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/*
* Paths.cc - Various pathfinding clients.
*
* Copyright (C) 2000-2001 The Exult Team
*
* 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 2 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, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include "paths.h"
#include "Astar.h"
#include "Zombie.h"
#include "gamewin.h"
#include "gamemap.h"
#include "actors.h"
/*
* Create for given NPC.
*/
Actor_pathfinder_client::Actor_pathfinder_client
(
Actor *n,
int d
) : dist(d), npc(n)
{
// +++++Shouldn't need this anymore?
set_move_flags(npc->get_type_flags());
}
/*
* Figure when to give up.
*/
int Actor_pathfinder_client::get_max_cost
(
int cost_to_goal // From estimate_cost().
)
{
int max_cost = 3*cost_to_goal;
Game_window *gwin = Game_window::get_instance();
// Do at least 3 screens width.
int min_max_cost = (gwin->get_width()/c_tilesize)*2*3;
return max_cost > min_max_cost ? max_cost : min_max_cost;
}
/*
* Figure cost going from one tile to an adjacent tile (for pathfinding).
*
* Output: Cost, or -1 if blocked.
* The 'tz' field in tile may be modified.
*/
int Actor_pathfinder_client::get_step_cost
(
Tile_coord from,
Tile_coord& to // The tile we're going to. The 'tz'
// field may be modified.
)
{
Game_window *gwin = Game_window::get_instance();
int cx = to.tx/c_tiles_per_chunk, cy = to.ty/c_tiles_per_chunk;
Map_chunk *olist = gwin->get_map()->get_chunk(cx, cy);
int tx = to.tx%c_tiles_per_chunk; // Get tile within chunk.
int ty = to.ty%c_tiles_per_chunk;
int cost = 1;
olist->setup_cache(); // Make sure cache is valid.
int water, poison; // Get tile info.
Actor::get_tile_info(0, gwin, olist, tx, ty, water, poison);
int old_lift = to.tz; // Might climb/descend.
if (npc->is_blocked(to, &from))
{ // Blocked, but check for a door.
Game_object *block = Game_object::find_door(to);
if (!block)
return -1;
if (!block->is_closed_door() ||
// Can't get past locked doors.
block->get_framenum()%4 >= 2)
return -1;
// Can't be either end of door.
Rectangle foot = block->get_footprint();
if (foot.h == 1 && (to.tx == foot.x || to.tx == foot.x +
foot.w - 1))
return -1;
else if (foot.w == 1 && (to.ty == foot.y || to.ty == foot.y +
foot.h - 1))
return -1;
if (foot.has_point(from.tx, from.ty))
return -1; // Don't walk within doorway.
cost++; // But try to avoid them.
}
if (old_lift != to.tz)
cost++;
// On the diagonal?
if (from.tx != to.tx || from.ty != to.ty)
cost *= 3; // Make it 50% more expensive.
else
cost *= 2;
if (poison && to.tz == 0)
cost *= 2; // And avoid poison if possible.
// Get 'flat' shapenum.
ShapeID flat = olist->get_flat(tx, ty);
int shapenum = flat.get_shapenum();
if (shapenum == 24) // Cobblestone path in BlackGate?
{
int framenum = flat.get_framenum();
if (framenum <= 1)
cost--;
}
return (cost);
}
/*
* Estimate cost from one point to another.
*/
int Actor_pathfinder_client::estimate_cost
(
Tile_coord& from,
Tile_coord& to
)
{
int dx = to.tx - from.tx;
if (dx < -c_num_tiles/2) // Wrap around the world.
dx += c_num_tiles;
else if (dx < 0)
dx = -dx;
int dy = to.ty - from.ty;
if (dy < -c_num_tiles/2)
dy += c_num_tiles;
else if (dy < 0)
dy = -dy;
int larger, smaller; // Start with larger.
if (dy <= dx)
{
larger = dx;
smaller = dy;
}
else
{
larger = dy;
smaller = dx;
}
return (2*larger + smaller); // Straight = 2, diag = 3.
}
/*
* Is tile at goal?
*/
int Actor_pathfinder_client::at_goal
(
Tile_coord& tile,
Tile_coord& goal
)
{
return tile.distance(goal) <= dist &&
(goal.tz == -1 || tile.tz == goal.tz);
}
/*
* Estimate cost from one point to another.
*/
int Onecoord_pathfinder_client::estimate_cost
(
Tile_coord& from,
Tile_coord& to // Should be the goal.
)
{
if (to.tx == -1) // Just care about Y?
{ // Cost = 2/tile.
int dy = to.ty - from.ty;
if (dy < -c_num_tiles/2)
dy += c_num_tiles;
else if (dy < 0)
dy = -dy;
return (2*dy);
}
else if (to.ty == -1)
{
int dx = to.tx - from.tx;
if (dx < -c_num_tiles/2)
dx += c_num_tiles;
else if (dx < 0)
dx = -dx;
return (2*dx);
}
else // Shouldn't get here.
return Actor_pathfinder_client::estimate_cost(from, to);
}
/*
* Is tile at goal?
