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author | Robert Špalek | 2009-11-01 10:58:34 +0000 |
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committer | Robert Špalek | 2009-11-01 10:58:34 +0000 |
commit | 5c7a120471000a1e048c5bc7688af77e95886caa (patch) | |
tree | 7b9f3e0138fe17db27f59dd972927a7ea0cad670 /engines | |
parent | 7927196b3f1d210cc5c7ca76e377363f6db0654a (diff) | |
download | scummvm-rg350-5c7a120471000a1e048c5bc7688af77e95886caa.tar.gz scummvm-rg350-5c7a120471000a1e048c5bc7688af77e95886caa.tar.bz2 scummvm-rg350-5c7a120471000a1e048c5bc7688af77e95886caa.zip |
Add methods to draw computed walking paths.
svn-id: r45596
Diffstat (limited to 'engines')
-rw-r--r-- | engines/draci/game.cpp | 2 | ||||
-rw-r--r-- | engines/draci/walking.cpp | 58 | ||||
-rw-r--r-- | engines/draci/walking.h | 6 |
3 files changed, 52 insertions, 14 deletions
diff --git a/engines/draci/game.cpp b/engines/draci/game.cpp index 14e1d9098f..9f15a1e7fc 100644 --- a/engines/draci/game.cpp +++ b/engines/draci/game.cpp @@ -1097,7 +1097,7 @@ void Game::loadRoom(int roomNum) { _vm->_screen->setPalette(f->_data, 0, kNumColours); Animation *map = _vm->_anims->addAnimation(kWalkingMapOverlay, 255, false); - Sprite *ov = _walkingMap.constructDrawableOverlay(); + Sprite *ov = _walkingMap.newOverlayFromMap(); map->addFrame(ov, NULL); } diff --git a/engines/draci/walking.cpp b/engines/draci/walking.cpp index f7c85d9bcd..c08e97346c 100644 --- a/engines/draci/walking.cpp +++ b/engines/draci/walking.cpp @@ -28,7 +28,6 @@ #include "common/stream.h" #include "draci/walking.h" -#include "draci/screen.h" #include "draci/sprite.h" namespace Draci { @@ -58,20 +57,20 @@ bool WalkingMap::isWalkable(int x, int y) const { return getPixel(x / _deltaX, y / _deltaY); } -Sprite *WalkingMap::constructDrawableOverlay() const { +Sprite *WalkingMap::newOverlayFromMap() const { // HACK: Create a visible overlay from the walking map so we can test it - byte *wlk = new byte[kScreenWidth * kScreenHeight]; - memset(wlk, 255, kScreenWidth * kScreenHeight); + byte *wlk = new byte[_realWidth * _realHeight]; + memset(wlk, 255, _realWidth * _realHeight); - for (uint i = 0; i < kScreenWidth; ++i) { - for (uint j = 0; j < kScreenHeight; ++j) { - if (isWalkable(i, j)) { - wlk[j * kScreenWidth + i] = 2; + for (int i = 0; i < _mapWidth; ++i) { + for (int j = 0; j < _mapHeight; ++j) { + if (getPixel(i, j)) { + drawOverlayRectangle(i, j, 2, wlk); } } } - Sprite *ov = new Sprite(kScreenWidth, kScreenHeight, wlk, 0, 0, false); + Sprite *ov = new Sprite(_realWidth, _realHeight, wlk, 0, 0, false); // ov has taken the ownership of wlk. return ov; @@ -314,9 +313,10 @@ void WalkingMap::obliquePath(const WalkingMap::Path& path, WalkingMap::Path *obl const PathVertex &v3 = (*obliquedPath)[head]; const int steps = MAX(abs(v3.x - v1.x), abs(v3.y - v1.y)); bool allPointsOk = true; + // Testing only points between (i.e., without the end-points) is OK. for (int step = 1; step < steps; ++step) { - const int x = (v1.x * step + v3.x * (steps-step)) / steps; - const int y = (v1.y * step + v3.y * (steps-step)) / steps; + const int x = (v1.x * (steps-step) + v3.x * step) / steps; + const int y = (v1.y * (steps-step) + v3.y * step) / steps; if (!getPixel(x, y)) { allPointsOk = false; break; @@ -328,4 +328,40 @@ void WalkingMap::obliquePath(const WalkingMap::Path& path, WalkingMap::Path *obl } } +Sprite *WalkingMap::newOverlayFromPath(const WalkingMap::Path &path, byte colour) const { + // HACK: Create a visible overlay from the walking map so we can test it + byte *wlk = new byte[_realWidth * _realHeight]; + memset(wlk, 255, _realWidth * _realHeight); + + for (uint segment = 1; segment < path.size(); ++segment) { + const PathVertex &v1 = path[segment-1]; + const PathVertex &v2 = path[segment]; + const int steps = MAX(abs(v2.x - v1.x), abs(v2.y - v1.y)); + // Draw only points in the interval [v1, v2). These half-open + // half-closed intervals connect all the way to the last point. + for (int step = 0; step < steps; ++step) { + const int x = (v1.x * (steps-step) + v2.x * step) / steps; + const int y = (v1.y * (steps-step) + v2.y * step) / steps; + drawOverlayRectangle(x, y, colour, wlk); + } + } + // Draw the last point. This works also when the path has no segment, + // but just one point. + const PathVertex &vLast = path[path.size()-1]; + drawOverlayRectangle(vLast.x, vLast.y, colour, wlk); + + Sprite *ov = new Sprite(_realWidth, _realHeight, wlk, 0, 0, false); + // ov has taken the ownership of wlk. + + return ov; +} + +void WalkingMap::drawOverlayRectangle(int x, int y, byte colour, byte *buf) const { + for (int i = 0; i < _deltaX; ++i) { + for (int j = 0; j < _deltaY; ++j) { + buf[(y * _deltaY + j) * _realWidth + (x * _deltaX + i)] = colour; + } + } +} + } diff --git a/engines/draci/walking.h b/engines/draci/walking.h index 21efcd1491..ed6d95ca85 100644 --- a/engines/draci/walking.h +++ b/engines/draci/walking.h @@ -49,13 +49,13 @@ public: bool getPixel(int x, int y) const; bool isWalkable(int x, int y) const; - Sprite *constructDrawableOverlay() const; + Sprite *newOverlayFromMap() const; Common::Point findNearestWalkable(int x, int y, Common::Rect searchRect) const; typedef Common::Array<PathVertex> Path; bool findShortestPath(int x1, int y1, int x2, int y2, Path *path) const; - void obliquePath(const Path& path, Path *obliquedPath) const; + Sprite *newOverlayFromPath(const Path &path, byte colour) const; private: int _realWidth, _realHeight; @@ -68,6 +68,8 @@ private: // 4 possible directions to walk from a pixel. static int kDirections[][2]; + + void drawOverlayRectangle(int x, int y, byte colour, byte *buf) const; }; /* |