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-rw-r--r--engines/scumm/he/moonbase/ai_targetacquisition.cpp566
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diff --git a/engines/scumm/he/moonbase/ai_targetacquisition.cpp b/engines/scumm/he/moonbase/ai_targetacquisition.cpp
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+++ b/engines/scumm/he/moonbase/ai_targetacquisition.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_targetacquisition.h"
+#include "scumm/he/moonbase/ai_main.h"
+#include "scumm/he/moonbase/ai_weapon.h"
+
+namespace Scumm {
+
+int Sortie::_sSourceX = 0;
+int Sortie::_sSourceY = 0;
+
+int Sortie::_sTargetX = 0;
+int Sortie::_sTargetY = 0;
+
+Sortie::~Sortie() {
+ for (Common::Array<DefenseUnit *>::iterator k = _enemyDefenses.begin(); k != _enemyDefenses.end(); k++) {
+ delete *k;
+ }
+}
+
+void Sortie::setEnemyDefenses(int enemyDefensesScummArray, int defendX, int defendY) {
+ DefenseUnit *thisUnit;
+ int currentPlayer = _ai->getCurrentPlayer();
+
+ for (int i = 0; i < 200; i++) {
+ int thisElement = _ai->_vm->_moonbase->readFromArray(enemyDefensesScummArray, 0, i);
+
+ if (thisElement) {
+ if (_ai->getBuildingOwner(thisElement)) {
+ if (_ai->getPlayerTeam(currentPlayer) != _ai->getBuildingTeam(thisElement)) {
+ int type = _ai->getBuildingType(thisElement);
+
+ switch (type) {
+ case BUILDING_ANTI_AIR:
+ thisUnit = new AntiAirUnit(_ai);
+ break;
+
+ case BUILDING_SHIELD:
+ thisUnit = new ShieldUnit(_ai);
+ break;
+
+ case BUILDING_EXPLOSIVE_MINE:
+ if (_ai->getDistance(_ai->getHubX(thisElement), _ai->getHubY(thisElement), defendX, defendY) < 90)
+ thisUnit = new MineUnit(_ai);
+ else
+ thisUnit = NULL;
+
+ break;
+
+ case BUILDING_CRAWLER:
+ thisUnit = NULL;
+ break;
+
+ default:
+ thisUnit = NULL;
+ break;
+ }
+
+ if (thisUnit != NULL) {
+ thisUnit->setID(thisElement);
+ thisUnit->setPos(_ai->getHubX(thisElement), _ai->getHubY(thisElement));
+
+ if (_ai->getBuildingState(thisElement)) thisUnit->setState(DUS_OFF);
+
+ _enemyDefenses.push_back(thisUnit);
+ }
+ }
+ }
+ } else {
+ i = 200;
+ }
+ }
+}
+
+int *Sortie::getShotPos() const {
+ int *retVal = new int[2];
+
+ retVal[0] = _shotPosX;
+ retVal[1] = _shotPosY;
+
+ return retVal;
+}
+
+int Sortie::numChildrenToGen() {
+ int retVal = MAX<uint>(_enemyDefenses.size(), 1) * NUM_SHOT_POSITIONS * NUM_WEAPONS;
+ return retVal;
+}
+
+IContainedObject *Sortie::createChildObj(int index, int &completionFlag) {
+ float thisDamage;
+ Sortie *retSortie = new Sortie(_ai);
+ int activeDefenses = 0;
+
+ Common::Array<DefenseUnit *> thisEnemyDefenses;
+
+ // Copy the defensive unit list from the parent
+ for (Common::Array<DefenseUnit *>::iterator k = _enemyDefenses.begin(); k != _enemyDefenses.end(); k++) {
+ DefenseUnit *temp;
+
+ switch ((*k)->getType()) {
+ case DUT_ANTI_AIR:
+ temp = new AntiAirUnit(*k, _ai);
+ break;
+
+ case DUT_SHIELD:
+ temp = new ShieldUnit(*k, _ai);
+ break;
+
+ case DUT_MINE:
+ temp = new MineUnit(*k, _ai);
+ break;
+
+ case DUT_CRAWLER:
+ temp = new CrawlerUnit(*k, _ai);
+ break;
+
+ default:
+ temp = new ShieldUnit(*k, _ai);
+ break;
+ }
+
+ thisEnemyDefenses.push_back(temp);
