SCUMM HE: Added main Moonbase AI code

This commit is contained in:
Eugene Sandulenko 2016-05-21 13:02:20 +02:00
parent 26b5416433
commit 44333f7453
17 changed files with 3543 additions and 222 deletions

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@ -553,8 +553,15 @@ protected:
byte VAR_NUM_PALETTES;
byte VAR_NUM_UNK;
public: // FIXME. TODO. Should be protected. Used by Moonbase
byte VAR_U32_VERSION;
byte VAR_U32_ARRAY_UNK;
byte VAR_U32_USER_VAR_A;
byte VAR_U32_USER_VAR_B;
byte VAR_U32_USER_VAR_C;
byte VAR_U32_USER_VAR_D;
byte VAR_U32_USER_VAR_E;
byte VAR_U32_USER_VAR_F;
};
class ScummEngine_v99he : public ScummEngine_v90he {

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@ -123,13 +123,13 @@ int AntiAirUnit::selectWeapon(int index) {
case 2:
if (getState() == DUS_OFF) {
if (GetPlayerEnergy() > 6) {
if (getPlayerEnergy() > 6) {
if (!_vm->_rnd.getRandomNumber(3)) {
return ITEM_VIRUS;
}
}
if (GetPlayerEnergy() > 2) {
if (getPlayerEnergy() > 2) {
if (!_vm->_rnd.getRandomNumber(1)) {
return ITEM_SPIKE;
}
@ -169,8 +169,8 @@ Common::Point *ShieldUnit::createTargetPos(int index, int distance, int weaponTy
case ITEM_CRAWLER:
ratio = MAX(0.0, 1.0 - (static_cast<float>(getRadius()) / static_cast<float>(distance - 20)));
{
int maxX = GetMaxX();
int maxY = GetMaxY();
int maxX = getMaxX();
int maxY = getMaxY();
int thisX = (static_cast<int>(sourceX + ratio * (getPosX() - sourceX)) + maxX) % maxX;
int thisY = (static_cast<int>(sourceY + ratio * (getPosY() - sourceY)) + maxY) % maxY;
targetPos->x = thisX;
@ -221,8 +221,8 @@ Common::Point *ShieldUnit::createTargetPos(int index, int distance, int weaponTy
int ShieldUnit::selectWeapon(int index) {
warning("Shield weapon select");
int myUnit = GetClosestUnit(getPosX(), getPosY(), GetMaxX(), GetCurrentPlayer(), 1, BUILDING_MAIN_BASE, 1, 0);
int dist = GetDistance(getPosX(), getPosY(), GetHubX(myUnit), GetHubY(myUnit));
int myUnit = getClosestUnit(getPosX(), getPosY(), getMaxX(), getCurrentPlayer(), 1, BUILDING_MAIN_BASE, 1, 0);
int dist = getDistance(getPosX(), getPosY(), getHubX(myUnit), getHubY(myUnit));
if ((dist < (getRadius() - 20)) && (dist > 90)) {
return ITEM_SPIKE;
@ -231,7 +231,7 @@ int ShieldUnit::selectWeapon(int index) {
switch (index) {
case 0:
if (getState() == DUS_OFF) {
if (GetPlayerEnergy() < 3) {
if (getPlayerEnergy() < 3) {
return ITEM_BOMB;
} else {
return ITEM_SPIKE;
@ -287,11 +287,11 @@ Common::Point *MineUnit::createTargetPos(int index, int distance, int weaponType
}
int MineUnit::selectWeapon(int index) {
int myUnit = GetClosestUnit(getPosX(), getPosY(), GetMaxX(), GetCurrentPlayer(), 1, 0, 0, 0);
int myUnit = getClosestUnit(getPosX(), getPosY(), getMaxX(), getCurrentPlayer(), 1, 0, 0, 0);
int x = getPosX();
int y = getPosY();
int dist = GetDistance(x, y, GetHubX(myUnit), GetHubY(myUnit));
int dist = getDistance(x, y, getHubX(myUnit), getHubY(myUnit));
if ((getState() == DUS_ON) && (dist < 110)) {
return ITEM_EMP;
@ -334,17 +334,17 @@ Common::Point *HubUnit::createTargetPos(int index, int distance, int weaponType,
int HubUnit::selectWeapon(int index) {
warning("Hub weapon select");
int energy = GetPlayerEnergy();
int energy = getPlayerEnergy();
if (energy > 6) {
//possibly choose crawler
if (GetBuildingWorth(getID()) > 21) {
if (getBuildingWorth(getID()) > 21) {
return ITEM_CRAWLER;
}
}
//choose betw/ bomb and cluster
if (GetBuildingArmor(getID()) < 1.5) {
if (getBuildingArmor(getID()) < 1.5) {
return ITEM_CLUSTER;
}
@ -483,17 +483,17 @@ Common::Point *EnergyUnit::createTargetPos(int index, int distance, int weaponTy
int EnergyUnit::selectWeapon(int index) {
warning("Energy weapon select");
int energy = GetPlayerEnergy();
int energy = getPlayerEnergy();
if (energy > 6) {
//possibly choose crawler
if (GetBuildingWorth(getID()) > 21) {
if (getBuildingWorth(getID()) > 21) {
return ITEM_CRAWLER;
}
}
//choose betw/ bomb and cluster
if (GetBuildingArmor(getID()) < 1.5) {
if (getBuildingArmor(getID()) < 1.5) {
return ITEM_CLUSTER;
}
@ -539,17 +539,17 @@ Common::Point *OffenseUnit::createTargetPos(int index, int distance, int weaponT
int OffenseUnit::selectWeapon(int index) {
warning("Offense weapon select");
int energy = GetPlayerEnergy();
int energy = getPlayerEnergy();
if (energy > 6) {
//possibly choose crawler
if (GetBuildingWorth(getID()) > 21) {
if (getBuildingWorth(getID()) > 21) {
return ITEM_CRAWLER;
}
}
//choose betw/ bomb and cluster
if (GetBuildingArmor(getID()) < 1.5) {
if (getBuildingArmor(getID()) < 1.5) {
return ITEM_CLUSTER;
}
@ -589,13 +589,13 @@ Common::Point *CrawlerUnit::createTargetPos(int index, int distance, int weaponT
int CrawlerUnit::selectWeapon(int index) {
warning("Crawler weapon select");
int myUnit = GetClosestUnit(getPosX(), getPosY(), GetMaxX(), GetCurrentPlayer(), 1, 0, 0, 0);
int dist = GetDistance(GetHubX(myUnit), GetHubY(myUnit), getPosX(), getPosY());
int myUnit = getClosestUnit(getPosX(), getPosY(), getMaxX(), getCurrentPlayer(), 1, 0, 0, 0);
int dist = getDistance(getHubX(myUnit), getHubY(myUnit), getPosX(), getPosY());
int x = getPosX();
int y = getPosY();
int energy = GetPlayerEnergy();
int terrain = GetTerrain(x, y);
int energy = getPlayerEnergy();
int terrain = getTerrain(x, y);
if (terrain != TERRAIN_TYPE_WATER) {
if ((energy > 2) && (dist < 220)) {

