aboutsummaryrefslogtreecommitdiff
path: root/saga/actor.h
blob: 7c6d04c4bd697ce486cdd7ec3637d47344690c49 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
/* ScummVM - Scumm Interpreter
 * Copyright (C) 2004-2005 The ScummVM project
 *
 * The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
 *
 * 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., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 *
 * $Header$
 *
 */

// Actor management module header file

#ifndef SAGA_ACTOR_H__
#define SAGA_ACTOR_H__

#include "common/file.h"
#include "common/savefile.h"

#include "saga/sprite.h"
#include "saga/itedata.h"
#include "saga/list.h"
#include "saga/saga.h"

namespace Saga {

class HitZone;


#define ACTOR_DEBUG

#define ACTOR_BARRIERS_MAX 16

#define ACTOR_MAX_STEPS_COUNT 32

#define ACTOR_DIALOGUE_HEIGHT 100

#define ACTOR_LMULT 4

#define ACTOR_COLLISION_WIDTH       32
#define ACTOR_COLLISION_HEIGHT       8

#define ACTOR_DIRECTIONS_COUNT	4	// for ActorFrameSequence
#define ACTOR_DIRECTION_RIGHT	0
#define ACTOR_DIRECTION_LEFT	1
#define ACTOR_DIRECTION_BACK	2
#define ACTOR_DIRECTION_FORWARD	3

#define ACTOR_SPEECH_STRING_MAX 16	// speech const
#define ACTOR_SPEECH_ACTORS_MAX 8

#define ACTOR_NO_ENTRANCE -1

#define PATH_NODE_EMPTY -1

enum ActorActions {
	kActionWait = 0,
	kActionWalkToPoint = 1,
	kActionWalkToLink = 2,
	kActionWalkDir = 3,
	kActionSpeak = 4,
	kActionAccept = 5,
	kActionStoop = 6,
	kActionLook = 7,
	kActionCycleFrames = 8,
	kActionPongFrames = 9,
	kActionFreeze = 10,
	kActionFall = 11,
	kActionClimb = 12
};

enum SpeechFlags {
	kSpeakNoAnimate = 1,
	kSpeakAsync = 2,
	kSpeakSlow = 4
};

enum ActorFrameTypes {
	kFrameStand = 0,
	kFrameWalk = 1,
	kFrameSpeak = 2,
	kFrameGive = 3,
	kFrameGesture = 4,
	kFrameWait = 5,
	kFramePickUp = 6,
	kFrameLook = 7
//...some special
};

enum ActorFlagsEx {
	kActorNoCollide = (1 << 0),
	kActorNoFollow = (1 << 1),
	kActorCollided = (1 << 2),
	kActorBackwards = (1 << 3),
	kActorContinuous = (1 << 4),
	kActorFinalFace = (1 << 5),
	kActorFinishLeft = ((1 << 5) | (kDirLeft << 6)),
	kActorFinishRight = ((1 << 5) | (kDirRight << 6)),
	kActorFinishUp = ((1 << 5) | (kDirUp << 6)),
	kActorFinishDown = ((1 << 5) | (kDirDown << 6)),
	kActorFacingMask = (0xf << 5),
	kActorRandom = (1 << 10)
};

enum PathCellType {
	kPathCellEmpty = -1,
	//kDirUp = 0 .... kDirUpLeft = 7 
	kPathCellBarrier = 0x57
};

struct PathDirectionData {
	int8 direction;
	int16	x;
	int16 y;
};

struct ActorFrameRange {
	int frameIndex;
	int frameCount;
};

struct ActorFrameSequence {
	ActorFrameRange directions[ACTOR_DIRECTIONS_COUNT];
};

int pathLine(Point *pointList, const Point &point1, const Point &point2);

struct Location {
	int32 x;					// logical coordinates
	int32 y;					// 
	int32 z;					// 
	Location() {
		x = y = z = 0;
	}
	void saveState(Common::OutSaveFile *out) {
		out->writeSint32LE(x);
		out->writeSint32LE(y);
		out->writeSint32LE(z);
	}
	void loadState(Common::InSaveFile *in) {
		x = in->readSint32LE();
		y = in->readSint32LE();
		z = in->readSint32LE();
	}

