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Cleaned up the walking code.
PathVertex replaced by Common::Point. Do not update the path sprites if not in the debugging mode. svn-id: r45598
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@ -961,11 +961,12 @@ void Game::walkHero(int x, int y, SightDirection dir) {
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// Compute the shortest and obliqued path.
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WalkingMap::Path shortestPath, obliquePath;
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_walkingMap.findShortestPath(oldHero.x, oldHero.y, _hero.x, _hero.y, &shortestPath);
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_walkingMap.findShortestPath(oldHero, _hero, &shortestPath);
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_walkingMap.obliquePath(shortestPath, &obliquePath);
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if (_vm->_showWalkingMap) {
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redrawWalkingPath(kWalkingShortestPathOverlay, kWalkingShortestPathOverlayColour, shortestPath);
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redrawWalkingPath(kWalkingObliquePathOverlay, kWalkingObliquePathOverlayColour, obliquePath);
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}
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Movement movement = kStopRight;
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switch (dir) {
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@ -182,33 +182,34 @@ Common::Point WalkingMap::findNearestWalkable(int startX, int startY, Common::Re
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}
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}
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// We don't use Common::Point due to using static initialization.
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int WalkingMap::kDirections[][2] = { {0, -1}, {0, +1}, {-1, 0}, {+1, 0} };
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bool WalkingMap::findShortestPath(int x1, int y1, int x2, int y2, WalkingMap::Path *path) const {
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bool WalkingMap::findShortestPath(Common::Point p1, Common::Point p2, Path *path) const {
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// Round the positions to map squares.
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x1 /= _deltaX;
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x2 /= _deltaX;
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y1 /= _deltaY;
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y2 /= _deltaY;
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p1.x /= _deltaX;
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p2.x /= _deltaX;
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p1.y /= _deltaY;
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p2.y /= _deltaY;
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// Allocate buffers for breadth-first search. The buffer of points for
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// exploration should be large enough.
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int8 *cameFrom = new int8[_mapWidth * _mapHeight];
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const int bufSize = 4 * _realHeight;
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PathVertex *toSearch = new PathVertex[bufSize];
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Common::Point *toSearch = new Common::Point[bufSize];
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// Insert the starting point as a single seed.
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int toRead = 0, toWrite = 0;
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memset(cameFrom, -1, _mapWidth * _mapHeight); // -1 = not found yet
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cameFrom[y1 * _mapWidth + x1] = 0;
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toSearch[toWrite++] = PathVertex(x1, y1);
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cameFrom[p1.y * _mapWidth + p1.x] = 0;
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toSearch[toWrite++] = p1;
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// Search until we empty the whole buffer (not found) or find the
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// destination point.
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while (toRead != toWrite) {
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const PathVertex &here = toSearch[toRead];
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const Common::Point &here = toSearch[toRead];
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const int from = cameFrom[here.y * _mapWidth + here.x];
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if (here.x == x2 && here.y == y2) {
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if (here == p2) {
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break;
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}
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// Look into all 4 directions in a particular order depending
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@ -217,17 +218,16 @@ bool WalkingMap::findShortestPath(int x1, int y1, int x2, int y2, WalkingMap::Pa
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// with the smallest number of turns is preferred.
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for (int addDir = 0; addDir < 4; ++addDir) {
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const int probeDirection = (from + addDir) % 4;
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const int x = here.x + kDirections[probeDirection][0];
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const int y = here.y + kDirections[probeDirection][1];
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if (x < 0 || x >= _mapWidth || y < 0 || y >= _mapHeight) {
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const Common::Point p(here.x + kDirections[probeDirection][0], here.y + kDirections[probeDirection][1]);
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if (p.x < 0 || p.x >= _mapWidth || p.y < 0 || p.y >= _mapHeight) {
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continue;
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}
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// If this point is walkable and we haven't seen it
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// yet, record how we have reached it and insert it
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// into the round buffer for exploration.
