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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 = (static_cast<float>(directDist) / static_cast<float>(_maxDist + 120)) * _ai->getMaxPower();
maxPower -= 70;
power = 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 = xCoord + (pwr * cosine);
int yParam = 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(xCoord + (terrainSquareSize * 1.414 * (xDist / (abs(xDist) + 1))));
retTraveller->setPosY(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
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