), currentPlayer, 1, BUILDING_MAIN_BASE, 1, 0);
+
+ int powAngle = getPowerAngleFromPoint(sourceX, sourceY, shotTargetX, shotTargetY, 15, sourceOL);
+ warning("The source (%d: <%d, %d>) The target (%d: <%d, %d>)", sourceHub, sourceX, sourceY, theTarget, shotTargetX, shotTargetY);
+
+ powAngle = abs(powAngle);
+ int power = powAngle / 360;
+ int angle = powAngle - (power * 360);
+
+ retVal = new int[4];
+
+ retVal[0] = sourceHub;
+ retVal[1] = unitToShoot;
+ retVal[2] = angle;
+ retVal[3] = power;
+
+ warning("Unit to shoot: %d", unitToShoot);
+
+ return retVal;
+}
+
+int *acquireTarget(int targetX, int targetY) {
+ int *retVal = new int[4];
+ int sourceHub = getClosestUnit(targetX, targetY, getMaxX(), getCurrentPlayer(), 1, BUILDING_MAIN_BASE, 1, 110);
+
+ if (!sourceHub)
+ sourceHub = getClosestUnit(targetX, targetY, getMaxX(), getCurrentPlayer(), 1, BUILDING_MAIN_BASE, 1, 0);
+
+ int directAngle = calcAngle(getHubX(sourceHub), getHubY(sourceHub), targetX, targetY);
+ int directDistance = getDistance(getHubX(sourceHub), getHubY(sourceHub), targetX, targetY);
+
+ retVal[0] = sourceHub;
+ retVal[1] = ITEM_OFFENSE;
+ retVal[2] = directAngle;
+ retVal[3] = MAX(MIN(getMaxPower() * directDistance / 500, getMaxPower()), getMinPower());
+
+ return retVal;
+}
+
+int *energizeTarget(int &targetX, int &targetY, int index) {
+ int n = 10;
+ static int currentPlayer = 0;
+ static int pool = 0;
+ static int radius = 0;
+ static int poolUnitsArray = 0;
+ static int j = 0;
+ static int k = 0;
+ static int sameUnit = 0;
+ static int nextUnit = 0;
+ static int attempt = 0;
+
+ if (!index) {
+ warning("index is 0!");
+ currentPlayer = getCurrentPlayer();
+ pool = 0;
+
+ // get the pool that's closest to the target coords
+ for (int i = 1; i <= getNumberOfPools(); i++) {
+ int poolX = _vm->_moonbase->readFromArray(getEnergyPoolsArray(), i, ENERGY_POOL_X);
+ int poolY = _vm->_moonbase->readFromArray(getEnergyPoolsArray(), i, ENERGY_POOL_Y);
+
+ if ((poolX == targetX) && (poolY == targetY)) {
+ pool = i;
+ }
+ }
+
+ // calculate the appropriate radius
+ radius = energyPoolSize(pool) / 2;
+
+ // create test points
+ k = 0;
+ j = 0;
+ nextUnit = 0;
+ sameUnit = 0;
+ attempt = 0;
+ }
+
+ if (poolUnitsArray)
+ _vm->nukeArray(poolUnitsArray);
+
+ poolUnitsArray = getUnitsWithinRadius(targetX, targetY, 450);
+ assert(poolUnitsArray);
+
+ // 0 is for energy collectors, 1 is for circumnavigating hubs
+ if (k < 2) {
+ if (!sameUnit) {
+ sameUnit = 1;
+ attempt = 0;
+ nextUnit = _vm->_moonbase->readFromArray(poolUnitsArray, 0, j);
+ j++;
+ }
+
+ if (nextUnit) {
+ if ((getBuildingType(nextUnit) == BUILDING_MAIN_BASE) && (getBuildingOwner(nextUnit) == currentPlayer)) {
+ int minAngle = 0;
+ int hubToPoolAngle = 0;
+ int testAngle = 0;
+ int testDist = 0;
+ static int xPos = 0;
+ static int yPos = 0;
+ static int newAttempt = 1;
+
+ if (sameUnit) {
+ if (k == 0) {
+ int poolToHubAngle = calcAngle(targetX, targetY, getHubX(nextUnit), getHubY(nextUnit));
+ minAngle = poolToHubAngle - 45;
+ } else {
+ hubToPoolAngle = calcAngle(getHubX(nextUnit), getHubY(nextUnit), targetX, targetY);
+ }
+ }
+
+ if (attempt < n) {
+ static int power = 0;
+ static int angle = 0;
+
+ if (newAttempt) {
+ newAttempt = 0;
+
+ if (k == 0) {
+ testAngle = (_vm->_rnd.getRandomNumber(89) + minAngle) % 360;
+ testDist = radius;
+
+ xPos = targetX + testDist * cos(degToRad(testAngle));
+ yPos = targetY + testDist * sin(degToRad(testAngle));
+ } else {
+ switch (_vm->_rnd.getRandomNumber(1)) {
+ case 0:
