scummvm/engines/saga2/assign.h
2021-07-08 04:34:39 +09:00

521 lines
15 KiB
C++

/* 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.
*
*
* Based on the original sources
* Faery Tale II -- The Halls of the Dead
* (c) 1993-1996 The Wyrmkeep Entertainment Co.
*/
#ifndef SAGA2_ASSIGN_H
#define SAGA2_ASSIGN_H
#include "saga2/target.h"
namespace Saga2 {
class Actor;
class Task;
class TaskStack;
// Constants representing the non-virtual ActorAssignment classes
enum AssignmentTypes {
patrolRouteAssignment,
huntToBeNearLocationAssignment,
huntToBeNearActorAssignment,
huntToKillAssignment,
tetheredWanderAssignment,
attendAssignment
};
/* ===================================================================== *
ActorAssignment class
* ===================================================================== */
class ActorAssignment {
enum {
hasAssignment = (1 << 3)
};
uint16 startFrame, // Time in day when this was constructed
endFrame; // End time of the assignment
Actor *_actor;
public:
// Constructor
ActorAssignment(Actor *a, uint16 until);
// Constructor -- reconstruct from archive buffer
ActorAssignment(Actor *a, void **buf);
ActorAssignment(Actor *a, Common::SeekableReadStream *stream);
// Destructor
virtual ~ActorAssignment(void);
// Return the number of bytes need to archive the data in this
// assignment
virtual int32 archiveSize(void) const;
// Write the data from this assignment object to a buffer in order
// to save it on disk
virtual void *archive(void *buf) const;
virtual void write(Common::OutSaveFile *out) const;
// Construct a TaskStack for this assignment
TaskStack *createTask(void);
// This function is called to notify the assignment of the
// completion of a task which the assignment had created.
virtual void handleTaskCompletion(TaskResult result);
// Determine if assignment's time limit is up
virtual bool isValid(void);
// Return a pointer to the actor to which this assignment belongs
Actor *getActor(void) const;
// Return an integer representing the class of this assignment
virtual int16 type(void) const = 0;
protected:
void startTask(void);
// Determine if this assignment needs to create a task at this time
virtual bool taskNeeded(void);
// Create a Task for this assignment
virtual Task *getTask(TaskStack *ts) = 0;
};
/* ===================================================================== *
PatrolRouteAssignment class
* ===================================================================== */
class PatrolRouteAssignment : public ActorAssignment {
int16 routeNo, // Patrol route number
startingWayPoint, // Way point at which to start (-1 = default)
endingWayPoint; // Way point at which to end (-1 = default)
uint8 routeFlags, // Flags indicating how patrol route should
// be followed
flags; // Flags representing the state of this
// assignment
enum {
routeCompleted = (1 << 0)
};
public:
// Constructor -- initial object construction
PatrolRouteAssignment(
Actor *a,
uint16 until,
int16 rteNo,
uint8 patrolFlags,
int16 start = -1,
int16 end = -1);
// Constructor -- constructs from archive buffer
PatrolRouteAssignment(Actor *a, void **buf);
PatrolRouteAssignment(Actor *a, Common::SeekableReadStream *stream);
// Return the number of bytes need to archive the data in this
// assignment
int32 archiveSize(void) const;
// Write the data from this assignment object to a buffer in order
// to save it on disk
void *archive(void *buf) const;
void write(Common::OutSaveFile *out) const;
// Return an integer representing the type of this assignment
int16 type(void) const;
// This function is called to notify the assignment of the
// completion of a task which the assignment had created.
void handleTaskCompletion(TaskResult result);
// Determine if assignment is still valid
bool isValid(void);
protected:
// Determine if this assignment needs to create a task at this time
bool taskNeeded(void);
// Construct a Task for this assignment
Task *getTask(TaskStack *ts);
};
/* ===================================================================== *
HuntToBeNearLocationAssignment class
* ===================================================================== */
class HuntToBeNearLocationAssignment : public ActorAssignment {
TargetPlaceHolder targetMem;
uint16 range;
// An initialization function which provides a common ground for
// the initial constructors.
