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https://github.com/libretro/scummvm.git
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582 lines
16 KiB
C++
582 lines
16 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 "glk/adrift/scare.h"
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#include "glk/adrift/scprotos.h"
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#include "glk/adrift/scgamest.h"
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namespace Glk {
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namespace Adrift {
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/* Trace flag, set before running. */
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static sc_bool npc_trace = FALSE;
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/*
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* npc_in_room()
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*
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* Return TRUE if a given NPC is currently in a given room.
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*/
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sc_bool npc_in_room(sc_gameref_t game, sc_int npc, sc_int room) {
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if (npc_trace) {
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sc_trace("NPC: checking NPC %ld in room %ld (NPC is in %ld)\n",
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npc, room, gs_npc_location(game, npc));
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}
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return gs_npc_location(game, npc) - 1 == room;
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}
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/*
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* npc_count_in_room()
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*
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* Return the count of characters in the room, including the player.
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*/
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sc_int npc_count_in_room(sc_gameref_t game, sc_int room) {
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sc_int count, npc;
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/* Start with the player. */
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count = gs_player_in_room(game, room) ? 1 : 0;
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/* Total up other NPCs inhabiting the room. */
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for (npc = 0; npc < gs_npc_count(game); npc++) {
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if (gs_npc_location(game, npc) - 1 == room)
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count++;
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}
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return count;
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}
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/*
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* npc_start_npc_walk()
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*
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* Start the given walk for the given NPC.
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*/
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void npc_start_npc_walk(sc_gameref_t game, sc_int npc, sc_int walk) {
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const sc_prop_setref_t bundle = gs_get_bundle(game);
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sc_vartype_t vt_key[6];
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sc_int movetime;
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/* Retrieve movetime 0 for the NPC walk. */
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vt_key[0].string = "NPCs";
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vt_key[1].integer = npc;
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vt_key[2].string = "Walks";
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vt_key[3].integer = walk;
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vt_key[4].string = "MoveTimes";
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vt_key[5].integer = 0;
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movetime = prop_get_integer(bundle, "I<-sisisi", vt_key) + 1;
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/* Set up walkstep. */
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gs_set_npc_walkstep(game, npc, walk, movetime);
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}
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/*
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* npc_turn_update()
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* npc_setup_initial()
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*
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* Set initial values for NPC states, and update on turns.
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*/
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void npc_turn_update(sc_gameref_t game) {
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sc_int index_;
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/* Set current values for NPC seen states. */
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for (index_ = 0; index_ < gs_npc_count(game); index_++) {
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if (!gs_npc_seen(game, index_)
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&& npc_in_room(game, index_, gs_playerroom(game)))
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gs_set_npc_seen(game, index_, TRUE);
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}
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}
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void npc_setup_initial(sc_gameref_t game) {
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const sc_prop_setref_t bundle = gs_get_bundle(game);
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sc_vartype_t vt_key[5];
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sc_int index_;
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/* Start any walks that do not depend on a StartTask */
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vt_key[0].string = "NPCs";
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for (index_ = 0; index_ < gs_npc_count(game); index_++) {
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sc_int walk;
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/* Set up invariant parts of the properties key. */
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vt_key[1].integer = index_;
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vt_key[2].string = "Walks";
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/* Process each walk, starting at the last and working backwards. */
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for (walk = gs_npc_walkstep_count(game, index_) - 1; walk >= 0; walk--) {
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sc_int starttask;
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/* If StartTask is zero, start walk at game start. */
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vt_key[3].integer = walk;
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vt_key[4].string = "StartTask";
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starttask = prop_get_integer(bundle, "I<-sisis", vt_key);
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if (starttask == 0)
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npc_start_npc_walk(game, index_, walk);
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}
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}
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/* Update seen flags for initial states. */
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npc_turn_update(game);
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}
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/*
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* npc_room_in_roomgroup()
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*
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* Return TRUE if a given room is in a given group.
