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diff --git a/engines/scumm/he/moonbase/ai_traveller.cpp b/engines/scumm/he/moonbase/ai_traveller.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_traveller.h"
+#include "scumm/he/moonbase/ai_main.h"
+
+namespace Scumm {
+
+int Traveller::_targetPosX = 0;
+int Traveller::_targetPosY = 0;
+int Traveller::_maxDist = 0;
+
+int Traveller::_numToGen = 0;
+int Traveller::_sizeAngleStep = 0;
+
+Traveller::Traveller(AI *ai) : _ai(ai) {
+ _waterFlag = 0;
+ setValueG(0);
+ unsetDisabled();
+
+ _sourceHub = 0;
+ _angleTo = 0;
+ _powerTo = 0;
+ _waterSourceX = 0;
+ _waterSourceY = 0;
+ _waterDestX = 0;
+ _waterDestY = 0;
+}
+
+Traveller::Traveller(int originX, int originY, AI *ai) : _ai(ai) {
+ _waterFlag = 0;
+ setValueG(0);
+ unsetDisabled();
+
+ _posX = originX;
+ _posY = originY;
+
+ _sourceHub = 0;
+ _angleTo = 0;
+ _powerTo = 0;
+ _waterSourceX = 0;
+ _waterSourceY = 0;
+ _waterDestX = 0;
+ _waterDestY = 0;
+}
+
+void Traveller::adjustPosX(int offsetX) {
+ int maxX = _ai->getMaxX();
+ int deltaX = _posX + offsetX;
+
+ if (deltaX < 0) _posX = maxX + deltaX;
+ else if (deltaX > maxX) _posX = deltaX - maxX;
+ else _posX = deltaX;
+}
+
+void Traveller::adjustPosY(int offsetY) {
+ int maxY = _ai->getMaxX();
+ int deltaY = _posY + offsetY;
+
+ if (deltaY < 0) _posY = maxY + deltaY;
+ else if (deltaY > maxY) _posY = deltaY - maxY;
+ else _posY = deltaY;
+}
+
+void Traveller::adjustXY(int offsetX, int offsetY) {
+ adjustPosX(offsetX);
+ adjustPosY(offsetY);
+}
+
+float Traveller::calcH() {
+ float retVal = 0;
+ // Calc dist from here to target
+ retVal = _ai->getDistance(_posX, _posY, _targetPosX, _targetPosY);
+ // Divide by _maxDist to get minimum number of jumps to goal
+ retVal /= static_cast<float>(_maxDist);
+
+ return retVal * 2.0;
+}
+
+int Traveller::numChildrenToGen() {
+ if (!_numToGen)
+ _numToGen = _ai->getAnimSpeed() + 2;
+
+ return _numToGen;
+}
+
+IContainedObject *Traveller::createChildObj(int index, int &completionFlag) {
+ static int nodeCount = 0;
+ static int completionState = 1;
+
+ if (!index) nodeCount = 0;
+
+ nodeCount++;
+
+ Traveller *retTraveller = new Traveller(_ai);
+
+ static int dir, angle, power;
+
+ if (completionState) {
+ // Calculate angle between here and target
+ int directAngle = 0;
+
+ if (_ai->getEnergyHogType())
+ directAngle = _ai->calcAngle(_posX, _posY, _targetPosX, _targetPosY, 1);
+ else
+ directAngle = _ai->calcAngle(_posX, _posY, _targetPosX, _targetPosY);
+
+ // Calculate the offset angle for this index
+ if (!_sizeAngleStep)
+ _sizeAngleStep = 52 - (_ai->getAnimSpeed() * 7);
+
+ dir = _sizeAngleStep * ((static_cast<int>(index / NUM_POWER_STEPS) + 1) >> 1);
+ // Calculate the sign value for the offset for this index
+ int orientation = dir * (((static_cast<int>(index / NUM_POWER_STEPS) % 2) << 1) - 1);
+ // Add the offset angle to the direct angle to target
+ angle = orientation + directAngle;
+
+ // Calculate power for this index
+ int maxPower = 0;
+ int directDist = _ai->getDistance(_posX, _posY, _targetPosX, _targetPosY);
+
+ if (directDist > _maxDist + 120)
+ maxPower = _ai->getMaxPower();
+ else
+ maxPower = (int)((static_cast<float>(directDist) / static_cast<float>(_maxDist + 120)) * _ai->getMaxPower());
+
+ maxPower -= 70;
+ power = (int)(maxPower * (1 - ((index % NUM_POWER_STEPS) * SIZE_POWER_STEP)));
+ }
+
+ retTraveller->setAngleTo(angle);
+ retTraveller->setPowerTo(power);
+
+ // Set this object's position to the new one determined by the power and angle from above
+ static int lastSuccessful = 0;
+ int coords = 0;
+
+ if (!(index % NUM_POWER_STEPS) || (!lastSuccessful)) {