+ testAngle = (hubToPoolAngle + (45 + _vm->_rnd.getRandomNumber(19))) % 360;
+ break;
+
+ default:
+ testAngle = (hubToPoolAngle + (315 - _vm->_rnd.getRandomNumber(19))) % 360;
+ break;
+ }
+
+ testDist = ((((n - attempt) / n) * .5) + .5) * (getDistance(getHubX(nextUnit), getHubY(nextUnit), targetX, targetY) / .8);
+ xPos = getHubX(nextUnit) + testDist * cos(degToRad(testAngle));
+ yPos = getHubY(nextUnit) + testDist * sin(degToRad(testAngle));
+ }
+
+ // check if points are good
+ int powAngle = getPowerAngleFromPoint(getHubX(nextUnit), getHubY(nextUnit), xPos, yPos, 15);
+ powAngle = abs(powAngle);
+
+ power = powAngle / 360;
+ angle = powAngle - (power * 360);
+ }
+
+ int result = 0;
+ result = simulateBuildingLaunch(getHubX(nextUnit), getHubY(nextUnit), power, angle, 10, 1);
+
+ if (result) {
+ newAttempt = 1;
+
+ if (result > 0) {
+ xPos = (xPos + getMaxX()) % getMaxX();
+ yPos = (yPos + getMaxY()) % getMaxY();
+
+ result = 1;
+ } else {
+ // Drop a bridge for the cord
+ int yCoord = -result / getMaxX();
+ int xCoord = -result - (yCoord * getMaxX());
+
+ if (checkIfWaterState(xCoord, yCoord)) {
+ int terrainSquareSize = getTerrainSquareSize();
+ xCoord = ((xCoord / terrainSquareSize * terrainSquareSize) + (terrainSquareSize / 2));
+ yCoord = ((yCoord / terrainSquareSize * terrainSquareSize) + (terrainSquareSize / 2));
+
+ int xDist = xCoord - xPos;
+ int yDist = yCoord - yPos;
+ xPos = xCoord + (terrainSquareSize * 1.414 * (xDist / (abs(xDist) + 1)));
+ yPos = yCoord + (terrainSquareSize * 1.414 * (yDist / (abs(yDist) + 1)));
+
+ nextUnit = getClosestUnit(xPos, yPos, 480, getCurrentPlayer(), 1, BUILDING_MAIN_BASE, 1, 120);
+ int powAngle = getPowerAngleFromPoint(getHubX(nextUnit), getHubY(nextUnit), xPos, yPos, 15);
+
+ powAngle = abs(powAngle);
+ power = powAngle / 360;
+ angle = powAngle - (power * 360);
+
+ int *retVal = new int[4];
+
+ retVal[0] = nextUnit;
+ retVal[1] = ITEM_BRIDGE;
+ retVal[2] = angle;
+ retVal[3] = power;
+
+ if (nextUnit <= 0)
+ retVal[0] = 0;
+
+ _vm->nukeArray(poolUnitsArray);
+ poolUnitsArray = 0;
+ return retVal;
+ }
+ }
+
+ if (result > 0) {
+ _vm->nukeArray(poolUnitsArray);
+ poolUnitsArray = 0;
+
+ targetX = xPos;
+ targetY = yPos;
+
+ int *retVal = new int[4];
+
+ retVal[0] = nextUnit;
+
+ if (k == 0) {
+ retVal[1] = ITEM_ENERGY;
+ } else {
+ retVal[1] = ITEM_HUB;
+ }
+
+ retVal[2] = angle;
+ retVal[3] = power;
+ return retVal;
+ }
+ } else {
+ int *retVal = new int[4];
+ retVal[0] = 0;
+ _vm->nukeArray(poolUnitsArray);
+ poolUnitsArray = 0;
+
+ return retVal;
+ }
+
+ attempt++;
+ } else {
+ sameUnit = 0;
+ }
+ } else {
+ sameUnit = 0;
+ }
+ } else {
+ sameUnit = 0;
+ k++;
+ j = 0;
+ }
+ } else {
+ _vm->nukeArray(poolUnitsArray);
+ poolUnitsArray = 0;
+ return NULL;
+ }
+
+ _vm->nukeArray(poolUnitsArray);
+ poolUnitsArray = 0;
+ int *retVal = new int[4];
+ retVal[0] = 0;
+
+ return retVal;
+}
+
+int *offendTarget(int &targetX, int &targetY, int index) {
+ int *retVal = NULL;
+
+ int target = getClosestUnit(targetX + 10, targetY, 20, 0, 0, 0, 0);
+
+ if (!target)
+ target = getClosestUnit(targetX + 10, targetY, 0, 0, 0, 0, 0);
+
+ warning("The target inside the offendTarget routine is: %d", target);
+ int type = getBuildingType(target);
+ int unit = 0;
+
+ DefenseUnit *thisUnit;
+
+ switch (type) {
+ case BUILDING_OFFENSIVE_LAUNCHER:
+ thisUnit = new OffenseUnit();
+ break;
+
+ case BUILDING_TOWER:
+ thisUnit = new TowerUnit();
+ break;
+
+ case BUILDING_MAIN_BASE:
+ thisUnit = new HubUnit();
+ break;
+
+ case BUILDING_ENERGY_COLLECTOR:
+ thisUnit = new EnergyUnit();