	int distance(const Location &location) const {
		return MAX(ABS(x - location.x), ABS(y - location.y));
	}
	int32 &u() {
		return x;
	}
	int32 &v() {
		return y;
	}
	int32 u() const {
		return x;
	}
	int32 v() const {
		return y;
	}
	int32 uv() const {
		return u() + v();
	}
	void delta(const Location &location, Location &result) const {
		result.x = x - location.x;
		result.y = y - location.y;
		result.z = z - location.z;
	}
	void addXY(const Location &location) {
		x += location.x;
		y += location.y;
	}
	void add(const Location &location) {
		x += location.x;
		y += location.y;
		z += location.z;
	}
	void fromScreenPoint(const Point &screenPoint) {
		x = (screenPoint.x * ACTOR_LMULT);
		y = (screenPoint.y * ACTOR_LMULT);
		z = 0;
	}
	void toScreenPointXY(Point &screenPoint) const {
		screenPoint.x = x / ACTOR_LMULT;
		screenPoint.y = y / ACTOR_LMULT;
	}
	void toScreenPointUV(Point &screenPoint) const {
		screenPoint.x = u();
		screenPoint.y = v();
	}
	void toScreenPointXYZ(Point &screenPoint) const {
		screenPoint.x = x / ACTOR_LMULT;
		screenPoint.y = y / ACTOR_LMULT - z;
	}
};

class CommonObjectData {
public:
//constant
	bool disabled;					// disabled in init section 
	int32 index;					// index in local array
	uint16 id;						// object id
	int32 scriptEntrypointNumber;	// script entrypoint number

//variables
	uint16 flags;				// initial flags
	int32 nameIndex;			// index in name string list
	int32 sceneNumber;			// scene
	int32 spriteListResourceId;	// sprite list resource id

	Location location;			// logical coordinates
	Point screenPosition;		// screen coordinates
	int32 screenDepth;			//
	int32 screenScale;			//

	void saveState(Common::OutSaveFile *out) {
		out->writeUint16LE(flags);
		out->writeSint32LE(nameIndex);
		out->writeSint32LE(sceneNumber);
		out->writeSint32LE(spriteListResourceId);
		location.saveState(out);
		out->writeSint16LE(screenPosition.x);
		out->writeSint16LE(screenPosition.y);
		out->writeSint32LE(screenDepth);
		out->writeSint32LE(screenScale);
	}
	void loadState(Common::InSaveFile *in) {
		flags = in->readUint16LE();
		nameIndex = in->readSint32LE();
		sceneNumber = in->readSint32LE();
		spriteListResourceId = in->readSint32LE();
		location.loadState(in);
		screenPosition.x = in->readSint16LE();
		screenPosition.y = in->readSint16LE();
		screenDepth = in->readSint32LE();
		screenScale = in->readSint32LE();
	}
};

typedef CommonObjectData *CommonObjectDataPointer;

typedef SortedList<CommonObjectDataPointer> CommonObjectOrderList;

class ObjectData: public CommonObjectData {	
public:
	//constant
	uint16 interactBits;
	ObjectData() {
		memset(this, 0, sizeof(*this)); 
	}
};

class ActorData: public CommonObjectData {
public:
	//constant
	SpriteList spriteList;		// sprite list data

	ActorFrameSequence *frames;	// Actor's frames
	int framesCount;			// Actor's frames count
	int frameListResourceId;	// Actor's frame list resource id

	byte speechColor;			// Actor dialogue color
	
	//variables
	uint16 actorFlags;			// dynamic flags
	int32 currentAction;			// ActorActions type
	int32 facingDirection;		// orientation
	int32 actionDirection;
	int32 actionCycle;
	uint16 targetObject;
	const HitZone *lastZone;
	
	int32 cycleFrameSequence;
	uint8 cycleDelay;
	uint8 cycleTimeCount;
	uint8 cycleFlags;

	int32 frameNumber;			// current frame number
	
	int32 tileDirectionsAlloced;
	byte *tileDirections;

	int32 walkStepsAlloced;
	Point *walkStepsPoints;

	int32 walkStepsCount;
	int32 walkStepIndex;

