/* 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 "sci/sci.h" #include "sci/engine/state.h" #include "sci/engine/kernel.h" #include "sci/gfx/gfx_widgets.h" #include "sci/gfx/gfx_state_internal.h" // required for GfxPort, GfxContainer #include "common/list.h" namespace Sci { // FIXME: Is AVOIDPATH_DYNMEM_STRING still needed? #define AVOIDPATH_DYNMEM_STRING "AvoidPath polyline" #define POLY_LAST_POINT 0x7777 #define POLY_POINT_SIZE 4 //#define DEBUG_AVOIDPATH //enable for avoidpath debugging static void POLY_GET_POINT(const byte *p, int i, Common::Point &pt) { pt.x = (int16)READ_LE_UINT16((p) + (i) * POLY_POINT_SIZE); pt.y = (int16)READ_LE_UINT16((p) + (i) * POLY_POINT_SIZE + 2); } static void POLY_SET_POINT(byte *p, int i, const Common::Point &pt) { WRITE_LE_UINT16((p) + (i) * POLY_POINT_SIZE, pt.x); WRITE_LE_UINT16((p) + (i) * POLY_POINT_SIZE + 2, pt.y); } static void POLY_GET_POINT_REG_T(const reg_t *p, int i, Common::Point &pt) { pt.x = (p)[(i) * 2].toUint16(); pt.y = (p)[(i) * 2 + 1].toUint16(); } // SCI-defined polygon types enum { POLY_TOTAL_ACCESS = 0, POLY_NEAREST_ACCESS = 1, POLY_BARRED_ACCESS = 2, POLY_CONTAINED_ACCESS = 3 }; // Polygon containment types enum { CONT_OUTSIDE = 0, CONT_ON_EDGE = 1, CONT_INSIDE = 2 }; #define HUGE_DISTANCE 0xFFFFFFFF #define VERTEX_HAS_EDGES(V) ((V) != CLIST_NEXT(V)) // Error codes enum { PF_OK = 0, PF_ERROR = -1, PF_FATAL = -2 }; // Floating point struct struct FloatPoint { FloatPoint() : x(0), y(0) {} FloatPoint(float x_, float y_) : x(x_), y(y_) {} Common::Point toPoint() { return Common::Point((int16)(x + 0.5), (int16)(y + 0.5)); } float x, y; }; struct Vertex { // Location Common::Point v; // Vertex circular list entry Vertex *_next; // next element Vertex *_prev; // previous element // Distance from starting vertex uint32 dist; // Previous vertex in shortest path Vertex *path_prev; public: Vertex(const Common::Point &p) : v(p) { dist = HUGE_DISTANCE; path_prev = NULL; } }; typedef Common::List VertexList; /* Circular list definitions. */ #define CLIST_FOREACH(var, head) \ for ((var) = (head)->first(); \ (var); \ (var) = ((var)->_next == (head)->first() ? \ NULL : (var)->_next)) /* Circular list access methods. */ #define CLIST_NEXT(elm) ((elm)->_next) #define CLIST_PREV(elm) ((elm)->_prev) class CircularVertexList { public: Vertex *_head; public: CircularVertexList() : _head(0) {} Vertex *first() const { return _head; } void insertHead(Vertex *elm) { if (_head == NULL) { elm->_next = elm->_prev = elm; } else { elm->_next = _head; elm->_prev = _head->_prev; _head->_prev = elm; elm->_prev->_next = elm; } _head = elm; } static void insertAfter(Vertex *listelm, Vertex *elm) { elm->_prev = listelm; elm->_next = listelm->_next; listelm->_next->_prev = elm; listelm->_next = elm; } void remove(Vertex *elm) { if (elm->_next == elm) { _head = NULL; } else { if (_head == elm) _head = elm->_next; elm->_prev->_next = elm->_next; elm->_next->_prev = elm->_prev; } } bool empty() const { return _head == NULL; } uint size() const { int n = 0; Vertex *v; CLIST_FOREACH(v, this) ++n; return n; } /** * Reverse the order of the elements in this circular list. */ void reverse() { if (!_head) return; Vertex *elm = _head; do { SWAP(elm->_prev, elm->_next); elm = elm->_next; } while (elm != _head); } }; struct Polygon { // SCI polygon type int type; // Circular list of vertices CircularVertexList vertices; public: Polygon(int t) : type(t) { } ~Polygon() { while (!vertices.empty()) { Vertex *vertex = vertices.first(); vertices.remove(vertex); delete vertex; } } }; typedef Common::List PolygonList; // Pathfinding state struct PathfindingState { // List of all polygons PolygonList polygons; // Start and end points for pathfinding Vertex *vertex_start, *vertex_end; // Array of all vertices, used for sorting Vertex **vertex_index; // Total number of vertices int vertices; // Point to prepend and append to final path Common::Point *_prependPoint; Common::Point *_appendPoint; PathfindingState() { vertex_start = NULL; vertex_end = NULL; vertex_index = NULL; _prependPoint = NULL; _appendPoint = NULL; vertices = 0; } ~PathfindingState() { free(vertex_index); delete _prependPoint; delete _appendPoint; for (PolygonList::iterator it = polygons.begin(); it != polygons.end(); ++it) { delete *it; } } }; static Common::Point read_point(SegManager *segMan, reg_t list, int offset) { SegmentRef list_r = segMan->dereference(list); if (!list_r.isValid()) { warning("Attempt to dereference invalid pointer %04x:%04x", PRINT_REG(list)); } Common::Point point; if (list_r.isRaw) { POLY_GET_POINT(list_r.raw, offset, point); } else { POLY_GET_POINT_REG_T(list_r.reg, offset, point); } return point; } /** * Checks whether two polygons are equal */ static bool polygons_equal(SegManager *segMan, reg_t p1, reg_t p2) { // Check for same type if (GET_SEL32(p1, type).toUint16() != GET_SEL32(p2, type).toUint16()) return false; int size = GET_SEL32(p1, size).toUint16(); // Check for same number of points if (size != GET_SEL32(p2, size).toUint16()) return false; reg_t p1_points = GET_SEL32(p1, points); reg_t p2_points = GET_SEL32(p2, points); // Check for the same points for (int i = 0; i < size; i++) { if (read_point(segMan, p1_points, i) != read_point(segMan, p2_points, i)) return false; } return true; } #ifdef DEBUG_AVOIDPATH static void draw_line(EngineState *s, Common::Point p1, Common::Point p2, int type) { // Colors for polygon debugging. // Green: Total access // Red : Barred access // Blue: Near-point access // Yellow: Contained access int poly_colors[][3] = {{0, 255, 0}, {0, 0, 255}, {255, 0, 0}, {255, 255, 0}}; gfx_color_t col; GfxList *decorations = s->picture_port->_decorations; GfxPrimitive *line; col.visual = PaletteEntry(poly_colors[type][0], poly_colors[type][1], poly_colors[type][2]); col.alpha = 0; col.priority = -1; col.control = 0; col.mask = GFX_MASK_VISUAL | GFX_MASK_PRIORITY; p1.y += 10; p2.y += 10; line = gfxw_new_line(p1, p2, col, GFX_LINE_MODE_CORRECT, GFX_LINE_STYLE_NORMAL); decorations->add((GfxContainer *)decorations, (GfxWidget *)line); } static void draw_point(EngineState *s, Common::Point p, int start) { // Colors for starting and end point // Green: End point // Blue: Starting point int point_colors[][3] = {{0, 255, 0}, {0, 0, 255}}; gfx_color_t col; GfxList *decorations = s->picture_port->_decorations; GfxBox *box; col.visual = PaletteEntry(point_colors[start][0], point_colors[start][1], point_colors[start][2]); col.alpha = 0; col.priority = -1; col.control = 0; col.mask = GFX_MASK_VISUAL | GFX_MASK_PRIORITY; box = gfxw_new_box(s->gfx_state, gfx_rect(p.x - 1, p.y - 1 + 10, 3, 3), col, col, GFX_BOX_SHADE_FLAT); decorations->add((GfxContainer *)decorations, (GfxWidget *)box); } static void draw_polygon(EngineState *s, reg_t polygon) { SegManager *segMan = s->_segMan; reg_t points = GET_SEL32(polygon, points); int size = GET_SEL32(polygon, size).toUint16(); int type = GET_SEL32(polygon, type).toUint16(); Common::Point first, prev; int i; prev = first = read_point(segMan, points, 0); for (i = 1; i < size; i++) { Common::Point point = read_point(segMan, points, i); draw_line(s, prev, point, type); prev = point; } draw_line(s, prev, first, type % 3); } static void draw_input(EngineState *s, reg_t poly_list, Common::Point start, Common::Point end, int opt) { List *list; Node *node; draw_point(s, start, 1); draw_point(s, end, 0); if (!poly_list.segment) return; list = s->_segMan->lookupList(poly_list); if (!list) { warning("[avoidpath] Could not obtain polygon list"); return; } node = s->_segMan->lookupNode(list->first); while (node) { draw_polygon(s, node->value); node = s->_segMan->lookupNode(node->succ); } } #endif // DEBUG_AVOIDPATH static void print_polygon(SegManager *segMan, reg_t polygon) { reg_t points = GET_SEL32(polygon, points); int size = GET_SEL32(polygon, size).toUint16(); int type = GET_SEL32(polygon, type).toUint16(); int i; Common::Point point; printf("%i:", type); for (i = 0; i < size; i++) { point = read_point(segMan, points, i); printf(" (%i, %i)", point.x, point.y); } point = read_point(segMan, points, 0); printf(" (%i, %i);\n", point.x, point.y); } static void print_input(EngineState *s, reg_t poly_list, Common::Point start, Common::Point end, int opt) { List *list; Node *node; printf("Start point: (%i, %i)\n", start.x, start.y); printf("End point: (%i, %i)\n", end.x, end.y); printf("Optimization level: %i\n", opt); if (!poly_list.segment) return; list = s->_segMan->lookupList(poly_list); if (!list) { warning("[avoidpath] Could not obtain polygon list"); return; } printf("Polygons:\n"); node = s->_segMan->lookupNode(list->first); while (node) { print_polygon(s->_segMan, node->value); node = s->_segMan->lookupNode(node->succ); } } static int area(const Common::Point &a, const Common::Point &b, const Common::Point &c) { // Computes the area of a triangle // Parameters: (const Common::Point &) a, b, c: The points of the triangle // Returns : (int) The area multiplied by two return (b.x - a.x) * (a.y - c.y) - (c.x - a.x) * (a.y - b.y); } static bool left(const Common::Point &a, const Common::Point &b, const Common::Point &c) { // Determines whether or not a point is to the left of a directed line // Parameters: (const Common::Point &) a, b: The directed line (a, b) // (const Common::Point &) c: The query point // Returns : (int) true if c is to the left of (a, b), false otherwise return area(a, b, c) > 0; } static bool left_on(const Common::Point &a, const Common::Point &b, const Common::Point &c) { // Determines whether or not a point is to the left of or collinear with a // directed line // Parameters: (const Common::Point &) a, b: The directed line (a, b) // (const Common::Point &) c: The query point // Returns : (int) true if c is to the left of or collinear with (a, b), false // otherwise return area(a, b, c) >= 0; } static bool collinear(const Common::Point &a, const Common::Point &b, const Common::Point &c) { // Determines whether or not three points are collinear // Parameters: (const Common::Point &) a, b, c: The three points // Returns : (int) true if a, b, and c are collinear, false otherwise return area(a, b, c) == 0; } static bool between(const Common::Point &a, const Common::Point &b, const Common::Point &c) { // Determines whether or not a point lies on a line segment // Parameters: (const Common::Point &) a, b: The line segment (a, b) // (const Common::Point &) c: The query point // Returns : (int) true if c lies on (a, b), false otherwise if (!collinear(a, b, c)) return false; // Assumes a != b. if (a.x != b.x) return ((a.x <= c.x) && (c.x <= b.x)) || ((a.x >= c.x) && (c.x >= b.x)); else return ((a.y <= c.y) && (c.y <= b.y)) || ((a.y >= c.y) && (c.y >= b.y)); } static bool intersect_proper(const Common::Point &a, const Common::Point &b, const Common::Point &c, const Common::Point &d) { // Determines whether or not two line segments properly intersect // Parameters: (const Common::Point &) a, b: The line segment (a, b) // (const Common::Point &) c, d: The line segment (c, d) // Returns : (int) true if (a, b) properly intersects (c, d), false otherwise int ab = (left(a, b, c) && left(b, a, d)) || (left(a, b, d) && left(b, a, c)); int cd = (left(c, d, a) && left(d, c, b)) || (left(c, d, b) && left(d, c, a)); return ab && cd; } static bool intersect(const Common::Point &a, const Common::Point &b, const Common::Point &c, const Common::Point &d) { // Determines whether or not two line segments intersect // Parameters: (const Common::Point &) a, b: The line segment (a, b) // (const Common::Point &) c, d: The line segment (c, d) // Returns : (int) true if (a, b) intersects (c, d), false otherwise if (intersect_proper(a, b, c, d)) return true; return between(a, b, c) || between(a, b, d) || between(c, d, a) || between(c, d, b); } static int contained(const Common::Point &p, Polygon *polygon) { // Polygon containment test // Parameters: (const Common::Point &) p: The point // (Polygon *) polygon: The polygon // Returns : (int) CONT_INSIDE if p is strictly contained in polygon, // CONT_ON_EDGE if p lies on an edge of polygon, // CONT_OUTSIDE otherwise // Number of ray crossing left and right int lcross = 0, rcross = 0; Vertex *vertex; // Iterate over edges CLIST_FOREACH(vertex, &polygon->vertices) { const Common::Point &v1 = vertex->v; const Common::Point &v2 = CLIST_NEXT(vertex)->v; // Flags for ray straddling left and right int rstrad, lstrad; // Check if p is a vertex if (p == v1) return CONT_ON_EDGE; // Check if edge straddles the ray rstrad = (v1.y < p.y) != (v2.y < p.y); lstrad = (v1.y > p.y) != (v2.y > p.y); if (lstrad || rstrad) { // Compute intersection point x / xq int x = v2.x * v1.y - v1.x * v2.y + (v1.x - v2.x) * p.y; int xq = v1.y - v2.y; // Multiply by -1 if xq is negative (for comparison that follows) if (xq < 0) { x = -x; xq = -xq; } // Avoid floats by multiplying instead of dividing if (rstrad && (x > xq * p.x)) rcross++; else if (lstrad && (x < xq * p.x)) lcross++; } } // If we counted an odd number of total crossings the point is on an edge if ((lcross + rcross) % 2 == 1) return CONT_ON_EDGE; // If there are an odd number of crossings to one side the point is contained in the polygon if (rcross % 2 == 1) { // Invert result for contained access polygons. if (polygon->type == POLY_CONTAINED_ACCESS) return CONT_OUTSIDE; return CONT_INSIDE; } // Point is outside polygon. Invert result for contained access polygons if (polygon->type == POLY_CONTAINED_ACCESS) return CONT_INSIDE; return CONT_OUTSIDE; } static int polygon_area(Polygon *polygon) { // Computes polygon area // Parameters: (Polygon *) polygon: The polygon // Returns : (int) The area multiplied by two Vertex *first = polygon->vertices.first(); Vertex *v; int size = 0; v = CLIST_NEXT(first); while (CLIST_NEXT(v) != first) { size += area(first->v, v->v, CLIST_NEXT(v)->v); v = CLIST_NEXT(v); } return size; } static void fix_vertex_order(Polygon *polygon) { // Fixes the vertex order of a polygon if incorrect. Contained access // polygons should have their vertices ordered clockwise, all other types // anti-clockwise // Parameters: (Polygon *) polygon: The polygon int area = polygon_area(polygon); // When the polygon area is positive the vertices are ordered // anti-clockwise. When the area is negative the vertices are ordered // clockwise if (((area > 0) && (polygon->type == POLY_CONTAINED_ACCESS)) || ((area < 0) && (polygon->type != POLY_CONTAINED_ACCESS))) { polygon->vertices.reverse(); } } static Vertex *s_vertex_cur = 0; // FIXME: Avoid non-const global vars static int vertex_compare(const void *a, const void *b) { // Compares two vertices by angle (first) and distance (second) in relation // to s_vertex_cur. The angle is relative to the horizontal line extending // right from s_vertex_cur, and increases clockwise // Parameters: (const void *) a, b: The vertices // Returns : (int) -1 if a is smaller than b, 1 if a is larger than b, and // 0 if a and b are equal const Common::Point &p0 = s_vertex_cur->v; const Common::Point &p1 = (*(const Vertex **) a)->v; const Common::Point &p2 = (*(const Vertex **) b)->v; if (p1 == p2) return 0; // Points above p0 have larger angle than points below p0 if ((p1.y < p0.y) && (p2.y >= p0.y)) return 1; if ((p2.y < p0.y) && (p1.y >= p0.y)) return -1; // Handle case where all points have the same y coordinate if ((p0.y == p1.y) && (p0.y == p2.y)) { // Points left of p0 have larger angle than points right of p0 if ((p1.x < p0.x) && (p2.x >= p0.x)) return 1; if ((p1.x >= p0.x) && (p2.x < p0.x)) return -1; } if (collinear(p0, p1, p2)) { // At this point collinear points must have the same angle, // so compare distance to p0 if (abs(p1.x - p0.x) < abs(p2.x - p0.x)) return -1; if (abs(p1.y - p0.y) < abs(p2.y - p0.y)) return -1; return 1; } // If p2 is left of the directed line (p0, p1) then p1 has greater angle if (left(p0, p1, p2)) return 1; return -1; } static void clockwise(const Vertex *vertex_cur, const Vertex *v, const Common::Point *&p1, const Common::Point *&p2) { // Orders the points of an edge clockwise around vertex_cur. If all three // points are collinear the original order is used // Parameters: (const Vertex *) v: The first vertex of the edge // Returns : (void) // (const Common::Point *&) p1: The first point in clockwise order // (const Common::Point *&) p2: The second point in clockwise order Vertex *w = CLIST_NEXT(v); if (left_on(vertex_cur->v, w->v, v->v)) { p1 = &v->v; p2 = &w->v; } else { p1 = &w->v; p2 = &v->v; } } /** * Compares two edges that are intersected by the sweeping line by distance from vertex_cur * @param a the first edge * @param b the second edge * @return true if a is closer to vertex_cur than b, false otherwise */ static bool edgeIsCloser(const Vertex *vertex_cur, const Vertex *a, const Vertex *b) { const Common::Point *v1, *v2, *w1, *w2; // Check for comparison of the same edge if (a == b) return false; // We can assume that the sweeping line intersects both edges and // that the edges do not properly intersect // Order vertices clockwise so we know vertex_cur is to the right of // directed edges (v1, v2) and (w1, w2) clockwise(vertex_cur, a, v1, v2); clockwise(vertex_cur, b, w1, w2); // At this point we know that one edge must lie entirely to one side // of the other, as the edges are not collinear and cannot intersect // other than possibly sharing a vertex. return ((left_on(*v1, *v2, *w1) && left_on(*v1, *v2, *w2)) || (left_on(*w2, *w1, *v1) && left_on(*w2, *w1, *v2))); } static int inside(const Common::Point &p, Vertex *vertex) { // Determines whether or not a line from a point to a vertex intersects the // interior of the polygon, locally at that vertex // Parameters: (Common::Point) p: The point // (Vertex *) vertex: The vertex // Returns : (int) 1 if the line (p, vertex->v) intersects the interior of // the polygon, locally at the vertex. 