/// <summary> /// Gets the next movement command - expects you to have confirmed there is a movement first /// </summary> /// <returns></returns> public MovementCommandDirection GetNextMovementCommandDirection(bool bPeek = false) { if (movementQueue.Count <= 0) { throw new Exception("You have requested to GetNextMovementCommand but there are non left."); } MovementCommandDirection direction = movementQueue.Peek().Direction; // calculate how many you will have left after you int nRemaining = movementQueue.Peek().Iterations - 1; Debug.Assert(nRemaining >= 0); if (nRemaining == 0 && !bPeek) { // we are done with it, so let's toss it movementQueue.Dequeue(); } else if (!bPeek) { // we have more moves, but we are going to spend one movementQueue.Peek().SpendSingleMovement(); } return(direction); }
/// <summary> /// Construct a NonPlayerCharacterMovement /// </summary> /// <param name="nDialogIndex">the index of an NPC</param> /// <param name="movementInstructionDataChunk">The full memory chunk of all movement instructions</param> /// <param name="movementOffsetDataChunk">the full memory chunk of the movement offsets</param> public NonPlayerCharacterMovement(int nDialogIndex, DataChunk movementInstructionDataChunk, DataChunk movementOffsetDataChunk) { // we totally ignore the first entry, since it's bad stuff if (nDialogIndex == 0) { return; } this._movementInstructionDataChunk = movementInstructionDataChunk; this._movementOffsetDataChunk = movementOffsetDataChunk; this._nDialogIndex = nDialogIndex; // todo: not a very efficient method of getting a UINT16 from the list -> it has to create a brand new list! _nOffset = movementOffsetDataChunk.GetChunkAsUint16List() [nDialogIndex]; // if it has the value of 0xFFFF then it indicates there are currently no instructions if (_nOffset == 0xFFFF) { return; } // calculate the offset int nOffsetIndex = (nDialogIndex) * (MAX_COMMAND_LIST_ENTRIES * MAX_MOVEMENT_COMMAND_SIZE); // get a copy because the GetAsByteList is an expensive method call List <byte> rawData = movementInstructionDataChunk.GetAsByteList(); // gets a smaller version of it - much easier to keep track of _loadedData = rawData.GetRange(nOffsetIndex, MAX_COMMAND_LIST_ENTRIES * 2); int nIndex = _nOffset; for (int i = 0; i < MAX_COMMAND_LIST_ENTRIES; i++) { byte nIterations = _loadedData[nIndex]; MovementCommandDirection direction = (MovementCommandDirection)_loadedData[nIndex + 1]; // if we have hit 0xFF then there is nothing else in the list and we can just return if (nIterations == 0xFF || nIterations == 0) { return; } if (!(direction == MovementCommandDirection.East || direction == MovementCommandDirection.West || direction == MovementCommandDirection.North || direction == MovementCommandDirection.South)) { throw new Ultima5ReduxException("a bad direction was set: " + direction.ToString()); } // we have a proper movement instruction so let's add it to the queue MovementCommand movementCommand = new MovementCommand(direction, nIterations); //this.movementQueue.Enqueue(movementCommand); AddNewMovementInstruction(movementCommand); // we actually grab from the offset, but it is circular, so we need to mod it nIndex = (nIndex + 2) % (MAX_COMMAND_LIST_ENTRIES * 2); } }
public MovementCommand(MovementCommandDirection direction, int iterations) { Iterations = iterations; Direction = direction; }