+ }
+
+ // Calculate the current target from the index
+ DefenseUnit *currentTarget = *(thisEnemyDefenses.begin() + static_cast<int>(index / (NUM_WEAPONS * NUM_SHOT_POSITIONS)));
+
+ assert(currentTarget);
+
+ // Pick correct weapon according to index
+ Weapon *currentWeapon = new Weapon(currentTarget->selectWeapon(index % NUM_WEAPONS));
+ retSortie->setUnitType(currentWeapon->getTypeID());
+
+ // Calculate distance from target to source hub
+ int distance = _ai->getDistance(currentTarget->getPosX(), currentTarget->getPosY(), getSourcePosX(), getSourcePosY());
+
+ // Pick correct shot position according to index
+ Common::Point *targetCoords;
+ targetCoords = currentTarget->createTargetPos((static_cast<int>(index / NUM_WEAPONS) % NUM_SHOT_POSITIONS), distance, currentWeapon->getTypeID(), getSourcePosX(), getSourcePosY());
+ retSortie->setShotPos(targetCoords->x, targetCoords->y);
+
+ // Set the g value based on cost of the weapon
+ retSortie->setValueG(getG() + currentWeapon->getCost());
+
+ int AAcounter = 3;
+
+ // Loop through defensive units, toggling anti-air units and deciding if this weapon will land safely
+ for (Common::Array<DefenseUnit *>::iterator i = thisEnemyDefenses.begin(); i != thisEnemyDefenses.end(); i++) {
+ distance = _ai->getDistance((*i)->getPosX(), (*i)->getPosY(), targetCoords->x, targetCoords->y);
+
+ // Check to see if we're within an active defense's radius
+ if ((distance < (*i)->getRadius()) && ((*i)->getState() == DUS_ON)) {
+ activeDefenses++;
+
+ // Turn off this anti-air and drop the coverage count
+ if (((*i)->getType() == DUT_ANTI_AIR)) {
+ (*i)->setState(DUS_OFF);
+
+ if (currentWeapon->getTypeID() == ITEM_CLUSTER)
+ AAcounter--;
+ else
+ AAcounter = 0;
+ }
+
+ // Essentially disable this weapon choice, due to its impact with a shield, or untriggered anti-air
+ if (((*i)->getType() == DUT_SHIELD) || !AAcounter) {
+ retSortie->setValueG(1000);
+ i = thisEnemyDefenses.end() - 1;
+ }
+ } else {
+ // Turn on any anti-airs that were off the previous turn
+ if (((*i)->getType() == DUT_ANTI_AIR) && ((*i)->getState() == DUS_OFF))
+ (*i)->setState(DUS_ON);
+ }
+ }
+
+ // Turn on all the non-anti-air units in preparation for emp's and the next turn
+ for (Common::Array<DefenseUnit *>::iterator i = thisEnemyDefenses.begin(); i != thisEnemyDefenses.end(); i++) {
+ if ((*i)->getType() != DUT_ANTI_AIR) {
+ (*i)->setState(DUS_ON);
+ }
+ }
+
+ // If this weapon is still valid
+ if (retSortie->getValueG() < 1000) {
+ // Apply emp effects and damage to all units in range of weapon
+ for (Common::Array<DefenseUnit *>::iterator i = thisEnemyDefenses.begin(); i != thisEnemyDefenses.end(); ) {
+ // Special simulated crawler detonation location used, since it walks a bit
+ if (currentWeapon->getTypeID() == ITEM_CRAWLER)
+ distance = _ai->getDistance((*i)->getPosX(), (*i)->getPosY(), currentTarget->getPosX(), currentTarget->getPosY());
+ // Normal detonation location used here
+ else {
+ distance = _ai->getDistance((*i)->getPosX(), (*i)->getPosY(), targetCoords->x, targetCoords->y);
+ }
+
+ if (distance < currentWeapon->getRadius()) {
+ // Apply damage