+ coords = _ai->simulateBuildingLaunch(_posX, _posY, power, angle, 10, 0);
+ lastSuccessful = 0;
+ } else {
+ completionState = 1;
+ lastSuccessful = 0;
+ }
+
+ if (!coords) {
+ completionFlag = 0;
+ completionState = 0;
+ delete retTraveller;
+ return NULL;
+ } else {
+ completionFlag = 1;
+ completionState = 1;
+ }
+
+ int whoseTurn = _ai->getCurrentPlayer();
+ int maxX = _ai->getMaxX();
+
+ // Check new position to see if landing is clear
+ if (coords > 0) {
+ int yCoord = coords / maxX;
+ int xCoord = coords - (yCoord * maxX);
+
+ int terrain = _ai->getTerrain(xCoord, yCoord);
+ assert(terrain == TERRAIN_TYPE_GOOD);
+
+ float pwr = _ai->getMinPower() * .3;
+ float cosine = cos((static_cast<float>(angle) / 360) * (2 * M_PI));
+ float sine = sin((static_cast<float>(angle) / 360) * (2 * M_PI));
+ int xParam = (int)(xCoord + (pwr * cosine));
+ int yParam = (int)(yCoord + (pwr * sine));
+
+ if (xParam < 0)
+ xParam += _ai->getMaxX();
+ else if (xParam > _ai->getMaxX())
+ xParam -= _ai->getMaxX();
+
+ if (yParam < 0)
+ yParam += _ai->getMaxY();
+ else if (yParam > _ai->getMaxY())
+ yParam -= _ai->getMaxY();
+
+ if (_ai->checkIfWaterState(xParam, yParam)) {
+ delete retTraveller;
+ return NULL;
+ }
+
+ retTraveller->setPosY(yCoord);
+ retTraveller->setPosX(xCoord);
+
+ // Iterate through the previous action list, making sure this one isn't on it
+ for (Common::Array<int>::iterator i = (_ai->_lastXCoord[whoseTurn]).begin(), j = (_ai->_lastYCoord[whoseTurn]).begin(); i != (_ai->_lastXCoord[whoseTurn]).end(); i++, j++) {
+ // Check if this shot is the same as the last time we tried
+ if ((*i == retTraveller->getPosX()) && (*j == retTraveller->getPosY())) {
+ retTraveller->setDisabled();
+ delete retTraveller;
+ return NULL;
+ }
+ }
+
+ retTraveller->setValueG(getG() + 7 + (dir * DIRECTION_WEIGHT));
+ lastSuccessful = 1;
+ } else {
+ int yCoord = -coords / maxX;
+ int xCoord = -coords - (yCoord * maxX);
+
+ // If landing fault is because of water, add 1 extra to g and turn on water flag. Also set coords, and adjust power to water fault location
+ if (_ai->checkIfWaterState(xCoord, yCoord)) {
+ int terrainSquareSize = _ai->getTerrainSquareSize();
+ xCoord = ((xCoord / terrainSquareSize * terrainSquareSize) + (terrainSquareSize / 2));
+ yCoord = ((yCoord / terrainSquareSize * terrainSquareSize) + (terrainSquareSize / 2));
+
+ int xDist = xCoord - _posX;
+ int yDist = yCoord - _posY;
+ retTraveller->setPosX((int)(xCoord + (terrainSquareSize * 1.414 * (xDist / (abs(xDist) + 1)))));
+ retTraveller->setPosY((int)(yCoord + (terrainSquareSize * 1.414 * (yDist / (abs(yDist) + 1)))));
+
+ int closestHub = _ai->getClosestUnit(retTraveller->getPosX(), retTraveller->getPosY(), _ai->getMaxX(), _ai->getCurrentPlayer(), 1, BUILDING_MAIN_BASE, 1, 110);
+
+ retTraveller->setWaterSourceX(_ai->getHubX(closestHub));
+ retTraveller->setWaterSourceY(_ai->getHubY(closestHub));
+ retTraveller->setWaterDestX(retTraveller->getPosX());
+ retTraveller->setWaterDestY(retTraveller->getPosY());
+
+ retTraveller->setPowerTo(power);
+ retTraveller->setAngleTo(angle);
+
+ retTraveller->setValueG(getG() + 10 + (dir * DIRECTION_WEIGHT));
+ retTraveller->enableWaterFlag();
+ } else {
+ // If not, set G to highest value
+ retTraveller->setDisabled();
+ delete retTraveller;
+ return NULL;
+ }
+ }
+
+ return retTraveller;
+}
+
+int Traveller::checkSuccess() {
+ if (_ai->getDistance(_posX + 1, _posY, _targetPosX, _targetPosY) < _maxDist)
+ return SUCCESS;
+
+ return 0;
+}
+
+float Traveller::calcT() {
+ assert(!_disabled);
+
+ if (_disabled) return FAILURE;
+
+ return (checkSuccess() != SUCCESS) ? (getG() + calcH()) : SUCCESS;
+}
+
+} // End of namespace Scumm