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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_AIACTION_H
+#define PEGASUS_AI_AIACTION_H
+
+#include "common/list.h"
+
+#include "pegasus/input.h"
+#include "pegasus/types.h"
+
+namespace Pegasus {
+
+class AIRule;
+class AITimerCondition;
+
+/////////////////////////////////////////////
+//
+// AIAction
+
+class AIAction {
+friend class AIRule;
+public:
+ AIAction() { _actionCount = 1; }
+ virtual ~AIAction() {}
+
+ virtual void performAIAction(AIRule *) = 0;
+
+ void setActionCount(const uint32 count) { _actionCount = count; }
+
+protected:
+ uint32 _actionCount;
+};
+
+typedef Common::List<AIAction *> AIActionList;
+
+/////////////////////////////////////////////
+//
+// AICompoundAction
+
+class AICompoundAction : public AIAction {
+public:
+ AICompoundAction() {}
+ virtual ~AICompoundAction();
+
+ void addAction(AIAction *action) { _compoundActions.push_back(action); }
+
+ virtual void performAIAction(AIRule *);
+
+protected:
+ AIActionList _compoundActions;
+};
+
+/////////////////////////////////////////////
+//
+// AIPlayMessageAction
+
+class AIPlayMessageAction : public AIAction {
+public:
+ AIPlayMessageAction(const Common::String &movieName, bool keepLastFrame, const InputBits = kWarningInterruption);
+
+ virtual void performAIAction(AIRule *);
+
+protected:
+ Common::String _movieName;
+ InputBits _interruptionFilter;
+ bool _keepLastFrame;
+};
+
+/////////////////////////////////////////////
+//
+// AIStartTimerAction
+
+class AIStartTimerAction : public AIAction {
+public:
+ AIStartTimerAction(AITimerCondition *);
+
+ virtual void performAIAction(AIRule *);
+
+protected:
+ AITimerCondition *_timerCondition;
+};
+
+/////////////////////////////////////////////
+//
+// AIActivateRuleAction
+
+class AIActivateRuleAction : public AIAction {
+public:
+ AIActivateRuleAction(AIRule *);
+
+ virtual void performAIAction(AIRule *);
+
+protected:
+ AIRule *_rule;
+};
+
+/////////////////////////////////////////////
+//
+// AIDeactivateRuleAction
+
+class AIDeactivateRuleAction : public AIAction {
+public:
+ AIDeactivateRuleAction(AIRule *rule);
+
+ virtual void performAIAction(AIRule *);
+
+protected:
+ AIRule *_rule;
+};
+
+} // End of namespace Pegasus
+
+#endif