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Diffstat (limited to 'engines/pegasus/ai/ai_condition.cpp')
-rw-r--r-- | engines/pegasus/ai/ai_condition.cpp | 290 |
1 files changed, 290 insertions, 0 deletions
diff --git a/engines/pegasus/ai/ai_condition.cpp b/engines/pegasus/ai/ai_condition.cpp new file mode 100644 index 0000000000..9fc9272566 --- /dev/null +++ b/engines/pegasus/ai/ai_condition.cpp @@ -0,0 +1,290 @@ +/* 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. + * + */ + +#include "common/stream.h" + +#include "pegasus/energymonitor.h" +#include "pegasus/gamestate.h" +#include "pegasus/pegasus.h" +#include "pegasus/ai/ai_condition.h" +#include "pegasus/items/itemlist.h" +#include "pegasus/items/biochips/biochipitem.h" +#include "pegasus/items/inventory/inventoryitem.h" + +namespace Pegasus { + +AIOneChildCondition::AIOneChildCondition(AICondition *child) { + _child = child; +} + +AIOneChildCondition::~AIOneChildCondition() { + delete _child; +} + +void AIOneChildCondition::writeAICondition(Common::WriteStream *stream) { + if (_child) + _child->writeAICondition(stream); +} + +void AIOneChildCondition::readAICondition(Common::ReadStream *stream) { + if (_child) + _child->readAICondition(stream); +} + +AITwoChildrenCondition::AITwoChildrenCondition(AICondition *leftChild, AICondition *rightChild) { + _leftChild = leftChild; + _rightChild = rightChild; +} + +AITwoChildrenCondition::~AITwoChildrenCondition() { + delete _leftChild; + delete _rightChild; +} + +void AITwoChildrenCondition::writeAICondition(Common::WriteStream *stream) { + if (_leftChild) + _leftChild->writeAICondition(stream); + + if (_rightChild) + _rightChild->writeAICondition(stream); +} + +void AITwoChildrenCondition::readAICondition(Common::ReadStream *stream) { + if (_leftChild) + _leftChild->readAICondition(stream); + + if (_rightChild) + _rightChild->readAICondition(stream); +} + +AINotCondition::AINotCondition(AICondition* child) : AIOneChildCondition(child) { +} + +bool AINotCondition::fireCondition() { + return _child && !_child->fireCondition(); +} + +AIAndCondition::AIAndCondition(AICondition *leftChild, AICondition *rightChild) : AITwoChildrenCondition(leftChild, rightChild) { +} + +bool AIAndCondition::fireCondition() { + return _leftChild && _leftChild->fireCondition() && _rightChild && _rightChild->fireCondition(); +} + +AIOrCondition::AIOrCondition(AICondition *leftChild, AICondition *rightChild) : AITwoChildrenCondition(leftChild, rightChild) { +} + +bool AIOrCondition::fireCondition() { + return (_leftChild && _leftChild->fireCondition()) || (_rightChild && _rightChild->fireCondition()); +} + +AITimerCondition::AITimerCondition(const TimeValue time, const TimeScale scale, const bool shouldStartTimer) { + _timerFuse.primeFuse(time, scale); + _timerFuse.setFunctor(new Common::Functor0Mem<void, AITimerCondition>(this, &AITimerCondition::fire)); + _fired = false; + + if (shouldStartTimer) + startTimer(); +} + +void AITimerCondition::startTimer() { + _fired = false; + _timerFuse.lightFuse(); +} + +void AITimerCondition::stopTimer() { + _timerFuse.stopFuse(); +} + +void AITimerCondition::writeAICondition(Common::WriteStream *stream) { + stream->writeByte(_timerFuse.isFuseLit()); + stream->writeByte(_fired); + stream->writeUint32BE(_timerFuse.getTimeRemaining()); + stream->writeUint32BE(_timerFuse.getFuseScale()); +} + +void AITimerCondition::readAICondition(Common::ReadStream *stream) { + bool running = stream->readByte(); + _fired = stream->readByte(); + TimeValue time = stream->readUint32BE(); + TimeScale scale = stream->readUint32BE(); + + _timerFuse.stopFuse(); + _timerFuse.primeFuse(time, scale); + + if (running) + _timerFuse.lightFuse(); +} + +bool AITimerCondition::fireCondition() { + return _fired; +} + +void AITimerCondition::fire() { + _fired = true; +} + +AILocationCondition::AILocationCondition(uint32 