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Diffstat (limited to 'engines/scumm/he/moonbase/ai_main.h')
-rw-r--r--engines/scumm/he/moonbase/ai_main.h176
1 files changed, 85 insertions, 91 deletions
diff --git a/engines/scumm/he/moonbase/ai_main.h b/engines/scumm/he/moonbase/ai_main.h
index 1317f62cfb..4937eced0f 100644
--- a/engines/scumm/he/moonbase/ai_main.h
+++ b/engines/scumm/he/moonbase/ai_main.h
@@ -86,101 +86,95 @@ enum {
static int energyHogType = 0;
-void ResetAI();
-void CleanUpAI();
-void SetAIType(const int paramCount, const int *params);
-int MasterControlProgram(const int paramCount, const int *params);
-
-int ChooseBehavior();
-int ChooseTarget(int behavior);
-
-Tree *InitApproachTarget(int targetX, int targetY, Node **retNode);
-int *ApproachTarget(Tree *myTree, int &x, int &y, Node **currentNode);
-Tree *InitAcquireTarget(int targetX, int targetY, Node **retNode);
-int *AcquireTarget(int targetX, int targetY);
-int *AcquireTarget(int targetX, int targetY, Tree *myTree, int &errorCode);
-int *OffendTarget(int &targetX, int &targetY, int index);
-int *DefendTarget(int &targetX, int &targetY, int index);
-int *EnergizeTarget(int &targetX, int &targetY, int index);
-
-int GetClosestUnit(int x, int y, int radius, int player, int alignment, int unitType, int checkUnitEnabled);
-int GetClosestUnit(int x, int y, int radius, int player, int alignment, int unitType, int checkUnitEnabled, int minDist);
-
-int GetDistance(int originX, int originY, int endX, int endY);
-int GetAngle(int originX, int originY, int endX, int endY);
-int GetAngle(int originX, int originY, int endX, int endY, int noWrapFlag);
-int GetTerrain(int x, int y);
-int GetHubX(int hub);
-int GetHubY(int hub);
-int GetMaxX();
-int GetMaxY();
-int GetCurrentPlayer();
-int GetMaxPower();
-int GetMinPower();
-int GetTerrainSquareSize();
-int GetBuildingOwner(int building);
-int GetBuildingState(int building);
-int GetBuildingType(int building);
-int GetBuildingArmor(int building);
-int GetBuildingWorth(int building);
-void DebugBreak();
-int GetEnergyPoolsArray();
-int GetCoordinateVisibility(int x, int y, int playerNum);
-int GetUnitVisibility(int unit, int playerNum);
-int GetEnergyPoolVisibility(int pool, int playerNum);
-int GetNumberOfPools();
-int GetNumberOfPlayers();
-int GetPlayerEnergy();
-int GetPlayerMaxTime();
-int GetWindXSpeed();
-int GetWindYSpeed();
-int GetTotalWindSpeed();
-int GetWindXSpeedMax();
-int GetWindYSpeedMax();
-int GetBigXSize();
-int GetBigYSize();
-int GetEnergyPoolWidth(int pool);
-int GetBuildingMaxArmor(int building);
-int GetTimerValue(int timerNum);
-int GetLastAttacked(int &x, int &y);
-int PrintDebugTimer(int max, int timerVal);
-int GetPlayerTeam(int player);
-int GetBuildingTeam(int building);
-int GetFOW();
-int GetAnimSpeed();
-int GetBuildingStackPtr();
-int GetTurnCounter();
-
-int GetGroundAltitude(int x, int y);
-int CheckForCordOverlap(int xStart, int yStart, int affectRadius, int simulateFlag);
-int CheckForAngleOverlap(int unit, int angle);
-int EstimateNextRoundEnergy(int player);
-int CheckForUnitOverlap(int x, int y, int radius, int ignoredUnit);
-int CheckForEnergySquare(int x, int y);
-int AIChat();
-
-
-int SimulateBuildingLaunch(int x, int y, int power, int angle, int numSteps, int isEnergy);
-int SimulateWeaponLaunch(int x, int y, int power, int angle, int numSteps);
-int FakeSimulateWeaponLaunch(int x, int y, int power, int angle);
-
-int GetPowerAngleFromPoint(int originX, int originY, int endX, int endY, int threshold, int olFlag);
-int GetPowerAngleFromPoint(int originX, int originY, int endX, int endY, int threshold);
-int CheckIfWaterState(int x, int y);
-int CheckIfWaterSquare(int x, int y);
-int GetUnitsWithinRadius(int x, int y, int radius);
-int GetLandingPoint(int x, int y, int power, int angle);
