aboutsummaryrefslogtreecommitdiff
path: root/sword1/router.cpp
blob: 7ae4296140d5a5f1ab0966b898ae245b08b770db (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
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
/* ScummVM - Scumm Interpreter
 * Copyright (C) Revolution Software Ltd.
 *
 * 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.
 *
 * $Header$
 *
 */

#include "stdafx.h"
#include "router.h"
#include "util.h"
#include "objectman.h"
#include "resman.h"
#include "sworddefs.h"

#define SLOW_IN 3
#define SLOW_OUT 7

SwordRouter::SwordRouter(ObjectMan *pObjMan, ResMan *pResMan) {
	_objMan = pObjMan;
	_resMan = pResMan;
	_numExtraBars = _numExtraNodes = 0;
	_nNodes = _nBars = 0;
	_playerTargetX = _playerTargetY = _playerTargetDir = _playerTargetStance = 0;
}

int SwordRouter::routeFinder(int32 id, BsObject *mega, int32 x, int32 y, int32 targetDir) {
	loadWalkResources(id, mega, x, y, targetDir); // init vars for subs
	// init offset pointers
	FrameInfos frameInfo;

	frameInfo.framesPerStep = _nWalkFrames / 2;
	frameInfo.framesPerChar = _nWalkFrames * NO_DIRECTIONS;
	frameInfo.standFrames = frameInfo.framesPerChar;
	frameInfo.turnFramesLeft = frameInfo.framesPerChar;
	frameInfo.turnFramesRight = frameInfo.framesPerChar;
	frameInfo.walkFramesLeft = 0;
	frameInfo.walkFramesRight = 0;
	frameInfo.slowInFrames = 0;
	frameInfo.slowOutFrames = 0;
	frameInfo.startX = mega->o_xcoord;
	frameInfo.startY = mega->o_ycoord;
	frameInfo.targetX = x;
	frameInfo.targetY = y;
	frameInfo.targetDir = targetDir;
	frameInfo.scaleA = mega->o_scale_a;
	frameInfo.scaleB = mega->o_scale_b;

	if (id == GEORGE) {
		frameInfo.turnFramesLeft = 3 * frameInfo.framesPerChar + NO_DIRECTIONS + 2 * SLOW_IN + 4 * SLOW_OUT;
		frameInfo.turnFramesRight = 3 * frameInfo.framesPerChar + NO_DIRECTIONS + 2 * SLOW_IN + 4 * SLOW_OUT + NO_DIRECTIONS;
		frameInfo.walkFramesLeft = frameInfo.framesPerChar + NO_DIRECTIONS;
		frameInfo.walkFramesRight = 2 * frameInfo.framesPerChar + NO_DIRECTIONS;
		frameInfo.slowInFrames = 3 * frameInfo.framesPerChar + NO_DIRECTIONS;
		frameInfo.slowOutFrames = 3 * frameInfo.framesPerChar + NO_DIRECTIONS + 2 * SLOW_IN;
	} else if (id == NICO) {
		frameInfo.turnFramesLeft = frameInfo.framesPerChar + NO_DIRECTIONS;
		frameInfo.turnFramesRight = frameInfo.framesPerChar + 2 * NO_DIRECTIONS;
		frameInfo.walkFramesLeft = 0;	
		frameInfo.walkFramesRight = 0;
		frameInfo.slowInFrames = 0;
		frameInfo.slowOutFrames = 0;
	}
	int32 routeFlag = getRoute();
	int32 routeLength = 0;
	if (routeFlag == 1) {
		// extract the route as nodes and the directions to go between each node
		// route.X,route.Y and route.Dir now hold all the route infomation with
		// the target dir or route continuation
		routeLength = extractRoute(targetDir);
	}
	int32 solidFlag = 0;
	if (routeFlag == 2)  //special case for zero length route
	{
		if (targetDir >7)// if target direction specified as any
			targetDir = mega->o_dir;
		// just a turn on the spot is required set an end module for the route let the animator deal with it
		// modularPath is normally set by ExtractRoute
		_modularPath[0].dir = mega->o_dir;
 		_modularPath[0].num = 0;
		_modularPath[0].x = mega->o_xcoord;
		_modularPath[0].y = mega->o_ycoord;
		_modularPath[1].dir = targetDir;
 		_modularPath[1].num = 0;
 		_modularPath[1].x = mega->o_xcoord;
 		_modularPath[1].y = mega->o_ycoord;
 		_modularPath[2].dir = 9;
 		_modularPath[2].num = ROUTE_END_FLAG;

 		slidyWalkAnimator(mega->o_route, &frameInfo, id);
 		routeFlag = 2;
	} else if (routeFlag == 1) { // a normal route
		smoothestPath(mega->o_xcoord, mega->o_ycoord, mega->o_dir, routeLength);//Converts the route to an exact path
		// The Route had waypoints and direction options
		// The Path is an exact set of lines in 8 directions that reach the target.
		// The path is in module format, but steps taken in each direction are not accurate   
		// if target dir = 8 then the walk isn't linked to an anim so 
		// we can create a route without sliding and miss the exact target
		if (targetDir == NO_DIRECTIONS) {
			solidPath(mega->o_scale_a, mega->o_scale_b);
			solidFlag = solidWalkAnimator(mega->o_route, &frameInfo, id);
		}

		if (!solidFlag)	{
			slidyPath(mega->o_scale_a, mega->o_scale_b, targetDir);
			slidyWalkAnimator(mega->o_route, &frameInfo, id);
		}
	}
	return routeFlag;
}

void SwordRouter::slidyPath(int32 scaleA, int32 scaleB, uint16 targetDir) {
 /****************************************************************************
 *  SlidyPath creates a path based on part steps with no sliding to get
 *	as near as possible to the target without any sliding this routine is
 *	currently unused, but is intended for use when just clicking about.
 *
 *	produce a module list from the line data
 *
 ****************************************************************************/
	int32 smooth;
	int32 slidy;
	int32 scale;
	int32 stepX;
	int32 stepY;
	int32 deltaX;
	int32 deltaY;

