475 lines
18 KiB
C++
475 lines
18 KiB
C++
/* 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/shared/std/containers.h"
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#include "ultima/nuvie/misc/u6_misc.h"
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#include "ultima/nuvie/actors/actor.h"
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#include "ultima/nuvie/core/party.h"
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#include "ultima/nuvie/pathfinder/seek_path.h"
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#include "ultima/nuvie/pathfinder/actor_path_finder.h"
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#include "ultima/nuvie/pathfinder/party_path_finder.h"
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#include "ultima/nuvie/core/game.h"
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#include "ultima/nuvie/core/u6_objects.h"
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namespace Ultima {
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namespace Nuvie {
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using Std::vector;
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PartyPathFinder::PartyPathFinder(Party *p) : party(p) {
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assert(p);
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}
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PartyPathFinder::~PartyPathFinder() {
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}
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/* True if a member's target and leader are in roughly the same direction. */
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bool PartyPathFinder::is_behind_target(uint32 member_num) {
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if (get_leader() < 0)
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return false;
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uint8 ldir = get_member(get_leader()).actor->get_direction(); // leader direciton
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MapCoord from = party->get_location(member_num);
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MapCoord to = party->get_formation_coords(member_num); // target
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sint8 to_x = to.x - from.x, to_y = to.y - from.y;
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return (((ldir == NUVIE_DIR_N && to_y < 0)
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|| (ldir == NUVIE_DIR_S && to_y > 0)
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|| (ldir == NUVIE_DIR_E && to_x > 0)
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|| (ldir == NUVIE_DIR_W && to_x < 0)));
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}
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bool PartyPathFinder::is_at_target(uint32 p) {
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MapCoord target_loc = party->get_formation_coords(p);
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MapCoord member_loc = party->get_location(p);
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return (target_loc == member_loc);
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}
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/* Is anyone in front of `member_num' adjacent to `from'?
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* (is_contiguous(member, member_loc) == "is member adjacent to another member
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* whose following position is lower-numbered?") */
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bool PartyPathFinder::is_contiguous(uint32 member_num, const MapCoord &from) {
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const bool isU6 = Game::get_game()->get_game_type() == NUVIE_GAME_U6;
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const Actor *inActor = get_member(member_num).actor;
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const bool isMouse = isU6 && inActor->get_obj_n() == OBJ_U6_MOUSE;
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bool retVal = false;
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for (uint32 q = 0; q < member_num; q++) { // check lower-numbered members
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const Actor *actor = get_member(q).actor;
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const bool otherIsMouse = isU6 && actor->get_obj_n() == OBJ_U6_MOUSE;
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if (actor && actor->is_immobile() == true) continue;
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MapCoord loc = party->get_location(q);
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if (!isMouse && !otherIsMouse && from.distance(loc) == 0)
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return false; // Do not allow stacking (except for Sherry)
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if (from.distance(loc) <= 1) {
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retVal = true;
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continue; // Stay in the loop to check if other party members are on the same tile
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}
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}
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return retVal;
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}
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/* Is member adjacent to another member whose following position is lower-numbered? */
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bool PartyPathFinder::is_contiguous(uint32 member_num) {
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MapCoord member_loc = party->get_location(member_num);
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return (is_contiguous(member_num, member_loc));
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}
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/* Returns in rel_x and rel_y the direction a character needs to move to get
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* closer to their target. */
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void PartyPathFinder::get_target_dir(uint32 p, sint8 &rel_x, sint8 &rel_y) {
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//MapCoord leader_loc = party->get_leader_location();
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MapCoord target_loc = party->get_formation_coords(p);
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MapCoord member_loc = party->get_location(p);
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rel_x = get_wrapped_rel_dir(target_loc.x, member_loc.x, target_loc.z);
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rel_y = get_wrapped_rel_dir(target_loc.y, member_loc.y, target_loc.z);
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}
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/* Returns in vec_x and vec_y the last direction the leader moved in. It's
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* derived from his facing direction so it's not as precise as get_last_move(). */
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void PartyPathFinder::get_forward_dir(sint8 &vec_x, sint8 &vec_y) {
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// get_last_move(vec_x, vec_y);
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vec_x = 0;
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vec_y = 0;
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NuvieDir dir = (get_leader() >= 0) ? get_member(get_leader()).actor->get_direction() : NUVIE_DIR_N;
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if (dir == NUVIE_DIR_N) {
