Some tweaks to actorWalkTo() and actorEndWalk(). Also, moved all the actor pathfinding calculation code to a new file

svn-id: r29455
This commit is contained in:
Filippos Karapetis 2007-11-08 23:39:58 +00:00
parent 422e88aa20
commit 398a26c6c4
3 changed files with 632 additions and 586 deletions

605
engines/saga/actor_path.cpp Normal file
View File

@ -0,0 +1,605 @@
/* 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
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#include "saga/saga.h"
#include "saga/actor.h"
#include "saga/scene.h"
namespace Saga {
static const PathDirectionData pathDirectionLUT[8][3] = {
{ { 0, Point( 0, -1) }, { 7, Point(-1, -1) }, { 4, Point( 1, -1) } },
{ { 1, Point( 1, 0) }, { 4, Point( 1, -1) }, { 5, Point( 1, 1) } },
{ { 2, Point( 0, 1) }, { 5, Point( 1, 1) }, { 6, Point(-1, 1) } },
{ { 3, Point(-1, 0) }, { 6, Point(-1, 1) }, { 7, Point(-1, -1) } },
{ { 0, Point( 0, -1) }, { 1, Point( 1, 0) }, { 4, Point( 1, -1) } },
{ { 1, Point( 1, 0) }, { 2, Point( 0, 1) }, { 5, Point( 1, 1) } },
{ { 2, Point( 0, 1) }, { 3, Point(-1, 0) }, { 6, Point(-1, 1) } },
{ { 3, Point(-1, 0) }, { 0, Point( 0, -1) }, { 7, Point(-1, -1) } }
};
static const int pathDirectionLUT2[8][2] = {
{ 0, -1 },
{ 1, 0 },
{ 0, 1 },
{ -1, 0 },
{ 1, -1 },
{ 1, 1 },
{ -1, 1 },
{ -1, -1 }
};
inline int16 int16Compare(int16 i1, int16 i2) {
return ((i1) > (i2) ? 1 : ((i1) < (i2) ? -1 : 0));
}
inline int16 quickDistance(const Point &point1, const Point &point2, int16 compressX) {
Point delta;
delta.x = ABS(point1.x - point2.x) / compressX;
delta.y = ABS(point1.y - point2.y);
return ((delta.x < delta.y) ? (delta.y + delta.x / 2) : (delta.x + delta.y / 2));
}
inline void calcDeltaS(const Point &point1, const Point &point2, Point &delta, Point &s) {
delta.x = point2.x - point1.x;
if (delta.x == 0) {
s.x = 0;
} else {
if (delta.x > 0) {
s.x = 1;
} else {
s.x = -1;
delta.x = -delta.x;
}
}
delta.y = point2.y - point1.y;
if (delta.y == 0) {
s.y = 0;
} else {
if (delta.y > 0) {
s.y = 1;
} else {
s.y = -1;
delta.y = -delta.y;
}
}
}
void Actor::findActorPath(ActorData *actor, const Point &fromPoint, const Point &toPoint) {
Point iteratorPoint;
Point bestPoint;
int maskType;
int i;
Rect intersect;
#ifdef ACTOR_DEBUG
_debugPointsCount = 0;
#endif
actor->_walkStepsCount = 0;
if (fromPoint == toPoint) {
actor->addWalkStepPoint(toPoint);
return;
}
for (iteratorPoint.y = 0; iteratorPoint.y < _yCellCount; iteratorPoint.y++) {
for (iteratorPoint.x = 0; iteratorPoint.x < _xCellCount; iteratorPoint.x++) {
if (_vm->_scene->validBGMaskPoint(iteratorPoint)) {
maskType = _vm->_scene->getBGMaskType(iteratorPoint);
setPathCell(iteratorPoint, _vm->_scene->getDoorState(maskType) ? kPathCellBarrier : kPathCellEmpty);
} else {
setPathCell(iteratorPoint, kPathCellBarrier);
}
}
}
for (i = 0; i < _barrierCount; i++) {
intersect.left = MAX(_pathRect.left, _barrierList[i].left);
intersect.top = MAX(_pathRect.top, _barrierList[i].top);
intersect.right = MIN(_pathRect.right, _barrierList[i].right);
intersect.bottom = MIN(_pathRect.bottom, _barrierList[i].bottom);
for (iteratorPoint.y = intersect.top; iteratorPoint.y < intersect.bottom; iteratorPoint.y++) {
for (iteratorPoint.x = intersect.left; iteratorPoint.x < intersect.right; iteratorPoint.x++) {
setPathCell(iteratorPoint, kPathCellBarrier);
}
}
}
#ifdef ACTOR_DEBUG
for (iteratorPoint.y = 0; iteratorPoint.y < _yCellCount; iteratorPoint.y++) {
for (iteratorPoint.x = 0; iteratorPoint.x < _xCellCount; iteratorPoint.x++) {
if (getPathCell(iteratorPoint) == kPathCellBarrier) {
addDebugPoint(iteratorPoint, 24);
}
}
}
#endif
if (scanPathLine(fromPoint, toPoint)) {
