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https://github.com/libretro/scummvm.git
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3cacd7bc43
See the detailed explanation in walk.cpp. svn-id: r49619
740 lines
19 KiB
C++
740 lines
19 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 "parallaction/exec.h"
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#include "parallaction/parallaction.h"
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#include "parallaction/walk.h"
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namespace Parallaction {
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#define IS_PATH_CLEAR(x,y) _vm->_gfx->_backgroundInfo->_path->getValue((x), (y))
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enum {
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WALK_LEFT = 0,
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WALK_RIGHT = 1,
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WALK_DOWN = 2,
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WALK_UP = 3
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};
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struct WalkFrames {
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int16 stillFrame[4];
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int16 firstWalkFrame[4];
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int16 numWalkFrames[4];
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int16 frameRepeat[4];
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};
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WalkFrames _char20WalkFrames_NS = {
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{ 0, 7, 14, 17 },
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{ 1, 8, 15, 18 },
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{ 6, 6, 2, 2 },
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{ 2, 2, 4, 4 }
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};
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WalkFrames _char24WalkFrames_NS = {
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{ 0, 9, 18, 21 },
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{ 1, 10, 19, 22 },
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{ 8, 8, 2, 2 },
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{ 2, 2, 4, 4 }
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};
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// adjusts position towards nearest walkable point
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//
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void PathWalker_NS::correctPathPoint(Common::Point &to) {
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if (IS_PATH_CLEAR(to.x, to.y)) return;
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int maxX = _vm->_gfx->_backgroundInfo->_path->w;
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int maxY = _vm->_gfx->_backgroundInfo->_path->h;
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int16 right = to.x;
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int16 left = to.x;
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do {
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right++;
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} while ((right < maxX) && !IS_PATH_CLEAR(right, to.y));
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do {
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left--;
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} while ((left > 0) && !IS_PATH_CLEAR(left, to.y));
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right = (right == maxX) ? 1000 : right - to.x;
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left = (left == 0) ? 1000 : to.x - left;
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int16 top = to.y;
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int16 bottom = to.y;
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do {
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top--;
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} while ((top > 0) && !IS_PATH_CLEAR(to.x, top));
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do {
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bottom++;
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} while ((bottom < maxY) && !IS_PATH_CLEAR(to.x, bottom) );
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top = (top == 0) ? 1000 : to.y - top;
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bottom = (bottom == maxY) ? 1000 : bottom - to.y;
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int16 closeX = (right >= left) ? left : right;
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int16 closeY = (top >= bottom) ? bottom : top;
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int16 close = (closeX >= closeY) ? closeY : closeX;
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if (close == right) {
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to.x += right;
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} else
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if (close == left) {
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to.x -= left;
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} else
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if (close == top) {
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to.y -= top;
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} else
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if (close == bottom) {
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to.y += bottom;
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}
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return;
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}
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uint32 PathWalker_NS::buildSubPath(const Common::Point& pos, const Common::Point& stop) {
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uint32 v28 = 0;
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uint32 v2C = 0;
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uint32 v34 = pos.sqrDist(stop); // square distance from current position and target
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uint32 v30 = v34;
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_subPath.clear();
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Common::Point v20(pos);
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while (true) {
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PointList::iterator nearest = _vm->_location._walkPoints.end();
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PointList::iterator locNode = _vm->_location._walkPoints.begin();
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// scans location path nodes searching for the nearest Node
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// which can't be farther than the target position
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// otherwise no _closest_node is selected
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while (locNode != _vm->_location._walkPoints.end()) {
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Common::Point v8 = *locNode;
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v2C = v8.sqrDist(stop);
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v28 = v8.sqrDist(v20);
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if (v2C < v34 && v28 < v30) {
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v30 = v28;
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nearest = locNode;
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}
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locNode++;
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}
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if (nearest == _vm->_location._walkPoints.end()) break;
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v20 = *nearest;
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v34 = v30 = v20.sqrDist(stop);
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_subPath.push_back(*nearest);
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}
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return v34;
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}
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//
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// x, y: mouse click (foot) coordinates
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//
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void PathWalker_NS::buildPath(AnimationPtr a, uint16 x, uint16 y) {
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debugC(1, kDebugWalk, "PathBuilder::buildPath to (%i, %i)", x, y);
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_a = a;
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_walkPath.clear();
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Common::Point to(x, y);
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correctPathPoint(to);
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debugC(1, kDebugWalk, "found closest path point at (%i, %i)", to.x, to.y);
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Common::Point v48(to);
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Common::Point v44(to);
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uint16 v38 = walkFunc1(to, v44);
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if (v38 == 1) {
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// destination directly reachable
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debugC(1, kDebugWalk, "direct move to (%i, %i)", to.x, to.y);
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_walkPath.push_back(v48);
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return;
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}
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// path is obstructed: look for alternative
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_walkPath.push_back(v48);
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Common::Point pos;
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_a->getFoot(pos);
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uint32 v34 = buildSubPath(pos, v48);
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if (v38 != 0 && v34 > v38) {
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// no alternative path (gap?)
