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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.
*
* Additional copyright for this file:
* Copyright (C) 1995-1997 Presto Studios, Inc.
*
* 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 PEGASUS_AI_AICONDITION_H
#define PEGASUS_AI_AICONDITION_H
#include "pegasus/timers.h"
namespace Common {
class ReadStream;
class WriteStream;
}
namespace Pegasus {
/////////////////////////////////////////////
//
// AICondition
class AICondition {
public:
AICondition() {}
virtual ~AICondition() {}
virtual bool fireCondition() = 0;
// Only need these for conditions that are dynamic, like timer conditions...
// other conditions, like item related conditions, which don't change during
// the run of an environment, are completely initted when the environment
// is created.
virtual void writeAICondition(Common::WriteStream *) {}
virtual void readAICondition(Common::ReadStream *) {}
};
/////////////////////////////////////////////
//
// AIOneChildCondition
class AIOneChildCondition : public AICondition {
public:
AIOneChildCondition(AICondition *);
virtual ~AIOneChildCondition();
virtual void writeAICondition(Common::WriteStream *);
virtual void readAICondition(Common::ReadStream *);
protected:
AICondition *_child;
};
/////////////////////////////////////////////
//
// AITwoChildrenCondition
class AITwoChildrenCondition : public AICondition {
public:
AITwoChildrenCondition(AICondition *, AICondition *);
virtual ~AITwoChildrenCondition();
virtual void writeAICondition(Common::WriteStream *);
virtual void readAICondition(Common::ReadStream *);
protected:
AICondition *_leftChild, *_rightChild;
};
/////////////////////////////////////////////
//
// AINotCondition
class AINotCondition : public AIOneChildCondition {
public:
AINotCondition(AICondition *);
virtual bool fireCondition();
};
/////////////////////////////////////////////
//
// AIAndCondition
class AIAndCondition : public AITwoChildrenCondition {
public:
AIAndCondition(AICondition *, AICondition *);
virtual bool fireCondition();
};
/////////////////////////////////////////////
//
// AIOrCondition
class AIOrCondition : public AITwoChildrenCondition {
public:
AIOrCondition(AICondition *, AICondition *);
virtual bool fireCondition();
};
/////////////////////////////////////////////
//
// AITimerCondition
class AITimerCondition : public AICondition {
public:
AITimerCondition(const TimeValue, const TimeScale, const bool);
void startTimer();
void stopTimer();
virtual bool fireCondition();
virtual void writeAICondition(Common::WriteStream *);
virtual void readAICondition(Common::ReadStream *);
protected:
void fire();
FuseFunction _timerFuse;
bool _fired;
};
/////////////////////////////////////////////
//
// AILocationCondition
class AILocationCondition : public AICondition {
public:
AILocationCondition(uint32);
virtual ~AILocationCondition();
void addLocation(RoomViewID);
virtual bool fireCondition();
virtual void writeAICondition(Common::WriteStream *);
virtual void readAICondition(Common::ReadStream *);
protected:
uint32 _numLocations, _maxLocations;
RoomViewID *_locations;
};
/////////////////////////////////////////////
//
// AIDoorOpenedCondition
class AIDoorOpenedCondition : public AICondition {
public:
AIDoorOpenedCondition(RoomViewID);
virtual ~AIDoorOpenedCondition() {}
virtual bool fireCondition();
protected:
RoomViewID _doorLocation;
};
/////////////////////////////////////////////
//
// AIHasItemCondition
class AIHasItemCondition : public AICondition {
public:
AIHasItemCondition(const ItemID);
virtual bool fireCondition();
protected:
ItemID _item;
};
/////////////////////////////////////////////
//
// AIDoesntHaveItemCondition
class AIDoesntHaveItemCondition : public AICondition {
public:
AIDoesntHaveItemCondition(const ItemID);
virtual bool fireCondition();
protected:
ItemID _item;
};
/////////////////////////////////////////////
//
// AICurrentItemCondition
class AICurrentItemCondition : public AICondition {
public:
AICurrentItemCondition(const ItemID);
virtual bool fireCondition();
protected:
ItemID _item;
};
/////////////////////////////////////////////
//
// AICurrentBiochipCondition
class AICurrentBiochipCondition : public AICondition {
public:
AICurrentBiochipCondition(const ItemID);
virtual bool fireCondition();
protected:
ItemID _biochip;
};
/////////////////////////////////////////////
//
// AIItemStateCondition
class AIItemStateCondition : public AICondition {
public:
AIItemStateCondition(const ItemID, const ItemState);
virtual bool fireCondition();
protected:
ItemID _item;
ItemState _state;
};
/////////////////////////////////////////////
//
// AIEnergyMonitorCondition
class AIEnergyMonitorCondition : public AICondition {
public:
AIEnergyMonitorCondition(const int32);
virtual bool fireCondition();
protected:
int32 _energyThreshold;
};
/////////////////////////////////////////////
//
// AILastExtraCondition
class AILastExtraCondition : public AICondition {
public:
AILastExtraCondition(const ExtraID);
virtual bool fireCondition();
protected:
ExtraID _lastExtra;
};
/////////////////////////////////////////////
//
// Helper functions
AICondition *makeLocationAndDoesntHaveItemCondition(const RoomID room, const DirectionConstant direction, const ItemID item);
} // End of namespace Pegasus
#endif
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