scummvm/engines/saga2/sensor.cpp
2024-09-16 01:53:47 +03:00

839 lines
25 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 3 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
* aint32 with this program; if not, write to the Free Software
*
*
* Based on the original sources
* Faery Tale II -- The Halls of the Dead
* (c) 1993-1996 The Wyrmkeep Entertainment Co.
*/
#include "saga2/saga2.h"
#include "saga2/objects.h"
#include "saga2/sensor.h"
#include "saga2/player.h"
#include "saga2/tile.h"
namespace Saga2 {
/* ===================================================================== *
SensorList management functions
* ===================================================================== */
//----------------------------------------------------------------------
// Allocate a new SensorList
void newSensorList(SensorList *s) {
g_vm->_sensorListList.push_back(s);
}
//----------------------------------------------------------------------
// Deallocate a SensorList
void deleteSensorList(SensorList *s) {
g_vm->_sensorListList.remove(s);
}
/* ===================================================================== *
Sensor management functions
* ===================================================================== */
//----------------------------------------------------------------------
// Allocate a new Sensor
void newSensor(Sensor *s) {
g_vm->_sensorList.push_back(s);
s->_checkCtr = kSensorCheckRate;
}
//----------------------------------------------------------------------
// Allocate a new Sensor with a specified starting check counter
void newSensor(Sensor *s, int16 ctr) {
newSensor(s);
s->_checkCtr = ctr;
}
//----------------------------------------------------------------------
// Deallocate a Sensor
void deleteSensor(Sensor *p) {
g_vm->_sensorList.remove(p);
}
void readSensor(int16 ctr, Common::InSaveFile *in) {
int16 type;
Sensor *sensor = nullptr;
SensorList *sl;
// Get the sensor type
type = in->readSint16LE();
debugC(3, kDebugSaveload, "type = %d", type);
switch (type) {
case kProtaganistSensor:
sensor = new ProtaganistSensor(in, ctr);
break;
case kSpecificObjectSensor:
sensor = new SpecificObjectSensor(in, ctr);
break;
case kObjectPropertySensor:
sensor = new ObjectPropertySensor(in, ctr);
break;
case kSpecificActorSensor:
sensor = new SpecificActorSensor(in, ctr);
break;
case kActorPropertySensor:
sensor = new ActorPropertySensor(in, ctr);
break;
case kEventSensor:
sensor = new EventSensor(in, ctr);
break;
}
assert(sensor != nullptr);
// Get the sensor list
sl = fetchSensorList(sensor->getObject());
assert(sl != nullptr);
// Append this Sensor to the sensor list
sl->_list.push_back(sensor);
}
void writeSensor(Sensor *sensor, Common::MemoryWriteStreamDynamic *out) {
assert(sensor != nullptr);
// Store the sensor type
out->writeSint16LE(sensor->getType());
debugC(3, kDebugSaveload, "type = %d", sensor->getType());
// Let the sensor store its data in the buffer
sensor->write(out);
}
//----------------------------------------------------------------------
void checkSensors() {
Common::Array<Sensor *> deadSensors;
for (Common::List<Sensor *>::iterator it = g_vm->_sensorList.begin(); it != g_vm->_sensorList.end(); ++it) {
Sensor *sensor = *it;
if (sensor->_active == false) {
deadSensors.push_back(sensor);
continue;
}
if (--sensor->_checkCtr <= 0) {
assert(sensor->_checkCtr == 0);
SenseInfo info;
GameObject *senseobj = sensor->getObject();
uint32 sFlags = kNonActorSenseFlags;
if (isActor(senseobj)) {
Actor *a = (Actor *)senseobj;
sFlags = a->_enchantmentFlags;
}
if (sensor->check(info, sFlags)) {
assert(info.sensedObject != nullptr);
assert(isObject(info.sensedObject) || isActor(info.sensedObject));