actor->addWalkStepPoint(fromPoint);
actor->addWalkStepPoint(toPoint);
return;
}
i = fillPathArray(fromPoint, toPoint, bestPoint);
if (fromPoint == bestPoint) {
actor->addWalkStepPoint(bestPoint);
return;
}
if (i == 0) {
error("fillPathArray returns zero");
}
setActorPath(actor, fromPoint, bestPoint);
}
bool Actor::scanPathLine(const Point &point1, const Point &point2) {
Point point;
Point delta;
Point s;
Point fDelta;
int16 errterm;
calcDeltaS(point1, point2, delta, s);
point = point1;
fDelta.x = delta.x * 2;
fDelta.y = delta.y * 2;
if (delta.y > delta.x) {
errterm = fDelta.x - delta.y;
while (delta.y > 0) {
while (errterm >= 0) {
point.x += s.x;
errterm -= fDelta.y;
}
point.y += s.y;
errterm += fDelta.x;
if (!validPathCellPoint(point)) {
return false;
}
if (getPathCell(point) == kPathCellBarrier) {
return false;
}
delta.y--;
}
} else {
errterm = fDelta.y - delta.x;
while (delta.x > 0) {
while (errterm >= 0) {
point.y += s.y;
errterm -= fDelta.x;
}
point.x += s.x;
errterm += fDelta.y;
if (!validPathCellPoint(point)) {
return false;
}
if (getPathCell(point) == kPathCellBarrier) {
return false;
}
delta.x--;
}
}
return true;
}
int Actor::fillPathArray(const Point &fromPoint, const Point &toPoint, Point &bestPoint) {
int bestRating;
int currentRating;
int i;
Point bestPath;
int pointCounter;
int startDirection;
PathDirectionData *pathDirection;
PathDirectionData *newPathDirection;
const PathDirectionData *samplePathDirection;
Point nextPoint;
int directionCount;
int16 compressX = (_vm->getGameType() == GType_ITE) ? 2 : 1;
_pathDirectionListCount = 0;
pointCounter = 0;
bestRating = quickDistance(fromPoint, toPoint, compressX);
bestPath = fromPoint;
for (startDirection = 0; startDirection < 4; startDirection++) {
newPathDirection = addPathDirectionListData();
newPathDirection->coord = fromPoint;
newPathDirection->direction = startDirection;
}
if (validPathCellPoint(fromPoint)) {
setPathCell(fromPoint, kDirUp);
#ifdef ACTOR_DEBUG
addDebugPoint(fromPoint, 24+36);
#endif
}
i = 0;
do {
pathDirection = &_pathDirectionList[i];
for (directionCount = 0; directionCount < 3; directionCount++) {
samplePathDirection = &pathDirectionLUT[pathDirection->direction][directionCount];
nextPoint = pathDirection->coord;
nextPoint.x += samplePathDirection->coord.x;
nextPoint.y += samplePathDirection->coord.y;
if (!validPathCellPoint(nextPoint)) {
continue;
}
if (getPathCell(nextPoint) != kPathCellEmpty) {
continue;
}
setPathCell(nextPoint, samplePathDirection->direction);
#ifdef ACTOR_DEBUG
addDebugPoint(nextPoint, samplePathDirection->direction + 96);
#endif
newPathDirection = addPathDirectionListData();
newPathDirection->coord = nextPoint;
newPathDirection->direction = samplePathDirection->direction;
++pointCounter;
if (nextPoint == toPoint) {
bestPoint = toPoint;
return pointCounter;
}
currentRating = quickDistance(nextPoint, toPoint, compressX);
if (currentRating < bestRating) {
bestRating = currentRating;
bestPath = nextPoint;
}
pathDirection = &_pathDirectionList[i];
}
++i;
} while (i < _pathDirectionListCount);
bestPoint = bestPath;
return pointCounter;
}
void Actor::setActorPath(ActorData *actor, const Point &fromPoint, const Point &toPoint) {
Point nextPoint;
int8 direction;
int i;
_pathListIndex = -1;
addPathListPoint(toPoint);
nextPoint = toPoint;
while (!(nextPoint == fromPoint)) {
direction = getPathCell(nextPoint);
if ((direction < 0) || (direction >= 8)) {
error("Actor::setActorPath error direction 0x%X", direction);
}
nextPoint.x -= pathDirectionLUT2[direction][0];
nextPoint.y -= pathDirectionLUT2[direction][1];
addPathListPoint(nextPoint);
#ifdef ACTOR_DEBUG
