1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279
|
/* 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_traveller.h"
#include "scumm/he/moonbase/ai_main.h"
namespace Scumm {
int Traveller::_targetPosX = 0;
int Traveller::_targetPosY = 0;
int Traveller::_maxDist = 0;
int Traveller::_numToGen = 0;
int Traveller::_sizeAngleStep = 0;
Traveller::Traveller(AI *ai) : _ai(ai) {
_waterFlag = 0;
setValueG(0);
unsetDisabled();
_sourceHub = 0;
_angleTo = 0;
_powerTo = 0;
_waterSourceX = 0;
_waterSourceY = 0;
_waterDestX = 0;
_waterDestY = 0;
_posX = _posY = 0;
}
Traveller::Traveller(int originX, int originY, AI *ai) : _ai(ai) {
_waterFlag = 0;
setValueG(0);
unsetDisabled();
_posX = originX;
_posY = originY;
_sourceHub = 0;
_angleTo = 0;
_powerTo = 0;
_waterSourceX = 0;
_waterSourceY = 0;
_waterDestX = 0;
_waterDestY = 0;
}
void Traveller::adjustPosX(int offsetX) {
int maxX = _ai->getMaxX();
int deltaX = _posX + offsetX;
if (deltaX < 0) _posX = maxX + deltaX;
else if (deltaX > maxX) _posX = deltaX - maxX;
else _posX = deltaX;
}
void Traveller::adjustPosY(int offsetY) {
int maxY = _ai->getMaxX();
int deltaY = _posY + offsetY;
if (deltaY < 0) _posY = maxY + deltaY;
else if (deltaY > maxY) _posY = deltaY - maxY;
else _posY = deltaY;
}
void Traveller::adjustXY(int offsetX, int offsetY) {
adjustPosX(offsetX);
adjustPosY(offsetY);
}
float Traveller::calcH() {
float retVal = 0;
// Calc dist from here to target
retVal = _ai->getDistance(_posX, _posY, _targetPosX, _targetPosY);
// Divide by _maxDist to get minimum number of jumps to goal
retVal /= static_cast<float>(_maxDist);
return retVal * 2.0;
}
int Traveller::numChildrenToGen() {
if (!_numToGen)
_numToGen = _ai->getAnimSpeed() + 2;
return _numToGen;
}
IContainedObject *Traveller::createChildObj(int index, int &completionFlag) {
static int nodeCount = 0;
static int completionState = 1;
if (!index) nodeCount = 0;
nodeCount++;
Traveller *retTraveller = new Traveller(_ai);
static int dir, angle, power;
if (completionState) {
// Calculate angle between here and target
int directAngle = 0;
if (_ai->getEnergyHogType())
directAngle = _ai->calcAngle(_posX, _posY, _targetPosX, _targetPosY, 1);
else
directAngle = _ai->calcAngle(_posX, _posY, _targetPosX, _targetPosY);
// Calculate the offset angle for this index
if (!_sizeAngleStep)
_sizeAngleStep = 52 - (_ai->getAnimSpeed() * 7);
dir = _sizeAngleStep * ((static_cast<int>(index / NUM_POWER_STEPS) + 1) >> 1);
// Calculate the sign value for the offset for this index
int orientation = dir * (((static_cast<int>(index / NUM_POWER_STEPS) % 2) << 1) - 1);
// Add the offset angle to the direct angle to target
angle = orientation + directAngle;
// Calculate power for this index
int maxPower = 0;
int directDist = _ai->getDistance(_posX, _posY, _targetPosX, _targetPosY);
if (directDist > _maxDist + 120)
maxPower = _ai->getMaxPower();
else
maxPower = (int)((static_cast<float>(directDist) / static_cast<float>(_maxDist + 120)) * _ai->getMaxPower());
maxPower -= 70;
power = (int)(maxPower * (1 - ((index % NUM_POWER_STEPS) * SIZE_POWER_STEP)));
}
retTraveller->setAngleTo(angle);
retTraveller->setPowerTo(power);
// Set this object's position to the new one determined by the power and angle from above
