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https://github.com/libretro/scummvm.git
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799 lines
24 KiB
C++
799 lines
24 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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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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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/actor.h"
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#include "saga2/assign.h"
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#include "saga2/calendar.h"
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#include "saga2/task.h"
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#include "saga2/tile.h"
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namespace Saga2 {
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const uint16 kIndefiniteTime = CalendarTime::kFramesPerDay;
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/* ===================================================================== *
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ActorAssignment member functions
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* ===================================================================== */
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// Constructor
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ActorAssignment::ActorAssignment(Actor *a, uint16 until) :
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_startFrame(g_vm->_calendar->frameInDay()),
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_endFrame(until) {
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_actor = a;
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debugC(2, kDebugActors, "New assignment for %p (%s) from %d until %d: %p",
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(void *)a, a->objName(), _startFrame, _endFrame, (void *)this);
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a->_assignment = this;
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a->_flags |= kAFHasAssignment;
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}
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ActorAssignment::ActorAssignment(Actor *ac, Common::SeekableReadStream *stream) {
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_startFrame = stream->readUint16LE();
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_endFrame = stream->readUint16LE();
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_actor = ac;
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ac->_assignment = this;
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ac->_flags |= kAFHasAssignment;
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}
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//----------------------------------------------------------------------
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// ActorAssignment destructor
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ActorAssignment::~ActorAssignment() {
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Actor *a = getActor();
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debugC(2, kDebugActors, "Ending assignment for %p (%s): %p",
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(void *)a, a->objName(), (void *)this);
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// Determine if the actor has a task initiated by this assignment
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if (a->_currentGoal == kActorGoalFollowAssignment
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&& a->_curTask != nullptr) {
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// If so, abort it
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a->_curTask->abortTask();
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delete a->_curTask;
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a->_curTask = nullptr;
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}
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a->_flags &= ~kAFHasAssignment;
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}
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//----------------------------------------------------------------------
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// Return the number of bytes need to archive the data in this
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// assignment
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inline int32 ActorAssignment::archiveSize() const {
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return sizeof(_startFrame) + sizeof(_endFrame);
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}
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void ActorAssignment::write(Common::MemoryWriteStreamDynamic *out) const {
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out->writeUint16LE(_startFrame);
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out->writeUint16LE(_endFrame);
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}
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//----------------------------------------------------------------------
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// Determine if the time limit for this assignment has been exceeded
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bool ActorAssignment::isValid() {
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uint16 frame = g_vm->_calendar->frameInDay();
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return frame < _endFrame
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|| (_startFrame >= _endFrame && frame >= _startFrame);
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}
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//----------------------------------------------------------------------
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// Create a TaskStack for this actor and plug in the assignment's Task.
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TaskStack *ActorAssignment::createTask() {
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if (!taskNeeded()) return nullptr;
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Actor *a = getActor();
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TaskStack *ts = nullptr;
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if ((ts = newTaskStack(a)) != nullptr) {
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Task *task = getTask(ts);
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if (task != nullptr)
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ts->setTask(task);
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else {
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delete ts;
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ts = nullptr;
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}
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}
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return ts;
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}
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Actor *ActorAssignment::getActor() const {
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return _actor;
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}
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//----------------------------------------------------------------------
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// This function is called to notify the assignment of the completion
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// of a task which the assignment had created.
