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engines/ultima/nuvie/pathfinder/combat_path_finder.cpp
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engines/ultima/nuvie/pathfinder/combat_path_finder.cpp
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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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#include "ultima/nuvie/actors/actor.h"
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#include "ultima/nuvie/pathfinder/combat_path_finder.h"
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namespace Ultima {
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namespace Nuvie {
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CombatPathFinder::CombatPathFinder(Actor *a)
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: ActorPathFinder(a, a->get_location()), target_mode(PATHFINDER_NONE),
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max_dist(0), target(nullptr) {
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}
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/* Without a mode set, CombatPathFinder is identical to ActorPathFinder. */
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CombatPathFinder::CombatPathFinder(Actor *a, Actor *t)
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: ActorPathFinder(a, t->get_location()), target_mode(PATHFINDER_CHASE),
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target(t), max_dist(0) {
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}
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CombatPathFinder::~CombatPathFinder() {
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}
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bool CombatPathFinder::reached_goal() {
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if (target_mode == PATHFINDER_CHASE)
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return (loc.distance(goal) <= 1);
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if (target_mode == PATHFINDER_FLEE)
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return (max_dist != 0 && loc.distance(goal) > max_dist);
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return true;
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}
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bool CombatPathFinder::set_flee_mode(Actor *targetActor) {
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target_mode = PATHFINDER_FLEE;
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target = targetActor;
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update_location();
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return true;
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}
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bool CombatPathFinder::set_chase_mode(Actor *targetActor) {
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target_mode = PATHFINDER_CHASE;
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target = targetActor;
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update_location();
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return true;
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}
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bool CombatPathFinder::set_mode(CombatPathFinderMode mode, Actor *targetActor) {
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target_mode = mode;
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target = targetActor;
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return true;
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}
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bool CombatPathFinder::update_location() {
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ActorPathFinder::update_location();
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set_goal(target->get_location());
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if (max_dist != 0 && loc.distance(goal) > max_dist)
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target_mode = PATHFINDER_NONE;
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return true;
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}
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bool CombatPathFinder::get_next_move(MapCoord &step) {
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if (target_mode == PATHFINDER_CHASE)
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return ActorPathFinder::get_next_move(step);
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if (target_mode == PATHFINDER_FLEE) {
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get_closest_dir(step);
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step.sx = -step.sx;
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step.sy = -step.sy;
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if (check_dir(loc, step)) {
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step = loc.abs_coords(step.sx, step.sy);
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return true;
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}
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}
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return false;
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}
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} // End of namespace Nuvie
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} // End of namespace Ultima
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