mirror of
https://github.com/libretro/scummvm.git
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150 lines
3.3 KiB
C++
150 lines
3.3 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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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*
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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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef TRECISION_PATHFINDING_H
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#define TRECISION_PATHFINDING_H
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#include "trecision/struct.h"
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#include "common/serializer.h"
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namespace Trecision {
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struct SSortPan {
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int _num;
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float _min;
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};
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struct SPathNode {
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float _x, _z;
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float _dist;
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int16 _oldPanel;
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int16 _curPanel;
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void clear() {
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_x = _z = 0.0f;
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_dist = 0.0f;
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_oldPanel = 0;
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_curPanel = 0;
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}
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};
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struct SPan {
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float _x1, _z1;
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float _x2, _z2;
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float _h;
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int _flags;
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int16 _nearPanel1;
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int16 _nearPanel2;
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int8 _col1;
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int8 _col2;
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void clear() {
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_x1 = _z1 = 0.0f;
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_x2 = _z2 = 0.0f;
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_h = 0.0f;
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_flags = 0;
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_nearPanel1 = _nearPanel2 = 0;
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_col1 = _col2 = 0;
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}
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};
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struct SStep {
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float _px, _pz;
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float _dx, _dz;
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float _theta;
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int _curAction;
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int _curFrame;
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int16 _curPanel;
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void clear() {
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_px = _pz = 0.0f;
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_dx = _dz = 0.0f;
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_theta = 0.0f;
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_curAction = 0;
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_curFrame = 0;
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_curPanel = 0;
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}
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};
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class TrecisionEngine;
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class PathFinding3D {
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TrecisionEngine *_vm;
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SPathNode _pathNode[MAXPATHNODES];
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float _invP[3][3];
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int _numPathNodes;
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float _x3d, _y3d, _z3d;
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float _curX, _curZ;
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float _lookX, _lookZ;
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int32 _panelNum;
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int16 _oldPanel;
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int _actorPos;
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int _forcedActorPos;
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bool pointInside(int pan, float x, float z) const;
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void sortPanel();
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void pointOut();
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void invPointProject(int x, int y);
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bool intersectLinePanel(SPan *p, float x, float y, float z);
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bool intersectLineFloor(float x, float y, float z);
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bool intersectLineLine(float xa, float ya, float xb, float yb, float xc, float yc, float xd, float yd);
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void findShortPath();
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float evalPath(int a, float destX, float destZ, int nearP);
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void lookAt(float x, float z);
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void buildFramelist();
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void displayPath();
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bool findAttachedPanel(int16 srcPanel, int16 destPanel);
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void sortPath();
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public:
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PathFinding3D(TrecisionEngine *vm);
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~PathFinding3D();
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int _curStep;
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int _lastStep;
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int16 _curPanel;
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int _numSortPanel;
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int8 _characterGoToPosition;
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bool _characterInMovement;
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SSortPan _sortPan[32];
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SStep _step[MAXSTEP];
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SPan _panel[MAXPANELSINROOM];
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void findPath();
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void setPosition(int num);
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void goToPosition(int num);
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int nextStep();
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void initSortPan();
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void read3D(Common::SeekableReadStreamEndian *ff);
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void reset(uint16 idx, float px, float pz, float theta);
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void whereIs(int px, int py);
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void actorOrder();
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void syncGameStream(Common::Serializer &ser);
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int getActorPos() const { return _actorPos; }
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void setForcedActorPos(int actorPos) { _forcedActorPos = actorPos; }
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};
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} // End of namespace Trecision
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#endif
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