addDebugPoint(nextPoint, 0x8a);
#endif
}
pathToNode();
removeNodes();
nodeToPath();
removePathPoints();
for (i = 0; i <= _pathNodeListIndex; i++) {
actor->addWalkStepPoint(_pathNodeList[i].point);
}
}
void Actor::pathToNode() {
Point point1, point2, delta;
int direction;
int i;
Point *point;
point= &_pathList[_pathListIndex];
direction = 0;
_pathNodeListIndex = -1;
addPathNodeListPoint(*point);
for (i = _pathListIndex; i > 0; i--) {
point1 = *point;
--point;
point2 = *point;
if (direction == 0) {
delta.x = int16Compare(point2.x, point1.x);
delta.y = int16Compare(point2.y, point1.y);
direction++;
}
if ((point1.x + delta.x != point2.x) || (point1.y + delta.y != point2.y)) {
addPathNodeListPoint(point1);
direction--;
i++;
point++;
}
}
addPathNodeListPoint(*_pathList);
}
int pathLine(Point *pointList, const Point &point1, const Point &point2) {
Point point;
Point delta;
Point tempPoint;
Point s;
int16 errterm;
int16 res;
calcDeltaS(point1, point2, delta, s);
point = point1;
tempPoint.x = delta.x * 2;
tempPoint.y = delta.y * 2;
if (delta.y > delta.x) {
errterm = tempPoint.x - delta.y;
res = delta.y;
while (delta.y > 0) {
while (errterm >= 0) {
point.x += s.x;
errterm -= tempPoint.y;
}
point.y += s.y;
errterm += tempPoint.x;
*pointList = point;
pointList++;
delta.y--;
}
} else {
errterm = tempPoint.y - delta.x;
res = delta.x;
while (delta.x > 0) {
while (errterm >= 0) {
point.y += s.y;
errterm -= tempPoint.x;
}
point.x += s.x;
errterm += tempPoint.y;
*pointList = point;
pointList++;
delta.x--;
}
}
return res;
}
void Actor::nodeToPath() {
int i;
Point point1, point2;
PathNode *node;
Point *point;
for (i = 0, point = _pathList; i < _pathListAlloced; i++, point++) {
point->x = point->y = PATH_NODE_EMPTY;
}
_pathListIndex = 1;
_pathList[0] = _pathNodeList[0].point;
_pathNodeList[0].link = 0;
for (i = 0, node = _pathNodeList; i < _pathNodeListIndex; i++) {
point1 = node->point;
node++;
point2 = node->point;
_pathListIndex += pathLine(&_pathList[_pathListIndex], point1, point2);
node->link = _pathListIndex - 1;
}
_pathListIndex--;
_pathNodeList[_pathNodeListIndex].link = _pathListIndex;
}
void Actor::removeNodes() {
int i, j, k;
PathNode *iNode, *jNode, *kNode, *fNode;
fNode = &_pathNodeList[_pathNodeListIndex];
if (scanPathLine(_pathNodeList[0].point, fNode->point)) {
_pathNodeList[1] = *fNode;
_pathNodeListIndex = 1;
}
if (_pathNodeListIndex < 4) {
return;
}
for (i = _pathNodeListIndex - 1, iNode = fNode-1; i > 1 ; i--, iNode--) {
if (iNode->point.x == PATH_NODE_EMPTY) {
continue;
}
if (scanPathLine(_pathNodeList[0].point, iNode->point)) {
for (j = 1, jNode = _pathNodeList + 1; j < i; j++, jNode++) {
jNode->point.x = PATH_NODE_EMPTY;
}
}
}
for (i = 1, iNode = _pathNodeList + 1; i < _pathNodeListIndex - 1; i++, iNode++) {
if (iNode->point.x == PATH_NODE_EMPTY) {
continue;
}
if (scanPathLine(fNode->point, iNode->point)) {
for (j = i + 1, jNode = iNode + 1; j < _pathNodeListIndex; j++, jNode++) {
jNode->point.x = PATH_NODE_EMPTY;
}
}
}
condenseNodeList();
for (i = 1, iNode = _pathNodeList + 1; i < _pathNodeListIndex - 1; i++, iNode++) {
if (iNode->point.x == PATH_NODE_EMPTY) {
continue;
}
for (j = i + 2, jNode = iNode + 2; j < _pathNodeListIndex; j++, jNode++) {
if (jNode->point.x == PATH_NODE_EMPTY) {
continue;
}
if (scanPathLine(iNode->point, jNode->point)) {
for (k = i + 1,kNode = iNode + 1; k < j; k++, kNode++) {
kNode->point.x = PATH_NODE_EMPTY;
}
}
}
}
condenseNodeList();
}
void Actor::condenseNodeList() {
int i, j, count;
PathNode *iNode, *jNode;
count = _pathNodeListIndex;
for (i = 1, iNode = _pathNodeList + 1; i < _pathNodeListIndex; i++, iNode++) {
