diff options
Diffstat (limited to 'engines/sci/engine')
-rw-r--r-- | engines/sci/engine/kpathing.cpp | 636 |
1 files changed, 619 insertions, 17 deletions
diff --git a/engines/sci/engine/kpathing.cpp b/engines/sci/engine/kpathing.cpp index 002ef1ff07..ee65d5955d 100644 --- a/engines/sci/engine/kpathing.cpp +++ b/engines/sci/engine/kpathing.cpp @@ -31,6 +31,9 @@ #include "common/debug-channels.h" #include "common/list.h" #include "common/system.h" +#include "common/math.h" + +//#define DEBUG_MERGEPOLY namespace Sci { @@ -71,11 +74,25 @@ enum { struct FloatPoint { FloatPoint() : x(0), y(0) {} FloatPoint(float x_, float y_) : x(x_), y(y_) {} + FloatPoint(Common::Point p) : x(p.x), y(p.y) {} Common::Point toPoint() { return Common::Point((int16)(x + 0.5), (int16)(y + 0.5)); } + float operator*(const FloatPoint &p) const { + return x*p.x + y*p.y; + } + FloatPoint operator*(float l) const { + return FloatPoint(l*x, l*y); + } + FloatPoint operator-(const FloatPoint &p) const { + return FloatPoint(x-p.x, y-p.y); + } + float norm() const { + return x*x+y*y; + } + float x, y; }; @@ -135,15 +152,20 @@ public: return _head; } - void insertHead(Vertex *elm) { + void insertAtEnd(Vertex *elm) { if (_head == NULL) { elm->_next = elm->_prev = elm; + _head = elm; } else { elm->_next = _head; elm->_prev = _head->_prev; _head->_prev = elm; elm->_prev->_next = elm; } + } + + void insertHead(Vertex *elm) { + insertAtEnd(elm); _head = elm; } @@ -788,10 +810,10 @@ int PathfindingState::findNearPoint(const Common::Point &p, Polygon *polygon, Co * including the vertices themselves) * Parameters: (const Common::Point &) a, b: The line segment (a, b) * (Vertex *) vertex: The first vertex of the edge - * Returns : (int) FP_OK on success, PF_ERROR otherwise + * Returns : (int) PF_OK on success, PF_ERROR otherwise * (FloatPoint) *ret: The intersection point */ -static int intersection(const Common::Point &a, const Common::Point &b, Vertex *vertex, FloatPoint *ret) { +static int intersection(const Common::Point &a, const Common::Point &b, const Vertex *vertex, FloatPoint *ret) { // Parameters of parametric equations float s, t; // Numerator and denominator of equations @@ -1783,39 +1805,619 @@ reg_t kIntersections(EngineState *s, int argc, reg_t *argv) { } } +// ========================================================================== +// kMergePoly utility functions + +// Compute square of the distance of p to the segment a-b. +static float pointSegDistance(const Common::Point &a, const Common::Point &b, + const Common::Point &p) { + FloatPoint ba(b-a); + FloatPoint pa(p-a); + FloatPoint bp(b-p); + + // Check if the projection of p on the line a-b lies between a and b + if (ba*pa >= 0.0f && ba*bp >= 0.0f) { + // If yes, return the (squared) distance of p to the line a-b: + // translate a to origin, project p and subtract + float linedist = (ba*((ba*pa)/(ba*ba)) - pa).norm(); + + return linedist; + } else { + // If no, return the (squared) distance to either a or b, whichever + // is closest. + + // distance to a: + float adist = pa.norm(); + // distance to b: + float bdist = FloatPoint(p-b).norm(); + + return MIN(adist, bdist); + } +} + +// find intersection between edges of two polygons. +// endpoints count, except v2->_next +static bool segSegIntersect(const Vertex *v1, const Vertex *v2, Common::Point &intp) { + const Common::Point &a = v1->v; + const Common::Point &b = v1->_next->v; + const Common::Point &c = v2->v; + const Common::Point &d = v2->_next->v; + + // First handle the endpoint cases manually + + if (collinear(a, b, c) && collinear(a, b, d)) + return false; + + if (collinear(a, b, c)) { + // a, b, c collinear + // return true/c if c is between a and b + intp = c; + if (a.x != b.x) { + if ((a.x <= c.x && c.x <= b.x) || (b.x <= c.x && c.x <= a.x)) + return true; + } else { + if ((a.y <= c.y && c.y <= b.y) || (b.y <= c.y && c.y <= a.y)) + return true; + } + } + + if (collinear(a, b, d)) { + intp = d; + // a, b, d collinear + // return false/d if d is between a and b + if (a.x != b.x) { + if ((a.x <= d.x && d.x <= b.x) || (b.x <= d.x && d.x <= a.x)) + return false; + } else { + if ((a.y <= d.y && d.y <= b.y) || (b.y <= d.y && d.y <= a.y)) + return false; + } + } + + int len_dc = c.sqrDist(d); + + if (!len_dc) error("zero length edge in polygon"); + + if (pointSegDistance(c, d, a) <= 2.0f) { + intp = a; + return true; + } + + if (pointSegDistance(c, d, b) <= 2.0f) { + intp = b; + return true; + } + + // If not an endpoint, call the generic intersection function + + FloatPoint p; + if (intersection(a, b, v2, &p) == PF_OK) { + intp = p.toPoint(); + return true; + } else { + return false; + } +} + +// For intersecting polygon segments, determine if +// * the v2 edge enters polygon 1 at this intersection: positive return value +// * the v2 edge and the v1 edges are parallel: zero return value +// * the v2 edge exits polygon 1 at this intersection: negative return value +static int intersectDir(const Vertex *v1, const Vertex *v2) { + Common::Point p1 = v1->_next->v - v1->v; + Common::Point p2 = v2->_next->v - v2->v; + return (p1.x*p2.y - p2.x*p1.y); +} + +// Direction of edge in degrees from pos. x-axis, between -180 and 180 +static int edgeDir(const Vertex *v) { + Common::Point p = v->_next->v - v->v; + int deg = (int)Common::rad2deg(atan2(p.y, p.x)); + if (deg < -180) deg += 360; + if (deg > 180) deg -= 360; + return deg; +} + +// For points p1, p2 on the polygon segment v, determine if +// * p1 lies before p2: negative return value +// * p1 and p2 are the same: zero return value +// * p1 lies after p2: positive return value +static int liesBefore(const Vertex *v, const Common::Point &p1, const Common::Point &p2) { + return v->v.sqrDist(p1) - v->v.sqrDist(p2); +} + +// Structure describing an "extension" to the work polygon following edges +// of the polygon being merged. + +// The patch begins on the point intersection1, being the intersection +// of the edges starting at indexw1/vertexw1 on the work polygon, and at +// indexp1/vertexp1 on the polygon being merged. +// It ends with the point intersection2, being the analogous intersection. +struct Patch { + unsigned int indexw1; + unsigned int indexp1; + const Vertex *vertexw1; + const Vertex *vertexp1; + Common::Point intersection1; + + unsigned int indexw2; + unsigned int indexp2; + const Vertex *vertexw2; + const Vertex *vertexp2; + Common::Point intersection2; + + bool disabled; // If true, this Patch was made superfluous by another Patch +}; + + +// Check if the given vertex on the work polygon is bypassed by this patch. +static bool isVertexCovered(const Patch &p, unsigned int wi) { + + // / v (outside) + // ---w1--1----p----w2--2---- + // ^ \ (inside) + if (wi > p.indexw1 && wi <= p.indexw2) + return true; + + // v / (outside) + // ---w2--2----p----w1--1---- + // \ ^ (inside) + if (p.indexw1 > p.indexw2 && (wi <= p.indexw2 || wi > p.indexw1)) + return true; + + // v / (outside) + // ---w1--2--1-------p----- + // w2 \ ^ (inside) + if (p.indexw1 == p.indexw2 && liesBefore(p.vertexw1, p.intersection1, p.intersection2) > 0) + return true; // This patch actually covers _all_ vertices on work + + return false; +} + +// Check if patch p1 makes patch p2 superfluous. +static bool isPatchCovered(const Patch &p1, const Patch &p2) { + + // Same exit and entry points + if (p1.intersection1 == p2.intersection1 && p1.intersection2 == p2.intersection2) + return true; + + // / * v (outside) + // ---p1w1--1----p2w1-1---p1w2--2---- + // ^ * \ (inside) + if (p1.indexw1 < p2.indexw1 && p2.indexw1 < p1.indexw2) + return true; + if (p1.indexw1 > p1.indexw2 && (p2.indexw1 > p1.indexw1 || p2.indexw1 < p1.indexw2)) + return true; + + + // / * v (outside) + // ---p1w1--11----p2w2-2---p1w2--12---- + // ^ * \ (inside) + if (p1.indexw1 < p2.indexw2 && p2.indexw2 < p1.indexw2) + return true; + if (p1.indexw1 > p1.indexw2 && (p2.indexw2 > p1.indexw1 || p2.indexw2 < p1.indexw2)) + return true; + + // Opposite of two above situations + if (p2.indexw1 < p1.indexw1 && p1.indexw1 < p2.indexw2) + return false; + if (p2.indexw1 > p2.indexw2 && (p1.indexw1 > p2.indexw1 || p1.indexw1 < p2.indexw2)) + return false; + + if (p2.indexw1 < p1.indexw2 && p1.indexw2 < p2.indexw2) + return false; + if (p2.indexw1 > p2.indexw2 && (p1.indexw2 > p2.indexw1 || p1.indexw2 < p2.indexw2)) + return false; + + + // The above checks covered the cases where one patch covers the other and + // the intersections of the patches are on different edges. + + // So, if we passed the above checks, we have to check the order of + // intersections on edges. + + + if (p1.indexw1 != p1.indexw2) { + + // / * v (outside) + // ---p1w1--11---21--------p1w2--2---- + // p2w1 ^ * \ (inside) + if (p1.indexw1 == p2.indexw1) + return (liesBefore(p1.vertexw1, p1.intersection1, p2.intersection1) < 0); + + // / * v (outside) + // ---p1w1--11---------p1w2--21---12---- + // ^ p2w1 * \ (inside) + if (p1.indexw2 == p2.indexw1) + return (liesBefore(p1.vertexw2, p1.intersection2, p2.intersection1) > 0); + + // If neither of the above, then the intervals of the polygon + // covered by patch1 and patch2 are disjoint + return false; + } + + // p1w1 == p1w2 + // Also, p1w1/p1w2 isn't strictly between p2 + + + // v / * (outside) + // ---p1w1--12--11-------p2w1-21---- + // p1w2 \ ^ * (inside) + + // v / / (outside) + // ---p1w1--12--21--11--------- + // p1w2 \ ^ ^ (inside) + // p2w1 + if (liesBefore(p1.vertexw1, p1.intersection1, p1.intersection2) > 0) + return (p1.indexw1 != p2.indexw1); + + // CHECKME: This is meaningless if p2w1 != p2w2 ?? + if (liesBefore(p2.vertexw1, p2.intersection1, p2.intersection2) > 0) + return false; + + // CHECKME: This is meaningless if p1w1 != p2w1 ?? + if (liesBefore(p2.vertexw1, p2.intersection1, p1.intersection1) <= 0) + return false; + + // CHECKME: This is meaningless if p1w2 != p2w1 ?? + if (liesBefore(p2.vertexw1, p2.intersection1, p1.intersection2) >= 0) + return false; + + return true; +} + +// Merge a single polygon into the work polygon. +// If there is an intersection between work and polygon, this function +// returns true, and replaces the vertex list of work by an extended version, +// that covers polygon. +// +// NOTE: The strategy used matches qfg1new