File diff suppressed because it is too large Load Diff

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@ -86,101 +86,95 @@ enum {
static int energyHogType = 0;
void ResetAI();
void CleanUpAI();
void SetAIType(const int paramCount, const int *params);
int MasterControlProgram(const int paramCount, const int *params);
void resetAI();
void cleanUpAI();
void setAIType(const int paramCount, const int *params);
int masterControlProgram(const int paramCount, const int *params);
int ChooseBehavior();
int ChooseTarget(int behavior);
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);
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);
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 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 GetAngle(int originX, int originY, int endX, int endY);
int GetAngle(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 GetBuildingWorth(int building);
void DebugBreak();
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 GetPlayerEnergy();
int GetPlayerMaxTime();
int GetWindXSpeed();
int GetWindYSpeed();
int GetTotalWindSpeed();
int GetWindXSpeedMax();
int GetWindYSpeedMax();
int GetBigXSize();
int GetBigYSize();
int GetEnergyPoolWidth(int pool);
int GetBuildingMaxArmor(int building);
int GetTimerValue(int timerNum);
int GetLastAttacked(int &x, int &y);
int PrintDebugTimer(int max, int timerVal);
int GetPlayerTeam(int player);
int GetBuildingTeam(int building);
int GetFOW();
int GetAnimSpeed();
int GetBuildingStackPtr();
int GetTurnCounter();
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 getBuildingWorth(int building);
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 getPlayerEnergy();
int getPlayerMaxTime();
int getWindXSpeed();
int getWindYSpeed();
int getTotalWindSpeed();
int getWindXSpeedMax();
int getWindYSpeedMax();
int getBigXSize();
int getBigYSize();
int getEnergyPoolWidth(int pool);
int getBuildingMaxArmor(int building);
int getTimerValue(int timerNum);
int getLastAttacked(int &x, int &y);
int getPlayerTeam(int player);
int getBuildingTeam(int building);
int getFOW();
int getAnimSpeed();
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 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 simulateBuildingLaunch(int x, int y, int power, int angle, int numSteps, int isEnergy);
int simulateWeaponLaunch(int x, int y, int power, int angle, int numSteps);
int fakeSimulateWeaponLaunch(int x, int y, int power, int angle);
int SimulateBuildingLaunch(int x, int y, int power, int angle, int numSteps, int isEnergy);
int SimulateWeaponLaunch(int x, int y, int power, int angle, int numSteps);
int FakeSimulateWeaponLaunch(int x, int y, int power, int angle);
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 CheckIfWaterSquare(int x, int y);
int GetUnitsWithinRadius(int x, int y, int radius);
int GetLandingPoint(int x, int y, int power, int angle);
int GetEnemyUnitsVisible(int playerNum);
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 checkIfWaterSquare(int x, int y);
int getUnitsWithinRadius(int x, int y, int radius);
int getLandingPoint(int x, int y, int power, int angle);
int getEnemyUnitsVisible(int playerNum);
float degToRad(float degrees);
void MACRO_LimitLocation(int &a, int &b, int c, int d);
void limitLocation(int &a, int &b, int c, int d);
int energyPoolSize(int pool);
int GetMaxCollectors(int pool);
int getMaxCollectors(int pool);
int TempChooseBehavior();
int TempChooseTarget(int behavior);
int GetEnergyHogType();
int getEnergyHogType();
extern Common::Array<int> lastXCoord[];
extern Common::Array<int> lastYCoord[];

