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engines/ultima/nuvie/pathfinder/party_path_finder.h
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engines/ultima/nuvie/pathfinder/party_path_finder.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 NUVIE_PATHFINDER_PARTY_PATH_FINDER_H
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#define NUVIE_PATHFINDER_PARTY_PATH_FINDER_H
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#include "ultima/nuvie/core/party.h"
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#include "ultima/nuvie/core/map.h"
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namespace Ultima {
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namespace Nuvie {
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/* PartyPathFinder moves the entire party at once.
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* FIXME: Move to target if one square away and unblocked. Shamino isn't in the
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* correct square after moving through a doorway.
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* FIXME: Perhaps is_contiguous() should require everyone in front of a follower
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* to also be contiguous. If more than one followers are lost, they stay
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* together more than look for the leader.
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* FIXME: When walking along the wall, the last follower doesn't move up when
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* there is a closer free square. (it sometimes behaves the same way in U6)
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* FIXME: If a higher-number follower is closer to the leader than a lower-numbered
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* one, the one with higher priority bumps him out of the way, and he loses a
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* move. This causes him to become non-contiguous. Followers should NEVER be
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* moved to non-contiguous squares. Strangely, this only happens when moving in
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* certain directions. (disable SEEK mode to check)
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* FIXME: When changing directions, followers on opposite sides of the party
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* (perpendicular to the forward direction) shouldn't exchange positions until
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* the leader stops.
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*/
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#define AVOID_DAMAGE_TILES true
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class PartyPathFinder {
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Party *party; // friend
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public:
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PartyPathFinder(Party *p);
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~PartyPathFinder();
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bool follow_passA(uint32 p); // returns true if party member p moved
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bool follow_passB(uint32 p);
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void seek_leader(uint32 p);
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void end_seek(uint32 p);
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bool move_member(uint32 member_num, sint16 relx, sint16 rely, bool ignore_position = false, bool can_bump = true, bool avoid_danger_tiles = true);
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bool bump_member(uint32 bumped_member_num, uint32 member_num);
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bool is_seeking(uint32 member_num) {
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return (get_member(member_num).actor->get_pathfinder() != 0);
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}
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bool is_contiguous(uint32 member_num, const MapCoord &from);
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bool is_contiguous(uint32 member_num);
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bool is_behind_target(uint32 member_num);
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bool is_at_target(uint32 p);
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void get_target_dir(uint32 p, sint8 &rel_x, sint8 &rel_y);
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void get_forward_dir(sint8 &vec_x, sint8 &vec_y);
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void get_last_move(sint8 &vec_x, sint8 &vec_y);
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protected:
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bool try_moving_to_leader(uint32 p, bool ignore_position);
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bool try_moving_forward(uint32 p);
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bool try_moving_to_target(uint32 p, bool avoid_damage_tiles = false);
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bool try_all_directions(uint32 p, MapCoord target_loc);
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bool try_moving_sideways(uint32 p);
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bool leader_moved_away(uint32 p);
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bool leader_moved_diagonally();
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bool leader_moved();
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Std::vector<MapCoord> get_neighbor_tiles(const MapCoord ¢er, const MapCoord &target);
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// use party
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struct PartyMember get_member(uint32 p) {
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return (party->member[p]);
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}
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sint8 get_leader() {
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return (party->get_leader());
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}
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};
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} // End of namespace Nuvie
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} // End of namespace Ultima
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#endif
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