SCUMM HE: Added implementation for Sortie and DefenderUnit classes

This commit is contained in:
Eugene Sandulenko 2016-05-20 22:02:02 +02:00
parent 412ae07efb
commit e4de5bf9ce
10 changed files with 729 additions and 12 deletions

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@ -22,7 +22,7 @@
#include "common/rect.h"
#include "common/util.h"
#include "scumm/scumm.h"
#include "scumm/he/intern_he.h"
#include "scumm/he/moonbase/ai_defenseunit.h"
#include "scumm/he/moonbase/ai_main.h"

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@ -27,11 +27,11 @@
namespace Scumm {
class ScummEngine;
class ScummEngine_v71he;
extern ScummEngine *_vm;
extern ScummEngine_v71he *_vm;
typedef Common::List<int>::iterator intVecItr;
typedef Common::Array<int>::iterator intVecItr;
enum {
TERRAIN_TYPE_GOOD = 0,
@ -182,8 +182,8 @@ int TempChooseTarget(int behavior);
int GetEnergyHogType();
extern Common::List<int> lastXCoord[];
extern Common::List<int> lastYCoord[];
extern Common::Array<int> lastXCoord[];
extern Common::Array<int> lastYCoord[];
} // End of namespace Scumm

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@ -23,7 +23,7 @@
#ifndef SCUMM_HE_MOONBASE_AI_NODE_H
#define SCUMM_HE_MOONBASE_AI_NODE_H
#include "common/list.h"
#include "common/array.h"
namespace Scumm {
@ -65,7 +65,7 @@ public:
class Node {
private:
Node *_parent;
Common::List<Node *> _children;
Common::Array<Node *> _children;
int _depth;
static int _nodeCount;
@ -88,7 +88,7 @@ public:
void setContainedObject(IContainedObject *value) { _contents = value; }
IContainedObject *getContainedObject() { return _contents; }
Common::List<Node *> getChildren() const { return _children; }
Common::Array<Node *> getChildren() const { return _children; }
int generateChildren();
int generateNextChild();
Node *popChild();