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@ -0,0 +1,162 @@
/* 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_PATTERN_H
#define SCUMM_HE_MOONBASE_AI_PATTERN_H
namespace Scumm {
const int NO_PATTERN = 0;
const int PATTERN_FOUND = 1;
class patternInstance {
private:
int _sourceHub;
int _unit;
int _power;
int _angle;
public:
patternInstance() {
_sourceHub = 0;
_unit = 0;
_power = 0;
_angle = 0;
}
patternInstance(int sh, int unit, int power, int angle) {
setSourceHub(sh);
setUnit(unit);
setPower(power);
setAngle(angle);
}
void setSourceHub(int sh) { _sourceHub = sh; }
void setUnit(int unit) { _unit = unit; }
void setPower(int power) {
if (power < 300)
_power = 1;
else if (power < 480)
_power = 2;
else
_power = 3;
}
void setAngle(int angle) {
int tempAngle = angle % 360;
if ((tempAngle >= 0) && (tempAngle < 90))
_angle = 1;
if ((tempAngle >= 90) && (tempAngle < 180))
_angle = 2;
if ((tempAngle >= 180) && (tempAngle < 270))
_angle = 3;
if ((tempAngle >= 270))
_angle = 4;
}
int getSourceHub() const { return _sourceHub; }
int getUnit() const { return _unit; }
int getPowerIndex() const { return _power; }
int getAngleIndex() const { return _angle; }
static int comparePatterns(patternInstance *p1, patternInstance *p2) {
if (p1->getSourceHub() != p2->getSourceHub())
return 0;
if (p1->getUnit() != p2->getUnit())
return 0;
if (p1->getUnit() == -999)
return 0;
int temp = abs(p1->getPowerIndex() - p2->getPowerIndex());
if (temp > 1)
return 0;
temp = abs(p1->getAngleIndex() - p2->getAngleIndex());
if (temp > 1 && temp < 3)
return 0;
return 1;
}
};
class patternList {
private:
patternInstance *theList[10];
int listIndex;
public:
patternList() {
for (int i = 0; i < 10; i++) {
theList[i] = new patternInstance();
}
listIndex = 0;
}
~patternList() {
for (int i = 0; i < 10; i++) {
delete theList[i];
}
}
void addPattern(int sh, int unit, int power, int angle) {
theList[listIndex]->setSourceHub(sh);
theList[listIndex]->setUnit(unit);
theList[listIndex]->setPower(power);
theList[listIndex]->setAngle(angle);
listIndex++;
if (listIndex > 9)
listIndex = 0;
}
int evaluatePattern(int sh, int unit, int power, int angle) {
patternInstance *patternToMatch = new patternInstance(sh, unit, power, angle);
int matchCount = 0;
for (int i = 0; i < 9; i++) {
if (patternInstance::comparePatterns(theList[i], patternToMatch)) {
matchCount++;
}
}
delete patternToMatch;
if (matchCount > 2)
return PATTERN_FOUND;
return NO_PATTERN;
}
};
} // End of namespace Scumm
#endif

