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/*
Copyright (C) 1998-2001 Andreas Zehender <az@azweb.de>
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 __KSD_AI_H
#define __KSD_AI_H
#include <krandomsequence.h>
#include "dialogs.h"
#include "options.h"
#include "sprites.h"
enum Rotation {RLEFT,RNONE,RRIGHT};
struct MineHit
{
int mineNumber,hitTime;
double distance;
};
enum HitObject {HSHIP,HMINE,HSHOT,HNOTHING};
struct Hit
{
HitObject object;
int playerNumber,objectNumber,hitTime;
double distance; //distance^2
};
struct Shot
{
Hit hit;
Rotation rotation;
int rotationFrames;
double score;
};
class Ai
{
public:
Ai(int pn,ShipSprite* s[2],QList<BulletSprite*> *b[2],
QList<MineSprite*> *m[2],SConfig *c);
~Ai();
void newRound();
void think();
bool rotateLeft(){return rotation==RLEFT;}
bool rotateRight(){return rotation==RRIGHT;}
bool accelerate(){return acc;}
bool shootBullet(){return bullet;}
bool layMine(){return mine;}
private:
AiSprite nextPosition(AiSprite sp,double mult);
void nextPositions(AiSprite sp,QVector<AiSprite> *a,int frames);
Hit firstObject(AiSprite shot,int shotframes,int frames);
void shotScores();
void calculateNextPositions();
void setSpriteFieldSize();
void testForHits();
void tryShots();
void chooseAction();
SConfig *cfg;
KRandomSequence random;
//actions
Rotation rotation;
bool acc;
bool bullet,mine;
//what to do when
int rotateFramesNumber,accelerateFramesNumber;
bool shoot;
double score;
//sprites
int playerNumber,opponentNumber;
ShipSprite *ship[2];
QList<BulletSprite*> *bullets[2];
QList<MineSprite*> *mines[2];
QVector<AiSprite> *shipsNextPositions[2];
QVector<AiSprite> *aiMines[2];
int mineNumber[2];
//possible Hits
QList<Shot*> myShots;
QList<Hit*> objectsHitByShip;
QList<Hit*> minesHitByShot;
int borderTime;
int sunTime;
//SpriteField width and height
double sfwidth,sfheight,sfwidth_2,sfheight_2;
//Difficulty
static int calcFrameIncrement[Options::EnumAiDifficulty::COUNT];
static int calcPositionNumber[Options::EnumAiDifficulty::COUNT];
static int calcShotDirections[Options::EnumAiDifficulty::COUNT];
static int calcCollisions[Options::EnumAiDifficulty::COUNT];
static int calcNextShot[Options::EnumAiDifficulty::COUNT];
static double calcShotRandom[Options::EnumAiDifficulty::COUNT];
int calculateCollisions;
int waitShot;
};
#endif
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