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