maxLocations) { + _numLocations = 0; + _maxLocations = maxLocations; + _locations = new RoomViewID[maxLocations]; +} + +AILocationCondition::~AILocationCondition() { + delete[] _locations; +} + +void AILocationCondition::addLocation(const RoomViewID location) { + if (_numLocations < _maxLocations) + _locations[_numLocations++] = location; +} + +bool AILocationCondition::fireCondition() { + RoomViewID test = GameState.getCurrentRoomAndView(), *p; + uint32 i; + + for (i = 0, p = _locations; i < _numLocations; i++, p++) { + if (test == *p) { + *p = MakeRoomView(kNoRoomID, kNoDirection); + return true; + } + } + + return false; +} + +void AILocationCondition::writeAICondition(Common::WriteStream *stream) { + stream->writeUint32BE(_maxLocations); + stream->writeUint32BE(_numLocations); + + uint32 i; + RoomViewID *p; + for (i = 0, p = _locations; i < _numLocations; i++, p++) + stream->writeUint32BE(*p); +} + +void AILocationCondition::readAICondition(Common::ReadStream *stream) { + uint32 maxLocations = stream->readUint32BE(); + + if (_maxLocations != maxLocations) { + delete[] _locations; + _locations = new RoomViewID[maxLocations]; + _maxLocations = maxLocations; + } + + _numLocations = stream->readUint32BE(); + + uint32 i; + RoomViewID *p; + for (i = 0, p = _locations; i < _numLocations; i++, p++) + *p = stream->readUint32BE(); +} + +AIDoorOpenedCondition::AIDoorOpenedCondition(RoomViewID doorLocation) { + _doorLocation = doorLocation; +} + +bool AIDoorOpenedCondition::fireCondition() { + return GameState.getCurrentRoomAndView() == _doorLocation && GameState.isCurrentDoorOpen(); +} + +AIHasItemCondition::AIHasItemCondition(const ItemID item) { + _item = item; +} + +bool AIHasItemCondition::fireCondition() { + return _item == kNoItemID || GameState.isTakenItemID(_item); +} + +AIDoesntHaveItemCondition::AIDoesntHaveItemCondition(const ItemID item) { + _item = item; +} + +bool AIDoesntHaveItemCondition::fireCondition() { + return _item == kNoItemID || !GameState.isTakenItemID(_item); +} + +AICurrentItemCondition::AICurrentItemCondition(const ItemID item) { + _item = item; +} + +bool AICurrentItemCondition::fireCondition() { + InventoryItem *item = ((PegasusEngine *)g_engine)->getCurrentInventoryItem(); + + if (_item == kNoItemID) + return item == 0; + + return item != 0 && item->getObjectID() == _item; +} + +AICurrentBiochipCondition::AICurrentBiochipCondition(const ItemID biochip) { + _biochip = biochip; +} + +bool AICurrentBiochipCondition::fireCondition() { + BiochipItem *biochip = ((PegasusEngine *)g_engine)->getCurrentBiochip(); + + if (_biochip == kNoItemID) + return biochip == 0; + + return biochip != 0 && biochip->getObjectID() == _biochip; +} + +AIItemStateCondition::AIItemStateCondition(const ItemID item, const ItemState state) { + _item = item; + _state = state; +} + +bool AIItemStateCondition::fireCondition() { + Item *item = g_allItems.findItemByID(_item); + return item != 0 && item->getItemState() == _state; +} + +AIEnergyMonitorCondition::AIEnergyMonitorCondition(const int32 energyThreshold) { + _energyThreshold = energyThreshold; +} + +bool AIEnergyMonitorCondition::fireCondition() { + return g_energyMonitor != 0 && g_energyMonitor->getCurrentEnergy() < _energyThreshold; +} + +AILastExtraCondition::AILastExtraCondition(const ExtraID lastExtra) { + _lastExtra = lastExtra; +} + +bool AILastExtraCondition::fireCondition() { + return g_neighborhood && (ExtraID)g_neighborhood->getLastExtra() == _lastExtra; +} + +AICondition *makeLocationAndDoesntHaveItemCondition(const RoomID room, const DirectionConstant direction, const ItemID item) { + AILocationCondition *location = new AILocationCondition(1); + location->addLocation(MakeRoomView(room, direction)); + + AIDoesntHaveItemCondition *doesntHaveItem = new AIDoesntHaveItemCondition(item); + + return new AIAndCondition(location, doesntHaveItem); +} + +} // End of namespace Pegasus |