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@ -36,22 +36,22 @@ int Sortie::_sTargetX = 0;
int Sortie::_sTargetY = 0;
Sortie::~Sortie() {
for (Common::Array<DefenseUnit *>::iterator k = _enemyDefenses.begin(); k != _enemyDefenses.end(); ++k) {
for (Common::Array<DefenseUnit *>::iterator k = _enemyDefenses.begin(); k != _enemyDefenses.end(); k++) {
delete *k;
}
}
void Sortie::setEnemyDefenses(int enemyDefensesScummArray, int defendX, int defendY) {
DefenseUnit *thisUnit;
int currentPlayer = GetCurrentPlayer();
int currentPlayer = getCurrentPlayer();
for (int i = 0; i < 200; ++i) {
for (int i = 0; i < 200; i++) {
int thisElement = _vm->_moonbase->readFromArray(enemyDefensesScummArray, 0, i);
if (thisElement) {
if (GetBuildingOwner(thisElement)) {
if (GetPlayerTeam(currentPlayer) != GetBuildingTeam(thisElement)) {
int type = GetBuildingType(thisElement);
if (getBuildingOwner(thisElement)) {
if (getPlayerTeam(currentPlayer) != getBuildingTeam(thisElement)) {
int type = getBuildingType(thisElement);
switch (type) {
case BUILDING_ANTI_AIR:
@ -63,7 +63,7 @@ void Sortie::setEnemyDefenses(int enemyDefensesScummArray, int defendX, int defe
break;
case BUILDING_EXPLOSIVE_MINE:
if (GetDistance(GetHubX(thisElement), GetHubY(thisElement), defendX, defendY) < 90)
if (getDistance(getHubX(thisElement), getHubY(thisElement), defendX, defendY) < 90)
thisUnit = new MineUnit();
else
thisUnit = NULL;
@ -81,9 +81,9 @@ void Sortie::setEnemyDefenses(int enemyDefensesScummArray, int defendX, int defe
if (thisUnit != NULL) {
thisUnit->setID(thisElement);
thisUnit->setPos(GetHubX(thisElement), GetHubY(thisElement));
thisUnit->setPos(getHubX(thisElement), getHubY(thisElement));
if (GetBuildingState(thisElement)) thisUnit->setState(DUS_OFF);
if (getBuildingState(thisElement)) thisUnit->setState(DUS_OFF);
_enemyDefenses.push_back(thisUnit);
}
@ -117,7 +117,7 @@ IContainedObject *Sortie::createChildObj(int index, int &completionFlag) {
Common::Array<DefenseUnit *> thisEnemyDefenses;
// Copy the defensive unit list from the parent
for (Common::Array<DefenseUnit *>::iterator k = _enemyDefenses.begin(); k != _enemyDefenses.end(); ++k) {
for (Common::Array<DefenseUnit *>::iterator k = _enemyDefenses.begin(); k != _enemyDefenses.end(); k++) {
DefenseUnit *temp;
switch ((*k)->getType()) {
@ -155,7 +155,7 @@ IContainedObject *Sortie::createChildObj(int index, int &completionFlag) {
retSortie->setUnitType(currentWeapon->getTypeID());
// Calculate distance from target to source hub
int distance = GetDistance(currentTarget->getPosX(), currentTarget->getPosY(), getSourcePosX(), getSourcePosY());
int distance = getDistance(currentTarget->getPosX(), currentTarget->getPosY(), getSourcePosX(), getSourcePosY());
// Pick correct shot position according to index
Common::Point *targetCoords;
@ -168,8 +168,8 @@ IContainedObject *Sortie::createChildObj(int index, int &completionFlag) {
int AAcounter = 3;
// Loop through defensive units, toggling anti-air units and deciding if this weapon will land safely
for (Common::Array<DefenseUnit *>::iterator i = thisEnemyDefenses.begin(); i != thisEnemyDefenses.end(); ++i) {
distance = GetDistance((*i)->getPosX(), (*i)->getPosY(), targetCoords->x, targetCoords->y);
for (Common::Array<DefenseUnit *>::iterator i = thisEnemyDefenses.begin(); i != thisEnemyDefenses.end(); i++) {
distance = getDistance((*i)->getPosX(), (*i)->getPosY(), targetCoords->x, targetCoords->y);
// Check to see if we're within an active defense's radius
if ((distance < (*i)->getRadius()) && ((*i)->getState() == DUS_ON)) {
@ -198,7 +198,7 @@ IContainedObject *Sortie::createChildObj(int index, int &completionFlag) {
}
// Turn on all the non-anti-air units in preparation for emp's and the next turn
for (Common::Array<DefenseUnit *>::iterator i = thisEnemyDefenses.begin(); i != thisEnemyDefenses.end(); ++i) {
for (Common::Array<DefenseUnit *>::iterator i = thisEnemyDefenses.begin(); i != thisEnemyDefenses.end(); i++) {
if ((*i)->getType() != DUT_ANTI_AIR) {
(*i)->setState(DUS_ON);
}
@ -210,10 +210,10 @@ IContainedObject *Sortie::createChildObj(int index, int &completionFlag) {
for (Common::Array<DefenseUnit *>::iterator i = thisEnemyDefenses.begin(); i != thisEnemyDefenses.end(); ) {
// Special simulated crawler detonation location used, since it walks a bit
if (currentWeapon->getTypeID() == ITEM_CRAWLER)
distance = GetDistance((*i)->getPosX(), (*i)->getPosY(), currentTarget->getPosX(), currentTarget->getPosY());
distance = getDistance((*i)->getPosX(), (*i)->getPosY(), currentTarget->getPosX(), currentTarget->getPosY());
// Normal detonation location used here
else {
distance = GetDistance((*i)->getPosX(), (*i)->getPosY(), targetCoords->x, targetCoords->y);
distance = getDistance((*i)->getPosX(), (*i)->getPosY(), targetCoords->x, targetCoords->y);
}
if (distance < currentWeapon->getRadius()) {
@ -238,10 +238,10 @@ IContainedObject *Sortie::createChildObj(int index, int &completionFlag) {
delete *i;
i = thisEnemyDefenses.erase(i);
} else {
++i;
i++;
}
} else {
++i;
i++;
}
}
}
@ -257,7 +257,7 @@ float Sortie::calcH() {
float retValue = 0;
Common::Array<DefenseUnit *> thisEnemyDefenses = getEnemyDefenses();
