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engines/saga2/sensor.h
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444
engines/saga2/sensor.h
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/* 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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#ifndef SAGA2_SENSOR_H
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#define SAGA2_SENSOR_H
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namespace Saga2 {
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const uint32 kNonActorSenseFlags = kActorSeeInvis;
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//const size_t maxSensorSize = 24;
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const size_t kMaxSensorSize = 48;
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// This constant represents the maximum sense range for an object.
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// Zero means an infinite range.
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const int16 kMaxSenseRange = 0;
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// Integers representing sensor types
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enum SensorType {
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kProtaganistSensor,
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kSpecificObjectSensor,
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kObjectPropertySensor,
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kSpecificActorSensor,
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kActorPropertySensor,
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kEventSensor
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};
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// Sensors will be checked every 5 frames
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const int16 kSensorCheckRate = 5;
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/* ===================================================================== *
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Function prototypes
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* ===================================================================== */
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struct GameEvent;
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// Allocate a new SensorList
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void newSensorList(SensorList *s);
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// Deallocate a SensorList
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void deleteSensorList(SensorList *p);
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// Fetch a specified object's SensorList
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SensorList *fetchSensorList(GameObject *obj);
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// Allocate a new Sensor
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void newSensor(Sensor *s);
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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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// Deallocate a Sensor
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void deleteSensor(Sensor *p);
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// Check all active sensors
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void checkSensors();
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// Evaluate an event for all active sensors
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void assertEvent(const GameEvent &ev);
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// Initialize the sensors
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void initSensors();
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void saveSensors(Common::OutSaveFile *outS);
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void loadSensors(Common::InSaveFile *in);
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// Cleanup the active sensors
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void cleanupSensors();
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/* ===================================================================== *
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GameEvent struct
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* ===================================================================== */
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struct GameEvent {
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int16 type;
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GameObject *directObject,
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*indirectObject;
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};
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/* ===================================================================== *
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SenseInfo struct
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* ===================================================================== */
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struct SenseInfo {
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GameObject *sensedObject;
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};
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/* ===================================================================== *
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SensorList Class
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* ===================================================================== */
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class SensorList {
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GameObject *_obj;
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public:
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Common::List<Sensor *> _list;
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public:
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// Constructor -- initial construction
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SensorList(GameObject *o) : _obj(o) {
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newSensorList(this);
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debugC(1, kDebugSensors, "Adding SensorList %p to %d (%s) (total %d)",
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(void *)this, o->thisID(), o->objName(), _list.size());
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}
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~SensorList() {
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deleteSensorList(this);
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debugC(1, kDebugSensors, "Deleting SensorList %p of %d (%s) (total %d)",
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(void *)this, _obj->thisID(), _obj->objName(), _list.size());
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}
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SensorList(Common::InSaveFile *in);
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// Return the number of bytes needed to archive this object in
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// a buffer
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static int32 archiveSize() {
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return sizeof(ObjectID);
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}
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void write(Common::MemoryWriteStreamDynamic *out);
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GameObject *getObject() {
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return _obj;
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}
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};
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/* ===================================================================== *
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Sensor Class
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* ===================================================================== */
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class Sensor {
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public:
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GameObject *_obj;
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SensorID _id;
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int16 _range;
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int16 _checkCtr;
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bool _active;
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public:
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// Constructor -- initial construction
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Sensor(GameObject *o, SensorID sensorID, int16 rng) : _obj(o), _id(sensorID), _range(rng), _active(true) {
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newSensor(this);
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SensorList *sl = fetchSensorList(o);
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debugC(1, kDebugSensors, "Adding Sensor %p to %d (%s) (list = %p, total = %d)",
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(void *)this, o->thisID(), o->objName(), (void *)sl, (sl != nullptr) ? sl->_list.size() : -1);
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}
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Sensor(Common::InSaveFile *in, int16 ctr);
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// Virtural destructor
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virtual ~Sensor() {
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deleteSensor(this);
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SensorList *sl = fetchSensorList(_obj);
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debugC(1, kDebugSensors, "Deleting Sensor %p of %d (%s) (list = %p, total = %d)",
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(void *)this, _obj->thisID(), _obj->objName(), (void *)sl, (sl != nullptr) ? sl->_list.size() : -1);
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}
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virtual void write(Common::MemoryWriteStreamDynamic *out);
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// Return an integer representing the type of this sensor
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virtual int16 getType() = 0;
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GameObject *getObject() {
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return _obj;
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}
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SensorID thisID() {
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return _id;
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}
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int16 getRange() {
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return _range;
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}
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// Determine if the object can sense what it's looking for
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virtual bool check(SenseInfo &info, uint32 senseFlags) = 0;
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// Evaluate an event to determine if the object is waiting for it
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virtual bool evaluateEvent(const GameEvent &event) = 0;
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};
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/* ===================================================================== *
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ProtaganistSensor Class
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* ===================================================================== */
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class ProtaganistSensor : public Sensor {
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public:
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// Constructor -- initial construction
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ProtaganistSensor(GameObject *o, SensorID sensorID, int16 rng) :
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Sensor(o, sensorID, rng) {
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}
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ProtaganistSensor(Common::InSaveFile *in, int16 ctr) : Sensor(in, ctr) {
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debugC(3, kDebugSaveload, "Loading ProtagonistSensor");
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}
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// Return an integer representing the type of this sensor
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int16 getType();
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// Determine if the object can sense what it's looking for
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bool check(SenseInfo &info, uint32 senseFlags);
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// Evaluate an event to determine if the object is waiting for it
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bool evaluateEvent(const GameEvent &event);
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};
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/* ===================================================================== *
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ObjectSensor Class
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* ===================================================================== */
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class ObjectSensor : public Sensor {
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public:
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// Constructor -- initial construction
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ObjectSensor(GameObject *o, SensorID sensorID, int16 rng) :