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*/
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static sc_bool npc_room_in_roomgroup(sc_gameref_t game, sc_int room, sc_int group) {
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const sc_prop_setref_t bundle = gs_get_bundle(game);
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sc_vartype_t vt_key[4];
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sc_int member;
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/* Check roomgroup membership. */
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vt_key[0].string = "RoomGroups";
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vt_key[1].integer = group;
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vt_key[2].string = "List";
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vt_key[3].integer = room;
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member = prop_get_integer(bundle, "I<-sisi", vt_key);
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return member != 0;
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}
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/* List of direction names, for printing entry/exit messages. */
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static const sc_char *const DIRNAMES_4[] = {
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"the north", "the east", "the south", "the west", "above", "below",
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"inside", "outside",
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nullptr
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};
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static const sc_char *const DIRNAMES_8[] = {
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"the north", "the east", "the south", "the west", "above", "below",
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"inside", "outside",
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"the north-east", "the south-east", "the south-west", "the north-west",
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nullptr
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};
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/*
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* npc_random_adjacent_roomgroup_member()
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*
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* Return a random member of group adjacent to given room.
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*/
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static sc_int npc_random_adjacent_roomgroup_member(sc_gameref_t game, sc_int room, sc_int group) {
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const sc_prop_setref_t bundle = gs_get_bundle(game);
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sc_vartype_t vt_key[5];
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sc_bool eightpointcompass;
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sc_int roomlist[12], count, length, index_;
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/* If given room is "hidden", return nothing. */
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if (room == -1)
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return -1;
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/* How many exits to consider? */
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vt_key[0].string = "Globals";
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vt_key[1].string = "EightPointCompass";
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eightpointcompass = prop_get_boolean(bundle, "B<-ss", vt_key);
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if (eightpointcompass)
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length = sizeof(DIRNAMES_8) / sizeof(DIRNAMES_8[0]) - 1;
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else
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length = sizeof(DIRNAMES_4) / sizeof(DIRNAMES_4[0]) - 1;
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/* Poll adjacent rooms. */
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vt_key[0].string = "Rooms";
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vt_key[1].integer = room;
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vt_key[2].string = "Exits";
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count = 0;
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for (index_ = 0; index_ < length; index_++) {
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sc_int adjacent;
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vt_key[3].integer = index_;
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vt_key[4].string = "Dest";
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adjacent = prop_get_child_count(bundle, "I<-sisis", vt_key);
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if (adjacent > 0 && npc_room_in_roomgroup(game, adjacent - 1, group)) {
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roomlist[count] = adjacent - 1;
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count++;
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}
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}
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/* Return a random adjacent room, or -1 if nothing is adjacent. */
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return (count > 0) ? roomlist[sc_randomint(0, count - 1)] : -1;
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}
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/*
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* npc_announce()
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*
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* Helper for npc_tick_npc().
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*/
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static void npc_announce(sc_gameref_t game, sc_int npc, sc_int room, sc_bool is_exit, sc_int npc_room) {
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const sc_filterref_t filter = gs_get_filter(game);
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const sc_prop_setref_t bundle = gs_get_bundle(game);
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sc_vartype_t vt_key[5], vt_rvalue;
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const sc_char *text, *name, *const *dirnames;
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sc_int dir, dir_match;
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sc_bool eightpointcompass, showenterexit, found;
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/* If no announcement required, return immediately. */
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vt_key[0].string = "NPCs";
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vt_key[1].integer = npc;
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vt_key[2].string = "ShowEnterExit";
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showenterexit = prop_get_boolean(bundle, "B<-sis", vt_key);
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if (!showenterexit)
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return;
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/* Get exit or entry text, and NPC name. */
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vt_key[2].string = is_exit ? "ExitText" : "EnterText";
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text = prop_get_string(bundle, "S<-sis", vt_key);
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vt_key[2].string = "Name";
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name = prop_get_string(bundle, "S<-sis", vt_key);
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/* Decide on four or eight point compass names list. */
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vt_key[0].string = "Globals";