for (Common::Array<DefenseUnit *>::iterator i = thisEnemyDefenses.begin(); i != thisEnemyDefenses.end(); ++i) {
for (Common::Array<DefenseUnit *>::iterator i = thisEnemyDefenses.begin(); i != thisEnemyDefenses.end(); i++) {
if ((*i)->getState() == DUS_ON) {
switch ((*i)->getType()) {
case DUT_ANTI_AIR:
@ -285,7 +285,7 @@ int Sortie::checkSuccess() {
int targetCheck = 0;
for (Common::Array<DefenseUnit *>::iterator i = _enemyDefenses.begin(); i != _enemyDefenses.end(); ++i) {
for (Common::Array<DefenseUnit *>::iterator i = _enemyDefenses.begin(); i != _enemyDefenses.end(); i++) {
if (((*i)->getState() == DUS_ON) && ((*i)->getType() != DUT_HUB)) {
return 0;
}
@ -314,41 +314,41 @@ IContainedObject *Sortie::duplicate() {
void Sortie::printEnemyDefenses() {
for (Common::Array<DefenseUnit *>::iterator i = _enemyDefenses.begin(); i != _enemyDefenses.end(); ++i) {
for (Common::Array<DefenseUnit *>::iterator i = _enemyDefenses.begin(); i != _enemyDefenses.end(); i++) {
warning("Unit %d - Type: %d, Armor: %d, Status: %d", (*i)->getID(), (*i)->getType(), static_cast<int>((*i)->getArmor()), (*i)->getState());
}
}
int Defender::calculateDefenseUnitPosition(int targetX, int targetY, int index) {
int currentPlayer = GetCurrentPlayer();
int currentPlayer = getCurrentPlayer();
//Get list of near hubs
int unitsArray = GetUnitsWithinRadius(targetX + 5, targetY, 480);
//get list of near hubs
int unitsArray = getUnitsWithinRadius(targetX + 5, targetY, 480);
const int NUM_HUBS = 10;
//Order on dist
int hubArray[NUM_HUBS] = { 0 };
int hubIndex = 0;
for (int i = 0; i < 200; ++i) {
for (int i = 0; i < 200; i++) {
int thisUnit = _vm->_moonbase->readFromArray(unitsArray, 0, i);
if (thisUnit) {
if (((GetBuildingType(thisUnit) == BUILDING_MAIN_BASE) || (GetBuildingType(thisUnit) == BUILDING_OFFENSIVE_LAUNCHER)) && (GetBuildingOwner(thisUnit) == currentPlayer)) {
for (int j = 0; j < NUM_HUBS; ++j) {
if (((getBuildingType(thisUnit) == BUILDING_MAIN_BASE) || (getBuildingType(thisUnit) == BUILDING_OFFENSIVE_LAUNCHER)) && (getBuildingOwner(thisUnit) == currentPlayer)) {
for (int j = 0; j < NUM_HUBS; j++) {
if (hubArray[j]) {
int distCurrent = GetDistance(targetX, targetY, GetHubX(thisUnit), GetHubY(thisUnit));
int distSaved = GetDistance(targetX, targetY, GetHubX(hubArray[j]), GetHubY(hubArray[j]));
int distCurrent = getDistance(targetX, targetY, getHubX(thisUnit), getHubY(thisUnit));
int distSaved = getDistance(targetX, targetY, getHubX(hubArray[j]), getHubY(hubArray[j]));
if (distCurrent < distSaved) {
hubArray[hubIndex] = hubArray[j];
hubArray[j] = thisUnit;
++hubIndex;
hubIndex++;
j = 100;
}
} else {
hubArray[j] = thisUnit;
++hubIndex;
hubIndex++;
j = 100;
}
}
@ -364,21 +364,21 @@ int Defender::calculateDefenseUnitPosition(int targetX, int targetY, int index)
_vm->nukeArray(unitsArray);
//Check if repair is needed
int targetUnit = GetClosestUnit(targetX + 5, targetY, 15, currentPlayer, 1, 0, 0, 0);
int targetUnit = getClosestUnit(targetX + 5, targetY, 15, currentPlayer, 1, 0, 0, 0);
if (targetUnit && (targetUnit != BUILDING_CRAWLER) && (GetBuildingTeam(targetUnit) == GetPlayerTeam(currentPlayer))) {
int armor = GetBuildingArmor(targetUnit);
if (targetUnit && (targetUnit != BUILDING_CRAWLER) && (getBuildingTeam(targetUnit) == getPlayerTeam(currentPlayer))) {
int armor = getBuildingArmor(targetUnit);
if (armor < GetBuildingMaxArmor(targetUnit)) {
unitsArray = GetUnitsWithinRadius(targetX + 5, targetY, 170);
if (armor < getBuildingMaxArmor(targetUnit)) {
unitsArray = getUnitsWithinRadius(targetX + 5, targetY, 170);
int defCount = 0;
for (int i = 0; i < 200; ++i) {
for (int i = 0; i < 200; i++) {
int thisUnit = _vm->_moonbase->readFromArray(unitsArray, 0, i);
if (thisUnit) {
if (((GetBuildingType(thisUnit) == BUILDING_SHIELD) || (GetBuildingType(thisUnit) == BUILDING_ANTI_AIR)) && (GetBuildingOwner(thisUnit) == currentPlayer) && (GetBuildingState(thisUnit) == 0)) {
++defCount;
if (((getBuildingType(thisUnit) == BUILDING_SHIELD) || (getBuildingType(thisUnit) == BUILDING_ANTI_AIR)) && (getBuildingOwner(thisUnit) == currentPlayer) && (getBuildingState(thisUnit) == 0)) {
defCount++;
i = 200;
}
}
@ -388,10 +388,10 @@ int Defender::calculateDefenseUnitPosition(int targetX, int targetY, int index)
if (defCount) {
//repair
int hubUnit = GetClosestUnit(targetX, targetY, 480, currentPlayer, 1, BUILDING_MAIN_BASE, 1, 110);
int hubUnit = getClosestUnit(targetX, targetY, 480, currentPlayer, 1, BUILDING_MAIN_BASE, 1, 110);
if (hubUnit && (hubUnit != targetUnit)) {
int powAngle = abs(GetPowerAngleFromPoint(GetHubX(hubUnit), GetHubY(hubUnit), targetX, targetY, 20));
int powAngle = abs(getPowerAngleFromPoint(getHubX(hubUnit), getHubY(hubUnit), targetX, targetY, 20));
int power = powAngle / 360;
int angle = powAngle - (power * 360);
@ -410,23 +410,23 @@ int Defender::calculateDefenseUnitPosition(int targetX, int targetY, int index)
}
//For each hub
for (int i = 0; i < MIN(NUM_HUBS, hubIndex); ++i) {
int hubX = GetHubX(hubArray[i]);
int hubY = GetHubY(hubArray[i]);
//Get angle to hub
for (int i = 0; i < MIN(NUM_HUBS, hubIndex); i++) {