+ break;
+
+ case BUILDING_CRAWLER:
+ thisUnit = new CrawlerUnit();
+ break;
+
+ case BUILDING_BRIDGE:
+ thisUnit = new BridgeUnit();
+ break;
+
+ case BUILDING_SHIELD:
+ thisUnit = new ShieldUnit();
+ break;
+
+ default:
+ thisUnit = new HubUnit();
+ break;
+ }
+
+ thisUnit->setPos(targetX, targetY);
+ thisUnit->setID(target);
+
+ int sourceHub = getClosestUnit(targetX, targetY, getMaxX(), getCurrentPlayer(), 1, BUILDING_MAIN_BASE, 1, 110);
+ int sourceOL = 0;
+ sourceOL = getClosestUnit(targetX, targetY, 900, getCurrentPlayer(), 1, BUILDING_OFFENSIVE_LAUNCHER, 1, 110);
+
+ unit = thisUnit->selectWeapon(_vm->_rnd.getRandomNumber(4));
+
+ if (sourceOL) {
+ if ((unit == ITEM_BOMB) || (unit == ITEM_CLUSTER) || (unit == ITEM_GUIDED) || (unit == ITEM_EMP) || (unit == ITEM_SPIKE) || (unit == ITEM_CRAWLER) || (unit == ITEM_VIRUS)) {
+ sourceHub = sourceOL;
+ }
+ }
+
+ if (!sourceHub) {
+ retVal = new int[4];
+
+ retVal[1] = SKIP_TURN;
+ return retVal;
+ }
+
+
+ if ((thisUnit->getType() == BUILDING_CRAWLER) && (unit == SKIP_TURN)) {
+ retVal = new int[4];
+ retVal[1] = unit;
+ delete thisUnit;
+ return retVal;
+ }
+
+ if (unit == ITEM_CRAWLER) {
+ warning("******** offense is launching a crawler ********");
+ warning("The defensive unit is: %d", unit);
+ }
+
+ Common::Point *targetCoords;
+ int dist = getDistance(getHubX(sourceHub), getHubY(sourceHub), targetX, targetY);
+ targetCoords = thisUnit->createTargetPos(0, dist, unit, getHubX(sourceHub), getHubY(sourceHub));
+
+ int powAngle = getPowerAngleFromPoint(getHubX(sourceHub), getHubY(sourceHub), targetCoords->x, targetCoords->y, 15, sourceOL);
+ powAngle = abs(powAngle);
+ int power = powAngle / 360;
+ int angle = powAngle % 360;
+
+ if (unit == ITEM_MINE)
+ power -= 30;
+
+ targetX = targetCoords->x;
+ targetY = targetCoords->y;
+
+ if (targetX < 0)
+ targetX = (targetX + getMaxX()) % getMaxX();
+
+ if (targetY < 0)
+ targetY = (targetY + getMaxY()) % getMaxY();
+
+ assert(targetX >= 0 && targetY >= 0);
+ delete targetCoords;
+ delete thisUnit;
+
+ retVal = new int[4];
+
+ retVal[0] = sourceHub;
+ retVal[1] = unit;
+ retVal[2] = angle;
+ retVal[3] = power;
+
+ return retVal;
+}
+
+int *defendTarget(int &targetX, int &targetY, int index) {
+ int *retVal = NULL;
+ Defender *thisDefender = new Defender;
+ int defStatus = thisDefender->calculateDefenseUnitPosition(targetX, targetY, index);
+
+ if (defStatus > 0) {
+ targetX = thisDefender->getTargetX();
+ targetY = thisDefender->getTargetY();
+ retVal = new int[4];
+
+ retVal[0] = thisDefender->getSourceUnit();
+ retVal[1] = thisDefender->getUnit();
+ retVal[2] = thisDefender->getAngle();
+ retVal[3] = thisDefender->getPower();
+ }
+
+ if (defStatus == 0) {
+ retVal = new int[4];
+ retVal[0] = 0;
+ }
+
+ if (defStatus == -1) {
+ if (thisDefender->getTargetX() || thisDefender->getTargetY()) {
+ targetX = thisDefender->getTargetX();
+ targetY = thisDefender->getTargetY();
+ }
+
+ retVal = new int[4];
+ retVal[0] = thisDefender->getSourceUnit();
+ retVal[1] = thisDefender->getUnit();
+ retVal[2] = thisDefender->getAngle();
+ retVal[3] = thisDefender->getPower();
+ }
+
+ if (defStatus == -3) {
+ retVal = new int[4];
+ retVal[0] = 0;
+ retVal[1] = SKIP_TURN;
+ retVal[2] = 0;
+ retVal[3] = 0;
+ }
+
+ assert(targetX >= 0 && targetY >= 0);
+
+ if (retVal[1] == ITEM_CRAWLER) {
+ warning("defend target is launching a crawler");
+ }
+
+ delete thisDefender;
+ return retVal;
+}
+
+int getClosestUnit(int x, int y, int radius, int player, int alignment, int unitType, int checkUnitEnabled) {
