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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_TARGETACQUISITION_H
+#define SCUMM_HE_MOONBASE_AI_TARGETACQUISITION_H
+
+#include "scumm/he/moonbase/ai_defenseunit.h"
+#include "scumm/he/moonbase/ai_node.h"
+#include "scumm/he/moonbase/ai_tree.h"
+
+namespace Scumm {
+
+const int NUM_IMPT_UNITS = 3;
+const int NUM_SHOT_POSITIONS = 1;
+const int NUM_WEAPONS = 3;
+
+class Sortie : public IContainedObject {
+private:
+ static int _sSourceX;
+ static int _sSourceY;
+
+ static int _sTargetX;
+ static int _sTargetY;
+
+ int _unitType;
+ int _shotPosX, _shotPosY;
+ Common::Array<DefenseUnit *> _enemyDefenses;
+
+
+public:
+ Sortie() {}
+ virtual ~Sortie();
+
+ static void setSourcePos(int x, int y) {
+ _sSourceX = x;
+ _sSourceY = y;
+ }
+ static void setTargetPos(int x, int y) {
+ _sTargetX = x;
+ _sTargetY = y;
+ }
+
+ void setUnitType(int unitType) { _unitType = unitType; }
+
+ void setShotPosX(int shotPosX) { _shotPosX = shotPosX; }
+ void setShotPosY(int shotPosY) { _shotPosY = shotPosY; }
+ void setShotPos(int shotPosX, int shotPosY) {
+ _shotPosX = shotPosX;
+ _shotPosY = shotPosY;
+ }
+
+ void setEnemyDefenses(Common::Array<DefenseUnit *> enemyDefenses) {
+ _enemyDefenses = enemyDefenses;
+ }
+ void setEnemyDefenses(int enemyDefensesScummArray, int defendX, int defendY);
+
+ void printEnemyDefenses();
+
+ static int getSourcePosX() { return _sSourceX; }
+ static int getSourcePosY() { return _sSourceY; }
+ static int getTargetPosX() { return _sTargetX; }
+ static int getTargetPosY() { return _sTargetY; }
+
+ int getUnitType() const { return _unitType; }
+
+ int getShotPosX() const { return _shotPosX; }
+ int getShotPosY() const { return _shotPosY; }
+ int *getShotPos() const;
+
+ Common::Array<DefenseUnit *> getEnemyDefenses() const { return _enemyDefenses; }
+
+ virtual IContainedObject *duplicate();
+
+ virtual int numChildrenToGen();
+ virtual IContainedObject *createChildObj(int, int &completionFlag);
+
+
+ virtual float calcH();
+ virtual int checkSuccess();
+ virtual float calcT();
+};
+
+class Defender {
+private:
+ int _sourceX;
+ int _sourceY;
+ int _targetX;
+ int _targetY;
+ int _sourceUnit;
+ int _power;
+ int _angle;
+ int _unit;
+
+public:
+ void setSourceX(int sourceX) { _sourceX = sourceX; }
+ void setSourceY(int sourceY) { _sourceY = sourceY; }
+ void setTargetX(int targetX) { _targetX = targetX; }
+ void setTargetY(int targetY) { _targetY = targetY; }
+ void setSourceUnit(int sourceUnit) { _sourceUnit = sourceUnit; }
+ void setPower(int power) { _power = power; }
+ void setAngle(int angle) { _angle = angle; }
+ void setUnit(int unit) { _unit = unit; }
+
+ int getSourceX() const { return _sourceX; }
+ int getSourceY() const { return _sourceY; }
+ int getTargetX() const { return _targetX; }
+ int getTargetY() const { return _targetY; }
+ int getSourceUnit() const { return _sourceUnit; }
+ int getPower() const { return _power; }
+ int getAngle() const { return _angle; }
+ int getUnit() const { return _unit; }
+
+ int calculateDefenseUnitPosition(int targetX, int targetY, int index);
+};
+
+class defenseUnitCompare {
+public:
+ bool operator()(DefenseUnit *x, DefenseUnit *y) {
+ //disabled units go at the end
+ if (x->getState() == DUS_OFF) {
+ warning("OFF");
+ return 0;
+ }
+
+ return x->getDistanceTo() < y->getDistanceTo();
+ }
+};
+
+} // End of namespace Scumm
+
+#endif