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Sensor(o, sensorID, rng) {
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}
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ObjectSensor(Common::InSaveFile *in, int16 ctr) : Sensor(in, ctr) {}
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// Determine if the object can sense what it's looking for
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bool check(SenseInfo &info, uint32 senseFlags);
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// Evaluate an event to determine if the object is waiting for it
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bool evaluateEvent(const GameEvent &event);
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private:
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// Determine if an object meets the search criteria
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virtual bool isObjectSought(GameObject *obj) = 0;
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};
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/* ===================================================================== *
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SpecificObjectSensor Class
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* ===================================================================== */
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class SpecificObjectSensor : public ObjectSensor {
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ObjectID _soughtObjID;
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public:
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// Constructor -- initial construction
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SpecificObjectSensor(
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GameObject *o,
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SensorID sensorID,
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int16 rng,
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ObjectID objToSense) :
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ObjectSensor(o, sensorID, rng),
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_soughtObjID(objToSense) {
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}
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SpecificObjectSensor(Common::InSaveFile *in, int16 ctr);
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// Return the number of bytes needed to archive this object in
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// a buffer
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int32 archiveSize();
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void write(Common::MemoryWriteStreamDynamic *out);
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// Return an integer representing the type of this sensor
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int16 getType();
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// Determine if the object can sense what it's looking for
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bool check(SenseInfo &info, uint32 senseFlags);
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private:
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// Determine if an object meets the search criteria
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bool isObjectSought(GameObject *obj);
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};
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/* ===================================================================== *
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ObjectPropertySensor Class
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* ===================================================================== */
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class ObjectPropertySensor : public ObjectSensor {
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ObjectPropertyID _objectProperty;
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public:
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// Constructor -- initial construction
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ObjectPropertySensor(
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GameObject *o,
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SensorID sensorID,
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int16 rng,
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ObjectPropertyID propToSense) :
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ObjectSensor(o, sensorID, rng),
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_objectProperty(propToSense) {
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}
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ObjectPropertySensor(Common::InSaveFile *in, int16 ctr);
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// Return the number of bytes needed to archive this object in
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// a buffer
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int32 archiveSize();
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void write(Common::MemoryWriteStreamDynamic *out);
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// Return an integer representing the type of this sensor
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int16 getType();
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private:
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// Determine if an object meets the search criteria
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bool isObjectSought(GameObject *obj);
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};
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/* ===================================================================== *
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ActorSensor Class
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* ===================================================================== */
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class ActorSensor : public ObjectSensor {
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public:
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// Constructor -- initial construction
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ActorSensor(GameObject *o, SensorID sensorID, int16 rng) :
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ObjectSensor(o, sensorID, rng) {
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}
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ActorSensor(Common::InSaveFile *in, int16 ctr) : ObjectSensor(in, ctr) {}
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private:
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// Determine if an object meets the search criteria
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bool isObjectSought(GameObject *obj);
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// Determine if an actor meets the search criteria
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virtual bool isActorSought(Actor *a) = 0;
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};
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/* ===================================================================== *
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SpecificActorSensor Class
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* ===================================================================== */
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class SpecificActorSensor : public ActorSensor {
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Actor *_soughtActor;
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public:
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// Constructor -- initial construction
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SpecificActorSensor(
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GameObject *o,
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SensorID sensorID,
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int16 rng,
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Actor *actorToSense) :
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ActorSensor(o, sensorID, rng),
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_soughtActor(actorToSense) {
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}
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SpecificActorSensor(Common::InSaveFile *in, int16 ctr);
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// Return the number of bytes needed to archive this object in
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// a buffer
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int32 archiveSize();
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void write(Common::MemoryWriteStreamDynamic *out);
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// Return an integer representing the type of this sensor
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int16 getType();
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// Determine if the object can sense what it's looking for
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bool check(SenseInfo &info, uint32 senseFlags);
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private:
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// Determine if an actor meets the search criteria
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bool isActorSought(Actor *a);
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};
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/* ===================================================================== *
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ActorPropertySensor Class
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* ===================================================================== */
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class ActorPropertySensor : public ActorSensor {
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ActorPropertyID _actorProperty;
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public:
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// Constructor -- initial construction
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ActorPropertySensor(
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GameObject *o,
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SensorID sensorID,
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int16 rng,
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ActorPropertyID propToSense) :
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ActorSensor(o, sensorID, rng),
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_actorProperty(propToSense) {
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}
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ActorPropertySensor(Common::InSaveFile *in, int16 ctr);
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// Return the number of bytes needed to archive this object in
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// a buffer
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int32 archiveSize();
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void write(Common::MemoryWriteStreamDynamic *out);
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// Return an integer representing the type of this sensor
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int16 getType();
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private:
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// Determine if an actor meets the search criteria
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bool isActorSought(Actor *a);
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};
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/* ===================================================================== *
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EventSensor Class
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* ===================================================================== */
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class EventSensor : public Sensor {
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int16 _eventType;
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public:
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// Constructor -- initial construction
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EventSensor(
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GameObject *o,
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SensorID sensorID,
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int16 rng,
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int16 type);
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EventSensor(Common::InSaveFile *in, int16 ctr);
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// Return the number of bytes needed to archive this object in
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// a buffer
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int32 archiveSize();
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void write(Common::MemoryWriteStreamDynamic *out);
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// Return an integer representing the type of this sensor
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int16 getType();
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// Determine if the object can sense what it's looking for
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bool check(SenseInfo &info, uint32 senseFlags);
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// Evaluate an event to determine if the object is waiting for it
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bool evaluateEvent(const GameEvent &event);
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};
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} // end of namespace Saga2
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#endif
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