scummvm/engines/saga2/task.cpp

5331 lines
146 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 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
* aint32 with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*
* Based on the original sources
* Faery Tale II -- The Halls of the Dead
* (c) 1993-1996 The Wyrmkeep Entertainment Co.
*/
#define FORBIDDEN_SYMBOL_ALLOW_ALL // FIXME: Remove
#include "saga2/std.h"
#include "saga2/fta.h"
#include "saga2/cmisc.h"
#include "saga2/actor.h"
#include "saga2/task.h"
#include "saga2/motion.h"
#include "saga2/band.h"
#include "saga2/sensor.h"
#include "saga2/tilemode.h"
#include "saga2/savefile.h"
#include "saga2/tile.h"
namespace Saga2 {
bool actorTasksPaused;
/* ===================================================================== *
Prototypes
* ===================================================================== */
// Reconstruct a Task from an archive buffer
void *constructTask(TaskID id, void *buf);
// Return the number of bytes necessary to create an archive of the
// specified Task
int32 taskArchiveSize(Task *t);
// Create an archive of the specified Task in the specified buffer
void *archiveTask(Task *t, void *buf);
#if DEBUG
// Debugging function used to check the integrity of the global task
// list
void checkTaskListIntegrity(void);
#endif
/* ===================================================================== *
Utility functions
* ===================================================================== */
//----------------------------------------------------------------------
// Compute a repulsion vector based on an array of repulsor vectors
TilePoint computeRepulsionVector(
TilePoint *repulsorVectorArray,
int16 *repulsorStrengthArray,
int numRepulsors) {
int i;
TilePoint repulsionVector(0, 0, 0);
for (i = 0; i < numRepulsors; i++) {
int16 repulsorWeight,
repulsorDist;
repulsorDist = repulsorVectorArray[i].quickHDistance()
+ abs(repulsorVectorArray[i].z);
repulsorWeight =
repulsorDist != 0
? 64 * 64 / (repulsorDist * repulsorDist)
: 64 * 64;
repulsionVector +=
(-repulsorVectorArray[i]
* repulsorStrengthArray[i]
* repulsorWeight)
/ 16;
}
return repulsionVector;
}
/* ===================================================================== *
TaskStackList class
* ===================================================================== */
const int numTaskStacks = 32;
// Manages the memory used for the TaskStack's. There will
// only be one global instantiation of this class
class TaskStackList {
#if DEBUG
friend void checkTaskListIntegrity(void);
#endif
struct TaskStackPlaceHolder : public DNode {
uint8 buf[sizeof(TaskStack)];
TaskStackPlaceHolder *nextDeletion; // Pointer to next in lazy deletion list
bool deleted; // Deletion indicator
TaskStack *getTaskStack(void) {
return (TaskStack *)&buf;
}
};
DList list, // active TaskStacks
free; // inactive TaskStacks
TaskStackPlaceHolder array[numTaskStacks];
bool lazyDelete; // Flag indicating lazy deletion mode
TaskStackPlaceHolder *deletionList; // Singly linked list of all task stack
// placed holders marked for deletion
public:
// Constructor -- initial construction
TaskStackList(void);
// Destructor
~TaskStackList(void);
// Reconstruct from an archive buffer
void *restore(void *buf);
// Return the number of bytes needed to make an archive of the
// TaskStackList
int32 archiveSize(void);
// Make an archive of the TaskStackList in an archive buffer
void *archive(void *buf);
// Place a TaskStack from the inactive list into the active
// list.
void *newTaskStack(void);
void *newTaskStack(TaskStackID id);
// Place a TaskStack back into the inactive list.
void deleteTaskStack(void *p);
// Return the specified TaskStack's ID
TaskStackID getTaskStackID(TaskStack *ts) {
TaskStackPlaceHolder *tsp;
warning("FIXME: TaskStackList::getTaskStackID(): unsafe pointer arithmetics");
tsp = ((TaskStackPlaceHolder *)(
(uint8 *)ts
- offsetof(TaskStackPlaceHolder, buf)));
return tsp - array;
}
// Return a pointer to a TaskStack given a TaskStackID
TaskStack *getTaskStackAddress(TaskStackID id) {
assert(id >= 0 && id < numTaskStacks);
return array[id].getTaskStack();
}
// Run through the TaskStacks in the active list and update
// each.
void updateTaskStacks(void);
};
//----------------------------------------------------------------------
// TaskStackList constructor -- simply place each element the array in
// the inactive list
TaskStackList::TaskStackList(void) {
int i;
for (i = 0; i < elementsof(array); i++) {
array[i].deleted = false;
free.addTail(array[i]);
}
lazyDelete = false;
deletionList = NULL;
}
//----------------------------------------------------------------------
// TaskStackList destructor
TaskStackList::~TaskStackList(void) {
assert(!lazyDelete);
TaskStackPlaceHolder *tsp;
TaskStackPlaceHolder *nextTsp;
for (tsp = (TaskStackPlaceHolder *)list.first();
tsp != NULL;
tsp = nextTsp) {
// Save the address of the next in the list
nextTsp = (TaskStackPlaceHolder *)tsp->next();
delete tsp->getTaskStack();
}
}
//----------------------------------------------------------------------
// Reconstruct the TaskStackList from an archive buffer
void *TaskStackList::restore(void *buf) {
int16 i,
taskStackCount;
// Get the count of task stacks and increment the buffer pointer
taskStackCount = *((int16 *)buf);
buf = (int16 *)buf + 1;
// Iterate through the archive data, reconstructing the TaskStacks
for (i = 0; i < taskStackCount; i++) {
TaskStackID id;
TaskStack *ts;
// Retreive the TaskStack's id number
id = *((TaskStackID *)buf);
buf = (TaskStackID *)buf + 1;
ts = new (id) TaskStack(&buf);
// Plug this TaskStack into the Actor
ts->getActor()->curTask = ts;
}
return buf;
}
//----------------------------------------------------------------------
// Return the number of bytes necessary to archive this TaskStackList
int32 TaskStackList::archiveSize(void) {
int32 size = sizeof(int16);
TaskStackPlaceHolder *tsp;
for (tsp = (TaskStackPlaceHolder *)list.first();
tsp != NULL;
tsp = (TaskStackPlaceHolder *)tsp->next())
size += sizeof(TaskStackID) + tsp->getTaskStack()->archiveSize();
return size;
}
//----------------------------------------------------------------------
// Make an archive of the TaskStackList in an archive buffer
void *TaskStackList::archive(void *buf) {
int16 taskStackCount = 0;
TaskStackPlaceHolder *tsp;
// Count the active task stacks
for (tsp = (TaskStackPlaceHolder *)list.first();
tsp != NULL;
tsp = (TaskStackPlaceHolder *)tsp->next())
taskStackCount++;
// Store the task stack count in the archive buffer
*((int16 *)buf) = taskStackCount;
buf = (int16 *)buf + 1;
// Iterate through the task stacks, archiving each
for (tsp = (TaskStackPlaceHolder *)list.first();
tsp != NULL;
tsp = (TaskStackPlaceHolder *)tsp->next()) {
TaskStack *ts = tsp->getTaskStack();
// Store the TaskStack's id number
*((TaskStackID *)buf) = tsp - array;
buf = (TaskStackID *)buf + 1;
buf = ts->archive(buf);
}
return buf;
}
//----------------------------------------------------------------------
// Place a TaskStack into the active list and return its address
void *TaskStackList::newTaskStack(void) {
TaskStackPlaceHolder *tsp;
// Grab a stack place holder from the inactive list
tsp = (TaskStackPlaceHolder *)free.remHead();
if (tsp != NULL) {
// Link the stack place holder into the active list
list.addTail(*tsp);
return tsp->buf;
}
return NULL;
}
//----------------------------------------------------------------------
// Place a specific TaskStack into the active list and return its address
void *TaskStackList::newTaskStack(TaskStackID id) {
assert(id >= 0 && id < elementsof(array));
TaskStackPlaceHolder *tsp;
// Grab the stack place holder from the inactive list
tsp = (TaskStackPlaceHolder *)&array[id];
tsp->remove();
// Place the stack place holder into the active list
list.addTail(*tsp);
return tsp->buf;
}
//----------------------------------------------------------------------
// Remove the specified TaskStack from the active list and place it
// back into the inactive list
void TaskStackList::deleteTaskStack(void *p) {
TaskStackPlaceHolder *tsp;
warning("FIXME: TaskStackList::deleteTaskStack(): unsafe pointer arithmetics");
// Convert the pointer to the TaskStack to a pointer to the
// TaskStackPlaceHolder
tsp = (TaskStackPlaceHolder *)(
(uint8 *)p
- offsetof(TaskStackPlaceHolder, buf));
if (lazyDelete) {
tsp->deleted = true;
tsp->nextDeletion = deletionList;
deletionList = tsp;
} else {
// Remove the stack place holder from the active list
tsp->remove();
// Place it into the inactive list
free.addTail(*tsp);
}
}
//----------------------------------------------------------------------
// Iterate through all of the TaskStacks in the active list and call
// their update function
void TaskStackList::updateTaskStacks(void) {
TaskStackPlaceHolder *tsp;
// Make sure all deletions during task processing are lazy
lazyDelete = true;
for (tsp = (TaskStackPlaceHolder *)list.first();
tsp != NULL;
tsp = (TaskStackPlaceHolder *)tsp->next()) {
// Skip all task stacks which have been marked as deleted
if (tsp->deleted)
continue;
TaskStack *ts = tsp->getTaskStack();
TaskResult result;
// Update the task stack and delete it if it is done
if ((result = ts->update()) != taskNotDone) {
Actor *a = ts->getActor();
assert(a != NULL);
a->handleTaskCompletion(result);
}
}
// Process all lazy deletions
lazyDelete = false;
while (deletionList != NULL) {
TaskStackPlaceHolder *nextDeletion = deletionList->nextDeletion;
// Remove the stack place holder from the active list
deletionList->remove();
// Place it into the inactive list
free.addTail(*deletionList);
// Now that the real deletion has taken place reset the deleted
// flag
deletionList->deleted = false;
deletionList = nextDeletion;
}
}
/* ===================================================================== *
Global TaskStackList instantiation
* ===================================================================== */
// This is a statically allocated buffer large enough to hold a
// TaskStackList. The stackList is a TaskStackList reference to this
// area of memory. The reason that I did this in this manner is to
// prevent the TaskStackList constructor from being called until it is
// expicitly called using an overloaded new call. The overloaded new
// call will simply return a pointer to the stackListBuffer in order
// to construct the TaskStackList in place.
static uint8 stackListBuffer[sizeof(TaskStackList)];
static TaskStackList &stackList = *((TaskStackList *)stackListBuffer);
/* ===================================================================== *
Misc. task stack management functions
* ===================================================================== */
//----------------------------------------------------------------------
// Simply pass this call to the stackList member function,
// updateTaskStacks().
void updateActorTasks(void) {
if (!actorTasksPaused) stackList.updateTaskStacks();
#if DEBUG
checkTaskListIntegrity();
#endif
}
void pauseActorTasks(void) {
actorTasksPaused = true;
}
void resumeActorTasks(void) {
actorTasksPaused = false;
}
//----------------------------------------------------------------------
// Call the stackList member function newTaskStack() to get a pointer
// to a new TaskStack
void *newTaskStack(void) {
return stackList.newTaskStack();
}
void *newTaskStack(TaskStackID id) {
return stackList.newTaskStack(id);
}
//----------------------------------------------------------------------
// Call the stackList member function deleteTaskStack() to dispose of
// a previously allocated TaskStack
void deleteTaskStack(void *p) {
stackList.deleteTaskStack(p);
}
//----------------------------------------------------------------------
// Return the specified TaskStack's ID
TaskStackID getTaskStackID(TaskStack *ts) {
return stackList.getTaskStackID(ts);
}
//----------------------------------------------------------------------
// Return a pointer to a TaskStack given a TaskStackID
TaskStack *getTaskStackAddress(TaskStackID id) {
return stackList.getTaskStackAddress(id);
}
//----------------------------------------------------------------------
// Initialize the stackList
void initTaskStacks(void) {
// Simply call the TaskStackList default constructor
new (&stackList) TaskStackList;
}
//----------------------------------------------------------------------
// Save the stackList to a save file
void saveTaskStacks(SaveFileConstructor &saveGame) {
int32 archiveBufSize;
void *archiveBuffer;
archiveBufSize = stackList.archiveSize();
archiveBuffer = RNewPtr(archiveBufSize, NULL, "archive buffer");
if (archiveBuffer == NULL)
error("Unable to allocate task stack archive buffer");
stackList.archive(archiveBuffer);
saveGame.writeChunk(
MakeID('T', 'S', 'T', 'K'),
archiveBuffer,
archiveBufSize);
RDisposePtr(archiveBuffer);
}
//----------------------------------------------------------------------
// Load the stackList from a save file
void loadTaskStacks(SaveFileReader &saveGame) {
// If there is no saved data, simply call the default constructor
if (saveGame.getChunkSize() == 0) {
new (&stackList) TaskStackList;
return;
}
int32 archiveBufSize;
void *archiveBuffer;
void *bufferPtr;
archiveBufSize = saveGame.getChunkSize();
archiveBuffer = RNewPtr(archiveBufSize, NULL, "archive buffer");
if (archiveBuffer == NULL)
error("Unable to allocate task stack archive buffer");
// Read the archived task stack data
saveGame.read(archiveBuffer, archiveBufSize);
bufferPtr = archiveBuffer;
// Reconstruct stackList from archived data
new (&stackList) TaskStackList;
bufferPtr = stackList.restore(bufferPtr);
assert(bufferPtr == &((char *)archiveBuffer)[archiveBufSize]);
RDisposePtr(archiveBuffer);
}
//----------------------------------------------------------------------
// Cleanup the stackList
void cleanupTaskStacks(void) {
// Simply call stackList's destructor
stackList.~TaskStackList();
}
/* ===================================================================== *
TaskList class
* ===================================================================== */
const int numTasks = 64;
// Manages the memory used for the Task's. There will only be one
// global instantiation of this class
class TaskList {
struct TaskPlaceHolder : public DNode {
#if DEBUG
char *fileName;
int lineNo;
bool marked;
#endif
uint8 buf[maxTaskSize];
Task *getTask(void) {
return (Task *)&buf;
}
};
DList list, // active Tasks
free; // inactive Tasks
TaskPlaceHolder array[numTasks];
public:
// Constructor -- initial construction
TaskList(void);
// Destructor
~TaskList(void);
// Reconstruct from an archive buffer
void *restore(void *buf);
// Return the number of bytes necessary to archive this task list
// in a buffer
int32 archiveSize(void);
// Create an archive of the task list in an archive buffer
void *archive(void *buf);
#if DEBUG
// Place a Task from the inactive list into the active
// list.
void *newTask(char *file, int line);
void *newTask(char *file, int line, TaskID id);
#else
// Place a Task from the inactive list into the active
// list.
void *newTask(void);
void *newTask(TaskID id);
#endif
// Place a Task back into the inactive list.
