1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software; you can redistribute it and/or
8  * modify it under the terms of the GNU General Public License
9  * as published by the Free Software Foundation; either version 2
10  * of the License, or (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program; if not, write to the Free Software
19  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20  *
21  */
22 
23 #include "ultima/shared/std/containers.h"
24 #include "ultima/nuvie/misc/u6_misc.h"
25 #include "ultima/nuvie/actors/actor.h"
26 #include "ultima/nuvie/core/party.h"
27 #include "ultima/nuvie/pathfinder/seek_path.h"
28 #include "ultima/nuvie/pathfinder/actor_path_finder.h"
29 #include "ultima/nuvie/pathfinder/party_path_finder.h"
30 
31 namespace Ultima {
32 namespace Nuvie {
33 
34 using Std::vector;
35 
PartyPathFinder(Party * p)36 PartyPathFinder::PartyPathFinder(Party *p) {
37 	assert(p);
38 	party = p;
39 }
40 
~PartyPathFinder()41 PartyPathFinder::~PartyPathFinder() {
42 
43 }
44 
45 /* True if a member's target and leader are in roughly the same direction. */
is_behind_target(uint32 member_num)46 bool PartyPathFinder::is_behind_target(uint32 member_num) {
47 	if (get_leader() < 0)
48 		return false;
49 	uint8 ldir = get_member(get_leader()).actor->get_direction(); // leader direciton
50 	MapCoord from = party->get_location(member_num);
51 	MapCoord to = party->get_formation_coords(member_num); // target
52 	sint8 to_x = to.x - from.x, to_y = to.y - from.y;
53 	return (((ldir == NUVIE_DIR_N && to_y < 0)
54 	         || (ldir == NUVIE_DIR_S && to_y > 0)
55 	         || (ldir == NUVIE_DIR_E && to_x > 0)
56 	         || (ldir == NUVIE_DIR_W && to_x < 0)));
57 }
58 
is_at_target(uint32 p)59 bool PartyPathFinder::is_at_target(uint32 p) {
60 	MapCoord target_loc = party->get_formation_coords(p);
61 	MapCoord member_loc = party->get_location(p);
62 	return (target_loc == member_loc);
63 }
64 
65 /* Is anyone in front of `member_num' adjacent to `from'?
66  * (is_contiguous(member, member_loc) == "is member adjacent to another member
67  * whose following position is lower-numbered?") */
is_contiguous(uint32 member_num,MapCoord from)68 bool PartyPathFinder::is_contiguous(uint32 member_num, MapCoord from) {
69 	for (uint32 q = 0; q < member_num; q++) { // check lower-numbered members
70 		Actor *actor = get_member(q).actor;
71 		if (actor && actor->is_immobile() == true) continue;
72 
73 		MapCoord loc = party->get_location(q);
74 		if (from.distance(loc) <= 1)
75 			return true;
76 	}
77 	return false;
78 }
79 
80 /* Is member adjacent to another member whose following position is lower-numbered? */
is_contiguous(uint32 member_num)81 bool PartyPathFinder::is_contiguous(uint32 member_num) {
82 	MapCoord member_loc = party->get_location(member_num);
83 	return (is_contiguous(member_num, member_loc));
84 }
85 
86 /* Returns in rel_x and rel_y the direction a character needs to move to get
87  * closer to their target. */
get_target_dir(uint32 p,sint8 & rel_x,sint8 & rel_y)88 void PartyPathFinder::get_target_dir(uint32 p, sint8 &rel_x, sint8 &rel_y) {
89 	//MapCoord leader_loc = party->get_leader_location();
90 	MapCoord target_loc = party->get_formation_coords(p);
91 	MapCoord member_loc = party->get_location(p);
92 
93 	rel_x = get_wrapped_rel_dir(target_loc.x, member_loc.x, target_loc.z);
94 	rel_y = get_wrapped_rel_dir(target_loc.y, member_loc.y, target_loc.z);
95 }
96 
97 /* Returns in vec_x and vec_y the last direction the leader moved in. It's
98  * derived from his facing direction so it's not as precise as get_last_move(). */
get_forward_dir(sint8 & vec_x,sint8 & vec_y)99 void PartyPathFinder::get_forward_dir(sint8 &vec_x, sint8 &vec_y) {
100 //    get_last_move(vec_x, vec_y);
101 	vec_x = 0;
102 	vec_y = 0;
103 	uint8 dir = (get_leader() >= 0) ? get_member(get_leader()).actor->get_direction() : NUVIE_DIR_N;
