mirror of
https://github.com/libretro/scummvm.git
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839 lines
25 KiB
C++
839 lines
25 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* aint32 with this program; if not, write to the Free Software
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*
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*
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* Based on the original sources
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* Faery Tale II -- The Halls of the Dead
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* (c) 1993-1996 The Wyrmkeep Entertainment Co.
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*/
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#include "saga2/saga2.h"
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#include "saga2/objects.h"
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#include "saga2/sensor.h"
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#include "saga2/player.h"
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#include "saga2/tile.h"
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namespace Saga2 {
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/* ===================================================================== *
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SensorList management functions
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* ===================================================================== */
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//----------------------------------------------------------------------
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// Allocate a new SensorList
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void newSensorList(SensorList *s) {
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g_vm->_sensorListList.push_back(s);
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}
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//----------------------------------------------------------------------
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// Deallocate a SensorList
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void deleteSensorList(SensorList *s) {
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g_vm->_sensorListList.remove(s);
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}
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/* ===================================================================== *
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Sensor management functions
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* ===================================================================== */
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//----------------------------------------------------------------------
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// Allocate a new Sensor
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void newSensor(Sensor *s) {
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g_vm->_sensorList.push_back(s);
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s->_checkCtr = kSensorCheckRate;
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}
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//----------------------------------------------------------------------
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// Allocate a new Sensor with a specified starting check counter
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void newSensor(Sensor *s, int16 ctr) {
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newSensor(s);
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s->_checkCtr = ctr;
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}
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//----------------------------------------------------------------------
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// Deallocate a Sensor
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void deleteSensor(Sensor *p) {
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g_vm->_sensorList.remove(p);
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}
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void readSensor(int16 ctr, Common::InSaveFile *in) {
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int16 type;
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Sensor *sensor = nullptr;
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SensorList *sl;
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// Get the sensor type
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type = in->readSint16LE();
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debugC(3, kDebugSaveload, "type = %d", type);
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switch (type) {
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case kProtaganistSensor:
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sensor = new ProtaganistSensor(in, ctr);
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break;
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case kSpecificObjectSensor:
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sensor = new SpecificObjectSensor(in, ctr);
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break;
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case kObjectPropertySensor:
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sensor = new ObjectPropertySensor(in, ctr);
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break;
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case kSpecificActorSensor:
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sensor = new SpecificActorSensor(in, ctr);
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break;
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case kActorPropertySensor:
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sensor = new ActorPropertySensor(in, ctr);
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break;
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case kEventSensor:
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sensor = new EventSensor(in, ctr);
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break;
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}
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assert(sensor != nullptr);
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// Get the sensor list
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sl = fetchSensorList(sensor->getObject());
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assert(sl != nullptr);
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// Append this Sensor to the sensor list
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sl->_list.push_back(sensor);
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}
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void writeSensor(Sensor *sensor, Common::MemoryWriteStreamDynamic *out) {
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assert(sensor != nullptr);
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// Store the sensor type
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out->writeSint16LE(sensor->getType());
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debugC(3, kDebugSaveload, "type = %d", sensor->getType());
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// Let the sensor store its data in the buffer
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sensor->write(out);
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}
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//----------------------------------------------------------------------
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void checkSensors() {
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Common::Array<Sensor *> deadSensors;
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for (Common::List<Sensor *>::iterator it = g_vm->_sensorList.begin(); it != g_vm->_sensorList.end(); ++it) {
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Sensor *sensor = *it;
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if (sensor->_active == false) {
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deadSensors.push_back(sensor);
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continue;
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}
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if (--sensor->_checkCtr <= 0) {
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assert(sensor->_checkCtr == 0);
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SenseInfo info;
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GameObject *senseobj = sensor->getObject();
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uint32 sFlags = kNonActorSenseFlags;
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if (isActor(senseobj)) {
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Actor *a = (Actor *)senseobj;
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sFlags = a->_enchantmentFlags;
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}
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if (sensor->check(info, sFlags)) {
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assert(info.sensedObject != nullptr);