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vec_x = 0;
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vec_y = -1;
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} else if (dir == NUVIE_DIR_S) {
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vec_x = 0;
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vec_y = 1;
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} else if (dir == NUVIE_DIR_E) {
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vec_x = 1;
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vec_y = 0;
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} else if (dir == NUVIE_DIR_W) {
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vec_x = -1;
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vec_y = 0;
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}
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}
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/* Returns in vec_x and vec_y the last direction the leader moved in. */
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void PartyPathFinder::get_last_move(sint8 &vec_x, sint8 &vec_y) {
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MapCoord leader_loc = party->get_leader_location();
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vec_x = get_wrapped_rel_dir(leader_loc.x, party->prev_leader_x, leader_loc.z);
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vec_y = get_wrapped_rel_dir(leader_loc.y, party->prev_leader_y, leader_loc.z);
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}
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/* Returns true if the leader moved before the last call to follow(). */
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bool PartyPathFinder::leader_moved() {
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MapCoord leader_loc = party->get_leader_location();
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return ((leader_loc.x - party->prev_leader_x)
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|| (leader_loc.y - party->prev_leader_y));
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}
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/* Returns true if the leader moved far enough away from follower to pull him. */
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bool PartyPathFinder::leader_moved_away(uint32 p) {
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MapCoord leader_loc = party->get_leader_location();
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MapCoord target_loc = party->get_formation_coords(p);
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MapCoord member_loc = party->get_location(p);
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return (leader_loc.distance(member_loc) > leader_loc.distance(target_loc));
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}
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/* Compares leader position with last known position. */
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bool PartyPathFinder::leader_moved_diagonally() {
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MapCoord leader_loc = party->get_leader_location();
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return (party->prev_leader_x != leader_loc.x
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&& party->prev_leader_y != leader_loc.y);
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}
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bool PartyPathFinder::follow_passA(uint32 p) {
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bool contiguous = is_contiguous(p);
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bool try_again = false;
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sint8 vec_x = 0, vec_y = 0; // previous direction of party leader's movement
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sint8 rel_x = 0, rel_y = 0; // direction to target
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get_target_dir(p, rel_x, rel_y);
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if (contiguous) {
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if (is_at_target(p))
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return true;
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// Move towards target, and see if we get to try again.
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// If you always get an extra move, distant followers move towards the
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// leader instead of forward. Only get an extra move if we stopped, or
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// blocked square is in the same direction the leader moved.
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get_last_move(vec_x, vec_y);
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if (!leader_moved() && !try_moving_to_target(p))
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try_again = true;
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else if (leader_moved() && leader_moved_away(p) && !try_moving_to_target(p))
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if (is_behind_target(p))
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try_again = true;
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} else {
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if (!move_member(p, rel_x, rel_y))
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try_again = true;
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}
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// get another move chance here
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if (try_again) {
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MapCoord target_loc = party->get_formation_coords(p);
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if (!try_all_directions(p, target_loc)) { // turn towards target
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if (contiguous)
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return false;
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if (!move_member(p, rel_x, rel_y, true)) // allow non-contiguous moves
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return false;
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}
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}
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return true;
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}
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bool PartyPathFinder::follow_passB(uint32 p) {
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if (is_contiguous(p)) {
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if (is_at_target(p))
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return true;
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if (leader_moved_away(p)) { // only move if leader walked away from us
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// move forward (direction leader moved) if target is ahead of us
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if (leader_moved() && is_behind_target(p))
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try_moving_forward(p);
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if (leader_moved_diagonally()) // extra move
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try_moving_sideways(p);
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}
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} else {
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if (!try_moving_forward(p)) {
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sint8 vec_x, vec_y;