104 	if (dir == NUVIE_DIR_N)      {
105 		vec_x = 0;
106 		vec_y = -1;
107 	} else if (dir == NUVIE_DIR_S) {
108 		vec_x = 0;
109 		vec_y = 1;
110 	} else if (dir == NUVIE_DIR_E) {
111 		vec_x = 1;
112 		vec_y = 0;
113 	} else if (dir == NUVIE_DIR_W) {
114 		vec_x = -1;
115 		vec_y = 0;
116 	}
117 }
118 
119 /* Returns in vec_x and vec_y the last direction the leader moved in. */
get_last_move(sint8 & vec_x,sint8 & vec_y)120 void PartyPathFinder::get_last_move(sint8 &vec_x, sint8 &vec_y) {
121 	MapCoord leader_loc = party->get_leader_location();
122 
123 	vec_x = get_wrapped_rel_dir(leader_loc.x, party->prev_leader_x, leader_loc.z);
124 	vec_y = get_wrapped_rel_dir(leader_loc.y, party->prev_leader_y, leader_loc.z);
125 }
126 
127 /* Returns true if the leader moved before the last call to follow(). */
leader_moved()128 bool PartyPathFinder::leader_moved() {
129 	MapCoord leader_loc = party->get_leader_location();
130 	return ((leader_loc.x - party->prev_leader_x)
131 	        || (leader_loc.y - party->prev_leader_y));
132 }
133 
134 /* Returns true if the leader moved far enough away from follower to pull him. */
leader_moved_away(uint32 p)135 bool PartyPathFinder::leader_moved_away(uint32 p) {
136 	MapCoord leader_loc = party->get_leader_location();
137 	MapCoord target_loc = party->get_formation_coords(p);
138 	MapCoord member_loc = party->get_location(p);
139 	return (leader_loc.distance(member_loc) > leader_loc.distance(target_loc));
140 }
141 
142 /* Compares leader position with last known position. */
leader_moved_diagonally()143 bool PartyPathFinder::leader_moved_diagonally() {
144 	MapCoord leader_loc = party->get_leader_location();
145 	return (party->prev_leader_x != leader_loc.x
146 	        && party->prev_leader_y != leader_loc.y);
147 }
148 
follow_passA(uint32 p)149 bool PartyPathFinder::follow_passA(uint32 p) {
150 	bool contiguous = is_contiguous(p);
151 	bool try_again = false;
152 	sint8 vec_x = 0, vec_y = 0; // previous direction of party leader's movement
153 	sint8 rel_x = 0, rel_y = 0; // direction to target
154 
155 	get_target_dir(p, rel_x, rel_y);
156 	if (contiguous) {
157 		if (is_at_target(p))
158 			return true;
159 
160 		// Move towards target, and see if we get to try again.
161 		// If you always get an extra move, distant followers move towards the
162 		// leader instead of forward. Only get an extra move if we stopped, or
163 		// blocked square is in the same direction the leader moved.
164 		get_last_move(vec_x, vec_y);
165 		if (!leader_moved() && !try_moving_to_target(p))
166 			try_again = true;
167 		else if (leader_moved() && leader_moved_away(p) && !try_moving_to_target(p))
168 			if (is_behind_target(p))
169 				try_again = true;
170 	} else {
171 		if (!move_member(p, rel_x, rel_y))
172 			try_again = true;
173 	}
174 
175 	// get another move chance here
176 	if (try_again) {
177 		MapCoord target_loc = party->get_formation_coords(p);
178 		if (!try_all_directions(p, target_loc)) { // turn towards target
179 			if (contiguous)
180 				return false;
181 			if (!move_member(p, rel_x, rel_y, true)) // allow non-contiguous moves
182 				return false;
183 		}
184 	}
185 	return true;
186 }
187 
follow_passB(uint32 p)188 bool PartyPathFinder::follow_passB(uint32 p) {
189 	if (is_contiguous(p)) {
190 		if (is_at_target(p))
191 			return true;
192 
193 		if (leader_moved_away(p)) { // only move if leader walked away from us
194 			// move forward (direction leader moved) if target is ahead of us
195 			if (leader_moved() && is_behind_target(p))
196 				try_moving_forward(p);
197 			if (leader_moved_diagonally()) // extra move
198 				try_moving_sideways(p);
199 		}
200 	} else {
201 		if (!try_moving_forward(p)) {
202 			sint8 vec_x, vec_y;
203 			get_forward_dir(vec_x, vec_y);
204 			MapCoord member_loc = party->get_location(p);
