aboutsummaryrefslogtreecommitdiff
path: root/engines/saga
diff options
context:
space:
mode:
authorFilippos Karapetis2007-11-08 23:39:58 +0000
committerFilippos Karapetis2007-11-08 23:39:58 +0000
commit398a26c6c49caecdac40df7e76b776e81fe53822 (patch)
tree21981ace89cc9f461d494813281d6ec733b5357e /engines/saga
parent422e88aa20089bcf675335d4e012f8c848c80ac4 (diff)
downloadscummvm-rg350-398a26c6c49caecdac40df7e76b776e81fe53822.tar.gz
scummvm-rg350-398a26c6c49caecdac40df7e76b776e81fe53822.tar.bz2
scummvm-rg350-398a26c6c49caecdac40df7e76b776e81fe53822.zip
Some tweaks to actorWalkTo() and actorEndWalk(). Also, moved all the actor pathfinding calculation code to a new file
svn-id: r29455
Diffstat (limited to 'engines/saga')
-rw-r--r--engines/saga/actor_path.cpp605
-rw-r--r--engines/saga/actor_walk.cpp612
-rw-r--r--engines/saga/module.mk1
3 files changed, 632 insertions, 586 deletions
diff --git a/engines/saga/actor_path.cpp b/engines/saga/actor_path.cpp
new file mode 100644
index 0000000000..cccba03073
--- /dev/null
+++ b/engines/saga/actor_path.cpp
@@ -0,0 +1,605 @@
+/* ScummVM - Graphic Adventure Engine
+ *
+ * ScummVM is the legal property of its developers, whose names
+ * are too numerous to list here. Please refer to the COPYRIGHT
+ * file distributed with this source distribution.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+#include "saga/saga.h"
+
+#include "saga/actor.h"
+#include "saga/scene.h"
+
+namespace Saga {
+
+static const PathDirectionData pathDirectionLUT[8][3] = {
+ { { 0, Point( 0, -1) }, { 7, Point(-1, -1) }, { 4, Point( 1, -1) } },
+ { { 1, Point( 1, 0) }, { 4, Point( 1, -1) }, { 5, Point( 1, 1) } },
+ { { 2, Point( 0, 1) }, { 5, Point( 1, 1) }, { 6, Point(-1, 1) } },
+ { { 3, Point(-1, 0) }, { 6, Point(-1, 1) }, { 7, Point(-1, -1) } },
+ { { 0, Point( 0, -1) }, { 1, Point( 1, 0) }, { 4, Point( 1, -1) } },
+ { { 1, Point( 1, 0) }, { 2, Point( 0, 1) }, { 5, Point( 1, 1) } },
+ { { 2, Point( 0, 1) }, { 3, Point(-1, 0) }, { 6, Point(-1, 1) } },
+ { { 3, Point(-1, 0) }, { 0, Point( 0, -1) }, { 7, Point(-1, -1) } }
+};
+
+static const int pathDirectionLUT2[8][2] = {
+ { 0, -1 },
+ { 1, 0 },
+ { 0, 1 },
+ { -1, 0 },
+ { 1, -1 },
+ { 1, 1 },
+ { -1, 1 },
+ { -1, -1 }
+};
+
+inline int16 int16Compare(int16 i1, int16 i2) {
+ return ((i1) > (i2) ? 1 : ((i1) < (i2) ? -1 : 0));
+}
+
+inline int16 quickDistance(const Point &point1, const Point &point2, int16 compressX) {
+ Point delta;
+ delta.x = ABS(point1.x - point2.x) / compressX;
+ delta.y = ABS(point1.y - point2.y);
+ return ((delta.x < delta.y) ? (delta.y + delta.x / 2) : (delta.x + delta.y / 2));
+}
+
+inline void calcDeltaS(const Point &point1, const Point &point2, Point &delta, Point &s) {
+
+ delta.x = point2.x - point1.x;
+ if (delta.x == 0) {
+ s.x = 0;
+ } else {
+ if (delta.x > 0) {
+ s.x = 1;
+ } else {
+ s.x = -1;
+ delta.x = -delta.x;
+ }
+ }
+
+
+ delta.y = point2.y - point1.y;
+ if (delta.y == 0) {
+ s.y = 0;
+ } else {
+ if (delta.y > 0) {
+ s.y = 1;
+ } else {
+ s.y = -1;
+ delta.y = -delta.y;
+ }
+ }
+}
+
+void Actor::findActorPath(ActorData *actor, const Point &fromPoint, const Point &toPoint) {
+ Point iteratorPoint;
+ Point bestPoint;
+ int maskType;
+ int i;
+ Rect intersect;
+
+#ifdef ACTOR_DEBUG
+ _debugPointsCount = 0;
+#endif
+
+ actor->_walkStepsCount = 0;
+ if (fromPoint == toPoint) {
+ actor->addWalkStepPoint(toPoint);
+ return;
+ }
+
+ for (iteratorPoint.y = 0; iteratorPoint.y < _yCellCount; iteratorPoint.y++) {
+ for (iteratorPoint.x = 0; iteratorPoint.x < _xCellCount; iteratorPoint.x++) {
+ if (_vm->_scene->validBGMaskPoint(iteratorPoint)) {
+ maskType = _vm->_scene->getBGMaskType(iteratorPoint);
+ setPathCell(iteratorPoint, _vm->_scene->getDoorState(maskType) ? kPathCellBarrier : kPathCellEmpty);
+ } else {
+ setPathCell(iteratorPoint, kPathCellBarrier);
+ }
+ }
+ }
+
+ for (i = 0; i < _barrierCount; i++) {
+ intersect.left = MAX(_pathRect.left, _barrierList[i].left);
+ intersect.top = MAX(_pathRect.top, _barrierList[i].top);
+ intersect.right = MIN(_pathRect.right, _barrierList[i].right);
+ intersect.bottom = MIN(_pathRect.bottom, _barrierList[i].bottom);