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get_forward_dir(vec_x, vec_y);
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MapCoord member_loc = party->get_location(p);
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MapCoord forward_loc = member_loc.abs_coords(vec_x, vec_y);
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try_all_directions(p, forward_loc); // turn towards forward
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}
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}
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if (!is_contiguous(p)) // critical; still not contiguous
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if (!try_moving_to_leader(p, true))
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return false;
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return true;
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}
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/* Follower moves up, down, left, or right. (to intercept a target who moved
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* diagonally) Returns true if the character moved. */
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bool PartyPathFinder::try_moving_sideways(uint32 p) {
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// prefer movement towards target direction
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sint8 rel_x, rel_y;
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get_target_dir(p, rel_x, rel_y);
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if (!move_member(p, rel_x, 0)) // try two directions
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if (!move_member(p, 0, rel_y))
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return false;
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return true;
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}
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/* Follower tries moving towards the leader, and then towards each adjacent
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* direction if necessary. Returns true if the character moved. */
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bool PartyPathFinder::try_moving_to_leader(uint32 p, bool ignore_position) {
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// move towards leader (allow non-contiguous moves)
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sint8 rel_x, rel_y;
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get_target_dir(p, rel_x, rel_y);
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if (move_member(p, rel_x, rel_y, ignore_position, true, false))
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return true;
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DirFinder::get_adjacent_dir(rel_x, rel_y, -1);
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if (move_member(p, rel_x, rel_y, ignore_position, true, false))
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return true;
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DirFinder::get_adjacent_dir(rel_x, rel_y, 2);
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if (move_member(p, rel_x, rel_y, ignore_position, true, false))
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return true;
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return false;
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}
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/* Try moving in a forward direction. (direction leader moved) */
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bool PartyPathFinder::try_moving_forward(uint32 p) {
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sint8 vec_x = 0, vec_y = 0;
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get_forward_dir(vec_x, vec_y);
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if (!move_member(p, vec_x, vec_y))
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return false;
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return true;
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}
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/* Follower moves in the direction of their target, trying both adjacent
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* directions if necessary.
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* Returns true if character moved, or doesn't need to. Returns false if he stil
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* needs to try to move. */
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bool PartyPathFinder::try_moving_to_target(uint32 p, bool avoid_damage_tiles) {
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sint8 rel_x, rel_y;
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get_target_dir(p, rel_x, rel_y);
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if (!move_member(p, rel_x, rel_y, false, false)) { // don't ignore position, don't bump other followers
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sint8 leader = get_leader();
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if (leader >= 0) {
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// try both adjacent directions, first the one which is
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// perpendicular to the leader's facing direction
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uint8 ldir = get_member(leader).actor->get_direction();
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sint8 dx = (ldir == NUVIE_DIR_W) ? -1 : (ldir == NUVIE_DIR_E) ? 1 : 0;
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sint8 dy = (ldir == NUVIE_DIR_N) ? -1 : (ldir == NUVIE_DIR_S) ? 1 : 0;
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sint8 relx2 = rel_x, rely2 = rel_y; // adjacent directions, counter-clockwise
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sint8 relx3 = rel_x, rely3 = rel_y; // clockwise
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DirFinder::get_adjacent_dir(relx2, rely2, -1);
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DirFinder::get_adjacent_dir(relx3, rely3, 1);
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if (!(abs(relx2) == abs(dy) && abs(rely2) == abs(dx))) {
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// first isn't perpendicular; swap directions
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DirFinder::get_adjacent_dir(relx2, rely2, 2); // becomes clockwise
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DirFinder::get_adjacent_dir(relx3, rely3, -2); // counter-clockwise
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}
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if (!move_member(p, relx2, rely2))
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if (!move_member(p, relx3, rely3)) {
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// this makes Iolo (follower 3) try to move around other party
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// members when leader changes direction and they
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// block him
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return false;
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}
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}
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}
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return true;
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}
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/* Follower p will try moving in every direction, first towards the leader, and
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* then in a circular order starting with the direction closest to target_loc.
