mirror of
https://github.com/libretro/scummvm.git
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9e83d98797
svn-id: r7200
356 lines
11 KiB
C++
356 lines
11 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2003 The ScummVM project
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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#include "autoroute.h"
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#define ROUTE_GRID_WIDTH ((GAME_SCREEN_WIDTH/8)+2)
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#define ROUTE_GRID_HEIGHT ((GAME_SCREEN_HEIGHT/8)+2)
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#define ROUTE_GRID_SIZE (ROUTE_GRID_WIDTH*ROUTE_GRID_HEIGHT*2)
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#define WALK_JUMP 8 // walk in blocks of 8
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SkyAutoRoute::SkyAutoRoute(SkyGrid *pGrid) {
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_grid = pGrid;
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_routeGrid = (uint16*)malloc(ROUTE_GRID_SIZE);
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}
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SkyAutoRoute::~SkyAutoRoute(void) {
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free(_routeGrid);
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}
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uint16 SkyAutoRoute::checkBlock(uint16 *blockPos) {
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uint16 fieldVal, retVal = 0xFFFF;
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fieldVal = blockPos[1]; // field to the right
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if ((!(fieldVal & 0x8000)) && (fieldVal != 0)) retVal = fieldVal;
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fieldVal = (blockPos - 1)[0]; // field to the left
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if ((!(fieldVal & 0x8000)) && (fieldVal != 0)) {
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if ((fieldVal > retVal) || (retVal == 0xFFFF)) retVal = fieldVal;
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}
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fieldVal = (blockPos + ROUTE_GRID_WIDTH)[0]; // upper field
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if ((!(fieldVal & 0x8000)) && (fieldVal != 0)) {
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if ((fieldVal > retVal) || (retVal == 0xFFFF)) retVal = fieldVal;
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}
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fieldVal = (blockPos - ROUTE_GRID_WIDTH)[0]; // upper field
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if ((!(fieldVal & 0x8000)) && (fieldVal != 0)) {
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if ((fieldVal > retVal) || (retVal == 0xFFFF)) retVal = fieldVal;
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}
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return retVal;
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}
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uint16 SkyAutoRoute::autoRoute(Compact *cpt, uint16 **pSaveRoute) {
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if (!cpt->extCompact)
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error("SkyAutoRoute::autoRoute: fatal error. cpt->extCompact == NULL!\n");
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uint16* routeData = (uint16*)cpt->extCompact->animScratch;
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uint8* screenGrid = _grid->giveGrid(cpt->screen);
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screenGrid += GRID_SIZE-4; // all arrays are processed from behind, so make
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// screenGrid point to the last element of our grid.
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uint16 *routeCalc = _routeGrid + (ROUTE_GRID_SIZE >> 1) - 1;
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uint8 stretch1, stretch2; // bl / bh
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stretch1 = 0;
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MegaSet *mega = (MegaSet *)SkyCompact::getCompactElem(cpt, C_GRID_WIDTH + cpt->extCompact->megaSet);
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stretch2 = (uint8)(mega->gridWidth & 0xff);
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uint16 cnt;
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//First clear the bottom line and right hand edge of next line
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for (cnt = 0; cnt < ROUTE_GRID_WIDTH + 1; cnt++)
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_routeGrid[(ROUTE_GRID_SIZE >> 1) - 1 - cnt] = 0;
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uint16 gridCntX = ROUTE_GRID_WIDTH - 2; // ch
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uint16 gridCntY = ROUTE_GRID_HEIGHT - 2; // ebp
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uint16 bitsLeft = 32;
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uint32 gridData = screenGrid[0] | (screenGrid[1] << 8) |
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(screenGrid[2] << 16) | (screenGrid[3] << 24);
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screenGrid -= 4;
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do {
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//stretch:
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uint8 shiftBit = (uint8)gridData&1;
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gridData >>= 1;
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if (shiftBit) {
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//bit_set:
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routeCalc[0] = 0xFFFF;
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stretch1 = stretch2; // set up stretch factor
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} else {
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if (stretch1) {
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//still_stretching:
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stretch1--;
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routeCalc[0] = 0xFFFF;
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} else {
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routeCalc[0] = 0; // this block is free
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}
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}
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// next_stretch:
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routeCalc--;
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bitsLeft--;
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if (!bitsLeft) {
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gridData = screenGrid[0] | (screenGrid[1] << 8) |
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(screenGrid[2] << 16) | (screenGrid[3] << 24);
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screenGrid -= 4;
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bitsLeft = 32;
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}
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// still bits:
