mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-26 11:46:54 +00:00
66e9d4f5e8
svn-id: r30664
608 lines
14 KiB
C++
608 lines
14 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#include "saga/saga.h"
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#include "saga/actor.h"
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#include "saga/scene.h"
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namespace Saga {
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static const PathDirectionData pathDirectionLUT[8][3] = {
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{ { 0, 0, -1 }, { 7, -1, -1 }, { 4, 1, -1 } },
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{ { 1, 1, 0 }, { 4, 1, -1 }, { 5, 1, 1 } },
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{ { 2, 0, 1 }, { 5, 1, 1 }, { 6, -1, 1 } },
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{ { 3, -1, 0 }, { 6, -1, 1 }, { 7, -1, -1 } },
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{ { 0, 0, -1 }, { 1, 1, 0 }, { 4, 1, -1 } },
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{ { 1, 1, 0 }, { 2, 0, 1 }, { 5, 1, 1 } },
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{ { 2, 0, 1 }, { 3, -1, 0 }, { 6, -1, 1 } },
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{ { 3, -1, 0 }, { 0, 0, -1 }, { 7, -1, -1 } }
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};
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static const int pathDirectionLUT2[8][2] = {
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{ 0, -1 },
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{ 1, 0 },
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{ 0, 1 },
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{ -1, 0 },
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{ 1, -1 },
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{ 1, 1 },
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{ -1, 1 },
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{ -1, -1 }
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};
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inline int16 int16Compare(int16 i1, int16 i2) {
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return ((i1) > (i2) ? 1 : ((i1) < (i2) ? -1 : 0));
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}
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inline int16 quickDistance(const Point &point1, const Point &point2, int16 compressX) {
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Point delta;
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delta.x = ABS(point1.x - point2.x) / compressX;
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delta.y = ABS(point1.y - point2.y);
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return ((delta.x < delta.y) ? (delta.y + delta.x / 2) : (delta.x + delta.y / 2));
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}
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inline void calcDeltaS(const Point &point1, const Point &point2, Point &delta, Point &s) {
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delta.x = point2.x - point1.x;
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if (delta.x == 0) {
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s.x = 0;
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} else {
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if (delta.x > 0) {
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s.x = 1;
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} else {
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s.x = -1;
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delta.x = -delta.x;
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}
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}
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delta.y = point2.y - point1.y;
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if (delta.y == 0) {
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s.y = 0;
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} else {
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if (delta.y > 0) {
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s.y = 1;
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} else {
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s.y = -1;
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delta.y = -delta.y;
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}
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}
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}
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void Actor::findActorPath(ActorData *actor, const Point &fromPoint, const Point &toPoint) {
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Point iteratorPoint;
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Point bestPoint;
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int maskType;
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int i;
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Rect intersect;
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#ifdef ACTOR_DEBUG
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_debugPointsCount = 0;
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#endif
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actor->_walkStepsCount = 0;
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if (fromPoint == toPoint) {
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actor->addWalkStepPoint(toPoint);
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return;
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}
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for (iteratorPoint.y = 0; iteratorPoint.y < _yCellCount; iteratorPoint.y++) {
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for (iteratorPoint.x = 0; iteratorPoint.x < _xCellCount; iteratorPoint.x++) {
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if (_vm->_scene->validBGMaskPoint(iteratorPoint)) {
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maskType = _vm->_scene->getBGMaskType(iteratorPoint);
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setPathCell(iteratorPoint, _vm->_scene->getDoorState(maskType) ? kPathCellBarrier : kPathCellEmpty);
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} else {
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setPathCell(iteratorPoint, kPathCellBarrier);
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}
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}
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}
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for (i = 0; i < _barrierCount; i++) {
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intersect.left = MAX(_pathRect.left, _barrierList[i].left);
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intersect.top = MAX(_pathRect.top, _barrierList[i].top);
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intersect.right = MIN(_pathRect.right, _barrierList[i].right);
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intersect.bottom = MIN(_pathRect.bottom, _barrierList[i].bottom);
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for (iteratorPoint.y = intersect.top; iteratorPoint.y < intersect.bottom; iteratorPoint.y++) {
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for (iteratorPoint.x = intersect.left; iteratorPoint.x < intersect.right; iteratorPoint.x++) {
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setPathCell(iteratorPoint, kPathCellBarrier);
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}
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}
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}
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#ifdef ACTOR_DEBUG
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for (iteratorPoint.y = 0; iteratorPoint.y < _yCellCount; iteratorPoint.y++) {
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for (iteratorPoint.x = 0; iteratorPoint.x < _xCellCount; iteratorPoint.x++) {
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if (getPathCell(iteratorPoint) == kPathCellBarrier) {
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addDebugPoint(iteratorPoint, 24);
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}
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}
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}
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#endif
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if (scanPathLine(fromPoint, toPoint)) {