sensor->getObject()->senseObject(sensor->thisID(), info.sensedObject->thisID());
}
sensor->_checkCtr = kSensorCheckRate;
}
}
for (uint i = 0; i < deadSensors.size(); ++i)
delete deadSensors[i];
}
//----------------------------------------------------------------------
void assertEvent(const GameEvent &ev) {
assert(ev.directObject != nullptr);
assert(isObject(ev.directObject) || isActor(ev.directObject));
for (Common::List<Sensor *>::iterator it = g_vm->_sensorList.begin(); it != g_vm->_sensorList.end(); ++it) {
Sensor *sensor = *it;
if (sensor->evaluateEvent(ev)) {
sensor->getObject()->senseEvent(
sensor->thisID(),
ev.type,
ev.directObject->thisID(),
ev.indirectObject != nullptr
? ev.indirectObject->thisID()
: Nothing);
}
}
}
//----------------------------------------------------------------------
// Initialize the sensors
void initSensors() {
// Nothing to do
assert(sizeof(ProtaganistSensor) <= kMaxSensorSize);
assert(sizeof(SpecificObjectSensor) <= kMaxSensorSize);
assert(sizeof(ObjectPropertySensor) <= kMaxSensorSize);
assert(sizeof(SpecificActorSensor) <= kMaxSensorSize);
assert(sizeof(ActorPropertySensor) <= kMaxSensorSize);
assert(sizeof(EventSensor) <= kMaxSensorSize);
}
static int getSensorListID(SensorList *t) {
int i = 0;
for (Common::List<SensorList *>::iterator it = g_vm->_sensorListList.begin(); it != g_vm->_sensorListList.end(); it++, i++) {
if ((*it) == t)
return i;
}
return -1;
}
static int getSensorID(Sensor *t) {
int i = 0;
for (Common::List<Sensor *>::iterator it = g_vm->_sensorList.begin(); it != g_vm->_sensorList.end(); it++, i++) {
if ((*it) == t)
return i;
}
return -1;
}
void saveSensors(Common::OutSaveFile *outS) {
debugC(2, kDebugSaveload, "Saving Sensors");
int16 sensorListCount = 0,
sensorCount = 0;
// Tally the sensor lists
sensorListCount = g_vm->_sensorListList.size();
// Tally the sensors and add the archive size of each
sensorCount = g_vm->_sensorList.size();
outS->write("SENS", 4);
CHUNK_BEGIN;
// Store the sensor list count and sensor count
out->writeSint16LE(sensorListCount);
out->writeSint16LE(sensorCount);
debugC(3, kDebugSaveload, "... sensorListCount = %d", sensorListCount);
debugC(3, kDebugSaveload, "... sensorCount = %d", sensorCount);
// Archive all sensor lists
for (Common::List<SensorList *>::iterator it = g_vm->_sensorListList.begin(); it != g_vm->_sensorListList.end(); ++it) {
debugC(3, kDebugSaveload, "Saving SensorList %d", getSensorListID(*it));
(*it)->write(out);
}
// Archive all sensors
for (Common::List<Sensor *>::iterator it = g_vm->_sensorList.begin(); it != g_vm->_sensorList.end(); ++it) {
if ((*it)->_active == false)
continue;
debugC(3, kDebugSaveload, "Saving Sensor %d", getSensorID(*it));
out->writeSint16LE((*it)->_checkCtr);
debugC(3, kDebugSaveload, "... ctr = %d", (*it)->_checkCtr);
writeSensor(*it, out);
}
CHUNK_END;
}
void loadSensors(Common::InSaveFile *in) {
debugC(2, kDebugSaveload, "Loading Sensors");
int16 sensorListCount,
sensorCount;
// Get the sensor list count and sensor count
sensorListCount = in->readSint16LE();
sensorCount = in->readSint16LE();
debugC(3, kDebugSaveload, "... sensorListCount = %d", sensorListCount);
debugC(3, kDebugSaveload, "... sensorCount = %d", sensorCount);
// Restore all sensor lists
for (int i = 0; i < sensorListCount; i++) {
debugC(3, kDebugSaveload, "Loading SensorList %d", i);
new SensorList(in);
}
// Restore all sensors
for (int i = 0; i < sensorCount; i++) {
int16 ctr;
debugC(3, kDebugSaveload, "Loading Sensor %d", i);
ctr = in->readSint16LE();
debugC(3, kDebugSaveload, "... ctr = %d", ctr);
readSensor(ctr, in);
}
}
//----------------------------------------------------------------------
// Cleanup the active sensors
void cleanupSensors() {