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void ActorAssignment::handleTaskCompletion(TaskResult) {
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// Do nothing
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}
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//----------------------------------------------------------------------
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// Plug a new task into the actor, if the actor is currently following
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// his assignment
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void ActorAssignment::startTask() {
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Actor *a = getActor();
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if (a->_currentGoal == kActorGoalFollowAssignment)
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a->_curTask = createTask();
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}
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//----------------------------------------------------------------------
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// Determine if this assignment needs to create a task at this time
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bool ActorAssignment::taskNeeded() {
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return true;
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}
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/* ===================================================================== *
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PatrolRouteAssignment member functions
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* ===================================================================== */
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//----------------------------------------------------------------------
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// Constructor -- initial object construction
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PatrolRouteAssignment::PatrolRouteAssignment(
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Actor *a,
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uint16 until,
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int16 rteNo,
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uint8 patrolFlags,
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int16 start,
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int16 end) :
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ActorAssignment(a, until),
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_routeNo(rteNo),
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_startingWayPoint(start),
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_endingWayPoint(end),
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_routeFlags(patrolFlags),
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_flags(0) {
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}
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PatrolRouteAssignment::PatrolRouteAssignment(Actor *a, Common::SeekableReadStream *stream) :
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ActorAssignment(a, stream) {
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debugC(4, kDebugSaveload, "... Loading PatrolRouteAssignment");
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// Restore route number
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_routeNo = stream->readSint16LE();
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// Restore the starting way point
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_startingWayPoint = stream->readSint16LE();
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// Restore the ending way point
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_endingWayPoint = stream->readSint16LE();
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// Restore the route flags
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_routeFlags = stream->readByte();
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// Restore the assignment flags
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_flags = stream->readByte();
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}
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//----------------------------------------------------------------------
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// Return the number of bytes need to archive the data in this
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// assignment
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inline int32 PatrolRouteAssignment::archiveSize() const {
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return ActorAssignment::archiveSize()
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+ sizeof(_routeNo)
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+ sizeof(_startingWayPoint)
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+ sizeof(_endingWayPoint)
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+ sizeof(_routeFlags)
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+ sizeof(_flags);
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}
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void PatrolRouteAssignment::write(Common::MemoryWriteStreamDynamic *out) const {
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debugC(3, kDebugSaveload, "... Saving PatrolRouteAssignment");
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// Let the base class write its data to the buffer
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ActorAssignment::write(out);
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// Store the route number
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out->writeSint16LE(_routeNo);
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out->writeSint16LE(_startingWayPoint);
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out->writeSint16LE(_endingWayPoint);
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// Store the route flags
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out->writeByte(_routeFlags);
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// Store the assignment flags
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out->writeByte(_flags);
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}
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//----------------------------------------------------------------------
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// Return an integer representing the class of this object for archival
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// reasons.
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int16 PatrolRouteAssignment::type() const {
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return kPatrolRouteAssignment;
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}
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//----------------------------------------------------------------------
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// This function is called to notify the assignment of the completion
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// of a task which the assignment had created.
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void PatrolRouteAssignment::handleTaskCompletion(TaskResult result) {
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if (result == kTaskSucceeded)
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_flags |= kRouteCompleted;
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}
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//----------------------------------------------------------------------
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// Determine if assignment is still valid
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bool PatrolRouteAssignment::isValid() {
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// If the route has already been completed, then the assignment is
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// no longer valid
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if (_flags & kRouteCompleted)
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return false;
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return ActorAssignment::isValid();
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}
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//----------------------------------------------------------------------
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// Determine if this assignment needs to create a task at this time
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bool PatrolRouteAssignment::taskNeeded() {
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// If the route has already been completed, then no task is needed
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return !(_flags & kRouteCompleted);
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}
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//----------------------------------------------------------------------
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// Construct a Task for this assignment
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Task *PatrolRouteAssignment::getTask(TaskStack *ts) {
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int16 startPoint = _startingWayPoint;
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uint8 mapNum = getActor()->getMapNum();
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_startingWayPoint = -1;
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if (startPoint == -1) {
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int16 i;
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uint16 bestDist = maxuint16;
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const PatrolRoute &route = patrolRouteList[mapNum]->getRoute(_routeNo);
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TilePoint actorLoc = getActor()->getLocation();
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for (i = 0; i < route.vertices(); i++) {
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uint16 dist = lineDist(route[i], route[(i + 1) % route.vertices()], actorLoc);
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if (dist < bestDist) {
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bestDist = dist;
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startPoint = (_routeFlags & patrolRouteReverse) ? i : (i + 1) % route.vertices();
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}
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}
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}
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// Construct a patrol route iterator.