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* Returns true if character moved. */
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bool PartyPathFinder::try_all_directions(uint32 p, MapCoord target_loc) {
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MapCoord leader_loc = party->get_leader_location();
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MapCoord member_loc = party->get_location(p);
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sint8 to_leader_x = get_wrapped_rel_dir(leader_loc.x, member_loc.x, leader_loc.z);
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sint8 to_leader_y = get_wrapped_rel_dir(leader_loc.y, member_loc.y, leader_loc.z);
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// rotate direction, towards target
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sint8 rot = DirFinder::get_turn_towards_dir(to_leader_x, to_leader_y,
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sint8(target_loc.x - member_loc.x),
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sint8(target_loc.y - member_loc.y));
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if (rot == 0) rot = 1; // default clockwise
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// check all directions, first only those adjacent to the real target
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MapCoord real_target = party->get_formation_coords(p);
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for (uint32 dir = 0; dir < 8; dir++) {
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MapCoord dest = member_loc.abs_coords(to_leader_x, to_leader_y);
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if (dest.distance(real_target) == 1 && move_member(p, to_leader_x, to_leader_y))
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return true;
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DirFinder::get_adjacent_dir(to_leader_x, to_leader_y, rot);
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}
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// this time, don't allow any moves that take us further from the leader
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// than our target position is (unless we're already that far away)
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for (uint32 dir = 0; dir < 8; dir++) {
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MapCoord dest = member_loc.abs_coords(to_leader_x, to_leader_y);
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if ((dest.distance(leader_loc) <= real_target.distance(leader_loc)
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|| dest.distance(leader_loc) <= member_loc.distance(leader_loc))
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&& move_member(p, to_leader_x, to_leader_y))
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return true;
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DirFinder::get_adjacent_dir(to_leader_x, to_leader_y, rot);
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}
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// now try any move possible (don't bother if already contiguous)
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if (!is_contiguous(p))
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for (uint32 dir = 0; dir < 8; dir++) {
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//MapCoord dest = member_loc.abs_coords(to_leader_x, to_leader_y);
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if (move_member(p, to_leader_x, to_leader_y))
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return true;
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DirFinder::get_adjacent_dir(to_leader_x, to_leader_y, rot);
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}
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return false;
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}
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/* Returns a list(vector) of all locations adjacent to 'center', sorted by their
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* distance to 'target'. (near to far)
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*/
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vector<MapCoord>
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PartyPathFinder::get_neighbor_tiles(const MapCoord ¢er, const MapCoord &target) {
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sint8 rel_x = get_wrapped_rel_dir(target.x, center.x, target.z);
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sint8 rel_y = get_wrapped_rel_dir(target.y, center.y, target.z);
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vector<MapCoord> neighbors;
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for (uint32 dir = 0; dir < 8; dir++) {
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MapCoord this_square = center.abs_coords(rel_x, rel_y); // initial square in first iteration
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vector<MapCoord>::iterator i = neighbors.begin();
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uint32 sorted = 0;
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for (; sorted < neighbors.size(); sorted++, i++) {
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MapCoord check_square = neighbors[sorted];
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if (target.distance(this_square) < target.distance(check_square)
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&& !party->is_anyone_at(check_square)) { // exclude squares with any other party member from being at the front of the list
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neighbors.insert(i, this_square);
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break;
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}
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}
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if (sorted == neighbors.size()) // place before end of the list
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neighbors.insert(neighbors.end(), this_square);
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DirFinder::get_adjacent_dir(rel_x, rel_y, 1);
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}
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return neighbors;
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}
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/* This is like Actor::push_actor and exchanges positions with an actor, or
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* moves them to a neighboring location. This method doesn't move the original
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* "bumper" actor. When exchanging positions, the bumped character loses their
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* turn.
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* Characters can only be "bumped" within one move of their ORIGINAL square. It
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* is illegal to bump someone into a CRITICAL or IMPOSSIBLE state.
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* Returns true if the party member moved successfully.