int hubX = getHubX(hubArray[i]);
int hubY = getHubY(hubArray[i]);
//get angle to hub
int directAngleToHub = 0;
//If this hub is the target
if ((hubX == targetX) && (hubY == targetY)) {
//make the angle seed point at the closest enemy
int enemyUnit = GetClosestUnit(hubX, hubY, GetMaxX(), currentPlayer, 0, 0, 0);
directAngleToHub = GetAngle(targetX, targetY, GetHubX(enemyUnit), GetHubY(enemyUnit));
int enemyUnit = getClosestUnit(hubX, hubY, getMaxX(), currentPlayer, 0, 0, 0);
directAngleToHub = calcAngle(targetX, targetY, getHubX(enemyUnit), getHubY(enemyUnit));
} else {
directAngleToHub = GetAngle(targetX, targetY, hubX, hubY);
directAngleToHub = calcAngle(targetX, targetY, hubX, hubY);
}
//Number of random chances to land
for (int j = 0; j < 3; ++j) {
for (int j = 0; j < 3; j++) {
//Pick random angle and dist within semicircle (-90 to +90) and (40 to 150)
int randAngle = directAngleToHub + _vm->_rnd.getRandomNumber(179) - 90;
int randDist = _vm->_rnd.getRandomNumber(109) + 40;
@ -434,7 +434,7 @@ int Defender::calculateDefenseUnitPosition(int targetX, int targetY, int index)
int x = targetX + randDist * cos(degToRad(randAngle));
int y = targetY + randDist * sin(degToRad(randAngle));
int powAngle = GetPowerAngleFromPoint(hubX, hubY, x, y, 20);
int powAngle = getPowerAngleFromPoint(hubX, hubY, x, y, 20);
if (powAngle < 0)
continue;
@ -443,7 +443,7 @@ int Defender::calculateDefenseUnitPosition(int targetX, int targetY, int index)
int angle = powAngle - (power * 360);
int coords = 0;
coords = SimulateBuildingLaunch(hubX, hubY, power, angle, 100, 0);
coords = simulateBuildingLaunch(hubX, hubY, power, angle, 100, 0);
//if valid, return
if (coords > 0) {
@ -451,28 +451,28 @@ int Defender::calculateDefenseUnitPosition(int targetX, int targetY, int index)
setSourceX(hubX);
setSourceY(hubY);
setTargetX((x + GetMaxX()) % GetMaxX());
setTargetY((y + GetMaxY()) % GetMaxY());
setTargetX((x + getMaxX()) % getMaxX());
setTargetY((y + getMaxY()) % getMaxY());
setSourceUnit(hubArray[i]);
int unitsArray2 = GetUnitsWithinRadius(targetX + 5, targetY, 200);
int unitsArray2 = getUnitsWithinRadius(targetX + 5, targetY, 200);
int shieldCount = 0;
for (int k = 0; k < 200; ++k) {
for (int k = 0; k < 200; k++) {
int thisUnit = _vm->_moonbase->readFromArray(unitsArray2, 0, k);
if (thisUnit) {
if ((GetBuildingType(thisUnit) == BUILDING_SHIELD) && (GetBuildingOwner(thisUnit) == currentPlayer))
if ((getBuildingType(thisUnit) == BUILDING_SHIELD) && (getBuildingOwner(thisUnit) == currentPlayer))
shieldCount++;
if ((GetBuildingType(thisUnit) == BUILDING_BRIDGE) && (GetBuildingOwner(thisUnit) == currentPlayer)) {
if ((getBuildingType(thisUnit) == BUILDING_BRIDGE) && (getBuildingOwner(thisUnit) == currentPlayer)) {
shieldCount--;
shieldCount = MAX(-1, shieldCount);
}
}
}
if ((_vm->_rnd.getRandomNumber((int)pow(3, shieldCount + 1) - 1) == 0) && (GetPlayerEnergy() > 6))
if ((_vm->_rnd.getRandomNumber((int)pow(3, shieldCount + 1) - 1) == 0) && (getPlayerEnergy() > 6))
setUnit(ITEM_SHIELD);
else
setUnit(ITEM_ANTIAIR);
@ -486,12 +486,11 @@ int Defender::calculateDefenseUnitPosition(int targetX, int targetY, int index)
if (coords < 0) {
//drop a bridge for the cord
int yCoord = -coords / GetMaxX();
int xCoord = -coords - (yCoord * GetMaxX());
int yCoord = -coords / getMaxX();
int xCoord = -coords - (yCoord * getMaxX());
if (CheckIfWaterState(xCoord, yCoord)) {
int terrainSquareSize = GetTerrainSquareSize();
if (checkIfWaterState(xCoord, yCoord)) {
int terrainSquareSize = getTerrainSquareSize();
xCoord = ((xCoord / terrainSquareSize * terrainSquareSize) + (terrainSquareSize / 2));
yCoord = ((yCoord / terrainSquareSize * terrainSquareSize) + (terrainSquareSize / 2));
@ -503,8 +502,8 @@ int Defender::calculateDefenseUnitPosition(int targetX, int targetY, int index)
setTargetX(x);
setTargetY(y);
int nextUnit = GetClosestUnit(x, y, 480, GetCurrentPlayer(), 1, BUILDING_MAIN_BASE, 1, 120);
powAngle = GetPowerAngleFromPoint(GetHubX(nextUnit), GetHubY(nextUnit), x, y, 15);
int nextUnit = getClosestUnit(x, y, 480, getCurrentPlayer(), 1, BUILDING_MAIN_BASE, 1, 120);
powAngle = getPowerAngleFromPoint(getHubX(nextUnit), getHubY(nextUnit), x, y, 15);
powAngle = abs(powAngle);
power = powAngle / 360;
@ -530,8 +529,8 @@ int Defender::calculateDefenseUnitPosition(int targetX, int targetY, int index)
do {
int sourceHub = hubArray[_vm->_rnd.getRandomNumber(hubIndex - 1)];
setSourceX(GetHubX(sourceHub));
setSourceY(GetHubY(sourceHub));
setSourceX(getHubX(sourceHub));
setSourceY(getHubY(sourceHub));
setSourceUnit(sourceHub);
setUnit(ITEM_HUB);
setPower(_vm->_rnd.getRandomNumber(299) + 200);
@ -540,12 +539,12 @@ int Defender::calculateDefenseUnitPosition(int targetX, int targetY, int index)
if (count > (NUM_HUBS * 3)) break;
coords = SimulateBuildingLaunch(getSourceX(), getSourceY(), getPower(), getAngle(), 100, 0);
coords = simulateBuildingLaunch(getSourceX(), getSourceY(), getPower(), getAngle(), 100, 0);
} while (coords <= 0);
if (coords > 0) {
setTargetX(coords % GetMaxX());
setTargetY(coords / GetMaxX());
setTargetX(coords % getMaxX());
setTargetY(coords / getMaxX());
} else {
setTargetX(0);
setTargetY(0);