	// strip out the short sections
	slidy = 1;
	smooth = 1;
	_modularPath[0].x = _smoothPath[0].x;
	_modularPath[0].y = _smoothPath[0].y;
	_modularPath[0].dir = _smoothPath[0].dir;
	_modularPath[0].num = 0;

	while (_smoothPath[smooth].num < ROUTE_END_FLAG)
	{
		scale = scaleA * _smoothPath[smooth].y + scaleB;
		deltaX = _smoothPath[smooth].x - _modularPath[slidy-1].x;
		deltaY = _smoothPath[smooth].y - _modularPath[slidy-1].y;
		stepX = _modX[_smoothPath[smooth].dir];
		stepY = _modY[_smoothPath[smooth].dir];
		stepX = stepX * scale;
		stepY = stepY * scale;
		stepX = stepX >> 19;// quarter a step minimum
		stepY = stepY >> 19;
		if ((abs(deltaX)>=abs(stepX)) &&	(abs(deltaY)>=abs(stepY)))
		{
	 		_modularPath[slidy].x = _smoothPath[smooth].x;
			_modularPath[slidy].y = _smoothPath[smooth].y;
			_modularPath[slidy].dir = _smoothPath[smooth].dir;
			_modularPath[slidy].num = 1;
			slidy += 1;
		}
		smooth += 1;
	}
	// in	case the last bit had no steps
	if (slidy > 1)
	{
		_modularPath[slidy-1].x = _smoothPath[smooth-1].x;
		_modularPath[slidy-1].y = _smoothPath[smooth-1].y;
	}
	// set up the end of the walk
	_modularPath[slidy].x = _smoothPath[smooth-1].x;
	_modularPath[slidy].y = _smoothPath[smooth-1].y;
	_modularPath[slidy].dir = targetDir;
	_modularPath[slidy].num = 0;
	slidy += 1;
	_modularPath[slidy].x = _smoothPath[smooth-1].x;
	_modularPath[slidy].y = _smoothPath[smooth-1].y;
	_modularPath[slidy].dir = 9;
	_modularPath[slidy].num = ROUTE_END_FLAG;
}

int32 SwordRouter::solidPath(int32 scaleA, int32 scaleB) {
/****************************************************************************
 *  SolidPath creates a path based on whole steps with no sliding to get
 *	as near as possible to the target without any sliding this routine is
 *	currently unused, but is intended for use when just clicking about.
 *
 *	produce a module list from the line data
 *
 ****************************************************************************/
	int32 smooth;
	int32 solid;
	int32 scale;
	int32 stepX;
	int32 stepY;
	int32 deltaX;
	int32 deltaY;

	solid = 1;
	smooth = 1;
	_modularPath[0].x = _smoothPath[0].x;
	_modularPath[0].y = _smoothPath[0].y;
	_modularPath[0].dir = _smoothPath[0].dir;
	_modularPath[0].num = 0;

	do {
		scale = scaleA * _smoothPath[smooth].y + scaleB;
		deltaX = _smoothPath[smooth].x - _modularPath[solid-1].x;
		deltaY = _smoothPath[smooth].y - _modularPath[solid-1].y;
		stepX = _modX[_smoothPath[smooth].dir];
		stepY = _modY[_smoothPath[smooth].dir];
		stepX = stepX * scale;
		stepY = stepY * scale;
		stepX = stepX >> 16;
		stepY = stepY >> 16;
		if ((abs(deltaX)>=abs(stepX)) && (abs(deltaY)>=abs(stepY))) {
			_modularPath[solid].x = _smoothPath[smooth].x;
			_modularPath[solid].y = _smoothPath[smooth].y;
			_modularPath[solid].dir = _smoothPath[smooth].dir;
			_modularPath[solid].num = 1;
			solid += 1;
		}
		smooth += 1;
	} while (_smoothPath[smooth].num < ROUTE_END_FLAG);
	// in	case the last bit had no steps
	if (solid == 1) { //there were no paths so put in a dummy end
		solid = 2;
		_modularPath[1].dir = _smoothPath[0].dir;
		_modularPath[1].num = 0;
	}	
	_modularPath[solid-1].x = _smoothPath[smooth-1].x;
	_modularPath[solid-1].y = _smoothPath[smooth-1].y;
	// set up the end of the walk
	_modularPath[solid].x = _smoothPath[smooth-1].x;
	_modularPath[solid].y = _smoothPath[smooth-1].y;
	_modularPath[solid].dir = 9;
	_modularPath[solid].num = ROUTE_END_FLAG;
	return 1;
}

int32 SwordRouter::solidWalkAnimator(WalkData *walkAnim, FrameInfos *frInfo, int32 megaId) {
	int32 p;
	int32 i;
	int32 left;
	int32 lastDir;
	int32 currentDir;
	int32 turnDir;
	int32 scale;
	int32 step;
	int32 module;
	int32 moduleX;
	int32 moduleY;
	int32 module16X;
	int32 module16Y;
	int32 errorX;
	int32 errorY;
	int32 moduleEnd;
	int32 slowStart;
	int32 stepCount;
	int32 lastCount;
	int32 frame;
// start at the begining for a change
	lastDir = _modularPath[0].dir;
	p = 1;
	currentDir = _modularPath[1].dir;
	module = frInfo->framesPerChar + lastDir;
	moduleX = frInfo->startX;
	moduleY = frInfo->startY;
	module16X = moduleX << 16;
	module16Y = moduleY << 16;
	slowStart = 0;
	stepCount = 0;