205 			MapCoord forward_loc = member_loc.abs_coords(vec_x, vec_y);
206 			try_all_directions(p, forward_loc); // turn towards forward
207 		}
208 	}
209 
210 	if (!is_contiguous(p)) // critical; still not contiguous
211 		if (!try_moving_to_leader(p, true))
212 			return false;
213 
214 	return true;
215 }
216 
217 /* Follower moves up, down, left, or right. (to intercept a target who moved
218  * diagonally) Returns true if the character moved. */
try_moving_sideways(uint32 p)219 bool PartyPathFinder::try_moving_sideways(uint32 p) {
220 	// prefer movement towards target direction
221 	sint8 rel_x, rel_y;
222 	get_target_dir(p, rel_x, rel_y);
223 	if (!move_member(p, rel_x, 0)) // try two directions
224 		if (!move_member(p, 0, rel_y))
225 			return false;
226 	return true;
227 }
228 
229 /* Follower tries moving towards the leader, and then towards each adjacent
230  * direction if necessary. Returns true if the character moved. */
try_moving_to_leader(uint32 p,bool ignore_position)231 bool PartyPathFinder::try_moving_to_leader(uint32 p, bool ignore_position) {
232 	// move towards leader (allow non-contiguous moves)
233 	sint8 rel_x, rel_y;
234 	get_target_dir(p, rel_x, rel_y);
235 	if (move_member(p, rel_x, rel_y, ignore_position, true, false))
236 		return true;
237 	DirFinder::get_adjacent_dir(rel_x, rel_y, -1);
238 	if (move_member(p, rel_x, rel_y, ignore_position, true, false))
239 		return true;
240 	DirFinder::get_adjacent_dir(rel_x, rel_y, 2);
241 	if (move_member(p, rel_x, rel_y, ignore_position, true, false))
242 		return true;
243 	return false;
244 }
245 
246 /* Try moving in a forward direction. (direction leader moved) */
try_moving_forward(uint32 p)247 bool PartyPathFinder::try_moving_forward(uint32 p) {
248 	sint8 vec_x = 0, vec_y = 0;
249 	get_forward_dir(vec_x, vec_y);
250 	if (!move_member(p, vec_x, vec_y))
251 		return false;
252 	return true;
253 }
254 
255 /* Follower moves in the direction of their target, trying both adjacent
256  * directions if necessary.
257  * Returns true if character moved, or doesn't need to. Returns false if he stil
258  * needs to try to move. */
try_moving_to_target(uint32 p,bool avoid_damage_tiles)259 bool PartyPathFinder::try_moving_to_target(uint32 p, bool avoid_damage_tiles) {
260 	sint8 rel_x, rel_y;
261 	get_target_dir(p, rel_x, rel_y);
262 	if (!move_member(p, rel_x, rel_y, false, false)) { // don't ignore position, don't bump other followers
263 		sint8 leader = get_leader();
264 		if (leader >= 0) {
265 			// try both adjacent directions, first the one which is
266 			// perpendicular to the leader's facing direction
267 			uint8 ldir = get_member(leader).actor->get_direction();
268 			sint8 dx = (ldir == NUVIE_DIR_W) ? -1 : (ldir == NUVIE_DIR_E) ? 1 : 0;
269 			sint8 dy = (ldir == NUVIE_DIR_N) ? -1 : (ldir == NUVIE_DIR_S) ? 1 : 0;
270 			sint8 relx2 = rel_x, rely2 = rel_y; // adjacent directions, counter-clockwise
271 			sint8 relx3 = rel_x, rely3 = rel_y; // clockwise
272 			DirFinder::get_adjacent_dir(relx2, rely2, -1);
273 			DirFinder::get_adjacent_dir(relx3, rely3, 1);
274 			if (!(abs(relx2) == abs(dy) && abs(rely2) == abs(dx))) {
275 				// first isn't perpendicular; swap directions
276 				DirFinder::get_adjacent_dir(relx2, rely2, 2); // becomes clockwise
277 				DirFinder::get_adjacent_dir(relx3, rely3, -2); // counter-clockwise
278 			}
279 			if (!move_member(p, relx2, rely2))
280 				if (!move_member(p, relx3, rely3)) {
281 					// this makes Iolo (follower 3) try to move around other party
282 					// members when leader changes direction and they
283 					// block him
284 					return false;
285 				}
286 		}
287 	}
288 	return true;
289 }
290 
291 /* Follower p will try moving in every direction, first towards the leader, and
292  * then in a circular order starting with the direction closest to target_loc.