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vt_key[1].string = "EightPointCompass";
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eightpointcompass = prop_get_boolean(bundle, "B<-ss", vt_key);
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dirnames = eightpointcompass ? DIRNAMES_8 : DIRNAMES_4;
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/* Set invariant key for room exit search. */
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vt_key[0].string = "Rooms";
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vt_key[1].integer = room;
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vt_key[2].string = "Exits";
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/* Find the room exit that matches the NPC room. */
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found = FALSE;
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dir_match = 0;
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for (dir = 0; dirnames[dir]; dir++) {
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vt_key[3].integer = dir;
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if (prop_get(bundle, "I<-sisi", &vt_rvalue, vt_key)) {
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sc_int dest;
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/* Get room's direction destination, and compare. */
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vt_key[4].string = "Dest";
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dest = prop_get_integer(bundle, "I<-sisis", vt_key) - 1;
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if (dest == npc_room) {
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dir_match = dir;
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found = TRUE;
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break;
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}
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}
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}
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/* Print NPC exit/entry details. */
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pf_buffer_character(filter, '\n');
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pf_new_sentence(filter);
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pf_buffer_string(filter, name);
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pf_buffer_character(filter, ' ');
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pf_buffer_string(filter, text);
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if (found) {
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pf_buffer_string(filter, is_exit ? " to " : " from ");
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pf_buffer_string(filter, dirnames[dir_match]);
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}
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pf_buffer_string(filter, ".\n");
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/* Handle any associated resource. */
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vt_key[0].string = "NPCs";
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vt_key[1].integer = npc;
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vt_key[2].string = "Res";
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vt_key[3].integer = is_exit ? 3 : 2;
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res_handle_resource(game, "sisi", vt_key);
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}
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/*
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* npc_tick_npc_walk()
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*
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* Helper for npc_tick_npc().
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*/
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static void npc_tick_npc_walk(sc_gameref_t game, sc_int npc, sc_int walk) {
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const sc_prop_setref_t bundle = gs_get_bundle(game);
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sc_vartype_t vt_key[6];
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sc_int roomgroups, movetimes, walkstep, start, dest, destnum;
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sc_int chartask, objecttask;
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if (npc_trace) {
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sc_trace("NPC: ticking NPC %ld, walk %ld: step %ld\n",
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npc, walk, gs_npc_walkstep(game, npc, walk));
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}
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/* Count roomgroups for later use. */
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vt_key[0].string = "RoomGroups";
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roomgroups = prop_get_child_count(bundle, "I<-s", vt_key);
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/* Get move times array length. */
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vt_key[0].string = "NPCs";
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vt_key[1].integer = npc;
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vt_key[2].string = "Walks";
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vt_key[3].integer = walk;
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vt_key[4].string = "MoveTimes";
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movetimes = prop_get_child_count(bundle, "I<-sisis", vt_key);
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/* Find a step to match the movetime. */
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for (walkstep = 0; walkstep < movetimes - 1; walkstep++) {
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sc_int movetime;
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vt_key[5].integer = walkstep + 1;
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movetime = prop_get_integer(bundle, "I<-sisisi", vt_key);
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if (gs_npc_walkstep(game, npc, walk) > movetime)
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break;
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}
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/* Sort out a destination. */
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dest = start = gs_npc_location(game, npc) - 1;
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vt_key[4].string = "Rooms";
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vt_key[5].integer = walkstep;
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destnum = prop_get_integer(bundle, "I<-sisisi", vt_key);
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if (destnum == 0) /* Hidden. */
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dest = -1;
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else if (destnum == 1) /* Follow player. */
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dest = gs_playerroom(game);
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else if (destnum < gs_room_count(game) + 2)
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dest = destnum - 2; /* To room. */
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else if (destnum < gs_room_count(game) + 2 + roomgroups) {
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sc_int initial;
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/* For roomgroup walks, move only if walksteps has just refreshed. */
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vt_key[4].string = "MoveTimes";
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vt_key[5].integer = 0;
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initial = prop_get_integer(bundle, "I<-sisisi", vt_key);
