ScummVM API documentation
ai_targetacquisition.h
1/* ScummVM - Graphic Adventure Engine
2 *
3 * ScummVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the COPYRIGHT
5 * file distributed with this source distribution.
6 *
7 * This program is free software: you can redistribute it and/or modify
8 * it under the terms of the GNU General Public License as published by
9 * the Free Software Foundation, either version 3 of the License, or
10 * (at your option) any later version.
11 *
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the GNU General Public License
18 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 *
20 */
21
22#ifndef SCUMM_HE_MOONBASE_AI_TARGETACQUISITION_H
23#define SCUMM_HE_MOONBASE_AI_TARGETACQUISITION_H
24
25#include "scumm/he/moonbase/ai_defenseunit.h"
26#include "scumm/he/moonbase/ai_node.h"
27#include "scumm/he/moonbase/ai_tree.h"
28
29namespace Scumm {
30
31const int NUM_IMPT_UNITS = 3;
32const int NUM_SHOT_POSITIONS = 1;
33const int NUM_WEAPONS = 3;
34
35class Sortie : public IContainedObject {
36private:
37 static int _sSourceX;
38 static int _sSourceY;
39
40 static int _sTargetX;
41 static int _sTargetY;
42
43 int _unitType;
44 int _shotPosX, _shotPosY;
45 Common::Array<DefenseUnit *> _enemyDefenses;
46 AI *_ai;
47
48public:
49 Sortie(AI *ai) { _ai = ai; _unitType = 0; _shotPosX = _shotPosY = 0; }
50 ~Sortie() override;
51
52 static void setSourcePos(int x, int y) {
53 _sSourceX = x;
54 _sSourceY = y;
55 }
56 static void setTargetPos(int x, int y) {
57 _sTargetX = x;
58 _sTargetY = y;
59 }
60
61 void setUnitType(int unitType) { _unitType = unitType; }
62
63 void setShotPosX(int shotPosX) { _shotPosX = shotPosX; }
64 void setShotPosY(int shotPosY) { _shotPosY = shotPosY; }
65 void setShotPos(int shotPosX, int shotPosY) {
66 _shotPosX = shotPosX;
67 _shotPosY = shotPosY;
68 }
69
70 void setEnemyDefenses(Common::Array<DefenseUnit *> enemyDefenses) {
71 _enemyDefenses = enemyDefenses;
72 }
73 void setEnemyDefenses(int enemyDefensesScummArray, int defendX, int defendY);
74
75 void printEnemyDefenses();
76
77 static int getSourcePosX() { return _sSourceX; }
78 static int getSourcePosY() { return _sSourceY; }
79 static int getTargetPosX() { return _sTargetX; }
80 static int getTargetPosY() { return _sTargetY; }
81
82 int getUnitType() const { return _unitType; }
83
84 int getShotPosX() const { return _shotPosX; }
85 int getShotPosY() const { return _shotPosY; }
86 int *getShotPos() const;
87
88 Common::Array<DefenseUnit *> getEnemyDefenses() const { return _enemyDefenses; }
89
90 IContainedObject *duplicate() override;
91
92 int numChildrenToGen() override;
93 IContainedObject *createChildObj(int, int &completionFlag) override;
94
95
96 float calcH() override;
97 int checkSuccess() override;
98 float calcT() override;
99};
100
101class Defender {
102private:
103 int _sourceX;
104 int _sourceY;
105 int _targetX;
106 int _targetY;
107 int _sourceUnit;
108 int _power;
109 int _angle;
110 int _unit;
111 AI *_ai;
112
113public:
114 Defender(AI *ai);
115 void setSourceX(int sourceX) { _sourceX = sourceX; }
116 void setSourceY(int sourceY) { _sourceY = sourceY; }
117 void setTargetX(int targetX) { _targetX = targetX; }
118 void setTargetY(int targetY) { _targetY = targetY; }
119 void setSourceUnit(int sourceUnit) { _sourceUnit = sourceUnit; }
120 void setPower(int power) { _power = power; }
121 void setAngle(int angle) { _angle = angle; }
122 void setUnit(int unit) { _unit = unit; }
123
124 int getSourceX() const { return _sourceX; }
125 int getSourceY() const { return _sourceY; }
126 int getTargetX() const { return _targetX; }
127 int getTargetY() const { return _targetY; }
128 int getSourceUnit() const { return _sourceUnit; }
129 int getPower() const { return _power; }
130 int getAngle() const { return _angle; }
131 int getUnit() const { return _unit; }
132
133 int calculateDefenseUnitPosition(int targetX, int targetY, int index);
134};
135
137public:
138 bool operator()(DefenseUnit *x, DefenseUnit *y) {
139 //disabled units go at the end
140 if (x->getState() == DUS_OFF) {
141 debugC(DEBUG_MOONBASE_AI, "OFF");
142 return 0;
143 }
144
145 return x->getDistanceTo() < y->getDistanceTo();
146 }
147};
148
149} // End of namespace Scumm
150
151#endif
Definition: array.h:52
Definition: ai_main.h:85
Definition: ai_targetacquisition.h:101
Definition: ai_defenseunit.h:47
Definition: ai_node.h:32
Definition: ai_targetacquisition.h:35
Definition: ai_targetacquisition.h:136
void void void void void debugC(int level, uint32 debugChannel, MSVC_PRINTF const char *s,...) GCC_PRINTF(3
Definition: actor.h:30