	Location finalTarget;
	Location partialTarget;
	int32 walkFrameSequence;

	void saveState(Common::OutSaveFile *out) {
		CommonObjectData::saveState(out);
		out->writeUint16LE(actorFlags);
		out->writeSint32LE(currentAction);
		out->writeSint32LE(facingDirection);
		out->writeSint32LE(actionDirection);
		out->writeSint32LE(actionCycle);
		out->writeUint16LE(targetObject);

		out->writeSint32LE(cycleFrameSequence);
		out->writeByte(cycleDelay);
		out->writeByte(cycleTimeCount);
		out->writeByte(cycleFlags);
		out->writeSint32LE(frameNumber);

		out->writeSint32LE(tileDirectionsAlloced);
		for (int i = 0; i < tileDirectionsAlloced; i++) {
			out->writeByte(tileDirections[i]);
		}

		out->writeSint32LE(walkStepsAlloced);
		for (int i = 0; i < walkStepsAlloced; i++) {
			out->writeSint16LE(walkStepsPoints[i].x);
			out->writeSint16LE(walkStepsPoints[i].y);
		}

		out->writeSint32LE(walkStepsCount);
		out->writeSint32LE(walkStepIndex);
		finalTarget.saveState(out);
		partialTarget.saveState(out);
		out->writeSint32LE(walkFrameSequence);
	}

	void loadState(Common::InSaveFile *in) {
		CommonObjectData::loadState(in);
		actorFlags = in->readUint16LE();
		currentAction = in->readSint32LE();
		facingDirection = in->readSint32LE();
		actionDirection = in->readSint32LE();
		actionCycle = in->readSint32LE();
		targetObject = in->readUint16LE();

		lastZone = NULL;
		cycleFrameSequence = in->readSint32LE();
		cycleDelay = in->readByte();
		cycleTimeCount = in->readByte();
		cycleFlags = in->readByte();
		frameNumber = in->readSint32LE();

		
		setTileDirectionsSize(in->readSint32LE(), true);
		for (int i = 0; i < tileDirectionsAlloced; i++) {
			tileDirections[i] = in->readByte();
		}

		setWalkStepsPointsSize(in->readSint32LE(), true);
		for (int i = 0; i < walkStepsAlloced; i++) {
			walkStepsPoints[i].x = in->readSint16LE();
			walkStepsPoints[i].y = in->readSint16LE();
		}

		walkStepsCount = in->readSint32LE();
		walkStepIndex = in->readSint32LE();
		finalTarget.loadState(in);
		partialTarget.loadState(in);
		walkFrameSequence = in->readSint32LE();
	}

	void setTileDirectionsSize(int size, bool forceRealloc) {
		if ((size <= tileDirectionsAlloced) && !forceRealloc) {
			return;
		}
		tileDirectionsAlloced = size;
		tileDirections = (byte*)realloc(tileDirections, tileDirectionsAlloced * sizeof(*tileDirections));
	}

	void cycleWrap(int cycleLimit) {
		if (actionCycle >= cycleLimit)
			actionCycle = 0;
	}

	void setWalkStepsPointsSize(int size, bool forceRealloc) {
		if ((size <= walkStepsAlloced) && !forceRealloc) {
			return;
		}
		walkStepsAlloced = size;
		walkStepsPoints = (Point*)realloc(walkStepsPoints, walkStepsAlloced * sizeof(*walkStepsPoints));		
	}

	void addWalkStepPoint(const Point &point) {
		setWalkStepsPointsSize(walkStepsCount + 1, false);
		walkStepsPoints[walkStepsCount++] = point;
	}

	ActorData() {
		memset(this, 0, sizeof(*this)); 
	}
	~ActorData() {
		free(frames);
		free(tileDirections);
		free(walkStepsPoints);
		spriteList.freeMem();
	}
};



struct SpeechData {
	int speechColor[ACTOR_SPEECH_ACTORS_MAX];
	int outlineColor[ACTOR_SPEECH_ACTORS_MAX];
	int speechFlags;
	const char *strings[ACTOR_SPEECH_STRING_MAX];
	Point speechCoords[ACTOR_SPEECH_ACTORS_MAX];
	int stringsCount;
	int slowModeCharIndex;
	uint16 actorIds[ACTOR_SPEECH_ACTORS_MAX];
	int actorsCount;
	int sampleResourceId;
	bool playing;
	int playingTime;

	SpeechData() { 
		memset(this, 0, sizeof(*this)); 
	}
};



class Actor {
	friend class IsoMap;
	friend class SagaEngine;
public:

	Actor(SagaEngine *vm);
	~Actor();

	void cmdActorWalkTo(int argc, const char **argv);

	bool validActorId(uint16 id) { return (id == ID_PROTAG) || ((id >= objectIndexToId(kGameObjectActor, 0)) && (id < objectIndexToId(kGameObjectActor, _actorsCount))); }
	int actorIdToIndex(uint16 id) { return (id == ID_PROTAG ) ? 0 : objectIdToIndex(id); }
	uint16 actorIndexToId(int index) { return (index == 0 ) ? ID_PROTAG : objectIndexToId(kGameObjectActor, index); }
	ActorData *getActor(uint16 actorId);
	