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if (gs_npc_walkstep(game, npc, walk) == initial) {
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sc_int group;
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group = destnum - 2 - gs_room_count(game);
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dest = npc_random_adjacent_roomgroup_member(game, start, group);
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if (dest == -1)
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dest = lib_random_roomgroup_member(game, group);
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}
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}
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/* See if the NPC actually moved. */
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if (start != dest) {
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if (npc_trace)
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sc_trace("NPC: walking NPC %ld moved to %ld\n", npc, dest);
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/* Move NPC to destination. */
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gs_set_npc_location(game, npc, dest + 1);
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/* Announce NPC movements, and handle meeting characters and objects. */
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if (gs_player_in_room(game, start))
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npc_announce(game, npc, start, TRUE, dest);
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else if (gs_player_in_room(game, dest))
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npc_announce(game, npc, dest, FALSE, start);
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}
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/* Handle meeting characters and objects. */
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vt_key[4].string = "CharTask";
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chartask = prop_get_integer(bundle, "I<-sisis", vt_key) - 1;
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if (chartask >= 0) {
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sc_int meetchar;
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/* Run meetchar task if appropriate. */
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vt_key[4].string = "MeetChar";
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meetchar = prop_get_integer(bundle, "I<-sisis", vt_key) - 1;
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if ((meetchar == -1 && gs_player_in_room(game, dest))
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|| (meetchar >= 0 && dest == gs_npc_location(game, meetchar) - 1)) {
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if (task_can_run_task(game, chartask))
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task_run_task(game, chartask, TRUE);
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}
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}
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vt_key[4].string = "ObjectTask";
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objecttask = prop_get_integer(bundle, "I<-sisis", vt_key) - 1;
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if (objecttask >= 0) {
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sc_int meetobject;
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/* Run meetobject task if appropriate. */
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vt_key[4].string = "MeetObject";
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meetobject = prop_get_integer(bundle, "I<-sisis", vt_key) - 1;
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if (meetobject >= 0 && obj_directly_in_room(game, meetobject, dest)) {
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if (task_can_run_task(game, objecttask))
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task_run_task(game, objecttask, TRUE);
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}
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}
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}
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/*
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* npc_tick_npc()
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*
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* Move an NPC one step along current walk.
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*/
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static void npc_tick_npc(sc_gameref_t game, sc_int npc) {
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const sc_prop_setref_t bundle = gs_get_bundle(game);
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sc_vartype_t vt_key[6];
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sc_int walk;
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sc_bool has_moved = FALSE;
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if (npc_trace)
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sc_trace("NPC: ticking NPC %ld\n", npc);
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/* Set up invariant key parts. */
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vt_key[0].string = "NPCs";
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vt_key[1].integer = npc;
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vt_key[2].string = "Walks";
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/* Find active walk, and if any found, make a step along it. */
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for (walk = gs_npc_walkstep_count(game, npc) - 1; walk >= 0; walk--) {
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sc_int starttask, stoppingtask;
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/* Ignore finished walks. */
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if (gs_npc_walkstep(game, npc, walk) <= 0)
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continue;
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/* Get start task. */
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vt_key[3].integer = walk;
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vt_key[4].string = "StartTask";
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starttask = prop_get_integer(bundle, "I<-sisis", vt_key) - 1;
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/*
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* Check that the starter is still complete, and if not, stop walk.
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* Then keep on looking for an active walk.
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*/
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if (starttask >= 0 && !gs_task_done(game, starttask)) {
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if (npc_trace)
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sc_trace("NPC: stopping NPC %ld walk, start task undone\n", npc);
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gs_set_npc_walkstep(game, npc, walk, -1);
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continue;
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}
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/* Get stopping task. */
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vt_key[4].string = "StoppingTask";
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stoppingtask = prop_get_integer(bundle, "I<-sisis", vt_key) - 1;
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/*
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* If any stopping task has completed, ignore this walk but don't
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* actually finish it; more like an event pauser, then.
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*
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* TODO Is this right?