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PatrolRouteIterator
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iter = PatrolRouteIterator(
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mapNum,
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_routeNo,
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_routeFlags,
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startPoint);
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// Construct a FollowPatrolRouteTask
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return _endingWayPoint != -1
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? new FollowPatrolRouteTask(ts, iter, _endingWayPoint)
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: new FollowPatrolRouteTask(ts, iter);
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}
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/* ===================================================================== *
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HuntToBeNearLocationAssignment member functions
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* ===================================================================== */
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HuntToBeNearLocationAssignment::HuntToBeNearLocationAssignment(Actor *a, const TilePoint &tp, uint16 r) :
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ActorAssignment(a, kIndefiniteTime) {
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initialize(LocationTarget(tp), r);
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}
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// Construct with no time limit and an abstract target
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HuntToBeNearLocationAssignment::HuntToBeNearLocationAssignment(Actor *a, const Target &targ, uint16 r) :
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ActorAssignment(a, kIndefiniteTime) {
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initialize(targ, r);
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}
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//----------------------------------------------------------------------
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// An initialization function which provides a common ground for
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// the initial constructors.
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void HuntToBeNearLocationAssignment::initialize(
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const Target &targ,
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uint16 r) {
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assert(targ.size() <= sizeof(_targetMem));
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// Make a copy of the target
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targ.clone(_targetMem);
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_range = r;
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}
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HuntToBeNearLocationAssignment::HuntToBeNearLocationAssignment(Actor *a, Common::SeekableReadStream *stream) :
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ActorAssignment(a, stream) {
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debugC(4, kDebugSaveload, "... Loading HuntToBeNearLocationAssignment");
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// Restore the target
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readTarget(_targetMem, stream);
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// Restore the range
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_range = stream->readUint16LE();
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}
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//----------------------------------------------------------------------
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// Return the number of bytes need to archive the data in this
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// assignment
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inline int32 HuntToBeNearLocationAssignment::archiveSize() const {
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return ActorAssignment::archiveSize()
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+ targetArchiveSize(getTarget())
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+ sizeof(_range);
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}
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void HuntToBeNearLocationAssignment::write(Common::MemoryWriteStreamDynamic *out) const {
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debugC(3, kDebugSaveload, "... Saving HuntToBeNearLocationAssignment");
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// Let the base class archive its data
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ActorAssignment::write(out);
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// Store the target
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writeTarget(getTarget(), out);
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// Store the range
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out->writeUint16LE(_range);
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}
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//----------------------------------------------------------------------
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// Return an integer representing the class of this object for archival
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// reasons.
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int16 HuntToBeNearLocationAssignment::type() const {
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return kHuntToBeNearLocationAssignment;
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}
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//----------------------------------------------------------------------
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// Determine if this assignment needs to create a task at this time
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bool HuntToBeNearLocationAssignment::taskNeeded() {
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Actor *a = getActor();
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TilePoint actorLoc = a->getLocation();
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return !a->inRange(getTarget()->where(a->world(), actorLoc), _range);
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}
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//----------------------------------------------------------------------
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// Construct a Task for this assignment
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Task *HuntToBeNearLocationAssignment::getTask(TaskStack *ts) {
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return new HuntToBeNearLocationTask(ts, *getTarget(), _range);
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}
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/* ===================================================================== *
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HuntToBeNearActorAssignment member functions
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* ===================================================================== */
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// Construct with no time limit and specific actor
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HuntToBeNearActorAssignment::HuntToBeNearActorAssignment(
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Actor *a,
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uint16 r,
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bool trackFlag) :
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ActorAssignment(a, kIndefiniteTime) {
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assert(isActor(a) && a != getActor());
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initialize(SpecificActorTarget(a), r, trackFlag);
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}
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// Construct with no time limit and abstract actor target
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HuntToBeNearActorAssignment::HuntToBeNearActorAssignment(
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Actor *a,
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const ActorTarget &at,
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uint16 r,
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bool trackFlag) :
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ActorAssignment(a, kIndefiniteTime) {
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initialize(at, r, trackFlag);
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}
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//----------------------------------------------------------------------
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// An initialization function which provides a common ground for the
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// initial constructors.