0 otherwise // Check that it's not a single-vertex polygon if (VERTEX_HAS_EDGES(vertex)) { const Common::Point &prev = CLIST_PREV(vertex)->v; const Common::Point &next = CLIST_NEXT(vertex)->v; const Common::Point &cur = vertex->v; if (left(prev, cur, next)) { // Convex vertex, line (p, cur) intersects the inside // if p is located left of both edges if (left(cur, next, p) && left(prev, cur, p)) return 1; } else { // Non-convex vertex, line (p, cur) intersects the // inside if p is located left of either edge if (left(cur, next, p) || left(prev, cur, p)) return 1; } } return 0; } /** * Determines whether or not a vertex is visible from vertex_cur. * @param vertex_cur the base vertex * @param vertex the vertex * @param vertex_prev the previous vertex in the sort order, or NULL * @param visible true if vertex_prev is visible, false otherwise * @param intersected the list of edges intersected by the sweeping line * @return true if vertex is visible from vertex_cur, false otherwise */ static bool visible(Vertex *vertex_cur, Vertex *vertex, Vertex *vertex_prev, bool visible, const VertexList &intersected) { const Common::Point &p = vertex_cur->v; const Common::Point &w = vertex->v; // Check if sweeping line intersects the interior of the polygon // locally at vertex if (inside(p, vertex)) return false; // If vertex_prev is on the sweeping line, then vertex is invisible // if vertex_prev is invisible if (vertex_prev && !visible && between(p, w, vertex_prev->v)) return false; if (intersected.empty()) { // No intersected edges return true; } // Look for the intersected edge that is closest to vertex_cur VertexList::const_iterator it = intersected.begin(); const Vertex *edge = *it++; for (; it != intersected.end(); ++it) { if (edgeIsCloser(vertex_cur, *it, edge)) edge = *it; } const Common::Point *p1, *p2; // Check for intersection with sweeping line before vertex clockwise(vertex_cur, edge, p1, p2); if (left(*p2, *p1, p) && left(*p1, *p2, w)) return false; return true; } /** * Returns a list of all vertices that are visible from a particular vertex. * @param s the pathfinding state * @param vertex_cur the vertex * @return list of vertices that are visible from vert */ static VertexList *visible_vertices(PathfindingState *s, Vertex *vertex_cur) { // List of edges intersected by the sweeping line VertexList intersected; VertexList *visVerts = new VertexList(); const Common::Point &p = vertex_cur->v; // Sort vertices by angle (first) and distance (second) s_vertex_cur = vertex_cur; qsort(s->vertex_index, s->vertices, sizeof(Vertex *), vertex_compare); for (PolygonList::iterator it = s->polygons.begin(); it != s->polygons.end(); ++it) { Polygon *polygon = *it; Vertex *vertex; vertex = polygon->vertices.first(); // Check that there is more than one vertex. if (VERTEX_HAS_EDGES(vertex)) { CLIST_FOREACH(vertex, &polygon->vertices) { const Common::Point *high, *low; // Add edges that intersect the initial position of the sweeping line clockwise(vertex_cur, vertex, high, low); if ((high->y < p.y) && (low->y >= p.y) && (*low != p)) intersected.push_front(vertex); } } } int is_visible = 1; // The first vertex will be s_vertex_cur, so we skip it for (int i = 1; i < s->vertices; i++) { Vertex *v1; // Compute visibility of vertex_index[i] assert(vertex_cur == s_vertex_cur); // FIXME: We should be able to replace s_vertex_cur by vertex_cur is_visible = visible(s_vertex_cur, s->vertex_index[i], s->vertex_index[i - 1], is_visible, intersected); // Update visibility matrix if (is_visible) visVerts->push_front(s->vertex_index[i]); // Delete anti-clockwise edges from list v1 = CLIST_PREV(s->vertex_index[i]); if (left(p, s->vertex_index[i]->v, v1->v)) intersected.remove(v1); v1 = CLIST_NEXT(s->vertex_index[i]); if (left(p, s->vertex_index[i]->v, v1->v)) intersected.remove(s->vertex_index[i]); // Add clockwise edges of collinear vertices when sweeping line moves if ((i < s->vertices - 1) && !collinear(p, s->vertex_index[i]->v, s->vertex_index[i + 1]->v)) { int j; for (j = i; (j >= 1) && collinear(p, s->vertex_index[i]->v, s->vertex_index[j]->v); j--) { v1 = CLIST_PREV(s->vertex_index[j]); if (left(s->vertex_index[j]->v, p, v1->v)) intersected.push_front(v1); v1 = CLIST_NEXT(s->vertex_index[j]); if (left(s->vertex_index[j]->v, p, v1->v)) intersected.push_front(s->vertex_index[j]); } } } s_vertex_cur = 0; return visVerts; } #if 0 static bool point_on_screen_border(const Common::Point &p) { // Determines if a point lies on the screen border // Parameters: (const Common::Point &) p: The point // Returns : (int) true if p lies on the screen border, false otherwise // FIXME get dimensions from somewhere? return (p.x == 0) || (p.x == 319) || (p.y == 0) || (p.y == 189); } #endif static bool edge_on_screen_border(const Common::Point &p, const Common::Point &q) { // Determines if an edge lies on the screen border // Parameters: (const Common::Point &) p, q: The edge (p, q) // Returns : (int) true if (p, q) lies on the screen border, false otherwise // FIXME get dimensions from somewhere? return ((p.x == 0 && q.x == 0) || (p.x == 319 && q.x == 319) || (p.y == 0 && q.y == 0) || (p.y == 189 && q.y == 189)); } static int find_free_point(FloatPoint f, Polygon *polygon, Common::Point *ret) { // Searches for a nearby point that is not contained in a polygon // Parameters: (FloatPoint) f: The pointf to search nearby // (Polygon *) polygon: The polygon // Returns : (int) PF_OK on success, PF_FATAL otherwise // (Common::Point) *ret: The non-contained point on success Common::Point p; // Try nearest point first p = Common::Point((int)floor(f.x + 0.5), (int)floor(f.y + 0.5)); if (contained(p, polygon) != CONT_INSIDE) { *ret = p; return PF_OK; } p = Common::Point((int)floor(f.x), (int)floor(f.y)); // Try (x, y), (x + 1, y), (x , y + 1) and (x + 1, y + 1) if (contained(p, polygon) == CONT_INSIDE) { p.x++; if (contained(p, polygon) == CONT_INSIDE) { p.y++; if (contained(p, polygon) == CONT_INSIDE) { p.x--; if (contained(p, polygon) == CONT_INSIDE) return PF_FATAL; } } } *ret = p; return PF_OK; } static int near_point(const Common::Point &p, Polygon *polygon, Common::Point *ret) { // Computes the near point of a point contained in a polygon // Parameters: (const Common::Point &) p: The point // (Polygon *) polygon: The polygon // Returns : (int) PF_OK on success, PF_FATAL otherwise // (Common::Point) *ret: The near point of p in polygon on success Vertex *vertex; FloatPoint near_p; uint32 dist = HUGE_DISTANCE; CLIST_FOREACH(vertex, &polygon->vertices) { const Common::Point &p1 = vertex->v; const Common::Point &p2 = CLIST_NEXT(vertex)->v; float u; FloatPoint new_point; uint32 new_dist; // Ignore edges on the screen border, except for contained access polygons if ((polygon->type != POLY_CONTAINED_ACCESS) && (edge_on_screen_border(p1, p2))) continue; // Compute near point u = ((p.x - p1.x) * (p2.x - p1.x) + (p.y - p1.y) * (p2.y - p1.y)) / (float)p1.sqrDist(p2); // Clip to edge if (u < 0.0f) u = 0.0f; if (u > 1.0f) u = 1.0f; new_point.x = p1.x + u * (p2.x - p1.x); new_point.y = p1.y + u * (p2.y - p1.y); new_dist = p.sqrDist(new_point.toPoint()); if (new_dist < dist) { near_p = new_point; dist = new_dist; } } // Find point not contained in polygon return find_free_point(near_p, polygon, ret); } static int intersection(const Common::Point &a, const Common::Point &b, Vertex *vertex, FloatPoint *ret) { // Computes the intersection point of a line segment and an edge (not // 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 // (FloatPoint) *ret: The intersection point // Parameters of parametric equations float s, t; // Numerator and denominator of equations float num, denom; const Common::Point &c = vertex->v; const Common::Point &d = CLIST_NEXT(vertex)->v; denom = a.x * (float)(d.y - c.y) + b.x * (float)(c.y - d.y) + d.x * (float)(b.y - a.y) + c.x * (float)(a.y - b.y); if (denom == 0.0) // Segments are parallel, no intersection return PF_ERROR; num = a.x * (float)(d.y - c.y) + c.x * (float)(a.y - d.y) + d.x * (float)(c.y - a.y); s = num / denom; num = -(a.x * (float)(c.y - b.y) + b.x * (float)(a.y - c.y) + c.x * (float)(b.y - a.y)); t = num / denom; if ((0.0 <= s) && (s <= 1.0) && (0.0 < t) && (t < 1.0)) { // Intersection found ret->x = a.x + s * (b.x - a.x); ret->y = a.y + s * (b.y - a.y); return PF_OK; } return PF_ERROR; } static int nearest_intersection(PathfindingState *s, const Common::Point &p, const Common::Point &q, Common::Point *ret) { // Computes the nearest intersection point of a line segment and the polygon // set. Intersection points that are reached from the inside of a polygon // are ignored as are improper intersections which do not obstruct // visibility // Parameters: (PathfindingState *) s: The pathfinding state // (const Common::Point &) p, q: The line segment (p, q) // Returns : (int) PF_OK on success, PF_ERROR when no intersections were // found, PF_FATAL otherwise // (Common::Point) *ret: On success, the closest intersection point Polygon *polygon = 0; FloatPoint isec; Polygon *ipolygon = 0; uint32 dist = HUGE_DISTANCE; for (PolygonList::iterator it = s->polygons.begin(); it != s->polygons.end(); ++it) { polygon = *it; Vertex *vertex; CLIST_FOREACH(vertex, &polygon->vertices) { uint32 new_dist; FloatPoint new_isec; // Check for intersection with vertex if (between(p, q, vertex->v)) { // Skip this vertex if we hit it from the // inside of the polygon if (inside(q, vertex)) { new_isec.x = vertex->v.x; new_isec.y = vertex->v.y; } else continue; } else { // Check for intersection with edges // Skip this edge if we hit it from the // inside of the polygon if (!left(vertex->v, CLIST_NEXT(vertex)->v, q)) continue; if (intersection(p, q, vertex, &new_isec) != PF_OK) continue; } new_dist = p.sqrDist(new_isec.toPoint()); if (new_dist < dist) { ipolygon = polygon; isec = new_isec; dist = new_dist; } } } if (dist == HUGE_DISTANCE) return PF_ERROR; // Find point not contained in polygon return find_free_point(isec, ipolygon, ret); } /** * Checks that the start point is in a valid position, and takes appropriate action if it's not. * @param s the pathfinding state * @param start the start point * @return a valid start point on success, NULL otherwise */ static Common::Point *fixup_start_point(PathfindingState *s, const Common::Point &start) { PolygonList::iterator it = s->polygons.begin(); Common::Point *new_start = new Common::Point(start); while (it != s->polygons.end()) { int cont = contained(start, *it); int type = (*it)->type; switch (type) { case POLY_TOTAL_ACCESS: // Remove totally accessible polygons that contain the start point if (cont != CONT_OUTSIDE) { delete *it; it = s->polygons.erase(it); continue; } break; case POLY_CONTAINED_ACCESS: // Remove contained access polygons that do not contain // the start point (containment