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*/
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if (stoppingtask >= 0 && gs_task_done(game, stoppingtask)) {
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if (npc_trace)
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sc_trace("NPC: ignoring NPC %ld walk, stop task done\n", npc);
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continue;
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}
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/* Decrement steps. */
|
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gs_decrement_npc_walkstep(game, npc, walk);
|
|
|
|
/* If we just hit a walk end, loop if called for. */
|
|
if (gs_npc_walkstep(game, npc, walk) == 0) {
|
|
sc_bool is_loop;
|
|
|
|
/* If walk is a loop, restart it. */
|
|
vt_key[4].string = "Loop";
|
|
is_loop = prop_get_boolean(bundle, "B<-sisis", vt_key);
|
|
if (is_loop) {
|
|
vt_key[4].string = "MoveTimes";
|
|
vt_key[5].integer = 0;
|
|
gs_set_npc_walkstep(game, npc, walk,
|
|
prop_get_integer(bundle,
|
|
"I<-sisisi", vt_key));
|
|
} else
|
|
gs_set_npc_walkstep(game, npc, walk, -1);
|
|
}
|
|
|
|
/*
|
|
* If not yet made a move on this walk, make one, and once made, make
|
|
* no other
|
|
*/
|
|
if (!has_moved) {
|
|
npc_tick_npc_walk(game, npc, walk);
|
|
has_moved = TRUE;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
* npc_tick_npcs()
|
|
*
|
|
* Move each NPC one step along current walk.
|
|
*/
|
|
void npc_tick_npcs(sc_gameref_t game) {
|
|
const sc_prop_setref_t bundle = gs_get_bundle(game);
|
|
const sc_gameref_t undo = game->undo;
|
|
sc_int npc;
|
|
|
|
/*
|
|
* Compare the player location to last turn, to see if the player has moved
|
|
* this turn. If moved, look for meetings with NPCs.
|
|
*
|
|
* TODO Is this the right place to do this. After ticking each NPC, rather
|
|
* than before, seems more appropriate. But the messages come out in the
|
|
* right order by putting it here.
|
|
*
|
|
* Also, note that we take the shortcut of using the undo gamestate here,
|
|
* rather than properly recording the prior location of the player, and
|
|
* perhaps also NPCs, in the live gamestate.
|
|
*/
|
|
if (undo && !gs_player_in_room(undo, gs_playerroom(game))) {
|
|
for (npc = 0; npc < gs_npc_count(game); npc++) {
|
|
sc_int walk;
|
|
|
|
/* Iterate each NPC's walks. */
|
|
for (walk = gs_npc_walkstep_count(game, npc) - 1; walk >= 0; walk--) {
|
|
sc_vartype_t vt_key[5];
|
|
sc_int chartask;
|
|
|
|
/* Ignore finished walks. */
|
|
if (gs_npc_walkstep(game, npc, walk) <= 0)
|
|
continue;
|
|
|
|
/* Retrieve any character meeting task for the NPC. */
|
|
vt_key[0].string = "NPCs";
|
|
vt_key[1].integer = npc;
|
|
vt_key[2].string = "Walks";
|
|
vt_key[3].integer = walk;
|
|
vt_key[4].string = "CharTask";
|
|
chartask = prop_get_integer(bundle, "I<-sisis", vt_key) - 1;
|
|
if (chartask >= 0) {
|
|
sc_int meetchar;
|
|
|
|
/* Run meetchar task if appropriate. */
|
|
vt_key[4].string = "MeetChar";
|
|
meetchar = prop_get_integer(bundle, "I<-sisis", vt_key) - 1;
|
|
if (meetchar == -1 &&
|
|
gs_player_in_room(game, gs_npc_location(game, npc) - 1)) {
|
|
if (task_can_run_task(game, chartask))
|
|
task_run_task(game, chartask, TRUE);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Iterate and tick each individual NPC. */
|
|
for (npc = 0; npc < gs_npc_count(game); npc++)
|
|
npc_tick_npc(game, npc);
|
|
}
|
|
|
|
|
|
/*
|
|
* npc_debug_trace()
|
|
*
|
|
* Set NPC tracing on/off.
|
|
*/
|
|
void npc_debug_trace(sc_bool flag) {
|
|
npc_trace = flag;
|
|
}
|
|
|
|
} // End of namespace Adrift
|
|
} // End of namespace Glk
|