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assert(isObject(info.sensedObject) || isActor(info.sensedObject));
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sensor->getObject()->senseObject(sensor->thisID(), info.sensedObject->thisID());
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}
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sensor->_checkCtr = kSensorCheckRate;
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}
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}
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for (uint i = 0; i < deadSensors.size(); ++i)
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delete deadSensors[i];
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}
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//----------------------------------------------------------------------
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void assertEvent(const GameEvent &ev) {
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assert(ev.directObject != nullptr);
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assert(isObject(ev.directObject) || isActor(ev.directObject));
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for (Common::List<Sensor *>::iterator it = g_vm->_sensorList.begin(); it != g_vm->_sensorList.end(); ++it) {
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Sensor *sensor = *it;
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if (sensor->evaluateEvent(ev)) {
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sensor->getObject()->senseEvent(
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sensor->thisID(),
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ev.type,
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ev.directObject->thisID(),
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ev.indirectObject != nullptr
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? ev.indirectObject->thisID()
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: Nothing);
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}
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}
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}
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//----------------------------------------------------------------------
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// Initialize the sensors
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void initSensors() {
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// Nothing to do
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assert(sizeof(ProtaganistSensor) <= kMaxSensorSize);
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assert(sizeof(SpecificObjectSensor) <= kMaxSensorSize);
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assert(sizeof(ObjectPropertySensor) <= kMaxSensorSize);
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assert(sizeof(SpecificActorSensor) <= kMaxSensorSize);
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assert(sizeof(ActorPropertySensor) <= kMaxSensorSize);
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assert(sizeof(EventSensor) <= kMaxSensorSize);
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}
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static int getSensorListID(SensorList *t) {
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int i = 0;
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for (Common::List<SensorList *>::iterator it = g_vm->_sensorListList.begin(); it != g_vm->_sensorListList.end(); it++, i++) {
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if ((*it) == t)
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return i;
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}
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return -1;
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}
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static int getSensorID(Sensor *t) {
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int i = 0;
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for (Common::List<Sensor *>::iterator it = g_vm->_sensorList.begin(); it != g_vm->_sensorList.end(); it++, i++) {
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if ((*it) == t)
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return i;
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}
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return -1;
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}
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void saveSensors(Common::OutSaveFile *outS) {
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debugC(2, kDebugSaveload, "Saving Sensors");
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int16 sensorListCount = 0,
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sensorCount = 0;
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// Tally the sensor lists
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sensorListCount = g_vm->_sensorListList.size();
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// Tally the sensors and add the archive size of each
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sensorCount = g_vm->_sensorList.size();
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outS->write("SENS", 4);
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CHUNK_BEGIN;
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// Store the sensor list count and sensor count
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out->writeSint16LE(sensorListCount);
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out->writeSint16LE(sensorCount);
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debugC(3, kDebugSaveload, "... sensorListCount = %d", sensorListCount);
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debugC(3, kDebugSaveload, "... sensorCount = %d", sensorCount);
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// Archive all sensor lists
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for (Common::List<SensorList *>::iterator it = g_vm->_sensorListList.begin(); it != g_vm->_sensorListList.end(); ++it) {
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debugC(3, kDebugSaveload, "Saving SensorList %d", getSensorListID(*it));
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(*it)->write(out);
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}
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// Archive all sensors
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for (Common::List<Sensor *>::iterator it = g_vm->_sensorList.begin(); it != g_vm->_sensorList.end(); ++it) {
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if ((*it)->_active == false)
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continue;
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debugC(3, kDebugSaveload, "Saving Sensor %d", getSensorID(*it));
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out->writeSint16LE((*it)->_checkCtr);
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debugC(3, kDebugSaveload, "... ctr = %d", (*it)->_checkCtr);
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writeSensor(*it, out);
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}
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CHUNK_END;
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}
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void loadSensors(Common::InSaveFile *in) {
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debugC(2, kDebugSaveload, "Loading Sensors");
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int16 sensorListCount,
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sensorCount;
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// Get the sensor list count and sensor count
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sensorListCount = in->readSint16LE();
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sensorCount = in->readSint16LE();
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debugC(3, kDebugSaveload, "... sensorListCount = %d", sensorListCount);
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debugC(3, kDebugSaveload, "... sensorCount = %d", sensorCount);
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// Restore all sensor lists
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for (int i = 0; i < sensorListCount; i++) {
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debugC(3, kDebugSaveload, "Loading SensorList %d", i);
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new SensorList(in);
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}
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// Restore all sensors
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for (int i = 0; i < sensorCount; i++) {
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int16 ctr;
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debugC(3, kDebugSaveload, "Loading Sensor %d", i);
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ctr = in->readSint16LE();
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debugC(3, kDebugSaveload, "... ctr = %d", ctr);
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readSensor(ctr, in);