	//****************************************************************************
	// SOLID
	// START THE WALK WITH THE FIRST STANDFRAME THIS MAY CAUSE A DELAY
	// BUT IT STOPS THE PLAYER MOVING FOR COLLISIONS ARE DETECTED
	//****************************************************************************
	walkAnim[stepCount].frame = module;
	walkAnim[stepCount].step = 0;
	walkAnim[stepCount].dir = lastDir;
	walkAnim[stepCount].x = moduleX;
	walkAnim[stepCount].y = moduleY;
	stepCount += 1;

	//****************************************************************************
	// SOLID
	// TURN TO START THE WALK
	//****************************************************************************
	// rotate if we need to
	if (lastDir != currentDir)
	{
		// get the direction to turn
		turnDir = currentDir - lastDir;
		if ( turnDir < 0)
			turnDir += NO_DIRECTIONS;

		if (turnDir > 4)
			turnDir = -1;
		else if (turnDir > 0)
			turnDir = 1;

		// rotate to new walk direction
		// for george and nico put in a head turn at the start
		if ((megaId == GEORGE) || (megaId == NICO))
		{
			if ( turnDir < 0)	// new frames for turn frames	29oct95jps
			{
				module = frInfo->turnFramesLeft + lastDir;
			}
			else
			{
				module = frInfo->turnFramesRight + lastDir;
			}
			walkAnim[stepCount].frame = module;
			walkAnim[stepCount].step = 0;
			walkAnim[stepCount].dir = lastDir;
			walkAnim[stepCount].x = moduleX;
			walkAnim[stepCount].y = moduleY;
			stepCount += 1;
		}

		// rotate till were facing new dir then go back 45 degrees
		while (lastDir != currentDir)
		{
			lastDir += turnDir;
			if ( turnDir < 0)	// new frames for turn frames	29oct95jps
			{
				if ( lastDir < 0)
					lastDir += NO_DIRECTIONS;
					module = frInfo->turnFramesLeft + lastDir;
			}
			else
			{
				if ( lastDir > 7)
					lastDir -= NO_DIRECTIONS;
					module = frInfo->turnFramesRight + lastDir;
			}
			walkAnim[stepCount].frame = module;
			walkAnim[stepCount].step = 0;
			walkAnim[stepCount].dir = lastDir;
			walkAnim[stepCount].x = moduleX;
			walkAnim[stepCount].y = moduleY;
			stepCount += 1;
		}
		// the back 45 degrees bit
		stepCount -= 1;// step back one because new head turn for george takes us past the new dir
	}

	//****************************************************************************
	// SOLID
	// THE SLOW IN
	//****************************************************************************

	// do start frames if its george and left or right
	if (megaId == GEORGE)
	{
		if (_modularPath[1].num > 0)
		{
			if (currentDir == 2) // only for george
			{
				slowStart = 1;
				walkAnim[stepCount].frame = 296;
				walkAnim[stepCount].step = 0;
				walkAnim[stepCount].dir = currentDir;
				walkAnim[stepCount].x = moduleX;
				walkAnim[stepCount].y = moduleY;
				stepCount += 1;
				walkAnim[stepCount].frame = 297;
				walkAnim[stepCount].step = 0;
				walkAnim[stepCount].dir = currentDir;
				walkAnim[stepCount].x = moduleX;
				walkAnim[stepCount].y = moduleY;
				stepCount += 1;
				walkAnim[stepCount].frame = 298;
				walkAnim[stepCount].step = 0;
				walkAnim[stepCount].dir = currentDir;
				walkAnim[stepCount].x = moduleX;
				walkAnim[stepCount].y = moduleY;
				stepCount += 1;
			}
			else if (currentDir == 6) // only for george
			{
				slowStart = 1;
				walkAnim[stepCount].frame = 299;
				walkAnim[stepCount].step = 0;
				walkAnim[stepCount].dir = currentDir;
				walkAnim[stepCount].x = moduleX;
				walkAnim[stepCount].y = moduleY;
				stepCount += 1;
				walkAnim[stepCount].frame = 300;
				walkAnim[stepCount].step = 0;
				walkAnim[stepCount].dir = currentDir;
				walkAnim[stepCount].x = moduleX;
				walkAnim[stepCount].y = moduleY;
				stepCount += 1;
				walkAnim[stepCount].frame = 301;
				walkAnim[stepCount].step = 0;
				walkAnim[stepCount].dir = currentDir;
				walkAnim[stepCount].x = moduleX;
				walkAnim[stepCount].y = moduleY;
				stepCount += 1;
			}
		}
	}
	//****************************************************************************
	// SOLID
	// THE WALK
	//****************************************************************************

	if (currentDir > 4)
		left = frInfo->framesPerStep;
	else
		left = 0;

	lastCount = stepCount;
	lastDir = 99;// this ensures that we don't put in turn frames for the start		
	currentDir = 99;// this ensures that we don't put in turn frames for the start		

	do
	{
		while(_modularPath[p].num > 0)
		{
			currentDir = _modularPath[p].dir;
			if (currentDir< NO_DIRECTIONS)
			{

