Files
scummvm-cursorfix/engines/ultima/nuvie/pathfinder/party_path_finder.h
2026-02-02 04:50:13 +01:00

102 lines
3.7 KiB
C++

/* 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 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<MapCoord> get_neighbor_tiles(const MapCoord &center, 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