+ assert((unitType >= 0) && (unitType <= 12));
+
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_CLOSEST_UNIT], 7, x, y, radius, player, alignment, unitType, checkUnitEnabled);
+ return retVal;
+}
+
+int getClosestUnit(int x, int y, int radius, int player, int alignment, int unitType, int checkUnitEnabled, int minDist) {
+ assert((unitType >= 0) && (unitType <= 12));
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_CLOSEST_UNIT], 8, x, y, radius, player, alignment, unitType, checkUnitEnabled, minDist);
+ return retVal;
+}
+
+int getDistance(int originX, int originY, int endX, int endY) {
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_WORLD_DIST], 4, originX, originY, endX, endY);
+ return retVal;
+}
+
+int calcAngle(int originX, int originY, int endX, int endY) {
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_WORLD_ANGLE], 5, originX, originY, endX, endY, 0);
+ return retVal;
+}
+
+int calcAngle(int originX, int originY, int endX, int endY, int noWrapFlag) {
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_WORLD_ANGLE], 5, originX, originY, endX, endY, noWrapFlag);
+ return retVal;
+}
+
+int getTerrain(int x, int y) {
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_TERRAIN_TYPE], 2, x, y);
+ return retVal;
+}
+
+int estimateNextRoundEnergy(int player) {
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_ESTIMATE_NEXT_ROUND_ENERGY], 1, player);
+ return retVal / 10;
+}
+
+int getHubX(int hub) {
+ assert(hub >= 0 && hub <= 500);
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_SCUMM_DATA], 2, D_GET_HUB_X, hub);
+ return retVal;
+}
+
+int getHubY(int hub) {
+ assert(hub >= 0 && hub <= 500);
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_SCUMM_DATA], 2, D_GET_HUB_Y, hub);
+ return retVal;
+}
+
+int getMaxX() {
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_SCUMM_DATA], 1, D_GET_WORLD_X_SIZE);
+ return retVal;
+}
+
+int getMaxY() {
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_SCUMM_DATA], 1, D_GET_WORLD_Y_SIZE);
+ return retVal;
+}
+
+int getCurrentPlayer() {
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_SCUMM_DATA], 1, D_GET_CURRENT_PLAYER);
+ assert(retVal != 0);
+ return retVal;
+}
+
+int getMaxPower() {
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_SCUMM_DATA], 1, D_GET_MAX_POWER);
+ return retVal;
+}
+
+int getMinPower() {
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_SCUMM_DATA], 1, D_GET_MIN_POWER);
+ return retVal;
+}
+
+int getTerrainSquareSize() {
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_SCUMM_DATA], 1, D_GET_TERRAIN_SQUARE_SIZE);
+ return retVal;
+}
+
+int getBuildingOwner(int building) {
+ assert((building > 0) && (building < 501));
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_SCUMM_DATA], 2, D_GET_BUILDING_OWNER, building);
+ return retVal;
+}
+
+int getBuildingState(int building) {
+ assert((building > 0) && (building < 501));
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_SCUMM_DATA], 2, D_GET_BUILDING_STATE, building);
+ return retVal;
+}
+
+int getBuildingType(int building) {
+ assert((building > 0) && (building < 501));
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_SCUMM_DATA], 2, D_GET_BUILDING_TYPE, building);
+ return retVal;
+}
+
+int getBuildingArmor(int building) {
+ assert((building > 0) && (building < 501));
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_SCUMM_DATA], 2, D_GET_BUILDING_ARMOR, building);
+ return retVal;
+}
+
+int getBuildingWorth(int building) {
+ assert((building > 0) && (building < 501));