				module = currentDir * frInfo->framesPerStep * 2 + left;
				if (left == 0)
					left = frInfo->framesPerStep;
				else
					left = 0;
				moduleEnd = module + frInfo->framesPerStep;
				step = 0;
				scale = (frInfo->scaleA * moduleY + frInfo->scaleB);
				do
				{
					module16X += _dx[module]*scale;
					module16Y += _dy[module]*scale;
					moduleX = module16X >> 16;
					moduleY = module16Y >> 16;
					walkAnim[stepCount].frame = module;
					walkAnim[stepCount].step = step;
					walkAnim[stepCount].dir = currentDir;
					walkAnim[stepCount].x = moduleX;
					walkAnim[stepCount].y = moduleY;
					stepCount += 1;
					module += 1;
					step += 1;
				}
				while( module < moduleEnd) ;
				errorX = _modularPath[p].x -	moduleX;
				errorX = errorX * _modX[_modularPath[p].dir];
				errorY = _modularPath[p].y -	moduleY;
				errorY = errorY * _modY[_modularPath[p].dir];
				if ((errorX < 0) || (errorY < 0))
				{
					_modularPath[p].num = 0;
					stepCount -= frInfo->framesPerStep;
					if (left == 0)
						left = frInfo->framesPerStep;
					else
						left = 0;
					// Okay this is the end of a section
					moduleX = walkAnim[stepCount-1].x;
					moduleY =	walkAnim[stepCount-1].y;
					module16X = moduleX << 16;
					module16Y = moduleY << 16;
					_modularPath[p].x =moduleX;
					_modularPath[p].y =moduleY;
					// Now is the time to put in the turn frames for the last turn
					if ((stepCount - lastCount) < frInfo->framesPerStep)// no step taken
					{
						currentDir = 99;// this ensures that we don't put in turn frames for this walk or the next		
						if (slowStart == 1)// clean up if a slow in but no walk
						{
							stepCount -= 3;
							lastCount -= 3;
							slowStart = 0;
						}
					}
					// check each turn condition in turn
					if (((lastDir != 99) && (currentDir != 99)) && (megaId == GEORGE)) // only for george
					{	
					  lastDir = currentDir - lastDir;//1 and -7 going right -1 and 7 going left
						if (((lastDir == -1) || (lastDir == 7)) || ((lastDir == -2) || (lastDir == 6)))
						{
							// turn at the end of the last walk
							frame = lastCount - frInfo->framesPerStep;
							do
							{
								walkAnim[frame].frame += 104;//turning left 
								frame += 1;
							}
							while(frame < lastCount );
						}
						if (((lastDir == 1) || (lastDir == -7)) || ((lastDir == 2) || (lastDir == -6)))
						{	
							// turn at the end of the current walk
							frame = lastCount - frInfo->framesPerStep;
							do
							{
								walkAnim[frame].frame += 200; //was 60 now 116
								frame += 1;
							}
							while(frame < lastCount );
						}
					}
					// all turns checked
					lastCount = stepCount;
				}
			}
		}
		p = p + 1;
		lastDir = currentDir;
		slowStart = 0; //can only be valid first time round 
	}
	while (_modularPath[p].dir < NO_DIRECTIONS);

	//****************************************************************************
	// SOLID
	// THE SLOW OUT
	//****************************************************************************

	if ((currentDir == 2) && (megaId == GEORGE)) // only for george
	{
		// place stop frames here
		// slowdown at the end of the last walk
		frame = lastCount - frInfo->framesPerStep;
		if (walkAnim[frame].frame == 24) 
		{
			do
			{
				walkAnim[frame].frame += 278;//stopping right 
				frame += 1;
			}
			while(frame < lastCount );
			walkAnim[stepCount].frame = 308;
			walkAnim[stepCount].step = 7;
			walkAnim[stepCount].dir = currentDir;
			walkAnim[stepCount].x = moduleX;
			walkAnim[stepCount].y = moduleY;
			stepCount += 1;
		}
		else if (walkAnim[frame].frame == 30) 
		{
			do
			{
				walkAnim[frame].frame += 279;//stopping right
				frame += 1;
			}
			while(frame < lastCount );
			walkAnim[stepCount].frame = 315;
			walkAnim[stepCount].step = 7;
			walkAnim[stepCount].dir = currentDir;
			walkAnim[stepCount].x = moduleX;
			walkAnim[stepCount].y = moduleY;
			stepCount += 1;
		}
	}
	else if ((currentDir == 6) && (megaId == GEORGE)) // only for george
	{
		// place stop frames here
		// slowdown at the end of the last walk
		frame = lastCount - frInfo->framesPerStep;
		if (walkAnim[frame].frame == 72) 
		{
			do
			{
				walkAnim[frame].frame += 244;//stopping left 
				frame += 1;
			}
			while(frame < lastCount );
			walkAnim[stepCount].frame = 322;
			walkAnim[stepCount].step = 7;
			walkAnim[stepCount].dir = currentDir;
			walkAnim[stepCount].x = moduleX;
			walkAnim[stepCount].y = moduleY;
			stepCount += 1;
		}
		else if (walkAnim[frame].frame == 78) 
		{
			do
			{
				walkAnim[frame].frame += 245;//stopping left 
				frame += 1;
			}
			while(frame < lastCount );
			walkAnim[stepCount].frame = 329;
			walkAnim[stepCount].step = 7;
			walkAnim[stepCount].dir = currentDir;
			walkAnim[stepCount].x = moduleX;
			walkAnim[stepCount].y = moduleY;
			stepCount += 1;
		}
	}
	module = frInfo->framesPerChar + _modularPath[p-1].dir;
	walkAnim[stepCount].frame = module;
	walkAnim[stepCount].step = 0;
	walkAnim[stepCount].dir = _modularPath[p-1].dir;
	walkAnim[stepCount].x = moduleX;
	walkAnim[stepCount].y = moduleY;
	stepCount += 1;

	walkAnim[stepCount].frame = 512;
	stepCount += 1;
	walkAnim[stepCount].frame = 512;
	stepCount += 1;
	walkAnim[stepCount].frame = 512;