void deleteTask(void *t);
// Return the specified Task's ID
TaskID getTaskID(Task *t) {
TaskPlaceHolder *tp;
warning("FIXME: TaskList::getTaskID(): unsafe pointer arithmetics");
tp = ((TaskPlaceHolder *)(
(uint8 *)t
- offsetof(TaskPlaceHolder, buf)));
return tp - array;
}
// Return a pointer to a Task given a TaskID
Task *getTaskAddress(TaskID id) {
assert(id >= 0 && id < numTasks);
return array[id].getTask();
}
#if DEBUG
// Mark the specified task
void markTask(Task *t) {
TaskPlaceHolder *tp;
warning("FIXME: TaskList::markTask(): unsafe pointer arithmetics");
tp = ((TaskPlaceHolder *)(
(uint8 *)t
- offsetof(TaskPlaceHolder, buf)));
tp->marked = true;
}
// Verify that all allocated tasks are marked
void checkMarks(void);
// Clear all debugging marks
void clearMarks(void);
#endif
};
//----------------------------------------------------------------------
// TaskList constructor -- simply place each element of the array in
// the inactive list
TaskList::TaskList(void) {
int i;
for (i = 0; i < elementsof(array); i++)
free.addTail(array[i]);
}
//----------------------------------------------------------------------
// TaskList destructor
TaskList::~TaskList(void) {
TaskPlaceHolder *tp;
TaskPlaceHolder *nextTP;
for (tp = (TaskPlaceHolder *)list.first();
tp != NULL;
tp = nextTP) {
// Save the address of the next in the list
nextTP = (TaskPlaceHolder *)tp->next();
delete tp->getTask();
}
}
//----------------------------------------------------------------------
// Reconstruct from an archive buffer
void *TaskList::restore(void *buf) {
assert(list.first() == NULL);
int16 i,
taskCount;
TaskPlaceHolder *tp;
// Get the count of tasks and increment the buffer pointer
taskCount = *((int16 *)buf);
buf = (int16 *)buf + 1;
// Iterate through the archive data, reconstructing the Tasks
for (i = 0; i < taskCount; i++) {
TaskID id;
// Retreive the Task's id number
id = *((TaskID *)buf);
buf = (TaskID *)buf + 1;
buf = constructTask(id, buf);
}
// Iterate through the Tasks to fixup the subtask pointers
for (tp = (TaskPlaceHolder *)list.first();
tp != NULL;
tp = (TaskPlaceHolder *)tp->next())
tp->getTask()->fixup();
return buf;
}
//----------------------------------------------------------------------
// Return the number of bytes necessary to archive this TaskList
int32 TaskList::archiveSize(void) {
int32 size = sizeof(int16);
TaskPlaceHolder *tp;
for (tp = (TaskPlaceHolder *)list.first();
tp != NULL;
tp = (TaskPlaceHolder *)tp->next())
size += sizeof(TaskID) + taskArchiveSize(tp->getTask());
return size;
}
//----------------------------------------------------------------------
// Make an archive of the TaskList in an archive buffer
void *TaskList::archive(void *buf) {
int16 taskCount = 0;
TaskPlaceHolder *tp;
// Count the active tasks
for (tp = (TaskPlaceHolder *)list.first();
tp != NULL;
tp = (TaskPlaceHolder *)tp->next())
taskCount++;
// Store the task count in the archive buffer
*((int16 *)buf) = taskCount;
buf = (int16 *)buf + 1;
// Iterate through the tasks, archiving each
for (tp = (TaskPlaceHolder *)list.first();
tp != NULL;
tp = (TaskPlaceHolder *)tp->next()) {
Task *t = tp->getTask();
// Store the Task's id number
*((TaskID *)buf) = tp - array;
buf = (TaskID *)buf + 1;
buf = archiveTask(t, buf);
}
return buf;
}
//----------------------------------------------------------------------
// Place a Task into the active list and return its address
#if DEBUG
void *TaskList::newTask(char *file, int line)
#else
void *TaskList::newTask(void)
#endif
{
TaskPlaceHolder *tp;
// Grab a task holder from the inactive list
tp = (TaskPlaceHolder *)free.remHead();
if (tp != NULL) {
#if DEBUG
tp->fileName = file;
tp->lineNo = line;
tp->marked = false;
#endif
// Place the place holder into the active list
list.addTail(*tp);
return tp->buf;
}
return NULL;
}
//----------------------------------------------------------------------
// Place a specific Task into the active list and return its address
#if DEBUG
void *TaskList::newTask(char *file, int line, TaskID id)
#else
void *TaskList::newTask(TaskID id)
#endif
{
assert(id >= 0 && id < elementsof(array));
TaskPlaceHolder *tp;
// Grab the task place holder from the inactive list
tp = (TaskPlaceHolder *)&array[id];
tp->remove();
#if DEBUG
tp->fileName = file;
tp->lineNo = line;
tp->marked = false;
#endif
// Place the place holder into the active list
list.addTail(*tp);
return tp->buf;
}
//----------------------------------------------------------------------
// Remove the specified Task from the active list and place it back
// into the inactive list
void TaskList::deleteTask(void *p) {
TaskPlaceHolder *tp;
warning("FIXME: TaskList::deleteTask(): unsafe pointer arithmetics");
// Convert the pointer to the Task to a pointer to the
// TaskPlaceHolder
tp = (TaskPlaceHolder *)(
(uint8 *)p
- offsetof(TaskPlaceHolder, buf));
// Remove the task place holder from the active list
tp->remove();
// Place it into the inactive list
free.addTail(*tp);
}
#if DEBUG
//----------------------------------------------------------------------
// Verify that all allocated tasks are marked
void TaskList::checkMarks(void) {
TaskPlaceHolder *tp;
for (tp = (TaskPlaceHolder *)list.first();
tp != NULL;
tp = (TaskPlaceHolder *)tp->next()) {
if (!tp->marked)
throw gError(
"Task leak detected: %05.5d \"%s\"\n",
tp->lineNo,
tp->fileName);
}
}
//----------------------------------------------------------------------
// Clear all debugging marks
void TaskList::clearMarks(void) {
TaskPlaceHolder *tp;
for (tp = (TaskPlaceHolder *)list.first();
tp != NULL;
tp = (TaskPlaceHolder *)tp->next())
tp->marked = false;
}
#endif
/* ===================================================================== *
Global TaskList instantiation
* ===================================================================== */
// This is a statically allocated buffer large enough to hold a TaskList.
// The taskList is a TaskList reference to this area of memory. The
// reason that I did this in this manner is to prevent the TaskList
// constructor from being called until it is expicitly called using an
// overloaded new call. The overloaded new call will simply return a
// pointer to the taskListBuffer in order to construct the TaskList in
// place.
static uint8 taskListBuffer[sizeof(TaskList)];
static TaskList &taskList = *((TaskList *)taskListBuffer);
/* ===================================================================== *
Misc. task management functions
* ===================================================================== */
//----------------------------------------------------------------------
// Call the taskList member function newTask() to get a pointer to a
// new TaskStack
#if DEBUG
void *newTask(char *file, int line) {
return taskList.newTask(file, line);
}
#else
void *newTask(void) {
return taskList.newTask();
}
#endif
#if DEBUG
void *newTask(char *file, int line, TaskID id) {
return taskList.newTask(file, line, id);
}
#else
void *newTask(TaskID id) {
return taskList.newTask(id);
}
#endif
//----------------------------------------------------------------------
// Call the taskList member function deleteTask() to dispose of a
// previously allocated TaskStack
void deleteTask(void *p) {
taskList.deleteTask(p);
}
//----------------------------------------------------------------------
// Return the specified Task's ID
TaskID getTaskID(Task *t) {
return taskList.getTaskID(t);
}
//----------------------------------------------------------------------
// Return a pointer to a Task given a TaskID
Task *getTaskAddress(TaskID id) {
return taskList.getTaskAddress(id);
}
//----------------------------------------------------------------------
// Initialize the taskList
void initTasks(void) {
// Simply call the default constructor for the task list
new (&taskList) TaskList;
}
//----------------------------------------------------------------------
// Save the taskList to save file
void saveTasks(SaveFileConstructor &saveGame) {
int32 archiveBufSize;
void *archiveBuffer;
void *bufferPtr;
archiveBufSize = taskList.archiveSize();
archiveBuffer = RNewPtr(archiveBufSize, NULL, "archive buffer");
if (archiveBuffer == NULL)
error("Unable to allocate task archive buffer");
bufferPtr = archiveBuffer;
bufferPtr = taskList.archive(bufferPtr);
assert((uint8 *)bufferPtr - (uint8 *)archiveBuffer == archiveBufSize);
saveGame.writeChunk(
MakeID('T', 'A', 'S', 'K'),
archiveBuffer,
archiveBufSize);
RDisposePtr(archiveBuffer);
}
//----------------------------------------------------------------------
// Load the taskList from a save file
void loadTasks(SaveFileReader &saveGame) {
// If there is no saved data, simply call the default constructor
if (saveGame.getChunkSize() == 0) {
new (&taskList) TaskList;
return;
}
int32 archiveBufSize;
void *archiveBuffer;
void *bufferPtr;
archiveBufSize = saveGame.getChunkSize();
archiveBuffer = RNewPtr(archiveBufSize, NULL, "archive buffer");
if (archiveBuffer == NULL)
error("Unable to allocate task archive buffer");
// Read the archived task data
saveGame.read(archiveBuffer, archiveBufSize);
bufferPtr = archiveBuffer;
// Reconstruct taskList from archived data
new (&taskList) TaskList;
bufferPtr = taskList.restore(bufferPtr);
assert(bufferPtr == &((char *)archiveBuffer)[archiveBufSize]);
RDisposePtr(archiveBuffer);
}
//----------------------------------------------------------------------
// Cleanup the taskList
void cleanupTasks(void) {
// Simply call the taskList's destructor
taskList.~TaskList();
}
//----------------------------------------------------------------------
// Reconstruct a Task from an archive buffer
void *constructTask(TaskID id, void *buf) {
int16 type;
// Get the Task type
type = *((int16 *)buf);
buf = (int16 *)buf + 1;
// Reconstruct the Task based upon the type
switch (type) {
case wanderTask:
new(id) WanderTask(&buf);
break;
case tetheredWanderTask:
new(id) TetheredWanderTask(&buf);
break;
case gotoLocationTask:
new(id) GotoLocationTask(&buf);
break;
case gotoRegionTask:
new(id) GotoRegionTask(&buf);
break;
case gotoObjectTask:
new(id) GotoObjectTask(&buf);
break;
case gotoActorTask:
new(id) GotoActorTask(&buf);
break;
case goAwayFromObjectTask:
new(id) GoAwayFromObjectTask(&buf);
break;
case goAwayFromActorTask:
new(id) GoAwayFromActorTask(&buf);
break;
case huntToBeNearLocationTask:
new(id) HuntToBeNearLocationTask(&buf);
break;
case huntToBeNearObjectTask:
new(id) HuntToBeNearObjectTask(&buf);
break;
case huntToPossessTask:
new(id) HuntToPossessTask(&buf);
break;
case huntToBeNearActorTask:
new(id) HuntToBeNearActorTask(&buf);
break;
case huntToKillTask:
new(id) HuntToKillTask(&buf);
break;
case huntToGiveTask:
new(id) HuntToGiveTask(&buf);
break;
case bandTask:
new(id) BandTask(&buf);
break;
case bandAndAvoidEnemiesTask:
new(id) BandAndAvoidEnemiesTask(&buf);
break;
case followPatrolRouteTask:
new(id) FollowPatrolRouteTask(&buf);
break;
case attendTask:
new(id) AttendTask(&buf);
break;
#if 0
case defendTask:
new(id) DefendTask(&buf);
break;
case parryTask:
new(id) ParryTask(&buf);
break;
#endif
}
return buf;
}
//----------------------------------------------------------------------
// Return the number of bytes necessary to create an archive of the
// specified Task
int32 taskArchiveSize(Task *t) {
return sizeof(int16) // Task type
+ t->archiveSize();
}
//----------------------------------------------------------------------
// Create an archive of the specified Task in the specified buffer
void *archiveTask(Task *t, void *buf) {
// Store the task's type
*((int16 *)buf) = t->getType();
buf = (int16 *)buf + 1;
// Store the task
buf = t->archive(buf);
return buf;
}
#if DEBUG
//----------------------------------------------------------------------
// Debugging function used to check the integrity of the global task
// list
void checkTaskListIntegrity(void) {
TaskStackList::TaskStackPlaceHolder *tsp;
// Clear all task marks
taskList.clearMarks();
// Iterate through all active task stacks and mark their associated
// tasks
for (tsp = (TaskStackList::TaskStackPlaceHolder *)stackList.list.first();
tsp != NULL;
tsp = (TaskStackList::TaskStackPlaceHolder *)tsp->next())
tsp->getTaskStack()->mark();
// Check the task marks
taskList.checkMarks();
}
#endif
/* ===================================================================== *
Task member functions
* ===================================================================== */
//----------------------------------------------------------------------
// Constructor -- reconstruct from an archive buffer
Task::Task(void **buf) {
void *bufferPtr = *buf;
// Place the stack ID into the stack pointer field
*((TaskStackID *)&stack) = *((TaskStackID *)bufferPtr);
*buf = (TaskStackID *)bufferPtr + 1;
}
//----------------------------------------------------------------------
// Fixup the Task pointers
void Task::fixup(void) {
// Convert the stack ID to a stack pointer
stack = getTaskStackAddress(*((TaskStackID *)&stack));
}
//----------------------------------------------------------------------
// Return the number of bytes necessary to create an archive of this
// object's data
inline int32 Task::archiveSize(void) const {
return sizeof(TaskStackID); // stack's ID
}
//----------------------------------------------------------------------
// Create an archive of this object's data in an archive buffer
void *Task::archive(void *buf) const {
*((TaskStackID *)buf) = getTaskStackID(stack);
return (TaskStackID *)buf + 1;
}
#if DEBUG
void *Task::operator new (size_t sz, char *file, int line) {
assert(sz <= maxTaskSize);
return newTask(file, line);
}
void *Task::operator new (size_t sz, char *file, int line, TaskID id) {
assert(sz <= maxTaskSize);
return newTask(file, line, id);
}
#endif
#if DEBUG
//----------------------------------------------------------------------
// Debugging function used to mark this task and any sub tasks as being
// used. This is used to find task leaks.
void Task::mark(void) {
taskList.markTask(this);
}
#endif
/* ===================================================================== *
WanderTask member functions
* ===================================================================== */
//----------------------------------------------------------------------
// Constructor -- reconstruct from archive buffer
WanderTask::WanderTask(void **buf) : Task(buf) {
void *bufferPtr = *buf;
// Restore the paused flag
paused = *((bool *)bufferPtr);
bufferPtr = (bool *)bufferPtr + 1;
// Restore the counter
counter = *((int16 *)bufferPtr);
bufferPtr = (int16 *)bufferPtr + 1;
*buf = bufferPtr;
}
//----------------------------------------------------------------------
// Return the number of bytes needed to archive this object in
// a buffer
int32 WanderTask::archiveSize(void) const {
return Task::archiveSize()
+ sizeof(paused)
+ sizeof(counter);
}
//----------------------------------------------------------------------
// Create an archive of this object in a buffer
void *WanderTask::archive(void *buf) const {
// Let the base class archive its data
buf = Task::archive(buf);
// Store the paused flag
*((bool *)buf) = paused;
buf = (bool *)buf + 1;
// Store the counter
*((int16 *)buf) = counter;
buf = (int16 *)buf + 1;
return buf;
}
//----------------------------------------------------------------------
// Return an integer representing the type of this task
int16 WanderTask::getType(void) const {
return wanderTask;
}
//----------------------------------------------------------------------
void WanderTask::abortTask(void) {
// if the actor has a wander motion, abort it
MotionTask *actorMotion = stack->getActor()->moveTask;
if (actorMotion && actorMotion->isWander()) actorMotion->finishWalk();
}
//----------------------------------------------------------------------
TaskResult WanderTask::evaluate(void) {
// Wandering is never done. It must be stopped manually.
return taskNotDone;
}
//----------------------------------------------------------------------
TaskResult WanderTask::update(void) {
if (counter == 0) {
if (!paused)
pause();
else
wander();
} else
counter--;
return !paused ? handleWander() : handlePaused();
}
//----------------------------------------------------------------------
// Determine if the specified task is equivalent to this task
bool WanderTask::operator == (const Task &t) const {
return t.getType() == wanderTask;
}
//----------------------------------------------------------------------
// Update function used when task is not paused
TaskResult WanderTask::handleWander(void) {
MotionTask *actorMotion = stack->getActor()->moveTask;
// If the actor is not already wandering, start a wander motion
// task
if (!actorMotion
|| !actorMotion->isWander())
MotionTask::wander(*stack->getActor());
return taskNotDone;
}
//----------------------------------------------------------------------
// Set this task into the paused state
void WanderTask::pause(void) {
// Call abort to stop the wandering motion
abortTask();
paused = true;
counter = (g_vm->_rnd->getRandomNumber(63) + g_vm->_rnd->getRandomNumber(63)) / 2;
}
//----------------------------------------------------------------------
// Set this task into the wander state
void WanderTask::wander(void) {
paused = false;
counter = (g_vm->_rnd->getRandomNumber(255) + g_vm->_rnd->getRandomNumber(255)) / 2;
}
/* ===================================================================== *
TetheredWanderTask member functions
* ===================================================================== */
//----------------------------------------------------------------------
// Constructor -- reconstruct from archive buffer
TetheredWanderTask::TetheredWanderTask(void **buf) : WanderTask(buf) {
int16 *bufferPtr = (int16 *)*buf;
// Restore the tether coordinates
minU = *bufferPtr++;
minV = *bufferPtr++;
maxU = *bufferPtr++;
maxV = *bufferPtr++;
// Put the gotoTether ID into the gotoTether pointer field
*((TaskID *)&gotoTether) = *((TaskID *)bufferPtr);
bufferPtr = (int16 *)((TaskID *)bufferPtr + 1);
*buf = bufferPtr;
}
//----------------------------------------------------------------------
// Fixup the subtask pointers
void TetheredWanderTask::fixup(void) {
// Let the base class fixup it's pointers
WanderTask::fixup();
TaskID gotoTetherID = *((TaskID *)&gotoTether);
// Restore the gotoTether pointer
gotoTether = gotoTetherID != NoTask
? (GotoRegionTask *)getTaskAddress(gotoTetherID)
: NULL;
}
//----------------------------------------------------------------------
// Return the number of bytes needed to archive this object in a buffer
inline int32 TetheredWanderTask::archiveSize(void) const {
return WanderTask::archiveSize()
+ sizeof(minU)
+ sizeof(minU)
+ sizeof(minU)
+ sizeof(minU)
+ sizeof(TaskID); // gotoTether ID
}
//----------------------------------------------------------------------
// Create an archive of this object in a buffer
void *TetheredWanderTask::archive(void *buf) const {
// Let the base class archive its data
buf = WanderTask::archive(buf);
int16 *bufferPtr = (int16 *)buf;
// Archive tether coordinates
*bufferPtr++ = minU;
*bufferPtr++ = minV;
*bufferPtr++ = maxU;
*bufferPtr++ = maxV;
// Archive gotoTether ID
*((TaskID *)bufferPtr) = gotoTether != NULL
? getTaskID(gotoTether)
: NoTask;
return (TaskID *)bufferPtr + 1;
}
#if DEBUG
//----------------------------------------------------------------------
// Debugging function used to mark this task and any sub tasks as being
// used. This is used to find task leaks.