View File

@ -48,7 +48,7 @@ Traveller::Traveller(int originX, int originY) {
}
void Traveller::adjustPosX(int offsetX) {
int maxX = GetMaxX();
int maxX = getMaxX();
int deltaX = _posX + offsetX;
if (deltaX < 0) _posX = maxX + deltaX;
@ -57,7 +57,7 @@ void Traveller::adjustPosX(int offsetX) {
}
void Traveller::adjustPosY(int offsetY) {
int maxY = GetMaxX();
int maxY = getMaxX();
int deltaY = _posY + offsetY;
if (deltaY < 0) _posY = maxY + deltaY;
@ -73,7 +73,7 @@ void Traveller::adjustXY(int offsetX, int offsetY) {
float Traveller::calcH() {
float retVal = 0;
// Calc dist from here to target
retVal = GetDistance(_posX, _posY, _targetPosX, _targetPosY);
retVal = getDistance(_posX, _posY, _targetPosX, _targetPosY);
// Divide by _maxDist to get minimum number of jumps to goal
retVal /= static_cast<float>(_maxDist);
@ -82,7 +82,7 @@ float Traveller::calcH() {
int Traveller::numChildrenToGen() {
if (!_numToGen)
_numToGen = GetAnimSpeed() + 2;
_numToGen = getAnimSpeed() + 2;
return _numToGen;
}
@ -103,14 +103,14 @@ IContainedObject *Traveller::createChildObj(int index, int &completionFlag) {
// Calculate angle between here and target
int directAngle = 0;
if (GetEnergyHogType())
directAngle = GetAngle(_posX, _posY, _targetPosX, _targetPosY, 1);
if (getEnergyHogType())
directAngle = calcAngle(_posX, _posY, _targetPosX, _targetPosY, 1);
else
directAngle = GetAngle(_posX, _posY, _targetPosX, _targetPosY);
directAngle = calcAngle(_posX, _posY, _targetPosX, _targetPosY);
// Calculate the offset angle for this index
if (!_sizeAngleStep)
_sizeAngleStep = 52 - (GetAnimSpeed() * 7);
_sizeAngleStep = 52 - (getAnimSpeed() * 7);
dir = _sizeAngleStep * ((static_cast<int>(index / NUM_POWER_STEPS) + 1) >> 1);
// Calculate the sign value for the offset for this index
@ -120,12 +120,12 @@ IContainedObject *Traveller::createChildObj(int index, int &completionFlag) {
// Calculate power for this index
int maxPower = 0;
int directDist = GetDistance(_posX, _posY, _targetPosX, _targetPosY);
int directDist = getDistance(_posX, _posY, _targetPosX, _targetPosY);
if (directDist > _maxDist + 120)
maxPower = GetMaxPower();
maxPower = getMaxPower();
else
maxPower = (static_cast<float>(directDist) / static_cast<float>(_maxDist + 120)) * GetMaxPower();
maxPower = (static_cast<float>(directDist) / static_cast<float>(_maxDist + 120)) * getMaxPower();
maxPower -= 70;
power = maxPower * (1 - ((index % NUM_POWER_STEPS) * SIZE_POWER_STEP));
@ -139,7 +139,7 @@ IContainedObject *Traveller::createChildObj(int index, int &completionFlag) {
int coords = 0;
if (!(index % NUM_POWER_STEPS) || (!lastSuccessful)) {
coords = SimulateBuildingLaunch(_posX, _posY, power, angle, 10, 0);
coords = simulateBuildingLaunch(_posX, _posY, power, angle, 10, 0);
lastSuccessful = 0;
} else {
completionState = 1;
@ -156,34 +156,34 @@ IContainedObject *Traveller::createChildObj(int index, int &completionFlag) {
completionState = 1;
}
int whoseTurn = GetCurrentPlayer();
int maxX = GetMaxX();
int whoseTurn = getCurrentPlayer();
int maxX = getMaxX();
// Check new position to see if landing is clear
if (coords > 0) {
int yCoord = coords / maxX;
int xCoord = coords - (yCoord * maxX);
int terrain = GetTerrain(xCoord, yCoord);
int terrain = getTerrain(xCoord, yCoord);
assert(terrain == TERRAIN_TYPE_GOOD);
float pwr = GetMinPower() * .3;
float pwr = 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 += GetMaxX();
else if (xParam > GetMaxX())
xParam -= GetMaxX();
xParam += getMaxX();
else if (xParam > getMaxX())
xParam -= getMaxX();
if (yParam < 0)
yParam += GetMaxY();
else if (yParam > GetMaxY())
yParam -= GetMaxY();
yParam += getMaxY();
else if (yParam > getMaxY())
yParam -= getMaxY();
if (CheckIfWaterState(xParam, yParam)) {
if (checkIfWaterState(xParam, yParam)) {
delete retTraveller;
return NULL;
}
@ -192,7 +192,7 @@ IContainedObject *Traveller::createChildObj(int index, int &completionFlag) {
retTraveller->setPosX(xCoord);
// Iterate through the previous action list, making sure this one isn't on it
for (intVecItr i = (lastXCoord[whoseTurn]).begin(), j = (lastYCoord[whoseTurn]).begin(); i != (lastXCoord[whoseTurn]).end(); ++i, ++j) {
for (intVecItr i = (lastXCoord[whoseTurn]).begin(), j = (lastYCoord[whoseTurn]).begin(); i != (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();
@ -208,8 +208,8 @@ IContainedObject *Traveller::createChildObj(int index, int &completionFlag) {
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 (CheckIfWaterState(xCoord, yCoord)) {
int terrainSquareSize = GetTerrainSquareSize();
if (checkIfWaterState(xCoord, yCoord)) {
int terrainSquareSize = getTerrainSquareSize();
xCoord = ((xCoord / terrainSquareSize * terrainSquareSize) + (terrainSquareSize / 2));
yCoord = ((yCoord / terrainSquareSize * terrainSquareSize) + (terrainSquareSize / 2));
@ -218,10 +218,10 @@ IContainedObject *Traveller::createChildObj(int index, int &completionFlag) {
retTraveller->setPosX(xCoord + (terrainSquareSize * 1.414 * (xDist / (abs(xDist) + 1))));
retTraveller->setPosY(yCoord + (terrainSquareSize * 1.414 * (yDist / (abs(yDist) + 1))));
int closestHub = GetClosestUnit(retTraveller->getPosX(), retTraveller->getPosY(), GetMaxX(), GetCurrentPlayer(), 1, BUILDING_MAIN_BASE, 1, 110);
int closestHub = getClosestUnit(retTraveller->getPosX(), retTraveller->getPosY(), getMaxX(), getCurrentPlayer(), 1, BUILDING_MAIN_BASE, 1, 110);
retTraveller->setWaterSourceX(GetHubX(closestHub));
retTraveller->setWaterSourceY(GetHubY(closestHub));
retTraveller->setWaterSourceX(getHubX(closestHub));
retTraveller->setWaterSourceY(getHubY(closestHub));
retTraveller->setWaterDestX(retTraveller->getPosX());
retTraveller->setWaterDestY(retTraveller->getPosY());
@ -242,7 +242,7 @@ IContainedObject *Traveller::createChildObj(int index, int &completionFlag) {
}
int Traveller::checkSuccess() {
if (GetDistance(_posX + 1, _posY, _targetPosX, _targetPosY) < _maxDist)
if (getDistance(_posX + 1, _posY, _targetPosX, _targetPosY) < _maxDist)
return SUCCESS;
return 0;

