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