void TetheredWanderTask::mark(void) {
WanderTask::mark();
if (gotoTether != NULL)
gotoTether->mark();
}
#endif
//----------------------------------------------------------------------
// Return an integer representing the type of this task
int16 TetheredWanderTask::getType(void) const {
return tetheredWanderTask;
}
//----------------------------------------------------------------------
void TetheredWanderTask::abortTask(void) {
if (gotoTether != NULL) {
gotoTether->abortTask();
delete gotoTether;
gotoTether = NULL;
} else {
MotionTask *actorMotion = stack->getActor()->moveTask;
// if the actor has a tethered wander motion, abort it
if (actorMotion && actorMotion->isTethered())
actorMotion->finishWalk();
}
}
//----------------------------------------------------------------------
// Determine if the specified task is equivalent to this task
bool TetheredWanderTask::operator == (const Task &t) const {
if (t.getType() != tetheredWanderTask) return false;
TetheredWanderTask *taskPtr = (TetheredWanderTask *)&t;
return minU == taskPtr->minU && minV == taskPtr->minV
&& maxU == taskPtr->maxU && maxV == taskPtr->maxV;
}
//----------------------------------------------------------------------
// Update function used when task is not paused
TaskResult TetheredWanderTask::handleWander(void) {
Actor *a = stack->getActor();
TilePoint actorLoc = a->getLocation();
if (actorLoc.u < minU || actorLoc.u >= maxU
|| actorLoc.v < minV || actorLoc.v >= maxV) {
if (gotoTether != NULL)
gotoTether->update();
else {
gotoTether = new GotoRegionTask(stack, minU, minV, maxU, maxV);
if (gotoTether != NULL) gotoTether->update();
}
} else {
if (gotoTether != NULL) {
gotoTether->abortTask();
delete gotoTether;
gotoTether = NULL;
}
bool startWander = false;
TileRegion motionTether;
MotionTask *actorMotion = a->moveTask;
if (actorMotion) {
TileRegion motionTether = actorMotion->getTether();
startWander = ((!actorMotion->isWander())
|| motionTether.min.u != minU
|| motionTether.min.v != minV
|| motionTether.max.u != maxU
|| motionTether.max.v != maxV);
} else
startWander = true;
// If the actor is not already wandering, start a wander motion
// task
// JeffL - prevent null pointer reference
/*
if ( !actorMotion
|| !actorMotion->isWander()
|| motionTether.min.u != minU
|| motionTether.min.v != minV
|| motionTether.max.u != maxU
|| motionTether.max.v != maxV )
*/
if (startWander) {
TileRegion reg;
reg.min = TilePoint(minU, minV, 0);
reg.max = TilePoint(maxU, maxV, 0);
MotionTask::tetheredWander(*stack->getActor(), reg);
}
}
return taskNotDone;
}
/* ===================================================================== *
GotoTask member functions
* ===================================================================== */
//----------------------------------------------------------------------
// Constructor -- reconstruct from archive buffer
GotoTask::GotoTask(void **buf) : Task(buf) {
void *bufferPtr = *buf;
// Get the wander TaskID
*((TaskID *)&wander) = *((TaskID *)bufferPtr);
bufferPtr = (TaskID *)bufferPtr + 1;
// Restore prevRunState
prevRunState = *((bool *)bufferPtr);
*buf = (bool *)bufferPtr + 1;
}
//----------------------------------------------------------------------
// Fixup the subtask pointers
void GotoTask::fixup(void) {
// Let the base class fixup its pointers
Task::fixup();
TaskID wanderID = *((TaskID *)&wander);
// Convert wanderID to a Task pointer
wander = wanderID != NoTask
? (WanderTask *)getTaskAddress(wanderID)
: NULL;
}
//----------------------------------------------------------------------
// Return the number of bytes needed to archive this object in
// a buffer
inline int32 GotoTask::archiveSize(void) const {
return Task::archiveSize()
+ sizeof(TaskID) // wander ID
+ sizeof(prevRunState);
}
//----------------------------------------------------------------------
// Create an archive of this object in a buffer
void *GotoTask::archive(void *buf) const {
// Let the base class archive its data
buf = Task::archive(buf);
// Convert the wander Task pointer to a TaskID and store it
// in the buffer
*((TaskID *)buf) = wander != NULL ? getTaskID(wander) : NoTask;
buf = (TaskID *)buf + 1;
// Store prevRunState
*((bool *)buf) = prevRunState;
buf = (bool *)buf + 1;
return buf;
}
#if DEBUG
//----------------------------------------------------------------------
// Debugging function used to mark this task and any sub tasks as being
// used. This is used to find task leaks.
void GotoTask::mark(void) {
Task::mark();
if (wander != NULL)
wander->mark();
}
#endif
//----------------------------------------------------------------------
void GotoTask::abortTask(void) {
// If there is a wander subtask, delete it.
if (wander) {
wander->abortTask();
delete wander;
wander = NULL;
} else {
MotionTask *actorMotion = stack->getActor()->moveTask;
if (actorMotion && actorMotion->isWalk()) actorMotion->finishWalk();
}
}
//----------------------------------------------------------------------
TaskResult GotoTask::evaluate(void) {
// Determine if we have reach the target.
if (stack->getActor()->getLocation() == destination()) {
abortTask();
return taskSucceeded;
}
return taskNotDone;
}
//----------------------------------------------------------------------
TaskResult GotoTask::update(void) {
// Check to see if we have reached the target
{
TaskResult result = evaluate();
if (result != taskNotDone) return result;
}
Actor *const a = stack->getActor();
// Compute the immediate destination based upon wether or not the
// actor has a line of sight to the target.
TilePoint immediateDest = lineOfSight()
? destination()
: intermediateDest();
// If we have a destination, walk there, else wander
if (immediateDest != Nowhere) {
// If wandering, cut it out
if (wander != NULL) {
delete wander;
wander = NULL;
}
// Determine if there is aready a motion task, and if so,
// wether or not it needs to be modified.
MotionTask *actorMotion = a->moveTask;
TilePoint actorLoc = a->getLocation();
if (actorMotion != NULL && actorMotion->isWalkToDest()) {
bool runState = run();
TilePoint motionTarget = actorMotion->getTarget();
if ((actorLoc.u >> kTileUVShift)
== (immediateDest.u >> kTileUVShift)
&& (actorLoc.v >> kTileUVShift)
== (immediateDest.v >> kTileUVShift)) {
if (motionTarget != immediateDest
|| runState != prevRunState)
actorMotion->changeDirectTarget(
immediateDest,
prevRunState = runState);
} else {
if ((motionTarget.u >> kTileUVShift)
!= (immediateDest.u >> kTileUVShift)
|| (motionTarget.v >> kTileUVShift)
!= (immediateDest.v >> kTileUVShift)
|| abs(motionTarget.z - immediateDest.z) > 16
|| runState != prevRunState)
actorMotion->changeTarget(
immediateDest,
prevRunState = runState);
}
} else {
if ((actorLoc.u >> kTileUVShift)
== (immediateDest.u >> kTileUVShift)
&& (actorLoc.v >> kTileUVShift)
== (immediateDest.v >> kTileUVShift)) {
MotionTask::walkToDirect(
*a,
immediateDest,
prevRunState = run());
} else
MotionTask::walkTo(*a, immediateDest, prevRunState = run());
}
} else {
// If wandering, update the wander task else set up a new
// wander task
if (wander != NULL)
wander->update();
else {
wander = new WanderTask(stack);
if (wander != NULL) wander->update();
}
return taskNotDone;
}
return taskNotDone;
}
/* ===================================================================== *
GotoLocationTask member functions
* ===================================================================== */
//----------------------------------------------------------------------
// Constructor -- reconstruct from archive buffer
GotoLocationTask::GotoLocationTask(void **buf) : GotoTask(buf) {
void *bufferPtr = *buf;
// Restore the target location
targetLoc = *((TilePoint *)bufferPtr);
bufferPtr = (TilePoint *)bufferPtr + 1;
// Restore the runThreshold
runThreshold = *((uint8 *)bufferPtr);
bufferPtr = (uint8 *)bufferPtr + 1;
*buf = bufferPtr;
}
//----------------------------------------------------------------------
// Return the number of bytes needed to archive this object in
// a buffer
inline int32 GotoLocationTask::archiveSize(void) const {
return GotoTask::archiveSize()
+ sizeof(targetLoc)
+ sizeof(runThreshold);
}
//----------------------------------------------------------------------
// Create an archive of this object in a buffer
void *GotoLocationTask::archive(void *buf) const {
// Let the base class archive its data
buf = GotoTask::archive(buf);
// Archive the target location
*((TilePoint *)buf) = targetLoc;
buf = (TilePoint *)buf + 1;
// Archive the run threshold
*((uint8 *)buf) = runThreshold;
buf = (uint8 *)buf + 1;
return buf;
}
//----------------------------------------------------------------------
// Return an integer representing the type of this task
int16 GotoLocationTask::getType(void) const {
return gotoLocationTask;
}
//----------------------------------------------------------------------
// Determine if the specified task is equivalent to this task
bool GotoLocationTask::operator == (const Task &t) const {
if (t.getType() != gotoLocationTask) return false;
GotoLocationTask *taskPtr = (GotoLocationTask *)&t;
return targetLoc == taskPtr->targetLoc
&& runThreshold == taskPtr->runThreshold;
}
//----------------------------------------------------------------------
TilePoint GotoLocationTask::destination(void) {
// Simply return the target location
return targetLoc;
}
//----------------------------------------------------------------------
TilePoint GotoLocationTask::intermediateDest(void) {
// GotoLocationTask's never have an intermediate destination
return targetLoc;
}
//----------------------------------------------------------------------
bool GotoLocationTask::lineOfSight(void) {
// Let's pretend that there is always a line of sight to the
// target location
return true;
}
//----------------------------------------------------------------------
bool GotoLocationTask::run(void) {
TilePoint actorLoc = stack->getActor()->getLocation();
return runThreshold != maxuint8
? (targetLoc - actorLoc).quickHDistance() > runThreshold
|| abs(targetLoc.z - actorLoc.z) > runThreshold
: false;
}
/* ===================================================================== *
GotoRegionTask member functions
* ===================================================================== */
//----------------------------------------------------------------------
// Constructor -- reconstruct from archive buffer
GotoRegionTask::GotoRegionTask(void **buf) : GotoTask(buf) {
int16 *bufferPtr = (int16 *)*buf;
// Restore the region coordinates
regionMinU = *bufferPtr++;
regionMinV = *bufferPtr++;
regionMaxU = *bufferPtr++;
regionMaxV = *bufferPtr++;
*buf = bufferPtr;
}
//----------------------------------------------------------------------
// Return the number of bytes needed to archive this object in
// a buffer
inline int32 GotoRegionTask::archiveSize(void) const {
return GotoTask::archiveSize()
+ sizeof(regionMinU)
+ sizeof(regionMinV)
+ sizeof(regionMaxU)
+ sizeof(regionMaxV);
}
//----------------------------------------------------------------------
// Create an archive of this object in a buffer
void *GotoRegionTask::archive(void *buf) const {
// Let the base class archive its data
buf = GotoTask::archive(buf);
int16 *bufferPtr = (int16 *)buf;
// Archive the region coordinates
*bufferPtr++ = regionMinU;
*bufferPtr++ = regionMinV;
*bufferPtr++ = regionMaxU;
*bufferPtr++ = regionMaxV;
return bufferPtr;
}
//----------------------------------------------------------------------
// Return an integer representing the type of this task
int16 GotoRegionTask::getType(void) const {
return gotoRegionTask;
}
//----------------------------------------------------------------------
// Determine if the specified task is equivalent to this task
bool GotoRegionTask::operator == (const Task &t) const {
if (t.getType() != gotoRegionTask) return false;
GotoRegionTask *taskPtr = (GotoRegionTask *)&t;
return regionMinU == taskPtr->regionMinU
&& regionMinV == taskPtr->regionMinV
&& regionMaxU == taskPtr->regionMaxU
&& regionMaxV == taskPtr->regionMaxV;
}
TilePoint GotoRegionTask::destination(void) {
TilePoint actorLoc = stack->getActor()->getLocation();
return TilePoint(
clamp(regionMinU, actorLoc.u, regionMaxU - 1),
clamp(regionMinV, actorLoc.v, regionMaxV - 1),
actorLoc.z);
}
//----------------------------------------------------------------------
TilePoint GotoRegionTask::intermediateDest(void) {
return destination();
}
//----------------------------------------------------------------------
bool GotoRegionTask::lineOfSight(void) {
return true;
}
//----------------------------------------------------------------------
bool GotoRegionTask::run(void) {
return false;
}
/* ===================================================================== *
GotoObjectTargetTask member functions
* ===================================================================== */
//----------------------------------------------------------------------
// Constructor -- reconstruct from archive buffer
GotoObjectTargetTask::GotoObjectTargetTask(void **buf) : GotoTask(buf) {
void *bufferPtr = *buf;
// Restore lastTestedLoc and increment pointer
lastTestedLoc = *((TilePoint *)bufferPtr);
bufferPtr = (TilePoint *)bufferPtr + 1;
// Restore sightCtr and increment pointer
sightCtr = *((int16 *)bufferPtr);
bufferPtr = (int16 *)bufferPtr + 1;
// Restore the flags and increment pointer
flags = *((uint8 *)bufferPtr);
bufferPtr = (uint8 *)bufferPtr + 1;
// Restore lastKnownLoc
lastKnownLoc = *((TilePoint *)bufferPtr);
*buf = (TilePoint *)bufferPtr + 1;
}
//----------------------------------------------------------------------
// Return the number of bytes needed to archive this object in
// a buffer
inline int32 GotoObjectTargetTask::archiveSize(void) const {
return GotoTask::archiveSize()
+ sizeof(lastTestedLoc)
+ sizeof(sightCtr)
+ sizeof(flags)
+ sizeof(lastKnownLoc);
}
//----------------------------------------------------------------------
// Create an archive of this object in a buffer
void *GotoObjectTargetTask::archive(void *buf) const {
// Let the base class archive its data
buf = GotoTask::archive(buf);
// Archive lastTestedLoc and increment pointer
*((TilePoint *)buf) = lastTestedLoc;
buf = (TilePoint *)buf + 1;
// Archive sightCtr and increment pointer
*((int16 *)buf) = sightCtr;
buf = (int16 *)buf + 1;
// Archive the flags and increment pointer
*((uint8 *)buf) = flags;
buf = (uint8 *)buf + 1;
// Archive lastKnownLoc
*((TilePoint *)buf) = lastKnownLoc;
return (TilePoint *)buf + 1;
}
//----------------------------------------------------------------------
TilePoint GotoObjectTargetTask::destination(void) {
// Return the object's true location
return getObject()->getLocation();
}
//----------------------------------------------------------------------
TilePoint GotoObjectTargetTask::intermediateDest(void) {
// Return the last known location
return lastKnownLoc;
}
//----------------------------------------------------------------------
bool GotoObjectTargetTask::lineOfSight(void) {
if (flags & track) {
flags |= inSight;
lastKnownLoc = getObject()->getLocation();
} else {
Actor *a = stack->getActor();
GameObject *target = getObject();
ObjectID targetID = target->thisID();
TilePoint targetLoc = target->getLocation();
SenseInfo info;
// Determine if we need to retest the line of sight
if (flags & inSight) {
// If the object was previously in sight, retest the line of
// sight if the target has moved beyond a certain range from
// the last location it was tested at.
if ((targetLoc - lastTestedLoc).quickHDistance() > 25
|| abs(targetLoc.z - lastTestedLoc.z) > 25) {
if (a->canSenseSpecificObject(
info,
maxSenseRange,
targetID)
|| a->canSenseSpecificObjectIndirectly(
info,
maxSenseRange,
targetID))
flags |= inSight;
else
flags &= ~inSight;
lastTestedLoc = targetLoc;
}
} else {
// If the object was not privously in sight, retest the line
// of sight periodically
if (sightCtr == 0) {
sightCtr = sightRate;
if (a->canSenseSpecificObject(
info,
maxSenseRange,
targetID)
|| a->canSenseSpecificObjectIndirectly(
info,
maxSenseRange,
targetID))
flags |= inSight;
else
flags &= ~inSight;
lastTestedLoc = targetLoc;
}
sightCtr--;
}
if (flags & inSight) {
// If the target is in sight, the last known location is the
// objects current location.