View File

@ -108,7 +108,7 @@ public:
void enableWaterFlag() { _waterFlag = 1; }
void disableWaterFlag() { _waterFlag = 0; }
int GetWaterFlag() const { return _waterFlag; }
int getWaterFlag() const { return _waterFlag; }
virtual int numChildrenToGen();
virtual IContainedObject *createChildObj(int, int &);

View File

@ -55,7 +55,7 @@ public:
void duplicateTree(Node *sourceNode, Node *destNode);
Node *GetBaseNode() const { return pBaseNode; }
Node *getBaseNode() const { return pBaseNode; }
void setMaxDepth(int maxDepth) { m_maxDepth = maxDepth; }
int getMaxDepth() const { return m_maxDepth; }

View File

@ -77,19 +77,19 @@ public:
}
}
int GetID() const { return _id; }
char *GetNameString() const { return _nameString; }
int GetBehaviorVariation() const { return _behaviorVariation; }
int GetTargetVariation() const { return _targetVariation; }
int GetAngleVariation() const { return _angleVariation; }
int GetPowerVariation() const { return _powerVariation; }
int getID() const { return _id; }
char *getNameString() const { return _nameString; }
int getBehaviorVariation() const { return _behaviorVariation; }
int getTargetVariation() const { return _targetVariation; }
int getAngleVariation() const { return _angleVariation; }
int getPowerVariation() const { return _powerVariation; }
void SetID(int id) { _id = id; }
void SetNameString(char *nameString) { _nameString = nameString; }
void SetBehaviorVariation(int behaviorVariation) { _behaviorVariation = behaviorVariation; }
void SetTargetVariation(int targetVariation) { _targetVariation = targetVariation; }
void SetAngleVariation(int angleVariation) { _angleVariation = angleVariation; }
void SetPowerVariation(int powerVariation) { _powerVariation = powerVariation; }
void setID(int id) { _id = id; }
void setNameString(char *nameString) { _nameString = nameString; }
void setBehaviorVariation(int behaviorVariation) { _behaviorVariation = behaviorVariation; }
void setTargetVariation(int targetVariation) { _targetVariation = targetVariation; }
void setAngleVariation(int angleVariation) { _angleVariation = angleVariation; }
void setPowerVariation(int powerVariation) { _powerVariation = powerVariation; }
};
} // End of namespace Scumm

View File

@ -38,6 +38,22 @@ int Moonbase::readFromArray(int array, int y, int x) {
return _vm->readArray(116, y, x);
}
int Moonbase::callScummFunction(int scriptNumber, int paramCount,...) {
va_list va_params;
va_start(va_params, paramCount);
int args[25];
for (int i = 0; i < paramCount; i++)
args[i] = va_arg(va_params, int);
va_end(va_params);
_vm->runScript(scriptNumber, 0, 1, args);
return _vm->pop();
}
void Moonbase::blitT14WizImage(uint8 *dst, int dstw, int dsth, int dstPitch, const Common::Rect *clipBox,
uint8 *wizd, int x, int y, int rawROP, int paramROP) {
bool premulAlpa = false;

View File

@ -35,6 +35,7 @@ public:
~Moonbase();
int readFromArray(int array, int y, int x);
int callScummFunction(int scriptNumber, int paramCount,...);
void blitT14WizImage(uint8 *dst, int dstw, int dsth, int dstPitch, const Common::Rect *clipBox,
uint8 *wizd, int srcx, int srcy, int rawROP, int paramROP);

View File

@ -140,6 +140,7 @@ MODULE_OBJS += \
he/logic/puttrace.o \
he/logic/soccer.o \
he/moonbase/ai_defenseunit.o \
he/moonbase/ai_main.o \
he/moonbase/ai_node.o \
he/moonbase/ai_targetacquisition.o \
he/moonbase/ai_traveller.o \

View File

@ -891,6 +891,13 @@ ScummEngine_v90he::ScummEngine_v90he(OSystem *syst, const DetectorResult &dr)
if (_game.id == GID_MOONBASE)
_moonbase = new Moonbase(this);
VAR_U32_USER_VAR_A = 0xFF;
VAR_U32_USER_VAR_B = 0xFF;
VAR_U32_USER_VAR_C = 0xFF;
VAR_U32_USER_VAR_D = 0xFF;
VAR_U32_USER_VAR_E = 0xFF;
VAR_U32_USER_VAR_F = 0xFF;
}
ScummEngine_v90he::~ScummEngine_v90he() {

View File

@ -700,8 +700,9 @@ protected:
void ignoreScriptWord() { fetchScriptWord(); }
void ignoreScriptByte() { fetchScriptByte(); }
void push(int a);
public: // TODO. FIXME should be protected. Used by Moonbase
int pop();
public: // TODO. FIXME
virtual int readVar(uint var);
virtual void writeVar(uint var, int value);

View File

@ -77,7 +77,8 @@ protected:
void getResultPosIndirect();
virtual void getResultPos();
public: // TODO. FIXME
public: // TODO. FIXME. Should be protected. Used by Moonbase
virtual int readVar(uint var);
virtual void writeVar(uint var, int value);

View File

@ -340,6 +340,14 @@ void ScummEngine_v90he::setupScummVars() {
VAR_NUM_PALETTES = 130;
VAR_NUM_UNK = 131;
}
if (_game.id == GID_MOONBASE) {
VAR_U32_USER_VAR_A = 108;
VAR_U32_USER_VAR_B = 109;
VAR_U32_USER_VAR_C = 110;
VAR_U32_USER_VAR_D = 111;
VAR_U32_USER_VAR_E = 112;
VAR_U32_USER_VAR_F = 113;
}
}
#endif