/* 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 _enemyDefenses; AI *_ai; public: Sortie(AI *ai) { _ai = ai; _unitType = 0; _shotPosX = _shotPosY = 0; } 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 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 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; AI *_ai; public: Defender(AI *ai); 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