lastKnownLoc = targetLoc;
} else {
// If the target is not in sight, determine if we've already
// reached the last know location and if so set the last
// known location to Nowhere
if (lastKnownLoc != Nowhere
&& (lastKnownLoc - a->getLocation()).quickHDistance() <= 4)
lastKnownLoc = Nowhere;
}
}
return flags & inSight;
}
/* ===================================================================== *
GotoObjectTask member functions
* ===================================================================== */
//----------------------------------------------------------------------
// Constructor -- reconstruct from archive buffer
GotoObjectTask::GotoObjectTask(void **buf) :
GotoObjectTargetTask(buf) {
ObjectID *bufferPtr = (ObjectID *)*buf;
// Restore the targetObj pointer
targetObj = *bufferPtr != Nothing
? GameObject::objectAddress(*bufferPtr)
: NULL;
*buf = bufferPtr + 1;
}
//----------------------------------------------------------------------
// Return the number of bytes needed to archive this object in
// a buffer
inline int32 GotoObjectTask::archiveSize(void) const {
return GotoObjectTargetTask::archiveSize() + sizeof(ObjectID);
}
//----------------------------------------------------------------------
// Create an archive of this object in a buffer
void *GotoObjectTask::archive(void *buf) const {
// Let the base class archive its data
buf = GotoObjectTargetTask::archive(buf);
*((ObjectID *)buf) = targetObj != NULL
? targetObj->thisID()
: Nothing;
return (ObjectID *)buf + 1;
}
//----------------------------------------------------------------------
// Return an integer representing the type of this task
int16 GotoObjectTask::getType(void) const {
return gotoObjectTask;
}
//----------------------------------------------------------------------
// Determine if the specified task is equivalent to this task
bool GotoObjectTask::operator == (const Task &t) const {
if (t.getType() != gotoObjectTask) return false;
GotoObjectTask *taskPtr = (GotoObjectTask *)&t;
return tracking() == taskPtr->tracking()
&& targetObj == taskPtr->targetObj;
}
//----------------------------------------------------------------------
GameObject *GotoObjectTask::getObject(void) {
// Simply return the pointer to the target object
return targetObj;
}
//----------------------------------------------------------------------
bool GotoObjectTask::run(void) {
// Running after objects has not been implemented yet
return false;
}
/* ===================================================================== *
GotoActorTask member functions
* ===================================================================== */
//----------------------------------------------------------------------
// Constructor -- reconstruct from archive buffer
GotoActorTask::GotoActorTask(void **buf) :
GotoObjectTargetTask(buf) {
ObjectID *bufferPtr = (ObjectID *)*buf;
// Restore the targetObj pointer
targetActor = *bufferPtr != Nothing
? (Actor *)GameObject::objectAddress(*bufferPtr)
: NULL;
*buf = bufferPtr + 1;
}
//----------------------------------------------------------------------
// Return the number of bytes needed to archive this object in
// a buffer
inline int32 GotoActorTask::archiveSize(void) const {
return GotoObjectTargetTask::archiveSize() + sizeof(ObjectID);
}
//----------------------------------------------------------------------
// Create an archive of this object in a buffer
void *GotoActorTask::archive(void *buf) const {
// Let the base class archive its data
buf = GotoObjectTargetTask::archive(buf);
*((ObjectID *)buf) = targetActor != NULL
? targetActor->thisID()
: Nothing;
return (ObjectID *)buf + 1;
}
//----------------------------------------------------------------------
// Return an integer representing the type of this task
int16 GotoActorTask::getType(void) const {
return gotoActorTask;
}
//----------------------------------------------------------------------
// Determine if the specified task is equivalent to this task
bool GotoActorTask::operator == (const Task &t) const {
if (t.getType() != gotoActorTask) return false;
GotoActorTask *taskPtr = (GotoActorTask *)&t;
return tracking() == taskPtr->tracking()
&& targetActor == taskPtr->targetActor;
}
//----------------------------------------------------------------------
GameObject *GotoActorTask::getObject(void) {
// Simply return the pointer to the target actor
return (GameObject *)targetActor;
}
//----------------------------------------------------------------------
bool GotoActorTask::run(void) {
if (isInSight()) {
TilePoint actorLoc = stack->getActor()->getLocation(),
targetLoc = getTarget()->getLocation();
return (actorLoc - targetLoc).quickHDistance() >= kTileUVSize * 4;
} else
return lastKnownLoc != Nowhere;
}
/* ===================================================================== *
GoAwayFromTask member functions
* ===================================================================== */
GoAwayFromTask::GoAwayFromTask(void **buf) : Task(buf) {
void *bufferPtr = *buf;
// Get the subtask ID
*((TaskID *)&goTask) = *((TaskID *)bufferPtr);
bufferPtr = (TaskID *)bufferPtr + 1;
// Restore the flags
flags = *((uint8 *)bufferPtr);
bufferPtr = (uint8 *)bufferPtr + 1;
*buf = bufferPtr;
}
//----------------------------------------------------------------------
// Fixup the subtask pointer
void GoAwayFromTask::fixup(void) {
// Let the base class fixup its pointers
Task::fixup();
TaskID goTaskID;
// Get the subtask ID
goTaskID = *((TaskID *)&goTask);
// Convert the subtask ID to a pointer
goTask = goTaskID != NoTask
? (GotoLocationTask *)getTaskAddress(goTaskID)
: NULL;
}
//----------------------------------------------------------------------
// Return the number of bytes needed to archive this object in
// a buffer
inline int32 GoAwayFromTask::archiveSize(void) const {
return Task::archiveSize() + sizeof(TaskID) + sizeof(flags);
}
//----------------------------------------------------------------------
// Create an archive of this object in a buffer
void *GoAwayFromTask::archive(void *buf) const {
// Let the base class archive its data
buf = Task::archive(buf);
// Store the subTask's ID
*((TaskID *)buf) = goTask != NULL ? getTaskID(goTask) : NoTask;
buf = (TaskID *)buf + 1;
// Store the flags
*((uint8 *)buf) = flags;
buf = (uint8 *)buf + 1;
return buf;
}
#if DEBUG
//----------------------------------------------------------------------
// Debugging function used to mark this task and any sub tasks as being
// used. This is used to find task leaks.
void GoAwayFromTask::mark(void) {
Task::mark();
if (goTask != NULL)
goTask->mark();
}
#endif
//----------------------------------------------------------------------
// Abort this task
void GoAwayFromTask::abortTask(void) {
if (goTask != NULL) {
goTask->abortTask();
delete goTask;
goTask = NULL;
}
}
//----------------------------------------------------------------------
// Evaluate this task
TaskResult GoAwayFromTask::evaluate(void) {
// Going away is never done, it must be stopped manually
return taskNotDone;
}
//----------------------------------------------------------------------
// Update this task
TaskResult GoAwayFromTask::update(void) {
static const TilePoint dirTable[] = {
TilePoint(64, 64, 0),
TilePoint(0, 64, 0),
TilePoint(-64, 64, 0),
TilePoint(-64, 0, 0),
TilePoint(-64, -64, 0),
TilePoint(0, -64, 0),
TilePoint(64, -64, 0),
TilePoint(64, 0, 0),
};
Actor *a = stack->getActor();
MotionTask *actorMotion = a->moveTask;
TilePoint actorLoc = a->getLocation(),
repulsionVector = getRepulsionVector(),
dest;
int16 repulsionDist = repulsionVector.quickHDistance();
// Compute a point for the actor to walk toward
if (repulsionDist != 0) {
dest.u = actorLoc.u + ((int32)repulsionVector.u * 64 / repulsionDist);
dest.v = actorLoc.v + ((int32)repulsionVector.v * 64 / repulsionDist);
dest.z = actorLoc.z;
} else
dest = actorLoc + dirTable[a->currentFacing];
if (goTask != NULL) {
if (goTask->getTarget() != dest)
goTask->changeTarget(dest);
goTask->update();
} else {
if ((goTask = flags & run
? new GotoLocationTask(stack, dest, 0)
: new GotoLocationTask(stack, dest))
!= NULL)
goTask->update();
}
return taskNotDone;
}
/* ===================================================================== *
GoAwayFromObjectTask member functions
* ===================================================================== */
//----------------------------------------------------------------------
// Constructor -- reconstruct from archive buffer
GoAwayFromObjectTask::GoAwayFromObjectTask(void **buf) :
GoAwayFromTask(buf) {
ObjectID *bufferPtr = (ObjectID *)*buf;
ObjectID objectID;
// Get the object's ID
objectID = *((ObjectID *)bufferPtr);
bufferPtr = (ObjectID *)bufferPtr + 1;
// Convert the ID to an object pointer
obj = objectID != Nothing ? GameObject::objectAddress(objectID) : NULL;
*buf = bufferPtr;
}
//----------------------------------------------------------------------
// Return the number of bytes needed to archive this object in
// a buffer
int32 GoAwayFromObjectTask::archiveSize(void) const {
return GoAwayFromTask::archiveSize() + sizeof(ObjectID);
}
//----------------------------------------------------------------------
// Create an archive of this object in a buffer
void *GoAwayFromObjectTask::archive(void *buf) const {
// Let the base class archive its data
buf = GoAwayFromTask::archive(buf);
ObjectID objectID;
// Convert the object pointer to an object ID
objectID = obj != NULL ? obj->thisID() : Nothing;
// Store the object's ID
*((ObjectID *)buf) = objectID;
buf = (ObjectID *)buf + 1;
return buf;
}
//----------------------------------------------------------------------
// Return an integer representing the type of this task
int16 GoAwayFromObjectTask::getType(void) const {
return goAwayFromObjectTask;
}
//----------------------------------------------------------------------
// Determine if the specified task is equivalent to this task
bool GoAwayFromObjectTask::operator == (const Task &t) const {
if (t.getType() != goAwayFromObjectTask) return false;
GoAwayFromObjectTask *taskPtr = (GoAwayFromObjectTask *)&t;
return obj == taskPtr->obj;
}
//----------------------------------------------------------------------
// Simply return the object's location
TilePoint GoAwayFromObjectTask::getRepulsionVector(void) {
return stack->getActor()->getLocation() - obj->getLocation();
}
/* ===================================================================== *
GoAwayFromActorTask member functions
* ===================================================================== */
//----------------------------------------------------------------------
// Constructor -- initial construction
GoAwayFromActorTask::GoAwayFromActorTask(
TaskStack *ts,
Actor *a,
bool runFlag) :
GoAwayFromTask(ts, runFlag) {
SpecificActorTarget(a).clone(targetMem);
}
GoAwayFromActorTask::GoAwayFromActorTask(
TaskStack *ts,
const ActorTarget &at,
bool runFlag) :
GoAwayFromTask(ts, runFlag) {
assert(at.size() <= sizeof(targetMem));
// Copy the target to the target buffer
at.clone(targetMem);
}
//----------------------------------------------------------------------
// Constructor -- reconstruct from archive buffer
GoAwayFromActorTask::GoAwayFromActorTask(void **buf) : GoAwayFromTask(buf) {
// Restore the target
*buf = constructTarget(targetMem, *buf);
}
//----------------------------------------------------------------------
// Return the number of bytes needed to archive this object in
// a buffer
int32 GoAwayFromActorTask::archiveSize(void) const {
return GoAwayFromTask::archiveSize() + targetArchiveSize(getTarget());
}
//----------------------------------------------------------------------
// Create an archive of this object in a buffer
void *GoAwayFromActorTask::archive(void *buf) const {
// Let the base class archive its data
buf = GoAwayFromTask::archive(buf);
// Store the target
buf = archiveTarget(getTarget(), buf);
return buf;
}
//----------------------------------------------------------------------
// Return an integer representing the type of this task
int16 GoAwayFromActorTask::getType(void) const {
return goAwayFromActorTask;
}
//----------------------------------------------------------------------
// Determine if the specified task is equivalent to this task
bool GoAwayFromActorTask::operator == (const Task &t) const {
if (t.getType() != goAwayFromActorTask) return false;
GoAwayFromActorTask *taskPtr = (GoAwayFromActorTask *)&t;
return *getTarget() == *taskPtr->getTarget();
}
//----------------------------------------------------------------------
TilePoint GoAwayFromActorTask::getRepulsionVector(void) {
Actor *a = stack->getActor();
TilePoint actorLoc = a->getLocation(),
repulsionVector;
int16 i;
TilePoint locArray[6];
int16 strengthArray[elementsof(locArray)] =
{ 1, 1, 1, 1, 1, 1 };
int16 distArray[elementsof(locArray)];
TargetLocationArray tla(
elementsof(locArray),
locArray,
distArray);
getTarget()->where(a->world(), actorLoc, tla);
if (tla.locs == 0) return TilePoint(0, 0, 0);
for (i = 0; i < tla.locs; i++)
locArray[i] -= actorLoc;
repulsionVector = computeRepulsionVector(locArray, strengthArray, tla.locs);
return repulsionVector.quickHDistance() > 0
? repulsionVector
: -locArray[0];
}
/* ===================================================================== *
HuntTask member functions
* ===================================================================== */
//----------------------------------------------------------------------
// Constructor -- reconstruct from archive buffer
HuntTask::HuntTask(void **buf) : Task(buf) {
void *bufferPtr = *buf;
// Restore the flags
huntFlags = *((uint8 *)bufferPtr);
bufferPtr = (uint8 *)bufferPtr + 1;
// If the flags say we have a sub task, restore it too
if (huntFlags & (huntGoto | huntWander)) {
*((TaskID *)&subTask) = *((TaskID *)bufferPtr);
bufferPtr = (TaskID *)bufferPtr + 1;
}
*buf = bufferPtr;
}
//----------------------------------------------------------------------
// Fixup the subtask pointers
void HuntTask::fixup(void) {
// Let the base class fixup its pointers
Task::fixup();
if (huntFlags & (huntGoto | huntWander)) {
TaskID subTaskID = *((TaskID *)&subTask);
subTask = getTaskAddress(subTaskID);
}
}
//----------------------------------------------------------------------
// Return the number of bytes needed to archive this object in
// a buffer
inline int32 HuntTask::archiveSize(void) const {
int32 size = 0;
size += Task::archiveSize() + sizeof(huntFlags);
if (huntFlags & (huntGoto | huntWander)) size += sizeof(TaskID);
return size;
}
//----------------------------------------------------------------------
// Create an archive of this object in a buffer
void *HuntTask::archive(void *buf) const {
// Let the base class archive its data
buf = Task::archive(buf);
// Store the flags
*((uint8 *)buf) = huntFlags;
buf = (uint8 *)buf + 1;
// If the flags say we have a sub task, store it too
if (huntFlags & (huntGoto | huntWander)) {
*((TaskID *)buf) = getTaskID(subTask);
buf = (TaskID *)buf + 1;
}
return buf;
}
#if DEBUG
//----------------------------------------------------------------------
// Debugging function used to mark this task and any sub tasks as being
// used. This is used to find task leaks.
void HuntTask::mark(void) {
Task::mark();
if (huntFlags & (huntGoto | huntWander))
subTask->mark();
}
#endif
//----------------------------------------------------------------------
void HuntTask::abortTask(void) {
if (huntFlags & (huntWander | huntGoto)) {
subTask->abortTask();
delete subTask;
}
// If we've reached the target call the atTargetabortTask() function
if (atTarget()) atTargetabortTask();
}
//----------------------------------------------------------------------
TaskResult HuntTask::evaluate(void) {
if (atTarget()) {
// If we've reached the target abort any sub tasks
if (huntFlags & huntWander)
removeWanderTask();
else if (huntFlags & huntGoto)
removeGotoTask();
return atTargetEvaluate();
} else
// If we haven't reached the target, we know we're not done
return taskNotDone;
}
//----------------------------------------------------------------------
TaskResult HuntTask::update(void) {
Actor *a = stack->getActor();
if (a->moveTask && a->moveTask->isPrivledged()) return taskNotDone;
// Reevaluate the target
evaluateTarget();
// Determine if we have reached the target
if (atTarget()) {
// If we've reached the target abort any sub tasks
if (huntFlags & huntWander)
removeWanderTask();
else if (huntFlags & huntGoto)
removeGotoTask();
return atTargetUpdate();
} else {
// If we are going to a target, determine if the goto task
// is still valid. If not, abort it.
if ((huntFlags & huntGoto)
&& targetHasChanged((GotoTask *)subTask))
removeGotoTask();
// Determine if there is a goto subtask
if (!(huntFlags & huntGoto)) {
GotoTask *gotoResult;
// Try to set up a goto subtask
if ((gotoResult = setupGoto()) != NULL) {
if (huntFlags & huntWander) removeWanderTask();
subTask = gotoResult;
huntFlags |= huntGoto;
} else {
// If we couldn't setup a goto task, setup a wander task
if (!(huntFlags & huntWander)) {
if ((subTask = new WanderTask(stack)) != NULL)
huntFlags |= huntWander;
}
}
}
// If there is a subtask, update it
if (huntFlags & (huntGoto | huntWander)) subTask->update();
// If we're not at the target, we know the hunt task is not
// done
return taskNotDone;
}
}
//----------------------------------------------------------------------
void HuntTask::removeWanderTask(void) {
subTask->abortTask();
delete subTask;
huntFlags &= ~huntWander;
}
//----------------------------------------------------------------------
void HuntTask::removeGotoTask(void) {
subTask->abortTask();
delete subTask;
huntFlags &= ~huntGoto;
}
/* ===================================================================== *
HuntLocationTask member functions
* ===================================================================== */
//----------------------------------------------------------------------
// Constructor -- initial construction
HuntLocationTask::HuntLocationTask(TaskStack *ts, const Target &t) :
HuntTask(ts),
currentTarget(Nowhere) {
assert(t.size() <= sizeof(targetMem));
// Copy the target to the target buffer
t.clone(targetMem);
}
//----------------------------------------------------------------------
// Constructor -- reconstruct from archive buffer
HuntLocationTask::HuntLocationTask(void **buf) : HuntTask(buf) {
void *bufferPtr = *buf;
// Restore the currentTarget location
currentTarget = *((TilePoint *)bufferPtr);
bufferPtr = (TilePoint *)bufferPtr + 1;
// Restore the target
*buf = constructTarget(targetMem, bufferPtr);
}
//----------------------------------------------------------------------
// Return the number of bytes needed to archive this object in
// a buffer
inline int32 HuntLocationTask::archiveSize(void) const {
return HuntTask::archiveSize()
+ sizeof(currentTarget)
+ targetArchiveSize(getTarget());
}
//----------------------------------------------------------------------
// Create an archive of this object in a buffer
void *HuntLocationTask::archive(void *buf) const {
// Let the base class archive its data
buf = HuntTask::archive(buf);
// Store the current target location
*((TilePoint *)buf) = currentTarget;
buf = (TilePoint *)buf + 1;
// Store the target
return archiveTarget(getTarget(), buf);
}
//----------------------------------------------------------------------
bool HuntLocationTask::targetHasChanged(GotoTask *gotoTarget) {
// Determine if the specified goto task is going to the current
// target.