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void HuntToBeNearActorAssignment::initialize(
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const ActorTarget &at,
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uint16 r,
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bool trackFlag) {
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assert(at.size() <= sizeof(_targetMem));
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// Copy the target
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at.clone(_targetMem);
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_range = r;
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_flags = trackFlag ? kTrack : 0;
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}
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HuntToBeNearActorAssignment::HuntToBeNearActorAssignment(Actor *a, Common::SeekableReadStream *stream) :
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ActorAssignment(a, stream) {
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debugC(4, kDebugSaveload, "... Loading HuntToBeNearActorAssignment");
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readTarget(_targetMem, stream);
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// Restore the range
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_range = stream->readUint16LE();
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// Restore the flags
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_flags = stream->readByte();
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}
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//----------------------------------------------------------------------
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// Return the number of bytes need to archive the data in this
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// assignment
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inline int32 HuntToBeNearActorAssignment::archiveSize() const {
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return ActorAssignment::archiveSize()
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+ targetArchiveSize(getTarget())
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+ sizeof(_range)
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+ sizeof(_flags);
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}
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void HuntToBeNearActorAssignment::write(Common::MemoryWriteStreamDynamic *out) const {
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debugC(3, kDebugSaveload, "... Saving HuntToBeNearActorAssignment");
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// Let the base class archive its data
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ActorAssignment::write(out);
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// Store the target
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writeTarget(getTarget(), out);
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// Store the range
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out->writeUint16LE(_range);
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// Store the flags
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out->writeByte(_flags);
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}
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//----------------------------------------------------------------------
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// Return an integer representing the class of this object for archival
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// reasons.
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int16 HuntToBeNearActorAssignment::type() const {
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return kHuntToBeNearActorAssignment;
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}
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//----------------------------------------------------------------------
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// Determine if this assignment needs to create a task at this time
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bool HuntToBeNearActorAssignment::taskNeeded() {
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Actor *a = getActor();
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TilePoint actorLoc = a->getLocation(),
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targetLoc = getTarget()->where(a->world(), actorLoc);
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return !a->inRange(targetLoc, _range)
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|| a->inRange(targetLoc, HuntToBeNearActorTask::tooClose);
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}
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//----------------------------------------------------------------------
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// Construct a Task for this assignment
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Task *HuntToBeNearActorAssignment::getTask(TaskStack *ts) {
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return new HuntToBeNearActorTask(
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ts,
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*getTarget(),
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_range,
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(_flags & kTrack) != false);
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}
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/* ===================================================================== *
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HuntToKillAssignment member functions
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* ===================================================================== */
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// Construct with no time limit and specific actor
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HuntToKillAssignment::HuntToKillAssignment(Actor *a, bool trackFlag) :
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ActorAssignment(a, kIndefiniteTime) {
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assert(isActor(a) && a != getActor());
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initialize(SpecificActorTarget(a), trackFlag, true);
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}
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|
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// Construct with no time limit and abstract actor target
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HuntToKillAssignment::HuntToKillAssignment(
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Actor *a,
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const ActorTarget &at,
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bool trackFlag) :
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ActorAssignment(a, kIndefiniteTime) {
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initialize(at, trackFlag, false);
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}
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|
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//----------------------------------------------------------------------
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// An initialization function which provides a common ground for the
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// initial constructors.
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void HuntToKillAssignment::initialize(
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const ActorTarget &at,
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bool trackFlag,
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bool specificActorFlag) {
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assert(at.size() <= sizeof(_targetMem));
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// Copy the target
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at.clone(_targetMem);
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_flags = (trackFlag ? kTrack : 0)
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| (specificActorFlag ? kSpecificActor : 0);
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}
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//----------------------------------------------------------------------
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// Return the number of bytes need to archive the data in this
|
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// assignment
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|
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inline int32 HuntToKillAssignment::archiveSize() const {
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return ActorAssignment::archiveSize()
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+ targetArchiveSize(getTarget())
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+ sizeof(_flags);
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}
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|
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void HuntToKillAssignment::write(Common::MemoryWriteStreamDynamic *out) const {
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debugC(3, kDebugSaveload, "... Saving HuntToKillAssignment");
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|
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// Let the base class archive its data
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ActorAssignment::write(out);
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// Store the target
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writeTarget(getTarget(), out);
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// Store the flags
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out->writeByte(_flags);
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}
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|
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//----------------------------------------------------------------------
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// Determine if this assignment is still valid
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|
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bool HuntToKillAssignment::isValid() {
|
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// If the target actor is already dead, then this is not a valid
|
|
// assignment
|
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if (_flags & kSpecificActor) {
|
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const SpecificActorTarget *sat = (const SpecificActorTarget *)getTarget();
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|
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if (sat->getTargetActor()->isDead()) return false;
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}
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|
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// Otherwise, determine if the base class thinks this is a valid
|
|
// assignment
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return ActorAssignment::isValid();
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}
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|
|
//----------------------------------------------------------------------
|
|
// Return an integer representing the class of this object for archival
|
|
// reasons.
