/* 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. * * $URL$ * $Id$ * */ /* * This code is based on Broken Sword 2.5 engine * * Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer * * Licensed under GNU GPL v2 * */ #ifndef SWORD25_WALKREGION_H #define SWORD25_WALKREGION_H #include "common/array.h" #include "sword25/kernel/common.h" #include "sword25/math/region.h" namespace Sword25 { // ----------------------------------------------------------------------------- // Type definitions // ----------------------------------------------------------------------------- typedef Common::Array BS_Path; // ----------------------------------------------------------------------------- // Class definitions // ----------------------------------------------------------------------------- /** * This class represents the region in which the main character can move */ class BS_WalkRegion : public BS_Region { friend class BS_Region; protected: BS_WalkRegion(); BS_WalkRegion(BS_InputPersistenceBlock &Reader, unsigned int Handle); public: virtual ~BS_WalkRegion(); virtual bool Init(const BS_Polygon &Contour, const Common::Array *pHoles = 0); /** * Get the shortest path between two points in the region * * This method requires that the starting point lies within the region. The end point * may lie outside the region. Int his case, the end is chosen as the cloest point to it * that lies within the region. * * @param X1 X Co-ordinate of the start point * @param Y1 Y Co-ordinate of the start point * @param X2 X Co-ordinate of the end point * @param Y2 Y Co-ordinate of the end point * @param Path An empty BS_Path that will be set to the resulting path * @return Returns false if the result is invalid, otherwise returns true. */ bool QueryPath(int X1, int Y1, int X2, int Y2, BS_Path &Path) { return QueryPath(BS_Vertex(X1, Y1), BS_Vertex(X2, Y2), Path); } /** * Get the shortest path between two points in the region. * * @param StartPoint The start point * @param EndPoint The end point * @param Path An empty BS_Path that will be set to the resulting path * @return Returns false if the result is invalid, otherwise returns true. */ bool QueryPath(BS_Vertex StartPoint, BS_Vertex EndPoint, BS_Path &Path); virtual void SetPos(int X, int Y); const Common::Array &GetNodes() const { return m_Nodes; } const Common::Array< Common::Array > &GetVisibilityMatrix() const { return m_VisibilityMatrix; } virtual bool Persist(BS_OutputPersistenceBlock &Writer); virtual bool Unpersist(BS_InputPersistenceBlock &Reader); private: Common::Array m_Nodes; Common::Array< Common::Array > m_VisibilityMatrix; void InitNodeVector(); void ComputeVisibilityMatrix(); bool CheckAndPrepareStartAndEnd(BS_Vertex &Start, BS_Vertex &End) const; bool FindPath(const BS_Vertex &Start, const BS_Vertex &End, BS_Path &Path) const; }; } // End of namespace Sword25 #endif