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_walkPath.clear();
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_walkPath.push_back(v44);
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return;
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}
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_walkPath.insert(_walkPath.begin(), _subPath.begin(), _subPath.end());
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buildSubPath(pos, *_walkPath.begin());
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_walkPath.insert(_walkPath.begin(), _subPath.begin(), _subPath.end());
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return;
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}
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//
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// x,y : top left coordinates
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//
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// 0 : Point not reachable
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// 1 : Point reachable in a straight line
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// other values: square distance to target (point not reachable in a straight line)
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//
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uint16 PathWalker_NS::walkFunc1(const Common::Point &to, Common::Point& node) {
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Common::Point arg(to);
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Common::Point v4;
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Common::Point foot;
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_a->getFoot(foot);
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Common::Point v8(foot);
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while (foot != arg) {
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if (foot.x < to.x && IS_PATH_CLEAR(foot.x + 1, foot.y)) foot.x++;
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if (foot.x > to.x && IS_PATH_CLEAR(foot.x - 1, foot.y)) foot.x--;
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if (foot.y < to.y && IS_PATH_CLEAR(foot.x, foot.y + 1)) foot.y++;
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if (foot.y > to.y && IS_PATH_CLEAR(foot.x, foot.y - 1)) foot.y--;
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if (foot == v8 && foot != arg) {
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// foot couldn't move and still away from target
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v4 = foot;
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while (foot != arg) {
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if (foot.x < to.x && !IS_PATH_CLEAR(foot.x + 1, foot.y)) foot.x++;
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if (foot.x > to.x && !IS_PATH_CLEAR(foot.x - 1, foot.y)) foot.x--;
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if (foot.y < to.y && !IS_PATH_CLEAR(foot.x, foot.y + 1)) foot.y++;
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if (foot.y > to.y && !IS_PATH_CLEAR(foot.x, foot.y - 1)) foot.y--;
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if (foot == v8 && foot != arg)
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return 0;
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v8 = foot;
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}
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node = v4;
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return v4.sqrDist(to);
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}
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v8 = foot;
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}
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// there exists an unobstructed path
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return 1;
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}
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void PathWalker_NS::clipMove(Common::Point& pos, const Common::Point& to) {
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if ((pos.x < to.x) && (pos.x < _vm->_gfx->_backgroundInfo->_path->w) && IS_PATH_CLEAR(pos.x + 2, pos.y)) {
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pos.x = (pos.x + 2 < to.x) ? pos.x + 2 : to.x;
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}
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if ((pos.x > to.x) && (pos.x > 0) && IS_PATH_CLEAR(pos.x - 2, pos.y)) {
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pos.x = (pos.x - 2 > to.x) ? pos.x - 2 : to.x;
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}
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if ((pos.y < to.y) && (pos.y < _vm->_gfx->_backgroundInfo->_path->h) && IS_PATH_CLEAR(pos.x, pos.y + 2)) {
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pos.y = (pos.y + 2 <= to.y) ? pos.y + 2 : to.y;
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}
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if ((pos.y > to.y) && (pos.y > 0) && IS_PATH_CLEAR(pos.x, pos.y - 2)) {
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pos.y = (pos.y - 2 >= to.y) ? pos.y - 2 : to.y;
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}
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return;
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}
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void PathWalker_NS::checkDoor(const Common::Point &foot) {
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ZonePtr z = _vm->hitZone(kZoneDoor, foot.x, foot.y);
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if (z) {
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if ((z->_flags & kFlagsClosed) == 0) {
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_vm->_location._startPosition = z->u._doorStartPos;
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_vm->_location._startFrame = z->u._doorStartFrame;
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_vm->scheduleLocationSwitch(z->u._doorLocation.c_str());
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_vm->_zoneTrap.reset();
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} else {
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_vm->_cmdExec->run(z->_commands, z);
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}
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}
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z = _vm->hitZone(kZoneTrap, foot.x, foot.y);
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if (z) {
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_vm->setLocationFlags(kFlagsEnter);
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_vm->_cmdExec->run(z->_commands, z);
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_vm->clearLocationFlags(kFlagsEnter);
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_vm->_zoneTrap = z;
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} else
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if (_vm->_zoneTrap) {
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_vm->setLocationFlags(kFlagsExit);
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_vm->_cmdExec->run(_vm->_zoneTrap->_commands, _vm->_zoneTrap);
