mirror of
https://github.com/libretro/scummvm.git
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662 lines
16 KiB
C++
662 lines
16 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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*
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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, 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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*/
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#include "saga/saga.h"
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#include "saga/actor.h"
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#include "saga/objectmap.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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// WORKAROUND for bug #3360396. Path finding in IHNM is a bit buggy
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// compared to the original, which occasionally leads to the player
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// leaving the room instead of interacting with an object. So far, no
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// one has figured out how to fix this properly. As a temporary [*]
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// solution, we try to fix this on a case-by-case basis.
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//
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// The workaround is to assume that the player wants to stay in the
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// room, unless he or she explicitly clicked on an exit zone.
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//
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// [*] And there is nothing more permanent than a temporary solution...
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bool pathFindingWorkaround = false;
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if (_vm->getGameId() == GID_IHNM) {
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int chapter = _vm->_scene->currentChapterNumber();
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int scene = _vm->_scene->currentSceneNumber();
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// Ellen, in the room with the monitors.
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if (chapter == 3 && scene == 54)
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pathFindingWorkaround = true;
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// Nimdok in the recovery room
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if (chapter == 4 && scene == 71)
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pathFindingWorkaround = true;
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}
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int hitZoneIndex;
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const HitZone *hitZone;
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bool restrictToRoom = false;
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if (pathFindingWorkaround) {
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restrictToRoom = true;
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hitZoneIndex = _vm->_scene->_actionMap->hitTest(toPoint);
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if (hitZoneIndex != -1) {
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hitZone = _vm->_scene->_actionMap->getHitZone(hitZoneIndex);
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if (hitZone->getFlags() & kHitZoneExit) {
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restrictToRoom = false;
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}
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}
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}
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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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if (restrictToRoom) {
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hitZoneIndex = _vm->_scene->_actionMap->hitTest(iteratorPoint);
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if (hitZoneIndex != -1) {
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hitZone = _vm->_scene->_actionMap->getHitZone(hitZoneIndex);
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if (hitZone->getFlags() & kHitZoneExit) {
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setPathCell(iteratorPoint, kPathCellBarrier);
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}
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}
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}
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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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Point bestPath;
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int pointCounter;
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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->getGameId() == GID_ITE) ? 2 : 1;
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Common::List<PathDirectionData> pathDirectionQueue;
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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 (int8 startDirection = 0; startDirection < 4; startDirection++) {
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PathDirectionData tmp = { startDirection, fromPoint.x, fromPoint.y };
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pathDirectionQueue.push_back(tmp);
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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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while (!pathDirectionQueue.empty()) {
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PathDirectionData curPathDirection = pathDirectionQueue.front();
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pathDirectionQueue.pop_front();
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for (directionCount = 0; directionCount < 3; directionCount++) {
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samplePathDirection = &pathDirectionLUT[curPathDirection.direction][directionCount];
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nextPoint = Point(curPathDirection.x, curPathDirection.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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PathDirectionData tmp = {
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samplePathDirection->direction,
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nextPoint.x, nextPoint.y };
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pathDirectionQueue.push_back(tmp);
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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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}
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}
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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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_pathList[0] = toPoint;
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nextPoint = toPoint;
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_pathListIndex = 0;
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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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++_pathListIndex;
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if (_pathListIndex >= _pathList.size()) {
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_pathList.push_back(nextPoint);
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} else {
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_pathList[_pathListIndex] = nextPoint;
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}
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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 (uint i = 0; i < _pathNodeList.size(); 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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direction = 0;
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_pathNodeList.clear();
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_pathNodeList.push_back(PathNode(_pathList[_pathListIndex]));
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for (i = _pathListIndex; i > 0; i--) {
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point1 = _pathList[i];
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point2 = _pathList[i - 1];
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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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_pathNodeList.push_back(PathNode(point1));
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direction--;
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i++;
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}
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}
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_pathNodeList.push_back(PathNode(_pathList[0]));
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}
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uint pathLine(PointList &pointList, uint idx, 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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uint 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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if (idx >= pointList.size()) {
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pointList.push_back(point);
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} else {
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pointList[idx] = point;
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}
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++idx;
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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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if (idx >= pointList.size()) {
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pointList.push_back(point);
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} else {
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pointList[idx] = point;
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}
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++idx;
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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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uint i;
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Point point1, point2;
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for (i = 0; i < _pathList.size(); i++) {
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_pathList[i].x = _pathList[i].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; i < _pathNodeList.size() - 1; i++) {
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point1 = _pathNodeList[i].point;
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point2 = _pathNodeList[i + 1].point;
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_pathListIndex += pathLine(_pathList, _pathListIndex, point1, point2);
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_pathNodeList[i + 1].link = _pathListIndex - 1;
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}
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_pathListIndex--;
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_pathNodeList.back().link = _pathListIndex;
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}
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void Actor::removeNodes() {
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uint i, j, k;
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// If there are only two nodes, nothing to be done
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if (_pathNodeList.size() <= 2)
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return;
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// If there is a direct connection between the first and last node, we can
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// remove all nodes in between and are done.