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}
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}
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//----------------------------------------------------------------------
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// Cleanup the active sensors
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void cleanupSensors() {
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Common::List<SensorList *>::iterator sensorListNextIt;
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for (Common::List<SensorList *>::iterator it = g_vm->_sensorListList.begin(); it != g_vm->_sensorListList.end(); it = sensorListNextIt) {
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sensorListNextIt = it;
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sensorListNextIt++;
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delete *it;
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}
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Common::List<Sensor *>::iterator sensorNextIt;
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for (Common::List<Sensor *>::iterator it = g_vm->_sensorList.begin(); it != g_vm->_sensorList.end(); it = sensorNextIt) {
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sensorNextIt = it;
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sensorNextIt++;
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delete *it;
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}
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}
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//----------------------------------------------------------------------
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// Fetch a specified object's SensorList
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SensorList *fetchSensorList(GameObject *obj) {
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for (Common::List<SensorList *>::iterator it = g_vm->_sensorListList.begin(); it != g_vm->_sensorListList.end(); ++it) {
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if ((*it)->getObject() == obj)
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return *it;
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}
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return nullptr;
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}
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/* ===================================================================== *
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SensorList member functions
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* ===================================================================== */
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SensorList::SensorList(Common::InSaveFile *in) {
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ObjectID id = in->readUint16LE();
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assert(isObject(id) || isActor(id));
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_obj = GameObject::objectAddress(id);
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newSensorList(this);
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debugC(4, kDebugSaveload, "... objID = %d", id);
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}
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void SensorList::write(Common::MemoryWriteStreamDynamic *out) {
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out->writeUint16LE(_obj->thisID());
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debugC(4, kDebugSaveload, "... objID = %d", _obj->thisID());
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}
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/* ===================================================================== *
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Sensor member functions
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* ===================================================================== */
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Sensor::Sensor(Common::InSaveFile *in, int16 ctr) {
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ObjectID objID = in->readUint16LE();
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assert(isObject(objID) || isActor(objID));
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// Restore the object pointer
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_obj = GameObject::objectAddress(objID);
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// Restore the ID
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_id = in->readSint16LE();
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// Restore the _range
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_range = in->readSint16LE();
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_active = true;
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newSensor(this, ctr);
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debugC(4, kDebugSaveload, "... objID = %d", objID);
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debugC(4, kDebugSaveload, "... id = %d", _id);
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debugC(4, kDebugSaveload, "... range = %d", _range);
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}
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//----------------------------------------------------------------------
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// Return the number of bytes needed to archive this object in a buffer
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void Sensor::write(Common::MemoryWriteStreamDynamic *out) {
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// Store the object's ID
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out->writeUint16LE(_obj->thisID());
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// Store the sensor ID
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out->writeSint16LE(_id);
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// Store the _range
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out->writeSint16LE(_range);
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debugC(4, kDebugSaveload, "... objID = %d", _obj->thisID());
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debugC(4, kDebugSaveload, "... id = %d", _id);
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debugC(4, kDebugSaveload, "... _range = %d", _range);
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}
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/* ===================================================================== *
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ProtaganistSensor member functions
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* ===================================================================== */
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//----------------------------------------------------------------------
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// Return an integer representing the type of this sensor
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int16 ProtaganistSensor::getType() {
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return kProtaganistSensor;
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}
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//----------------------------------------------------------------------
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// Determine if the object can sense what it's looking for
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bool ProtaganistSensor::check(SenseInfo &info, uint32 senseFlags) {
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static PlayerActorID playerActorIDs[] = {
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FTA_JULIAN,
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FTA_PHILIP,
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FTA_KEVIN,
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};
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int16 i;
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bool objIsActor = isActor(getObject());
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for (i = 0; i < (long)ARRAYSIZE(playerActorIDs); i++) {
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Actor *protag =
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getPlayerActorAddress(playerActorIDs[i])->getActor();
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assert(isActor(protag));
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// Skip this protagonist if they're dead
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if (protag->isDead())
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continue;
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if (senseFlags & (1 << kActorBlind))
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continue;
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// This extra test is a HACK to ensure that the center actor
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// will be able to sense a protagonist even if the protaganist
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// is invisible.