if (iNode->point.x == PATH_NODE_EMPTY) {
j = i + 1;
jNode = iNode + 1;
while (jNode->point.x == PATH_NODE_EMPTY) {
j++;
jNode++;
}
*iNode = *jNode;
count = i;
jNode->point.x = PATH_NODE_EMPTY;
if (j == _pathNodeListIndex) {
break;
}
}
}
_pathNodeListIndex = count;
}
void Actor::removePathPoints() {
int i, j, k, l;
PathNode *node;
int start;
int end;
Point point1, point2;
if (_pathNodeListIndex < 2)
return;
_newPathNodeListIndex = -1;
addNewPathNodeListPoint(_pathNodeList[0]);
for (i = 1, node = _pathNodeList + 1; i < _pathNodeListIndex; i++, node++) {
addNewPathNodeListPoint(*node);
for (j = 5; j > 0; j--) {
start = node->link - j;
end = node->link + j;
if (start < 0 || end > _pathListIndex) {
continue;
}
point1 = _pathList[start];
point2 = _pathList[end];
if ((point1.x == PATH_NODE_EMPTY) || (point2.x == PATH_NODE_EMPTY)) {
continue;
}
if (scanPathLine(point1, point2)) {
for (l = 1; l <= _newPathNodeListIndex; l++) {
if (start <= _newPathNodeList[l].link) {
_newPathNodeListIndex = l;
_newPathNodeList[_newPathNodeListIndex].point = point1;
_newPathNodeList[_newPathNodeListIndex].link = start;
incrementNewPathNodeListIndex();
break;
}
}
_newPathNodeList[_newPathNodeListIndex].point = point2;
_newPathNodeList[_newPathNodeListIndex].link = end;
for (k = start + 1; k < end; k++) {
_pathList[k].x = PATH_NODE_EMPTY;
}
break;
}
}
}
addNewPathNodeListPoint(_pathNodeList[_pathNodeListIndex]);
for (i = 0, j = 0; i <= _newPathNodeListIndex; i++) {
if (_newPathNodeListIndex == i || (_newPathNodeList[i].point != _newPathNodeList[i+1].point)) {
_pathNodeList[j++] = _newPathNodeList[i];
}
}
_pathNodeListIndex = j - 1;
}
void Actor::drawPathTest() {
#ifdef ACTOR_DEBUG
int i;
Surface *surface;
surface = _vm->_gfx->getBackBuffer();
if (_debugPoints == NULL) {
return;
}
for (i = 0; i < _debugPointsCount; i++) {
*((byte *)surface->pixels + (_debugPoints[i].point.y * surface->pitch) + _debugPoints[i].point.x) = _debugPoints[i].color;
}
#endif
}
} // End of namespace Saga

View File

@ -37,28 +37,6 @@
namespace Saga {
static const PathDirectionData pathDirectionLUT[8][3] = {
{ { 0, Point( 0, -1) }, { 7, Point(-1, -1) }, { 4, Point( 1, -1) } },
{ { 1, Point( 1, 0) }, { 4, Point( 1, -1) }, { 5, Point( 1, 1) } },
{ { 2, Point( 0, 1) }, { 5, Point( 1, 1) }, { 6, Point(-1, 1) } },
{ { 3, Point(-1, 0) }, { 6, Point(-1, 1) }, { 7, Point(-1, -1) } },
{ { 0, Point( 0, -1) }, { 1, Point( 1, 0) }, { 4, Point( 1, -1) } },
{ { 1, Point( 1, 0) }, { 2, Point( 0, 1) }, { 5, Point( 1, 1) } },
{ { 2, Point( 0, 1) }, { 3, Point(-1, 0) }, { 6, Point(-1, 1) } },
{ { 3, Point(-1, 0) }, { 0, Point( 0, -1) }, { 7, Point(-1, -1) } }
};
static const int pathDirectionLUT2[8][2] = {
{ 0, -1 },
{ 1, 0 },
{ 0, 1 },
{ -1, 0 },
{ 1, -1 },
{ 1, 1 },
{ -1, 1 },
{ -1, -1 }
};
static const int angleLUT[16][2] = {
{ 0, -256 },
{ 98, -237 },
@ -120,45 +98,6 @@ static const DragonMove dragonMoveTable[12] = {
{ 48, { { -0, -0 }, { -1, -6 }, { -5, -11 }, { -10, -15 } } }
};
inline int16 quickDistance(const Point &point1, const Point &point2, int16 compressX) {
Point delta;
delta.x = ABS(point1.x - point2.x) / compressX;
delta.y = ABS(point1.y - point2.y);
return ((delta.x < delta.y) ? (delta.y + delta.x / 2) : (delta.x + delta.y / 2));
}
inline void calcDeltaS(const Point &point1, const Point &point2, Point &delta, Point &s) {
delta.x = point2.x - point1.x;
if (delta.x == 0) {
s.x = 0;
} else {
if (delta.x > 0) {
s.x = 1;
} else {
s.x = -1;
delta.x = -delta.x;
}
}
delta.y = point2.y - point1.y;
if (delta.y == 0) {
s.y = 0;
} else {
if (delta.y > 0) {
s.y = 1;
} else {
s.y = -1;
delta.y = -delta.y;
}
}
}
inline int16 int16Compare(int16 i1, int16 i2) {