*/
int Onecoord_pathfinder_client::at_goal
(
Tile_coord& tile,
Tile_coord& goal
)
{
return ((goal.tx == -1 || tile.tx == goal.tx) &&
(goal.ty == -1 || tile.ty == goal.ty) &&
(goal.tz == -1 || tile.tz == goal.tz));
}
/*
* Client to get offscreen.
*/
Offscreen_pathfinder_client::Offscreen_pathfinder_client
(
Actor *n
) : Actor_pathfinder_client(n), screen(
Game_window::get_instance()->get_win_tile_rect().enlarge(3)),
best(-1, -1, -1)
{
}
/*
* Client to get offscreen.
*/
Offscreen_pathfinder_client::Offscreen_pathfinder_client
(
Actor *n,
Tile_coord b // Best offscreen pt. to aim for.
) : Actor_pathfinder_client(n), screen(
Game_window::get_instance()->get_win_tile_rect().enlarge(3)),
best(b)
{
if (best.tx != -1) // Scale (roughly) to edge of screen.
{
Rectangle scr =
Game_window::get_instance()->get_win_tile_rect();
// Get center.
int cx = scr.x + scr.w/2, cy = scr.y + scr.h/2;
// More than 4 screens away?
if (best.distance(Tile_coord(cx, cy, 0)) > 4*scr.w)
{
best.tx = best.ty = -1;
return;
}
if (best.tx > cx + scr.w)
// Too far to right of screen.
best.tx = scr.x + scr.w + 1;
else if (best.tx < cx - scr.w)
best.tx = scr.x - 1;
if (best.ty > cy + scr.h)
best.ty = scr.y + scr.h + 1;
else if (best.ty < cy - scr.h)
best.ty = scr.y - 1;
// Give up if it doesn't look right.
if (best.distance(Tile_coord(cx, cy, 0)) > scr.w)
best.tx = best.ty = -1;
}
}
/*
* Figure cost going from one tile to an adjacent tile (for pathfinding).
*
* Output: Cost, or -1 if blocked.
* The 'tz' field in tile may be modified.
*/
int Offscreen_pathfinder_client::get_step_cost
(
Tile_coord from,
Tile_coord& to // The tile we're going to. The 'tz'
// field may be modified.
)
{
int cost = Actor_pathfinder_client::get_step_cost(from, to);
if (cost == -1)
return cost;
if (best.tx != -1) // Penalize for moving away from best.
{
if ((to.tx - from.tx)*(best.tx - from.tx) < 0)
cost++;
if ((to.ty - from.ty)*(best.ty - from.ty) < 0)
cost++;
}
return cost;
}
/*
* Estimate cost from one point to another.
*/
int Offscreen_pathfinder_client::estimate_cost
(
Tile_coord& from,
Tile_coord& to // Should be the goal.
)
{
if (best.tx != -1) // Off-screen goal?
return Actor_pathfinder_client::estimate_cost(from, best);
//++++++World-wrapping here????
int dx = from.tx - screen.x; // Figure shortest dist.
int dx1 = screen.x + screen.w - from.tx;
if (dx1 < dx)
dx = dx1;
int dy = from.ty - screen.y;
int dy1 = screen.y + screen.h - from.ty;
if (dy1 < dy)
dy = dy1;
int cost = dx < dy ? dx : dy;
if (cost < 0)
cost = 0;
if (to.tz != -1 && from.tz != to.tz)
cost++;
return 2*cost;
}
/*
* Is tile at goal?
*/
int Offscreen_pathfinder_client::at_goal
(
Tile_coord& tile,
Tile_coord& goal
)
{
return !screen.has_point(tile.tx - tile.tz/2, tile.ty - tile.tz/2);//&&
// Z-coord shouldn't matter.
// (goal.tz == -1 || tile.tz == goal.tz);
}
/*
* Figure when to give up.
*/
int Fast_pathfinder_client::get_max_cost
(
int cost_to_goal // From estimate_cost().
)
{
int max_cost = 2*cost_to_goal; // Don't try too hard.
if (max_cost < 8)
max_cost = 8;
else if (max_cost > 64)
max_cost = 64;
return max_cost;
}
/*
* Figure cost going from one tile to an adjacent tile (for pathfinding).
*
* Output: Cost, or -1 if blocked.
* The 'tz' field in tile may be modified.
*/
int Fast_pathfinder_client::get_step_cost
(
Tile_coord from,
Tile_coord& to // The tile we're going to. The 'tz'
// field may be modified.
)
{
Game_window *gwin = Game_window::get_instance();
int cx = to.tx/c_tiles_per_chunk, cy = to.ty/c_tiles_per_chunk;
Map_chunk *olist = gwin->get_map()->get_chunk(cx, cy);
int tx = to.tx%c_tiles_per_chunk; // Get tile within chunk.
int ty = to.ty%c_tiles_per_chunk;
olist->setup_cache(); // Make sure cache is valid.
int new_lift; // Might climb/descend.
// For now, look at 1 tile's height,
// and step up/down 2 (needed for SI
// Crystal Ball).
if (olist->is_blocked(1, to.tz, tx, ty, new_lift, get_move_flags(),
2, 2))
return -1;
to.tz = new_lift; // (I don't think we should do this
// above...)
return 1;
}
/*
* Estimate cost from one point to another.