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_SCUMM_DATA], 2, D_GET_BUILDING_WORTH, building);
+ return retVal;
+}
+
+int getEnergyPoolsArray() {
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_SCUMM_DATA], 1, D_GET_ENERGY_POOLS_ARRAY);
+ return retVal;
+}
+
+int getCoordinateVisibility(int x, int y, int playerNum) {
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_SCUMM_DATA], 4, D_GET_COORDINATE_VISIBILITY, x, y, playerNum);
+ return retVal;
+}
+
+int getUnitVisibility(int unit, int playerNum) {
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_SCUMM_DATA], 3, D_GET_UNIT_VISIBILITY, unit, playerNum);
+ return retVal;
+}
+
+int getEnergyPoolVisibility(int pool, int playerNum) {
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_SCUMM_DATA], 3, D_GET_ENERGY_POOL_VISIBILITY, pool, playerNum);
+ return retVal;
+}
+
+int getNumberOfPools() {
+ int retVal = 0;
+
+ if (AItype[getCurrentPlayer()]->getID() == ENERGY_HOG) {
+ retVal = 1;
+ } else {
+ retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_SCUMM_DATA], 1, D_GET_NUMBER_OF_POOLS);
+ }
+
+ return retVal;
+}
+
+int getNumberOfPlayers() {
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_SCUMM_DATA], 1, D_GET_NUMBER_OF_PLAYERS);
+ return retVal;
+}
+
+int getPlayerEnergy() {
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_SCUMM_DATA], 1, D_GET_PLAYER_ENERGY);
+ return static_cast<int>(static_cast<float>(retVal) / 10.0);
+}
+
+int getPlayerMaxTime() {
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_SCUMM_DATA], 1, D_GET_PLAYER_MAX_TIME);
+ return retVal;
+}
+
+int getWindXSpeed() {
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_SCUMM_DATA], 1, D_GET_WIND_X_SPEED);
+ return retVal;
+}
+
+int getWindYSpeed() {
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_SCUMM_DATA], 1, D_GET_WIND_Y_SPEED);
+ return retVal;
+}
+
+int getTotalWindSpeed() {
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_SCUMM_DATA], 1, D_GET_TOTAL_WIND_SPEED);
+ return retVal;
+}
+
+int getWindXSpeedMax() {
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_SCUMM_DATA], 1, D_GET_WIND_X_SPEED_MAX);
+ return retVal;
+}
+
+int getWindYSpeedMax() {
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_SCUMM_DATA], 1, D_GET_WIND_Y_SPEED_MAX);
+ return retVal;
+}
+
+int getBigXSize() {
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_SCUMM_DATA], 1, D_GET_BIG_X_SIZE);
+ return retVal;
+}
+
+int getBigYSize() {
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_SCUMM_DATA], 1, D_GET_BIG_Y_SIZE);
+ return retVal;
+}
+
+int getEnergyPoolWidth(int pool) {
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_SCUMM_DATA], 2, D_GET_ENERGY_POOL_WIDTH, pool);
+ return retVal;
+}
+
+int getBuildingMaxArmor(int building) {
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_SCUMM_DATA], 2, D_GET_BUILDING_MAX_ARMOR, building);
+ return retVal;
+}
+
+int getTimerValue(int timerNum) {
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_SCUMM_DATA], 2, D_GET_TIMER_VALUE, timerNum);
+ return retVal;
+}
+
+int getLastAttacked(int &x, int &y) {
+ int currentPlayer = getCurrentPlayer();
+ x = _vm->_moonbase->callScummFunction(MCP_params[F_GET_SCUMM_DATA], 2, D_GET_LAST_ATTACKED_X, currentPlayer);
+ y = _vm->_moonbase->callScummFunction(MCP_params[F_GET_SCUMM_DATA], 2, D_GET_LAST_ATTACKED_Y, currentPlayer);
+
+ if (x || y) return 1;
+
+ return 0;
+}
+
+int getPlayerTeam(int player) {
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_SCUMM_DATA], 2, D_GET_PLAYER_TEAM, player);
+ return retVal;
+}
+