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if (getPixel(x, y) && cameFrom[y * _mapWidth + x] == -1) {
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cameFrom[y * _mapWidth + x] = probeDirection;
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toSearch[toWrite++] = PathVertex(x, y);
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if (getPixel(p.x, p.y) && cameFrom[p.y * _mapWidth + p.x] == -1) {
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cameFrom[p.y * _mapWidth + p.x] = probeDirection;
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toSearch[toWrite++] = p;
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toWrite %= bufSize;
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}
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}
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@ -245,19 +245,19 @@ bool WalkingMap::findShortestPath(int x1, int y1, int x2, int y2, WalkingMap::Pa
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path->clear();
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int length = 0;
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for (int pass = 0; pass < 2; ++pass) {
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int x = x2, y = y2;
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Common::Point p = p2;
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int index = 0;
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while (1) {
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++index;
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if (pass == 1) {
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(*path)[length - index] = PathVertex(x, y);
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(*path)[length - index] = p;
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}
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if (x == x1 && y == y1) {
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if (p == p1) {
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break;
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}
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const int from = cameFrom[y * _mapWidth + x];
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x -= kDirections[from][0];
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y -= kDirections[from][1];
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const int from = cameFrom[p.y * _mapWidth + p.x];
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p.x -= kDirections[from][0];
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p.y -= kDirections[from][1];
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}
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if (pass == 0) {
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length = index;
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@ -312,8 +312,8 @@ void WalkingMap::obliquePath(const WalkingMap::Path& path, WalkingMap::Path *obl
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// first edge (going from the 1st vertex to the 2nd one) as is, move
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// the index to the 2nd vertex, and continue.
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for (uint head = 2; head < obliquedPath->size(); ++head) {
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const PathVertex &v1 = (*obliquedPath)[head-2];
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const PathVertex &v3 = (*obliquedPath)[head];
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const Common::Point &v1 = (*obliquedPath)[head-2];
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const Common::Point &v3 = (*obliquedPath)[head];
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const int steps = MAX(abs(v3.x - v1.x), abs(v3.y - v1.y));
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bool allPointsOk = true;
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// Testing only points between (i.e., without the end-points) is OK.
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@ -337,8 +337,8 @@ Sprite *WalkingMap::newOverlayFromPath(const WalkingMap::Path &path, byte colour
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memset(wlk, 255, _realWidth * _realHeight);
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for (uint segment = 1; segment < path.size(); ++segment) {
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const PathVertex &v1 = path[segment-1];
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const PathVertex &v2 = path[segment];
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const Common::Point &v1 = path[segment-1];
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const Common::Point &v2 = path[segment];
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const int steps = MAX(abs(v2.x - v1.x), abs(v2.y - v1.y));
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// Draw only points in the interval [v1, v2). These half-open
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// half-closed intervals connect all the way to the last point.
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@ -351,7 +351,7 @@ Sprite *WalkingMap::newOverlayFromPath(const WalkingMap::Path &path, byte colour
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// Draw the last point. This works also when the path has no segment,
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// but just one point.
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if (path.size() > 0) {
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const PathVertex &vLast = path[path.size()-1];
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const Common::Point &vLast = path[path.size()-1];
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drawOverlayRectangle(vLast.x, vLast.y, colour, wlk);
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}
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@ -33,12 +33,6 @@ namespace Draci {
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class Sprite;
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struct PathVertex {
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PathVertex() {}
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PathVertex(int xx, int yy) : x(xx), y(yy) {}
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int x, y;
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};
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class WalkingMap {
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public:
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WalkingMap() : _realWidth(0), _realHeight(0), _deltaX(1), _deltaY(1),
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@ -52,8 +46,8 @@ public:
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Sprite *newOverlayFromMap(byte colour) const;
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Common::Point findNearestWalkable(int x, int y, Common::Rect searchRect) const;
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typedef Common::Array<PathVertex> Path;
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bool findShortestPath(int x1, int y1, int x2, int y2, Path *path) const;
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typedef Common::Array<Common::Point> Path;
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bool findShortestPath(Common::Point p1, Common::Point p2, Path *path) const;
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void obliquePath(const Path& path, Path *obliquedPath) const;
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Sprite *newOverlayFromPath(const Path &path, byte colour) const;
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