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actor->addWalkStepPoint(fromPoint);
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actor->addWalkStepPoint(toPoint);
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return;
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}
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i = fillPathArray(fromPoint, toPoint, bestPoint);
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if (fromPoint == bestPoint) {
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actor->addWalkStepPoint(bestPoint);
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return;
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}
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if (i == 0) {
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error("fillPathArray returns zero");
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}
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setActorPath(actor, fromPoint, bestPoint);
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}
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bool Actor::scanPathLine(const Point &point1, const Point &point2) {
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Point point;
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Point delta;
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Point s;
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Point fDelta;
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int16 errterm;
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calcDeltaS(point1, point2, delta, s);
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point = point1;
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fDelta.x = delta.x * 2;
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fDelta.y = delta.y * 2;
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if (delta.y > delta.x) {
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errterm = fDelta.x - delta.y;
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while (delta.y > 0) {
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while (errterm >= 0) {
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point.x += s.x;
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errterm -= fDelta.y;
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}
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point.y += s.y;
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errterm += fDelta.x;
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if (!validPathCellPoint(point)) {
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return false;
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}
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if (getPathCell(point) == kPathCellBarrier) {
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return false;
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}
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delta.y--;
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}
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} else {
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errterm = fDelta.y - delta.x;
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while (delta.x > 0) {
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while (errterm >= 0) {
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point.y += s.y;
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errterm -= fDelta.x;
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}
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point.x += s.x;
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errterm += fDelta.y;
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if (!validPathCellPoint(point)) {
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return false;
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}
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if (getPathCell(point) == kPathCellBarrier) {
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return false;
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}
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delta.x--;
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}
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}
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return true;
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}
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int Actor::fillPathArray(const Point &fromPoint, const Point &toPoint, Point &bestPoint) {
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int bestRating;
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int currentRating;
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int i;
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Point bestPath;
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int pointCounter;
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int startDirection;
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PathDirectionData *pathDirection;
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PathDirectionData *newPathDirection;
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const PathDirectionData *samplePathDirection;
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Point nextPoint;
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int directionCount;
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int16 compressX = (_vm->getGameType() == GType_ITE) ? 2 : 1;
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_pathDirectionListCount = 0;
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pointCounter = 0;
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bestRating = quickDistance(fromPoint, toPoint, compressX);
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bestPath = fromPoint;
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for (startDirection = 0; startDirection < 4; startDirection++) {
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newPathDirection = addPathDirectionListData();
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newPathDirection->x = fromPoint.x;
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newPathDirection->y = fromPoint.y;
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newPathDirection->direction = startDirection;
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}
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if (validPathCellPoint(fromPoint)) {
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setPathCell(fromPoint, kDirUp);
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#ifdef ACTOR_DEBUG
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addDebugPoint(fromPoint, 24+36);
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#endif
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}
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i = 0;
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do {
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pathDirection = &_pathDirectionList[i];
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for (directionCount = 0; directionCount < 3; directionCount++) {
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samplePathDirection = &pathDirectionLUT[pathDirection->direction][directionCount];
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nextPoint = Point(pathDirection->x, pathDirection->y);
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nextPoint.x += samplePathDirection->x;
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nextPoint.y += samplePathDirection->y;
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if (!validPathCellPoint(nextPoint)) {
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continue;
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}
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if (getPathCell(nextPoint) != kPathCellEmpty) {
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continue;
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}
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setPathCell(nextPoint, samplePathDirection->direction);
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#ifdef ACTOR_DEBUG
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addDebugPoint(nextPoint, samplePathDirection->direction + 96);
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#endif
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newPathDirection = addPathDirectionListData();