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if (!objIsActor || getObject() != getCenterActor()) {
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if (!(senseFlags & kActorSeeInvis)
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&& protag->hasEffect(kActorInvisible))
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continue;
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}
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// Skip if out of _range
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if (getRange() != 0
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&& !getObject()->inRange(protag->getLocation(), getRange()))
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continue;
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// Skip if we're checking for an actor and the protagonist is
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// not in sight or not under the same roof
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if (objIsActor
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&& (!underSameRoof(getObject(), protag)
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|| !lineOfSight(getObject(), protag, kTerrainTransparent)))
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continue;
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info.sensedObject = protag;
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return true;
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}
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return false;
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}
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//----------------------------------------------------------------------
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// Evaluate an event to determine if the object is waiting for it
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bool ProtaganistSensor::evaluateEvent(const GameEvent &) {
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return false;
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}
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/* ===================================================================== *
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ObjectSensor member functions
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* ===================================================================== */
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//----------------------------------------------------------------------
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// Determine if the object can sense what it's looking for
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bool ObjectSensor::check(SenseInfo &info, uint32 senseFlags) {
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bool objIsActor = isActor(getObject());
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CircularObjectIterator iter(
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getObject()->world(),
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getObject()->getLocation(),
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getRange() != 0 ? getRange() : kTileUVSize * kPlatformWidth * 8);
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GameObject *objToTest = nullptr;
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iter.first(&objToTest);
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for (iter.first(&objToTest);
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objToTest != nullptr;
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iter.next(&objToTest)) {
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if (senseFlags & (1 << kActorBlind))
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continue;
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bool objToTestIsActor = isActor(objToTest);
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// This extra test is a HACK to ensure that the center actor
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// will be able to sense a protagonist even if the protagonist
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// is invisible.