return ((i1) > (i2) ? 1 : ((i1) < (i2) ? -1 : 0));
}
bool Actor::validFollowerLocation(const Location &location) {
Point point;
location.toScreenPointXY(point);
@ -510,7 +449,7 @@ void Actor::handleActions(int msec, bool setup) {
if (actor->_walkStepIndex >= actor->_walkStepsCount) {
actorEndWalk(actor->_id, true);
break;
return; // break out of select case
}
actor->_partialTarget.fromScreenPoint(actor->_walkStepsPoints[actor->_walkStepIndex++]);
@ -942,11 +881,11 @@ bool Actor::actorWalkTo(uint16 actorId, const Location &toLocation) {
actor = getActor(actorId);
if (actor == _protagonist) {
_vm->_scene->setDoorState(2, 0xff);
_vm->_scene->setDoorState(3, 0);
_vm->_scene->setDoorState(2, 0xff); // closed
_vm->_scene->setDoorState(3, 0); // open
} else {
_vm->_scene->setDoorState(2, 0);
_vm->_scene->setDoorState(3, 0xff);
_vm->_scene->setDoorState(2, 0); // open
_vm->_scene->setDoorState(3, 0xff); // closed
}
if (_vm->_scene->getFlags() & kSceneFlagISO) {
@ -976,19 +915,29 @@ bool Actor::actorWalkTo(uint16 actorId, const Location &toLocation) {
} else {
actor->_location.toScreenPointXY(pointFrom);
pointFrom.x &= ~1;
// FIXME: why is the following line needed?
pointFrom.x &= ~1; // set last bit to 0
extraStartNode = _vm->_scene->offscreenPath(pointFrom);
toLocation.toScreenPointXY(pointTo);
pointTo.x &= ~1;
// FIXME: why is the following line needed?
pointTo.x &= ~1; // set last bit to 0
// Are we already where we want to go?
if (pointFrom.x == pointTo.x && pointFrom.y == pointTo.y) {
actor->_walkStepsCount = 0;
actorEndWalk(actorId, false);
return false;
}
extraEndNode = _vm->_scene->offscreenPath(pointTo);
if (_vm->_scene->isBGMaskPresent()) {
if ((((actor->_currentAction >= kActionWalkToPoint) &&
(actor->_currentAction <= kActionWalkDir)) || (actor == _protagonist)) &&
if (
((actor->_currentAction >= kActionWalkToPoint && actor->_currentAction <= kActionWalkDir) ||
(_vm->getGameType() == GType_ITE && actor == _protagonist)) &&
!_vm->_scene->canWalk(pointFrom)) {
int max = _vm->getGameType() == GType_ITE ? 8 : 4;
@ -1038,22 +987,22 @@ bool Actor::actorWalkTo(uint16 actorId, const Location &toLocation) {
anotherActorScreenPosition = anotherActor->_screenPosition;
testBox.left = (anotherActorScreenPosition.x - collision.x) & ~1;
testBox.right = (anotherActorScreenPosition.x + collision.x) & ~1 + 1;
testBox.right = (anotherActorScreenPosition.x + collision.x) & ~1;
testBox.top = anotherActorScreenPosition.y - collision.y;
testBox.bottom = anotherActorScreenPosition.y + collision.y + 1;
testBox.bottom = anotherActorScreenPosition.y + collision.y;
testBox2 = testBox;
testBox2.right += 2;
testBox2.left -= 2;
testBox2.right += 2;
testBox2.top -= 1;
testBox2.bottom += 1;
if (testBox2.contains(pointFrom)) {
if (pointFrom.x > anotherActorScreenPosition.x + 4) {
testBox.right = pointFrom.x - 1;
testBox.right = pointFrom.x - 2;
} else if (pointFrom.x < anotherActorScreenPosition.x - 4) {
testBox.left = pointFrom.x + 2;
} else if (pointFrom.y > anotherActorScreenPosition.y) {
testBox.bottom = pointFrom.y;
testBox.bottom = pointFrom.y - 1;
} else {
testBox.top = pointFrom.y + 1 ;
}
@ -1077,6 +1026,7 @@ bool Actor::actorWalkTo(uint16 actorId, const Location &toLocation) {
if (extraStartNode) {
actor->_walkStepIndex = 0;
} else {
// FIXME: Why is this needed?
actor->_walkStepIndex = 1;
}
@ -1145,6 +1095,7 @@ bool Actor::actorEndWalk(uint16 actorId, bool recurse) {
}
actor->_currentAction = kActionWait;
actor->_actionCycle = 0;
if (actor->_actorFlags & kActorFinalFace) {
actor->_facingDirection = actor->_actionDirection = (actor->_actorFlags >> 6) & 0x07; //?