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newPathDirection->x = nextPoint.x;
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newPathDirection->y = nextPoint.y;
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newPathDirection->direction = samplePathDirection->direction;
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++pointCounter;
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if (nextPoint == toPoint) {
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bestPoint = toPoint;
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return pointCounter;
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}
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currentRating = quickDistance(nextPoint, toPoint, compressX);
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if (currentRating < bestRating) {
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bestRating = currentRating;
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bestPath = nextPoint;
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}
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pathDirection = &_pathDirectionList[i];
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}
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++i;
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} while (i < _pathDirectionListCount);
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bestPoint = bestPath;
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return pointCounter;
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}
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void Actor::setActorPath(ActorData *actor, const Point &fromPoint, const Point &toPoint) {
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Point nextPoint;
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int8 direction;
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int i;
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_pathListIndex = -1;
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addPathListPoint(toPoint);
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nextPoint = toPoint;
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while (!(nextPoint == fromPoint)) {
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direction = getPathCell(nextPoint);
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if ((direction < 0) || (direction >= 8)) {
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error("Actor::setActorPath error direction 0x%X", direction);
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}
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nextPoint.x -= pathDirectionLUT2[direction][0];
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nextPoint.y -= pathDirectionLUT2[direction][1];
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addPathListPoint(nextPoint);
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#ifdef ACTOR_DEBUG
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addDebugPoint(nextPoint, 0x8a);
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#endif
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}
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pathToNode();
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removeNodes();
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nodeToPath();
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removePathPoints();
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for (i = 0; i <= _pathNodeListIndex; i++) {
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actor->addWalkStepPoint(_pathNodeList[i].point);
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}
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}
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void Actor::pathToNode() {
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Point point1, point2, delta;
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int direction;
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int i;
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Point *point;
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point= &_pathList[_pathListIndex];
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direction = 0;
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_pathNodeListIndex = -1;
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addPathNodeListPoint(*point);
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for (i = _pathListIndex; i > 0; i--) {
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point1 = *point;
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--point;
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point2 = *point;
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if (direction == 0) {
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delta.x = int16Compare(point2.x, point1.x);
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delta.y = int16Compare(point2.y, point1.y);
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direction++;
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}
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if ((point1.x + delta.x != point2.x) || (point1.y + delta.y != point2.y)) {
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addPathNodeListPoint(point1);
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direction--;
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i++;
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point++;
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}
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}
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addPathNodeListPoint(*_pathList);
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}
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int pathLine(Point *pointList, const Point &point1, const Point &point2) {
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Point point;
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Point delta;
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Point tempPoint;
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Point s;
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int16 errterm;
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int16 res;
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calcDeltaS(point1, point2, delta, s);
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point = point1;
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tempPoint.x = delta.x * 2;
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tempPoint.y = delta.y * 2;
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if (delta.y > delta.x) {
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errterm = tempPoint.x - delta.y;
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res = delta.y;
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while (delta.y > 0) {
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while (errterm >= 0) {
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point.x += s.x;
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errterm -= tempPoint.y;
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}
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point.y += s.y;
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errterm += tempPoint.x;
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*pointList = point;
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pointList++;
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delta.y--;
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}
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} else {
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errterm = tempPoint.y - delta.x;
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res = delta.x;
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while (delta.x > 0) {
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while (errterm >= 0) {
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point.y += s.y;
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errterm -= tempPoint.x;
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}
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point.x += s.x;
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errterm += tempPoint.y;
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*pointList = point;
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pointList++;
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delta.x--;
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}
