Add methods to draw computed walking paths.

svn-id: r45596
This commit is contained in:
Robert Špalek 2009-11-01 10:58:34 +00:00
parent 7927196b3f
commit 5c7a120471
3 changed files with 52 additions and 14 deletions

View File

@ -1097,7 +1097,7 @@ void Game::loadRoom(int roomNum) {
_vm->_screen->setPalette(f->_data, 0, kNumColours);
Animation *map = _vm->_anims->addAnimation(kWalkingMapOverlay, 255, false);
Sprite *ov = _walkingMap.constructDrawableOverlay();
Sprite *ov = _walkingMap.newOverlayFromMap();
map->addFrame(ov, NULL);
}

View File

@ -28,7 +28,6 @@
#include "common/stream.h"
#include "draci/walking.h"
#include "draci/screen.h"
#include "draci/sprite.h"
namespace Draci {
@ -58,20 +57,20 @@ bool WalkingMap::isWalkable(int x, int y) const {
return getPixel(x / _deltaX, y / _deltaY);
}
Sprite *WalkingMap::constructDrawableOverlay() const {
Sprite *WalkingMap::newOverlayFromMap() const {
// HACK: Create a visible overlay from the walking map so we can test it
byte *wlk = new byte[kScreenWidth * kScreenHeight];
memset(wlk, 255, kScreenWidth * kScreenHeight);
byte *wlk = new byte[_realWidth * _realHeight];
memset(wlk, 255, _realWidth * _realHeight);
for (uint i = 0; i < kScreenWidth; ++i) {
for (uint j = 0; j < kScreenHeight; ++j) {
if (isWalkable(i, j)) {
wlk[j * kScreenWidth + i] = 2;
for (int i = 0; i < _mapWidth; ++i) {
for (int j = 0; j < _mapHeight; ++j) {
if (getPixel(i, j)) {
drawOverlayRectangle(i, j, 2, wlk);
}
}
}
Sprite *ov = new Sprite(kScreenWidth, kScreenHeight, wlk, 0, 0, false);
Sprite *ov = new Sprite(_realWidth, _realHeight, wlk, 0, 0, false);
// ov has taken the ownership of wlk.
return ov;
@ -314,9 +313,10 @@ void WalkingMap::obliquePath(const WalkingMap::Path& path, WalkingMap::Path *obl
const PathVertex &v3 = (*obliquedPath)[head];
const int steps = MAX(abs(v3.x - v1.x), abs(v3.y - v1.y));
bool allPointsOk = true;
// Testing only points between (i.e., without the end-points) is OK.
for (int step = 1; step < steps; ++step) {
const int x = (v1.x * step + v3.x * (steps-step)) / steps;
const int y = (v1.y * step + v3.y * (steps-step)) / steps;
const int x = (v1.x * (steps-step) + v3.x * step) / steps;
const int y = (v1.y * (steps-step) + v3.y * step) / steps;
if (!getPixel(x, y)) {
allPointsOk = false;
break;
@ -328,4 +328,40 @@ void WalkingMap::obliquePath(const WalkingMap::Path& path, WalkingMap::Path *obl
}
}
Sprite *WalkingMap::newOverlayFromPath(const WalkingMap::Path &path, byte colour) const {
// HACK: Create a visible overlay from the walking map so we can test it
byte *wlk = new byte[_realWidth * _realHeight];
memset(wlk, 255, _realWidth * _realHeight);
for (uint segment = 1; segment < path.size(); ++segment) {
const PathVertex &v1 = path[segment-1];
const PathVertex &v2 = path[segment];
const int steps = MAX(abs(v2.x - v1.x), abs(v2.y - v1.y));
// Draw only points in the interval [v1, v2). These half-open
// half-closed intervals connect all the way to the last point.
for (int step = 0; step < steps; ++step) {
const int x = (v1.x * (steps-step) + v2.x * step) / steps;
const int y = (v1.y * (steps-step) + v2.y * step) / steps;
drawOverlayRectangle(x, y, colour, wlk);
}
}
// Draw the last point. This works also when the path has no segment,
// but just one point.
const PathVertex &vLast = path[path.size()-1];
drawOverlayRectangle(vLast.x, vLast.y, colour, wlk);
Sprite *ov = new Sprite(_realWidth, _realHeight, wlk, 0, 0, false);
// ov has taken the ownership of wlk.
return ov;
}
void WalkingMap::drawOverlayRectangle(int x, int y, byte colour, byte *buf) const {
for (int i = 0; i < _deltaX; ++i) {
for (int j = 0; j < _deltaY; ++j) {
buf[(y * _deltaY + j) * _realWidth + (x * _deltaX + i)] = colour;
}
}
}
}

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@ -49,13 +49,13 @@ public:
bool getPixel(int x, int y) const;
bool isWalkable(int x, int y) const;
Sprite *constructDrawableOverlay() const;
Sprite *newOverlayFromMap() const;
Common::Point findNearestWalkable(int x, int y, Common::Rect searchRect) const;
typedef Common::Array<PathVertex> Path;
bool findShortestPath(int x1, int y1, int x2, int y2, Path *path) const;
void obliquePath(const Path& path, Path *obliquedPath) const;
Sprite *newOverlayFromPath(const Path &path, byte colour) const;
private:
int _realWidth, _realHeight;
@ -68,6 +68,8 @@ private:
// 4 possible directions to walk from a pixel.
static int kDirections[][2];
void drawOverlayRectangle(int x, int y, byte colour, byte *buf) const;
};
/*