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gridCntX--;
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if (gridCntX == 0) {
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routeCalc--;
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routeCalc[0] = routeCalc[1] = 0; // do edges
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routeCalc--;
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gridCntX = ROUTE_GRID_WIDTH - 2;
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stretch1 = 0; // clear stretch factor
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gridCntY--;
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}
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} while(gridCntY);
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for (cnt = 0; cnt < ROUTE_GRID_WIDTH - 1; cnt++)
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_routeGrid[cnt] = 0; // clear top line (right hand edge already done
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// the grid has been initialised
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// calculate start and end points
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int16 initX = 0, initY = 0, postX = 0, postY = 0;
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uint8 initBlockY; // bh
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uint8 initBlockX; // bl
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uint8 postBlockY; // ch
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uint8 postBlockX; // cl
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if (cpt->ycood < TOP_LEFT_Y) {
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initY = cpt->ycood - TOP_LEFT_Y;
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initBlockY = 0;
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} else if (cpt->ycood - TOP_LEFT_Y >= GAME_SCREEN_HEIGHT) { // no_init_y1
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initY = cpt->ycood - TOP_LEFT_Y - GAME_SCREEN_HEIGHT;
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initBlockY = (GAME_SCREEN_HEIGHT - 1) >> 3; // convert to blocks
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} else { // no_init_y2
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initBlockY = (cpt->ycood - TOP_LEFT_Y) >> 3; // convert to blocks
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}
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if (cpt->xcood < TOP_LEFT_X) {
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initX = cpt->xcood - TOP_LEFT_X;
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initBlockX = 0;
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} else if (cpt->xcood - TOP_LEFT_X >= GAME_SCREEN_WIDTH) { // no_init_x1
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initX = cpt->xcood - TOP_LEFT_X - (GAME_SCREEN_WIDTH - 1); // -1 to match amiga
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initBlockX = (GAME_SCREEN_WIDTH - 1) >> 3;
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} else { // no_init_x2
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initBlockX = (cpt->xcood - TOP_LEFT_X) >> 3;
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}
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// destination coords:
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if (cpt->extCompact->arTargetY < TOP_LEFT_Y) {
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postY = cpt->extCompact->arTargetY - TOP_LEFT_Y;
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postBlockY = 0;
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} else if (cpt->extCompact->arTargetY - TOP_LEFT_Y >= GAME_SCREEN_HEIGHT) { // no_post_y1
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postY = cpt->extCompact->arTargetY - TOP_LEFT_Y - (GAME_SCREEN_HEIGHT - 1);
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postBlockY = (GAME_SCREEN_HEIGHT - 1) >> 3;
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} else { // no_post_y2
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postBlockY = (cpt->extCompact->arTargetY - TOP_LEFT_Y) >> 3;
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}
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if (cpt->extCompact->arTargetX < TOP_LEFT_X) {
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postX = cpt->extCompact->arTargetX - TOP_LEFT_X;
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postBlockX = 0;
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} else if (cpt->extCompact->arTargetX - TOP_LEFT_X >= GAME_SCREEN_WIDTH) {
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postX = cpt->extCompact->arTargetX - TOP_LEFT_X - (GAME_SCREEN_WIDTH - 1);
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postBlockX = (GAME_SCREEN_WIDTH - 1) >> 3;
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} else {
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postBlockX = (cpt->extCompact->arTargetX - TOP_LEFT_X) >> 3;
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}
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if ((postBlockX == initBlockX) && (postBlockY == initBlockY)) {
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// empty route
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routeData[0] = 0;
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return 1;
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}
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int32 directionX, directionY;
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uint8 numLines, numCols; // number of lines / columns to go
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if (initBlockY > postBlockY) {
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directionY = -ROUTE_GRID_WIDTH;
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numLines = initBlockY;
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} else { // go_down:
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directionY = ROUTE_GRID_WIDTH;
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numLines = (ROUTE_GRID_HEIGHT-1)-initBlockY;
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}
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if (initBlockX > postBlockX) {
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directionX = -1;
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numCols = initBlockX+2;
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} else {
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directionX = 1;
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numCols = (ROUTE_GRID_WIDTH - 1) - initBlockX;
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}
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// calculate destination address
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//postBlockX <<= 1; postBlockY <<= 1; // multiply by 2
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uint16 *routeDestCalc;
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routeDestCalc = postBlockY * ROUTE_GRID_WIDTH + postBlockX + _routeGrid;
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routeDestCalc += ROUTE_GRID_WIDTH+1; // skip blank edges (what?)
