scummvm/engines/scumm/he/moonbase/ai_defenseunit.cpp
2016-05-26 21:22:30 +02:00

768 lines
17 KiB
C++

/* 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 "common/rect.h"
#include "common/util.h"
#include "scumm/he/intern_he.h"
#include "scumm/he/moonbase/moonbase.h"
#include "scumm/he/moonbase/ai_defenseunit.h"
#include "scumm/he/moonbase/ai_main.h"
namespace Scumm {
DefenseUnit::DefenseUnit(AI *ai) : _ai(ai) {
_state = DUS_ON;
_id = -1;
_distanceTo = 0;
_state = 0;
_radius = 0;
_armor = 0;
_cost = 0;
}
DefenseUnit::DefenseUnit(DefenseUnit *inUnit, AI *ai) : _ai(ai) {
_id = inUnit->getID();
_pos.x = inUnit->getPosX();
_pos.y = inUnit->getPosY();
_distanceTo = inUnit->getDistanceTo();
_state = inUnit->getState();
_radius = inUnit->getRadius();
_armor = inUnit->getArmor();
_cost = inUnit->getCost();
}
DefenseUnit::~DefenseUnit() {
}
Common::Point *AntiAirUnit::createTargetPos(int index, int distance, int weaponType, int sourceX, int sourceY) {
float ratio;
int radius;
Common::Point *targetPos = new Common::Point;
if (!distance) distance = 1;
switch (weaponType) {
case ITEM_BOMB:
targetPos->x = getPosX();
targetPos->y = getPosY();
break;
case ITEM_CLUSTER:
targetPos->x = getPosX();
targetPos->y = getPosY();
break;
case ITEM_CRAWLER:
radius = getRadius();
if ((distance < radius) || (getState() == DUS_OFF)) {
targetPos->x = getPosX();
targetPos->y = getPosY();
} else {
ratio = MAX(0, (getRadius() / distance));
targetPos->x = getPosX() - ratio * (getPosX() - sourceX);
targetPos->y = getPosY() - ratio * (getPosY() - sourceY);
}
break;
case ITEM_EMP:
if (getRadius() + 215 > distance) { //emp radius
double x1 = static_cast<double>(sourceX);
double y1 = static_cast<double>(sourceY);
double x2 = static_cast<double>(getPosX());
double y2 = static_cast<double>(getPosY());
double r1 = static_cast<double>(215);
double r2 = static_cast<double>(getRadius() + 3);
double d = static_cast<double>(distance);
//formulae for calculating one point of intersection of two circles
float root = sqrt((((r1 + r2) * (r1 + r2)) - (d * d)) * ((d * d) - ((r2 - r1) * (r2 - r1))));
int x = ((x1 + x2) / 2) + ((x2 - x1) * (r1 * r1 - r2 * r2)) / (2 * d * d) + ((y2 - y1) / (2 * d * d)) * root;
int y = ((y1 + y2) / 2) + ((y2 - y1) * (r1 * r1 - r2 * r2)) / (2 * d * d) - ((x2 - x1) / (2 * d * d)) * root;
targetPos->x = x;
targetPos->y = y;
} else {
ratio = 1 - (getRadius() / static_cast<float>(distance - 20));
targetPos->x = sourceX + ratio * (getPosX() - sourceX);
targetPos->y = sourceY + ratio * (getPosY() - sourceY);
}
break;
default:
targetPos->x = getPosX();
targetPos->y = getPosY();
break;
}
return targetPos;
}
int AntiAirUnit::selectWeapon(int index) {
switch (index) {
case 0:
return ITEM_CLUSTER;
break;
case 1:
return ITEM_EMP;
break;
case 2:
if (getState() == DUS_OFF) {
if (_ai->getPlayerEnergy() > 6) {
if (!_ai->_vm->_rnd.getRandomNumber(3)) {
return ITEM_VIRUS;
}
}
if (_ai->getPlayerEnergy() > 2) {
if (!_ai->_vm->_rnd.getRandomNumber(1)) {
return ITEM_SPIKE;
}
}
return ITEM_BOMB;
}
return ITEM_CLUSTER;
break;
default:
return ITEM_CLUSTER;
break;
