/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ #ifndef ULTIMA8_WORLD_ACTORS_PATHFINDER_H #define ULTIMA8_WORLD_ACTORS_PATHFINDER_H #include "ultima/shared/std/containers.h" #include "ultima/ultima8/misc/direction.h" #include "ultima/ultima8/misc/point3.h" #include "ultima/ultima8/misc/priority_queue.h" #include "ultima/ultima8/world/actors/animation.h" //#define DEBUG_PATHFINDER namespace Ultima { namespace Ultima8 { class Actor; class Item; struct PathfindingState { PathfindingState() : _point(), _direction(dir_north), _lastAnim(Animation::walk), _flipped(false), _firstStep(true), _combat(false) {}; Point3 _point; Animation::Sequence _lastAnim; Direction _direction; bool _flipped; bool _firstStep; bool _combat; void load(const Actor *actor); bool checkPoint(const Point3 &pt, int range) const; bool checkItem(const Item *item, int xyRange, int zRange) const; bool checkHit(const Actor *actor, const Item *target) const; }; struct PathfindingAction { Animation::Sequence _action; Direction _direction; uint32 _steps; }; struct PathNode; class PathNodeCmp { public: bool operator()(const PathNode *n1, const PathNode *n2) const; }; class Pathfinder { public: Pathfinder(); ~Pathfinder(); void init(Actor *actor, PathfindingState *state = 0); void setTarget(const Point3 &pt); void setTarget(Item *item, bool hit = false); //! try to reach the target by pathfinding bool canReach(); //! pathfind. If true, the found path is returned in path bool pathfind(Std::vector &path); #ifdef DEBUG_PATHFINDER static ObjId _visualDebugActor; #endif protected: PathfindingState _start; Actor *_actor; Point3 _target; Item *_targetItem; bool _hitMode; int32 _expandTime; int32 _actorXd, _actorYd, _actorZd; Common::Array _visited; PriorityQueue, PathNodeCmp> _nodes; /** List of nodes for garbage collection later and order is not important */ Std::vector _cleanupNodes; bool alreadyVisited(const Point3 &pt) const; void newNode(PathNode *oldnode, PathfindingState &state, unsigned int steps); void expandNode(PathNode *node); unsigned int costHeuristic(PathNode *node) const; bool checkTarget(const PathNode *node) const; }; } // End of namespace Ultima8 } // End of namespace Ultima #endif