	//****************************************************************************
	// SOLID
	// NO END TURNS
	//****************************************************************************

//	Tdebug("RouteFinder RouteSize is %d", stepCount);
//	now check the route
		i = 0;
		do
		{
			if (!check(_modularPath[i].x, _modularPath[i].y, _modularPath[i+1].x, _modularPath[i+1].y))
				p=0;
			i += 1;
		}
		while(i<p-1);
		if (p != 0) {
			frInfo->targetDir = _modularPath[p-1].dir;
			if (checkTarget(moduleX,moduleY) == 3)// new target on a line
				p = 0;
		}

	return p;
}

int32 SwordRouter::smoothestPath(uint16 startX, uint16 startY, uint16 startDir, int32 routeLength) {
/*
 *	This is the second big part of the route finder and the the only bit that tries to be clever
 *	(the other bits are clever).
 *  This part of the autorouter creates a list of modules from a set of lines running across the screen
 *	The task is complicated by two things;
 *	Firstly in chosing a route through the maze of nodes	the routine tries to minimise	the amount of each
 *	individual turn avoiding 90 degree and greater turns (where possible) and reduces the total nuber of
 *	turns (subject to two 45 degree turns being better than one 90 degree turn).
 *  Secondly when walking in a given direction the number of steps required to reach the end of that run
 *	is not calculated accurately. This is because I was unable to derive a function to relate number of
 *	steps taken between two points to the shrunken step size   
 *
 */
	int32	dirS;
	int32	dirD;
	int32	dS;
	int32	dD;
	int32	dSS;
	int32	dSD;
	int32	dDS;
	int32	dDD;
	int32	SS;
	int32	SD;
	int32	DS;
	int32	DD;
	int32	temp;
	int32	steps = 0;
	int32	option;
	int32	options;
	int32 lastDir;
	int32 nextDirS;
	int32 nextDirD;
	int32 tempturns[4];     
	int32 turns[4];     
	int32 turntable[NO_DIRECTIONS] = {0,1,3,5,7,5,3,1};

	// route.X route.Y and route.Dir start at far end
	_smoothPath[0].x = startX;
	_smoothPath[0].y = startY;
	_smoothPath[0].dir = startDir;
	_smoothPath[0].num = 0;
	lastDir = startDir;
	// for each section of the route
	for (int32 p = 0; p < routeLength; p++) {
		dirS = _route[p].dirS;
		dirD = _route[p].dirD;
		nextDirS = _route[p+1].dirS;
		nextDirD = _route[p+1].dirD;

		// Check directions into and out of a pair of nodes
		// going in
		dS = dirS - lastDir;
		if ( dS < 0)
			dS = dS + NO_DIRECTIONS;

		dD = dirD - lastDir;
		if ( dD < 0)
			dD = dD + NO_DIRECTIONS;

		// coming out
		dSS = dirS - nextDirS;
		if ( dSS < 0)
			dSS = dSS + NO_DIRECTIONS;

		dDD = dirD - nextDirD;
		if ( dDD < 0)
			dDD = dDD + NO_DIRECTIONS;

		dSD = dirS - nextDirD;
		if ( dSD < 0)
			dSD = dSD + NO_DIRECTIONS;

		dDS = dirD - nextDirS;
		if ( dDS < 0)
			dDS = dDS + NO_DIRECTIONS;

		// Determine the amount of turning involved in each possible path 
		dS = turntable[dS];
		dD = turntable[dD];
		dSS = turntable[dSS];
		dDD = turntable[dDD];
		dSD = turntable[dSD];
		dDS = turntable[dDS];
		// get the best path out ie assume next section uses best direction 
		if (dSD < dSS)
			dSS = dSD;
		if (dDS < dDD)
			dDD = dDS;
		// rate each option
		SS = dS + dSS + 3;		// Split routes look crap so weight against them
		SD = dS + dDD;
		DS = dD + dSS;
		DD = dD + dDD + 3;
		// set up turns as a sorted	array of the turn values
		tempturns[0] = SS;
		turns[0] = 0;
		tempturns[1] = SD;
		turns[1] = 1;
		tempturns[2] = DS;
		turns[2] = 2;
		tempturns[3] = DD;
		turns[3] = 3;
		for (int i = 0; i < 3; i++) {
			for (int j = 0; j < 3; j++) {
				if (tempturns[j] > tempturns[j + 1]) {
					temp = turns[j];
					turns[j] = turns[j+1];
					turns[j+1] = temp;
					temp = tempturns[j];
					tempturns[j] = tempturns[j+1];
					tempturns[j+1] = temp;
				}
			}
		}