static int lastSuccessful = 0;
int coords = 0;
if (!(index % NUM_POWER_STEPS) || (!lastSuccessful)) {
coords = _ai->simulateBuildingLaunch(_posX, _posY, power, angle, 10, 0);
lastSuccessful = 0;
} else {
completionState = 1;
lastSuccessful = 0;
}
if (!coords) {
completionFlag = 0;
completionState = 0;
delete retTraveller;
return NULL;
} else {
completionFlag = 1;
completionState = 1;
}
int whoseTurn = _ai->getCurrentPlayer();
int maxX = _ai->getMaxX();
// Check new position to see if landing is clear
if (coords > 0) {
int yCoord = coords / maxX;
int xCoord = coords - (yCoord * maxX);
int terrain = _ai->getTerrain(xCoord, yCoord);
assert(terrain == TERRAIN_TYPE_GOOD);
float pwr = _ai->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 = (int)(xCoord + (pwr * cosine));
int yParam = (int)(yCoord + (pwr * sine));
if (xParam < 0)
xParam += _ai->getMaxX();
else if (xParam > _ai->getMaxX())
xParam -= _ai->getMaxX();
if (yParam < 0)
yParam += _ai->getMaxY();
else if (yParam > _ai->getMaxY())
yParam -= _ai->getMaxY();
if (_ai->checkIfWaterState(xParam, yParam)) {
delete retTraveller;
return NULL;
}
retTraveller->setPosY(yCoord);
retTraveller->setPosX(xCoord);
// Iterate through the previous action list, making sure this one isn't on it
for (Common::Array<int>::iterator i = (_ai->_lastXCoord[whoseTurn]).begin(), j = (_ai->_lastYCoord[whoseTurn]).begin(); i != (_ai->_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();
delete retTraveller;
return NULL;
}
}
retTraveller->setValueG(getG() + 7 + (dir * DIRECTION_WEIGHT));
lastSuccessful = 1;
} else {
int yCoord = -coords / maxX;
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 (_ai->checkIfWaterState(xCoord, yCoord)) {
int terrainSquareSize = _ai->getTerrainSquareSize();
xCoord = ((xCoord / terrainSquareSize * terrainSquareSize) + (terrainSquareSize / 2));
yCoord = ((yCoord / terrainSquareSize * terrainSquareSize) + (terrainSquareSize / 2));
int xDist = xCoord - _posX;
int yDist = yCoord - _posY;
retTraveller->setPosX((int)(xCoord + (terrainSquareSize * 1.414 * (xDist / (abs(xDist) + 1)))));
retTraveller->setPosY((int)(yCoord + (terrainSquareSize * 1.414 * (yDist / (abs(yDist) + 1)))));
int closestHub = _ai->getClosestUnit(retTraveller->getPosX(), retTraveller->getPosY(), _ai->getMaxX(), _ai->getCurrentPlayer(), 1, BUILDING_MAIN_BASE, 1, 110);
retTraveller->setWaterSourceX(_ai->getHubX(closestHub));
retTraveller->setWaterSourceY(_ai->getHubY(closestHub));
retTraveller->setWaterDestX(retTraveller->getPosX());
retTraveller->setWaterDestY(retTraveller->getPosY());
retTraveller->setPowerTo(power);
retTraveller->setAngleTo(angle);
retTraveller->setValueG(getG() + 10 + (dir * DIRECTION_WEIGHT));
retTraveller->enableWaterFlag();
} else {
// If not, set G to highest value
retTraveller->setDisabled();
delete retTraveller;
return NULL;
}
}
return retTraveller;
}
int Traveller::checkSuccess() {
if (_ai->getDistance(_posX + 1, _posY, _targetPosX, _targetPosY) < _maxDist)
return SUCCESS;
return 0;
}
float Traveller::calcT() {
assert(!_disabled);
if (_disabled) return FAILURE;
return (checkSuccess() != SUCCESS) ? (getG() + calcH()) : SUCCESS;
}
} // End of namespace Scumm
|