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}
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return res;
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}
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void Actor::nodeToPath() {
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int i;
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Point point1, point2;
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PathNode *node;
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Point *point;
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for (i = 0, point = _pathList; i < _pathListAlloced; i++, point++) {
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point->x = point->y = PATH_NODE_EMPTY;
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}
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_pathListIndex = 1;
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_pathList[0] = _pathNodeList[0].point;
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_pathNodeList[0].link = 0;
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for (i = 0, node = _pathNodeList; i < _pathNodeListIndex; i++) {
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point1 = node->point;
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node++;
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point2 = node->point;
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_pathListIndex += pathLine(&_pathList[_pathListIndex], point1, point2);
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node->link = _pathListIndex - 1;
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}
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_pathListIndex--;
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_pathNodeList[_pathNodeListIndex].link = _pathListIndex;
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}
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void Actor::removeNodes() {
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int i, j, k;
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PathNode *iNode, *jNode, *kNode, *fNode;
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fNode = &_pathNodeList[_pathNodeListIndex];
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if (scanPathLine(_pathNodeList[0].point, fNode->point)) {
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_pathNodeList[1] = *fNode;
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_pathNodeListIndex = 1;
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}
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if (_pathNodeListIndex < 4) {
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return;
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}
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for (i = _pathNodeListIndex - 1, iNode = fNode-1; i > 1 ; i--, iNode--) {
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if (iNode->point.x == PATH_NODE_EMPTY) {
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continue;
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}
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if (scanPathLine(_pathNodeList[0].point, iNode->point)) {
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for (j = 1, jNode = _pathNodeList + 1; j < i; j++, jNode++) {
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jNode->point.x = PATH_NODE_EMPTY;
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}
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}
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}
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for (i = 1, iNode = _pathNodeList + 1; i < _pathNodeListIndex - 1; i++, iNode++) {
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if (iNode->point.x == PATH_NODE_EMPTY) {
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continue;
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}
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if (scanPathLine(fNode->point, iNode->point)) {
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for (j = i + 1, jNode = iNode + 1; j < _pathNodeListIndex; j++, jNode++) {
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jNode->point.x = PATH_NODE_EMPTY;
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}
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}
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}
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condenseNodeList();
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for (i = 1, iNode = _pathNodeList + 1; i < _pathNodeListIndex - 1; i++, iNode++) {
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if (iNode->point.x == PATH_NODE_EMPTY) {
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continue;
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}
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for (j = i + 2, jNode = iNode + 2; j < _pathNodeListIndex; j++, jNode++) {
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if (jNode->point.x == PATH_NODE_EMPTY) {
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continue;
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}
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if (scanPathLine(iNode->point, jNode->point)) {
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for (k = i + 1,kNode = iNode + 1; k < j; k++, kNode++) {
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kNode->point.x = PATH_NODE_EMPTY;
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}
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}
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}
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}
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condenseNodeList();
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}
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void Actor::condenseNodeList() {
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int i, j, count;
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PathNode *iNode, *jNode;
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count = _pathNodeListIndex;
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for (i = 1, iNode = _pathNodeList + 1; i < _pathNodeListIndex; i++, iNode++) {
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if (iNode->point.x == PATH_NODE_EMPTY) {
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j = i + 1;
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jNode = iNode + 1;
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while (jNode->point.x == PATH_NODE_EMPTY) {
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j++;
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jNode++;
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}
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*iNode = *jNode;
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count = i;
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jNode->point.x = PATH_NODE_EMPTY;
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if (j == _pathNodeListIndex) {
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break;
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}
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}
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}
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_pathNodeListIndex = count;
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}
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void Actor::removePathPoints() {
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int i, j, k, l;
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PathNode *node;
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int start;
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int end;
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Point point1, point2;
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if (_pathNodeListIndex < 2)
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return;
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_newPathNodeListIndex = -1;
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addNewPathNodeListPoint(_pathNodeList[0]);
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for (i = 1, node = _pathNodeList + 1; i < _pathNodeListIndex; i++, node++) {
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addNewPathNodeListPoint(*node);
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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
|