		// best option matched in order of the priority we would like to see on the screen
		// but each option must be checked to see if it can be walked

		options = newCheck(1, _route[p].x, _route[p].y, _route[p + 1].x, _route[p + 1].y);

		if (options == 0)
			error("BestTurns failed");
		steps = 0;
		for (int i = 0; (i < 4) && (steps == 0); i++) {
			option = 1 << turns[i];
			if (option & options)
				steps = smoothCheck(turns[i],p,dirS,dirD);
		}

		if (steps == 0)
			error("BestTurns failed");
		// route.X route.Y route.dir and bestTurns start at far end
	}
	_smoothPath[steps].dir = 9;
	_smoothPath[steps].num = ROUTE_END_FLAG;
	return 1;
}

int32 SwordRouter::smoothCheck(int32 best, int32 p, int32 dirS, int32 dirD) {
	static int32 k;   
	int32 tempK;   
	int32 x;   
	int32 y;   
	int32 x2;   
	int32 y2;   
	int32 dx;   
	int32 dy;   
	int32 dsx;
	int32 dsy;
	int32 ddx;
	int32 ddy;
	int32 dirX;
	int32 dirY;
	int32 ss0;
	int32 ss1;
	int32 ss2;
	int32 sd0;
	int32 sd1;
	int32 sd2;

	if (p == 0)
		k = 1;
	tempK = 0;
	x = _route[p].x;
	y = _route[p].y;
	x2 = _route[p + 1].x;
	y2 = _route[p + 1].y;
	dx = x2 - x;
	dy = y2 - y;
	dirX = 1;
	dirY = 1;
	if (dx < 0) {
		dx = -dx;
		dirX = -1;
	}

	if (dy < 0) {
		dy = -dy;
		dirY = -1;
	}

// set up sd0-ss2 to reflect possible movement in each direction
	if ((dirS == 0)	|| (dirS == 4)) { // vert and diag
		ddx = dx;
		ddy = (dx*_diagonaly)/_diagonalx;
		dsy = dy - ddy;
		ddx = ddx * dirX;
		ddy = ddy * dirY;
		dsy = dsy * dirY;
		dsx = 0;

		sd0 = (ddx + _modX[dirD]/2) / _modX[dirD];
		ss0 = (dsy + _modY[dirS]/2) / _modY[dirS];
		sd1 = sd0/2;
		ss1 = ss0/2;
		sd2 = sd0 - sd1;
		ss2 = ss0 - ss1;
	} else {
		ddy = dy;
		ddx = (dy*_diagonalx)/_diagonaly;
		dsx = dx - ddx;
		ddy = ddy * dirY;
		ddx = ddx * dirX;
		dsx = dsx * dirX;
		dsy = 0;

		sd0 = (ddy + _modY[dirD]/2) / _modY[dirD];
		ss0 = (dsx + _modX[dirS]/2) / _modX[dirS];
		sd1 = sd0/2;
		ss1 = ss0/2;
		sd2 = sd0 - sd1;
		ss2 = ss0 - ss1;
	}

	if (best == 0) { //halfsquare, diagonal,	halfsquare
		_smoothPath[k].x = x+dsx/2;
		_smoothPath[k].y = y+dsy/2;
		_smoothPath[k].dir = dirS;
		_smoothPath[k].num = ss1;
		k = k + 1;
		_smoothPath[k].x = x+dsx/2+ddx;
		_smoothPath[k].y = y+dsy/2+ddy;
		_smoothPath[k].dir = dirD;
		_smoothPath[k].num = sd0;
		k = k + 1;
		_smoothPath[k].x = x+dsx+ddx;
		_smoothPath[k].y = y+dsy+ddy;
		_smoothPath[k].dir = dirS;
		_smoothPath[k].num = ss2;
		k = k + 1;
		tempK = k;
	} else if (best == 1) { //square, diagonal
		_smoothPath[k].x = x+dsx;
		_smoothPath[k].y = y+dsy;
		_smoothPath[k].dir = dirS;
		_smoothPath[k].num = ss0;
		k = k + 1;
		_smoothPath[k].x = x2;
		_smoothPath[k].y = y2;
		_smoothPath[k].dir = dirD;
		_smoothPath[k].num = sd0;
		k = k + 1;
		tempK = k;
	} else if (best == 2) { //diagonal square
		_smoothPath[k].x = x+ddx;
		_smoothPath[k].y = y+ddy;
		_smoothPath[k].dir = dirD;
		_smoothPath[k].num = sd0;
		k = k + 1;
		_smoothPath[k].x = x2;
		_smoothPath[k].y = y2;
		_smoothPath[k].dir = dirS;
		_smoothPath[k].num = ss0;
		k = k + 1;
		tempK = k;
	} else { //halfdiagonal, square, halfdiagonal
		_smoothPath[k].x = x+ddx/2;
		_smoothPath[k].y = y+ddy/2;
		_smoothPath[k].dir = dirD;
		_smoothPath[k].num = sd1;
		k = k + 1;
		_smoothPath[k].x = x+dsx+ddx/2;
		_smoothPath[k].y = y+dsy+ddy/2;
		_smoothPath[k].dir = dirS;
		_smoothPath[k].num = ss0;
		k = k + 1;
		_smoothPath[k].x = x2;
		_smoothPath[k].y = y2;
		_smoothPath[k].dir = dirD;
		_smoothPath[k].num = sd2;
		k = k + 1;
		tempK = k;
	}
	return tempK;
}

void SwordRouter::slidyWalkAnimator(WalkData *walkAnim, FrameInfos *frInfo, int32 megaId) {
/****************************************************************************
 *  Skidding every where HardWalk creates an animation that exactly fits the
 *	smoothPath and uses foot slipping to fit whole steps into the route
 *	Parameters: georgeg,mouseg
 *	Returns:		rout 
 *
 *	produce a module list from the line data
 *
 ****************************************************************************/
	static int32 left = 0;
	int32 p;
	int32	lastDir;
	int32	lastRealDir;
	int32	currentDir;
	int32	turnDir;
	int32 scale;
	int32 step;
	int32 module;
	int32 moduleEnd;
	int32 moduleX;
	int32 moduleY;
	int32 module16X = 0;
	int32 module16Y = 0;
	int32 stepX;
	int32 stepY;
	int32 errorX;
	int32 errorY;
	int32 lastErrorX;
	int32 lastErrorY;
	int32 lastCount;
	int32 stepCount;
	int32 frameCount;
	int32 frames;
	int32 frame;