}
}
Common::Point *ShieldUnit::createTargetPos(int index, int distance, int weaponType, int sourceX, int sourceY) {
float ratio;
Common::Point *targetPos = new Common::Point;
if (getState() == DUS_OFF) {
targetPos->x = getPosX();
targetPos->y = getPosY();
} else {
switch (weaponType) {
case ITEM_BOMB:
targetPos->x = getPosX();
targetPos->y = getPosY();
break;
case ITEM_CLUSTER:
targetPos->x = getPosX();
targetPos->y = getPosY();
break;
case ITEM_CRAWLER:
ratio = MAX(0.0, 1.0 - (static_cast<float>(getRadius()) / static_cast<float>(distance - 20)));
{
int maxX = _ai->getMaxX();
int maxY = _ai->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;
targetPos->y = thisY;
}
break;
case ITEM_EMP:
if (getRadius() + 215 > distance) { //emp radius
double x1 = static_cast<double>(sourceX);
double y1 = static_cast<double>(sourceY);
double x2 = static_cast<double>(getPosX());
double y2 = static_cast<double>(getPosY());
double r1 = static_cast<double>(215);
double r2 = static_cast<double>(getRadius() + 10);
double d = static_cast<double>(distance);
//formulae for calculating one point of intersection of two circles
float root = sqrt((((r1 + r2) * (r1 + r2)) - (d * d)) * ((d * d) - ((r2 - r1) * (r2 - r1))));
int x = ((x1 + x2) / 2) + ((x2 - x1) * (r1 * r1 - r2 * r2)) / (2 * d * d) + ((y2 - y1) / (2 * d * d)) * root;
int y = ((y1 + y2) / 2) + ((y2 - y1) * (r1 * r1 - r2 * r2)) / (2 * d * d) - ((x2 - x1) / (2 * d * d)) * root;
targetPos->x = x;
targetPos->y = y;
} else {
ratio = 1 - (getRadius() / static_cast<float>(distance - 20));
targetPos->x = sourceX + ratio * (getPosX() - sourceX);
targetPos->y = sourceY + ratio * (getPosY() - sourceY);
}
if (distance < getRadius()) {
targetPos->x = getPosX();
targetPos->y = getPosY();
}
break;
default:
targetPos->x = getPosX();
targetPos->y = getPosY();
break;
}
}
return targetPos;
}
int ShieldUnit::selectWeapon(int index) {
warning("Shield weapon select");
int myUnit = _ai->getClosestUnit(getPosX(), getPosY(), _ai->getMaxX(), _ai->getCurrentPlayer(), 1, BUILDING_MAIN_BASE, 1, 0);
int dist = _ai->getDistance(getPosX(), getPosY(), _ai->getHubX(myUnit), _ai->getHubY(myUnit));
if ((dist < (getRadius() - 20)) && (dist > 90)) {
return ITEM_SPIKE;
}
switch (index) {
case 0:
if (getState() == DUS_OFF) {
if (_ai->getPlayerEnergy() < 3) {
return ITEM_BOMB;
} else {
return ITEM_SPIKE;
}
}
return ITEM_EMP;
break;
case 1:
if (dist < getRadius() + 150) {
return ITEM_EMP;
} else {
return ITEM_CRAWLER;
}
break;
default:
return ITEM_EMP;
break;
}
}
Common::Point *MineUnit::createTargetPos(int index, int distance, int weaponType, int sourceX, int sourceY) {
float ratio;
Common::Point *targetPos = new Common::Point;
switch (weaponType) {
case ITEM_BOMB:
targetPos->x = getPosX();
targetPos->y = getPosY();
break;
case ITEM_CLUSTER:
targetPos->x = getPosX();
targetPos->y = getPosY();
break;
case ITEM_EMP:
ratio = 1 - (getRadius() / static_cast<float>(distance - 20));
targetPos->x = sourceX + ratio * (getPosX() - sourceX);
targetPos->y = sourceY + ratio * (getPosY() - sourceY);
break;
default:
targetPos->x = getPosX();
