/* 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_DEFENCEUNIT_H #define SCUMM_HE_MOONBASE_AI_DEFENCEUNIT_H namespace Scumm { class AI; enum { DUT_ANTI_AIR = 1, DUT_SHIELD = 2, DUT_MINE = 3, DUT_HUB = 4, DUT_TOWER = 5, DUT_BRIDGE = 6, DUT_ENERGY = 7, DUT_OFFENSE = 8, DUT_CRAWLER = 9 }; enum { DUS_ON = 1, DUS_OFF = 2, DUS_DESTROYED = 3 }; class DefenseUnit { private: int _id; Common::Point _pos; int _distanceTo; int _state; int _radius; int _armor; int _cost; protected: AI *_ai; public: DefenseUnit(AI *ai); DefenseUnit(DefenseUnit *inUnit, AI *ai); virtual ~DefenseUnit(); void setID(int id) { _id = id; } void setDistanceTo(int distanceTo) { _distanceTo = distanceTo; } void setState(int state) { _state = state; } void setRadius(int radius) { _radius = radius; } void setArmor(int armor) { _armor = armor; } void setDamage(int damage) { _armor -= damage; } void setPos(int x, int y) { _pos.x = x; _pos.y = y; } void setCost(int cost) { _cost = cost; } int getID() const { return _id; } int getDistanceTo() const { return _distanceTo; } int getState() const { return _state; } int getRadius() const { return _radius; } int getArmor() const { return _armor; } int getPosX() const { return _pos.x; } int getPosY() const { return _pos.y; } int getCost() const { return _cost; } virtual int getType() const = 0; virtual Common::Point *createTargetPos(int index, int distance, int weaponType, int sourceX, int sourceY) = 0; virtual int selectWeapon(int index) = 0; }; class AntiAirUnit : public DefenseUnit { private: public: AntiAirUnit(AI *ai); AntiAirUnit(DefenseUnit *inUnit, AI *ai); int getType() const { return DUT_ANTI_AIR; } Common::Point *createTargetPos(int index, int distance, int weaponType, int sourceX, int sourceY); int selectWeapon(int index); }; class ShieldUnit : public DefenseUnit { private: public: ShieldUnit(AI *ai); ShieldUnit(DefenseUnit *inUnit, AI *ai); int getType() const { return DUT_SHIELD; } Common::Point *createTargetPos(int index, int distance, int weaponType, int sourceX, int sourceY); int selectWeapon(int index); }; class MineUnit : public DefenseUnit { private: public: MineUnit(AI *ai); MineUnit(DefenseUnit *inUnit, AI *ai); int getType() const { return DUT_MINE; } Common::Point *createTargetPos(int index, int distance, int weaponType, int sourceX, int sourceY); int selectWeapon(int index); }; class HubUnit : public DefenseUnit { private: public: HubUnit(AI *ai); HubUnit(DefenseUnit *inUnit, AI *ai); int getType() const { return DUT_HUB; } Common::Point *createTargetPos(int index, int distance, int weaponType, int sourceX, int sourceY); int selectWeapon(int index); }; class TowerUnit : public DefenseUnit { private: public: TowerUnit(AI *ai); TowerUnit(DefenseUnit *inUnit, AI *ai); int getType() const { return DUT_TOWER; } Common::Point *createTargetPos(int index, int distance, int weaponType, int sourceX, int sourceY); int selectWeapon(int index); }; class BridgeUnit : public DefenseUnit { private: public: BridgeUnit(AI *ai); BridgeUnit(DefenseUnit *inUnit, AI *ai); int getType() const { return DUT_BRIDGE; } Common::Point *createTargetPos(int index, int distance, int weaponType, int sourceX, int sourceY); int selectWeapon(int index); }; class EnergyUnit : public DefenseUnit { private: public: EnergyUnit(AI *ai); EnergyUnit(DefenseUnit *inUnit, AI *ai); int getType() const { return DUT_ENERGY; } Common::Point *createTargetPos(int index, int distance, int weaponType, int sourceX, int sourceY); int selectWeapon(int index); }; class OffenseUnit : public DefenseUnit { private: public: OffenseUnit(AI *ai); OffenseUnit(DefenseUnit *inUnit, AI *ai); int getType() const { return DUT_OFFENSE; } Common::Point *createTargetPos(int index, int distance, int weaponType, int sourceX, int sourceY); int selectWeapon(int index); }; class CrawlerUnit : public DefenseUnit { private: public: CrawlerUnit(AI *ai); CrawlerUnit(DefenseUnit *inUnit, AI *ai); int getType() const { return DUT_CRAWLER; } Common::Point *createTargetPos(int index, int distance, int weaponType, int sourceX, int sourceY); int selectWeapon(int index); }; } // End of namespace Scumm #endif