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@ -0,0 +1,557 @@
/* 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_targetacquisition.h"
#include "scumm/he/moonbase/ai_main.h"
#include "scumm/he/moonbase/ai_weapon.h"
namespace Scumm {
int Sortie::_sSourceX = 0;
int Sortie::_sSourceY = 0;
int Sortie::_sTargetX = 0;
int Sortie::_sTargetY = 0;
Sortie::~Sortie() {
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();
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);
switch (type) {
case BUILDING_ANTI_AIR:
thisUnit = new AntiAirUnit();
break;
case BUILDING_SHIELD:
thisUnit = new ShieldUnit();
break;
case BUILDING_EXPLOSIVE_MINE:
if (GetDistance(GetHubX(thisElement), GetHubY(thisElement), defendX, defendY) < 90)
thisUnit = new MineUnit();
else
thisUnit = NULL;
break;
case BUILDING_CRAWLER:
thisUnit = NULL;
break;
default:
thisUnit = NULL;
break;
}
if (thisUnit != NULL) {
thisUnit->setID(thisElement);
thisUnit->setPos(GetHubX(thisElement), GetHubY(thisElement));
if (GetBuildingState(thisElement)) thisUnit->setState(DUS_OFF);
_enemyDefenses.push_back(thisUnit);
}
}
}
} else {
i = 200;
}
}
}
int *Sortie::getShotPos() const {
int *retVal = new int[2];
retVal[0] = _shotPosX;
retVal[1] = _shotPosY;
return retVal;
}
int Sortie::numChildrenToGen() {
int retVal = MAX<uint>(_enemyDefenses.size(), 1) * NUM_SHOT_POSITIONS * NUM_WEAPONS;
return retVal;
}
IContainedObject *Sortie::createChildObj(int index, int &completionFlag) {
float thisDamage;
Sortie *retSortie = new Sortie;
int activeDefenses = 0;
Common::Array<DefenseUnit *> thisEnemyDefenses;
// Copy the defensive unit list from the parent
for (Common::Array<DefenseUnit *>::iterator k = _enemyDefenses.begin(); k != _enemyDefenses.end(); ++k) {
DefenseUnit *temp;
switch ((*k)->getType()) {
case DUT_ANTI_AIR:
temp = new AntiAirUnit(*k);
break;
case DUT_SHIELD:
temp = new ShieldUnit(*k);
break;
case DUT_MINE:
temp = new MineUnit(*k);
break;
case DUT_CRAWLER:
temp = new CrawlerUnit(*k);
break;
default:
temp = new ShieldUnit(*k);
break;
}
thisEnemyDefenses.push_back(temp);
}
// Calculate the current target from the index
DefenseUnit *currentTarget = *(thisEnemyDefenses.begin() + static_cast<int>(index / (NUM_WEAPONS * NUM_SHOT_POSITIONS)));
assert(currentTarget);
// Pick correct weapon according to index
Weapon *currentWeapon = new Weapon(currentTarget->selectWeapon(index % NUM_WEAPONS));
retSortie->setUnitType(currentWeapon->getTypeID());
// Calculate distance from target to source hub
int distance = GetDistance(currentTarget->getPosX(), currentTarget->getPosY(), getSourcePosX(), getSourcePosY());
// Pick correct shot position according to index
Common::Point *targetCoords;
targetCoords = currentTarget->createTargetPos((static_cast<int>(index / NUM_WEAPONS) % NUM_SHOT_POSITIONS), distance, currentWeapon->getTypeID(), getSourcePosX(), getSourcePosY());
retSortie->setShotPos(targetCoords->x, targetCoords->y);
// Set the g value based on cost of the weapon
retSortie->setValueG(getG() + currentWeapon->getCost());
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);
// Check to see if we're within an active defense's radius
if ((distance < (*i)->getRadius()) && ((*i)->getState() == DUS_ON)) {
activeDefenses++;
// Turn off this anti-air and drop the coverage count
if (((*i)->getType() == DUT_ANTI_AIR)) {
(*i)->setState(DUS_OFF);
if (currentWeapon->getTypeID() == ITEM_CLUSTER)
AAcounter--;
else
AAcounter = 0;
}
// Essentially disable this weapon choice, due to its impact with a shield, or untriggered anti-air
if (((*i)->getType() == DUT_SHIELD) || !AAcounter) {
retSortie->setValueG(1000);
i = thisEnemyDefenses.end() - 1;
}
} else {
// Turn on any anti-airs that were off the previous turn
if (((*i)->getType() == DUT_ANTI_AIR) && ((*i)->getState() == DUS_OFF))
(*i)->setState(DUS_ON);
}
}
// 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) {
if ((*i)->getType() != DUT_ANTI_AIR) {
(*i)->setState(DUS_ON);
}
}
// If this weapon is still valid
if (retSortie->getValueG() < 1000) {
// Apply emp effects and damage to all units in range of weapon
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());
// Normal detonation location used here
else {
distance = GetDistance((*i)->getPosX(), (*i)->getPosY(), targetCoords->x, targetCoords->y);
}
if (distance < currentWeapon->getRadius()) {
// Apply damage
thisDamage = currentWeapon->getDamage();
if ((AAcounter != 3) && (currentWeapon->getTypeID() == ITEM_CLUSTER))
thisDamage = 0;
if (!_vm->_rnd.getRandomNumber(4))
currentWeapon->setTypeID(ITEM_MINE);
(*i)->setDamage(thisDamage);
// Apply emp effect
if (currentWeapon->getTypeID() == ITEM_EMP) {
(*i)->setState(DUS_OFF);
}
// Remove destroyed defenses
if ((*i)->getArmor() <= 0) {
delete *i;
i = thisEnemyDefenses.erase(i);
} else {
++i;
}
} else {
++i;
}
}
}
retSortie->setEnemyDefenses(thisEnemyDefenses);
delete targetCoords;
delete currentWeapon;
return retSortie;
}
