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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_TRAVELER_H
#define SCUMM_HE_MOONBASE_AI_TRAVELER_H
#include "scumm/he/moonbase/ai_node.h"
namespace Scumm {
const int NUM_TO_GEN = 9;
const int NUM_POWER_STEPS = 3;
const double SIZE_POWER_STEP = .15;
const int SIZE_ANGLE_STEP = 45;
const int VARIATION_EXTENT = 3;
const int DIRECTION_WEIGHT = 5;
class Traveller : public IContainedObject {
private:
static int _targetPosX;
static int _targetPosY;
static int _maxDist;
static int _numToGen;
static int _sizeAngleStep;
int _sourceHub;
int _posX;
int _posY;
int _angleTo;
int _powerTo;
int _disabled;
int _waterFlag;
int _waterSourceX;
int _waterSourceY;
int _waterDestX;
int _waterDestY;
AI *_ai;
protected:
virtual float calcH();
public:
Traveller(AI *ai);
Traveller(int originX, int originY, AI *ai);
~Traveller() {}
IContainedObject *duplicate() { return this; }
static void setTargetPosX(int posX) { _targetPosX = posX; }
static void setTargetPosY(int posY) { _targetPosY = posY; }
static void setMaxDist(int maxDist) { _maxDist = maxDist; }
void setSourceHub(int sourceHub) { _sourceHub = sourceHub; }
void setPosX(int posX) { _posX = posX; }
void setPosY(int posY) { _posY = posY; }
void setAngleTo(int angleTo) { _angleTo = angleTo; }
void setPowerTo(int powerTo) { _powerTo = powerTo; }
void setWaterSourceX(int waterSourceX) { _waterSourceX = waterSourceX; }
void setWaterSourceY(int waterSourceY) { _waterSourceY = waterSourceY; }
void setWaterDestX(int waterDestX) { _waterDestX = waterDestX; }
void setWaterDestY(int waterDestY) { _waterDestY = waterDestY; }
int getSourceHub() const { return _sourceHub; }
int getPosX() const { return _posX; }
int getPosY() const { return _posY; }
int getAngleTo() const { return _angleTo; }
int getPowerTo() const { return _powerTo; }
int getWaterSourceX() const { return _waterSourceX; }
int getWaterSourceY() const { return _waterSourceY; }
int getWaterDestX() const { return _waterDestX; }
int getWaterDestY() const { return _waterDestY; }
void setDisabled() { _disabled = 1; }
void unsetDisabled() { _disabled = 0; }
int getDisabled() { return _disabled; }
void adjustPosX(int offsetX);
void adjustPosY(int offsetY);
void adjustXY(int offsetX, int offsetY);
void enableWaterFlag() { _waterFlag = 1; }
void disableWaterFlag() { _waterFlag = 0; }
int getWaterFlag() const { return _waterFlag; }
virtual int numChildrenToGen();
virtual IContainedObject *createChildObj(int, int &);
virtual int checkSuccess();
virtual float calcT();
};
} // End of namespace Scumm
#endif
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