+
+ for (iteratorPoint.y = intersect.top; iteratorPoint.y < intersect.bottom; iteratorPoint.y++) {
+ for (iteratorPoint.x = intersect.left; iteratorPoint.x < intersect.right; iteratorPoint.x++) {
+ setPathCell(iteratorPoint, kPathCellBarrier);
+ }
+ }
+ }
+
+#ifdef ACTOR_DEBUG
+ for (iteratorPoint.y = 0; iteratorPoint.y < _yCellCount; iteratorPoint.y++) {
+ for (iteratorPoint.x = 0; iteratorPoint.x < _xCellCount; iteratorPoint.x++) {
+ if (getPathCell(iteratorPoint) == kPathCellBarrier) {
+ addDebugPoint(iteratorPoint, 24);
+ }
+ }
+ }
+#endif
+
+ if (scanPathLine(fromPoint, toPoint)) {
+ actor->addWalkStepPoint(fromPoint);
+ actor->addWalkStepPoint(toPoint);
+ return;
+ }
+
+ i = fillPathArray(fromPoint, toPoint, bestPoint);
+
+ if (fromPoint == bestPoint) {
+ actor->addWalkStepPoint(bestPoint);
+ return;
+ }
+
+ if (i == 0) {
+ error("fillPathArray returns zero");
+ }
+
+ setActorPath(actor, fromPoint, bestPoint);
+}
+
+bool Actor::scanPathLine(const Point &point1, const Point &point2) {
+ Point point;
+ Point delta;
+ Point s;
+ Point fDelta;
+ int16 errterm;
+
+ calcDeltaS(point1, point2, delta, s);
+ point = point1;
+
+ fDelta.x = delta.x * 2;
+ fDelta.y = delta.y * 2;
+
+ if (delta.y > delta.x) {
+
+ errterm = fDelta.x - delta.y;
+
+ while (delta.y > 0) {
+ while (errterm >= 0) {
+ point.x += s.x;
+ errterm -= fDelta.y;
+ }
+
+ point.y += s.y;
+ errterm += fDelta.x;
+
+ if (!validPathCellPoint(point)) {
+ return false;
+ }
+ if (getPathCell(point) == kPathCellBarrier) {
+ return false;
+ }
+ delta.y--;
+ }
+ } else {
+
+ errterm = fDelta.y - delta.x;
+
+ while (delta.x > 0) {
+ while (errterm >= 0) {
+ point.y += s.y;
+ errterm -= fDelta.x;
+ }
+
+ point.x += s.x;
+ errterm += fDelta.y;
+
+ if (!validPathCellPoint(point)) {
+ return false;
+ }
+ if (getPathCell(point) == kPathCellBarrier) {
+ return false;
+ }
+ delta.x--;
+ }
+ }
+ return true;
+}
+
+int Actor::fillPathArray(const Point &fromPoint, const Point &toPoint, Point &bestPoint) {
+ int bestRating;
+ int currentRating;
+ int i;
+ Point bestPath;
+ int pointCounter;
+ int startDirection;
+ PathDirectionData *pathDirection;
+ PathDirectionData *newPathDirection;
+ const PathDirectionData *samplePathDirection;
+ Point nextPoint;
+ int directionCount;
+ int16 compressX = (_vm->getGameType() == GType_ITE) ? 2 : 1;
+
+ _pathDirectionListCount = 0;
+ pointCounter = 0;
+ bestRating = quickDistance(fromPoint, toPoint, compressX);
+ bestPath = fromPoint;
+
+ for (startDirection = 0; startDirection < 4; startDirection++) {
+ newPathDirection = addPathDirectionListData();
+ newPathDirection->coord = fromPoint;
+ newPathDirection->direction = startDirection;
+ }
+
+ if (validPathCellPoint(fromPoint)) {
+ setPathCell(fromPoint, kDirUp);
+
+#ifdef ACTOR_DEBUG
+ addDebugPoint(fromPoint, 24+36);
+#endif
+ }
+
+ i = 0;
+
+ do {
+ pathDirection = &_pathDirectionList[i];
+ for (directionCount = 0; directionCount < 3; directionCount++) {
+ samplePathDirection = &pathDirectionLUT[pathDirection->direction][directionCount];
+ nextPoint = pathDirection->coord;
+ nextPoint.x += samplePathDirection->coord.x;
+ nextPoint.y += samplePathDirection->coord.y;
+
+ if (!validPathCellPoint(nextPoint)) {
+ continue;
+ }
+
+ if (getPathCell(nextPoint) != kPathCellEmpty) {
+ continue;
+ }
+
+ setPathCell(nextPoint, samplePathDirection->direction);
+
+#ifdef ACTOR_DEBUG
+ addDebugPoint(nextPoint, samplePathDirection->direction + 96);
+#endif
+ newPathDirection = addPathDirectionListData();
+ newPathDirection->coord = nextPoint;
+ newPathDirection->direction = samplePathDirection->direction;
+ ++pointCounter;
+ if (nextPoint == toPoint) {
+ bestPoint = toPoint;
+ return pointCounter;
+ }
+ currentRating = quickDistance(nextPoint, toPoint, compressX);
+ if (currentRating < bestRating) {
+ bestRating = currentRating;
+ bestPath = nextPoint;
+ }
+ pathDirection = &_pathDirectionList[i];
+ }
+ ++i;
+ } while (i < _pathDirectionListCount);
+
+ bestPoint = bestPath;
+ return pointCounter;
+}
+
+void Actor::setActorPath(ActorData *actor, const Point &fromPoint, const Point &toPoint) {