// clarification: Obj - means game object, such Hat, Spoon etc,  Object - means Actor,Obj,HitZone,StepZone

	bool validObjId(uint16 id) { return (id >= objectIndexToId(kGameObjectObject, 0)) && (id < objectIndexToId(kGameObjectObject, _objsCount)); }
	int objIdToIndex(uint16 id) { return objectIdToIndex(id); }
	uint16 objIndexToId(int index) { return objectIndexToId(kGameObjectObject, index); }
	ObjectData *getObj(uint16 objId);
	
	int getObjectScriptEntrypointNumber(uint16 id) {
		int objectType;
		objectType = objectTypeId(id);
		if (!(objectType & (kGameObjectObject | kGameObjectActor))) {
			error("Actor::getObjectScriptEntrypointNumber wrong id 0x%X", id);
		}
		return (objectType == kGameObjectObject) ? getObj(id)->scriptEntrypointNumber : getActor(id)->scriptEntrypointNumber;
	}
	int getObjectFlags(uint16 id) {
		int objectType;
		objectType = objectTypeId(id);
		if (!(objectType & (kGameObjectObject | kGameObjectActor))) {
			error("Actor::getObjectFlags wrong id 0x%X", id);
		}
		return (objectType == kGameObjectObject) ? getObj(id)->flags : getActor(id)->flags;
	}

	int direct(int msec);
	void drawActors();
	void updateActorsScene(int actorsEntrance);			// calls from scene loading to update Actors info

	void drawSpeech();

	void drawPathTest();

	uint16 hitTest(const Point &testPoint, bool skipProtagonist);
	void takeExit(uint16 actorId, const HitZone *hitZone);
	bool actorEndWalk(uint16 actorId, bool recurse);
	bool actorWalkTo(uint16 actorId, const Location &toLocation);		
	ActorFrameRange *getActorFrameRange(uint16 actorId, int frameType);
	void actorFaceTowardsPoint(uint16 actorId, const Location &toLocation);
	void actorFaceTowardsObject(uint16 actorId, uint16 objectId);

	void realLocation(Location &location, uint16 objectId, uint16 walkFlags);

//	speech 
	void actorSpeech(uint16 actorId, const char **strings, int stringsCount, uint16 sampleResourceId, int speechFlags);
	void nonActorSpeech(const char **strings, int stringsCount, int speechFlags);
	void simulSpeech(const char *string, uint16 *actorIds, int actorIdsCount, int speechFlags, int sampleResourceId);
	void setSpeechColor(int speechColor, int outlineColor) {
		_activeSpeech.speechColor[0] = speechColor;
		_activeSpeech.outlineColor[0] = outlineColor;
	}
	void abortAllSpeeches();
	void abortSpeech();
	bool isSpeaking() {
		return _activeSpeech.stringsCount > 0;
	}

	void saveState(Common::OutSaveFile *out);
	void loadState(Common::InSaveFile *in);

	void setProtagState(int state);
	int getProtagState() { return _protagState; }
	
private:
	bool loadActorResources(ActorData *actor);
	void stepZoneAction(ActorData *actor, const HitZone *hitZone, bool exit, bool stopped);

	void createDrawOrderList();
	void calcScreenPosition(CommonObjectData *commonObjectData);
	bool getSpriteParams(CommonObjectData *commonObjectData, int &frameNumber, SpriteList *&spriteList);

	bool followProtagonist(ActorData *actor);
	void findActorPath(ActorData *actor, const Point &fromPoint, const Point &toPoint);
	void handleSpeech(int msec);
	void handleActions(int msec, bool setup);
	bool validPathCellPoint(const Point &testPoint) {
		return !((testPoint.x < 0) || (testPoint.x >= _xCellCount) ||
			(testPoint.y < 0) || (testPoint.y >= _yCellCount));
	}
	void setPathCell(const Point &testPoint, int8 value) {		
		if (!validPathCellPoint(testPoint)) {
			error("Actor::setPathCell wrong point");
		}
		_pathCell[testPoint.x + testPoint.y * _xCellCount] = value;
	}
	int8 getPathCell(const Point &testPoint) {
		if (!validPathCellPoint(testPoint)) {
			error("Actor::getPathCell wrong point");
		}
		return _pathCell[testPoint.x + testPoint.y * _xCellCount];
	}
	bool scanPathLine(const Point &point1, const Point &point2);
	int fillPathArray(const Point &fromPoint, const Point &toPoint, Point &bestPoint);
	void setActorPath(ActorData *actor, const Point &fromPoint, const Point &toPoint);
	void pathToNode();
	void condenseNodeList();
	void removeNodes();
	void nodeToPath();
	void removePathPoints();
	bool validFollowerLocation(const Location &location);
	
	
protected:
//constants
	int _actorsCount;
	ActorData **_actors;

	int _objsCount;
	ObjectData **_objs;