293  * Returns true if character moved. */
try_all_directions(uint32 p,MapCoord target_loc)294 bool PartyPathFinder::try_all_directions(uint32 p, MapCoord target_loc) {
295 	MapCoord leader_loc = party->get_leader_location();
296 	MapCoord member_loc = party->get_location(p);
297 	sint8 to_leader_x = get_wrapped_rel_dir(leader_loc.x, member_loc.x, leader_loc.z);
298 	sint8 to_leader_y = get_wrapped_rel_dir(leader_loc.y, member_loc.y, leader_loc.z);
299 	// rotate direction, towards target
300 	sint8 rot = DirFinder::get_turn_towards_dir(to_leader_x, to_leader_y,
301 	            sint8(target_loc.x - member_loc.x),
302 	            sint8(target_loc.y - member_loc.y));
303 	if (rot == 0) rot = 1; // default clockwise
304 
305 	// check all directions, first only those adjacent to the real target
306 	MapCoord real_target = party->get_formation_coords(p);
307 	for (uint32 dir = 0; dir < 8; dir++) {
308 		MapCoord dest = member_loc.abs_coords(to_leader_x, to_leader_y);
309 		if (dest.distance(real_target) == 1 && move_member(p, to_leader_x, to_leader_y))
310 			return true;
311 		DirFinder::get_adjacent_dir(to_leader_x, to_leader_y, rot);
312 	}
313 	// this time, don't allow any moves that take us further from the leader
314 	// than our target position is (unless we're already that far away)
315 	for (uint32 dir = 0; dir < 8; dir++) {
316 		MapCoord dest = member_loc.abs_coords(to_leader_x, to_leader_y);
317 		if ((dest.distance(leader_loc) <= real_target.distance(leader_loc)
318 		        || dest.distance(leader_loc) <= member_loc.distance(leader_loc))
319 		        && move_member(p, to_leader_x, to_leader_y))
320 			return true;
321 		DirFinder::get_adjacent_dir(to_leader_x, to_leader_y, rot);
322 	}
323 	// now try any move possible (don't bother if already contiguous)
324 	if (!is_contiguous(p))
325 		for (uint32 dir = 0; dir < 8; dir++) {
326 			//MapCoord dest = member_loc.abs_coords(to_leader_x, to_leader_y);
327 			if (move_member(p, to_leader_x, to_leader_y))
328 				return true;
329 			DirFinder::get_adjacent_dir(to_leader_x, to_leader_y, rot);
330 		}
331 	return false;
332 }
333 
334 /* Returns a list(vector) of all locations adjacent to 'center', sorted by their
335  * distance to 'target'. (near to far)
336  */
337 vector<MapCoord>
get_neighbor_tiles(MapCoord & center,MapCoord & target)338 PartyPathFinder::get_neighbor_tiles(MapCoord &center, MapCoord &target) {
339 	sint8 rel_x = get_wrapped_rel_dir(target.x, center.x, target.z);
340 	sint8 rel_y = get_wrapped_rel_dir(target.y, center.y, target.z);
341 	vector<MapCoord> neighbors;
342 	for (uint32 dir = 0; dir < 8; dir++) {
343 		MapCoord this_square = center.abs_coords(rel_x, rel_y); // initial square in first iteration
344 		vector<MapCoord>::iterator i = neighbors.begin();
345 		uint32 sorted = 0;
346 		for (; sorted < neighbors.size(); sorted++, i++) {
347 			MapCoord check_square = neighbors[sorted];
348 			if (target.distance(this_square) < target.distance(check_square)
349 			        && !party->is_anyone_at(check_square)) { // exclude squares with any other party member from being at the front of the list
350 				neighbors.insert(i, this_square);
351 				break;
352 			}
353 		}
354 		if (sorted == neighbors.size()) // place before end of the list
355 			neighbors.insert(neighbors.end(), this_square);
356 		DirFinder::get_adjacent_dir(rel_x, rel_y, 1);
357 	}
358 	return neighbors;
359 }
360 
361 /* This is like Actor::push_actor and exchanges positions with an actor, or
362  * moves them to a neighboring location. This method doesn't move the original
363  * "bumper" actor. When exchanging positions, the bumped character loses their
364  * turn.
365  * Characters can only be "bumped" within one move of their ORIGINAL square. It
366  * is illegal to bump someone into a CRITICAL or IMPOSSIBLE state.
367  * Returns true if the party member moved successfully.