targetPos->y = getPosY();
break;
}
return targetPos;
}
int MineUnit::selectWeapon(int index) {
int myUnit = _ai->getClosestUnit(getPosX(), getPosY(), _ai->getMaxX(), _ai->getCurrentPlayer(), 1, 0, 0, 0);
int x = getPosX();
int y = getPosY();
int dist = _ai->getDistance(x, y, _ai->getHubX(myUnit), _ai->getHubY(myUnit));
if ((getState() == DUS_ON) && (dist < 110)) {
return ITEM_EMP;
} else {
return ITEM_BOMB;
}
}
Common::Point *HubUnit::createTargetPos(int index, int distance, int weaponType, int sourceX, int sourceY) {
Common::Point *targetPos = new Common::Point;
if (!distance) distance = 1;
switch (weaponType) {
case ITEM_BOMB:
targetPos->x = getPosX();
targetPos->y = getPosY();
break;
case ITEM_CLUSTER:
targetPos->x = getPosX();
targetPos->y = getPosY();
break;
case ITEM_CRAWLER:
targetPos->x = getPosX();
targetPos->y = getPosY();
break;
default:
targetPos->x = getPosX();
targetPos->y = getPosY();
break;
}
return targetPos;
}
int HubUnit::selectWeapon(int index) {
warning("Hub weapon select");
int energy = _ai->getPlayerEnergy();
if (energy > 6) {
//possibly choose crawler
if (_ai->getBuildingWorth(getID()) > 21) {
return ITEM_CRAWLER;
}
}
//choose betw/ bomb and cluster
if (_ai->getBuildingArmor(getID()) < 1.5) {
return ITEM_CLUSTER;
}
if (energy > 2) {
if (!_ai->_vm->_rnd.getRandomNumber(3)) {
return ITEM_SPIKE;
}
if (!_ai->_vm->_rnd.getRandomNumber(4)) {
return ITEM_GUIDED;
}
if (!_ai->_vm->_rnd.getRandomNumber(4)) {
return ITEM_MINE;
}
if (!_ai->_vm->_rnd.getRandomNumber(9)) {
return ITEM_EMP;
}
}
return ITEM_BOMB;
}
Common::Point *TowerUnit::createTargetPos(int index, int distance, int weaponType, int sourceX, int sourceY) {
Common::Point *targetPos = new Common::Point;
if (!distance) distance = 1;
switch (weaponType) {
case ITEM_BOMB:
targetPos->x = getPosX();
targetPos->y = getPosY();
break;
case ITEM_SPIKE:
targetPos->x = getPosX();
targetPos->y = getPosY();
break;
default:
targetPos->x = getPosX();
targetPos->y = getPosY();
break;
}
return targetPos;
}
int TowerUnit::selectWeapon(int index) {
switch (index) {
case 0:
return ITEM_SPIKE;
break;
default:
return ITEM_SPIKE;
break;
}
}
Common::Point *BridgeUnit::createTargetPos(int index, int distance, int weaponType, int sourceX, int sourceY) {
Common::Point *targetPos = new Common::Point;
if (!distance) distance = 1;
switch (weaponType) {
case ITEM_BOMB:
targetPos->x = getPosX();
targetPos->y = getPosY();
break;
case ITEM_CLUSTER:
targetPos->x = getPosX();
targetPos->y = getPosY();
break;
default:
targetPos->x = getPosX();
targetPos->y = getPosY();
break;
}
return targetPos;
}
int BridgeUnit::selectWeapon(int index) {
switch (index) {
case 0:
return ITEM_BOMB;
break;
case 1:
return ITEM_CLUSTER;
break;
default:
return ITEM_BOMB;
break;
}
}
Common::Point *EnergyUnit::createTargetPos(int index, int distance, int weaponType, int sourceX, int sourceY) {
Common::Point *targetPos = new Common::Point;
if (!distance) distance = 1;
switch (weaponType) {
case ITEM_BOMB:
targetPos->x = getPosX();
targetPos->y = getPosY();
break;
case ITEM_CLUSTER:
targetPos->x = getPosX();