Common::List<SensorList *>::iterator sensorListNextIt;
for (Common::List<SensorList *>::iterator it = g_vm->_sensorListList.begin(); it != g_vm->_sensorListList.end(); it = sensorListNextIt) {
sensorListNextIt = it;
sensorListNextIt++;
delete *it;
}
Common::List<Sensor *>::iterator sensorNextIt;
for (Common::List<Sensor *>::iterator it = g_vm->_sensorList.begin(); it != g_vm->_sensorList.end(); it = sensorNextIt) {
sensorNextIt = it;
sensorNextIt++;
delete *it;
}
}
//----------------------------------------------------------------------
// Fetch a specified object's SensorList
SensorList *fetchSensorList(GameObject *obj) {
for (Common::List<SensorList *>::iterator it = g_vm->_sensorListList.begin(); it != g_vm->_sensorListList.end(); ++it) {
if ((*it)->getObject() == obj)
return *it;
}
return nullptr;
}
/* ===================================================================== *
SensorList member functions
* ===================================================================== */
SensorList::SensorList(Common::InSaveFile *in) {
ObjectID id = in->readUint16LE();
assert(isObject(id) || isActor(id));
_obj = GameObject::objectAddress(id);
newSensorList(this);
debugC(4, kDebugSaveload, "... objID = %d", id);
}
void SensorList::write(Common::MemoryWriteStreamDynamic *out) {
out->writeUint16LE(_obj->thisID());
debugC(4, kDebugSaveload, "... objID = %d", _obj->thisID());
}
/* ===================================================================== *
Sensor member functions
* ===================================================================== */
Sensor::Sensor(Common::InSaveFile *in, int16 ctr) {
ObjectID objID = in->readUint16LE();
assert(isObject(objID) || isActor(objID));
// Restore the object pointer
_obj = GameObject::objectAddress(objID);
// Restore the ID
_id = in->readSint16LE();
// Restore the _range
_range = in->readSint16LE();
_active = true;
newSensor(this, ctr);
debugC(4, kDebugSaveload, "... objID = %d", objID);
debugC(4, kDebugSaveload, "... id = %d", _id);
debugC(4, kDebugSaveload, "... range = %d", _range);
}
//----------------------------------------------------------------------
// Return the number of bytes needed to archive this object in a buffer
void Sensor::write(Common::MemoryWriteStreamDynamic *out) {
// Store the object's ID
out->writeUint16LE(_obj->thisID());
// Store the sensor ID
out->writeSint16LE(_id);
// Store the _range
out->writeSint16LE(_range);
debugC(4, kDebugSaveload, "... objID = %d", _obj->thisID());
debugC(4, kDebugSaveload, "... id = %d", _id);
debugC(4, kDebugSaveload, "... _range = %d", _range);
}
/* ===================================================================== *
ProtaganistSensor member functions
* ===================================================================== */
//----------------------------------------------------------------------
// Return an integer representing the type of this sensor
int16 ProtaganistSensor::getType() {
return kProtaganistSensor;
}
//----------------------------------------------------------------------
// Determine if the object can sense what it's looking for
bool ProtaganistSensor::check(SenseInfo &info, uint32 senseFlags) {
static PlayerActorID playerActorIDs[] = {
FTA_JULIAN,
FTA_PHILIP,
FTA_KEVIN,
};
int16 i;
bool objIsActor = isActor(getObject());
for (i = 0; i < (long)ARRAYSIZE(playerActorIDs); i++) {
Actor *protag =
getPlayerActorAddress(playerActorIDs[i])->getActor();
assert(isActor(protag));
// Skip this protagonist if they're dead
if (protag->isDead())
continue;
if (senseFlags & (1 << kActorBlind))
continue;
// This extra test is a HACK to ensure that the center actor
// will be able to sense a protagonist even if the protaganist
// is invisible.
