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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_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<int> _lastXCoord[5];
Common::Array<int> _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
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