}
@ -1421,517 +1372,6 @@ void Actor::moveDragon(ActorData *actor) {
actor->_frameNumber = actor->_dragonBaseFrame + actor->_dragonStepCycle;
}
void Actor::findActorPath(ActorData *actor, const Point &fromPoint, const Point &toPoint) {
Point iteratorPoint;
Point bestPoint;
int maskType;
int i;
Rect intersect;
#ifdef ACTOR_DEBUG
_debugPointsCount = 0;
#endif
actor->_walkStepsCount = 0;
if (fromPoint == toPoint) {
actor->addWalkStepPoint(toPoint);
return;
}
for (iteratorPoint.y = 0; iteratorPoint.y < _yCellCount; iteratorPoint.y++) {
for (iteratorPoint.x = 0; iteratorPoint.x < _xCellCount; iteratorPoint.x++) {
if (_vm->_scene->validBGMaskPoint(iteratorPoint)) {
maskType = _vm->_scene->getBGMaskType(iteratorPoint);
setPathCell(iteratorPoint, _vm->_scene->getDoorState(maskType) ? kPathCellBarrier : kPathCellEmpty);
} else {
setPathCell(iteratorPoint, kPathCellBarrier);
}
}
}
for (i = 0; i < _barrierCount; i++) {
intersect.left = MAX(_pathRect.left, _barrierList[i].left);
intersect.top = MAX(_pathRect.top, _barrierList[i].top);
intersect.right = MIN(_pathRect.right, _barrierList[i].right);
intersect.bottom = MIN(_pathRect.bottom, _barrierList[i].bottom);
for (iteratorPoint.y = intersect.top; iteratorPoint.y < intersect.bottom; iteratorPoint.y++) {
for (iteratorPoint.x = intersect.left; iteratorPoint.x < intersect.right; iteratorPoint.x++) {
setPathCell(iteratorPoint, kPathCellBarrier);
}
}
}
#ifdef ACTOR_DEBUG
for (iteratorPoint.y = 0; iteratorPoint.y < _yCellCount; iteratorPoint.y++) {
for (iteratorPoint.x = 0; iteratorPoint.x < _xCellCount; iteratorPoint.x++) {
if (getPathCell(iteratorPoint) == kPathCellBarrier) {
addDebugPoint(iteratorPoint, 24);
}
}
}
#endif
if (scanPathLine(fromPoint, toPoint)) {
actor->addWalkStepPoint(fromPoint);
actor->addWalkStepPoint(toPoint);
return;
}
i = fillPathArray(fromPoint, toPoint, bestPoint);
if (fromPoint == bestPoint) {
actor->addWalkStepPoint(bestPoint);
return;
}
if (i == 0) {
error("fillPathArray returns zero");
}
setActorPath(actor, fromPoint, bestPoint);
}
bool Actor::scanPathLine(const Point &point1, const Point &point2) {
Point point;
Point delta;
Point s;
Point fDelta;
int16 errterm;
calcDeltaS(point1, point2, delta, s);
point = point1;
fDelta.x = delta.x * 2;
fDelta.y = delta.y * 2;
if (delta.y > delta.x) {
errterm = fDelta.x - delta.y;
while (delta.y > 0) {
while (errterm >= 0) {
point.x += s.x;
errterm -= fDelta.y;
}
point.y += s.y;
errterm += fDelta.x;
if (!validPathCellPoint(point)) {
return false;
}
if (getPathCell(point) == kPathCellBarrier) {
return false;
}
delta.y--;
}
} else {
errterm = fDelta.y - delta.x;
while (delta.x > 0) {
while (errterm >= 0) {
point.y += s.y;
errterm -= fDelta.x;
}
point.x += s.x;
errterm += fDelta.y;
if (!validPathCellPoint(point)) {
return false;
}
if (getPathCell(point) == kPathCellBarrier) {
return false;
}
delta.x--;
}
}
return true;
}
int Actor::fillPathArray(const Point &fromPoint, const Point &toPoint, Point &bestPoint) {
int bestRating;
int currentRating;
int i;
Point bestPath;
int pointCounter;
int startDirection;
PathDirectionData *pathDirection;
PathDirectionData *newPathDirection;
const PathDirectionData *samplePathDirection;
Point nextPoint;
int directionCount;
int16 compressX = (_vm->getGameType() == GType_ITE) ? 2 : 1;
_pathDirectionListCount = 0;
pointCounter = 0;
bestRating = quickDistance(fromPoint, toPoint, compressX);
bestPath = fromPoint;
for (startDirection = 0; startDirection < 4; startDirection++) {
newPathDirection = addPathDirectionListData();
newPathDirection->coord = fromPoint;
newPathDirection->direction = startDirection;
}
if (validPathCellPoint(fromPoint)) {
setPathCell(fromPoint, kDirUp);
#ifdef ACTOR_DEBUG
addDebugPoint(fromPoint, 24+36);