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if (objToTestIsActor
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&& (!objIsActor
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|| getObject() != getCenterActor()
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|| !isPlayerActor((Actor *)objToTest))) {
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Actor *a = (Actor *) objToTest;
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if (!(senseFlags & kActorSeeInvis) && a->hasEffect(kActorInvisible))
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continue;
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}
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// Skip if object is out of _range
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if (getRange() != 0
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&& !getObject()->inRange(objToTest->getLocation(), getRange()))
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continue;
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// Skip if object is not what we're looking for
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if (!isObjectSought(objToTest))
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continue;
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// Skip if we're checking for an actor and the protagonist is
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// not in sight or not under the same roof
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if (objIsActor
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&& (!underSameRoof(getObject(), objToTest)
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|| !lineOfSight(getObject(), objToTest, kTerrainTransparent)))
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continue;
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info.sensedObject = objToTest;
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return true;
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}
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return false;
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}
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//----------------------------------------------------------------------
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// Evaluate an event to determine if the object is waiting for it
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bool ObjectSensor::evaluateEvent(const GameEvent &) {
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return false;
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}
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/* ===================================================================== *
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SpecificObjectSensor member functions
|
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* ===================================================================== */
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|
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SpecificObjectSensor::SpecificObjectSensor(Common::InSaveFile *in, int16 ctr) :
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ObjectSensor(in, ctr) {
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debugC(3, kDebugSaveload, "Loading SpecificObjectSensor");
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|
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// Restore the sought object's ID
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_soughtObjID = in->readUint16LE();
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}
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|
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void SpecificObjectSensor::write(Common::MemoryWriteStreamDynamic *out) {
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debugC(3, kDebugSaveload, "Saving SpecificObjectSensor");
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|
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// Let the base class archive its data
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ObjectSensor::write(out);
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// Store the sought object's ID
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out->writeUint16LE(_soughtObjID);
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}
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|
|
|
//----------------------------------------------------------------------
|
|
// Return an integer representing the type of this sensor
|
|
|
|
int16 SpecificObjectSensor::getType() {
|
|
return kSpecificObjectSensor;
|
|
}
|
|
|
|
//----------------------------------------------------------------------
|
|
// Determine if the object can sense what it's looking for
|
|
|
|
bool SpecificObjectSensor::check(SenseInfo &info, uint32 senseFlags) {
|
|
assert(_soughtObjID != Nothing);
|
|