+int getBuildingTeam(int building) {
+ assert((building >= 1) && (building <= 500));
+
+ if (getBuildingOwner(building) == 0) return 0;
+
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_SCUMM_DATA], 2, D_GET_BUILDING_TEAM, building);
+ return retVal;
+}
+
+int getFOW() {
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_SCUMM_DATA], 1, D_GET_FOW);
+ return retVal;
+}
+
+int getAnimSpeed() {
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_SCUMM_DATA], 1, D_GET_ANIM_SPEED);
+ return retVal;
+}
+
+int getBuildingStackPtr() {
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_SCUMM_DATA], 1, D_GET_BUILDING_STACK_PTR);
+ return retVal;
+}
+
+int getTurnCounter() {
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_SCUMM_DATA], 1, D_GET_TURN_COUNTER);
+ return retVal;
+}
+
+int getGroundAltitude(int x, int y) {
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_GROUND_ALTITUDE], 2, x, y);
+ return retVal;
+}
+
+int checkForCordOverlap(int xStart, int yStart, int affectRadius, int simulateFlag) {
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_CHECK_FOR_CORD_OVERLAP], 4, xStart, yStart, affectRadius, simulateFlag);
+ return retVal;
+}
+
+int checkForAngleOverlap(int unit, int angle) {
+ assert(angle > -721);
+ assert(angle < 721);
+
+ if (!unit) return 0;
+
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_CHECK_FOR_ANGLE_OVERLAP], 2, unit, angle);
+ return retVal;
+}
+
+int checkForUnitOverlap(int x, int y, int radius, int ignoredUnit) {
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_CHECK_FOR_UNIT_OVERLAP], 4, x, y, radius, ignoredUnit);
+ return retVal;
+}
+
+int checkForEnergySquare(int x, int y) {
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_CHECK_FOR_ENERGY_SQUARE], 2, x, y);
+ return retVal;
+}
+
+int aiChat() {
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_AI_CHAT], 0);
+ return retVal;
+}
+
+int getPowerAngleFromPoint(int originX, int originY, int endX, int endY, int threshold, int olFlag) {
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_POWER_ANGLE_FROM_POINT], 6, originX, originY, endX, endY, threshold, olFlag);
+ return retVal;
+}
+
+int getPowerAngleFromPoint(int originX, int originY, int endX, int endY, int threshold) {
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_POWER_ANGLE_FROM_POINT], 5, originX, originY, endX, endY, threshold);
+ return retVal;
+}
+
+int checkIfWaterState(int x, int y) {
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_CHECK_IF_WATER_STATE], 2, x, y);
+ return retVal;
+}
+
+int checkIfWaterSquare(int x, int y) {
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_CHECK_IF_WATER_SQUARE], 2, x, y);
+ return retVal;
+}
+
+int getUnitsWithinRadius(int x, int y, int radius) {
+ assert(x >= 0);
+ assert(y >= 0);
+ assert(radius >= 0);
+
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_UNITS_WITHIN_RADIUS], 3, x, y, radius);
+ return retVal;
+}
+
+int getLandingPoint(int x, int y, int power, int angle) {
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_LANDING_POINT], 4, x, y, power, angle);
+ return retVal;
+}
+
+int getEnemyUnitsVisible(int playerNum) {
+ int retVal = _vm->_moonbase->callScummFunction(MCP_params[F_GET_ENEMY_UNITS_VISIBLE], 1, playerNum);
+ return retVal;
+}
+
+float degToRad(float degrees) {
+ return degrees * M_PI / 180.;
+}
+
+void limitLocation(int &a, int &b, int c, int d) {
+ if (a >= 0) {
+ a = (a % c);
+ } else {
+ a = (c - (abs(a) % c));
+ }
+
+ if (b >= 0) {
+ b = (b % d);
+ } else {
+ b = (d - (abs(b) % d));
+ }
+}
+
+int energyPoolSize(int pool) {
