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2026-02-02 04:50:13 +01:00

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/* 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 <http://www.gnu.org/licenses/>.
*
*/
#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<PathfindingAction> &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<PathfindingState> _visited;
PriorityQueue<PathNode *, Std::vector<PathNode *>, PathNodeCmp> _nodes;
/** List of nodes for garbage collection later and order is not important */
Std::vector<PathNode *> _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