targetPos->y = getPosY();
break;
case ITEM_CRAWLER:
targetPos->x = getPosX();
targetPos->y = getPosY();
break;
default:
targetPos->x = getPosX();
targetPos->y = getPosY();
break;
}
return targetPos;
}
int EnergyUnit::selectWeapon(int index) {
warning("Energy weapon select");
int energy = _ai->getPlayerEnergy();
if (energy > 6) {
//possibly choose crawler
if (_ai->getBuildingWorth(getID()) > 21) {
return ITEM_CRAWLER;
}
}
//choose betw/ bomb and cluster
if (_ai->getBuildingArmor(getID()) < 1.5) {
return ITEM_CLUSTER;
}
if (energy > 2) {
if (!_ai->_vm->_rnd.getRandomNumber(3)) {
return ITEM_EMP;
}
}
return ITEM_BOMB;
}
Common::Point *OffenseUnit::createTargetPos(int index, int distance, int weaponType, int sourceX, int sourceY) {
Common::Point *targetPos = new Common::Point;
if (!distance) distance = 1;
switch (weaponType) {
case ITEM_BOMB:
targetPos->x = getPosX();
targetPos->y = getPosY();
break;
case ITEM_CLUSTER:
targetPos->x = getPosX();
targetPos->y = getPosY();
break;
case ITEM_CRAWLER:
targetPos->x = getPosX();
targetPos->y = getPosY();
break;
default:
targetPos->x = getPosX();
targetPos->y = getPosY();
break;
}
return targetPos;
}
int OffenseUnit::selectWeapon(int index) {
warning("Offense weapon select");
int energy = _ai->getPlayerEnergy();
if (energy > 6) {
//possibly choose crawler
if (_ai->getBuildingWorth(getID()) > 21) {
return ITEM_CRAWLER;
}
}
//choose betw/ bomb and cluster
if (_ai->getBuildingArmor(getID()) < 1.5) {
return ITEM_CLUSTER;
}
return ITEM_BOMB;
}
Common::Point *CrawlerUnit::createTargetPos(int index, int distance, int weaponType, int sourceX, int sourceY) {
Common::Point *targetPos = new Common::Point;
if (!distance)
distance = 1;
switch (weaponType) {
case ITEM_BOMB:
targetPos->x = getPosX();
targetPos->y = getPosY();
break;
case ITEM_CLUSTER:
targetPos->x = getPosX();
targetPos->y = getPosY();
break;
case ITEM_CRAWLER:
targetPos->x = getPosX();
targetPos->y = getPosY();
break;
default:
targetPos->x = getPosX();
targetPos->y = getPosY();
break;
}
return targetPos;
}
int CrawlerUnit::selectWeapon(int index) {
warning("Crawler weapon select");
int myUnit = _ai->getClosestUnit(getPosX(), getPosY(), _ai->getMaxX(), _ai->getCurrentPlayer(), 1, 0, 0, 0);
int dist = _ai->getDistance(_ai->getHubX(myUnit), _ai->getHubY(myUnit), getPosX(), getPosY());
int x = getPosX();
int y = getPosY();
int energy = _ai->getPlayerEnergy();
int terrain = _ai->getTerrain(x, y);
if (terrain != TERRAIN_TYPE_WATER) {
if ((energy > 2) && (dist < 220)) {
return ITEM_RECLAIMER;
} else {
return ITEM_BOMB;
}
} else {
if (energy > 6) {
return ITEM_CRAWLER;
}
if (energy > 2) {
if (_ai->_vm->_rnd.getRandomNumber(1)) {
return ITEM_MINE;
} else {
return ITEM_TIME_EXPIRED;
}
}
}
return SKIP_TURN;
}
AntiAirUnit::AntiAirUnit(AI *ai) : DefenseUnit(ai) {
setRadius(190);
setArmor(3);
setCost(1);
}
ShieldUnit::ShieldUnit(AI *ai) : DefenseUnit(ai) {
setRadius(170);
setArmor(3);
setCost(7);
}
MineUnit::MineUnit(AI *ai) : DefenseUnit(ai) {
setRadius(80);
setArmor(1);
setCost(3);
}
HubUnit::HubUnit(AI *ai) : DefenseUnit(ai) {