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_vm->clearLocationFlags(kFlagsExit);
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_vm->_zoneTrap.reset();
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}
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}
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void PathWalker_NS::finalizeWalk() {
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_engineFlags &= ~kEngineWalking;
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Common::Point foot;
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_a->getFoot(foot);
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checkDoor(foot);
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_walkPath.clear();
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}
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void PathWalker_NS::walk() {
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if ((_engineFlags & kEngineWalking) == 0) {
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return;
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}
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Common::Point curPos;
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_a->getFoot(curPos);
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// update target, if previous was reached
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PointList::iterator it = _walkPath.begin();
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if (it != _walkPath.end()) {
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if (*it == curPos) {
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debugC(1, kDebugWalk, "walk reached node (%i, %i)", (*it).x, (*it).y);
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it = _walkPath.erase(it);
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}
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}
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// advance character towards the target
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Common::Point targetPos;
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if (it == _walkPath.end()) {
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debugC(1, kDebugWalk, "walk reached last node");
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finalizeWalk();
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targetPos = curPos;
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} else {
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// targetPos is saved to help setting character direction
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targetPos = *it;
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Common::Point newPos(curPos);
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clipMove(newPos, targetPos);
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_a->setFoot(newPos);
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if (newPos == curPos) {
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debugC(1, kDebugWalk, "walk was blocked by an unforeseen obstacle");
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finalizeWalk();
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targetPos = newPos; // when walking is interrupted, targetPos must be hacked so that a still frame can be selected
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}
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}
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// targetPos is used to select the direction (and the walkFrame) of a character,
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// since it doesn't cause the sudden changes in orientation that newPos would.
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// Since newPos is 'adjusted' according to walkable areas, an imaginary line drawn
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// from curPos to newPos is prone to abrutply change in direction, thus making the
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// code select 'too different' frames when walking diagonally against obstacles,
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// and yielding an annoying shaking effect in the character.
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updateDirection(curPos, targetPos);
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}
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void PathWalker_NS::updateDirection(const Common::Point& pos, const Common::Point& to) {
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Common::Point dist(to.x - pos.x, to.y - pos.y);
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WalkFrames *frames = (_a->getFrameNum() == 20) ? &_char20WalkFrames_NS : &_char24WalkFrames_NS;
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_step++;
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if (dist.x == 0 && dist.y == 0) {
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_a->setF(frames->stillFrame[_direction]);
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return;
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}
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if (dist.x < 0)
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dist.x = -dist.x;
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if (dist.y < 0)
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dist.y = -dist.y;
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_direction = (dist.x > dist.y) ? ((to.x > pos.x) ? WALK_LEFT : WALK_RIGHT) : ((to.y > pos.y) ? WALK_DOWN : WALK_UP);
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_a->setF(frames->firstWalkFrame[_direction] + (_step / frames->frameRepeat[_direction]) % frames->numWalkFrames[_direction]);
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}
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PathWalker_NS::PathWalker_NS() : _direction(WALK_DOWN), _step(0) {
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}
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bool PathWalker_BR::directPathExists(const Common::Point &from, const Common::Point &to) {
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Common::Point copy(from);
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Common::Point p(copy);
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while (p != to) {
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if (p.x < to.x && IS_PATH_CLEAR(p.x + 1, p.y)) p.x++;
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if (p.x > to.x && IS_PATH_CLEAR(p.x - 1, p.y)) p.x--;
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if (p.y < to.y && IS_PATH_CLEAR(p.x, p.y + 1)) p.y++;
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if (p.y > to.y && IS_PATH_CLEAR(p.x, p.y - 1)) p.y--;
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if (p == copy && p != to) {
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return false;
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}
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copy = p;
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}
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return true;
