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engines/scumm/he/moonbase/ai_node.h
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102
engines/scumm/he/moonbase/ai_node.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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#ifndef SCUMM_HE_MOONBASE_AI_NODE_H
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#define SCUMM_HE_MOONBASE_AI_NODE_H
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#include "common/array.h"
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namespace Scumm {
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const float SUCCESS = -1;
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const float FAILURE = 1e20f;
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class IContainedObject {
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private:
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int _objID;
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float _valueG;
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protected:
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virtual float getG() const { return _valueG; }
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virtual float calcH() { return 0; }
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public:
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IContainedObject() { _valueG = 0; _objID = -1; }
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IContainedObject(float inG) { _valueG = inG; _objID = -1; }
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IContainedObject(IContainedObject &sourceContainedObject);
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virtual ~IContainedObject() {}
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virtual IContainedObject *duplicate() = 0;
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void setValueG(float inG) { _valueG = inG; }
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float getValueG() { return _valueG; }
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int getObjID() const { return _objID; }
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void setObjID(int inputObjID) { _objID = inputObjID; }
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virtual int numChildrenToGen() = 0;
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virtual IContainedObject *createChildObj(int index, int &completionFlag) = 0;
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virtual int checkSuccess() = 0;
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virtual float calcT() { return getG(); }
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float returnG() const { return getG(); }
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};
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class Node {
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private:
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Node *_parent;
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Common::Array<Node *> _children;
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int _depth;
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static int _nodeCount;
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IContainedObject *_contents;
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public:
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Node();
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Node(Node *sourceNode);
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~Node();
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void setParent(Node *parentPtr) { _parent = parentPtr; }
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Node *getParent() const { return _parent; }
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void setDepth(int depth) { _depth = depth; }
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int getDepth() const { return _depth; }
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static int getNodeCount() { return _nodeCount; }
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void setContainedObject(IContainedObject *value) { _contents = value; }
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IContainedObject *getContainedObject() { return _contents; }
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Common::Array<Node *> getChildren() const { return _children; }
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int generateChildren();
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int generateNextChild();
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Node *popChild();
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float getObjectT() { return _contents->calcT(); }
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Node *getFirstStep();
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};
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} // End of namespace Scumm
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#endif
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