float Sortie::calcH() {
float retValue = 0;
Common::Array<DefenseUnit *> thisEnemyDefenses = getEnemyDefenses();
for (Common::Array<DefenseUnit *>::iterator i = thisEnemyDefenses.begin(); i != thisEnemyDefenses.end(); ++i) {
if ((*i)->getState() == DUS_ON) {
switch ((*i)->getType()) {
case DUT_ANTI_AIR:
retValue += 1;
case DUT_MINE:
retValue += 1;
break;
case DUT_SHIELD:
retValue += 1;
break;
}
}
}
return retValue;
}
int Sortie::checkSuccess() {
if (!_enemyDefenses.size()) return SUCCESS;
int targetX = getTargetPosX();
int targetY = getTargetPosY();
int targetCheck = 0;
for (Common::Array<DefenseUnit *>::iterator i = _enemyDefenses.begin(); i != _enemyDefenses.end(); ++i) {
if (((*i)->getState() == DUS_ON) && ((*i)->getType() != DUT_HUB)) {
return 0;
}
if (((*i)->getPosX() == targetX) && ((*i)->getPosY() == targetY)) targetCheck = 1;
}
if (!targetCheck)
return SUCCESS;
// If shot pos == target pos return SUCCESS;
if ((targetX == getShotPosX()) && (getTargetPosY() == getShotPosY())) {
return SUCCESS;
}
return 0;
}
float Sortie::calcT() {
return (checkSuccess() != SUCCESS) ? (getG() + calcH()) : SUCCESS;
}
IContainedObject *Sortie::duplicate() {
return this;
}
void Sortie::printEnemyDefenses() {
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();
//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) {
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 (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;
j = 100;
}
} else {
hubArray[j] = thisUnit;
++hubIndex;
j = 100;
}
}
}
}
if (hubIndex >= NUM_HUBS) {
hubIndex = NUM_HUBS;
i = 200;
}
}
_vm->nukeArray(unitsArray);
//Check if repair is needed
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 (armor < GetBuildingMaxArmor(targetUnit)) {
unitsArray = GetUnitsWithinRadius(targetX + 5, targetY, 170);
int defCount = 0;
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;
i = 200;
}
}
}
_vm->nukeArray(unitsArray);
if (defCount) {
//repair
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 power = powAngle / 360;
int angle = powAngle - (power * 360);
setTargetX(targetX);
setTargetY(targetY);
setSourceUnit(hubUnit);
setUnit(ITEM_REPAIR);
setPower(power);
setAngle(angle);
return 1;
}
}
}
}
//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
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));
} else {
directAngleToHub = GetAngle(targetX, targetY, hubX, hubY);
}
//Number of random chances to land
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;
int x = targetX + randDist * cos(degToRad(randAngle));
int y = targetY + randDist * sin(degToRad(randAngle));
int powAngle = GetPowerAngleFromPoint(hubX, hubY, x, y, 20);
if (powAngle < 0)
continue;
int power = powAngle / 360;
int angle = powAngle - (power * 360);
int coords = 0;
coords = SimulateBuildingLaunch(hubX, hubY, power, angle, 100, 0);
//if valid, return
if (coords > 0) {
//warning("The prospective launching hub for this defensive unit is: %d", hubArray[i]);
setSourceX(hubX);
setSourceY(hubY);
setTargetX((x + GetMaxX()) % GetMaxX());
setTargetY((y + GetMaxY()) % GetMaxY());
setSourceUnit(hubArray[i]);
int unitsArray2 = GetUnitsWithinRadius(targetX + 5, targetY, 200);
int shieldCount = 0;
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))
shieldCount++;
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))
setUnit(ITEM_SHIELD);
else
setUnit(ITEM_ANTIAIR);
setPower(power);
setAngle(angle);
_vm->nukeArray(unitsArray2);
return 1;
}
if (coords < 0) {
//drop a bridge for the cord
int yCoord = -coords / GetMaxX();
int xCoord = -coords - (yCoord * GetMaxX());
if (CheckIfWaterState(xCoord, yCoord)) {
int terrainSquareSize = GetTerrainSquareSize();
xCoord = ((xCoord / terrainSquareSize * terrainSquareSize) + (terrainSquareSize / 2));
yCoord = ((yCoord / terrainSquareSize * terrainSquareSize) + (terrainSquareSize / 2));
int xDist = xCoord - x;
int yDist = yCoord - y;
x = xCoord + (terrainSquareSize * 1.414 * (xDist / (abs(xDist) + 1)));
y = yCoord + (terrainSquareSize * 1.414 * (yDist / (abs(yDist) + 1)));
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);
powAngle = abs(powAngle);
power = powAngle / 360;
angle = powAngle - (power * 360);
setSourceUnit(nextUnit);
setUnit(ITEM_BRIDGE);
setPower(power);
setAngle(angle);
return 1;
}
}
}
}
// Else create new hub
int count = 0;
int coords = 0;
if (hubIndex == 0) return -3;
do {
int sourceHub = hubArray[_vm->_rnd.getRandomNumber(hubIndex - 1)];
setSourceX(GetHubX(sourceHub));
setSourceY(GetHubY(sourceHub));
setSourceUnit(sourceHub);
setUnit(ITEM_HUB);
setPower(_vm->_rnd.getRandomNumber(299) + 200);
setAngle(_vm->_rnd.getRandomNumber(359));
count++;
if (count > (NUM_HUBS * 3)) break;
coords = SimulateBuildingLaunch(getSourceX(), getSourceY(), getPower(), getAngle(), 100, 0);
} while (coords <= 0);
if (coords > 0) {
setTargetX(coords % GetMaxX());
setTargetY(coords / GetMaxX());
} else {
setTargetX(0);
setTargetY(0);
}
return -1;
}
} // End of namespace Scumm