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}
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void PathWalker_BR::setCharacterPath(AnimationPtr a, uint16 x, uint16 y) {
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_character._a = a;
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_character._first = true;
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_character._fieldC = 1;
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_character._walkDelay = 0;
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buildPath(_character, x, y);
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_character._active = true;
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}
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void PathWalker_BR::setFollowerPath(AnimationPtr a, uint16 x, uint16 y) {
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_follower._a = a;
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_follower._first = true;
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_follower._fieldC = 1;
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_follower._walkDelay = 5;
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buildPath(_follower, x - 50, y);
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_follower._active = true;
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}
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void PathWalker_BR::stopFollower() {
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if (_follower._active) {
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uint32 frame = _follower._a->getF();
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_follower._a->setF((frame/9) * 9);
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}
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_follower._a.reset();
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_follower._active = false;
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}
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void PathWalker_BR::buildPath(State &s, uint16 x, uint16 y) {
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Common::Point foot;
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s._a->getFoot(foot);
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debugC(1, kDebugWalk, "buildPath: try to build path from (%i, %i) to (%i, %i)", foot.x, foot.y, x, y);
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s._walkPath.clear();
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// look for easy path first
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Common::Point dest(x, y);
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if (directPathExists(foot, dest)) {
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s._walkPath.push_back(dest);
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debugC(3, kDebugWalk, "buildPath: direct path found");
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return;
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}
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// look for short circuit cases
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ZonePtr z0 = _vm->hitZone(kZonePath, x, y);
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if (!z0) {
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s._walkPath.push_back(dest);
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debugC(3, kDebugWalk, "buildPath: corner case 0 (%i nodes)", s._walkPath.size());
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return;
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}
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ZonePtr z1 = _vm->hitZone(kZonePath, foot.x, foot.y);
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if (!z1 || z1 == z0) {
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s._walkPath.push_back(dest);
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debugC(3, kDebugWalk, "buildPath: corner case 1 (%i nodes)", s._walkPath.size());
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return;
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}
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// build complex path
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int id = atoi(z0->_name);
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if (z1->u._pathLists[id].empty()) {
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s._walkPath.clear();
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debugC(3, kDebugWalk, "buildPath: no path found");
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return;
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}
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PointList::iterator b = z1->u._pathLists[id].begin();
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PointList::iterator e = z1->u._pathLists[id].end();
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for ( ; b != e; ++b) {
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s._walkPath.push_front(*b);
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}
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s._walkPath.push_back(dest);
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debugC(3, kDebugWalk, "buildPath: complex path (%i nodes)", s._walkPath.size());
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}
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void PathWalker_BR::finalizeWalk(State &s) {
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_engineFlags &= ~kEngineWalking;
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Common::Point foot;
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_character._a->getFoot(foot);
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ZonePtr z = _vm->hitZone(kZoneDoor, foot.x, foot.y);
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if (z && ((z->_flags & kFlagsClosed) == 0)) {
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_vm->_location._startPosition = z->u._doorStartPos; // foot pos
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_vm->_location._startFrame = z->u._doorStartFrame;
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// TODO: implement working follower. Must find out a location in which the code is
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// used and which is stable enough.
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if (_follower._active) {
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_vm->_location._followerStartPosition = z->u._doorStartPos2_br; // foot pos
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_vm->_location._followerStartFrame = z->u._doorStartFrame2_br;
|
|
} else {
|
|
_vm->_location._followerStartPosition.x = -1000;
|
|
_vm->_location._followerStartPosition.y = -1000;
|
|
_vm->_location._followerStartFrame = 0;
|
|
}
|
|
|
|
_vm->scheduleLocationSwitch(z->u._doorLocation.c_str());
|
|
_vm->_cmdExec->run(z->_commands, z);
|
|
}
|
|
|
|
#if 0
|
|
// TODO: Input::walkTo must be extended to support destination frame in addition to coordinates
|
|
if (_engineFlags & FINAL_WALK_FRAME) { // this flag is set in readInput()
|
|
_engineFlags &= ~FINAL_WALK_FRAME;
|
|
_ch._a->_frame = _moveToF; // from readInput()...
