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/* 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.
*
*/
/*
* 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 {
typedef Common::Array<Vertex> BS_Path;
/**
* This class represents the region in which the main character can move
*/
class WalkRegion : public Region {
friend class Region;
protected:
WalkRegion();
WalkRegion(InputPersistenceBlock &Reader, uint handle);
public:
virtual ~WalkRegion();
virtual bool init(const Polygon &contour, const Common::Array<Polygon> *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(Vertex(x1, y1), 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(Vertex startPoint, Vertex endPoint, BS_Path &path);
virtual void setPos(int x, int y);
const Common::Array<Vertex> &getNodes() const {
return _nodes;
}
const Common::Array< Common::Array<int> > &getVisibilityMatrix() const {
return _visibilityMatrix;
}
virtual bool persist(OutputPersistenceBlock &writer);
virtual bool unpersist(InputPersistenceBlock &reader);
private:
Common::Array<Vertex> _nodes;
Common::Array< Common::Array<int> > _visibilityMatrix;
void initNodeVector();
void computeVisibilityMatrix();
bool checkAndPrepareStartAndEnd(Vertex &start, Vertex &end) const;
bool findPath(const Vertex &start, const Vertex &end, BS_Path &path) const;
};
} // End of namespace Sword25
#endif
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