/* 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 _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 getChildren() const { return _children; } int generateChildren(); int generateNextChild(); Node *popChild(); float getObjectT() { return _contents->calcT(); } Node *getFirstStep(); }; } // End of namespace Scumm #endif