closely, and is a bit error-prone. +// A more robust strategy would be inserting all intersection points directly +// into both vertex lists as a first pass. This would make finding the merged +// polygon a much more straightforward edge-walk, and avoid cases where SSCI's +// algorithm mixes up the order of multiple intersections on a single edge. +bool mergeSinglePolygon(Polygon &work, const Polygon &polygon) { +#ifdef DEBUG_MERGEPOLY + const Vertex *vertex; + debugN("work:"); + CLIST_FOREACH(vertex, &(work.vertices)) { + debugN(" (%d,%d) ", vertex->v.x, vertex->v.y); + } + debugN("\n"); + debugN("poly:"); + CLIST_FOREACH(vertex, &(polygon.vertices)) { + debugN(" (%d,%d) ", vertex->v.x, vertex->v.y); + } + debugN("\n"); +#endif + uint workSize = work.vertices.size(); + uint polygonSize = polygon.vertices.size(); + + int patchCount = 0; + Patch patchList[8]; + + const Vertex *workv = work.vertices._head; + const Vertex *polyv = polygon.vertices._head; + for (uint wi = 0; wi < workSize; ++wi, workv = workv->_next) { + for (uint pi = 0; pi < polygonSize; ++pi, polyv = polyv->_next) { + Common::Point intersection1; + Common::Point intersection2; + + bool intersects = segSegIntersect(workv, polyv, intersection1); + if (!intersects) + continue; + +#ifdef DEBUG_MERGEPOLY + debug("mergePoly: intersection at work %d, poly %d", wi, pi); +#endif + + if (intersectDir(workv, polyv) >= 0) + continue; + +#ifdef DEBUG_MERGEPOLY + debug("mergePoly: intersection in right direction"); +#endif + + int angle = 0; + int baseAngle = edgeDir(workv); + + // We now found the point where an edge of 'polygon' left 'work'. + // Now find the re-entry point. + + // NOTE: The order in which this searches does not always work + // properly if the correct patch would only use a single partial + // edge of poly. Because it starts at polyv->_next, it will skip + // the correct re-entry and proceed to the next. + + const Vertex *workv2; + const Vertex *polyv2 = polyv->_next; + + intersects = false; + + uint pi2, wi2; + for (pi2 = 0; pi2 < polygonSize; ++pi2, polyv2 = polyv2->_next) { + + int newAngle = edgeDir(polyv2); + + int relAngle = newAngle - baseAngle; + if (relAngle > 180) relAngle -= 360; + if (relAngle < -180) relAngle += 360; + + angle += relAngle; + baseAngle = newAngle; + + workv2 = workv; + for (wi2 = 0; wi2 < workSize; ++wi2, workv2 = workv2->_next) { + intersects = segSegIntersect(workv2, polyv2, intersection2); + if (!intersects) + continue; +#ifdef DEBUG_MERGEPOLY + debug("mergePoly: re-entry intersection at work %d, poly %d", (wi + wi2) % workSize, (pi + 1 + pi2) % polygonSize); +#endif + + if (intersectDir(workv2, polyv2) > 0) { +#ifdef DEBUG_MERGEPOLY + debug("mergePoly: re-entry intersection in right direction, angle = %d", angle); +#endif + break; // found re-entry point + } + + } + + if (intersects) + break; + + } + + if (!intersects || angle < 0) + continue; + + + if (patchCount >= 8) + error("kMergePoly: Too many patches"); + + // convert relative to absolute vertex indices + pi2 = (pi + 1 + pi2) % polygonSize; + wi2 = (wi + wi2) % workSize; + + Patch &newPatch = patchList[patchCount]; + newPatch.indexw1 = wi; + newPatch.vertexw1 = workv; + newPatch.indexp1 = pi; + newPatch.vertexp1 = polyv; + newPatch.intersection1 = intersection1; + + newPatch.indexw2 = wi2; + newPatch.vertexw2 = workv2; + newPatch.indexp2 = pi2; + newPatch.vertexp2 = polyv2; + newPatch.intersection2 = intersection2; + newPatch.disabled = false; + +#ifdef DEBUG_MERGEPOLY + debug("mergePoly: adding patch at work %d, poly %d", wi, pi); +#endif + + if (patchCount == 0) { + patchCount++; + continue; + } + + bool necessary = true; + for (int i = 0; i < patchCount; ++i) { + if (isPatchCovered(patchList[i], newPatch)) { + necessary = false; + break; + } + } + + if (!necessary) + continue; + + patchCount++; + + if (patchCount > 1) { + // check if this patch makes other patches superfluous + for (int i = 0; i < patchCount-1; ++i) + if (isPatchCovered(newPatch, patchList[i])) + patchList[i].disabled = true; + } + } + } + + + if (patchCount == 0) + return false; // nothing changed + + + // Determine merged work by doing a walk over the edges + // of work, crossing over to polygon when encountering a patch. + + Polygon output(0); + + workv = work.vertices._head; + for (uint wi = 0; wi < workSize; ++wi, workv = workv->_next) { + + bool covered = false; + for (int p = 0; p < patchCount; ++p) { + if (patchList[p].disabled) continue; + if (isVertexCovered(patchList[p], wi)) { + covered = true; + break; + } + } + + if (!covered) { + // Add vertex to output + output.vertices.insertAtEnd(new Vertex(workv->v)); + } + + + // CHECKME: Why is this the correct order in which to process + // the patches? (What if two of them start on this line segment + // in the opposite order?) + + for (int p = 0; p < patchCount; ++p) { + + const Patch &patch = patchList[p]; + if (patch.disabled) continue; + if (patch.indexw1 != wi) continue; + if (patch.intersection1 != workv->v) { + // Add intersection point to output + output.vertices.insertAtEnd(new Vertex(patch.intersection1)); + } + + // Add vertices from polygon between vertexp1 (excl) and vertexp2 (incl) + for (polyv = patch.vertexp1->_next; polyv != patch.vertexp2; polyv = polyv->_next) + output.vertices.insertAtEnd(new Vertex(polyv->v)); + + output.vertices.insertAtEnd(new Vertex(patch.vertexp2->v)); + + if (patch.intersection2 != patch.vertexp2->v) { + // Add intersection point to output + output.vertices.insertAtEnd(new Vertex(patch.intersection2)); + } + + // TODO: We could continue after the re-entry point here? + } + } + // Remove last vertex if it's the same as the first vertex + if (output.vertices._head->v == output.vertices._head->_prev->v) + output.vertices.remove(output.vertices._head->_prev); + + + // Slight hack: swap vertex lists of output and work polygons. + SWAP(output.vertices._head, work.vertices._head); + + return true; +} + + /** * This is a quite rare kernel function. An example of when it's called * is in QFG1VGA, after killing any monster. + * + * It takes a polygon, and extends it to also cover any polygons from the + * input list with which it intersects. Any of those polygons so covered + * from the input list are marked by adding 0x10 to their type field. */ reg_t kMergePoly(EngineState *s, int argc, reg_t *argv) { -#if 0 // 3 parameters: raw polygon data, polygon list, list size reg_t polygonData = argv[0]; List *list = s->_segMan->lookupList(argv[1]); - Node *node = s->_segMan->lookupNode(list->first); - // List size is not needed - Polygon *polygon; - int count = 0; + // The size of the "work" point list SSCI uses. We use a dynamic one instead + //reg_t listSize = argv[2]; + + SegmentRef pointList = s->_segMan->dereference(polygonData); + if (!pointList.isValid() || pointList.skipByte) { + warning("kMergePoly: Polygon data pointer is invalid"); + return make_reg(0, 0); + } + + Node *node; + +#ifdef DEBUG_MERGEPOLY + node = s->_segMan->lookupNode(list->first); + while (node) { + draw_polygon(s, node->value, 320, 190); + node = s->_segMan->lookupNode(node->succ); + } + Common::Point prev, first; + prev = first = readPoint(pointList, 0); + for (int i = 1; readPoint(pointList, i).x != 0x7777; i++) { + Common::Point point = readPoint(pointList, i); + draw_line(s, prev, point, 1, 320, 190); + prev = point; + } + draw_line(s, prev, first, 1, 320, 190); + // Update the whole screen + g_sci->_gfxScreen->copyToScreen(); + g_system->updateScreen(); + g_system->delayMillis(1000); +#endif + + // The work polygon which we're going to merge with the polygons in list + Polygon work(0); + + for (int i = 0; true; ++i) { + Common::Point p = readPoint(pointList, i); + if (p.x == POLY_LAST_POINT) + break; + Vertex *vertex = new Vertex(p); + work.vertices.insertAtEnd(vertex); + } + + // TODO: Check behaviour for single-vertex polygons + node = s->_segMan->lookupNode(list->first); while (node) { - polygon = convert_polygon(s, node->value); + Polygon *polygon = convert_polygon(s, node->value); if (polygon) { - count += readSelectorValue(s->_segMan, node->value, SELECTOR(size)); + // CHECKME: Confirm vertex order that convert_polygon and + // fix_vertex_order output. For now, we re-reverse the order since + // convert_polygon reads the vertices reversed, and fix up head. + polygon->vertices.reverse(); + polygon->vertices._head = polygon->vertices._head->_next; + + // Merge this polygon into the work polygon if there is an + // intersection. + bool intersected = mergeSinglePolygon(work, *polygon); + + // If so, flag it + if (intersected) { + writeSelectorValue(s->_segMan, node->value, + SELECTOR(type), polygon->type + 0x10); +#ifdef DEBUG_MERGEPOLY + debugN("Merged polygon: "); + // Iterate over edges + Vertex *vertex; + CLIST_FOREACH(vertex, &(work.vertices)) { + debugN(" (%d,%d) ", vertex->v.x, vertex->v.y); + } + debugN("\n"); +#endif + } } node = s->_segMan->lookupNode(node->succ); } -#endif - // TODO: actually merge the polygon. We return an empty polygon for now. - // In QFG1VGA, you can walk over enemy bodies after killing them, since - // this is a stub. - reg_t output = allocateOutputArray(s->_segMan, 1); + + // Allocate output array + reg_t output = allocateOutputArray(s->_segMan, work.vertices.size()+1); SegmentRef arrayRef = s->_segMan->dereference(output); - writePoint(arrayRef, 0, Common::Point(POLY_LAST_POINT, POLY_LAST_POINT)); - warning("Stub: kMergePoly"); + + // Copy work.vertices into arrayRef + Vertex *vertex; + unsigned int n = 0; + CLIST_FOREACH(vertex, &work.vertices) { + if (vertex == work.vertices._head || vertex->v != vertex->_prev->v) + writePoint(arrayRef, n++, vertex->v); + } + + writePoint(arrayRef, n, Common::Point(POLY_LAST_POINT, POLY_LAST_POINT)); + +#ifdef DEBUG_MERGEPOLY + prev = first = readPoint(arrayRef, 0); + for (int i = 1; readPoint(arrayRef, i).x != 0x7777; i++) { + Common::Point point = readPoint(arrayRef, i); + draw_line(s, prev, point, 3, 320, 190); + prev = point; + } + + draw_line(s, prev, first, 3, 320, 190); + + // Update the whole screen + g_sci->_gfxScreen->copyToScreen(); + g_system->updateScreen(); + if (!g_sci->_gfxPaint16) + g_system->delayMillis(1000); + + debug("kMergePoly done"); +#endif + return output; } |