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*/
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bool PartyPathFinder::bump_member(uint32 bumped_member_num, uint32 member_num) {
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if (member_num >= party->get_party_size())
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return false;
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Actor *actor = get_member(bumped_member_num).actor;
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if (actor->is_immobile())
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return false;
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Actor *push_actor = get_member(member_num).actor;
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MapCoord bump_from = party->get_location(bumped_member_num);
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MapCoord bump_target = party->get_formation_coords(bumped_member_num); // initial direction
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MapCoord member_loc = party->get_location(member_num);
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sint8 to_member_x = get_wrapped_rel_dir(member_loc.x, bump_from.x, member_loc.z); // to push_actor
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sint8 to_member_y = get_wrapped_rel_dir(member_loc.y, bump_from.y, member_loc.z);
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// sort neighboring squares by distance to target (closest first)
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vector<MapCoord> neighbors;
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if (bump_target != bump_from)
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neighbors = get_neighbor_tiles(bump_from, bump_target);
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else { // sort by distance to leader
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MapCoord leader_loc = party->get_leader_location();
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neighbors = get_neighbor_tiles(bump_from, leader_loc);
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}
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for (uint32 dir = 0; dir < 8; dir++) {
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sint8 rel_x = get_wrapped_rel_dir(neighbors[dir].x, bump_from.x, bump_from.z);
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sint8 rel_y = get_wrapped_rel_dir(neighbors[dir].y, bump_from.y, bump_from.z);
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// Since this direction is blocked, it will only be at the end of the
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// sorted list.
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if (rel_x == to_member_x && rel_y == to_member_y) {
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// Use special push() that ignores actors, and reduces moves left.
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actor->push(push_actor, ACTOR_PUSH_HERE);
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return true;
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|
} else if (move_member(bumped_member_num, rel_x, rel_y)) {
|
|
// Reduce moves left so actor can't move (or get pushed) again.
|
|
actor->set_moves_left(0);
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/* "Try a move", only if target is contiguous. */
|
|
bool PartyPathFinder::move_member(uint32 member_num, sint16 relx, sint16 rely, bool ignore_position, bool can_bump, bool avoid_danger_tiles) {
|
|
/**Do not call with relx and rely set to 0.**/
|
|
if (relx == 0 && rely == 0)
|
|
return true;
|
|
MapCoord member_loc = party->get_location(member_num);
|
|
MapCoord target(member_loc);
|
|
target = member_loc.abs_coords(relx, rely);
|
|
Actor *actor = get_member(member_num).actor;
|
|
ActorMoveFlags flags = ACTOR_IGNORE_MOVES | ACTOR_IGNORE_PARTY_MEMBERS;
|
|
if (!avoid_danger_tiles)
|
|
flags = flags | ACTOR_IGNORE_DANGER;
|
|
|
|
if (is_contiguous(member_num, target) || ignore_position) {
|
|
if (actor->move(target.x, target.y, target.z, flags)) {
|
|
actor->set_direction(relx, rely);
|
|
return true;
|
|
}
|
|
// Block commented out: It seems that, at least in Ultima 6, party members do not
|
|
// bump each other, so we now ignore them via ACTOR_IGNORE_PARTY_MEMBERS.
|
|
// Instead, is_contiguous() prevents them from stacking.
|
|
// if (actor->get_error()->err == ACTOR_BLOCKED_BY_ACTOR) {
|
|
// const Actor *blocking_actor = actor->get_error()->blocking_actor;
|
|
// sint8 blocking_member_num = -1;
|
|
// if (blocking_actor)
|
|
// blocking_member_num = party->get_member_num(blocking_actor);
|
|
// if (blocking_member_num < sint32(member_num))
|
|
// return false; // blocked by an actor not in the party
|
|
// if (bump_member(uint32(blocking_member_num), member_num)
|
|
// && actor->move(target.x, target.y, target.z, flags | ACTOR_IGNORE_MOVES)) {
|
|
// actor->set_direction(relx, rely);
|
|
// return true;
|
|
// }
|
|
// }
|
|
}
|
|
return false; // target is not contiguous, or move is blocked
|
|
}
|
|
|
|
/* Use a better pathfinder to search for the leader. */
|
|
void PartyPathFinder::seek_leader(uint32 p) {
|
|
Actor *actor = get_member(p).actor;
|
|
MapCoord leader_loc = party->get_leader_location();
|
|
ActorPathFinder *df = actor->get_pathfinder();
|
|
if (!df) {
|
|
df = new ActorPathFinder(actor, leader_loc);
|
|
actor->set_pathfinder(df, new SeekPath);
|
|
} else if (leader_moved()) // update target
|
|
df->set_goal(leader_loc);
|
|
}
|
|
|
|
void PartyPathFinder::end_seek(uint32 p) {
|
|
get_member(p).actor->delete_pathfinder();
|
|
}
|
|
|
|
} // End of namespace Nuvie
|
|
} // End of namespace Ultima
|