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if (scanPathLine(_pathNodeList.front().point, _pathNodeList.back().point)) {
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_pathNodeList[1] = _pathNodeList.back();
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_pathNodeList.resize(2);
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}
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if (_pathNodeList.size() <= 4)
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return;
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// Scan the nodes in reverse order, and look for a node which can be
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// directly reached from the first node. If we find any, skip directly
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// from the first node to that node (by marking all nodes in between as
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// empty).
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for (i = _pathNodeList.size() - 2; i > 1; i--) {
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if (_pathNodeList[i].point.x == PATH_NODE_EMPTY) {
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continue;
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}
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if (scanPathLine(_pathNodeList.front().point, _pathNodeList[i].point)) {
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for (j = 1; j < i; j++) {
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_pathNodeList[j].point.x = PATH_NODE_EMPTY;
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}
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break;
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}
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}
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// Now do the reverse: Find the first node which is directly connected
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// to the end node; if we find any, skip over all nodes in between.
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for (i = 1; i < _pathNodeList.size() - 2; i++) {
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if (_pathNodeList[i].point.x == PATH_NODE_EMPTY) {
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continue;
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}
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if (scanPathLine(_pathNodeList.back().point, _pathNodeList[i].point)) {
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for (j = i + 1; j < _pathNodeList.size() - 1; j++) {
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_pathNodeList[j].point.x = PATH_NODE_EMPTY;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
condenseNodeList();
|
|
|
|
// Finally, try arbitrary combinations of non-adjacent nodes and see
|
|
// if we can skip over any of them.
|
|
for (i = 1; i < _pathNodeList.size() - 2; i++) {
|
|
if (_pathNodeList[i].point.x == PATH_NODE_EMPTY) {
|
|
continue;
|
|
}
|
|
for (j = i + 2; j < _pathNodeList.size() - 1; j++) {
|
|
if (_pathNodeList[j].point.x == PATH_NODE_EMPTY) {
|
|
continue;
|
|
}
|
|
|
|
if (scanPathLine(_pathNodeList[i].point, _pathNodeList[j].point)) {
|
|
for (k = i + 1; k < j; k++) {
|
|
_pathNodeList[k].point.x = PATH_NODE_EMPTY;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
condenseNodeList();
|
|
}
|
|
|
|
/** Remove all empty nodes from _pathNodeList. */
|
|
void Actor::condenseNodeList() {
|
|
uint i, j, count;
|
|
|
|
count = _pathNodeList.size();
|
|
for (i = 1; i < _pathNodeList.size() - 1; i++) {
|
|
if (_pathNodeList[i].point.x == PATH_NODE_EMPTY) {
|
|
j = i + 1;
|
|
while (_pathNodeList[j].point.x == PATH_NODE_EMPTY) {
|
|
j++;
|
|
}
|
|
_pathNodeList[i] = _pathNodeList[j];
|
|
count = i + 1;
|
|
_pathNodeList[j].point.x = PATH_NODE_EMPTY;
|
|
if (j == _pathNodeList.size() - 1) {
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
_pathNodeList.resize(count);
|
|
}
|
|
|
|
void Actor::removePathPoints() {
|
|
uint i, j, l;
|
|
int start;
|
|
int end;
|
|
Point point1, point2;
|
|
|
|
if (_pathNodeList.size() <= 2)
|
|
return;
|
|
|
|
PathNodeList newPathNodeList;
|
|
|
|
// Add the first node
|
|
newPathNodeList.push_back(_pathNodeList.front());
|
|
|
|
// Process all nodes between the first and the last.
|
|
for (i = 1; i < _pathNodeList.size() - 1; i++) {
|
|
newPathNodeList.push_back(_pathNodeList[i]);
|
|
|
|
for (j = 5; j > 0; j--) {
|
|
start = _pathNodeList[i].link - j;
|
|
end = _pathNodeList[i].link + j;
|
|
|
|
if (start < 0 || end > (int)_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 < newPathNodeList.size(); l++) {
|
|
if (start <= newPathNodeList[l].link) {
|
|
newPathNodeList.resize(l + 1);
|
|
newPathNodeList.back().point = point1;
|
|
newPathNodeList.back().link = start;
|
|
newPathNodeList.resize(l + 2);
|
|
break;
|
|
}
|
|
}
|
|
newPathNodeList.back().point = point2;
|
|
newPathNodeList.back().link = end;
|
|
|
|
for (int k = start + 1; k < end; k++) {
|
|
_pathList[k].x = PATH_NODE_EMPTY;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Add the last node
|
|
newPathNodeList.push_back(_pathNodeList.back());
|
|
|
|
// Copy newPathNodeList into _pathNodeList, skipping any duplicate points
|
|
_pathNodeList.clear();
|
|
for (i = 0; i < newPathNodeList.size(); i++) {
|
|
if (((newPathNodeList.size() - 1) == i) || (newPathNodeList[i].point != newPathNodeList[i + 1].point)) {
|
|
_pathNodeList.push_back(newPathNodeList[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
#ifdef ACTOR_DEBUG
|
|
void Actor::drawPathTest() {
|
|
uint i;
|
|
|
|
for (i = 0; i < _debugPointsCount; i++) {
|
|
_vm->_gfx->setPixelColor(_debugPoints[i].point.x, _debugPoints[i].point.y, _debugPoints[i].color);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
} // End of namespace Saga
|