#endif
}
i = 0;
do {
pathDirection = &_pathDirectionList[i];
for (directionCount = 0; directionCount < 3; directionCount++) {
samplePathDirection = &pathDirectionLUT[pathDirection->direction][directionCount];
nextPoint = pathDirection->coord;
nextPoint.x += samplePathDirection->coord.x;
nextPoint.y += samplePathDirection->coord.y;
if (!validPathCellPoint(nextPoint)) {
continue;
}
if (getPathCell(nextPoint) != kPathCellEmpty) {
continue;
}
setPathCell(nextPoint, samplePathDirection->direction);
#ifdef ACTOR_DEBUG
addDebugPoint(nextPoint, samplePathDirection->direction + 96);
#endif
newPathDirection = addPathDirectionListData();
newPathDirection->coord = nextPoint;
newPathDirection->direction = samplePathDirection->direction;
++pointCounter;
if (nextPoint == toPoint) {
bestPoint = toPoint;
return pointCounter;
}
currentRating = quickDistance(nextPoint, toPoint, compressX);
if (currentRating < bestRating) {
bestRating = currentRating;
bestPath = nextPoint;
}
pathDirection = &_pathDirectionList[i];
}
++i;
} while (i < _pathDirectionListCount);
bestPoint = bestPath;
return pointCounter;
}
void Actor::setActorPath(ActorData *actor, const Point &fromPoint, const Point &toPoint) {
Point nextPoint;
int8 direction;
int i;
_pathListIndex = -1;
addPathListPoint(toPoint);
nextPoint = toPoint;
while (!(nextPoint == fromPoint)) {
direction = getPathCell(nextPoint);
if ((direction < 0) || (direction >= 8)) {
error("Actor::setActorPath error direction 0x%X", direction);
}
nextPoint.x -= pathDirectionLUT2[direction][0];
nextPoint.y -= pathDirectionLUT2[direction][1];
addPathListPoint(nextPoint);
#ifdef ACTOR_DEBUG
addDebugPoint(nextPoint, 0x8a);
#endif
}
pathToNode();
removeNodes();
nodeToPath();
removePathPoints();
for (i = 0; i <= _pathNodeListIndex; i++) {
actor->addWalkStepPoint(_pathNodeList[i].point);
}
}
void Actor::pathToNode() {
Point point1, point2, delta;
int direction;
int i;
Point *point;
point= &_pathList[_pathListIndex];
direction = 0;
_pathNodeListIndex = -1;
addPathNodeListPoint(*point);
for (i = _pathListIndex; i > 0; i--) {
point1 = *point;
--point;
point2 = *point;
if (direction == 0) {
delta.x = int16Compare(point2.x, point1.x);
delta.y = int16Compare(point2.y, point1.y);
direction++;
}
if ((point1.x + delta.x != point2.x) || (point1.y + delta.y != point2.y)) {
addPathNodeListPoint(point1);
direction--;
i++;
point++;
}
}
addPathNodeListPoint(*_pathList);
}
int pathLine(Point *pointList, const Point &point1, const Point &point2) {
Point point;
Point delta;
Point tempPoint;
Point s;
int16 errterm;
int16 res;
calcDeltaS(point1, point2, delta, s);
point = point1;
tempPoint.x = delta.x * 2;
tempPoint.y = delta.y * 2;
if (delta.y > delta.x) {
errterm = tempPoint.x - delta.y;
res = delta.y;
while (delta.y > 0) {
while (errterm >= 0) {
point.x += s.x;
errterm -= tempPoint.y;
}
point.y += s.y;
errterm += tempPoint.x;
*pointList = point;
pointList++;
delta.y--;
}
} else {
errterm = tempPoint.y - delta.x;
res = delta.x;
while (delta.x > 0) {
while (errterm >= 0) {
point.y += s.y;
errterm -= tempPoint.x;
}
point.x += s.x;
errterm += tempPoint.y;
*pointList = point;
pointList++;
delta.x--;
}
}
return res;
}
void Actor::nodeToPath() {
int i;
Point point1, point2;
PathNode *node;
Point *point;
for (i = 0, point = _pathList; i < _pathListAlloced; i++, point++) {
point->x = point->y = PATH_NODE_EMPTY;
}
_pathListIndex = 1;
_pathList[0] = _pathNodeList[0].point;
_pathNodeList[0].link = 0;
for (i = 0, node = _pathNodeList; i < _pathNodeListIndex; i++) {
point1 = node->point;
node++;
point2 = node->point;
_pathListIndex += pathLine(&_pathList[_pathListIndex], point1, point2);
node->link = _pathListIndex - 1;
}
_pathListIndex--;
_pathNodeList[_pathNodeListIndex].link = _pathListIndex;