if (!objIsActor || getObject() != getCenterActor()) {
if (!(senseFlags & kActorSeeInvis)
&& protag->hasEffect(kActorInvisible))
continue;
}
// Skip if out of _range
if (getRange() != 0
&& !getObject()->inRange(protag->getLocation(), getRange()))
continue;
// Skip if we're checking for an actor and the protagonist is
// not in sight or not under the same roof
if (objIsActor
&& (!underSameRoof(getObject(), protag)
|| !lineOfSight(getObject(), protag, kTerrainTransparent)))
continue;
info.sensedObject = protag;
return true;
}
return false;
}
//----------------------------------------------------------------------
// Evaluate an event to determine if the object is waiting for it
bool ProtaganistSensor::evaluateEvent(const GameEvent &) {
return false;
}
/* ===================================================================== *
ObjectSensor member functions
* ===================================================================== */
//----------------------------------------------------------------------
// Determine if the object can sense what it's looking for
bool ObjectSensor::check(SenseInfo &info, uint32 senseFlags) {
bool objIsActor = isActor(getObject());
CircularObjectIterator iter(
getObject()->world(),
getObject()->getLocation(),
getRange() != 0 ? getRange() : kTileUVSize * kPlatformWidth * 8);
GameObject *objToTest = nullptr;
iter.first(&objToTest);
for (iter.first(&objToTest);
objToTest != nullptr;
iter.next(&objToTest)) {
if (senseFlags & (1 << kActorBlind))
continue;
bool objToTestIsActor = isActor(objToTest);
// 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 (objToTestIsActor
&& (!objIsActor
|| getObject() != getCenterActor()
|| !isPlayerActor((Actor *)objToTest))) {
Actor *a = (Actor *) objToTest;
if (!(senseFlags & kActorSeeInvis) && a->hasEffect(kActorInvisible))
continue;
}
// Skip if object is out of _range
if (getRange() != 0
&& !getObject()->inRange(objToTest->getLocation(), getRange()))
continue;
// Skip if object is not what we're looking for
if (!isObjectSought(objToTest))
continue;
// Skip if we're checking for an actor and the protagonist is
// not in sight or not under the same roof
if (objIsActor
&& (!underSameRoof(getObject(), objToTest)
|| !lineOfSight(getObject(), objToTest, kTerrainTransparent)))
continue;
info.sensedObject = objToTest;
return true;
}
return false;
}
//----------------------------------------------------------------------
// Evaluate an event to determine if the object is waiting for it
bool ObjectSensor::evaluateEvent(const GameEvent &) {
return false;
}
/* ===================================================================== *
SpecificObjectSensor member functions
* ===================================================================== */
SpecificObjectSensor::SpecificObjectSensor(Common::InSaveFile *in, int16 ctr) :
ObjectSensor(in, ctr) {
debugC(3, kDebugSaveload, "Loading SpecificObjectSensor");
// Restore the sought object's ID
_soughtObjID = in->readUint16LE();
}
void SpecificObjectSensor::write(Common::MemoryWriteStreamDynamic *out) {
debugC(3, kDebugSaveload, "Saving SpecificObjectSensor");
// Let the base class archive its data
ObjectSensor::write(out);
// Store the sought object's ID
out->writeUint16LE(_soughtObjID);
}
//----------------------------------------------------------------------
// 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