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/* 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_DEFENCEUNIT_H
#define SCUMM_HE_MOONBASE_AI_DEFENCEUNIT_H
namespace Scumm {
class AI;
enum {
DUT_ANTI_AIR = 1,
DUT_SHIELD = 2,
DUT_MINE = 3,
DUT_HUB = 4,
DUT_TOWER = 5,
DUT_BRIDGE = 6,
DUT_ENERGY = 7,
DUT_OFFENSE = 8,
DUT_CRAWLER = 9
};
enum {
DUS_ON = 1,
DUS_OFF = 2,
DUS_DESTROYED = 3
};
class DefenseUnit {
private:
int _id;
Common::Point _pos;
int _distanceTo;
int _state;
int _radius;
int _armor;
int _cost;
protected:
AI *_ai;
public:
DefenseUnit(AI *ai);
DefenseUnit(DefenseUnit *inUnit, AI *ai);
virtual ~DefenseUnit();
void setID(int id) { _id = id; }
void setDistanceTo(int distanceTo) { _distanceTo = distanceTo; }
void setState(int state) { _state = state; }
void setRadius(int radius) { _radius = radius; }
void setArmor(int armor) { _armor = armor; }
void setDamage(int damage) { _armor -= damage; }
void setPos(int x, int y) {
_pos.x = x;
_pos.y = y;
}
void setCost(int cost) { _cost = cost; }
int getID() const { return _id; }
int getDistanceTo() const { return _distanceTo; }
int getState() const { return _state; }
int getRadius() const { return _radius; }
int getArmor() const { return _armor; }
int getPosX() const { return _pos.x; }
int getPosY() const { return _pos.y; }
int getCost() const { return _cost; }
virtual int getType() const = 0;
virtual Common::Point *createTargetPos(int index, int distance, int weaponType, int sourceX, int sourceY) = 0;
virtual int selectWeapon(int index) = 0;
};
class AntiAirUnit : public DefenseUnit {
private:
public:
AntiAirUnit(AI *ai);
AntiAirUnit(DefenseUnit *inUnit, AI *ai);
int getType() const { return DUT_ANTI_AIR; }
Common::Point *createTargetPos(int index, int distance, int weaponType, int sourceX, int sourceY);
int selectWeapon(int index);
};
class ShieldUnit : public DefenseUnit {
private:
public:
ShieldUnit(AI *ai);
ShieldUnit(DefenseUnit *inUnit, AI *ai);
int getType() const { return DUT_SHIELD; }
Common::Point *createTargetPos(int index, int distance, int weaponType, int sourceX, int sourceY);
int selectWeapon(int index);
};
class MineUnit : public DefenseUnit {
private:
public:
MineUnit(AI *ai);
MineUnit(DefenseUnit *inUnit, AI *ai);
int getType() const { return DUT_MINE; }
Common::Point *createTargetPos(int index, int distance, int weaponType, int sourceX, int sourceY);
int selectWeapon(int index);
};
class HubUnit : public DefenseUnit {
private:
public:
HubUnit(AI *ai);
HubUnit(DefenseUnit *inUnit, AI *ai);
int getType() const { return DUT_HUB; }
Common::Point *createTargetPos(int index, int distance, int weaponType, int sourceX, int sourceY);
int selectWeapon(int index);
};
class TowerUnit : public DefenseUnit {
private:
public:
TowerUnit(AI *ai);
TowerUnit(DefenseUnit *inUnit, AI *ai);
int getType() const { return DUT_TOWER; }
Common::Point *createTargetPos(int index, int distance, int weaponType, int sourceX, int sourceY);
int selectWeapon(int index);
};
class BridgeUnit : public DefenseUnit {
private:
public:
BridgeUnit(AI *ai);
BridgeUnit(DefenseUnit *inUnit, AI *ai);
int getType() const { return DUT_BRIDGE; }
Common::Point *createTargetPos(int index, int distance, int weaponType, int sourceX, int sourceY);
int selectWeapon(int index);
};
class EnergyUnit : public DefenseUnit {
private:
public:
EnergyUnit(AI *ai);
EnergyUnit(DefenseUnit *inUnit, AI *ai);
int getType() const { return DUT_ENERGY; }
Common::Point *createTargetPos(int index, int distance, int weaponType, int sourceX, int sourceY);
int selectWeapon(int index);
};
class OffenseUnit : public DefenseUnit {
private:
public:
OffenseUnit(AI *ai);
OffenseUnit(DefenseUnit *inUnit, AI *ai);
int getType() const { return DUT_OFFENSE; }
Common::Point *createTargetPos(int index, int distance, int weaponType, int sourceX, int sourceY);
int selectWeapon(int index);
};
class CrawlerUnit : public DefenseUnit {
private:
public:
CrawlerUnit(AI *ai);
CrawlerUnit(DefenseUnit *inUnit, AI *ai);
int getType() const { return DUT_CRAWLER; }
Common::Point *createTargetPos(int index, int distance, int weaponType, int sourceX, int sourceY);
int selectWeapon(int index);
};
} // End of namespace Scumm
#endif
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