+ thisDamage = currentWeapon->getDamage();
+
+ if ((AAcounter != 3) && (currentWeapon->getTypeID() == ITEM_CLUSTER))
+ thisDamage = 0;
+
+ if (!_ai->_vm->_rnd.getRandomNumber(4))
+ currentWeapon->setTypeID(ITEM_MINE);
+
+ (*i)->setDamage((int)thisDamage);
+
+ // Apply emp effect
+ if (currentWeapon->getTypeID() == ITEM_EMP) {
+ (*i)->setState(DUS_OFF);
+ }
+
+ // Remove destroyed defenses
+ if ((*i)->getArmor() <= 0) {
+ delete *i;
+ i = thisEnemyDefenses.erase(i);
+ } else {
+ i++;
+ }
+ } else {
+ i++;
+ }
+ }
+ }
+
+ retSortie->setEnemyDefenses(thisEnemyDefenses);
+
+ delete targetCoords;
+ delete currentWeapon;
+ return retSortie;
+}
+
+float Sortie::calcH() {
+ float retValue = 0;
+ Common::Array<DefenseUnit *> thisEnemyDefenses = getEnemyDefenses();
+
+ for (Common::Array<DefenseUnit *>::iterator i = thisEnemyDefenses.begin(); i != thisEnemyDefenses.end(); i++) {
+ if ((*i)->getState() == DUS_ON) {
+ switch ((*i)->getType()) {
+ case DUT_ANTI_AIR:
+ retValue += 1;
+
+ case DUT_MINE:
+ retValue += 1;
+ break;
+
+ case DUT_SHIELD:
+ retValue += 1;
+ break;
+ }
+ }
+ }
+
+ return retValue;
+}
+
+int Sortie::checkSuccess() {
+ if (!_enemyDefenses.size())
+ return SUCCESS;
+
+ int targetX = getTargetPosX();
+ int targetY = getTargetPosY();
+
+ int targetCheck = 0;
+
+ for (Common::Array<DefenseUnit *>::iterator i = _enemyDefenses.begin(); i != _enemyDefenses.end(); i++) {
+ if (((*i)->getState() == DUS_ON) && ((*i)->getType() != DUT_HUB)) {
+ return 0;
+ }
+
+ if (((*i)->getPosX() == targetX) && ((*i)->getPosY() == targetY)) targetCheck = 1;
+ }
+
+ if (!targetCheck)
+ return SUCCESS;
+
+ // If shot pos == target pos return SUCCESS;
+ if ((targetX == getShotPosX()) && (getTargetPosY() == getShotPosY())) {
+ return SUCCESS;
+ }
+
+ return 0;
+}
+
+float Sortie::calcT() {
+ return (checkSuccess() != SUCCESS) ? (getG() + calcH()) : SUCCESS;
+}
+
+IContainedObject *Sortie::duplicate() {
+ return this;
+}
+
+
+void Sortie::printEnemyDefenses() {
+ for (Common::Array<DefenseUnit *>::iterator i = _enemyDefenses.begin(); i != _enemyDefenses.end(); i++) {
+ warning("Unit %d - Type: %d, Armor: %d, Status: %d", (*i)->getID(), (*i)->getType(), static_cast<int>((*i)->getArmor()), (*i)->getState());
+ }
+}
+
+Defender::Defender(AI *ai) : _ai(ai) {
+ _sourceX = _sourceY = 0;
+ _targetX = _targetY = 0;
+ _sourceUnit = 0;
+ _power = 0;
+ _angle = 0;
+ _unit = 0;
+}
+
+int Defender::calculateDefenseUnitPosition(int targetX, int targetY, int index) {
+ int currentPlayer = _ai->getCurrentPlayer();
+
+ //get list of near hubs
+ int unitsArray = _ai->getUnitsWithinRadius(targetX + 5, targetY, 480);
+
+ const int NUM_HUBS = 10;
+ //Order on dist
+ int hubArray[NUM_HUBS] = { 0 };
+ int hubIndex = 0;
+
+ for (int i = 0; i < 200; i++) {
+ int thisUnit = _ai->_vm->_moonbase->readFromArray(unitsArray, 0, i);
+
+ if (thisUnit) {
+ if (((_ai->getBuildingType(thisUnit) == BUILDING_MAIN_BASE) || (_ai->getBuildingType(thisUnit) == BUILDING_OFFENSIVE_LAUNCHER)) && (_ai->getBuildingOwner(thisUnit) == currentPlayer)) {
+ for (int j = 0; j < NUM_HUBS; j++) {
+ if (hubArray[j]) {