GotoLocationTask *gotoLoc = (GotoLocationTask *)gotoTarget;
return gotoLoc->getTarget() != currentTarget;
}
//----------------------------------------------------------------------
GotoTask *HuntLocationTask::setupGoto(void) {
// If there is somewhere to go, setup a goto task, else return NULL
return currentTarget != Nowhere
? new GotoLocationTask(stack, currentTarget)
: NULL;
}
//----------------------------------------------------------------------
TilePoint HuntLocationTask::currentTargetLoc(void) {
return currentTarget;
}
/* ===================================================================== *
HuntToBeNearLocationTask member functions
* ===================================================================== */
//----------------------------------------------------------------------
// Constructor -- reconstruct from archive buffer
HuntToBeNearLocationTask::HuntToBeNearLocationTask(void **buf) :
HuntLocationTask(buf) {
void *bufferPtr = *buf;
// Restore the range
range = *((uint16 *)bufferPtr);
bufferPtr = (uint16 *)bufferPtr + 1;
// Restore the evaluation counter
targetEvaluateCtr = *((uint8 *)bufferPtr);
*buf = (uint8 *)bufferPtr + 1;
}
//----------------------------------------------------------------------
// Return the number of bytes needed to archive this object in
// a buffer
inline int32 HuntToBeNearLocationTask::archiveSize(void) const {
return HuntLocationTask::archiveSize()
+ sizeof(range)
+ sizeof(targetEvaluateCtr);
}
//----------------------------------------------------------------------
// Create an archive of this object in a buffer
void *HuntToBeNearLocationTask::archive(void *buf) const {
// Let the base class archive its data
buf = HuntLocationTask::archive(buf);
// Store the range
*((uint16 *)buf) = range;
buf = (uint16 *)buf + 1;
// Store the evaluation counter
*((uint8 *)buf) = targetEvaluateCtr;
return (uint8 *)buf + 1;
}
//----------------------------------------------------------------------
// Return an integer representing the type of this task
int16 HuntToBeNearLocationTask::getType(void) const {
return huntToBeNearLocationTask;
}
//----------------------------------------------------------------------
// Determine if the specified task is equivalent to this task
bool HuntToBeNearLocationTask::operator == (const Task &t) const {
if (t.getType() != huntToBeNearLocationTask) return false;
HuntToBeNearLocationTask *taskPtr = (HuntToBeNearLocationTask *)&t;
return *getTarget() == *taskPtr->getTarget()
&& range == taskPtr->range;
}
//----------------------------------------------------------------------
void HuntToBeNearLocationTask::evaluateTarget(void) {
// If its time to reevaluate the target, simply get the nearest
// target location from the LocationTarget
if (targetEvaluateCtr == 0) {
Actor *a = stack->getActor();
currentTarget =
getTarget()->where(a->world(), a->getLocation());
targetEvaluateCtr = targetEvaluateRate;
}
targetEvaluateCtr--;
}
//----------------------------------------------------------------------
bool HuntToBeNearLocationTask::atTarget(void) {
TilePoint targetLoc = currentTargetLoc();
// Determine if we are within the specified range of the target
return targetLoc != Nowhere
&& stack->getActor()->inRange(targetLoc, range);
}
//----------------------------------------------------------------------
void HuntToBeNearLocationTask::atTargetabortTask(void) {}
//----------------------------------------------------------------------
TaskResult HuntToBeNearLocationTask::atTargetEvaluate(void) {
// If we're at the target, we're done
return taskSucceeded;
}
//----------------------------------------------------------------------
TaskResult HuntToBeNearLocationTask::atTargetUpdate(void) {
// If we're at the target, we're done
return taskSucceeded;
}
/* ===================================================================== *
HuntObjectTask member functions
* ===================================================================== */
//----------------------------------------------------------------------
// Constructor -- initial construction
HuntObjectTask::HuntObjectTask(TaskStack *ts, const ObjectTarget &ot) :
HuntTask(ts),
currentTarget(NULL) {
assert(ot.size() <= sizeof(targetMem));
// Copy the target to the target buffer
ot.clone(targetMem);
}
//----------------------------------------------------------------------
// Constructor -- reconstruct from archive buffer
HuntObjectTask::HuntObjectTask(void **buf) : HuntTask(buf) {
void *bufferPtr = *buf;
ObjectID currentTargetID;
// Restore the current target ID
currentTargetID = *((ObjectID *)bufferPtr);
bufferPtr = (ObjectID *)bufferPtr + 1;
// Convert the ID to a GameObject pointer
currentTarget = currentTargetID != Nothing
? GameObject::objectAddress(currentTargetID)
: NULL;
// Reconstruct the object target
*buf = constructTarget(targetMem, bufferPtr);
}
//----------------------------------------------------------------------
// Return the number of bytes needed to archive this object in
// a buffer
inline int32 HuntObjectTask::archiveSize(void) const {
return HuntTask::archiveSize()
+ sizeof(ObjectID)
+ targetArchiveSize(getTarget());
}
//----------------------------------------------------------------------
// Create an archive of this object in a buffer
void *HuntObjectTask::archive(void *buf) const {
// Let the base class archive its data
buf = HuntTask::archive(buf);
ObjectID currentTargetID;
// Get the current target object's ID
currentTargetID = currentTarget != NULL
? currentTarget->thisID()
: Nothing;
// Store the ID
*((ObjectID *)buf) = currentTargetID;
buf = (ObjectID *)buf + 1;
// Store the object target
return archiveTarget(getTarget(), buf);
}
//----------------------------------------------------------------------
bool HuntObjectTask::targetHasChanged(GotoTask *gotoTarget) {
// Determine if the specified goto task's destination is the
// current target object
GotoObjectTask *gotoObj = (GotoObjectTask *)gotoTarget;
return gotoObj->getTarget() != currentTarget;
}
//----------------------------------------------------------------------
GotoTask *HuntObjectTask::setupGoto(void) {
// If there is an object to goto, setup a GotoObjectTask, else
// return NULL
return currentTarget
? new GotoObjectTask(stack, currentTarget)
: NULL;
}
//----------------------------------------------------------------------
TilePoint HuntObjectTask::currentTargetLoc(void) {
// If there is a current target object, return its locatio, else
// return Nowhere
return currentTarget ? currentTarget->getLocation() : Nowhere;
}
/* ===================================================================== *
HuntToBeNearObjectTask member functions
* ===================================================================== */
//----------------------------------------------------------------------
// Constructor -- reconstruct from archive buffer
HuntToBeNearObjectTask::HuntToBeNearObjectTask(void **buf) :
HuntObjectTask(buf) {
void *bufferPtr = *buf;
// Restore the range
range = *((uint16 *)bufferPtr);
bufferPtr = (uint16 *)bufferPtr + 1;
// Restore the evaluation counter
targetEvaluateCtr = *((uint8 *)bufferPtr);
*buf = (uint8 *)bufferPtr + 1;
}
//----------------------------------------------------------------------
// Return the number of bytes needed to archive this object in
// a buffer
inline int32 HuntToBeNearObjectTask::archiveSize(void) const {
return HuntObjectTask::archiveSize()
+ sizeof(range)
+ sizeof(targetEvaluateCtr);
}
//----------------------------------------------------------------------
// Create an archive of this object in a buffer
void *HuntToBeNearObjectTask::archive(void *buf) const {
// Let the base class archive its data
buf = HuntObjectTask::archive(buf);
// Store the range
*((uint16 *)buf) = range;
buf = (uint16 *)buf + 1;
// Store the evaluation counter
*((uint8 *)buf) = targetEvaluateCtr;
return (uint8 *)buf + 1;
}
//----------------------------------------------------------------------
// Return an integer representing the type of this task
int16 HuntToBeNearObjectTask::getType(void) const {
return huntToBeNearObjectTask;
}
//----------------------------------------------------------------------
// Determine if the specified task is equivalent to this task
bool HuntToBeNearObjectTask::operator == (const Task &t) const {
if (t.getType() != huntToBeNearObjectTask) return false;
HuntToBeNearObjectTask *taskPtr = (HuntToBeNearObjectTask *)&t;
return *getTarget() == *taskPtr->getTarget()
&& range == taskPtr->range;
}
//----------------------------------------------------------------------
void HuntToBeNearObjectTask::evaluateTarget(void) {
// Determine if it is time to reevaluate the target object
if (targetEvaluateCtr == 0) {
Actor *a = stack->getActor();
int16 i;
GameObject *objArray[16];
int16 distArray[elementsof(objArray)];
TargetObjectArray toa(
elementsof(objArray),
objArray,
distArray);
SenseInfo info;
// Get an array of objects from the ObjectTarget
getTarget()->object(a->world(), a->getLocation(), toa);
// Iterate through each object in the array and determine if
// there is a line of sight to that object
for (i = 0; i < toa.objs; i++) {
ObjectID objID = objArray[i]->thisID();
if (a->canSenseSpecificObject(
info,
maxSenseRange,
objID)
|| a->canSenseSpecificObjectIndirectly(
info,
maxSenseRange,
objID)) {
currentTarget = objArray[i];
break;
}
}
targetEvaluateCtr = targetEvaluateRate;
}
// Decrement the target reevaluate counter
targetEvaluateCtr--;
}
//----------------------------------------------------------------------
bool HuntToBeNearObjectTask::atTarget(void) {
TilePoint targetLoc = currentTargetLoc();
// Determine if we are within the specified range of the current
// target
return targetLoc != Nowhere
&& stack->getActor()->inRange(targetLoc, range);
}
//----------------------------------------------------------------------
void HuntToBeNearObjectTask::atTargetabortTask(void) {}
//----------------------------------------------------------------------
TaskResult HuntToBeNearObjectTask::atTargetEvaluate(void) {
// If we're at the target, we're done
return taskSucceeded;
}
//----------------------------------------------------------------------
TaskResult HuntToBeNearObjectTask::atTargetUpdate(void) {
// If we're at the target, we're done
return taskSucceeded;
}
/* ===================================================================== *
HuntToPossessTask member functions
* ===================================================================== */
// Hunt to possess in not fully implemented yet
//----------------------------------------------------------------------
// Constructor -- reconstruct from archive buffer
HuntToPossessTask::HuntToPossessTask(void **buf) : HuntObjectTask(buf) {
void *bufferPtr = *buf;
// Restore evaluation counter
targetEvaluateCtr = *((uint8 *)bufferPtr);
bufferPtr = (uint8 *)bufferPtr;
// Restore grab flag
grabFlag = *((bool *)bufferPtr);
*buf = (bool *)bufferPtr + 1;
}
//----------------------------------------------------------------------
// Return the number of bytes needed to archive this object in
// a buffer
inline int32 HuntToPossessTask::archiveSize(void) const {
return HuntObjectTask::archiveSize()
+ sizeof(targetEvaluateCtr)
+ sizeof(grabFlag);
}
//----------------------------------------------------------------------
// Create an archive of this object in a buffer
void *HuntToPossessTask::archive(void *buf) const {
// Let the base class archive its data
buf = HuntObjectTask::archive(buf);
// Store the evaluation counter
*((uint8 *)buf) = targetEvaluateCtr;
buf = (uint8 *)buf + 1;
// Store the grab flag
*((bool *)buf) = grabFlag;
return (bool *)buf + 1;
}
//----------------------------------------------------------------------
// Return an integer representing the type of this task
int16 HuntToPossessTask::getType(void) const {
return huntToPossessTask;
}
//----------------------------------------------------------------------
// Determine if the specified task is equivalent to this task
bool HuntToPossessTask::operator == (const Task &t) const {
if (t.getType() != huntToPossessTask) return false;
HuntToPossessTask *taskPtr = (HuntToPossessTask *)&t;
return *getTarget() == *taskPtr->getTarget();
}
//----------------------------------------------------------------------
void HuntToPossessTask::evaluateTarget(void) {
// Determine if it is time to reevaluate the target object
if (targetEvaluateCtr == 0) {
Actor *a = stack->getActor();
int16 i;
GameObject *objArray[16];
int16 distArray[elementsof(objArray)];
TargetObjectArray toa(
elementsof(objArray),
objArray,
distArray);
SenseInfo info;
// Get an array of objects from the ObjectTarget
getTarget()->object(a->world(), a->getLocation(), toa);
// Iterate through each object in the array and determine if
// there is a line of sight to that object
for (i = 0; i < toa.objs; i++) {
ObjectID objID = objArray[i]->thisID();
if (a->canSenseSpecificObject(
info,
maxSenseRange,
objID)
|| a->canSenseSpecificObjectIndirectly(
info,
maxSenseRange,
objID)) {
currentTarget = objArray[i];
break;
}
}
targetEvaluateCtr = targetEvaluateRate;
}
// Decrement the target reevaluate counter
targetEvaluateCtr--;
}
//----------------------------------------------------------------------
bool HuntToPossessTask::atTarget(void) {
Actor *a = stack->getActor();
return currentTarget
&& (a->inReach(currentTarget->getLocation())
|| (grabFlag
&& a->isContaining(currentTarget)));
}
//----------------------------------------------------------------------
void HuntToPossessTask::atTargetabortTask(void) {}
//----------------------------------------------------------------------
TaskResult HuntToPossessTask::atTargetEvaluate(void) {
if (currentTarget && stack->getActor()->isContaining(currentTarget))
return taskSucceeded;
return taskNotDone;
}
//----------------------------------------------------------------------
TaskResult HuntToPossessTask::atTargetUpdate(void) {
// Hunt to possess in not implemented yet
return taskNotDone;
}
/* ===================================================================== *
HuntActorTask member functions
* ===================================================================== */
//----------------------------------------------------------------------
// Constructor -- initial construction
HuntActorTask::HuntActorTask(
TaskStack *ts,
const ActorTarget &at,
bool trackFlag) :
HuntTask(ts),
flags(trackFlag ? track : 0),
currentTarget(NULL) {
assert(at.size() <= sizeof(targetMem));
// Copy the target to the target buffer
at.clone(targetMem);
}
//----------------------------------------------------------------------
// Constructor -- reconstruct from archive buffer
HuntActorTask::HuntActorTask(void **buf) : HuntTask(buf) {
void *bufferPtr = *buf;
ObjectID currentTargetID;
// Restore the flags
flags = *((uint8 *)bufferPtr);
bufferPtr = (uint8 *)bufferPtr + 1;
// Restore the current target ID
currentTargetID = *((ObjectID *)bufferPtr);
bufferPtr = (ObjectID *)bufferPtr + 1;
// Convert the ID to a GameObject pointer
currentTarget = currentTargetID != Nothing
? (Actor *)GameObject::objectAddress(currentTargetID)
: NULL;
// Reconstruct the object target
*buf = constructTarget(targetMem, bufferPtr);
}
//----------------------------------------------------------------------
// Return the number of bytes needed to archive this object in
// a buffer
inline int32 HuntActorTask::archiveSize(void) const {
return HuntTask::archiveSize()
+ sizeof(flags)
+ sizeof(ObjectID)
+ targetArchiveSize(getTarget());
}
//----------------------------------------------------------------------
// Create an archive of this object in a buffer
void *HuntActorTask::archive(void *buf) const {
// Let the base class archive its data
buf = HuntTask::archive(buf);
ObjectID currentTargetID;
// Store the flags
*((uint8 *)buf) = flags;
buf = (uint8 *)buf + 1;
// Get the current target actor's ID
currentTargetID = currentTarget != NULL
? currentTarget->thisID()
: Nothing;
// Store the ID
*((ObjectID *)buf) = currentTargetID;
buf = (ObjectID *)buf + 1;
// Store the object target
return archiveTarget(getTarget(), buf);
}
//----------------------------------------------------------------------
bool HuntActorTask::targetHasChanged(GotoTask *gotoTarget) {
// Determine if the specified goto task's destination is the
// current target actor
GotoActorTask *gotoActor = (GotoActorTask *)gotoTarget;
return gotoActor->getTarget() != currentTarget;
}
//----------------------------------------------------------------------
GotoTask *HuntActorTask::setupGoto(void) {
// If there is an actor to goto, setup a GotoActorTask, else
// return NULL
/* return currentTarget
? new GotoActorTask( stack, currentTarget, flags & track )
: NULL;
*/
if (currentTarget != NULL) {
return new GotoActorTask(
stack,
currentTarget,
flags & track);
}
return NULL;
}
//----------------------------------------------------------------------
TilePoint HuntActorTask::currentTargetLoc(void) {
// If there is a current target actor, return its location, else
// return Nowhere
return currentTarget ? currentTarget->getLocation() : Nowhere;
}
/* ===================================================================== *
HuntToBeNearActorTask member functions
* ===================================================================== */
//----------------------------------------------------------------------
// Constructor -- reconstruct from archive buffer
HuntToBeNearActorTask::HuntToBeNearActorTask(void **buf) :
HuntActorTask(buf) {
void *bufferPtr = *buf;
// Get the goAway task ID
*((TaskID *)&goAway) = *((TaskID *)bufferPtr);
bufferPtr = (TaskID *)bufferPtr + 1;
// Restore the range
range = *((uint16 *)bufferPtr);
bufferPtr = (uint16 *)bufferPtr + 1;
// Restore the evaluation counter
targetEvaluateCtr = *((uint8 *)bufferPtr);
*buf = (uint8 *)bufferPtr + 1;
}
//----------------------------------------------------------------------
// Fixup the subtask pointers
void HuntToBeNearActorTask::fixup(void) {
// Let the base class fixup its pointers
HuntActorTask::fixup();
TaskID goAwayID = *((TaskID *)&goAway);
// Convert the task ID to a task pointer
goAway = goAwayID != NoTask
? (GoAwayFromObjectTask *)getTaskAddress(goAwayID)
: NULL;
}
//----------------------------------------------------------------------
// Return the number of bytes needed to archive this object in
// a buffer
inline int32 HuntToBeNearActorTask::archiveSize(void) const {
return HuntActorTask::archiveSize()
+ sizeof(TaskID) // goAway ID
+ sizeof(range)
+ sizeof(targetEvaluateCtr);
}
//----------------------------------------------------------------------
// Create an archive of this object in a buffer
void *HuntToBeNearActorTask::archive(void *buf) const {
// Let the base class archive its data
buf = HuntActorTask::archive(buf);
TaskID goAwayID;
// Convert the task pointer to a task ID
goAwayID = goAway != NULL ? getTaskID(goAway) : NoTask;
// Store the task ID
*((TaskID *)buf) = goAwayID;
buf = (TaskID *)buf + 1;
// Store the range
*((uint16 *)buf) = range;
buf = (uint16 *)buf + 1;
// Store the evaluation counter
*((uint8 *)buf) = targetEvaluateCtr;
return (uint8 *)buf + 1;
}
#if DEBUG
//----------------------------------------------------------------------
// Debugging function used to mark this task and any sub tasks as being
// used. This is used to find task leaks.