+ int width = getEnergyPoolWidth(pool);
+
+ switch (width) {
+ case 126:
+ return 115;
+
+ case 116:
+ return 100;
+
+ case 63:
+ return 60;
+ }
+
+ return 0;
+}
+
+int getMaxCollectors(int pool) {
+ int width = getEnergyPoolWidth(pool);
+
+ switch (width) {
+ case 126:
+ return 4;
+
+ case 116:
+ return 3;
+
+ case 63:
+ return 2;
+ }
+
+ return 0;
+}
+
+int simulateBuildingLaunch(int x, int y, int power, int angle, int numSteps, int isEnergy) {
+ static int sXSpeed = 0;
+ static int sYSpeed = 0;
+ static int sZSpeed = 0;
+ static int sXLoc = 0;
+ static int sYLoc = 0;
+ static int sZLoc = 0;
+ static int sFrictionCount = 0;
+ static int sWhichRadius = 0;
+ static int sWhichUnit = 0;
+
+ int gWindXSpeed = getWindXSpeed();
+ int gWindYSpeed = getWindYSpeed();
+ int gTotalWindSpeed = getTotalWindSpeed();
+ int gWindXSpeedMax = getWindXSpeedMax();
+ int gWindYSpeedMax = getWindYSpeedMax();
+ int bigXSize = getBigXSize();
+ int bigYSize = getBigYSize();
+
+ int groundAltitude = 0;
+ int totalSpeed = 0;
+ int resultingPoint = 0;
+ int unscaledXLoc = 0;
+ int unscaledYLoc = 0;
+ int terrainType = 0;
+ int passedBeyondUnit = 0;
+ int currentDist = 0;
+
+
+ if (!numSteps)
+ numSteps = 1;
+
+ if (!sXSpeed && !sYSpeed) {
+ sZSpeed = (static_cast<int>(.70711 * power)) ;
+ sXSpeed = (static_cast<int>(cos(degToRad(angle)) * sZSpeed)) ;
+ sYSpeed = (static_cast<int>(sin(degToRad(angle)) * sZSpeed)) ;
+
+ sZSpeed *= SCALE_Z;
+
+ sZLoc = (getGroundAltitude(x, y) + HEIGHT_LOW + 10) * SCALE_Z;
+
+ sXLoc = x * SCALE_X;
+ sYLoc = y * SCALE_Y;
+
+ sFrictionCount = 0;
+ sWhichRadius = NODE_DETECT_RADIUS + 1;
+
+ sWhichUnit = getClosestUnit(x + 10, y, 30, getCurrentPlayer(), 1, BUILDING_MAIN_BASE, 0, 0);
+ }
+
+ int savedUnscaledXLoc = 0;
+ int savedUnscaledYLoc = 0;
+
+ for (int i = 1; i <= numSteps; i++) {
+ unscaledXLoc = sXLoc / SCALE_X;
+ unscaledYLoc = sYLoc / SCALE_Y;
+
+ groundAltitude = getGroundAltitude(unscaledXLoc, unscaledYLoc);
+ groundAltitude *= SCALE_Z;
+
+ sZLoc += sZSpeed / SCALE_Z;
+
+ resultingPoint = MAX(1, unscaledXLoc + unscaledYLoc * getMaxX());
+
+ if (sZLoc <= groundAltitude) {
+ terrainType = getTerrain(unscaledXLoc, unscaledYLoc);
+
+ sXSpeed = 0;
+ sYSpeed = 0;
+ sFrictionCount = 0;
+
+ if (terrainType == TERRAIN_TYPE_GOOD)
+ return resultingPoint;
+ else
+ return 0 - resultingPoint;
+ } else {
+ if (checkIfWaterState(unscaledXLoc, unscaledYLoc)) {
+ sXSpeed = 0;
+ sYSpeed = 0;
+ sFrictionCount = 0;
+
+ return 0 - resultingPoint;
+ } else {
+ int cfco = 0;
+ int cfuo = 0;
+ int cfes = 0;
+ int cfao = 0;
+ cfao = checkForAngleOverlap(sWhichUnit, angle);
+
+ cfco = checkForCordOverlap(unscaledXLoc, unscaledYLoc, sWhichRadius, 1);
+ cfuo = checkForUnitOverlap(unscaledXLoc, unscaledYLoc, sWhichRadius, sWhichUnit);
+
+ if (!isEnergy)
+ cfes = checkForEnergySquare(unscaledXLoc, unscaledYLoc);
+
+ savedUnscaledXLoc = unscaledXLoc;
+ savedUnscaledYLoc = unscaledYLoc;
+
+ if (cfco || cfuo || cfes || cfao) {
+ sXSpeed = 0;
+ sYSpeed = 0;
+ sFrictionCount = 0;
+
+ return 0 - resultingPoint;
+ } else {
+ sFrictionCount++;
+
+ if (sFrictionCount == 10) {
+ sFrictionCount = 0;
+
+ if (!gWindXSpeed)
+ sXSpeed = sXSpeed * .95;
+
+ if (!gWindYSpeed)
+ sYSpeed = sYSpeed * .95;
+ }
+
+ if (passedBeyondUnit) {
+ totalSpeed = getDistance(0, 0, sXSpeed, sYSpeed);
+
+ if (totalSpeed > gTotalWindSpeed) {
+ if (gWindXSpeed > 0) {
+ if (sXSpeed < gWindXSpeedMax)
+ sXSpeed += gWindXSpeed;
+ } else {
+ if (sXSpeed > gWindXSpeedMax)
+ sXSpeed += gWindXSpeed;
+ }
+
+ if (gWindYSpeed > 0) {