+ int distCurrent = _ai->getDistance(targetX, targetY, _ai->getHubX(thisUnit), _ai->getHubY(thisUnit));
+ int distSaved = _ai->getDistance(targetX, targetY, _ai->getHubX(hubArray[j]), _ai->getHubY(hubArray[j]));
+
+ if (distCurrent < distSaved) {
+ hubArray[hubIndex] = hubArray[j];
+ hubArray[j] = thisUnit;
+ hubIndex++;
+ j = 100;
+ }
+ } else {
+ hubArray[j] = thisUnit;
+ hubIndex++;
+ j = 100;
+ }
+ }
+ }
+ }
+
+ if (hubIndex >= NUM_HUBS) {
+ hubIndex = NUM_HUBS;
+ i = 200;
+ }
+ }
+
+ _ai->_vm->_moonbase->deallocateArray(unitsArray);
+
+ //Check if repair is needed
+ int targetUnit = _ai->getClosestUnit(targetX + 5, targetY, 15, currentPlayer, 1, 0, 0, 0);
+
+ if (targetUnit && (targetUnit != BUILDING_CRAWLER) && (_ai->getBuildingTeam(targetUnit) == _ai->getPlayerTeam(currentPlayer))) {
+ int armor = _ai->getBuildingArmor(targetUnit);
+
+ if (armor < _ai->getBuildingMaxArmor(targetUnit)) {
+ unitsArray = _ai->getUnitsWithinRadius(targetX + 5, targetY, 170);
+ int defCount = 0;
+
+ for (int i = 0; i < 200; i++) {
+ int thisUnit = _ai->_vm->_moonbase->readFromArray(unitsArray, 0, i);
+
+ if (thisUnit) {
+ if (((_ai->getBuildingType(thisUnit) == BUILDING_SHIELD) || (_ai->getBuildingType(thisUnit) == BUILDING_ANTI_AIR)) && (_ai->getBuildingOwner(thisUnit) == currentPlayer) && (_ai->getBuildingState(thisUnit) == 0)) {
+ defCount++;
+ i = 200;
+ }
+ }
+ }
+
+ _ai->_vm->_moonbase->deallocateArray(unitsArray);
+
+ if (defCount) {
+ //repair
+ int hubUnit = _ai->getClosestUnit(targetX, targetY, 480, currentPlayer, 1, BUILDING_MAIN_BASE, 1, 110);
+
+ if (hubUnit && (hubUnit != targetUnit)) {
+ int powAngle = abs(_ai->getPowerAngleFromPoint(_ai->getHubX(hubUnit), _ai->getHubY(hubUnit), targetX, targetY, 20));
+ int power = powAngle / 360;
+ int angle = powAngle - (power * 360);
+
+ setTargetX(targetX);
+ setTargetY(targetY);
+
+ setSourceUnit(hubUnit);
+ setUnit(ITEM_REPAIR);
+ setPower(power);
+ setAngle(angle);
+
+ return 1;
+ }
+ }
+ }
+ }
+
+ //For each hub
+ for (int i = 0; i < MIN(NUM_HUBS, hubIndex); i++) {
+ int hubX = _ai->getHubX(hubArray[i]);
+ int hubY = _ai->getHubY(hubArray[i]);
+ //get angle to hub
+ int directAngleToHub = 0;
+
+ //If this hub is the target
+ if ((hubX == targetX) && (hubY == targetY)) {
+ //make the angle seed point at the closest enemy
+ int enemyUnit = _ai->getClosestUnit(hubX, hubY, _ai->getMaxX(), currentPlayer, 0, 0, 0);
+ directAngleToHub = _ai->calcAngle(targetX, targetY, _ai->getHubX(enemyUnit), _ai->getHubY(enemyUnit));
+ } else {
+ directAngleToHub = _ai->calcAngle(targetX, targetY, hubX, hubY);
+ }
+
+ //Number of random chances to land
+ for (int j = 0; j < 3; j++) {
+ //Pick random angle and dist within semicircle (-90 to +90) and (40 to 150)
+ int randAngle = directAngleToHub + _ai->_vm->_rnd.getRandomNumber(179) - 90;
+ int randDist = _ai->_vm->_rnd.getRandomNumber(109) + 40;
+
+ int x = (int)(targetX + randDist * cos(_ai->degToRad(randAngle)));
+ int y = (int)(targetY + randDist * sin(_ai->degToRad(randAngle)));
+
+ int powAngle = _ai->getPowerAngleFromPoint(hubX, hubY, x, y, 20);
+
+ if (powAngle < 0)
+ continue;
+
+ int power = powAngle / 360;
+ int angle = powAngle - (power * 360);