+ Point nextPoint;
+ int8 direction;
+ int i;
+
+ _pathListIndex = -1;
+ addPathListPoint(toPoint);
+ nextPoint = toPoint;
+
+ while (!(nextPoint == fromPoint)) {
+ direction = getPathCell(nextPoint);
+ if ((direction < 0) || (direction >= 8)) {
+ error("Actor::setActorPath error direction 0x%X", direction);
+ }
+ nextPoint.x -= pathDirectionLUT2[direction][0];
+ nextPoint.y -= pathDirectionLUT2[direction][1];
+ addPathListPoint(nextPoint);
+
+#ifdef ACTOR_DEBUG
+ addDebugPoint(nextPoint, 0x8a);
+#endif
+ }
+
+ pathToNode();
+ removeNodes();
+ nodeToPath();
+ removePathPoints();
+
+ for (i = 0; i <= _pathNodeListIndex; i++) {
+ actor->addWalkStepPoint(_pathNodeList[i].point);
+ }
+}
+
+void Actor::pathToNode() {
+ Point point1, point2, delta;
+ int direction;
+ int i;
+ Point *point;
+
+ point= &_pathList[_pathListIndex];
+ direction = 0;
+
+ _pathNodeListIndex = -1;
+ addPathNodeListPoint(*point);
+
+ for (i = _pathListIndex; i > 0; i--) {
+ point1 = *point;
+ --point;
+ point2 = *point;
+ if (direction == 0) {
+ delta.x = int16Compare(point2.x, point1.x);
+ delta.y = int16Compare(point2.y, point1.y);
+ direction++;
+ }
+ if ((point1.x + delta.x != point2.x) || (point1.y + delta.y != point2.y)) {
+ addPathNodeListPoint(point1);
+ direction--;
+ i++;
+ point++;
+ }
+ }
+ addPathNodeListPoint(*_pathList);
+}
+
+int pathLine(Point *pointList, const Point &point1, const Point &point2) {
+ Point point;
+ Point delta;
+ Point tempPoint;
+ Point s;
+ int16 errterm;
+ int16 res;
+
+ calcDeltaS(point1, point2, delta, s);
+
+ point = point1;
+
+ tempPoint.x = delta.x * 2;
+ tempPoint.y = delta.y * 2;
+
+ if (delta.y > delta.x) {
+
+ errterm = tempPoint.x - delta.y;
+ res = delta.y;
+
+ while (delta.y > 0) {
+ while (errterm >= 0) {
+ point.x += s.x;
+ errterm -= tempPoint.y;
+ }
+
+ point.y += s.y;
+ errterm += tempPoint.x;
+
+ *pointList = point;
+ pointList++;
+ delta.y--;
+ }
+ } else {
+
+ errterm = tempPoint.y - delta.x;
+ res = delta.x;
+
+ while (delta.x > 0) {
+ while (errterm >= 0) {
+ point.y += s.y;
+ errterm -= tempPoint.x;
+ }
+
+ point.x += s.x;
+ errterm += tempPoint.y;
+
+ *pointList = point;
+ pointList++;
+ delta.x--;
+ }
+ }
+ return res;
+}
+
+void Actor::nodeToPath() {
+ int i;
+ Point point1, point2;
+ PathNode *node;
+ Point *point;
+
+ for (i = 0, point = _pathList; i < _pathListAlloced; i++, point++) {
+ point->x = point->y = PATH_NODE_EMPTY;
+ }
+
+ _pathListIndex = 1;
+ _pathList[0] = _pathNodeList[0].point;
+ _pathNodeList[0].link = 0;
+ for (i = 0, node = _pathNodeList; i < _pathNodeListIndex; i++) {
+ point1 = node->point;
+ node++;
+ point2 = node->point;
+ _pathListIndex += pathLine(&_pathList[_pathListIndex], point1, point2);
+ node->link = _pathListIndex - 1;
+ }
+ _pathListIndex--;
+ _pathNodeList[_pathNodeListIndex].link = _pathListIndex;
+
+}
+
+void Actor::removeNodes() {
+ int i, j, k;
+ PathNode *iNode, *jNode, *kNode, *fNode;
+ fNode = &_pathNodeList[_pathNodeListIndex];
+
+ if (scanPathLine(_pathNodeList[0].point, fNode->point)) {
+ _pathNodeList[1] = *fNode;
+ _pathNodeListIndex = 1;
+ }
+
+ if (_pathNodeListIndex < 4) {
+ return;
+ }
+
+ for (i = _pathNodeListIndex - 1, iNode = fNode-1; i > 1 ; i--, iNode--) {
+ if (iNode->point.x == PATH_NODE_EMPTY) {
+ continue;
+ }
+
+ if (scanPathLine(_pathNodeList[0].point, iNode->point)) {
+ for (j = 1, jNode = _pathNodeList + 1; j < i; j++, jNode++) {
+ jNode->point.x = PATH_NODE_EMPTY;
+ }
+ }
+ }
+
+ for (i = 1, iNode = _pathNodeList + 1; i < _pathNodeListIndex - 1; i++, iNode++) {
+ if (iNode->point.x == PATH_NODE_EMPTY) {
+ continue;
+ }
+
+ if (scanPathLine(fNode->point, iNode->point)) {
+ for (j = i + 1, jNode = iNode + 1; j < _pathNodeListIndex; j++, jNode++) {
+ jNode->point.x = PATH_NODE_EMPTY;
+ }
+ }
+ }
+ condenseNodeList();
+
+ for (i = 1, iNode = _pathNodeList + 1; i < _pathNodeListIndex - 1; i++, iNode++) {
+ if (iNode->point.x == PATH_NODE_EMPTY) {
+ continue;
+ }
+ for (j = i + 2, jNode = iNode + 2; j < _pathNodeListIndex; j++, jNode++) {
+ if (jNode->point.x == PATH_NODE_EMPTY) {
+ continue;
+ }
+