setRadius(1);
setArmor(5);
setCost(7);
}
TowerUnit::TowerUnit(AI *ai) : DefenseUnit(ai) {
setRadius(1);
setArmor(3);
setCost(1);
}
BridgeUnit::BridgeUnit(AI *ai) : DefenseUnit(ai) {
setRadius(1);
setArmor(3);
setCost(1);
}
EnergyUnit::EnergyUnit(AI *ai) : DefenseUnit(ai) {
setRadius(1);
setArmor(5);
setCost(7);
}
OffenseUnit::OffenseUnit(AI *ai) : DefenseUnit(ai) {
setRadius(1);
setArmor(3);
setCost(7);
}
CrawlerUnit::CrawlerUnit(AI *ai) : DefenseUnit(ai) {
setRadius(1);
setArmor(3);
setCost(7);
}
AntiAirUnit::AntiAirUnit(DefenseUnit *inUnit, AI *ai) : DefenseUnit(inUnit, ai) {
setID(inUnit->getID());
setPos(inUnit->getPosX(), inUnit->getPosY());
setDistanceTo(inUnit->getDistanceTo());
setState(inUnit->getState());
setRadius(inUnit->getRadius());
setArmor(inUnit->getArmor());
}
ShieldUnit::ShieldUnit(DefenseUnit *inUnit, AI *ai) : DefenseUnit(inUnit, ai) {
setID(inUnit->getID());
setPos(inUnit->getPosX(), inUnit->getPosY());
setDistanceTo(inUnit->getDistanceTo());
setState(inUnit->getState());
setRadius(inUnit->getRadius());
setArmor(inUnit->getArmor());
}
MineUnit::MineUnit(DefenseUnit *inUnit, AI *ai) : DefenseUnit(inUnit, ai) {
setID(inUnit->getID());
setPos(inUnit->getPosX(), inUnit->getPosY());
setDistanceTo(inUnit->getDistanceTo());
setState(inUnit->getState());
setRadius(inUnit->getRadius());
setArmor(inUnit->getArmor());
}
HubUnit::HubUnit(DefenseUnit *inUnit, AI *ai) : DefenseUnit(inUnit, ai) {
setID(inUnit->getID());
setPos(inUnit->getPosX(), inUnit->getPosY());
setDistanceTo(inUnit->getDistanceTo());
setState(inUnit->getState());
setRadius(inUnit->getRadius());
setArmor(inUnit->getArmor());
}
TowerUnit::TowerUnit(DefenseUnit *inUnit, AI *ai) : DefenseUnit(inUnit, ai) {
setID(inUnit->getID());
setPos(inUnit->getPosX(), inUnit->getPosY());
setDistanceTo(inUnit->getDistanceTo());
setState(inUnit->getState());
setRadius(inUnit->getRadius());
setArmor(inUnit->getArmor());
}
BridgeUnit::BridgeUnit(DefenseUnit *inUnit, AI *ai) : DefenseUnit(inUnit, ai) {
setID(inUnit->getID());
setPos(inUnit->getPosX(), inUnit->getPosY());
setDistanceTo(inUnit->getDistanceTo());
setState(inUnit->getState());
setRadius(inUnit->getRadius());
setArmor(inUnit->getArmor());
}
EnergyUnit::EnergyUnit(DefenseUnit *inUnit, AI *ai) : DefenseUnit(inUnit, ai) {
setID(inUnit->getID());
setPos(inUnit->getPosX(), inUnit->getPosY());
setDistanceTo(inUnit->getDistanceTo());
setState(inUnit->getState());
setRadius(inUnit->getRadius());
setArmor(inUnit->getArmor());
}
OffenseUnit::OffenseUnit(DefenseUnit *inUnit, AI *ai) : DefenseUnit(inUnit, ai) {
setID(inUnit->getID());
setPos(inUnit->getPosX(), inUnit->getPosY());
setDistanceTo(inUnit->getDistanceTo());
setState(inUnit->getState());
setRadius(inUnit->getRadius());
setArmor(inUnit->getArmor());
}
CrawlerUnit::CrawlerUnit(DefenseUnit *inUnit, AI *ai) : DefenseUnit(inUnit, ai) {
setID(inUnit->getID());
setPos(inUnit->getPosX(), inUnit->getPosY());
setDistanceTo(inUnit->getDistanceTo());
setState(inUnit->getState());
setRadius(inUnit->getRadius());
setArmor(inUnit->getArmor());
}
} // End of namespace Scumm