	lastDir = _modularPath[0].dir;
	currentDir = _modularPath[1].dir;
	if (currentDir == NO_DIRECTIONS)
		currentDir = lastDir;
	moduleX = frInfo->startX;
	moduleY = frInfo->startY;
	module16X = moduleX << 16;
	module16Y = moduleY << 16;
	stepCount = 0;
	//****************************************************************************
	// SLIDY
	// START THE WALK WITH THE FIRST STANDFRAME THIS MAY CAUSE A DELAY
	// BUT IT STOPS THE PLAYER MOVING FOR COLLISIONS ARE DETECTED
	//****************************************************************************
	module =	frInfo->framesPerChar + lastDir;
	walkAnim[stepCount].frame = module;
	walkAnim[stepCount].step = 0;
	walkAnim[stepCount].dir = lastDir;
	walkAnim[stepCount].x = moduleX;
	walkAnim[stepCount].y = moduleY;
	stepCount += 1;

	//****************************************************************************
	// SLIDY
	// TURN TO START THE WALK
	//****************************************************************************
	// rotate if we need to
	if (lastDir != currentDir)
	{
		// get the direction to turn
		turnDir = currentDir - lastDir;
		if ( turnDir < 0)
			turnDir += NO_DIRECTIONS;

		if (turnDir > 4)
			turnDir = -1;
		else if (turnDir > 0)
			turnDir = 1;

		// rotate to new walk direction
		// for george and nico put in a head turn at the start
		if ((megaId == GEORGE) || (megaId == NICO))
		{
			if ( turnDir < 0)	// new frames for turn frames	29oct95jps
			{
				module =	frInfo->turnFramesLeft + lastDir;
			}
			else
			{
				module =	frInfo->turnFramesRight + lastDir;
			}
			walkAnim[stepCount].frame = module;
			walkAnim[stepCount].step = 0;
			walkAnim[stepCount].dir = lastDir;
			walkAnim[stepCount].x = moduleX;
			walkAnim[stepCount].y = moduleY;
			stepCount += 1;
		}

		// rotate till were facing new dir then go back 45 degrees
		while (lastDir != currentDir) {
			lastDir += turnDir;
			if ( turnDir < 0) { // new frames for turn frames
				if ( lastDir < 0)
					lastDir += NO_DIRECTIONS;
				module = frInfo->turnFramesLeft + lastDir;
			} else {
				if ( lastDir > 7)
					lastDir -= NO_DIRECTIONS;
				module = frInfo->turnFramesRight + lastDir;
			}
			walkAnim[stepCount].frame = module;
			walkAnim[stepCount].step = 0;
			walkAnim[stepCount].dir = lastDir;
			walkAnim[stepCount].x = moduleX;
			walkAnim[stepCount].y = moduleY;
			stepCount += 1;
		}
		// the back 45 degrees bit
		stepCount -= 1;// step back one because new head turn for george takes us past the new dir
	}
	// his head is in the right direction
	lastRealDir = currentDir;

	//****************************************************************************
	// SLIDY
	// THE WALK
	//****************************************************************************

	if (left == 0)
	 left = frInfo->framesPerStep;
	else
	 left = 0;

	lastCount = stepCount;
	lastDir = 99;// this ensures that we don't put in turn frames for the start
	currentDir = 99;// this ensures that we don't put in turn frames for the start
	p = 0;
	do
	{
		while (_modularPath[p].num == 0)
		{
			p = p + 1;
			if (currentDir != 99)
				lastRealDir = currentDir;
			lastDir = currentDir;
			lastCount = stepCount;
		}
		//calculate	average amount to lose in each step on the way to the next node
		currentDir = _modularPath[p].dir;
		if (currentDir < NO_DIRECTIONS)
		{
			module = currentDir * frInfo->framesPerStep * 2 + left;
			if (left == 0)
				left = frInfo->framesPerStep;
			else
				left = 0;
			moduleEnd = module + frInfo->framesPerStep;
			step = 0;
			scale = (frInfo->scaleA * moduleY + frInfo->scaleB);
			do {
				module16X += _dx[module]*scale;
				module16Y += _dy[module]*scale;
				moduleX = module16X >> 16;
				moduleY = module16Y >> 16;
				walkAnim[stepCount].frame = module;
				walkAnim[stepCount].step = step;
				walkAnim[stepCount].dir = currentDir;
				walkAnim[stepCount].x = moduleX;
				walkAnim[stepCount].y = moduleY;
				stepCount += 1;
				step += 1;
				module += 1;
			} while( module < moduleEnd);
			stepX = _modX[_modularPath[p].dir];
			stepY = _modY[_modularPath[p].dir];
			errorX = _modularPath[p].x - moduleX;
			errorX = errorX * stepX;
			errorY = _modularPath[p].y - moduleY;
			errorY = errorY * stepY;
			if ((errorX < 0) || (errorY < 0)) {
				_modularPath[p].num = 0;	// the end of the path
				// okay those last steps took us past our target but do we want to scoot or moonwalk
				frames = stepCount - lastCount;
				errorX = _modularPath[p].x - walkAnim[stepCount-1].x;
				errorY = _modularPath[p].y - walkAnim[stepCount-1].y;