void initialize(const Target &targ, uint16 r);
public:
// Constructors -- initial assignment construction
// Construct with no time limit and a specific TilePoint
HuntToBeNearLocationAssignment(Actor *a, const TilePoint &tp, uint16 r);
// Construct with time limit and a specific TilePoint
HuntToBeNearLocationAssignment(
Actor *a,
uint16 until,
const TilePoint &tp,
uint16 r) :
ActorAssignment(a, until) {
initialize(LocationTarget(tp), r);
}
// Construct with no time limit and an abstract target
HuntToBeNearLocationAssignment(Actor *a, const Target &targ, uint16 r);
// Construct with time limit and an abstract target
HuntToBeNearLocationAssignment(
Actor *a,
uint16 until,
const Target &targ,
uint16 r) :
ActorAssignment(a, until) {
initialize(targ, r);
}
// Constructor -- constructs from archive buffer
HuntToBeNearLocationAssignment(Actor *a, void **buf);
HuntToBeNearLocationAssignment(Actor *a, Common::SeekableReadStream *stream);
// Return the number of bytes need to archive the data in this
// assignment
int32 archiveSize(void) const;
// Write the data from this assignment object to a buffer in order
// to save it on disk
void *archive(void *buf) const;
void write(Common::OutSaveFile *out) const;
int16 type(void) const;
protected:
bool taskNeeded(void);
Task *getTask(TaskStack *ts);
const Target *getTarget(void) const {
return (const Target *)targetMem;
}
};
/* ===================================================================== *
HuntToBeNearActorAssignment class
* ===================================================================== */
class HuntToBeNearActorAssignment : public ActorAssignment {
TargetPlaceHolder targetMem;
uint16 range;
uint8 flags;
enum {
track = (1 << 0) // This hunt is a track.
};
// An initialization function which provides a common ground for
// the initial constructors.
void initialize(
const ActorTarget &at,
uint16 r,
bool trackFlag);
public:
// Constructors -- initial assignment construction
// Construct with no time limit and specific actor
HuntToBeNearActorAssignment(
Actor *a,
uint16 r,
bool trackFlag = false);
// Construct with time limit and specific actor
HuntToBeNearActorAssignment(
Actor *ac,
uint16 until,
Actor *a,
uint16 r,
bool trackFlag = false) :
ActorAssignment(ac, until) {
assert(isActor(a) && a != getActor());
initialize(SpecificActorTarget(a), r, trackFlag);
}
// Construct with no time limit and abstract actor target
HuntToBeNearActorAssignment(
Actor *a,
const ActorTarget &at,
uint16 r,
bool trackFlag = false);
// Construct with time limit and abstract actor target
HuntToBeNearActorAssignment(
Actor *a,
uint16 until,
const ActorTarget &at,
uint16 r,
bool trackFlag = false) :
ActorAssignment(a, until) {
initialize(at, r, trackFlag);
}
// Constructor -- reconstructs from archive buffer
HuntToBeNearActorAssignment(Actor *a, void **buf);
HuntToBeNearActorAssignment(Actor *a, Common::SeekableReadStream *stream);
// Return the number of bytes need to archive the data in this
// assignment
int32 archiveSize(void) const;
// Write the data from this assignment object to a buffer in order
// to save it on disk
void *archive(void *buf) const;
void write(Common::OutSaveFile *out) const;
int16 type(void) const;
protected:
bool taskNeeded(void);
Task *getTask(TaskStack *ts);
const ActorTarget *getTarget(void) const {
return (const ActorTarget *)targetMem;
}
};
/* ===================================================================== *
HuntToKillAssignment class
* ===================================================================== */
class HuntToKillAssignment : public ActorAssignment {
TargetPlaceHolder targetMem;
uint8 flags;
enum {
track = (1 << 0), // This hunt is a track.
specificActor = (1 << 1) // The actor target is a specific actor
};
// An initialization function which provides a common ground for
// the initial constructors.