+ if (scanPathLine(iNode->point, jNode->point)) {
+ for (k = i + 1,kNode = iNode + 1; k < j; k++, kNode++) {
+ kNode->point.x = PATH_NODE_EMPTY;
+ }
+ }
+ }
+ }
+ condenseNodeList();
+}
+
+void Actor::condenseNodeList() {
+ int i, j, count;
+ PathNode *iNode, *jNode;
+
+ count = _pathNodeListIndex;
+
+ for (i = 1, iNode = _pathNodeList + 1; i < _pathNodeListIndex; i++, iNode++) {
+ if (iNode->point.x == PATH_NODE_EMPTY) {
+ j = i + 1;
+ jNode = iNode + 1;
+ while (jNode->point.x == PATH_NODE_EMPTY) {
+ j++;
+ jNode++;
+ }
+ *iNode = *jNode;
+ count = i;
+ jNode->point.x = PATH_NODE_EMPTY;
+ if (j == _pathNodeListIndex) {
+ break;
+ }
+ }
+ }
+ _pathNodeListIndex = count;
+}
+
+void Actor::removePathPoints() {
+ int i, j, k, l;
+ PathNode *node;
+ int start;
+ int end;
+ Point point1, point2;
+
+ if (_pathNodeListIndex < 2)
+ return;
+
+ _newPathNodeListIndex = -1;
+ addNewPathNodeListPoint(_pathNodeList[0]);
+
+ for (i = 1, node = _pathNodeList + 1; i < _pathNodeListIndex; i++, node++) {
+ addNewPathNodeListPoint(*node);
+
+ for (j = 5; j > 0; j--) {
+ start = node->link - j;
+ end = node->link + j;
+
+ if (start < 0 || end > _pathListIndex) {
+ continue;
+ }
+
+ point1 = _pathList[start];
+ point2 = _pathList[end];
+ if ((point1.x == PATH_NODE_EMPTY) || (point2.x == PATH_NODE_EMPTY)) {
+ continue;
+ }
+
+ if (scanPathLine(point1, point2)) {
+ for (l = 1; l <= _newPathNodeListIndex; l++) {
+ if (start <= _newPathNodeList[l].link) {
+ _newPathNodeListIndex = l;
+ _newPathNodeList[_newPathNodeListIndex].point = point1;
+ _newPathNodeList[_newPathNodeListIndex].link = start;
+ incrementNewPathNodeListIndex();
+ break;
+ }
+ }
+ _newPathNodeList[_newPathNodeListIndex].point = point2;
+ _newPathNodeList[_newPathNodeListIndex].link = end;
+
+ for (k = start + 1; k < end; k++) {
+ _pathList[k].x = PATH_NODE_EMPTY;
+ }
+ break;
+ }
+ }
+ }
+
+ addNewPathNodeListPoint(_pathNodeList[_pathNodeListIndex]);
+
+ for (i = 0, j = 0; i <= _newPathNodeListIndex; i++) {
+ if (_newPathNodeListIndex == i || (_newPathNodeList[i].point != _newPathNodeList[i+1].point)) {
+ _pathNodeList[j++] = _newPathNodeList[i];
+ }
+ }
+ _pathNodeListIndex = j - 1;
+}
+
+void Actor::drawPathTest() {
+#ifdef ACTOR_DEBUG
+ int i;
+ Surface *surface;
+ surface = _vm->_gfx->getBackBuffer();
+ if (_debugPoints == NULL) {
+ return;
+ }
+
+ for (i = 0; i < _debugPointsCount; i++) {
+ *((byte *)surface->pixels + (_debugPoints[i].point.y * surface->pitch) + _debugPoints[i].point.x) = _debugPoints[i].color;
+ }
+#endif
+}
+
+} // End of namespace Saga \ No newline at end of file
diff --git a/engines/saga/actor_walk.cpp b/engines/saga/actor_walk.cpp
index 1e8dd07293..ec958d28e4 100644
--- a/engines/saga/actor_walk.cpp
+++ b/engines/saga/actor_walk.cpp
@@ -37,28 +37,6 @@
namespace Saga {
-static const PathDirectionData pathDirectionLUT[8][3] = {
- { { 0, Point( 0, -1) }, { 7, Point(-1, -1) }, { 4, Point( 1, -1) } },
- { { 1, Point( 1, 0) }, { 4, Point( 1, -1) }, { 5, Point( 1, 1) } },
- { { 2, Point( 0, 1) }, { 5, Point( 1, 1) }, { 6, Point(-1, 1) } },
- { { 3, Point(-1, 0) }, { 6, Point(-1, 1) }, { 7, Point(-1, -1) } },
- { { 0, Point( 0, -1) }, { 1, Point( 1, 0) }, { 4, Point( 1, -1) } },
- { { 1, Point( 1, 0) }, { 2, Point( 0, 1) }, { 5, Point( 1, 1) } },
- { { 2, Point( 0, 1) }, { 3, Point(-1, 0) }, { 6, Point(-1, 1) } },
- { { 3, Point(-1, 0) }, { 0, Point( 0, -1) }, { 7, Point(-1, -1) } }
-};
-
-static const int pathDirectionLUT2[8][2] = {
- { 0, -1 },
- { 1, 0 },
- { 0, 1 },
- { -1, 0 },
- { 1, -1 },
- { 1, 1 },
- { -1, 1 },
- { -1, -1 }
-};
-
static const int angleLUT[16][2] = {
{ 0, -256 },
{ 98, -237 },
@@ -120,45 +98,6 @@ static const DragonMove dragonMoveTable[12] = {
{ 48, { { -0, -0 }, { -1, -6 }, { -5, -11 }, { -10, -15 } } }
};
-inline int16 quickDistance(const Point &point1, const Point &point2, int16 compressX) {
- Point delta;
- delta.x = ABS(point1.x - point2.x) / compressX;
- delta.y = ABS(point1.y - point2.y);
- return ((delta.x < delta.y) ? (delta.y + delta.x / 2) : (delta.x + delta.y / 2));
-}
-
-inline void calcDeltaS(const Point &point1, const Point &point2, Point &delta, Point &s) {
