/* 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_MAIN_H #define SCUMM_HE_MOONBASE_AI_MAIN_H #include "common/array.h" #include "scumm/he/moonbase/ai_tree.h" namespace Scumm { class ScummEngine_v100he; class AIEntity; class patternList; enum { TERRAIN_TYPE_GOOD = 0, TERRAIN_TYPE_SLOPE = 1, TERRAIN_TYPE_WATER = 2, MAX_MEMORY = 3 }; enum { ITEM_BOMB = 0, ITEM_CLUSTER = 1, ITEM_REPAIR = 2, ITEM_ANTIAIR = 3, ITEM_BRIDGE = 4, ITEM_TOWER = 5, ITEM_GUIDED = 6, ITEM_EMP = 7, ITEM_SPIKE = 8, ITEM_RECLAIMER = 9, ITEM_BALLOON = 10, ITEM_MINE = 11, ITEM_CRAWLER = 12, ITEM_VIRUS = 13, ITEM_ENERGY = 14, ITEM_SHIELD = 15, ITEM_OFFENSE = 16, ITEM_HUB = 17, ITEM_TIME_EXPIRED = 18, SKIP_TURN = -999 }; enum BuildingTypes { BUILDING_ENERGY_COLLECTOR = 3, BUILDING_MAIN_BASE = 4, BUILDING_BRIDGE = 5, BUILDING_TOWER = 6, BUILDING_EXPLOSIVE_MINE = 7, BUILDING_SHIELD = 8, BUILDING_ANTI_AIR = 9, BUILDING_OFFENSIVE_LAUNCHER = 10, BUILDING_BALLOON = 11, BUILDING_CRAWLER = 12 }; enum { ENERGY_POOL_X = 45, ENERGY_POOL_Y = 46, ENERGY_POOL_UNITS_ON = 47, MIN_DIST = 108 }; class AI { public: AI(ScummEngine_v100he *vm); void resetAI(); void cleanUpAI(); void setAIType(const int paramCount, const int32 *params); int masterControlProgram(const int paramCount, const int32 *params); private: int chooseBehavior(); int chooseTarget(int behavior); Tree *initApproachTarget(int targetX, int targetY, Node **retNode); int *approachTarget(Tree *myTree, int &x, int &y, Node **currentNode); Tree *initAcquireTarget(int targetX, int targetY, Node **retNode); int *acquireTarget(int targetX, int targetY); int *acquireTarget(int targetX, int targetY, Tree *myTree, int &errorCode); int *offendTarget(int &targetX, int &targetY, int index); int *defendTarget(int &targetX, int &targetY, int index); int *energizeTarget(int &targetX, int &targetY, int index); public: int getClosestUnit(int x, int y, int radius, int player, int alignment, int unitType, int checkUnitEnabled); int getClosestUnit(int x, int y, int radius, int player, int alignment, int unitType, int checkUnitEnabled, int minDist); int getDistance(int originX, int originY, int endX, int endY); int calcAngle(int originX, int originY, int endX, int endY); int calcAngle(int originX, int originY, int endX, int endY, int noWrapFlag); int getTerrain(int x, int y); int getHubX(int hub); int getHubY(int hub); int getMaxX(); int getMaxY(); int getCurrentPlayer(); int getMaxPower(); int getMinPower(); int getTerrainSquareSize(); int getBuildingOwner(int building); int getBuildingState(int building); int getBuildingType(int building); int getBuildingArmor(int building); int getBuildingMaxArmor(int building); int getBuildingWorth(int building); int getBuildingTeam(int building); int getPlayerEnergy(); int getPlayerMaxTime(); int getTimerValue(int timerNum); int getPlayerTeam(int player); int getAnimSpeed(); int simulateBuildingLaunch(int x, int y, int power, int angle, int numSteps, int isEnergy); int getPowerAngleFromPoint(int originX, int originY, int endX, int endY, int threshold, int olFlag); int getPowerAngleFromPoint(int originX, int originY, int endX, int endY, int threshold); int checkIfWaterState(int x, int y); int getUnitsWithinRadius(int x, int y, int radius); float degToRad(float degrees); int getEnergyHogType(); private: int getEnergyPoolsArray(); int getCoordinateVisibility(int x, int y, int playerNum); int getUnitVisibility(int unit, int playerNum); int getEnergyPoolVisibility(int pool, int playerNum); int getNumberOfPools(); int getNumberOfPlayers(); int getWindXSpeed(); int getWindYSpeed(); int getTotalWindSpeed(); int getWindXSpeedMax(); int getWindYSpeedMax(); int getBigXSize(); int getBigYSize(); int getEnergyPoolWidth(int pool); int getLastAttacked(int &x, int &y); int getFOW(); int getBuildingStackPtr(); int getTurnCounter(); int getGroundAltitude(int x, int y); int checkForCordOverlap(int xStart, int yStart, int affectRadius, int simulateFlag); int checkForAngleOverlap(int unit, int angle); int estimateNextRoundEnergy(int player); int checkForUnitOverlap(int x, int y, int radius, int ignoredUnit); int checkForEnergySquare(int x, int y); int aiChat(); int simulateWeaponLaunch(int x, int y, int power, int angle, int numSteps); int fakeSimulateWeaponLaunch(int x, int y, int power, int angle); int checkIfWaterSquare(int x, int y); int getLandingPoint(int x, int y, int power, int angle); int getEnemyUnitsVisible(int playerNum); void limitLocation(int &a, int &b, int c, int d); int energyPoolSize(int pool); int getMaxCollectors(int pool); public: Common::Array _lastXCoord[5]; Common::Array _lastYCoord[5]; ScummEngine_v100he *_vm; AIEntity *_aiType[5]; int _aiState; int _behavior; int _energyHogType; patternList *_moveList[5]; const int32 *_mcpParams; }; } // End of namespace Scumm #endif