test is inverted here). if (cont == CONT_INSIDE) { delete *it; it = s->polygons.erase(it); continue; } break; case POLY_BARRED_ACCESS: case POLY_NEAREST_ACCESS: if (cont == CONT_INSIDE) { if (s->_prependPoint != NULL) { // We shouldn't get here twice warning("AvoidPath: start point is contained in multiple polygons"); continue; } if (near_point(start, (*it), new_start) != PF_OK) { delete new_start; return NULL; } if (type == POLY_BARRED_ACCESS) warning("AvoidPath: start position at unreachable location"); // The original start position is in an invalid location, so we // use the moved point and add the original one to the final path // later on. s->_prependPoint = new Common::Point(start); } } ++it; } return new_start; } /** * Checks that the end point is in a valid position, and takes appropriate action if it's not. * @param s the pathfinding state * @param end the end point * @return a valid end point on success, NULL otherwise */ static Common::Point *fixup_end_point(PathfindingState *s, const Common::Point &end) { PolygonList::iterator it = s->polygons.begin(); Common::Point *new_end = new Common::Point(end); while (it != s->polygons.end()) { int cont = contained(end, *it); int type = (*it)->type; switch (type) { case POLY_TOTAL_ACCESS: // Remove totally accessible polygons that contain the end point if (cont != CONT_OUTSIDE) { delete *it; it = s->polygons.erase(it); continue; } break; case POLY_CONTAINED_ACCESS: case POLY_BARRED_ACCESS: case POLY_NEAREST_ACCESS: if (cont != CONT_OUTSIDE) { if (s->_appendPoint != NULL) { // We shouldn't get here twice warning("AvoidPath: end point is contained in multiple polygons"); continue; } // The original end position is in an invalid location, so we move the point if (near_point(end, (*it), new_end) != PF_OK) { delete new_end; return NULL; } // For near-point access polygons we need to add the original end point // to the path after pathfinding. if (type == POLY_NEAREST_ACCESS) s->_appendPoint = new Common::Point(end); } } ++it; } return new_end; } static Vertex *merge_point(PathfindingState *s, const Common::Point &v) { // Merges a point into the polygon set. A new vertex is allocated for this // point, unless a matching vertex already exists. If the point is on an // already existing edge that edge is split up into two edges connected by // the new vertex // Parameters: (PathfindingState *) s: The pathfinding state // (const Common::Point &) v: The point to merge // Returns : (Vertex *) The vertex corresponding to v Vertex *vertex; Vertex *v_new; Polygon *polygon; // Check for already existing vertex for (PolygonList::iterator it = s->polygons.begin(); it != s->polygons.end(); ++it) { polygon = *it; CLIST_FOREACH(vertex, &polygon->vertices) { if (vertex->v == v) return vertex; } } v_new = new Vertex(v); // Check for point being on an edge for (PolygonList::iterator it = s->polygons.begin(); it != s->polygons.end(); ++it) { polygon = *it; // Skip single-vertex polygons if (VERTEX_HAS_EDGES(polygon->vertices.first())) { CLIST_FOREACH(vertex, &polygon->vertices) { Vertex *next = CLIST_NEXT(vertex); if (between(vertex->v, next->v, v)) { // Split edge by adding vertex polygon->vertices.insertAfter(vertex, v_new); return v_new; } } } } // Add point as single-vertex polygon polygon = new Polygon(POLY_BARRED_ACCESS); polygon->vertices.insertHead(v_new); s->polygons.push_front(polygon); return v_new; } static Polygon *convert_polygon(EngineState *s, reg_t polygon) { // Converts an SCI polygon into a Polygon // Parameters: (EngineState *) s: The game state // (reg_t) polygon: The SCI polygon to convert // Returns : (Polygon *) The converted polygon SegManager *segMan = s->_segMan; int i; reg_t points = GET_SEL32(polygon, points); int size = GET_SEL32(polygon, size).toUint16(); Polygon *poly = new Polygon(GET_SEL32(polygon, type).toUint16()); int skip = 0; // WORKAROUND: broken polygon in lsl1sci, room 350, after opening elevator // Polygon has 17 points but size is set to 19 if ((size == 19) && (s->_gameName == "lsl1sci")) { if ((s->currentRoomNumber() == 350) && (read_point(segMan, points, 18) == Common::Point(108, 137))) { debug(1, "Applying fix for broken polygon in lsl1sci, room 350"); size = 17; } } // WORKAROUND: self-intersecting polygons in ECO, rooms 221, 280 and 300 if ((size == 11) && (s->_gameName == "ecoquest")) { if ((s->currentRoomNumber() == 300) && (read_point(segMan, points, 10) == Common::Point(221, 0))) { debug(1, "Applying fix for self-intersecting polygon in ECO, room 300"); size = 10; } } if ((size == 12) && (s->_gameName == "ecoquest")) { if ((s->currentRoomNumber() == 280) && (read_point(segMan, points, 11) == Common::Point(238, 189))) { debug(1, "Applying fix for self-intersecting polygon in ECO, room 280"); size = 10; } } if ((size == 16) && (s->_gameName == "ecoquest")) { if ((s->currentRoomNumber() == 221) && (read_point(segMan, points, 1) == Common::Point(419, 175))) { debug(1, "Applying fix for self-intersecting polygon in ECO, room 221"); // Swap the first two points poly->vertices.insertHead(new Vertex(read_point(segMan, points, 1))); poly->vertices.insertHead(new Vertex(read_point(segMan, points, 0))); skip = 2; } } for (i = skip; i < size; i++) { Vertex *vertex = new Vertex(read_point(segMan, points, i)); poly->vertices.insertHead(vertex); } fix_vertex_order(poly); return poly; } // WORKAROUND: intersecting polygons in Longbow, room 210. static void fixLongbowRoom210(PathfindingState *s, const Common::Point &start, const Common::Point &end) { Polygon *barred = NULL; Polygon *total = NULL; // Find the intersecting polygons for (PolygonList::iterator it = s->polygons.begin(); it != s->polygons.end(); ++it) { Polygon *polygon = *it; assert(polygon); if ((polygon->type == POLY_BARRED_ACCESS) && (polygon->vertices.size() == 11) && (polygon->vertices.first()->v == Common::Point(319, 161))) barred = polygon; else if ((polygon->type == POLY_TOTAL_ACCESS) && (polygon->vertices.size() == 8) && (polygon->vertices.first()->v == Common::Point(313, 58))) total = polygon; } if (!barred || !total) return; debug(1, "[avoidpath] Applying fix for intersecting polygons in Longbow, room 210"); // If the start or end point is contained in the total access polygon, removing that // polygon is sufficient. Otherwise we merge the total and barred access polygons. bool both_outside = (contained(start, total) == CONT_OUTSIDE) && (contained(end, total) == CONT_OUTSIDE); s->polygons.remove(total); delete total; if (both_outside) { int points[28] = { 224, 159, 223, 162 ,194, 173 ,107, 173, 74, 162, 67, 156, 2, 58, 63, 160, 0, 160, 0, 0, 319, 0, 319, 161, 228, 161, 313, 58 }; s->polygons.remove(barred); delete barred; barred = new Polygon(POLY_BARRED_ACCESS); for (int i = 0; i < 14; i++) { Vertex *vertex = new Vertex(Common::Point(points[i * 2], points[i * 2 + 1])); barred->vertices.insertHead(vertex); } s->polygons.push_front(barred); } } static void change_polygons_opt_0(PathfindingState *s) { // Changes the polygon list for optimization level 0 (used for keyboard // support). Totally accessible polygons are removed and near-point // accessible polygons are changed into totally accessible polygons. // Parameters: (PathfindingState *) s: The pathfinding state PolygonList::iterator it = s->polygons.begin(); while (it != s->polygons.end()) { Polygon *polygon = *it; assert(polygon); if (polygon->type == POLY_TOTAL_ACCESS) { delete polygon; it = s->polygons.erase(it); } else { if (polygon->type == POLY_NEAREST_ACCESS) polygon->type = POLY_TOTAL_ACCESS; ++it; } } } static PathfindingState *convert_polygon_set(EngineState *s, reg_t poly_list, Common::Point start, Common::Point end, int opt) { // Converts the SCI input data for pathfinding // Parameters: (EngineState *) s: The game state // (reg_t) poly_list: Polygon list // (Common::Point) start: The start point // (Common::Point) end: The end point // (int) opt: Optimization level (0, 1 or 2) // Returns : (PathfindingState *) On success a newly allocated pathfinding state, // NULL otherwise SegManager *segMan = s->_segMan; Polygon *polygon; int err; int count = 0; PathfindingState *pf_s = new PathfindingState(); // Convert all polygons if (poly_list.segment) { List *list = s->_segMan->lookupList(poly_list); Node *node = s->_segMan->lookupNode(list->first); while (node) { Node *dup = s->_segMan->lookupNode(list->first); // Workaround for game bugs that put a polygon in the list more than once while (dup != node) { if (polygons_equal(s->_segMan, node->value, dup->value)) { warning("[avoidpath] Ignoring duplicate polygon"); break; } dup = s->_segMan->lookupNode(dup->succ); } if (dup == node) { // Polygon is not a duplicate, so convert it polygon = convert_polygon(s, node->value); pf_s->polygons.push_back(polygon); count += GET_SEL32(node->value, size).toUint16(); } node = s->_segMan->lookupNode(node->succ); } } if (opt == 0) { Common::Point intersection; // Keyboard support // FIXME: We don't need to dijkstra for keyboard support as we currently do change_polygons_opt_0(pf_s); // Find nearest intersection err = nearest_intersection(pf_s, start, end, &intersection); if (err == PF_FATAL) { warning("AvoidPath: fatal error finding nearest intersection"); delete pf_s; return NULL; } if (err == PF_OK) { // Intersection was found, prepend original start position after pathfinding pf_s->_prependPoint = new Common::Point(start); // Merge new start point into polygon set pf_s->vertex_start = merge_point(pf_s, intersection); } else { // Otherwise we proceed with the original start point pf_s->vertex_start = merge_point(pf_s, start); } // Merge end point into polygon set pf_s->vertex_end = merge_point(pf_s, end); } else { Common::Point *new_start = fixup_start_point(pf_s, start); if (!new_start) { warning("AvoidPath: Couldn't fixup start position for pathfinding"); delete pf_s; return NULL; } Common::Point *new_end = fixup_end_point(pf_s, end); if (!new_end) { warning("AvoidPath: Couldn't fixup end position for pathfinding"); delete pf_s; return NULL; } if (s->_gameName == "longbow" && s->currentRoomNumber() == 210) fixLongbowRoom210(pf_s, *new_start, *new_end); // Merge start and end points into polygon set pf_s->vertex_start = merge_point(pf_s, *new_start); pf_s->vertex_end = merge_point(pf_s, *new_end); delete new_start; delete new_end; } // Allocate and build vertex index pf_s->vertex_index = (Vertex**)malloc(sizeof(Vertex *) * (count + 2)); count = 0; for (PolygonList::iterator it = pf_s->polygons.begin(); it != pf_s->polygons.end(); ++it) { polygon = *it; Vertex *vertex; CLIST_FOREACH(vertex, &polygon->vertices) { pf_s->vertex_index[count++] = vertex; } } pf_s->vertices = count; return pf_s; } static int intersecting_polygons(PathfindingState *s) { // Detects (self-)intersecting polygons // Parameters: (PathfindingState *) s: The pathfinding state // Returns : (int) 1 if s contains (self-)intersecting polygons, 0 otherwise int i, j; for (i = 0; i < s->vertices; i++) { Vertex *v1 = s->vertex_index[i]; if (!VERTEX_HAS_EDGES(v1)) continue; for (j = i + 1; j < s->vertices; j++) { Vertex *v2 = s->vertex_index[j]; if (!VERTEX_HAS_EDGES(v2)) continue; // Skip neighbouring edges if ((CLIST_NEXT(v1) == v2) || CLIST_PREV(v1) == v2) continue; if (intersect(v1->v, CLIST_NEXT(v1)->v, v2->v, CLIST_NEXT(v2)->v)) return 1; } } return 0; } static void dijkstra(PathfindingState *s) { // Computes a shortest path from vertex_start to vertex_end. The caller can // construct the resulting