368  */
bump_member(uint32 bumped_member_num,uint32 member_num)369 bool PartyPathFinder::bump_member(uint32 bumped_member_num, uint32 member_num) {
370 	if (member_num >= party->get_party_size())
371 		return false;
372 	Actor *actor = get_member(bumped_member_num).actor;
373 	if (actor->is_immobile())
374 		return false;
375 	Actor *push_actor = get_member(member_num).actor;
376 	MapCoord bump_from = party->get_location(bumped_member_num);
377 	MapCoord bump_target = party->get_formation_coords(bumped_member_num); // initial direction
378 	MapCoord member_loc = party->get_location(member_num);
379 	sint8 to_member_x = get_wrapped_rel_dir(member_loc.x, bump_from.x, member_loc.z); // to push_actor
380 	sint8 to_member_y = get_wrapped_rel_dir(member_loc.y, bump_from.y, member_loc.z);
381 
382 	// sort neighboring squares by distance to target (closest first)
383 	vector<MapCoord> neighbors;
384 	if (bump_target != bump_from)
385 		neighbors = get_neighbor_tiles(bump_from, bump_target);
386 	else { // sort by distance to leader
387 		MapCoord leader_loc = party->get_leader_location();
388 		neighbors = get_neighbor_tiles(bump_from, leader_loc);
389 	}
390 
391 	for (uint32 dir = 0; dir < 8; dir++) {
392 		sint8 rel_x = get_wrapped_rel_dir(neighbors[dir].x, bump_from.x, bump_from.z);
393 		sint8 rel_y = get_wrapped_rel_dir(neighbors[dir].y, bump_from.y, bump_from.z);
394 		// Since this direction is blocked, it will only be at the end of the
395 		// sorted list.
396 		if (rel_x == to_member_x && rel_y == to_member_y) {
397 			// Use special push() that ignores actors, and reduces moves left.
398 			actor->push(push_actor, ACTOR_PUSH_HERE);
399 			return true;
400 		} else if (move_member(bumped_member_num, rel_x, rel_y)) {
401 			// Reduce moves left so actor can't move (or get pushed) again.
402 			actor->set_moves_left(0);
403 			return true;
404 		}
405 	}
406 	return false;
407 }
408 
409 /* "Try a move", only if target is contiguous. */
move_member(uint32 member_num,sint16 relx,sint16 rely,bool ignore_position,bool can_bump,bool avoid_danger_tiles)410 bool PartyPathFinder::move_member(uint32 member_num, sint16 relx, sint16 rely, bool ignore_position, bool can_bump, bool avoid_danger_tiles) {
411 	/**Do not call with relx and rely set to 0.**/
412 	if (relx == 0 && rely == 0)
413 		return true;
414 	MapCoord member_loc = party->get_location(member_num);
415 	MapCoord target(member_loc);
416 	target = member_loc.abs_coords(relx, rely);
417 	Actor *actor = get_member(member_num).actor;
418 	ActorMoveFlags flags = ACTOR_IGNORE_MOVES;
419 	if (!avoid_danger_tiles)
420 		flags = flags | ACTOR_IGNORE_DANGER;
421 
422 	if (is_contiguous(member_num, target) || ignore_position) {
423 		if (actor->move(target.x, target.y, target.z, flags)) {
424 			actor->set_direction(relx, rely);
425 			return true;
426 		}
427 		if (actor->get_error()->err == ACTOR_BLOCKED_BY_ACTOR) {
428 			Actor *blocking_actor = actor->get_error()->blocking_actor;
429 			sint8 blocking_member_num = -1;
430 			if (blocking_actor)
431 				blocking_member_num = party->get_member_num(blocking_actor);
432 			if (blocking_member_num < sint32(member_num))
433 				return false; // blocked by an actor not in the party
434 			if (bump_member(uint32(blocking_member_num), member_num)
435 			        && actor->move(target.x, target.y, target.z, flags | ACTOR_IGNORE_MOVES)) {
436 				actor->set_direction(relx, rely);
437 				return true;
438 			}
439 		}
440 	}
441 	return false; // target is not contiguous, or move is blocked
442 }
443 
444 /* Use a better pathfinder to search for the leader. */
seek_leader(uint32 p)445 void PartyPathFinder::seek_leader(uint32 p) {
446 	Actor *actor = get_member(p).actor;
447 	MapCoord leader_loc = party->get_leader_location();
448 	ActorPathFinder *df = actor->get_pathfinder();
449 	if (!df) {
450 		df = new ActorPathFinder(actor, leader_loc);
451 		actor->set_pathfinder(df, new SeekPath);
452 	} else if (leader_moved()) // update target
453 		df->set_goal(leader_loc);
454 }
455 
end_seek(uint32 p)456 void PartyPathFinder::end_seek(uint32 p) {
457 	get_member(p).actor->delete_pathfinder();
458 }
459 
460 } // End of namespace Nuvie
461 } // End of namespace Ultima
462