void HuntToBeNearActorTask::mark(void) {
HuntActorTask::mark();
if (goAway != NULL)
goAway->mark();
}
#endif
//----------------------------------------------------------------------
// Return an integer representing the type of this task
int16 HuntToBeNearActorTask::getType(void) const {
return huntToBeNearActorTask;
}
//----------------------------------------------------------------------
// Determine if the specified task is equivalent to this task
bool HuntToBeNearActorTask::operator == (const Task &t) const {
if (t.getType() != huntToBeNearActorTask) return false;
HuntToBeNearActorTask *taskPtr = (HuntToBeNearActorTask *)&t;
return *getTarget() == *taskPtr->getTarget()
&& tracking() ? taskPtr->tracking() : !taskPtr->tracking()
&& range == taskPtr->range;
}
//----------------------------------------------------------------------
void HuntToBeNearActorTask::evaluateTarget(void) {
// Determine if its time to reevaluate the current target actor
if (targetEvaluateCtr == 0) {
Actor *a = stack->getActor();
int16 i;
Actor *actorArray[16];
int16 distArray[elementsof(actorArray)];
TargetActorArray taa(
elementsof(actorArray),
actorArray,
distArray);
SenseInfo info;
// Get an array of actor pointers from the ActorTarget
getTarget()->actor(a->world(), a->getLocation(), taa);
// Iterate through each actor in the array and determine if
// there is a line of sight to that actor
for (i = 0; i < taa.actors; i++) {
if (tracking()
|| a->canSenseSpecificActor(
info,
maxSenseRange,
actorArray[i])
|| a->canSenseSpecificActorIndirectly(
info,
maxSenseRange,
actorArray[i])) {
if (currentTarget != actorArray[i]) {
if (atTarget()) atTargetabortTask();
currentTarget = actorArray[i];
}
break;
}
}
targetEvaluateCtr = targetEvaluateRate;
}
// Decrement the target reevaluation counter.
targetEvaluateCtr--;
}
//----------------------------------------------------------------------
bool HuntToBeNearActorTask::atTarget(void) {
TilePoint targetLoc = currentTargetLoc();
// Determine if we're within the specified range of the current
// target actor
if (targetLoc != Nowhere
&& stack->getActor()->inRange(targetLoc, range))
return true;
else {
if (goAway != NULL) {
goAway->abortTask();
delete goAway;
goAway = NULL;
}
return false;
}
}
//----------------------------------------------------------------------
void HuntToBeNearActorTask::atTargetabortTask(void) {
if (goAway != NULL) {
goAway->abortTask();
delete goAway;
goAway = NULL;
}
}
//----------------------------------------------------------------------
TaskResult HuntToBeNearActorTask::atTargetEvaluate(void) {
TilePoint targetLoc = currentTargetLoc();
// If we're not TOO close, we're done
if (stack->getActor()->inRange(targetLoc, tooClose))
return taskNotDone;
if (goAway != NULL) {
goAway->abortTask();
delete goAway;
goAway = NULL;
}
return taskSucceeded;
}
//----------------------------------------------------------------------
TaskResult HuntToBeNearActorTask::atTargetUpdate(void) {
Actor *a = stack->getActor();
TilePoint targetLoc = currentTargetLoc();
// Determine if we're TOO close
if (a->inRange(targetLoc, tooClose)) {
// Setup a go away task if necessary and update it
if (goAway == NULL) {
goAway = new GoAwayFromObjectTask(stack, currentTarget);
if (goAway != NULL) goAway->update();
} else
goAway->update();
return taskNotDone;
}
// Delete the go away task if it exists
if (goAway != NULL) {
goAway->abortTask();
delete goAway;
goAway = NULL;
}
return taskSucceeded;
}
/* ===================================================================== *
HuntToKillTask member functions
* ===================================================================== */
//----------------------------------------------------------------------
// Constructor -- initial construction
HuntToKillTask::HuntToKillTask(
TaskStack *ts,
const ActorTarget &at,
bool trackFlag) :
HuntActorTask(ts, at, trackFlag),
targetEvaluateCtr(0),
specialAttackCtr(10),
flags(evalWeapon) {
Actor *a = stack->getActor();
if (isActor(a->currentTarget))
currentTarget = (Actor *)a->currentTarget;
a->setFightStance(true);
}
//----------------------------------------------------------------------
// Constructor -- reconstruct from archive buffer
HuntToKillTask::HuntToKillTask(void **buf) : HuntActorTask(buf) {
uint8 *bufferPtr = (uint8 *)*buf;
// Restore the evaluation counter
targetEvaluateCtr = *bufferPtr++;
specialAttackCtr = *bufferPtr++;
flags = *bufferPtr++;
*buf = bufferPtr;
}
//----------------------------------------------------------------------
// Return the number of bytes needed to archive this object in
// a buffer
inline int32 HuntToKillTask::archiveSize(void) const {
return HuntActorTask::archiveSize()
+ sizeof(targetEvaluateCtr)
+ sizeof(specialAttackCtr)
+ sizeof(flags);
}
//----------------------------------------------------------------------
// Create an archive of this object in a buffer
void *HuntToKillTask::archive(void *buf) const {
// Let the base class archive its data
buf = HuntActorTask::archive(buf);
// Store the evaluation counter
*((uint8 *)buf) = targetEvaluateCtr;
*((uint8 *)buf + 1) = specialAttackCtr;
*((uint8 *)buf + 2) = flags;
buf = (uint8 *)buf + 3;
return buf;
}
//----------------------------------------------------------------------
// Return an integer representing the type of this task
int16 HuntToKillTask::getType(void) const {
return huntToKillTask;
}
//----------------------------------------------------------------------
// Determine if the specified task is equivalent to this task
bool HuntToKillTask::operator == (const Task &t) const {
if (t.getType() != huntToKillTask) return false;
HuntToKillTask *taskPtr = (HuntToKillTask *)&t;
return *getTarget() == *taskPtr->getTarget()
&& tracking() ? taskPtr->tracking() : !taskPtr->tracking();
}
//----------------------------------------------------------------------
void HuntToKillTask::abortTask(void) {
HuntActorTask::abortTask();
Actor *a = stack->getActor();
a->flags &= ~Actor::specialAttack;
a->setFightStance(false);
}
//----------------------------------------------------------------------
TaskResult HuntToKillTask::update(void) {
if (specialAttackCtr == 0) {
stack->getActor()->flags |= Actor::specialAttack;
// A little hack to make monsters with 99 spellcraft cast spells more often
if (stack->getActor()->getStats()->spellcraft >= 99)
specialAttackCtr = 3;
else specialAttackCtr = 10;
} else
specialAttackCtr--;
return HuntActorTask::update();
}
//----------------------------------------------------------------------
void HuntToKillTask::evaluateTarget(void) {
Actor *a = stack->getActor();
if (flags & evalWeapon
&& a->isInterruptable()) {
evaluateWeapon();
flags &= ~evalWeapon;
}
// Determine if its time to reevaluate the current target actor
if (targetEvaluateCtr == 0
|| (currentTarget != NULL
&& currentTarget->isDead())) {
Actor *bestTarget = NULL;
ActorProto *proto = (ActorProto *)a->proto();
int16 i;
Actor *actorArray[16];
int16 distArray[elementsof(actorArray)];
TargetActorArray taa(
elementsof(actorArray),
actorArray,
distArray);
SenseInfo info;
// Get an array of actor pointers from the ActorTarget
getTarget()->actor(a->world(), a->getLocation(), taa);
switch (proto->combatBehavior) {
case behaviorHungry:
// Iterate through each actor in the array and determine if
// there is a line of sight to that actor
for (i = 0; i < taa.actors; i++) {
if (actorArray[i]->isDead()) continue;
if (tracking()
|| a->canSenseSpecificActor(
info,
maxSenseRange,
actorArray[i])
|| a->canSenseSpecificActorIndirectly(
info,
maxSenseRange,
actorArray[i])) {
bestTarget = actorArray[i];
break;
}
}
break;
case behaviorCowardly: {
int16 bestScore = 0;
for (i = 0; i < taa.actors; i++) {
if (actorArray[i]->isDead()) continue;
if (tracking()
|| a->canSenseSpecificActor(
info,
maxSenseRange,
actorArray[i])
|| a->canSenseSpecificActorIndirectly(
info,
maxSenseRange,
actorArray[i])) {
int16 score;
score = closenessScore(distArray[i]) * 16
/ actorArray[i]->defenseScore();
if (score > bestScore || bestTarget == NULL) {
bestScore = score;
bestTarget = actorArray[i];
}
}
}
}
break;
case behaviorBerserk: {
int16 bestScore = 0;
for (i = 0; i < taa.actors; i++) {
if (actorArray[i]->isDead()) continue;
if (tracking()
|| a->canSenseSpecificActor(
info,
maxSenseRange,
actorArray[i])
|| a->canSenseSpecificActorIndirectly(
info,
maxSenseRange,
actorArray[i])) {
int16 score;
score = closenessScore(distArray[i])
* actorArray[i]->offenseScore();
if (score > bestScore || bestTarget == NULL) {
bestScore = score;
bestTarget = actorArray[i];
}
}
}
}
break;
case behaviorSmart: {
int16 bestScore = 0;
for (i = 0; i < taa.actors; i++) {
if (actorArray[i]->isDead()) continue;
if (tracking()
|| a->canSenseSpecificActor(
info,
maxSenseRange,
actorArray[i])
|| a->canSenseSpecificActorIndirectly(
info,
maxSenseRange,
actorArray[i])) {
int16 score;
score = closenessScore(distArray[i])
* actorArray[i]->offenseScore()
/ actorArray[i]->defenseScore();
if (score > bestScore || bestTarget == NULL) {
bestScore = score;
bestTarget = actorArray[i];
}
}
}
}
break;
}
if (bestTarget != currentTarget) {
// If the current target has changed, abort any
// action currently taking place
if (atTarget()) atTargetabortTask();
currentTarget = bestTarget;
a->currentTarget = currentTarget;
}
flags |= evalWeapon;
targetEvaluateCtr = targetEvaluateRate;
}
// Decrement the target reevaluation counter
targetEvaluateCtr--;
}
//----------------------------------------------------------------------
bool HuntToKillTask::atTarget(void) {
// Determine if we're in attack range of the current target
return currentTarget != NULL
&& stack->getActor()->inAttackRange(
currentTarget->getLocation());
}
//----------------------------------------------------------------------
void HuntToKillTask::atTargetabortTask(void) {
// If the task is aborted while at the target actor, abort any
// attack currently taking place
stack->getActor()->stopAttack(currentTarget);
}
//----------------------------------------------------------------------
TaskResult HuntToKillTask::atTargetEvaluate(void) {
// This task is never done and must be aborted manually
return taskNotDone;
}
//----------------------------------------------------------------------
TaskResult HuntToKillTask::atTargetUpdate(void) {
assert(isActor(currentTarget));
Actor *a = stack->getActor();
// If we're ready to attack, attack
if (a->isInterruptable() && g_vm->_rnd->getRandomNumber(6) == 0) {
a->attack(currentTarget);
flags |= evalWeapon;
}
return taskNotDone;
}
//----------------------------------------------------------------------
void HuntToKillTask::evaluateWeapon(void) {
Actor *a = stack->getActor();
ObjectID actorID = a->thisID();
GameObject *obj,
*bestWeapon,
*currentWeapon;
int bestWeaponRating;
ContainerIterator iter(a);
bestWeapon = NULL;
bestWeaponRating = 0;
currentWeapon = a->offensiveObject();
// If the current offensive object is the actor himself then there
// is no current weapon.