-int GetEnemyUnitsVisible(int playerNum);
+void resetAI();
+void cleanUpAI();
+void setAIType(const int paramCount, const int *params);
+int masterControlProgram(const int paramCount, const int *params);
+
+int chooseBehavior();
+int chooseTarget(int behavior);
+
+Tree *initApproachTarget(int targetX, int targetY, Node **retNode);
+int *approachTarget(Tree *myTree, int &x, int &y, Node **currentNode);
+Tree *initAcquireTarget(int targetX, int targetY, Node **retNode);
+int *acquireTarget(int targetX, int targetY);
+int *acquireTarget(int targetX, int targetY, Tree *myTree, int &errorCode);
+int *offendTarget(int &targetX, int &targetY, int index);
+int *defendTarget(int &targetX, int &targetY, int index);
+int *energizeTarget(int &targetX, int &targetY, int index);
+
+int getClosestUnit(int x, int y, int radius, int player, int alignment, int unitType, int checkUnitEnabled);
+int getClosestUnit(int x, int y, int radius, int player, int alignment, int unitType, int checkUnitEnabled, int minDist);
+
+int getDistance(int originX, int originY, int endX, int endY);
+int calcAngle(int originX, int originY, int endX, int endY);
+int calcAngle(int originX, int originY, int endX, int endY, int noWrapFlag);
+int getTerrain(int x, int y);
+int getHubX(int hub);
+int getHubY(int hub);
+int getMaxX();
+int getMaxY();
+int getCurrentPlayer();
+int getMaxPower();
+int getMinPower();
+int getTerrainSquareSize();
+int getBuildingOwner(int building);
+int getBuildingState(int building);
+int getBuildingType(int building);
+int getBuildingArmor(int building);
+int getBuildingWorth(int building);
+int getEnergyPoolsArray();
+int getCoordinateVisibility(int x, int y, int playerNum);
+int getUnitVisibility(int unit, int playerNum);
+int getEnergyPoolVisibility(int pool, int playerNum);
+int getNumberOfPools();
+int getNumberOfPlayers();
+int getPlayerEnergy();
+int getPlayerMaxTime();
+int getWindXSpeed();
+int getWindYSpeed();
+int getTotalWindSpeed();
+int getWindXSpeedMax();
+int getWindYSpeedMax();
+int getBigXSize();
+int getBigYSize();
+int getEnergyPoolWidth(int pool);
+int getBuildingMaxArmor(int building);
+int getTimerValue(int timerNum);
+int getLastAttacked(int &x, int &y);
+int getPlayerTeam(int player);
+int getBuildingTeam(int building);
+int getFOW();
+int getAnimSpeed();
+int getBuildingStackPtr();
+int getTurnCounter();
+
+int getGroundAltitude(int x, int y);
+int checkForCordOverlap(int xStart, int yStart, int affectRadius, int simulateFlag);
+int checkForAngleOverlap(int unit, int angle);
+int estimateNextRoundEnergy(int player);
+int checkForUnitOverlap(int x, int y, int radius, int ignoredUnit);
+int checkForEnergySquare(int x, int y);
+int aiChat();
+
+int simulateBuildingLaunch(int x, int y, int power, int angle, int numSteps, int isEnergy);
+int simulateWeaponLaunch(int x, int y, int power, int angle, int numSteps);
+int fakeSimulateWeaponLaunch(int x, int y, int power, int angle);
+
+int getPowerAngleFromPoint(int originX, int originY, int endX, int endY, int threshold, int olFlag);
+int getPowerAngleFromPoint(int originX, int originY, int endX, int endY, int threshold);
+int checkIfWaterState(int x, int y);
+int checkIfWaterSquare(int x, int y);
+int getUnitsWithinRadius(int x, int y, int radius);
+int getLandingPoint(int x, int y, int power, int angle);
+int getEnemyUnitsVisible(int playerNum);
float degToRad(float degrees);
-void MACRO_LimitLocation(int &a, int &b, int c, int d);
+void limitLocation(int &a, int &b, int c, int d);
int energyPoolSize(int pool);
-int GetMaxCollectors(int pool);
+int getMaxCollectors(int pool);
-int TempChooseBehavior();
-int TempChooseTarget(int behavior);
-
-int GetEnergyHogType();
+int getEnergyHogType();
extern Common::Array<int> lastXCoord[];
extern Common::Array<int> lastYCoord[];