-
- delta.x = point2.x - point1.x;
- if (delta.x == 0) {
- s.x = 0;
- } else {
- if (delta.x > 0) {
- s.x = 1;
- } else {
- s.x = -1;
- delta.x = -delta.x;
- }
- }
-
-
- delta.y = point2.y - point1.y;
- if (delta.y == 0) {
- s.y = 0;
- } else {
- if (delta.y > 0) {
- s.y = 1;
- } else {
- s.y = -1;
- delta.y = -delta.y;
- }
- }
-}
-
-inline int16 int16Compare(int16 i1, int16 i2) {
- return ((i1) > (i2) ? 1 : ((i1) < (i2) ? -1 : 0));
-}
-
bool Actor::validFollowerLocation(const Location &location) {
Point point;
location.toScreenPointXY(point);
@@ -510,7 +449,7 @@ void Actor::handleActions(int msec, bool setup) {
if (actor->_walkStepIndex >= actor->_walkStepsCount) {
actorEndWalk(actor->_id, true);
- break;
+ return; // break out of select case
}
actor->_partialTarget.fromScreenPoint(actor->_walkStepsPoints[actor->_walkStepIndex++]);
@@ -942,11 +881,11 @@ bool Actor::actorWalkTo(uint16 actorId, const Location &toLocation) {
actor = getActor(actorId);
if (actor == _protagonist) {
- _vm->_scene->setDoorState(2, 0xff);
- _vm->_scene->setDoorState(3, 0);
+ _vm->_scene->setDoorState(2, 0xff); // closed
+ _vm->_scene->setDoorState(3, 0); // open
} else {
- _vm->_scene->setDoorState(2, 0);
- _vm->_scene->setDoorState(3, 0xff);
+ _vm->_scene->setDoorState(2, 0); // open
+ _vm->_scene->setDoorState(3, 0xff); // closed
}
if (_vm->_scene->getFlags() & kSceneFlagISO) {
@@ -976,19 +915,29 @@ bool Actor::actorWalkTo(uint16 actorId, const Location &toLocation) {
} else {
actor->_location.toScreenPointXY(pointFrom);
- pointFrom.x &= ~1;
+ // FIXME: why is the following line needed?
+ pointFrom.x &= ~1; // set last bit to 0
extraStartNode = _vm->_scene->offscreenPath(pointFrom);
toLocation.toScreenPointXY(pointTo);
- pointTo.x &= ~1;
+ // FIXME: why is the following line needed?
+ pointTo.x &= ~1; // set last bit to 0
+
+ // Are we already where we want to go?
+ if (pointFrom.x == pointTo.x && pointFrom.y == pointTo.y) {
+ actor->_walkStepsCount = 0;
+ actorEndWalk(actorId, false);
+ return false;
+ }
extraEndNode = _vm->_scene->offscreenPath(pointTo);
if (_vm->_scene->isBGMaskPresent()) {
- if ((((actor->_currentAction >= kActionWalkToPoint) &&
- (actor->_currentAction <= kActionWalkDir)) || (actor == _protagonist)) &&
+ if (
+ ((actor->_currentAction >= kActionWalkToPoint && actor->_currentAction <= kActionWalkDir) ||
+ (_vm->getGameType() == GType_ITE && actor == _protagonist)) &&
!_vm->_scene->canWalk(pointFrom)) {
int max = _vm->getGameType() == GType_ITE ? 8 : 4;
@@ -1038,22 +987,22 @@ bool Actor::actorWalkTo(uint16 actorId, const Location &toLocation) {
anotherActorScreenPosition = anotherActor->_screenPosition;
testBox.left = (anotherActorScreenPosition.x - collision.x) & ~1;
- testBox.right = (anotherActorScreenPosition.x + collision.x) & ~1 + 1;
+ testBox.right = (anotherActorScreenPosition.x + collision.x) & ~1;
testBox.top = anotherActorScreenPosition.y - collision.y;
- testBox.bottom = anotherActorScreenPosition.y + collision.y + 1;
+ testBox.bottom = anotherActorScreenPosition.y + collision.y;
testBox2 = testBox;
- testBox2.right += 2;
testBox2.left -= 2;
+ testBox2.right += 2;
testBox2.top -= 1;
testBox2.bottom += 1;
if (testBox2.contains(pointFrom)) {
if (pointFrom.x > anotherActorScreenPosition.x + 4) {
- testBox.right = pointFrom.x - 1;
+ testBox.right = pointFrom.x - 2;
} else if (pointFrom.x < anotherActorScreenPosition.x - 4) {
testBox.left = pointFrom.x + 2;
} else if (pointFrom.y > anotherActorScreenPosition.y) {
- testBox.bottom = pointFrom.y;
+ testBox.bottom = pointFrom.y - 1;
} else {
testBox.top = pointFrom.y + 1 ;
}
@@ -1077,6 +1026,7 @@ bool Actor::actorWalkTo(uint16 actorId, const Location &toLocation) {
if (extraStartNode) {
actor->_walkStepIndex = 0;
} else {
+ // FIXME: Why is this needed?
actor->_walkStepIndex = 1;
}
@@ -1145,6 +1095,7 @@ bool Actor::actorEndWalk(uint16 actorId, bool recurse) {
}
actor->_currentAction = kActionWait;
+ actor->_actionCycle = 0;
if (actor->_actorFlags & kActorFinalFace) {
actor->_facingDirection = actor->_actionDirection = (actor->_actorFlags >> 6) & 0x07; //?