if (currentWeapon == a) currentWeapon = NULL;
if (!isAutoWeaponSet() && isPlayerActor(a)) {
WeaponProto *weaponProto = currentWeapon != NULL
? (WeaponProto *)currentWeapon->proto()
: NULL;
if (currentWeapon == NULL
|| weaponProto->weaponRating(
obj->thisID(),
actorID,
currentTarget->thisID())
!= 0)
return;
}
while (iter.next(&obj) != Nothing) {
ProtoObj *proto = obj->proto();
uint16 cSet = proto->containmentSet();
// Simply use all armor objects
if (!isPlayerActor(a) && (cSet & ProtoObj::isArmor)) {
if (proto->useSlotAvailable(obj, a))
obj->use(actorID);
continue;
}
if (cSet & ProtoObj::isWeapon) {
WeaponProto *weaponProto = (WeaponProto *)proto;
int weaponRating;
weaponRating = weaponProto->weaponRating(
obj->thisID(),
actorID,
currentTarget->thisID());
// a rating of zero means this weapon is useless
if (weaponRating == 0) continue;
if (obj == currentWeapon)
weaponRating += currentWeaponBonus;
if (weaponRating > bestWeaponRating) {
bestWeaponRating = weaponRating;
bestWeapon = obj;
}
}
}
if (bestWeapon != NULL) {
if (bestWeapon != currentWeapon)
bestWeapon->use(actorID);
}
// If there is no useful best weapon and the actor is currently
// wielding a weapon, un-wield the weapon
else if (currentWeapon != NULL)
currentWeapon->use(actorID);
}
/* ===================================================================== *
HuntToGiveTask member functions
* ===================================================================== */
// Hunt to give is not implemented yet
//----------------------------------------------------------------------
// Constructor -- reconstruct from archive buffer
HuntToGiveTask::HuntToGiveTask(void **buf) : HuntActorTask(buf) {
ObjectID *bufferPtr = (ObjectID *)*buf;
ObjectID objToGiveID;
// Get the object ID
objToGiveID = *bufferPtr++;
// Convert the object ID to a pointer
objToGive = objToGiveID != Nothing
? GameObject::objectAddress(objToGiveID)
: NULL;
*buf = bufferPtr;
}
//----------------------------------------------------------------------
// Return the number of bytes needed to archive this object in
// a buffer
inline int32 HuntToGiveTask::archiveSize(void) const {
return HuntActorTask::archiveSize()
+ sizeof(ObjectID); // objToGive ID
}
//----------------------------------------------------------------------
// Create an archive of this object in a buffer
void *HuntToGiveTask::archive(void *buf) const {
// Let base class archive its data
buf = HuntActorTask::archive(buf);
ObjectID objToGiveID;
// Convert the object pointer to an ID
objToGiveID = objToGive != NULL ? objToGive->thisID() : Nothing;
// Store the ID
*((ObjectID *)buf) = objToGiveID;
return (ObjectID *)buf + 1;
}
//----------------------------------------------------------------------
// Return an integer representing the type of this task
int16 HuntToGiveTask::getType(void) const {
return huntToGiveTask;
}
//----------------------------------------------------------------------
// Determine if the specified task is equivalent to this task
bool HuntToGiveTask::operator == (const Task &t) const {
if (t.getType() != huntToGiveTask) return false;
HuntToGiveTask *taskPtr = (HuntToGiveTask *)&t;
return *getTarget() == *taskPtr->getTarget()
&& tracking() ? taskPtr->tracking() : !taskPtr->tracking()
&& objToGive == taskPtr->objToGive;
}
//----------------------------------------------------------------------
void HuntToGiveTask::evaluateTarget(void) {}
//----------------------------------------------------------------------
bool HuntToGiveTask::atTarget(void) {
return false;
}
//----------------------------------------------------------------------
void HuntToGiveTask::atTargetabortTask(void) {}
//----------------------------------------------------------------------
TaskResult HuntToGiveTask::atTargetEvaluate(void) {
return taskNotDone;
}
//----------------------------------------------------------------------
TaskResult HuntToGiveTask::atTargetUpdate(void) {
return taskNotDone;
}
/* ===================================================================== *
BandTask member functions
* ===================================================================== */
//----------------------------------------------------------------------
bool BandTask::BandingRepulsorIterator::first(
TilePoint &repulsorVector,
int16 &repulsorStrength) {
assert(a->leader != NULL && a->leader->followers != NULL);
band = a->leader->followers;
bandIndex = 0;
while (bandIndex < band->size()) {
Actor *bandMember = (*band)[bandIndex];
if (bandMember != a) {
repulsorVector = bandMember->getLocation() - a->getLocation();
repulsorStrength = 1;
return true;
}
bandIndex++;
}
return false;
}
//----------------------------------------------------------------------
bool BandTask::BandingRepulsorIterator::next(
TilePoint &repulsorVector,
int16 &repulsorStrength) {
assert(a->leader != NULL && a->leader->followers != NULL);
assert(band == a->leader->followers);
assert(bandIndex < band->size());
bandIndex++;
while (bandIndex < band->size()) {
Actor *bandMember = (*band)[bandIndex];
if (bandMember != a) {
repulsorVector = bandMember->getLocation() - a->getLocation();
repulsorStrength = 1;
return true;
}
bandIndex++;
}
return false;
}
//----------------------------------------------------------------------
// Constructor -- reconstruct from archive buffer
BandTask::BandTask(void **buf) : HuntTask(buf) {
void *bufferPtr = *buf;
*((TaskID *)&attend) = *((TaskID *)bufferPtr);
bufferPtr = (TaskID *)bufferPtr + 1;
// Restore the current target location
currentTarget = *((TilePoint *)bufferPtr);
bufferPtr = (TilePoint *)bufferPtr + 1;
// Restore the target evaluation counter
targetEvaluateCtr = *((uint8 *)bufferPtr);
bufferPtr = (uint8 *)bufferPtr + 1;
*buf = bufferPtr;
}
//----------------------------------------------------------------------
// Fixup the subtask pointers
void BandTask::fixup(void) {
// Let the base class fixup its pointers
HuntTask::fixup();
TaskID attendID = *((TaskID *)&attend);
// Convert the TaskID to a Task pointer
attend = attendID != NoTask
? (AttendTask *)getTaskAddress(attendID)
: NULL;
}
//----------------------------------------------------------------------
// Return the number of bytes needed to archive this object in
// a buffer
inline int32 BandTask::archiveSize(void) const {
return HuntTask::archiveSize()
+ sizeof(TaskID) // attend ID
+ sizeof(currentTarget)
+ sizeof(targetEvaluateCtr);
}
//----------------------------------------------------------------------
// Create an archive of this object in a buffer
void *BandTask::archive(void *buf) const {
// Let the base class archive its data
buf = HuntTask::archive(buf);
// Store the attend task ID
*((TaskID *)buf) = attend != NULL ? getTaskID(attend) : NoTask;
buf = (TaskID *)buf + 1;
// Store the current target location
*((TilePoint *)buf) = currentTarget;
buf = (TilePoint *)buf + 1;
// Store the target evaluation counter
*((uint8 *)buf) = targetEvaluateCtr;
buf = (uint8 *)buf + 1;
return buf;
}
#if DEBUG
//----------------------------------------------------------------------
// Debugging function used to mark this task and any sub tasks as being
// used. This is used to find task leaks.
void BandTask::mark(void) {
HuntTask::mark();
if (attend != NULL)
attend->mark();
}
#endif
//----------------------------------------------------------------------
// Return an integer representing the type of this task
int16 BandTask::getType(void) const {
return bandTask;
}
//----------------------------------------------------------------------
// Determine if the specified task is equivalent to this task
bool BandTask::operator == (const Task &t) const {
return t.getType() == bandTask;
}
//----------------------------------------------------------------------
void BandTask::evaluateTarget(void) {
if (targetEvaluateCtr == 0) {
Actor *leader = stack->getActor()->leader;
TilePoint actorLoc = stack->getActor()->getLocation(),
movementVector;
TilePoint repulsorVector;
int16 repulsorStrength;
TilePoint repulsorVectorArray[6];
int16 repulsorStrengthArray[elementsof(repulsorVectorArray)];
int16 repulsorDistArray[elementsof(repulsorVectorArray)];
int16 repulsorCount;
bool repulsorFlag;
RepulsorIterator *repulsorIter = getNewRepulsorIterator();
if (repulsorIter == NULL) return;
// Count the leader as two band members to double his
// repulsion
repulsorVectorArray[0] = leader->getLocation() - actorLoc;
repulsorStrengthArray[0] = 3;
repulsorDistArray[0] = repulsorVectorArray[0].quickHDistance();
repulsorCount = 1;
// Iterate through the band members, adding their locations
// to the repulsor array sorted by distance.
for (repulsorFlag = repulsorIter->first(
repulsorVector,
repulsorStrength);
repulsorFlag;
repulsorFlag = repulsorIter->next(
repulsorVector,
repulsorStrength)) {
int16 repulsorDist = repulsorVector.quickHDistance();
int16 j = repulsorCount;
if (repulsorDist < repulsorDistArray[j - 1]) {
if (repulsorCount < elementsof(repulsorVectorArray)) {
repulsorDistArray[j] = repulsorDistArray[j - 1];
repulsorVectorArray[j] = repulsorVectorArray[j - 1];
repulsorStrengthArray[j] = repulsorStrengthArray[j - 1];
}
j--;
}
while (j > 0 && repulsorDist < repulsorDistArray[j - 1]) {
repulsorDistArray[j] = repulsorDistArray[j - 1];
repulsorVectorArray[j] = repulsorVectorArray[j - 1];
repulsorStrengthArray[j] = repulsorStrengthArray[j - 1];
j--;
}
if (j < elementsof(repulsorVectorArray)) {
if (repulsorCount < elementsof(repulsorVectorArray))
repulsorCount++;
repulsorDistArray[j] = repulsorDist;
repulsorVectorArray[j] = repulsorVector;
repulsorStrengthArray[j] = repulsorStrength;
}
}
delete repulsorIter;
// Compute the target location
movementVector = (leader->getLocation() - actorLoc)
+ computeRepulsionVector(
repulsorVectorArray,
repulsorStrengthArray,
repulsorCount);
currentTarget = actorLoc + movementVector;
currentTarget.z = leader->getLocation().z;
targetEvaluateCtr = targetEvaluateRate;
}
targetEvaluateCtr--;
}
//----------------------------------------------------------------------
bool BandTask::targetHasChanged(GotoTask *gotoTarget) {
GotoLocationTask *gotoLocation = (GotoLocationTask *)gotoTarget;
TilePoint actorLoc = stack->getActor()->getLocation(),
oldTarget = gotoLocation->getTarget();
int16 slop;
slop = ((currentTarget - actorLoc).quickHDistance()
+ abs(currentTarget.z - actorLoc.z))
/ 2;
if ((currentTarget - oldTarget).quickHDistance()
+ abs(currentTarget.z - oldTarget.z)
> slop)
gotoLocation->changeTarget(currentTarget);
return false;
}
//----------------------------------------------------------------------
GotoTask *BandTask::setupGoto(void) {
return new GotoLocationTask(stack, currentTarget, getRunThreshold());
}
//----------------------------------------------------------------------
TilePoint BandTask::currentTargetLoc(void) {
return currentTarget;
}
//----------------------------------------------------------------------
bool BandTask::atTarget(void) {
TilePoint actorLoc = stack->getActor()->getLocation();
if ((actorLoc - currentTarget).quickHDistance() > 6
|| abs(actorLoc.z - currentTarget.z) > kMaxStepHeight) {
if (attend != NULL) {
attend->abortTask();
delete attend;
attend = NULL;
}
return false;
}
return true;
}
//----------------------------------------------------------------------
void BandTask::atTargetabortTask(void) {
if (attend != NULL) {
attend->abortTask();
delete attend;
attend = NULL;
}
}
//----------------------------------------------------------------------
TaskResult BandTask::atTargetEvaluate(void) {
return taskNotDone;
}
//----------------------------------------------------------------------
TaskResult BandTask::atTargetUpdate(void) {
Actor *a = stack->getActor();
if (attend != NULL)
attend->update();
else {
attend = new AttendTask(stack, a->leader);
if (attend != NULL)
attend->update();
}
return taskNotDone;
}
//----------------------------------------------------------------------
int16 BandTask::getRunThreshold(void) {
return kTileUVSize * 3;
}
//----------------------------------------------------------------------
BandTask::RepulsorIterator *BandTask::getNewRepulsorIterator(void) {
return new BandingRepulsorIterator(stack->getActor());
}
/* ===================================================================== *
BandAndAvoidEnemiesTask member functions
* ===================================================================== */
//----------------------------------------------------------------------
//bool BandAndAvoidEnemiesTask::BandAndAvoidEnemiesRepulsorIterator::firstEnemyRepulsor(
bool BandTask::BandAndAvoidEnemiesRepulsorIterator::firstEnemyRepulsor(
TilePoint &repulsorVector,
int16 &repulsorStrength) {
assert(iteratingThruEnemies);
int16 actorDistArray[elementsof(actorArray)];
TargetActorArray taa(elementsof(actorArray), actorArray, actorDistArray);
ActorPropertyTarget target(actorPropIDEnemy);
numActors = target.actor(a->world(), a->getLocation(), taa);
assert(numActors == taa.actors);
actorIndex = 0;
if (actorIndex < numActors) {
repulsorVector =
actorArray[actorIndex]->getLocation() - a->getLocation();
repulsorStrength = 6;
return true;
}
return false;
}
//----------------------------------------------------------------------
//bool BandAndAvoidEnemiesTask::BandAndAvoidEnemiesRepulsorIterator::nextEnemyRepulsor(
bool BandTask::BandAndAvoidEnemiesRepulsorIterator::nextEnemyRepulsor(
TilePoint &repulsorVector,
int16 &repulsorStrength) {
assert(iteratingThruEnemies);
actorIndex++;
if (actorIndex < numActors) {
repulsorVector =
actorArray[actorIndex]->getLocation() - a->getLocation();
repulsorStrength = 6;
return true;
}
return false;
}
//----------------------------------------------------------------------
//bool BandAndAvoidEnemiesTask::BandAndAvoidEnemiesRepulsorIterator::first(
bool BandTask::BandAndAvoidEnemiesRepulsorIterator::first(
TilePoint &repulsorVector,
int16 &repulsorStrength) {
iteratingThruEnemies = false;
if (BandingRepulsorIterator::first(repulsorVector, repulsorStrength))
return true;
iteratingThruEnemies = true;
return firstEnemyRepulsor(repulsorVector, repulsorStrength);
}
//----------------------------------------------------------------------
//bool BandAndAvoidEnemiesTask::BandAndAvoidEnemiesRepulsorIterator::first(
bool BandTask::BandAndAvoidEnemiesRepulsorIterator::next(
TilePoint &repulsorVector,
int16 &repulsorStrength) {
if (!iteratingThruEnemies) {
if (BandingRepulsorIterator::next(repulsorVector, repulsorStrength))
return true;
iteratingThruEnemies = true;
return firstEnemyRepulsor(repulsorVector, repulsorStrength);
}
return nextEnemyRepulsor(repulsorVector, repulsorStrength);
}
//----------------------------------------------------------------------
// Return an integer representing the type of this task
int16 BandAndAvoidEnemiesTask::getType(void) const {
return bandAndAvoidEnemiesTask;
}
//----------------------------------------------------------------------
// Determine if the specified task is equivalent to this task
bool BandAndAvoidEnemiesTask::operator == (const Task &t) const {
return t.getType() == bandAndAvoidEnemiesTask;
}
//----------------------------------------------------------------------
int16 BandAndAvoidEnemiesTask::getRunThreshold(void) {
return 0;
}
//----------------------------------------------------------------------
BandTask::RepulsorIterator *BandAndAvoidEnemiesTask::getNewRepulsorIterator(void) {
return new BandAndAvoidEnemiesRepulsorIterator(stack->getActor());
}
/* ===================================================================== *
FollowPatrolRouteTask member functions
* ===================================================================== */
//----------------------------------------------------------------------
// Constructor -- reconstruct from archive buffer
FollowPatrolRouteTask::FollowPatrolRouteTask(void **buf) : Task(buf) {
void *bufferPtr = *buf;
// Get the gotoWayPoint TaskID
*((TaskID *)&gotoWayPoint) = *((TaskID *)bufferPtr);
bufferPtr = (TaskID *)bufferPtr + 1;
// Restore the patrol route iterator
patrolIter = *((PatrolRouteIterator *)bufferPtr);
bufferPtr = (PatrolRouteIterator *)bufferPtr + 1;
// Restore the last waypoint number
lastWayPointNum = *((int16 *)bufferPtr);
bufferPtr = (int16 *)bufferPtr + 1;
// Restore the paused flag
paused = *((bool *)bufferPtr);
bufferPtr = (bool *)bufferPtr + 1;
// Restore the paused counter
counter = *((int16 *)bufferPtr);
bufferPtr = (int16 *)bufferPtr + 1;
*buf = bufferPtr;
}
//----------------------------------------------------------------------
// Fixup the subtask pointers
void FollowPatrolRouteTask::fixup(void) {
// Let the base class fixup its pointers
Task::fixup();
TaskID gotoWayPointID = *((TaskID *)&gotoWayPoint);
// Convert the TaskID to a Task pointer
gotoWayPoint = gotoWayPointID != NoTask
? (GotoLocationTask *)getTaskAddress(gotoWayPointID)
: NULL;
}
//----------------------------------------------------------------------
// Return the number of bytes needed to archive this object in
// a buffer
inline int32 FollowPatrolRouteTask::archiveSize(void) const {
return Task::archiveSize()
+ sizeof(TaskID) // gotoWayPoint ID
+ sizeof(patrolIter)
+ sizeof(lastWayPointNum)
+ sizeof(paused)
+ sizeof(counter);
}
//----------------------------------------------------------------------
// Create an archive of this object in a buffer
void *FollowPatrolRouteTask::archive(void *buf) const {
// Let the base class archive its data
buf = Task::archive(buf);
TaskID gotoWayPointID;
// Convert the gotoWayPoint pointer to a TaskID
gotoWayPointID = gotoWayPoint != NULL
? getTaskID(gotoWayPoint)
: NoTask;
// Store the gotoWayPoint ID
*((TaskID *)buf) = gotoWayPointID;
buf = (TaskID *)buf + 1;
// Store the PatrolRouteIterator
*((PatrolRouteIterator *)buf) = patrolIter;
buf = (PatrolRouteIterator *)buf + 1;
// Store the last waypoint number
*((int16 *)buf) = lastWayPointNum;
buf = (int16 *)buf + 1;
// Store the paused flag
*((bool *)buf) = paused;
buf = (bool *)buf + 1;
// Store the paused counter
*((int16 *)buf) = counter;
buf = (int16 *)buf + 1;
return buf;
}
#if DEBUG
//----------------------------------------------------------------------
// Debugging function used to mark this task and any sub tasks as being
// used. This is used to find task leaks.
