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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_NODE_H
#define SCUMM_HE_MOONBASE_AI_NODE_H
#include "common/array.h"
namespace Scumm {
const float SUCCESS = -1;
const float FAILURE = 1e20f;
class IContainedObject {
private:
int _objID;
float _valueG;
protected:
virtual float getG() const { return _valueG; }
virtual float calcH() { return 0; }
public:
IContainedObject() { _valueG = 0; _objID = -1; }
IContainedObject(float inG) { _valueG = inG; _objID = -1; }
IContainedObject(IContainedObject &sourceContainedObject);
virtual ~IContainedObject() {}
virtual IContainedObject *duplicate() = 0;
void setValueG(float inG) { _valueG = inG; }
float getValueG() { return _valueG; }
int getObjID() const { return _objID; }
void setObjID(int inputObjID) { _objID = inputObjID; }
virtual int numChildrenToGen() = 0;
virtual IContainedObject *createChildObj(int index, int &completionFlag) = 0;
virtual int checkSuccess() = 0;
virtual float calcT() { return getG(); }
float returnG() const { return getG(); }
};
class Node {
private:
Node *_parent;
Common::Array<Node *> _children;
int _depth;
static int _nodeCount;
IContainedObject *_contents;
public:
Node();
Node(Node *sourceNode);
~Node();
void setParent(Node *parentPtr) { _parent = parentPtr; }
Node *getParent() const { return _parent; }
void setDepth(int depth) { _depth = depth; }
int getDepth() const { return _depth; }
static int getNodeCount() { return _nodeCount; }
void setContainedObject(IContainedObject *value) { _contents = value; }
IContainedObject *getContainedObject() { return _contents; }
Common::Array<Node *> getChildren() const { return _children; }
int generateChildren();
int generateNextChild();
Node *popChild();
float getObjectT() { return _contents->calcT(); }
Node *getFirstStep();
};
} // End of namespace Scumm
#endif
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