+
+ int coords = 0;
+ coords = _ai->simulateBuildingLaunch(hubX, hubY, power, angle, 100, 0);
+
+ //if valid, return
+ if (coords > 0) {
+ //warning("The prospective launching hub for this defensive unit is: %d", hubArray[i]);
+
+ setSourceX(hubX);
+ setSourceY(hubY);
+ setTargetX((x + _ai->getMaxX()) % _ai->getMaxX());
+ setTargetY((y + _ai->getMaxY()) % _ai->getMaxY());
+ setSourceUnit(hubArray[i]);
+
+ int unitsArray2 = _ai->getUnitsWithinRadius(targetX + 5, targetY, 200);
+ int shieldCount = 0;
+
+ for (int k = 0; k < 200; k++) {
+ int thisUnit = _ai->_vm->_moonbase->readFromArray(unitsArray2, 0, k);
+
+ if (thisUnit) {
+ if ((_ai->getBuildingType(thisUnit) == BUILDING_SHIELD) && (_ai->getBuildingOwner(thisUnit) == currentPlayer))
+ shieldCount++;
+
+ if ((_ai->getBuildingType(thisUnit) == BUILDING_BRIDGE) && (_ai->getBuildingOwner(thisUnit) == currentPlayer)) {
+ shieldCount--;
+ shieldCount = MAX(-1, shieldCount);
+ }
+ }
+ }
+
+ if ((_ai->_vm->_rnd.getRandomNumber((int)pow(3.0f, shieldCount + 1) - 1) == 0) && (_ai->getPlayerEnergy() > 6))
+ setUnit(ITEM_SHIELD);
+ else
+ setUnit(ITEM_ANTIAIR);
+
+ setPower(power);
+ setAngle(angle);
+
+ _ai->_vm->_moonbase->deallocateArray(unitsArray2);
+ return 1;
+ }
+
+ if (coords < 0) {
+ //drop a bridge for the cord
+ int yCoord = -coords / _ai->getMaxX();
+ int xCoord = -coords - (yCoord * _ai->getMaxX());
+
+ if (_ai->checkIfWaterState(xCoord, yCoord)) {
+ int terrainSquareSize = _ai->getTerrainSquareSize();
+ xCoord = ((xCoord / terrainSquareSize * terrainSquareSize) + (terrainSquareSize / 2));
+ yCoord = ((yCoord / terrainSquareSize * terrainSquareSize) + (terrainSquareSize / 2));
+
+ int xDist = xCoord - x;
+ int yDist = yCoord - y;
+ x = (int)(xCoord + (terrainSquareSize * 1.414 * (xDist / (abs(xDist) + 1))));
+ y = (int)(yCoord + (terrainSquareSize * 1.414 * (yDist / (abs(yDist) + 1))));
+
+ setTargetX(x);
+ setTargetY(y);
+
+ int nextUnit = _ai->getClosestUnit(x, y, 480, _ai->getCurrentPlayer(), 1, BUILDING_MAIN_BASE, 1, 120);
+ powAngle = _ai->getPowerAngleFromPoint(_ai->getHubX(nextUnit), _ai->getHubY(nextUnit), x, y, 15);
+
+ powAngle = abs(powAngle);
+ power = powAngle / 360;
+ angle = powAngle - (power * 360);
+
+ setSourceUnit(nextUnit);
+ setUnit(ITEM_BRIDGE);
+ setPower(power);
+ setAngle(angle);
+
+ return 1;
+ }
+ }
+ }
+ }
+
+ // Else create new hub
+ int count = 0;
+ int coords = 0;
+
+ if (hubIndex == 0) return -3;
+
+ do {
+ int sourceHub = hubArray[_ai->_vm->_rnd.getRandomNumber(hubIndex - 1)];
+
+ setSourceX(_ai->getHubX(sourceHub));
+ setSourceY(_ai->getHubY(sourceHub));
+ setSourceUnit(sourceHub);
+ setUnit(ITEM_HUB);
+ setPower(_ai->_vm->_rnd.getRandomNumber(299) + 200);
+ setAngle(_ai->_vm->_rnd.getRandomNumber(359));
+ count++;
+
+ if (count > (NUM_HUBS * 3)) break;
+
+ coords = _ai->simulateBuildingLaunch(getSourceX(), getSourceY(), getPower(), getAngle(), 100, 0);
+ } while (coords <= 0);
+
+ if (coords > 0) {
+ setTargetX(coords % _ai->getMaxX());
+ setTargetY(coords / _ai->getMaxX());
+ } else {
+ setTargetX(0);
+ setTargetY(0);
+ }
+
+ return -1;
+}
+
+} // End of namespace Scumm