|
|
|
|
int16 HuntToKillAssignment::type() const {
|
|
return kHuntToKillAssignment;
|
|
}
|
|
|
|
//----------------------------------------------------------------------
|
|
// Determine if this assignment needs to create a task at this time
|
|
|
|
bool HuntToKillAssignment::taskNeeded() {
|
|
// If we're hunting a specific actor, we only need a task if that
|
|
// actor is still alive.
|
|
if (_flags & kSpecificActor) {
|
|
const SpecificActorTarget *sat = (const SpecificActorTarget *)getTarget();
|
|
|
|
return !sat->getTargetActor()->isDead();
|
|
}
|
|
|
|
// Otherwise, we'll always want to create a task
|
|
return true;
|
|
}
|
|
|
|
//----------------------------------------------------------------------
|
|
// Construct a Task for this assignment
|
|
|
|
Task *HuntToKillAssignment::getTask(TaskStack *ts) {
|
|
return new HuntToKillTask(
|
|
ts,
|
|
*getTarget(),
|
|
(_flags & kTrack) != false);
|
|
}
|
|
|
|
/* ===================================================================== *
|
|
TetheredAssignment member functions
|
|
* ===================================================================== */
|
|
|
|
TetheredAssignment::TetheredAssignment(Actor *ac, Common::SeekableReadStream *stream) : ActorAssignment(ac, stream) {
|
|
debugC(4, kDebugSaveload, "... Loading TetheredAssignment");
|
|
|
|
// Read data from buffer
|
|
_minU = stream->readSint16LE();
|
|
_minV = stream->readSint16LE();
|
|
_maxU = stream->readSint16LE();
|
|
_maxV = stream->readSint16LE();
|
|
}
|
|
|
|
//----------------------------------------------------------------------
|
|
// Return the number of bytes need to archive the data in this
|
|
// assignment
|
|
|
|
inline int32 TetheredAssignment::archiveSize() const {
|
|
return ActorAssignment::archiveSize()
|
|
+ sizeof(_minU)
|
|
+ sizeof(_minV)
|
|
+ sizeof(_maxU)
|
|
+ sizeof(_maxV);
|
|
}
|
|
|
|
void TetheredAssignment::write(Common::MemoryWriteStreamDynamic *out) const {
|
|
debugC(3, kDebugSaveload, "... Saving TetheredAssignment");
|
|
|
|
// Let the base class archive its data
|
|
ActorAssignment::write(out);
|
|
|
|
// Copy data to buffer
|
|
out->writeSint16LE(_minU);
|
|
out->writeSint16LE(_minV);
|
|
out->writeSint16LE(_maxU);
|
|
out->writeSint16LE(_maxV);
|
|
}
|
|
|
|
/* ===================================================================== *
|
|
TetheredWanderAssignment member functions
|
|
* ===================================================================== */
|
|
|
|
//----------------------------------------------------------------------
|
|
// Constructor -- initial assignment construction
|
|
|
|
TetheredWanderAssignment::TetheredWanderAssignment(
|
|
Actor *a,
|
|
uint16 until,
|
|
const TileRegion ®) :
|
|
TetheredAssignment(a, until, reg) {
|
|
}
|
|
|
|
//----------------------------------------------------------------------
|
|
// Return an integer representing the class of this object for archival
|
|
// reasons.