}
@@ -1421,517 +1372,6 @@ void Actor::moveDragon(ActorData *actor) {
actor->_frameNumber = actor->_dragonBaseFrame + actor->_dragonStepCycle;
}
-void Actor::findActorPath(ActorData *actor, const Point &fromPoint, const Point &toPoint) {
- Point iteratorPoint;
- Point bestPoint;
- int maskType;
- int i;
- Rect intersect;
-
-#ifdef ACTOR_DEBUG
- _debugPointsCount = 0;
-#endif
-
- actor->_walkStepsCount = 0;
- if (fromPoint == toPoint) {
- actor->addWalkStepPoint(toPoint);
- return;
- }
-
- for (iteratorPoint.y = 0; iteratorPoint.y < _yCellCount; iteratorPoint.y++) {
- for (iteratorPoint.x = 0; iteratorPoint.x < _xCellCount; iteratorPoint.x++) {
- if (_vm->_scene->validBGMaskPoint(iteratorPoint)) {
- maskType = _vm->_scene->getBGMaskType(iteratorPoint);
- setPathCell(iteratorPoint, _vm->_scene->getDoorState(maskType) ? kPathCellBarrier : kPathCellEmpty);
- } else {
- setPathCell(iteratorPoint, kPathCellBarrier);
- }
- }
- }
-
- for (i = 0; i < _barrierCount; i++) {
- intersect.left = MAX(_pathRect.left, _barrierList[i].left);
- intersect.top = MAX(_pathRect.top, _barrierList[i].top);
- intersect.right = MIN(_pathRect.right, _barrierList[i].right);
- intersect.bottom = MIN(_pathRect.bottom, _barrierList[i].bottom);
-
- for (iteratorPoint.y = intersect.top; iteratorPoint.y < intersect.bottom; iteratorPoint.y++) {
- for (iteratorPoint.x = intersect.left; iteratorPoint.x < intersect.right; iteratorPoint.x++) {
- setPathCell(iteratorPoint, kPathCellBarrier);
- }
- }
- }
-
-#ifdef ACTOR_DEBUG
- for (iteratorPoint.y = 0; iteratorPoint.y < _yCellCount; iteratorPoint.y++) {
- for (iteratorPoint.x = 0; iteratorPoint.x < _xCellCount; iteratorPoint.x++) {
- if (getPathCell(iteratorPoint) == kPathCellBarrier) {
- addDebugPoint(iteratorPoint, 24);
- }
- }
- }
-#endif
-
- if (scanPathLine(fromPoint, toPoint)) {
- actor->addWalkStepPoint(fromPoint);
- actor->addWalkStepPoint(toPoint);
- return;
- }
-
- i = fillPathArray(fromPoint, toPoint, bestPoint);
-
- if (fromPoint == bestPoint) {
- actor->addWalkStepPoint(bestPoint);
- return;
- }
-
- if (i == 0) {
- error("fillPathArray returns zero");
- }
-
- setActorPath(actor, fromPoint, bestPoint);
-}
-
-bool Actor::scanPathLine(const Point &point1, const Point &point2) {
- Point point;
- Point delta;
- Point s;
- Point fDelta;
- int16 errterm;
-
- calcDeltaS(point1, point2, delta, s);
- point = point1;
-
- fDelta.x = delta.x * 2;
- fDelta.y = delta.y * 2;
-
- if (delta.y > delta.x) {
-
- errterm = fDelta.x - delta.y;
-
- while (delta.y > 0) {
- while (errterm >= 0) {
- point.x += s.x;
- errterm -= fDelta.y;
- }
-
- point.y += s.y;
- errterm += fDelta.x;
-
- if (!validPathCellPoint(point)) {
- return false;
- }
- if (getPathCell(point) == kPathCellBarrier) {
- return false;
- }
- delta.y--;
- }
- } else {
-
- errterm = fDelta.y - delta.x;
-
- while (delta.x > 0) {
- while (errterm >= 0) {
- point.y += s.y;
- errterm -= fDelta.x;
- }
-
- point.x += s.x;
- errterm += fDelta.y;
-
- if (!validPathCellPoint(point)) {
- return false;
- }
- if (getPathCell(point) == kPathCellBarrier) {
- return false;
- }
- delta.x--;
- }
- }
- return true;
-}
-
-int Actor::fillPathArray(const Point &fromPoint, const Point &toPoint, Point &bestPoint) {
- int bestRating;
- int currentRating;
- int i;
- Point bestPath;
- int pointCounter;
- int startDirection;
- PathDirectionData *pathDirection;
- PathDirectionData *newPathDirection;
- const PathDirectionData *samplePathDirection;
- Point nextPoint;
- int directionCount;
- int16 compressX = (_vm->getGameType() == GType_ITE) ? 2 : 1;
-
- _pathDirectionListCount = 0;
- pointCounter = 0;
- bestRating = quickDistance(fromPoint, toPoint, compressX);
- bestPath = fromPoint;
-
- for (startDirection = 0; startDirection < 4; startDirection++) {
- newPathDirection = addPathDirectionListData();
- newPathDirection->coord = fromPoint;
- newPathDirection->direction = startDirection;
- }
-
- if (validPathCellPoint(fromPoint)) {
- setPathCell(fromPoint, kDirUp);
-
-#ifdef ACTOR_DEBUG
- addDebugPoint(fromPoint, 24+36);
-#endif
- }
-
- i = 0;
-
- do {
- pathDirection = &_pathDirectionList[i];