}
void Actor::removeNodes() {
int i, j, k;
PathNode *iNode, *jNode, *kNode, *fNode;
fNode = &_pathNodeList[_pathNodeListIndex];
if (scanPathLine(_pathNodeList[0].point, fNode->point)) {
_pathNodeList[1] = *fNode;
_pathNodeListIndex = 1;
}
if (_pathNodeListIndex < 4) {
return;
}
for (i = _pathNodeListIndex - 1, iNode = fNode-1; i > 1 ; i--, iNode--) {
if (iNode->point.x == PATH_NODE_EMPTY) {
continue;
}
if (scanPathLine(_pathNodeList[0].point, iNode->point)) {
for (j = 1, jNode = _pathNodeList + 1; j < i; j++, jNode++) {
jNode->point.x = PATH_NODE_EMPTY;
}
}
}
for (i = 1, iNode = _pathNodeList + 1; i < _pathNodeListIndex - 1; i++, iNode++) {
if (iNode->point.x == PATH_NODE_EMPTY) {
continue;
}
if (scanPathLine(fNode->point, iNode->point)) {
for (j = i + 1, jNode = iNode + 1; j < _pathNodeListIndex; j++, jNode++) {
jNode->point.x = PATH_NODE_EMPTY;
}
}
}
condenseNodeList();
for (i = 1, iNode = _pathNodeList + 1; i < _pathNodeListIndex - 1; i++, iNode++) {
if (iNode->point.x == PATH_NODE_EMPTY) {
continue;
}
for (j = i + 2, jNode = iNode + 2; j < _pathNodeListIndex; j++, jNode++) {
if (jNode->point.x == PATH_NODE_EMPTY) {
continue;
}
if (scanPathLine(iNode->point, jNode->point)) {
for (k = i + 1,kNode = iNode + 1; k < j; k++, kNode++) {
kNode->point.x = PATH_NODE_EMPTY;
}
}
}
}
condenseNodeList();
}
void Actor::condenseNodeList() {
int i, j, count;
PathNode *iNode, *jNode;
count = _pathNodeListIndex;
for (i = 1, iNode = _pathNodeList + 1; i < _pathNodeListIndex; i++, iNode++) {
if (iNode->point.x == PATH_NODE_EMPTY) {
j = i + 1;
jNode = iNode + 1;
while (jNode->point.x == PATH_NODE_EMPTY) {
j++;
jNode++;
}
*iNode = *jNode;
count = i;
jNode->point.x = PATH_NODE_EMPTY;
if (j == _pathNodeListIndex) {
break;
}
}
}
_pathNodeListIndex = count;
}
void Actor::removePathPoints() {
int i, j, k, l;
PathNode *node;
int start;
int end;
Point point1, point2;
if (_pathNodeListIndex < 2)
return;
_newPathNodeListIndex = -1;
addNewPathNodeListPoint(_pathNodeList[0]);
for (i = 1, node = _pathNodeList + 1; i < _pathNodeListIndex; i++, node++) {
addNewPathNodeListPoint(*node);
for (j = 5; j > 0; j--) {
start = node->link - j;
end = node->link + j;
if (start < 0 || end > _pathListIndex) {
continue;
}
point1 = _pathList[start];
point2 = _pathList[end];
if ((point1.x == PATH_NODE_EMPTY) || (point2.x == PATH_NODE_EMPTY)) {
continue;
}
if (scanPathLine(point1, point2)) {
for (l = 1; l <= _newPathNodeListIndex; l++) {
if (start <= _newPathNodeList[l].link) {
_newPathNodeListIndex = l;
_newPathNodeList[_newPathNodeListIndex].point = point1;
_newPathNodeList[_newPathNodeListIndex].link = start;
incrementNewPathNodeListIndex();
break;
}
}
_newPathNodeList[_newPathNodeListIndex].point = point2;
_newPathNodeList[_newPathNodeListIndex].link = end;
for (k = start + 1; k < end; k++) {
_pathList[k].x = PATH_NODE_EMPTY;
}
break;
}
}
}
addNewPathNodeListPoint(_pathNodeList[_pathNodeListIndex]);
for (i = 0, j = 0; i <= _newPathNodeListIndex; i++) {
if (_newPathNodeListIndex == i || (_newPathNodeList[i].point != _newPathNodeList[i+1].point)) {
_pathNodeList[j++] = _newPathNodeList[i];
}
}
_pathNodeListIndex = j - 1;
}
void Actor::drawPathTest() {
#ifdef ACTOR_DEBUG
int i;
Surface *surface;
surface = _vm->_gfx->getBackBuffer();
if (_debugPoints == NULL) {
return;
}
for (i = 0; i < _debugPointsCount; i++) {
*((byte *)surface->pixels + (_debugPoints[i].point.y * surface->pitch) + _debugPoints[i].point.x) = _debugPoints[i].color;
}
#endif
}
// Console wrappers - must be safe to run
void Actor::cmdActorWalkTo(int argc, const char **argv) {

View File

@ -2,6 +2,7 @@ MODULE := engines/saga
MODULE_OBJS := \
actor.o \
actor_path.o \
actor_walk.o \
animation.o \
console.o \