|
|
|
|
int16 TetheredWanderAssignment::type() const {
|
|
return kTetheredWanderAssignment;
|
|
}
|
|
|
|
//----------------------------------------------------------------------
|
|
// Construct a Task for this assignment
|
|
|
|
Task *TetheredWanderAssignment::getTask(TaskStack *ts) {
|
|
return new TetheredWanderTask(ts, _minU, _minV, _maxU, _maxV);
|
|
}
|
|
|
|
/* ===================================================================== *
|
|
AttendAssignment member functions
|
|
* ===================================================================== */
|
|
|
|
//----------------------------------------------------------------------
|
|
// Constructor -- initial assignment construction
|
|
|
|
AttendAssignment::AttendAssignment(Actor *a, uint16 until, GameObject *o) :
|
|
ActorAssignment(a, until),
|
|
_obj(o) {
|
|
}
|
|
|
|
AttendAssignment::AttendAssignment(Actor *a, Common::SeekableReadStream *stream) : ActorAssignment(a, stream) {
|
|
debugC(4, kDebugSaveload, "... Loading AttendAssignment");
|
|
|
|
ObjectID objID;
|
|
|
|
// Get the object ID
|
|
objID = stream->readUint16LE();
|
|
|
|
// Convert the object ID to an object pointer
|
|
_obj = objID != Nothing ? GameObject::objectAddress(objID) : nullptr;
|
|
}
|
|
|
|
//----------------------------------------------------------------------
|
|
// Return the number of bytes need to archive the data in this
|
|
// assignment
|
|
|
|
inline int32 AttendAssignment::archiveSize() const {
|
|
return ActorAssignment::archiveSize()
|
|
+ sizeof(ObjectID);
|
|
}
|
|
|
|
void AttendAssignment::write(Common::MemoryWriteStreamDynamic *out) const {
|
|
debugC(3, kDebugSaveload, "... Saving AttendAssignment");
|
|
|
|
// Let the base class write its data to the buffer
|
|
ActorAssignment::write(out);
|
|
|
|
ObjectID objID;
|
|
|
|
// Convert the object pointer to an object ID
|
|
objID = _obj != nullptr ? _obj->thisID() : Nothing;
|
|
|
|
// Store the object ID
|
|
out->writeUint16LE(objID);
|
|
}
|
|
|
|
//----------------------------------------------------------------------
|
|
// Return an integer representing the class of this object for archival
|
|
// reasons.
|
|
|
|
int16 AttendAssignment::type() const {
|
|
return kAttendAssignment;
|
|
}
|
|
|
|
//----------------------------------------------------------------------
|
|
// Construct a Task for this assignment
|
|
|
|
Task *AttendAssignment::getTask(TaskStack *ts) {
|
|
return new AttendTask(ts, _obj);
|
|
}
|
|
|
|
/* ===================================================================== *
|
|
Misc functions
|
|
* ===================================================================== */
|
|
|
|
void readAssignment(Actor *a, Common::InSaveFile *in) {
|
|
// Get the type which is the first word in the archive buffer
|
|
int16 type = in->readSint16LE();
|
|
|
|
// Based upon the type, call the correct constructor
|
|
switch (type) {
|
|
case kPatrolRouteAssignment:
|
|
new PatrolRouteAssignment(a, in);
|
|
break;
|
|
|
|
case kHuntToBeNearActorAssignment:
|
|
new HuntToBeNearActorAssignment(a, in);
|
|
break;
|
|
|
|
case kHuntToBeNearLocationAssignment:
|
|
new HuntToBeNearLocationAssignment(a, in);
|
|
break;
|
|
|
|
case kTetheredWanderAssignment:
|
|
new TetheredWanderAssignment(a, in);
|
|
break;
|
|
|
|
case kAttendAssignment:
|
|
new AttendAssignment(a, in);
|
|
break;
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------
|
|
// Return the number of bytes necessary to archive this actor's
|
|
// assignment in an archive buffer
|
|
|
|
int32 assignmentArchiveSize(Actor *a) {
|
|
ActorAssignment *assign = a->getAssignment();
|
|
|
|
return assign != nullptr ? sizeof(int16) + assign->archiveSize() : 0;
|
|
}
|
|
|
|
void writeAssignment(Actor *a, Common::MemoryWriteStreamDynamic *out) {
|
|
ActorAssignment *assign = a->getAssignment();
|
|
|
|
if (assign != nullptr) {
|
|
out->writeSint16LE(assign->type());
|
|
|
|
assign->write(out);
|
|
}
|
|
}
|
|
|
|
}
|