void initialize(
const ActorTarget &at,
bool trackFlag,
bool specificActorFlag);
public:
// Constructors -- initial assignment construction
// Construct with no time limit and specific actor
HuntToKillAssignment(Actor *a, bool trackFlag = false);
// Construct with time limit and specific actor
HuntToKillAssignment(
Actor *ac,
uint16 until,
Actor *a,
bool trackFlag = false) :
ActorAssignment(ac, until) {
assert(isActor(a) && a != getActor());
initialize(SpecificActorTarget(a), trackFlag, true);
}
// Construct with no time limit and abstract actor target
HuntToKillAssignment(
Actor *a,
const ActorTarget &at,
bool trackFlag = false);
// Construct with time limit and abstract actor target
HuntToKillAssignment(
Actor *a,
uint16 until,
const ActorTarget &at,
bool trackFlag = false) :
ActorAssignment(a, until) {
initialize(at, trackFlag, false);
}
// Constructor -- reconstructs from archive buffer
HuntToKillAssignment(Actor *a, void **buf);
// Return the number of bytes need to archive the data in this
// assignment
int32 archiveSize(void) const;
// Write the data from this assignment object to a buffer in order
// to save it on disk
void *archive(void *buf) const;
void write(Common::OutSaveFile *out) const;
// Determine if assignment's time limit is up or if the actor is
// already dead
bool isValid(void);
int16 type(void) const;
protected:
bool taskNeeded(void);
Task *getTask(TaskStack *ts);
const ActorTarget *getTarget(void) const {
return (const ActorTarget *)targetMem;
}
};
/* ===================================================================== *
TetheredAssignment class
* ===================================================================== */
class TetheredAssignment : public ActorAssignment {
protected:
// Tether region
int16 minU, // Minimum U coordinate in tether
minV, // Minimum V coordinate in tether
maxU, // Maximum U coordinate in tether
maxV; // Maximum V coordinate in tether
public:
// Constructor -- initial assignment construction
TetheredAssignment(Actor *a, uint16 until, const TileRegion &reg) :
ActorAssignment(a, until),
minU(reg.min.u),
minV(reg.min.v),
maxU(reg.max.u),
maxV(reg.max.v) {
}
TetheredAssignment(Actor *a, void **buf);
TetheredAssignment(Actor *a, Common::SeekableReadStream *stream);
// Return the number of bytes need to archive the data in this
// assignment
int32 archiveSize(void) const;
// Write the data from this assignment object to a buffer in order
// to save it on disk
void *archive(void *buf) const;
void write(Common::OutSaveFile *out) const;
};
/* ===================================================================== *
TetheredWanderAssignment class
* ===================================================================== */
class TetheredWanderAssignment : public TetheredAssignment {
public:
// Constructor -- initial assignment construction
TetheredWanderAssignment(Actor *a, uint16 until, const TileRegion &reg);
// Constructor -- constructs from archive buffer
TetheredWanderAssignment(Actor *a, void **buf) : TetheredAssignment(a, buf) {}
TetheredWanderAssignment(Actor *a, Common::SeekableReadStream *stream) : TetheredAssignment(a, stream) {}
// Return an integer representing the type of this assignment
int16 type(void) const;
protected:
// Construct a Task for this assignment
Task *getTask(TaskStack *ts);
};
/* ===================================================================== *
AttendAssignment class
* ===================================================================== */
class AttendAssignment : public ActorAssignment {
GameObject *obj; // Object to which to attend
public:
// Constructor -- initial assignment construction
AttendAssignment(Actor *a, uint16 until, GameObject *o);
// Constructor -- constructs from archive buffer
AttendAssignment(Actor *a, void **buf);
AttendAssignment(Actor *a, Common::SeekableReadStream *stream);
// Return the number of bytes need to archive the data in this
// assignment
int32 archiveSize(void) const;
// Write the data from this assignment object to a buffer in order
// to save it on disk
void *archive(void *buf) const;
void write(Common::OutSaveFile *out) const;
// Return an integer representing the type of this assignment
int16 type(void) const;
protected:
// Construct a Task for this assignment
Task *getTask(TaskStack *ts);
};
/* ===================================================================== *
Prototypes
* ===================================================================== */
// Reconstruct the ActorAssignment object from the archive buffer
void *constructAssignment(Actor *a, void *buf);
// Return the number of bytes necessary to archive this actor's
// assignment in an archive buffer
int32 assignmentArchiveSize(Actor *a);
// Write the specified actor's assignment to an archive buffer
void *archiveAssignment(Actor *a, void *buf);
void writeAssignment(Actor *a, Common::OutSaveFile *out);
void readAssignment(Actor *a, Common::InSaveFile *in);
}
#endif