- for (directionCount = 0; directionCount < 3; directionCount++) {
- samplePathDirection = &pathDirectionLUT[pathDirection->direction][directionCount];
- nextPoint = pathDirection->coord;
- nextPoint.x += samplePathDirection->coord.x;
- nextPoint.y += samplePathDirection->coord.y;
-
- if (!validPathCellPoint(nextPoint)) {
- continue;
- }
-
- if (getPathCell(nextPoint) != kPathCellEmpty) {
- continue;
- }
-
- setPathCell(nextPoint, samplePathDirection->direction);
-
-#ifdef ACTOR_DEBUG
- addDebugPoint(nextPoint, samplePathDirection->direction + 96);
-#endif
- newPathDirection = addPathDirectionListData();
- newPathDirection->coord = nextPoint;
- newPathDirection->direction = samplePathDirection->direction;
- ++pointCounter;
- if (nextPoint == toPoint) {
- bestPoint = toPoint;
- return pointCounter;
- }
- currentRating = quickDistance(nextPoint, toPoint, compressX);
- if (currentRating < bestRating) {
- bestRating = currentRating;
- bestPath = nextPoint;
- }
- pathDirection = &_pathDirectionList[i];
- }
- ++i;
- } while (i < _pathDirectionListCount);
-
- bestPoint = bestPath;
- return pointCounter;
-}
-
-void Actor::setActorPath(ActorData *actor, const Point &fromPoint, const Point &toPoint) {
- Point nextPoint;
- int8 direction;
- int i;
-
- _pathListIndex = -1;
- addPathListPoint(toPoint);
- nextPoint = toPoint;
-
- while (!(nextPoint == fromPoint)) {
- direction = getPathCell(nextPoint);
- if ((direction < 0) || (direction >= 8)) {
- error("Actor::setActorPath error direction 0x%X", direction);
- }
- nextPoint.x -= pathDirectionLUT2[direction][0];
- nextPoint.y -= pathDirectionLUT2[direction][1];
- addPathListPoint(nextPoint);
-
-#ifdef ACTOR_DEBUG
- addDebugPoint(nextPoint, 0x8a);
-#endif
- }
-
- pathToNode();
- removeNodes();
- nodeToPath();
- removePathPoints();
-
- for (i = 0; i <= _pathNodeListIndex; i++) {
- actor->addWalkStepPoint(_pathNodeList[i].point);
- }
-}
-
-void Actor::pathToNode() {
- Point point1, point2, delta;
- int direction;
- int i;
- Point *point;
-
- point= &_pathList[_pathListIndex];
- direction = 0;
-
- _pathNodeListIndex = -1;
- addPathNodeListPoint(*point);
-
- for (i = _pathListIndex; i > 0; i--) {
- point1 = *point;
- --point;
- point2 = *point;
- if (direction == 0) {
- delta.x = int16Compare(point2.x, point1.x);
- delta.y = int16Compare(point2.y, point1.y);
- direction++;
- }
- if ((point1.x + delta.x != point2.x) || (point1.y + delta.y != point2.y)) {
- addPathNodeListPoint(point1);
- direction--;
- i++;
- point++;
- }
- }
- addPathNodeListPoint(*_pathList);
-}
-
-int pathLine(Point *pointList, const Point &point1, const Point &point2) {
- Point point;
- Point delta;
- Point tempPoint;
- Point s;
- int16 errterm;
- int16 res;
-
- calcDeltaS(point1, point2, delta, s);
-
- point = point1;
-
- tempPoint.x = delta.x * 2;
- tempPoint.y = delta.y * 2;
-
- if (delta.y > delta.x) {
-
- errterm = tempPoint.x - delta.y;
- res = delta.y;
-
- while (delta.y > 0) {
- while (errterm >= 0) {
- point.x += s.x;
- errterm -= tempPoint.y;
- }
-
- point.y += s.y;
- errterm += tempPoint.x;
-
- *pointList = point;
- pointList++;
- delta.y--;
- }
- } else {
-
- errterm = tempPoint.y - delta.x;
- res = delta.x;
-
- while (delta.x > 0) {
- while (errterm >= 0) {
- point.y += s.y;
- errterm -= tempPoint.x;
- }
-
- point.x += s.x;
- errterm += tempPoint.y;
-
- *pointList = point;
- pointList++;
- delta.x--;
- }
- }
- return res;
-}
-
-void Actor::nodeToPath() {
- int i;
- Point point1, point2;
- PathNode *node;
- Point *point;
-
- for (i = 0, point = _pathList; i < _pathListAlloced; i++, point++) {
- point->x = point->y = PATH_NODE_EMPTY;
- }
-
- _pathListIndex = 1;
- _pathList[0] = _pathNodeList[0].point;
- _pathNodeList[0].link = 0;
- for (i = 0, node = _pathNodeList; i < _pathNodeListIndex; i++) {
- point1 = node->point;
- node++;
- point2 = node->point;
- _pathListIndex += pathLine(&_pathList[_pathListIndex], point1, point2);
- node->link = _pathListIndex - 1;
- }
- _pathListIndex--;
- _pathNodeList[_pathNodeListIndex].link = _pathListIndex;
-
-}
-
-void Actor::removeNodes() {
- int i, j, k;