|
|
} else {
|
|
_ch._a->_frame = _dirFrame; // from walk()
|
|
}
|
|
_ch._a->setFoot(foot);
|
|
#endif
|
|
|
|
s._a->setF(s._dirFrame); // temporary solution
|
|
|
|
s._active = false;
|
|
}
|
|
|
|
void PathWalker_BR::walk() {
|
|
if ((_engineFlags & kEngineWalking) == 0) {
|
|
return;
|
|
}
|
|
|
|
doWalk(_character);
|
|
doWalk(_follower);
|
|
|
|
Common::Point pos, foot;
|
|
_vm->_gfx->getScrollPos(pos);
|
|
_character._a->getFoot(foot);
|
|
|
|
int32 dx = 0, dy = 0;
|
|
if (foot.x > pos.x + 600) {
|
|
dx = 78*4;
|
|
} else
|
|
if (foot.x < pos.x + 40) {
|
|
dx = -78*4;
|
|
}
|
|
|
|
if (foot.y > pos.y + 350) {
|
|
dy = 100;
|
|
} else
|
|
if (foot.y < pos.y + 80) {
|
|
dy = -100;
|
|
}
|
|
|
|
_vm->_gfx->initiateScroll(dx, dy);
|
|
}
|
|
|
|
void PathWalker_BR::checkTrap(const Common::Point &p) {
|
|
ZonePtr z = _vm->hitZone(kZoneTrap, p.x, p.y);
|
|
|
|
if (z && z != _vm->_zoneTrap) {
|
|
if (z->_flags & kFlagsIsAnimation) {
|
|
z->_flags |= kFlagsActing;
|
|
} else {
|
|
_vm->setLocationFlags(kFlagsExit);
|
|
_vm->_cmdExec->run(z->_commands, z);
|
|
_vm->clearLocationFlags(kFlagsExit);
|
|
}
|
|
}
|
|
|
|
if (_vm->_zoneTrap && _vm->_zoneTrap != z) {
|
|
if (_vm->_zoneTrap->_flags & kFlagsIsAnimation) {
|
|
_vm->_zoneTrap->_flags &= ~kFlagsActing;
|
|
} else {
|
|
_vm->setLocationFlags(kFlagsEnter);
|
|
_vm->_cmdExec->run(_vm->_zoneTrap->_commands, _vm->_zoneTrap);
|
|
_vm->clearLocationFlags(kFlagsEnter);
|
|
}
|
|
}
|
|
|
|
_vm->_zoneTrap = z;
|
|
}
|
|
|
|
void PathWalker_BR::doWalk(State &s) {
|
|
if (!s._active) {
|
|
return;
|
|
}
|
|
|
|
if (s._walkDelay > 0) {
|
|
s._walkDelay--;
|
|
if (s._walkDelay == 0 && s._a->_scriptName) {
|
|
// stop script and reset
|
|
s._a->_flags &= ~kFlagsActing;
|
|
// _vm->_programExec->resetProgram(s._a->_scriptName);
|
|
}
|
|
return;
|
|
}
|
|
|
|
|
|
if (s._fieldC == 0) {
|
|
s._walkPath.erase(s._walkPath.begin());
|
|
|
|
if (s._walkPath.empty()) {
|
|
finalizeWalk(s);
|
|
debugC(3, kDebugWalk, "PathWalker_BR::doWalk, walk completed (no more nodes)");
|
|
return;
|
|
} else {
|
|
debugC(3, kDebugWalk, "PathWalker_BR::doWalk, reached a walkpath node, %i left", s._walkPath.size());
|
|
}
|
|
}
|
|
|
|
s._a->getFoot(s._startFoot);
|
|
|
|
uint scale = _vm->_location.getScale(s._startFoot.y);
|
|
int xStep = (scale * 16) / 100 + 1;
|
|
int yStep = (scale * 10) / 100 + 1;
|
|
|
|
|
|
/* WORKAROUND: in the balloon scene, the position of the balloon (which is implemented as a
|
|
Character) is controlled by the user (for movement, via this walking code) and by the scripts
|
|
(to simulate the balloon floating in the air, in a neverending loop that alters the position
|
|
coordinates).
