scummvm/engines/glk/adrift/scnpcs.cpp
2021-12-26 18:48:43 +01:00

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