+ if (sYSpeed < gWindYSpeedMax)
+ sYSpeed += gWindYSpeed;
+ } else {
+ if (sYSpeed > gWindYSpeedMax)
+ sYSpeed += gWindYSpeed;
+ }
+ }
+ } else {
+ currentDist = getDistance(unscaledXLoc, unscaledYLoc, x, y);
+
+ if (currentDist > BUILDING_HUB_RADIUS + NODE_DIAMETER)
+ passedBeyondUnit = 1;
+ }
+
+ sXLoc += sXSpeed;
+ sYLoc += sYSpeed;
+
+ limitLocation(sXLoc, sYLoc, bigXSize, bigYSize);
+
+ sZSpeed -= GRAVITY_CONSTANT;
+ }
+ }
+ }
+ }
+
+ return 0;
+}
+
+int simulateWeaponLaunch(int x, int y, int power, int angle, int numSteps) {
+ static int sXSpeed = 0;
+ static int sYSpeed = 0;
+ static int sZSpeed = 0;
+ static int sXLoc = 0;
+ static int sYLoc = 0;
+ static int sZLoc = 0;
+ static int sFrictionCount = 0;
+
+ int gWindXSpeed = getWindXSpeed();
+ int gWindYSpeed = getWindYSpeed();
+ int gTotalWindSpeed = getTotalWindSpeed();
+ int gWindXSpeedMax = getWindXSpeedMax();
+ int gWindYSpeedMax = getWindYSpeedMax();
+ int bigXSize = getBigXSize();
+ int bigYSize = getBigYSize();
+
+ int groundAltitude = 0;
+ int totalSpeed = 0;
+ int resultingPoint = 0;
+ int unscaledXLoc = 0;
+ int unscaledYLoc = 0;
+ int terrainType = 0;
+ int passedBeyondUnit = 0;
+ int currentDist = 0;
+
+ if (!numSteps) numSteps = 1;
+
+ if (!sXSpeed && !sYSpeed) {
+ sZSpeed = (static_cast<int>(.70711 * power)) ;
+ sXSpeed = (static_cast<int>(cos(degToRad(angle)) * sZSpeed)) ;
+ sYSpeed = (static_cast<int>(sin(degToRad(angle)) * sZSpeed)) ;
+
+ sZSpeed *= SCALE_Z;
+
+ sZLoc = (getGroundAltitude(x, y) + HEIGHT_LOW + 10) * SCALE_Z;
+
+ sXLoc = x * SCALE_X;
+ sYLoc = y * SCALE_Y;
+
+ sFrictionCount = 0;
+ }
+
+ for (int i = 1; i <= numSteps; i++) {
+ unscaledXLoc = sXLoc / SCALE_X;
+ unscaledYLoc = sYLoc / SCALE_Y;
+
+ groundAltitude = getGroundAltitude(unscaledXLoc, unscaledYLoc);
+ groundAltitude *= SCALE_Z;
+ sZLoc += sZSpeed / SCALE_Z;
+ resultingPoint = MAX(1, unscaledXLoc + unscaledYLoc * getMaxX());
+
+ if (sZLoc <= groundAltitude) {
+ terrainType = getTerrain(unscaledXLoc, unscaledYLoc);
+
+ sXSpeed = 0;
+ sYSpeed = 0;
+ sFrictionCount = 0;
+
+ if (terrainType == TERRAIN_TYPE_GOOD)
+ return resultingPoint;
+ else
+ return 0 - resultingPoint;
+ } else {
+ sFrictionCount++;
+
+ if (sFrictionCount == 10) {
+ sFrictionCount = 0;
+
+ if (!gWindXSpeed)
+ sXSpeed = sXSpeed * .95;
+
+ if (!gWindYSpeed)
+ sYSpeed = sYSpeed * .95;
+ }
+
+ if (passedBeyondUnit) {
+ totalSpeed = getDistance(0, 0, sXSpeed, sYSpeed);
+
+ if (totalSpeed > gTotalWindSpeed) {
+ if (gWindXSpeed > 0) {
+ if (sXSpeed < gWindXSpeedMax)
+ sXSpeed += gWindXSpeed;
+ } else {
+ if (sXSpeed > gWindXSpeedMax)
+ sXSpeed += gWindXSpeed;
+ }
+
+ if (gWindYSpeed > 0) {
+ if (sYSpeed < gWindYSpeedMax)
+ sYSpeed += gWindYSpeed;
+ } else {
+ if (sYSpeed > gWindYSpeedMax)
+ sYSpeed += gWindYSpeed;
+ }
+ }
+ } else {
+ currentDist = getDistance(unscaledXLoc, unscaledYLoc, x, y);
+
+ if (currentDist > BUILDING_HUB_RADIUS + NODE_DIAMETER)
+ passedBeyondUnit = 1;
+ }
+
+ sXLoc += sXSpeed;
+ sYLoc += sYSpeed;
+
+ limitLocation(sXLoc, sYLoc, bigXSize, bigYSize);
+
+ sZSpeed -= GRAVITY_CONSTANT;
+ }
+ }
+
+ return 0;
+}
+
+int fakeSimulateWeaponLaunch(int x, int y, int power, int angle) {
+ int distance = power * 480 / getMaxPower();
+ float radAngle = degToRad(angle);
+ int maxX = getMaxX();
+ int maxY = getMaxY();
+
+ x += distance * cos(radAngle);
+ y += distance * sin(radAngle);
+
+ x = (x + maxX) % maxX;
+ y = (y + maxY) % maxY;
+
+ return MAX(1, x + y * maxX);
+}
+
+int getEnergyHogType() {
+ return energyHogType;
+}
+
+} // End of namespace Scumm