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@ -0,0 +1,150 @@
/* 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<DefenseUnit *> _enemyDefenses;
public:
Sortie() {}
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<DefenseUnit *> 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<DefenseUnit *> 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;
public:
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

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@ -32,6 +32,12 @@ Moonbase::Moonbase(ScummEngine_v71he *vm) : _vm(vm) {
Moonbase::~Moonbase() {
}
int Moonbase::readFromArray(int array, int y, int x) {
_vm->VAR(116) = array;
return _vm->readArray(116, y, x);
}
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;

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@ -34,6 +34,8 @@ public:
Moonbase(ScummEngine_v71he *vm);
~Moonbase();
int readFromArray(int array, int y, int x);
void blitT14WizImage(uint8 *dst, int dstw, int dsth, int dstPitch, const Common::Rect *clipBox,
uint8 *wizd, int srcx, int srcy, int rawROP, int paramROP);

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@ -158,9 +158,7 @@ enum FOWElement {
};
int Moonbase::readFOWVisibilityArray(int array, int y, int x) {
_vm->VAR(116) = array;
if (_vm->readArray(116, y, x) > 0)
if (readFromArray(array, y, x) > 0)
return FOW_EMPTY;
return FOW_SOLID;

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@ -141,6 +141,7 @@ MODULE_OBJS += \
he/logic/soccer.o \
he/moonbase/ai_defenseunit.o \
he/moonbase/ai_node.o \
he/moonbase/ai_targetacquisition.o \
he/moonbase/ai_types.o \
he/moonbase/ai_weapon.o \
he/moonbase/moonbase.o \

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@ -119,7 +119,10 @@ protected:
ArrayHeader *getArray(int array);
byte *defineArray(int array, int type, int dim2, int dim1);
int findFreeArrayId();
public:
void nukeArray(int array);
protected:
virtual int readArray(int array, int index, int base);
virtual void writeArray(int array, int index, int base, int value);
void shuffleArray(int num, int minIdx, int maxIdx);