|
|
When the two step sizes are equal in magnitude and opposite in direction, then the walk code
|
|
enters an infinite loop without giving control back to the user (this happens quite frequently
|
|
when navigating the balloon near the borders of the screen, where the calculated step is
|
|
forcibly small because of clipping). Since the "floating" script (part1/scripts/mongolo.scr)
|
|
uses increments of 3 for both x and y, we tweak the calculated steps accordingly here. */
|
|
if (xStep == 3) xStep--;
|
|
if (yStep == 3) yStep--;
|
|
|
|
debugC(9, kDebugWalk, "calculated step: (%i, %i)", xStep, yStep);
|
|
|
|
s._fieldC = 0;
|
|
s._step++;
|
|
s._step %= 8;
|
|
|
|
int maxX = _vm->_gfx->_backgroundInfo->width;
|
|
int minX = 0;
|
|
int maxY = _vm->_gfx->_backgroundInfo->height;
|
|
int minY = 0;
|
|
|
|
int walkFrame = s._step;
|
|
s._dirFrame = 0;
|
|
Common::Point newpos(s._startFoot), delta;
|
|
|
|
Common::Point p(*s._walkPath.begin());
|
|
|
|
if (s._startFoot.y < p.y && s._startFoot.y < maxY && IS_PATH_CLEAR(s._startFoot.x, yStep + s._startFoot.y)) {
|
|
if (yStep + s._startFoot.y <= p.y) {
|
|
s._fieldC = 1;
|
|
delta.y = yStep;
|
|
newpos.y = yStep + s._startFoot.y;
|
|
} else {
|
|
delta.y = p.y - s._startFoot.y;
|
|
newpos.y = p.y;
|
|
}
|
|
s._dirFrame = 9;
|
|
} else
|
|
if (s._startFoot.y > p.y && s._startFoot.y > minY && IS_PATH_CLEAR(s._startFoot.x, s._startFoot.y - yStep)) {
|
|
if (s._startFoot.y - yStep >= p.y) {
|
|
s._fieldC = 1;
|
|
delta.y = yStep;
|
|
newpos.y = s._startFoot.y - yStep;
|
|
} else {
|
|
delta.y = s._startFoot.y - p.y;
|
|
newpos.y = p.y;
|
|
}
|
|
s._dirFrame = 0;
|
|
}
|
|
|
|
if (s._startFoot.x < p.x && s._startFoot.x < maxX && IS_PATH_CLEAR(s._startFoot.x + xStep, s._startFoot.y)) {
|
|
if (s._startFoot.x + xStep <= p.x) {
|
|
s._fieldC = 1;
|
|
delta.x = xStep;
|
|
newpos.x = xStep + s._startFoot.x;
|
|
} else {
|
|
delta.x = p.x - s._startFoot.x;
|
|
newpos.x = p.x;
|
|
}
|
|
if (delta.y < delta.x) {
|
|
s._dirFrame = 18; // right
|
|
}
|
|
} else
|
|
if (s._startFoot.x > p.x && s._startFoot.x > minX && IS_PATH_CLEAR(s._startFoot.x - xStep, s._startFoot.y)) {
|
|
if (s._startFoot.x - xStep >= p.x) {
|
|
s._fieldC = 1;
|
|
delta.x = xStep;
|
|
newpos.x = s._startFoot.x - xStep;
|
|
} else {
|
|
delta.x = s._startFoot.x - p.x;
|
|
newpos.x = p.x;
|
|
}
|
|
if (delta.y < delta.x) {
|
|
s._dirFrame = 27; // left
|
|
}
|
|
}
|
|
|
|
debugC(9, kDebugWalk, "foot (%i, %i) dest (%i, %i) deltas = %i/%i ", s._startFoot.x, s._startFoot.y, p.x, p.y, delta.x, delta.y);
|
|
|
|
if (s._fieldC) {
|
|
debugC(9, kDebugWalk, "PathWalker_BR::doWalk, foot moved from (%i, %i) to (%i, %i)", s._startFoot.x, s._startFoot.y, newpos.x, newpos.y);
|
|
s._a->setF(walkFrame + s._dirFrame + 1);
|
|
s._startFoot.x = newpos.x;
|
|
s._startFoot.y = newpos.y;
|
|
s._a->setFoot(s._startFoot);
|
|
s._a->setZ(newpos.y);
|
|
}
|
|
|
|
if (s._fieldC || !s._walkPath.empty()) {
|
|
Common::Point p2;
|
|
s._a->getFoot(p2);
|
|
checkTrap(p2);
|
|
debugC(3, kDebugWalk, "PathWalker_BR::doWalk, stepped to (%i, %i)", p2.x, p2.y);
|
|
return;
|
|
}
|
|
|
|
debugC(3, kDebugWalk, "PathWalker_BR::doWalk, case 2");
|
|
finalizeWalk(s);
|
|
return;
|
|
}
|
|
|
|
PathWalker_BR::PathWalker_BR() {
|
|
_character._active = false;
|
|
_follower._active = false;
|
|
}
|
|
|
|
|
|
} // namespace Parallaction
|