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scummvm-cursorfix/engines/ultima/nuvie/pathfinder/sched_path_finder.cpp
2026-02-02 04:50:13 +01:00

103 lines
3.1 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/>.
*
*/
#include "ultima/nuvie/core/nuvie_defs.h"
#include "ultima/nuvie/actors/actor.h"
#include "ultima/nuvie/core/map.h"
#include "ultima/nuvie/pathfinder/path.h"
#include "ultima/nuvie/pathfinder/sched_path_finder.h"
namespace Ultima {
namespace Nuvie {
/* NOTE: Path_type must always be valid. */
SchedPathFinder::SchedPathFinder(Actor *a, MapCoord g, Path *path_type)
: ActorPathFinder(a, g), prev_step_i(0), next_step_i(0) {
new_search(path_type);
assert(search && actor);
}
SchedPathFinder::~SchedPathFinder() {
}
bool SchedPathFinder::get_next_move(MapCoord &step) {
// jump to goal if both locations are off-screen
if (!goal.is_visible() && !loc.is_visible()) {
if (check_loc(goal)) {
search->delete_path();
step = goal;
return true;
}
}
if (!search->have_path())
if (!find_path())
return false;
step = search->get_step(next_step_i); // have a path, take a step
return true;
}
bool SchedPathFinder::find_path() {
if (search->have_path())
search->delete_path();
if (!search->path_search(loc, goal)) {
DEBUG(0, LEVEL_WARNING, "actor %d failed to find a path to %x,%x\n", actor->get_actor_num(), goal.x, goal.y);
return false;
}
prev_step_i = next_step_i = 0;
incr_step(); // the first step is the start location, so skip it
return true;
}
/* Returns true if actor location is correct. */
bool SchedPathFinder::is_location_in_path() {
const MapCoord &prev_step = search->get_step(prev_step_i);
return (loc == prev_step);
}
/* Update previous and next steps in path. */
void SchedPathFinder::incr_step() {
const MapCoord &prev_loc = search->get_step(prev_step_i);
const MapCoord &next_loc = search->get_step(next_step_i);
const MapCoord &last_loc = search->get_last_step();
if (prev_loc != last_loc) {
if (prev_loc != next_loc) // prev_step is going to stay behind next_step
++prev_step_i;
if (next_loc != last_loc)
++next_step_i;
}
}
void SchedPathFinder::actor_moved() {
update_location();
if (search->have_path())
incr_step();
}
/* Don't bother moving around other actors. They will probably move soon. */
bool SchedPathFinder::check_loc(const MapCoord &locPos) {
return actor->check_move(locPos.x, locPos.y, locPos.z, ACTOR_IGNORE_OTHERS);
}
} // End of namespace Nuvie
} // End of namespace Ultima