path by following the path_prev links from // vertex_end back to vertex_start. If no path exists vertex_end->path_prev // will be NULL // Parameters: (PathfindingState *) s: The pathfinding state Polygon *polygon; // Vertices of which the shortest path is known VertexList done; // The remaining vertices VertexList remain; // Start out with all vertices in set remain for (PolygonList::iterator it = s->polygons.begin(); it != s->polygons.end(); ++it) { polygon = *it; Vertex *vertex; CLIST_FOREACH(vertex, &polygon->vertices) { remain.push_front(vertex); } } s->vertex_start->dist = 0; // Loop until we find vertex_end while (1) { // Find vertex at shortest distance from set done VertexList::iterator vertex_min_it = remain.end(); Vertex *vertex_min = 0; uint32 min = HUGE_DISTANCE; for (VertexList::iterator it = remain.begin(); it != remain.end(); ++it) { Vertex *vertex = *it; if (vertex->dist < min) { vertex_min_it = it; vertex_min = *vertex_min_it; min = vertex->dist; } } if (min == HUGE_DISTANCE) { warning("[avoidpath] End point (%i, %i) is unreachable", s->vertex_end->v.x, s->vertex_end->v.y); return; } // If vertex_end is at shortest distance we can stop if (vertex_min == s->vertex_end) return; // Move vertex from set remain to set done done.push_front(vertex_min); remain.erase(vertex_min_it); VertexList *visVerts = visible_vertices(s, vertex_min); for (VertexList::iterator it = visVerts->begin(); it != visVerts->end(); ++it) { uint32 new_dist; Vertex *vertex = *it; // Early pathfinding-enabled games exclude edges on screen borders. // FIXME: Enable this selectively for those games that need it. #if 0 // Avoid plotting path along screen edge if ((vertex != s->vertex_end) && point_on_screen_border(vertex->v)) continue; #endif new_dist = vertex_min->dist + (uint32)sqrt((float)vertex_min->v.sqrDist(vertex->v)); if (new_dist < vertex->dist) { vertex->dist = new_dist; vertex->path_prev = vertex_min; } } delete visVerts; } } static reg_t output_path(PathfindingState *p, EngineState *s) { // Stores the final path in newly allocated dynmem // Parameters: (PathfindingState *) p: The pathfinding state // (EngineState *) s: The game state // Returns : (reg_t) Pointer to dynmem containing path int path_len = 0; byte *oref; reg_t output; Vertex *vertex = p->vertex_end; int unreachable = vertex->path_prev == NULL; if (unreachable) { // If pathfinding failed we only return the path up to vertex_start oref = s->_segMan->allocDynmem(POLY_POINT_SIZE * 3, AVOIDPATH_DYNMEM_STRING, &output); if (p->_prependPoint) POLY_SET_POINT(oref, 0, *p->_prependPoint); else POLY_SET_POINT(oref, 0, p->vertex_start->v); POLY_SET_POINT(oref, 1, p->vertex_start->v); POLY_SET_POINT(oref, 2, Common::Point(POLY_LAST_POINT, POLY_LAST_POINT)); return output; } while (vertex) { // Compute path length path_len++; vertex = vertex->path_prev; } // Allocate memory for path, plus 3 extra for appended point, prepended point and sentinel oref = s->_segMan->allocDynmem(POLY_POINT_SIZE * (path_len + 3), AVOIDPATH_DYNMEM_STRING, &output); int offset = 0; if (p->_prependPoint) POLY_SET_POINT(oref, offset++, *p->_prependPoint); vertex = p->vertex_end; for (int i = path_len - 1; i >= 0; i--) { POLY_SET_POINT(oref, offset + i, vertex->v); vertex = vertex->path_prev; } offset += path_len; if (p->_appendPoint) POLY_SET_POINT(oref, offset++, *p->_appendPoint); // Sentinel POLY_SET_POINT(oref, offset, Common::Point(POLY_LAST_POINT, POLY_LAST_POINT)); #ifdef DEBUG_AVOIDPATH printf("[avoidpath] Returning path:"); for (int i = 0; i < offset; i++) { Common::Point pt; POLY_GET_POINT(oref, i, pt); printf(" (%i, %i)", pt.x, pt.y); } printf("\n"); #endif return output; } reg_t kAvoidPath(EngineState *s, int argc, reg_t *argv) { Common::Point start = Common::Point(argv[0].toSint16(), argv[1].toSint16()); #ifdef DEBUG_AVOIDPATH GfxPort *port = s->picture_port; if (!port->_decorations) { port->_decorations = gfxw_new_list(gfx_rect(0, 0, 320, 200), 0); port->_decorations->setVisual(port->_visual); } else { port->_decorations->free_contents(port->_decorations); } #endif switch (argc) { case 3 : { reg_t retval; Polygon *polygon = convert_polygon(s, argv[2]); // Override polygon type to prevent inverted result for contained access polygons polygon->type = POLY_BARRED_ACCESS; retval = make_reg(0, contained(start, polygon) != CONT_OUTSIDE); delete polygon; return retval; } case 6 : case 7 : { Common::Point end = Common::Point(argv[2].toSint16(), argv[3].toSint16()); reg_t poly_list = argv[4]; //int poly_list_size = argv[5].toUint16(); int opt = (argc > 6) ? argv[6].toUint16() : 1; reg_t output; PathfindingState *p; #ifdef DEBUG_AVOIDPATH printf("[avoidpath] Pathfinding input:\n"); draw_point(s, start, 1); draw_point(s, end, 0); if (poly_list.segment) { print_input(s, poly_list, start, end, opt); draw_input(s, poly_list, start, end, opt); } #endif p = convert_polygon_set(s, poly_list, start, end, opt); if (p && intersecting_polygons(p)) { warning("[avoidpath] input set contains (self-)intersecting polygons"); delete p; p = NULL; } if (!p) { byte *oref; printf("[avoidpath] Error: pathfinding failed for following input:\n"); print_input(s, poly_list, start, end, opt); printf("[avoidpath] Returning direct path from start point to end point\n"); oref = s->_segMan->allocDynmem(POLY_POINT_SIZE * 3, AVOIDPATH_DYNMEM_STRING, &output); POLY_SET_POINT(oref, 0, start); POLY_SET_POINT(oref, 1, end); POLY_SET_POINT(oref, 2, Common::Point(POLY_LAST_POINT, POLY_LAST_POINT)); return output; } dijkstra(p); output = output_path(p, s); delete p; // Memory is freed by explicit calls to Memory return output; } default: warning("Unknown AvoidPath subfunction %d", argc); return NULL_REG; break; } } } // End of namespace Sci