	SagaEngine *_vm;
	RSCFILE_CONTEXT *_actorContext;

	StringsTable _actorsStrings;
	int _lastTickMsec;
	CommonObjectOrderList _drawOrderList;

//variables
public:
	ActorData *_centerActor;
	ActorData *_protagonist;
	int _handleActionDiv;
protected:
	SpeechData _activeSpeech;
	int _protagState;

private:
//path stuff
	struct PathNode {
		Point point;
		int link;
	};

	Rect _barrierList[ACTOR_BARRIERS_MAX];
	int _barrierCount;
	int8 *_pathCell;

	int _xCellCount;
	int _yCellCount;
	Rect _pathRect;

	PathDirectionData *_pathDirectionList;
	int _pathDirectionListCount;
	int _pathDirectionListAlloced;
	PathDirectionData * addPathDirectionListData() {
		if (_pathDirectionListCount + 1 >= _pathDirectionListAlloced) {
			_pathDirectionListAlloced += 100;
			_pathDirectionList = (PathDirectionData*) realloc(_pathDirectionList, _pathDirectionListAlloced * sizeof(*_pathDirectionList));
		}
		return &_pathDirectionList[_pathDirectionListCount++];
	}

	Point *_pathList;
	int _pathListIndex;
	int _pathListAlloced;
	void addPathListPoint(const Point &point) {
		++_pathListIndex;
		if (_pathListIndex >= _pathListAlloced) {
			_pathListAlloced += 100;
			_pathList = (Point*) realloc(_pathList, _pathListAlloced * sizeof(*_pathList));
			
		}
		_pathList[_pathListIndex] = point;
	}

	int _pathNodeListIndex;
	int _pathNodeListAlloced;
	PathNode *_pathNodeList;
	void addPathNodeListPoint(const Point &point) {
		++_pathNodeListIndex;
		if (_pathNodeListIndex >= _pathNodeListAlloced) {
			_pathNodeListAlloced += 100;
			_pathNodeList = (PathNode*) realloc(_pathNodeList, _pathNodeListAlloced * sizeof(*_pathNodeList));

		}
		_pathNodeList[_pathNodeListIndex].point = point;
	}

	int _newPathNodeListIndex;
	int _newPathNodeListAlloced;
	PathNode *_newPathNodeList;
	void incrementNewPathNodeListIndex() {
		++_newPathNodeListIndex;
		if (_newPathNodeListIndex >= _newPathNodeListAlloced) {
			_newPathNodeListAlloced += 100;
			_newPathNodeList = (PathNode*) realloc(_newPathNodeList, _newPathNodeListAlloced * sizeof(*_newPathNodeList));

		}
	}
	void addNewPathNodeListPoint(const PathNode &pathNode) {
		incrementNewPathNodeListIndex();
		_newPathNodeList[_newPathNodeListIndex] = pathNode;
	}

public:
#ifdef ACTOR_DEBUG
//path debug - use with care
	struct DebugPoint {
		Point point;
		byte color;
	};
	DebugPoint *_debugPoints;
	int _debugPointsCount;
	int _debugPointsAlloced;
	void addDebugPoint(const Point &point, byte color) {
		if (_debugPointsCount + 1 > _debugPointsAlloced) {
			_debugPointsAlloced += 1000;
			_debugPoints = (DebugPoint*) realloc(_debugPoints, _debugPointsAlloced * sizeof(*_debugPoints));
		}
		_debugPoints[_debugPointsCount].color = color;
		_debugPoints[_debugPointsCount++].point = point;
	}
#endif
};

inline int16 quickDistance(const Point &point1, const Point &point2) {
	Point delta;
	delta.x = ABS(point1.x - point2.x);
	delta.y = ABS(point1.y - point2.y);
	return ((delta.x < delta.y) ? (delta.y + delta.x / 2) : (delta.x + delta.y / 2));
}
} // End of namespace Saga

#endif