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authorAndrew Kurushin2005-01-06 14:32:14 +0000
committerAndrew Kurushin2005-01-06 14:32:14 +0000
commitc9ce4667206b3349117f08570eb97a79035b9441 (patch)
tree00b19d3de25720e3b8649cdde2a5b7d28ab90920 /saga
parentb62ae808c8236ca657844aa71bddb5fb9e1a4288 (diff)
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some actor walking fixes
svn-id: r16445
Diffstat (limited to 'saga')
-rw-r--r--saga/actor.cpp48
-rw-r--r--saga/scene.cpp2
2 files changed, 32 insertions, 18 deletions
diff --git a/saga/actor.cpp b/saga/actor.cpp
index 3cd2414dfd..a562ea4088 100644
--- a/saga/actor.cpp
+++ b/saga/actor.cpp
@@ -65,7 +65,7 @@ int actorDirectectionsLUT[8] = {
ACTOR_DIRECTION_LEFT, // kDirUpLeft
};
-PathDirectionData pathDirectionLUT[8][4] = {
+PathDirectionData pathDirectionLUT[8][3] = {
{{0, 0, -1}, {7, -1, -1}, {4, 1, -1}},
{{1, 1, 0}, {4, 1, -1}, {5, 1, 1}},
{{2, 0, 1}, {5, 1, 1}, {6, -1, 1}},
@@ -1141,8 +1141,8 @@ bool Actor::actorWalkTo(uint16 actorId, const ActorLocation &toLocation) {
anotherActorScreenPosition = anotherActor->screenPosition;
- testBox.left = (anotherActorScreenPosition.x - collision.x) & ~1;
- testBox.right = (anotherActorScreenPosition.x + collision.x) & ~1;
+ testBox.left = anotherActorScreenPosition.x - collision.x;
+ testBox.right = anotherActorScreenPosition.x + collision.x;
testBox.top = anotherActorScreenPosition.y - collision.y;
testBox.bottom = anotherActorScreenPosition.y + collision.y;
testBox2 = testBox;
@@ -1320,7 +1320,7 @@ void Actor::findActorPath(ActorData *actor, const Point &fromPoint, const Point
actor->addWalkStepPoint(toPoint);
return;
}
-
+
for (iteratorPoint.y = 0; iteratorPoint.y < _yCellCount; iteratorPoint.y++) {
for (iteratorPoint.x = 0; iteratorPoint.x < _xCellCount; iteratorPoint.x++) {
maskType = _vm->_scene->getBGMaskType(iteratorPoint);
@@ -1328,7 +1328,7 @@ void Actor::findActorPath(ActorData *actor, const Point &fromPoint, const Point
setPathCell(iteratorPoint, cellValue);
}
}
-
+
for (i = 0; i < _barrierCount; i++) {
intersect.left = MAX(_pathRect.left, _barrierList[i].left);
intersect.top = MAX(_pathRect.top, _barrierList[i].top);
@@ -1354,6 +1354,29 @@ void Actor::findActorPath(ActorData *actor, const Point &fromPoint, const Point
i = fillPathArray(fromPoint, toPoint, bestPoint);
+#if 0
+ {
+ Point iteratorPoint;
+ int cellValue;
+ FILE *fp = fopen("d:\\FINDPATH.DAT", "w");
+ char c;
+
+ fprintf(fp, "from = (%d,%d)\n", fromPoint.x, fromPoint.y);
+ fprintf(fp, "to = (%d,%d)\n", toPoint.x, toPoint.y);
+ fprintf(fp, "bestPoint = (%d,%d)\n", bestPoint.x, bestPoint.y);
+
+ for (iteratorPoint.y = 0; iteratorPoint.y < _yCellCount; iteratorPoint.y++) {
+ for (iteratorPoint.x = 0; iteratorPoint.x < _xCellCount; iteratorPoint.x++) {
+ cellValue = getPathCell(iteratorPoint);
+ c = (cellValue < 0) ? ' ' : (cellValue == kPathCellBarrier) ? kPathCellBarrier : (cellValue < 8) ? "^>v<?jLP"[cellValue] : '.';
+ putc(c, fp);
+ }
+ putc('\n', fp);
+ }
+ fclose(fp);
+ }
+#endif
+
if (fromPoint == bestPoint) {
actor->addWalkStepPoint(bestPoint);
return;
@@ -1449,7 +1472,7 @@ int Actor::fillPathArray(const Point &fromPoint, const Point &toPoint, Point &be
do {
pathDirection = pathDirectionIterator.operator->();
- for (directionCount = 0; directionCount < 4; directionCount++) {
+ for (directionCount = 0; directionCount < 3; directionCount++) {
samplePathDirection = &pathDirectionLUT[pathDirection->direction][directionCount];
Point nextPoint;
nextPoint.x = samplePathDirection->x + pathDirection->x;
@@ -1465,8 +1488,7 @@ int Actor::fillPathArray(const Point &fromPoint, const Point &toPoint, Point &be
pathDirection->direction = samplePathDirection->direction;
++pointCounter;
if (nextPoint == toPoint) {
- bestPoint.x = toPoint.x & ~1;
- bestPoint.y = toPoint.y;
+ bestPoint = toPoint;
return pointCounter;
}
currentRating = quickDistance(nextPoint, toPoint);
@@ -1490,14 +1512,6 @@ void Actor::setActorPath(ActorData *actor, const Point &fromPoint, const Point &
PathNode *node;
int i, last;
-/* pathFromPoint.x = fromPoint.x >> 1;
- pathFromPoint.y = fromPoint.y - _vm->getPathYOffset();
-
- pathToPoint.x = toPoint.x >> 1;
- pathToPoint.y = toPoint.y - _vm->getPathYOffset();*/
-
-
-
_pathList[0] = toPoint;
nextPoint = toPoint;
_pathListIndex = 0;
@@ -1511,7 +1525,7 @@ void Actor::setActorPath(ActorData *actor, const Point &fromPoint, const Point &
point++;
direction = getPathCell(nextPoint);
if ((direction < 0) || (direction > 8)) {
- error("Actor::setActorPath error direction");
+ error("Actor::setActorPath error direction 0x%X", direction);
}
nextPoint.x -= pathDirectionLUT2[direction][0];
nextPoint.y -= pathDirectionLUT2[direction][1];
diff --git a/saga/scene.cpp b/saga/scene.cpp
index 9ce05c4da8..00849c894c 100644
--- a/saga/scene.cpp
+++ b/saga/scene.cpp
@@ -368,7 +368,7 @@ int Scene::getBGMaskType(const Point &testPoint) {
if (!_bgMask.loaded) {
return 0;
}
- offset = testPoint.x + testPoint.y * _vm->getDisplayWidth();
+ offset = testPoint.x + testPoint.y * _bgMask.w;
if (offset >= _bgMask.buf_len) {
error("Scene::getBGMaskType offset 0x%X exceed bufferLength 0x%X", offset, _bgMask.buf_len);
}