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-rw-r--r--engines/scumm/boxes.cpp59
1 files changed, 42 insertions, 17 deletions
diff --git a/engines/scumm/boxes.cpp b/engines/scumm/boxes.cpp
index 087d8425ac..b5caec3c4f 100644
--- a/engines/scumm/boxes.cpp
+++ b/engines/scumm/boxes.cpp
@@ -692,6 +692,22 @@ byte *ScummEngine::getBoxMatrixBaseAddr() {
return ptr;
}
+byte *ScummEngine::getBoxConnectionBase(int box) {
+ byte *boxm = getBoxMatrixBaseAddr();
+
+ int boxIndex = 0;
+
+ for (; boxIndex != box; ++boxIndex) {
+
+ while (*boxm != 0xFF) {
+ ++boxm;
+ }
+
+ ++boxm;
+ }
+
+ return boxm;
+}
/**
* Compute if there is a way that connects box 'from' with box 'to'.
* Returns the number of a box adjacent to 'from' that is the next on the
@@ -719,21 +735,18 @@ int ScummEngine::getNextBox(byte from, byte to) {
boxm = getBoxMatrixBaseAddr();
if (_game.version == 0) {
- // calculate shortest paths
- byte *itineraryMatrix = (byte *)malloc(numOfBoxes * numOfBoxes);
- calcItineraryMatrix(itineraryMatrix, numOfBoxes);
- dest = to;
- do {
- dest = itineraryMatrix[numOfBoxes * from + dest];
- } while (dest != Actor::kInvalidBox && !areBoxesNeighbors(from, dest));
+ boxm = getBoxConnectionBase(from);
- if (dest == Actor::kInvalidBox)
- dest = -1;
+ for (; *boxm != 0xFF; ++boxm) {
+ if (*boxm == to)
+ break;
+ }
- free(itineraryMatrix);
- return dest;
- } else if (_game.version <= 2) {
+ return *boxm;
+
+ }
+ else if (_game.version <= 2) {
// The v2 box matrix is a real matrix with numOfBoxes rows and columns.
// The first numOfBoxes bytes contain indices to the start of the corresponding
// row (although that seems unnecessary to me - the value is easily computable.
@@ -967,6 +980,7 @@ void ScummEngine::calcItineraryMatrix(byte *itineraryMatrix, int num) {
// 255 (= infinity) to all other boxes.
for (i = 0; i < num; i++) {
for (j = 0; j < num; j++) {
+
if (i == j) {
adjacentMatrix[i * boxSize + j] = 0;
itineraryMatrix[i * boxSize + j] = j;
@@ -1159,21 +1173,32 @@ bool ScummEngine::areBoxesNeighbors(int box1nr, int box2nr) {
}
byte ScummEngine_v0::walkboxFindTarget(Actor *a, int destbox, Common::Point walkdest) {
- Actor_v0 *Actor = (Actor_v0*)a;
+ Actor_v0 *Actor = (Actor_v0 *)a;
+ byte nextBox = kOldInvalidBox;
- byte nextBox = getNextBox(a->_walkbox, destbox);
+ // Do we have a walkbox queue to process
+ if (Actor->_walkboxQueueIndex > 1) {
+ nextBox = Actor->_walkboxQueue[--Actor->_walkboxQueueIndex];
- if (nextBox != 0xFF && nextBox == destbox && areBoxesNeighbors(a->_walkbox, nextBox)) {
+ if (Actor->_walkboxQueueIndex <= 1) {
+ Actor->walkBoxQueueReset();
+ }
+ }
+
+ // Target box reached?
+ if (nextBox != Actor::kInvalidBox && nextBox == destbox && areBoxesNeighbors(a->_walkbox, nextBox)) {
Actor->_NewWalkTo = walkdest;
return nextBox;
}
- if (nextBox != 0xFF && nextBox != a->_walkbox) {
+ // Next box reached
+ if (nextBox != Actor::kInvalidBox && nextBox != a->_walkbox) {
- getClosestPtOnBox(getBoxCoordinates(nextBox), a->getPos().x, a->getPos().y, Actor->_NewWalkTo.x, Actor->_NewWalkTo.y);
+ getClosestPtOnBox(getBoxCoordinates(nextBox), a->getRealPos().x, a->getRealPos().y, Actor->_NewWalkTo.x, Actor->_NewWalkTo.y);
} else {
+
if (walkdest.x == -1)
Actor->_NewWalkTo = Actor->_CurrentWalkTo;
else