- PathNode *iNode, *jNode, *kNode, *fNode;
- fNode = &_pathNodeList[_pathNodeListIndex];
-
- if (scanPathLine(_pathNodeList[0].point, fNode->point)) {
- _pathNodeList[1] = *fNode;
- _pathNodeListIndex = 1;
- }
-
- if (_pathNodeListIndex < 4) {
- return;
- }
-
- for (i = _pathNodeListIndex - 1, iNode = fNode-1; i > 1 ; i--, iNode--) {
- if (iNode->point.x == PATH_NODE_EMPTY) {
- continue;
- }
-
- if (scanPathLine(_pathNodeList[0].point, iNode->point)) {
- for (j = 1, jNode = _pathNodeList + 1; j < i; j++, jNode++) {
- jNode->point.x = PATH_NODE_EMPTY;
- }
- }
- }
-
- for (i = 1, iNode = _pathNodeList + 1; i < _pathNodeListIndex - 1; i++, iNode++) {
- if (iNode->point.x == PATH_NODE_EMPTY) {
- continue;
- }
-
- if (scanPathLine(fNode->point, iNode->point)) {
- for (j = i + 1, jNode = iNode + 1; j < _pathNodeListIndex; j++, jNode++) {
- jNode->point.x = PATH_NODE_EMPTY;
- }
- }
- }
- condenseNodeList();
-
- for (i = 1, iNode = _pathNodeList + 1; i < _pathNodeListIndex - 1; i++, iNode++) {
- if (iNode->point.x == PATH_NODE_EMPTY) {
- continue;
- }
- for (j = i + 2, jNode = iNode + 2; j < _pathNodeListIndex; j++, jNode++) {
- if (jNode->point.x == PATH_NODE_EMPTY) {
- continue;
- }
-
- if (scanPathLine(iNode->point, jNode->point)) {
- for (k = i + 1,kNode = iNode + 1; k < j; k++, kNode++) {
- kNode->point.x = PATH_NODE_EMPTY;
- }
- }
- }
- }
- condenseNodeList();
-}
-
-void Actor::condenseNodeList() {
- int i, j, count;
- PathNode *iNode, *jNode;
-
- count = _pathNodeListIndex;
-
- for (i = 1, iNode = _pathNodeList + 1; i < _pathNodeListIndex; i++, iNode++) {
- if (iNode->point.x == PATH_NODE_EMPTY) {
- j = i + 1;
- jNode = iNode + 1;
- while (jNode->point.x == PATH_NODE_EMPTY) {
- j++;
- jNode++;
- }
- *iNode = *jNode;
- count = i;
- jNode->point.x = PATH_NODE_EMPTY;
- if (j == _pathNodeListIndex) {
- break;
- }
- }
- }
- _pathNodeListIndex = count;
-}
-
-void Actor::removePathPoints() {
- int i, j, k, l;
- PathNode *node;
- int start;
- int end;
- Point point1, point2;
-
- if (_pathNodeListIndex < 2)
- return;
-
- _newPathNodeListIndex = -1;
- addNewPathNodeListPoint(_pathNodeList[0]);
-
- for (i = 1, node = _pathNodeList + 1; i < _pathNodeListIndex; i++, node++) {
- addNewPathNodeListPoint(*node);
-
- for (j = 5; j > 0; j--) {
- start = node->link - j;
- end = node->link + j;
-
- if (start < 0 || end > _pathListIndex) {
- continue;
- }
-
- point1 = _pathList[start];
- point2 = _pathList[end];
- if ((point1.x == PATH_NODE_EMPTY) || (point2.x == PATH_NODE_EMPTY)) {
- continue;
- }
-
- if (scanPathLine(point1, point2)) {
- for (l = 1; l <= _newPathNodeListIndex; l++) {
- if (start <= _newPathNodeList[l].link) {
- _newPathNodeListIndex = l;
- _newPathNodeList[_newPathNodeListIndex].point = point1;
- _newPathNodeList[_newPathNodeListIndex].link = start;
- incrementNewPathNodeListIndex();
- break;
- }
- }
- _newPathNodeList[_newPathNodeListIndex].point = point2;
- _newPathNodeList[_newPathNodeListIndex].link = end;
-
- for (k = start + 1; k < end; k++) {
- _pathList[k].x = PATH_NODE_EMPTY;
- }
- break;
- }
- }
- }
-
- addNewPathNodeListPoint(_pathNodeList[_pathNodeListIndex]);
-
- for (i = 0, j = 0; i <= _newPathNodeListIndex; i++) {
- if (_newPathNodeListIndex == i || (_newPathNodeList[i].point != _newPathNodeList[i+1].point)) {
- _pathNodeList[j++] = _newPathNodeList[i];
- }
- }
- _pathNodeListIndex = j - 1;
-}
-
-void Actor::drawPathTest() {
-#ifdef ACTOR_DEBUG
- int i;
- Surface *surface;
- surface = _vm->_gfx->getBackBuffer();
- if (_debugPoints == NULL) {
- return;
- }
-
- for (i = 0; i < _debugPointsCount; i++) {
- *((byte *)surface->pixels + (_debugPoints[i].point.y * surface->pitch) + _debugPoints[i].point.x) = _debugPoints[i].color;
- }
-#endif
-}
-
// Console wrappers - must be safe to run
void Actor::cmdActorWalkTo(int argc, const char **argv) {
diff --git a/engines/saga/module.mk b/engines/saga/module.mk
index 68cf91be32..a3765ef01c 100644
--- a/engines/saga/module.mk
+++ b/engines/saga/module.mk
@@ -2,6 +2,7 @@ MODULE := engines/saga
MODULE_OBJS := \
actor.o \
+ actor_path.o \
actor_walk.o \
animation.o \
console.o \