diff options
Diffstat (limited to 'engines/scumm/he/moonbase/ai_targetacquisition.cpp')
-rw-r--r-- | engines/scumm/he/moonbase/ai_targetacquisition.cpp | 566 |
1 files changed, 566 insertions, 0 deletions
diff --git a/engines/scumm/he/moonbase/ai_targetacquisition.cpp b/engines/scumm/he/moonbase/ai_targetacquisition.cpp new file mode 100644 index 0000000000..313ea7a411 --- /dev/null +++ b/engines/scumm/he/moonbase/ai_targetacquisition.cpp @@ -0,0 +1,566 @@ +/* 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 |