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//initBlockX <<= 1; initBlockY <<= 1;
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uint16 *routeSrcCalc;
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routeSrcCalc = initBlockY * ROUTE_GRID_WIDTH + initBlockX + _routeGrid;
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routeSrcCalc += ROUTE_GRID_WIDTH+1; // skip blank edges
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routeSrcCalc[0] = 1; //start this one off
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// means: mark the block we start from as accessible
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// if we are on the edge, move diagonally from start
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if (numLines < ROUTE_GRID_HEIGHT-3)
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routeSrcCalc -= directionY;
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if (numCols < ROUTE_GRID_WIDTH-2)
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routeSrcCalc -= directionX;
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if (routeDestCalc[0]) {
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// If destination is a wall then we have no route
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// By the way, we could improve this algorithm by moving as close to the
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// wall as possible. The original pathfinding of SKY sucked, if I remember correctly
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return 2;
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}
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uint8 cnty; // ch
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uint8 cntx; // cl
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// numLines = dh, numCols = dl
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uint16 blockRet;
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bool gridChanged, foundRoute;
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do { // wallow_y
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gridChanged = false;
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cnty = numLines;
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uint16 *yPushedSrc = routeSrcCalc;
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do { // wallow_x
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cntx = numCols;
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uint16 *xPushedSrc = routeSrcCalc;
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do { // wallow
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if (!routeSrcCalc[0]) {
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// block wasn't yet done
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blockRet = checkBlock(routeSrcCalc);
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if (blockRet != 0xFFFF) {
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// this block is accessible
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routeSrcCalc[0] = blockRet+1;
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gridChanged = true;
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}
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}
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routeSrcCalc += directionX;
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cntx--;
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} while (cntx);
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routeSrcCalc = xPushedSrc + directionY;
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cnty--;
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} while (cnty);
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routeSrcCalc = yPushedSrc;
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foundRoute = false;
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if (!routeDestCalc[0]) {
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// we have done a section, see if we want to shift backwards (what?)
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if (numLines < ROUTE_GRID_HEIGHT - 4) {
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routeSrcCalc -= directionY;
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numLines++;
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}
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if (numCols < ROUTE_GRID_WIDTH - 4) {
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routeSrcCalc -= directionX;
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numCols++;
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}
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} else foundRoute = true;
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} while ((!foundRoute) && gridChanged);
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if (!routeDestCalc[0]) {
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// no route exists from routeSrc to routeDest
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return 2;
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}
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// ok, we know now that it's possible to get from the start position to the desired
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// destination. Let's see how.
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uint16 *saveRoute = routeData + (ROUTE_SPACE >> 1) - 1; // route_space is given in bytes so >> 1
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saveRoute[0] = 0; // route is null terminated
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uint16 lastVal;
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lastVal = routeDestCalc[0];
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lastVal--;
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bool routeDone = false;
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do {
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// check_dir:
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if (lastVal == (routeDestCalc-1)[0]) {
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// look_left
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saveRoute -= 2;
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saveRoute[1] = RIGHTY;
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saveRoute[0] = 0;
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while ((lastVal == (routeDestCalc-1)[0]) && (!routeDone)) {
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lastVal--;
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if (lastVal == 0) routeDone = true;
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else {
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routeDestCalc--; // keep checking left
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saveRoute[0] += WALK_JUMP;
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}
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}
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} else if (lastVal == routeDestCalc[1]) {
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// look_right
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saveRoute -= 2;
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saveRoute[1] = LEFTY;
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saveRoute[0] = 0;
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while ((lastVal == routeDestCalc[1]) && (!routeDone)) {
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lastVal--;
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if (lastVal == 0) routeDone = true;
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else {
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routeDestCalc++; // keep checking right
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saveRoute[0] += WALK_JUMP;
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}
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}
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} else if (lastVal == (routeDestCalc - ROUTE_GRID_WIDTH)[0]) {
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// look_up
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saveRoute -= 2;
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saveRoute[1] = DOWNY;
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saveRoute[0] = 0;
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while ((lastVal == (routeDestCalc - ROUTE_GRID_WIDTH)[0]) && (!routeDone)) {
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lastVal--;
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if (lastVal == 0) routeDone = true;
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else {
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routeDestCalc -= ROUTE_GRID_WIDTH; // keep checking up
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saveRoute[0] += WALK_JUMP;
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}
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}
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} else if (lastVal == (routeDestCalc + ROUTE_GRID_WIDTH)[0]) {
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// look_down
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saveRoute -= 2;
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saveRoute[1] = UPY;
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saveRoute[0] = 0;
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while ((lastVal == (routeDestCalc + ROUTE_GRID_WIDTH)[0]) && (!routeDone)) {
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lastVal--;
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if (lastVal == 0) routeDone = true;
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else {
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routeDestCalc += ROUTE_GRID_WIDTH; // keep checking right
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saveRoute[0] += WALK_JUMP;
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}
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}
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} else {
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error("AutoRoute:: Can't find way backwards through _routeGrid");
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}
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} while (!routeDone);
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// the route is done. if there was an initial x/y movement tag it onto the start
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if (initX < 0) {
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saveRoute -= 4;
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saveRoute[1] = RIGHTY;
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saveRoute[0] = ((-initX) + 7) & 0xFFF8;
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} else if (initX > 0) {
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saveRoute -= 4;
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saveRoute[1] = LEFTY;
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saveRoute[0] = (initX + 7) & 0xFFF8;
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}
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// I wonder why initY isn't checked
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// saveRoute should now point to routeData
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if (routeData > saveRoute) error("Autoroute: Internal pointer error! routeData overflow.");
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*pSaveRoute = saveRoute;
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return 1;
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}
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