assert(isObject(_soughtObjID) || isActor(_soughtObjID));
|
|
|
|
GameObject *soughtObject = GameObject::objectAddress(_soughtObjID);
|
|
bool objIsActor = isActor(getObject());
|
|
|
|
if (senseFlags & (1 << kActorBlind))
|
|
return false;
|
|
|
|
// This extra test is a HACK to ensure that the center actor
|
|
// will be able to sense a protagonist even if the protagonist
|
|
// is invisible.
|
|
if (isActor(soughtObject)
|
|
&& (!objIsActor
|
|
|| getObject() != getCenterActor()
|
|
|| !isPlayerActor((Actor *)soughtObject))) {
|
|
Actor *a = (Actor *) soughtObject;
|
|
if (!(senseFlags & kActorSeeInvis) && a->hasEffect(kActorInvisible))
|
|
return false;
|
|
}
|
|
|
|
if (getRange() != 0
|
|
&& !getObject()->inRange(soughtObject->getLocation(), getRange()))
|
|
return false;
|
|
|
|
if (objIsActor
|
|
&& (!underSameRoof(getObject(), soughtObject)
|
|
|| !lineOfSight(getObject(), soughtObject, kTerrainTransparent)))
|
|
return false;
|
|
|
|
info.sensedObject = soughtObject;
|
|
return true;
|
|
}
|
|
|
|
//----------------------------------------------------------------------
|
|
// Determine if an object meets the search criteria
|
|
|
|
bool SpecificObjectSensor::isObjectSought(GameObject *obj_) {
|
|
assert(isObject(obj_) || isActor(obj_));
|
|
assert(_soughtObjID != Nothing);
|
|
assert(isObject(_soughtObjID) || isActor(_soughtObjID));
|
|
|
|
return obj_ == GameObject::objectAddress(_soughtObjID);
|
|
}
|
|
|
|
/* ===================================================================== *
|
|
ObjectPropertySensor member functions
|
|
* ===================================================================== */
|
|
|
|
ObjectPropertySensor::ObjectPropertySensor(Common::InSaveFile *in, int16 ctr) :
|
|
ObjectSensor(in, ctr) {
|
|
debugC(3, kDebugSaveload, "Loading ObjectPropertySensor");
|
|
|
|
// Restore the object property ID
|
|
_objectProperty = in->readSint16LE();
|
|
}
|
|
|
|
void ObjectPropertySensor::write(Common::MemoryWriteStreamDynamic *out) {
|
|
debugC(3, kDebugSaveload, "Saving ObjectPropertySensor");
|
|
|
|
// Let the base class archive its data
|
|
ObjectSensor::write(out);
|
|
|
|
// Store the object property's ID
|
|
out->writeSint16LE(_objectProperty);
|
|
}
|
|
|
|
//----------------------------------------------------------------------
|
|
// Return an integer representing the type of this sensor
|
|
|
|
int16 ObjectPropertySensor::getType() {
|
|
return kObjectPropertySensor;
|
|
}
|
|
|
|
//----------------------------------------------------------------------
|
|
// Determine if an object meets the search criteria
|
|
|
|
bool ObjectPropertySensor::isObjectSought(GameObject *obj_) {
|
|
assert(isObject(obj_) || isActor(obj_));
|
|
|
|
return obj_->hasProperty(*g_vm->_properties->getObjProp(_objectProperty));
|
|
}
|
|
|
|
/* ===================================================================== *
|
|
ActorSensor member functions
|
|
* ===================================================================== */
|
|
|
|
//----------------------------------------------------------------------
|
|
// Determine if an object meets the search criteria
|
|
|
|
bool ActorSensor::isObjectSought(GameObject *obj_) {
|
|
assert(isObject(obj_) || isActor(obj_));
|
|
|
|
// Only actors need apply
|
|
return isActor(obj_) && isActorSought((Actor *)obj_);
|
|
}
|
|
|
|
/* ===================================================================== *
|
|
SpecificActorSensor member functions
|
|
* ===================================================================== */
|
|
|
|
SpecificActorSensor::SpecificActorSensor(Common::InSaveFile *in, int16 ctr) : ActorSensor(in, ctr) {
|
|
debugC(3, kDebugSaveload, "Loading SpecificActorSensor");
|
|
ObjectID actorID = in->readUint16LE();
|
|
|
|
assert(isActor(actorID));
|
|
|
|
// Restore the sought actor pointer
|
|
_soughtActor = (Actor *)GameObject::objectAddress(actorID);
|
|
}
|
|
|
|
void SpecificActorSensor::write(Common::MemoryWriteStreamDynamic *out) {
|
|
debugC(3, kDebugSaveload, "Saving SpecificActorSensor");
|
|
|
|
// Let the base class archive its data
|
|
ActorSensor::write(out);
|
|
|
|
// Store the sought actor's ID
|
|
out->writeUint16LE(_soughtActor->thisID());
|
|
}
|
|
|
|
//----------------------------------------------------------------------
|
|
// Return an integer representing the type of this sensor
|
|
|
|
int16 SpecificActorSensor::getType() {
|
|
return kSpecificActorSensor;
|
|
}
|
|
|
|
//----------------------------------------------------------------------
|
|
// Determine if the object can sense what it's looking for
|
|
|
|
bool SpecificActorSensor::check(SenseInfo &info, uint32 senseFlags) {
|
|
assert(isActor(_soughtActor));
|
|
bool objIsActor = isActor(getObject());
|
|
|
|
if (senseFlags & (1 << kActorBlind))
|
|
return false;
|
|
|
|
// This extra test is a HACK to ensure that the center actor
|
|
// will be able to sense a protagonist even if the protagonist
|
|
// is invisible.