*/
int Fast_pathfinder_client::estimate_cost
(
Tile_coord& from,
Tile_coord& to
)
{
return from.distance(to); // Distance() does world-wrapping.
}
/*
* Is tile at goal?
*/
int Fast_pathfinder_client::at_goal
(
Tile_coord& tile,
Tile_coord& goal
)
{
if (tile.distance(goal) > dist)
return 0; // Not close enough.
int dz = tile.tz - goal.tz; // Want to be within 1 story.
return dz <= 5 && dz >= -5;
}
/*
* Just test to see if an object can be grabbed.
*/
int Fast_pathfinder_client::is_grabable
(
Tile_coord from, // From this spot.
Tile_coord to // To this spot.
)
{
//No. from.tz = to.tz; // Just look along dest's lift.
if (from.distance(to) <= 1)
return 1; // Already okay.
Fast_pathfinder_client client(1,
Game_window::get_instance()->get_main_actor()->get_type_flags());
Astar path;
return path.NewPath(from, to, &client);
}
/*
* Check for an unblocked straight path.
* NOTE1: This really has nothing to do with Fast_pathfinder_client.
* NOTE2: This version doesn't check the z-coord at all.
*/
int Fast_pathfinder_client::is_straight_path
(
Tile_coord from, // From this spot.
Tile_coord to // To this spot.
)
{
to.tz = from.tz; // ++++++For now.
Zombie path;
if (!path.NewPath(from, to, 0)) // Should always succeed.
return 0;
Tile_coord t; // Check each tile.
bool done;
while (path.GetNextStep(t, done))
if (t != from && t != to && Map_chunk::is_blocked(t))
return 0; // Blocked.
return 1; // Looks okay.
}
/*
* Create client for getting within a desired distance of a
* destination.
*/
Monster_pathfinder_client::Monster_pathfinder_client
(
Actor *npc, // 'Monster'.
Tile_coord dest,
int dist
) : Fast_pathfinder_client(dist), destbox(dest.tx, dest.ty, 0, 0)
{
intelligence = npc->get_property(Actor::intelligence);
Shape_info& info1 = npc->get_info();
axtiles = info1.get_3d_xtiles();
aytiles = info1.get_3d_ytiles();
aztiles = info1.get_3d_height();
set_move_flags(npc->get_type_flags());
destbox.enlarge(dist); // How close we need to get.
}
/*
* Create client for combat pathfinding.
*/
Monster_pathfinder_client::Monster_pathfinder_client
(
Actor *attacker,
int reach, // Weapon reach in tiles.
Game_object *opponent
) : Fast_pathfinder_client(reach), destbox(0, 0, 0, 0)
{
intelligence = attacker->get_property(Actor::intelligence);
Shape_info& info1 = attacker->get_info();
axtiles = info1.get_3d_xtiles();
aytiles = info1.get_3d_ytiles();
aztiles = info1.get_3d_height();
if (!opponent)
return; // Means this isn't usable.
set_move_flags(attacker->get_type_flags());
Shape_info& info2 = opponent->get_info();
Tile_coord opos = opponent->get_tile();
int oxtiles = info2.get_3d_xtiles(), oytiles = info2.get_3d_ytiles();
destbox = Rectangle(opos.tx - oxtiles + 1, opos.ty - oytiles + 1,
oxtiles, oytiles);
destbox.enlarge(reach); // This is how close we need to get.
}
/*
* Figure when to give up.
*/
int Monster_pathfinder_client::get_max_cost
(
int cost_to_goal // From estimate_cost().
)
{
int max_cost = 2*cost_to_goal; // Don't try to hard.
int icost = 2 + 2*intelligence; // Limit by intelligence.
if (max_cost > icost) // Note: intel. ranges from 0 to 30.
max_cost = icost;
Game_window *gwin = Game_window::get_instance();
// Limit to 3/4 screen width.
int scost = ((3*gwin->get_width())/4)/c_tilesize;
if (max_cost > scost)
max_cost = scost;
if (max_cost < 15) // But not too small.
max_cost = 15;
return max_cost;
}
/*
* Is tile at goal?
*/
int Monster_pathfinder_client::at_goal
(
Tile_coord& tile,
Tile_coord& goal
)
{
int dz = tile.tz - goal.tz; // Got to be on same floor.
if (dz/5 != 0)
return 0;
Rectangle abox(tile.tx - axtiles + 1, tile.ty - aytiles + 1,
axtiles, aytiles);
return abox.intersects(destbox);
}
/*
* Figure cost going from one tile to an adjacent tile (for pathfinding).
*
* Output: Cost, or -1 if blocked.
* The 'tz' field in tile may be modified.
*/
int Monster_pathfinder_client::get_step_cost
(
Tile_coord from,
Tile_coord& to // The tile we're going to. The 'tz'
// field may be modified.
)
{
if (Map_chunk::is_blocked(axtiles, aytiles, aztiles,
from, to, get_move_flags()))
return -1;
else
return 1;
}
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