void FollowPatrolRouteTask::mark(void) {
Task::mark();
if (gotoWayPoint != NULL)
gotoWayPoint->mark();
}
#endif
//----------------------------------------------------------------------
// Return an integer representing the type of this task
int16 FollowPatrolRouteTask::getType(void) const {
return followPatrolRouteTask;
}
//----------------------------------------------------------------------
void FollowPatrolRouteTask::abortTask(void) {
// If there is a subtask, get rid of it
if (gotoWayPoint) {
gotoWayPoint->abortTask();
delete gotoWayPoint;
gotoWayPoint = NULL;
}
}
//----------------------------------------------------------------------
TaskResult FollowPatrolRouteTask::evaluate(void) {
// Simply check the patrol iterator to determine if there are
// any more waypoints
return *patrolIter == Nowhere ? taskSucceeded : taskNotDone;
}
//----------------------------------------------------------------------
TaskResult FollowPatrolRouteTask::update(void) {
return !paused ? handleFollowPatrolRoute() : handlePaused();
}
//----------------------------------------------------------------------
// Determine if the specified task is equivalent to this task
bool FollowPatrolRouteTask::operator == (const Task &t) const {
if (t.getType() != followPatrolRouteTask) return false;
FollowPatrolRouteTask *taskPtr = (FollowPatrolRouteTask *)&t;
return patrolIter == taskPtr->patrolIter
&& lastWayPointNum == taskPtr->lastWayPointNum;
}
//----------------------------------------------------------------------
// Update function used if this task is not paused
TaskResult FollowPatrolRouteTask::handleFollowPatrolRoute(void) {
TilePoint currentWayPoint = *patrolIter,
actorLoc = stack->getActor()->getLocation();
if (currentWayPoint == Nowhere) return taskSucceeded;
// Determine if the actor has reached the waypoint tile position
if ((actorLoc.u >> kTileUVShift)
== (currentWayPoint.u >> kTileUVShift)
&& (actorLoc.v >> kTileUVShift)
== (currentWayPoint.v >> kTileUVShift)
&& abs(actorLoc.z - currentWayPoint.z) <= kMaxStepHeight) {
// Delete the gotoWayPoint task
if (gotoWayPoint != NULL) {
gotoWayPoint->abortTask();
delete gotoWayPoint;
gotoWayPoint = NULL;
}
// If this way point is the specified last way point,
// return success
if (lastWayPointNum != -1
&& patrolIter.wayPointNum() == lastWayPointNum)
return taskSucceeded;
// If there are no more way points in the patrol route, return
// success
if ((currentWayPoint = *++patrolIter) == Nowhere)
return taskSucceeded;
// We are at a way point so randomly determine if we should
// pause for a while.
if (g_vm->_rnd->getRandomNumber(3) == 0) {
pause();
return taskNotDone;
}
}
// Setup a gotoWayPoint task if one doesn't already exist and
// update it
if (gotoWayPoint != NULL)
gotoWayPoint->update();
else {
gotoWayPoint = new GotoLocationTask(stack, currentWayPoint);
if (gotoWayPoint != NULL) gotoWayPoint->update();
}
return taskNotDone;
}
//----------------------------------------------------------------------
// Update function used if this task is paused
TaskResult FollowPatrolRouteTask::handlePaused(void) {
TaskResult result;
if ((result = evaluate()) == taskNotDone) {
if (counter == 0)
followPatrolRoute();
else
counter--;
}
return result;
}
//----------------------------------------------------------------------
// Set this task into the paused state
void FollowPatrolRouteTask::pause(void) {
paused = true;
counter = (g_vm->_rnd->getRandomNumber(63) + g_vm->_rnd->getRandomNumber(63)) / 2;
}
/* ===================================================================== *
AttendTask member functions
* ===================================================================== */
//----------------------------------------------------------------------
// Constructor -- reconstruct from archive buffer
AttendTask::AttendTask(void **buf) : Task(buf) {
ObjectID *bufferPtr = (ObjectID *)*buf;
ObjectID objID;
// Get the object ID
objID = *bufferPtr++;
// Convert the object ID to a pointer
obj = objID != Nothing ? GameObject::objectAddress(objID) : NULL;
*buf = bufferPtr;
}
//----------------------------------------------------------------------
// Return the number of bytes needed to archive this object in
// a buffer
inline int32 AttendTask::archiveSize(void) const {
return Task::archiveSize() + sizeof(ObjectID);
}
//----------------------------------------------------------------------
// Create an archive of this object in a buffer
void *AttendTask::archive(void *buf) const {
// Let the base class archive its data
buf = Task::archive(buf);
ObjectID objID;
// Convert the object pointer to an object ID
objID = obj != NULL ? obj->thisID() : Nothing;
// Store the object ID
*((ObjectID *)buf) = objID;
return (ObjectID *)buf + 1;
}
//----------------------------------------------------------------------
// Return an integer representing the type of this task
int16 AttendTask::getType(void) const {
return attendTask;
}
//----------------------------------------------------------------------
void AttendTask::abortTask(void) {
MotionTask *actorMotion = stack->getActor()->moveTask;
// Determine if we need to abort the actor motion
if (actorMotion != NULL && actorMotion->isTurn())
actorMotion->finishTurn();
}
//----------------------------------------------------------------------
TaskResult AttendTask::evaluate(void) {
// Attending must be stopped manually
return taskNotDone;
}
//----------------------------------------------------------------------
TaskResult AttendTask::update(void) {
Actor *a = stack->getActor();
TilePoint attendLoc = obj->getWorldLocation();
// Determine if we are facing the object
if (a->currentFacing != (attendLoc - a->getLocation()).quickDir()) {
// If not, turn
if (!a->moveTask || !a->moveTask->isTurn())
MotionTask::turnTowards(*a, attendLoc);
}
return taskNotDone;
}
//----------------------------------------------------------------------
// Determine if the specified task is equivalent to this task
bool AttendTask::operator == (const Task &t) const {
if (t.getType() != attendTask) return false;
AttendTask *taskPtr = (AttendTask *)&t;
return obj == taskPtr->obj;
}
#if 0
// This code should no longer be necessary
/* ===================================================================== *
DefendTask member functions
* ===================================================================== */
//----------------------------------------------------------------------
// Constructor -- reconstruct from archive buffer
DefendTask::DefendTask(void **buf) : Task(buf) {
void *bufferPtr = *buf;
ObjectID attackerID;
// Get the attacker's ID
attackerID = *((ObjectID *)bufferPtr);
bufferPtr = (ObjectID *)bufferPtr + 1;
// Convert the ID to a pointer
attacker = attackerID != Nothing
? (Actor *)GameObject::objectAddress(attackerID)
: NULL;
// Get the subTask id
*((TaskID *)&subTask) = *((TaskID *)bufferPtr);
bufferPtr = (TaskID *)bufferPtr + 1;
*buf = bufferPtr;
}
//----------------------------------------------------------------------
// Fixup the subtask pointer
void DefendTask::fixup(void) {
// Let the base class fixup its pointers
Task::fixup();
TaskID subTaskID = *((TaskID *)&subTask);
// Convert the subTaskID to a pointer
subTask = subTaskID != NoTask ? getTaskAddress(subTaskID) : NULL;
}
//----------------------------------------------------------------------
// Return the number of bytes needed to archive this object in
// a buffer
inline int32 DefendTask::archiveSize(void) const {
return Task::archiveSize() + sizeof(ObjectID) + sizeof(TaskID);
}
//----------------------------------------------------------------------
// Create an archive of this object in a buffer
void *DefendTask::archive(void *buf) const {
// Let the base class archive its data
buf = Task::archive(buf);
ObjectID attackerID;
TaskID subTaskID;
// Convert the attacker pointer to an ID
attackerID = attacker != NULL ? attacker->thisID() : Nothing;
// Store the attacker's ID
*((ObjectID *)buf) = attackerID;
buf = (ObjectID *)buf + 1;
// Convert the subtask pointer to an ID
subTaskID = subTask != NULL ? getTaskID(subTask) : NoTask;
// Store the subtask ID
*((TaskID *)buf) = subTaskID;
buf = (TaskID *)buf + 1;
return buf;
}
//----------------------------------------------------------------------
// Return an integer representing the type of this task
int16 DefendTask::getType(void) const {
return defendTask;
}
//----------------------------------------------------------------------
void DefendTask::abortTask(void) {
// If we have a sub-task, kill it
if (subTask != NULL) {
subTask->abortTask();
delete subTask;
subTask = NULL;
}
}
//----------------------------------------------------------------------
TaskResult DefendTask::evaluate(void) {
// If there currently is no sub-task and the attacker is no longer
// attacking, we're done
if (subTask == NULL
&& (attacker->moveTask == NULL
|| !attacker->moveTask->isAttack()))
return taskSucceeded;
return taskNotDone;
}
//----------------------------------------------------------------------
TaskResult DefendTask::update(void) {
Actor *a = stack->getActor();
// If there is no sub-task, try to set up a new one
if (subTask == NULL) {
GameObject *defensiveObj;
a->defensiveObject(&defensiveObj);
if (defensiveObj != NULL) {
Direction relDir;
relDir = ((attacker->getLocation() - a->getLocation()).quickDir()
- a->currentFacing)
& 0x7;
if (relDir == 7 || relDir <= 1)
subTask = new ParryTask(stack, attacker, defensiveObj);
else
return taskFailed;
}
}
if (subTask != NULL) {
TaskResult result;
// Run the sub-task until its done
if ((result = subTask->update()) != taskNotDone) {
delete subTask;
subTask = NULL;
return result;
}
}
// If there currently is no sub-task and the attacker is no longer
// attacking, we're done
if (subTask == NULL
&& (attacker->moveTask == NULL
|| !attacker->moveTask->isMeleeAttack()))
return taskSucceeded;
return taskNotDone;
}
//----------------------------------------------------------------------
// Determine if the specified task is equivalent to this task
bool DefendTask::operator == (const Task &t) const {
if (t.getType() != defendTask) return false;
DefendTask *taskPtr = (DefendTask *)&t;
return attacker == taskPtr->attacker;
}
/* ===================================================================== *
ParryTask Class
* ===================================================================== */
//----------------------------------------------------------------------
// Constructor -- reconstruct from archive buffer
ParryTask::ParryTask(void **buf) : Task(buf) {
void *bufferPtr = *buf;
ObjectID attackerID,
defenseObjID;
// Get the attacker ID and the defense object ID
attackerID = *((ObjectID *)bufferPtr);
defenseObjID = *((ObjectID *)bufferPtr + 1);
bufferPtr = (ObjectID *)bufferPtr + 2;
// Convert the attacker ID to a pointer
attacker = attackerID != Nothing
? (Actor *)GameObject::objectAddress(attackerID)
: NULL;
// Convert the defense object ID to a pointer
defenseObj = defenseObjID != Nothing
? GameObject::objectAddress(defenseObjID)
: NULL;
// Restore the flags
flags = *((uint8 *)bufferPtr);
bufferPtr = (uint8 *)bufferPtr + 1;
*buf = bufferPtr;
}
//----------------------------------------------------------------------
// Return the number of bytes needed to archive this object in
// a buffer
int32 ParryTask::archiveSize(void) const {
return Task::archiveSize()
+ sizeof(ObjectID) // attacker ID
+ sizeof(ObjectID) // defenseObj ID
+ sizeof(flags);
}
//----------------------------------------------------------------------
// Create an archive of this object in a buffer
void *ParryTask::archive(void *buf) const {
// Let the base class archive its data
buf = Task::archive(buf);
ObjectID attackerID,
defenseObjID;
// Convert the attacker pointer to an ID
attackerID = attacker != NULL ? attacker->thisID() : Nothing;
// Convert the defense object pointer to an ID
defenseObjID = defenseObj != NULL ? defenseObj->thisID() : Nothing;
// Store the attacker ID and the defense object ID
*((ObjectID *)buf) = attackerID;
*((ObjectID *)buf + 1) = defenseObjID;
buf = (ObjectID *)buf + 2;
// Store the flags
*((uint8 *)buf) = flags;
buf = (uint8 *)buf + 1;
return buf;
}
//----------------------------------------------------------------------
// Return an integer representing the type of this task
int16 ParryTask::getType(void) const {
return parryTask;
}
//----------------------------------------------------------------------
void ParryTask::abortTask(void) {
MotionTask *actorMotion = stack->getActor()->moveTask;
// Kill the defense motion, if there is one
if ((flags & motionStarted)
&& actorMotion != NULL
&& actorMotion->isDefense())
actorMotion->finishDefense();
}
//----------------------------------------------------------------------
TaskResult ParryTask::evaluate(void) {
Actor *a = stack->getActor();
MotionTask *defenderMotion = a->moveTask,
*attackerMotion = attacker->moveTask;
// If the attacker is no longer attacking and we are no longer
// defending, we're done
if (attackerMotion == NULL || !attackerMotion->isMeleeAttack()
&& (!(flags & blockStarted)
|| defenderMotion == NULL || !defenderMotion->isDefense()))
return taskSucceeded;
return taskNotDone;
}
//----------------------------------------------------------------------
TaskResult ParryTask::update(void) {
Actor *a = stack->getActor();
MotionTask *defenderMotion = a->moveTask,
*attackerMotion = attacker->moveTask;
// If the attacker is no longer attacking and we are no longer
// defending, we're done
if (attackerMotion == NULL || !attackerMotion->isMeleeAttack()
&& (!(flags & blockStarted)
|| defenderMotion == NULL || !defenderMotion->isDefense()))
return taskSucceeded;
// Try to start a parry motion with the specified defensive object
if (!(flags & motionStarted)) {
ProtoObj *defenseObjProto = defenseObj->proto();
defenseObjProto->initiateDefense(a->thisID(), attacker->thisID());
if ((defenderMotion = a->moveTask) != NULL)
flags |= motionStarted;
else
return taskNotDone;
}
assert(defenderMotion != NULL);
// If the blow is about to strike, start the actual block
if (!(flags & blockStarted)
&& attackerMotion->framesUntilStrike() < 1) {
defenderMotion->startBlock();
flags |= blockStarted;
}
return taskNotDone;
}
//----------------------------------------------------------------------
// Determine if the specified task is equivalent to this task
bool ParryTask::operator == (const Task &t) const {
if (t.getType() != parryTask) return false;
ParryTask *taskPtr = (ParryTask *)&t;
return attacker == taskPtr->attacker
&& defenseObj == taskPtr->defenseObj;
}
#endif
/* ===================================================================== *
TaskStack member functions
* ===================================================================== */
//----------------------------------------------------------------------
// TaskStack constructor -- reconstruct from an archive buffer
TaskStack::TaskStack(void **buf) {
void *bufferPtr = *buf;
// Restore the stack bottom pointer
stackBottomID = *((TaskID *)bufferPtr);
bufferPtr = (TaskID *)bufferPtr + 1;
// Restore the actor pointer
actor = (Actor *)GameObject::objectAddress(*((ObjectID *)bufferPtr));
bufferPtr = (ObjectID *)bufferPtr + 1;
// Restore the evaluation count
evalCount = *((int16 *)bufferPtr);
bufferPtr = (int16 *)bufferPtr + 1;
// Restore the evaluation rate
evalRate = *((int16 *)bufferPtr);
bufferPtr = (int16 *)bufferPtr + 1;
*buf = bufferPtr;
}
//----------------------------------------------------------------------
// Create an archive of this TaskStack in the specified buffer
void *TaskStack::archive(void *buf) {
// Store the stack bottom TaskID
*((TaskID *)buf) = stackBottomID;
buf = (TaskID *)buf + 1;
// Store the actor's id
*((ObjectID *)buf) = actor->thisID();
buf = (ObjectID *)buf + 1;
// Store the evalCount and evalRate
*((int16 *)buf) = evalCount;
buf = (int16 *)buf + 1;
*((int16 *)buf) = evalRate;
buf = (int16 *)buf + 1;
return buf;
}
#if DEBUG
//----------------------------------------------------------------------
// Debugging function used to mark this task and any sub tasks as being
// used. This is used to find task leaks.
void TaskStack::mark(void) {
if (stackBottomID != NoTask) {
Task *stackBottom = getTaskAddress(stackBottomID);
stackBottom->mark();
}
}
#endif
//----------------------------------------------------------------------
// Set the bottom task of this task stack
void TaskStack::setTask(Task *t) {
assert(stackBottomID == NoTask);
if (t->stack == this) {
TaskID id = getTaskID(t);
stackBottomID = id;
}
}
//----------------------------------------------------------------------
// Abort all tasks in stack
void TaskStack::abortTask(void) {
if (stackBottomID != NoTask) {
Task *stackBottom = getTaskAddress(stackBottomID);
stackBottom->abortTask();
delete stackBottom;
}
}
//----------------------------------------------------------------------
// Re-evaluate tasks in stack
TaskResult TaskStack::evaluate(void) {
if (stackBottomID != -1) {
Task *stackBottom = getTaskAddress(stackBottomID);
return stackBottom->evaluate();
} else
return taskNotDone;
}
//----------------------------------------------------------------------
// Update the state of the tasks in stack
TaskResult TaskStack::update(void) {
TaskResult result;
// If the actor is currently uniterruptable then this task is paused
if (!actor->isInterruptable()) return taskNotDone;
if (stackBottomID != NoTask) {
Task *stackBottom = getTaskAddress(stackBottomID);
// Determine if it is time to reevaluate the tasks
if (--evalCount == 0) {
if ((result = stackBottom->evaluate()) != taskNotDone) {
delete stackBottom;
stackBottomID = NoTask;
return result;
}
evalCount = evalRate;
}
// Update the tasks
if ((result = stackBottom->update()) != taskNotDone) {
delete stackBottom;
stackBottomID = NoTask;
return result;
}
} else
return taskFailed;
return taskNotDone;
}
} // end of namespace Saga2