|
|
if (!objIsActor
|
|
|| getObject() != getCenterActor()
|
|
|| !isPlayerActor(_soughtActor)) {
|
|
if (!(senseFlags & kActorSeeInvis) && _soughtActor->hasEffect(kActorInvisible))
|
|
return false;
|
|
}
|
|
|
|
if (getRange() != 0
|
|
&& !getObject()->inRange(_soughtActor->getLocation(), getRange()))
|
|
return false;
|
|
|
|
if (objIsActor
|
|
&& (!underSameRoof(getObject(), _soughtActor)
|
|
|| !lineOfSight(getObject(), _soughtActor, kTerrainTransparent)))
|
|
return false;
|
|
|
|
info.sensedObject = _soughtActor;
|
|
return true;
|
|
}
|
|
|
|
//----------------------------------------------------------------------
|
|
// Determine if an actor meets the search criteria
|
|
|
|
bool SpecificActorSensor::isActorSought(Actor *a) {
|
|
return a == _soughtActor;
|
|
}
|
|
|
|
/* ===================================================================== *
|
|
ActorPropertySensor member functions
|
|
* ===================================================================== */
|
|
|
|
ActorPropertySensor::ActorPropertySensor(Common::InSaveFile *in, int16 ctr) : ActorSensor(in, ctr) {
|
|
debugC(3, kDebugSaveload, "Loading ActorPropertySensor");
|
|
// Restore the actor property's ID
|
|
_actorProperty = in->readSint16LE();
|
|
}
|
|
|
|
void ActorPropertySensor::write(Common::MemoryWriteStreamDynamic *out) {
|
|
debugC(3, kDebugSaveload, "Saving ActorPropertySensor");
|
|
|
|
// Let the base class archive its data
|
|
ActorSensor::write(out);
|
|
|
|
// Store the actor property's ID
|
|
out->writeSint16LE(_actorProperty);
|
|
}
|
|
|
|
//----------------------------------------------------------------------
|
|
// Return an integer representing the type of this sensor
|
|
|
|
int16 ActorPropertySensor::getType() {
|
|
return kActorPropertySensor;
|
|
}
|
|
|
|
//----------------------------------------------------------------------
|
|
// Determine if an actor meets the search criteria
|
|
|
|
bool ActorPropertySensor::isActorSought(Actor *a) {
|
|
return a->hasProperty(*g_vm->_properties->getActorProp(_actorProperty));
|
|
}
|
|
|
|
/* ===================================================================== *
|
|
EventSensor member functions
|
|
* ===================================================================== */
|
|
|
|
//----------------------------------------------------------------------
|
|
// Constructor -- initial construction
|
|
|
|
EventSensor::EventSensor(
|
|
GameObject *o,
|
|
SensorID sensorID,
|
|
int16 rng,
|
|
int16 type) :
|
|
Sensor(o, sensorID, rng),
|
|
_eventType(type) {
|
|
}
|
|
|
|
EventSensor::EventSensor(Common::InSaveFile *in, int16 ctr) : Sensor(in, ctr) {
|
|
debugC(3, kDebugSaveload, "Loading EventSensor");
|
|
// Restore the event type
|
|
_eventType = in->readSint16LE();
|
|
}
|
|
|
|
//----------------------------------------------------------------------
|
|
// Return the number of bytes needed to archive this object in a buffer
|
|
|
|
void EventSensor::write(Common::MemoryWriteStreamDynamic *out) {
|
|
debugC(3, kDebugSaveload, "Saving EventSensor");
|
|
|
|
// Let the base class archive its data
|
|
Sensor::write(out);
|
|
|
|
// Store the event type
|
|
out->writeSint16LE(_eventType);
|
|
}
|
|
|
|
//----------------------------------------------------------------------
|
|
// Return an integer representing the type of this sensor
|
|
|
|
int16 EventSensor::getType() {
|
|
return kEventSensor;
|
|
}
|
|
|
|
//----------------------------------------------------------------------
|
|
// Determine if the object can sense what it's looking for
|
|
|
|
bool EventSensor::check(SenseInfo &, uint32) {
|
|
return false;
|
|
}
|
|
|
|
//----------------------------------------------------------------------
|
|
// Evaluate an event to determine if the object is waiting for it
|
|
|
|
bool EventSensor::evaluateEvent(const GameEvent &event) {
|
|
return event.type == _eventType
|
|
&& getObject()->world() == event.directObject->world()
|
|
&& (getRange() != 0
|
|
? getObject()->inRange(
|
|
event.directObject->getLocation(),
|
|
getRange())
|
|
: true)
|
|
&& (!isActor(getObject())
|
|
|| (underSameRoof(getObject(), event.directObject)
|
|
&& lineOfSight(
|
|
getObject(),
|
|
event.directObject,
|
|
kTerrainTransparent)));
|
|
}
|
|
|
|
} // end of namespace Saga2
|