				if (frames > frInfo->framesPerStep) {
					lastErrorX = _modularPath[p].x - walkAnim[stepCount-7].x;
					lastErrorY = _modularPath[p].y - walkAnim[stepCount-7].y;
					if (stepX==0) {
						if (3*abs(lastErrorY) < abs(errorY)) { //the last stop was closest
							stepCount -= frInfo->framesPerStep;
							if (left == 0)
						 		left = frInfo->framesPerStep;
							else
							 	left = 0;
						}
					} else {
						if (3*abs(lastErrorX) < abs(errorX)) { //the last stop was closest
							stepCount -= frInfo->framesPerStep;
							if (left == 0)
						 		left = frInfo->framesPerStep;
							else
							 	left = 0;
						}
					}
				}
				errorX = _modularPath[p].x - walkAnim[stepCount-1].x;
				errorY = _modularPath[p].y - walkAnim[stepCount-1].y;
				// okay we've reached the end but we still have an error
				if (errorX != 0) {
					frameCount = 0;
					frames = stepCount - lastCount;
					do {
						frameCount += 1;
						walkAnim[lastCount + frameCount - 1].x += errorX*frameCount/frames;
					} while(frameCount<frames);	
				}
				if (errorY != 0) {
					frameCount = 0;
					frames = stepCount - lastCount;
					do {
						frameCount += 1;
						walkAnim[lastCount + frameCount-1].y +=	errorY*frameCount/frames;
					} while(frameCount<frames);	
				}
				// Now is the time to put in the turn frames for the last turn
				if (frames < frInfo->framesPerStep)
					currentDir = 99;// this ensures that we don't put in turn frames for this walk or the next		
				if (currentDir != 99)
					lastRealDir = currentDir;
				// check each turn condition in turn
				if (((lastDir != 99) && (currentDir != 99)) && (megaId == GEORGE)) { // only for george
					lastDir = currentDir - lastDir;//1 and -7 going right -1 and 7 going left
					if (((lastDir == -1) || (lastDir == 7)) || ((lastDir == -2) || (lastDir == 6))) {
						// turn at the end of the last walk
						frame = lastCount - frInfo->framesPerStep;
						do {
							walkAnim[frame].frame += 104;//turning left 
							frame += 1;
						} while(frame < lastCount );
					}
					if (((lastDir == 1) || (lastDir == -7)) || ((lastDir == 2) || (lastDir == -6))) {
						// turn at the end of the current walk
						frame = lastCount - frInfo->framesPerStep;
						do {
							walkAnim[frame].frame += 200; //was 60 now 116
							frame += 1;
						} while(frame < lastCount );
					}
					lastDir = currentDir;
				}
				// all turns checked

				lastCount = stepCount;
				moduleX = walkAnim[stepCount-1].x;
				moduleY =	walkAnim[stepCount-1].y;
				module16X = moduleX << 16;
				module16Y = moduleY << 16;
			}
		}
	} while (_modularPath[p].dir < NO_DIRECTIONS);

	if (lastRealDir == 99)
		error("SlidyWalkAnimator direction error");

	if (frInfo->targetDir == NO_DIRECTIONS)	{ // stand in the last direction
		module = frInfo->standFrames + lastRealDir;
		frInfo->targetDir = lastRealDir;
		walkAnim[stepCount].frame = module;
		walkAnim[stepCount].step = 0;
		walkAnim[stepCount].dir = lastRealDir;
		walkAnim[stepCount].x = moduleX;
		walkAnim[stepCount].y = moduleY;
		stepCount += 1;
	}
	if (frInfo->targetDir == 9) {
		if (stepCount == 0) {
			module = frInfo->framesPerChar + lastRealDir;
			walkAnim[stepCount].frame = module;
			walkAnim[stepCount].step = 0;
			walkAnim[stepCount].dir = lastRealDir;
			walkAnim[stepCount].x = moduleX;
			walkAnim[stepCount].y = moduleY;
			stepCount += 1;
		}
	} else if (frInfo->targetDir != lastRealDir) { // rotate to targetDir
		// rotate to target direction
		turnDir = frInfo->targetDir - lastRealDir;
		if ( turnDir < 0)
				turnDir += NO_DIRECTIONS;

		if (turnDir > 4)
			turnDir = -1;
		else if (turnDir > 0)
			turnDir = 1;

		// rotate to target direction
		// for george and nico put in a head turn at the start
		if ((megaId == GEORGE) || (megaId == NICO)) {
			if ( turnDir < 0)	// new frames for turn frames	29oct95jps
				module = frInfo->turnFramesLeft + lastDir;
			else
				module = frInfo->turnFramesRight + lastDir;
			walkAnim[stepCount].frame = module;
			walkAnim[stepCount].step = 0;
			walkAnim[stepCount].dir = lastRealDir;
			walkAnim[stepCount].x = moduleX;
			walkAnim[stepCount].y = moduleY;
			stepCount += 1;
		}

		// rotate if we need to
		while (lastRealDir != frInfo->targetDir) {
			lastRealDir += turnDir;
			if ( turnDir < 0) { // new frames for turn frames	29oct95jps
				if ( lastRealDir < 0)
					lastRealDir += NO_DIRECTIONS;
				module = frInfo->turnFramesLeft + lastRealDir;
			} else {
				if ( lastRealDir > 7)
					lastRealDir -= NO_DIRECTIONS;
				module = frInfo->turnFramesRight + lastRealDir;
			}
			walkAnim[stepCount].frame = module;
			walkAnim[stepCount].step = 0;
			walkAnim[stepCount].dir = lastRealDir;
			walkAnim[stepCount].x = moduleX;
			walkAnim[stepCount].y = moduleY;
			stepCount += 1;
		}
		module = frInfo->standFrames + lastRealDir;
		walkAnim[stepCount-1].frame = module;
	} else { // just stand at the end
		module = frInfo->standFrames + lastRealDir;
		walkAnim[stepCount].frame = module;
		walkAnim[stepCount].step = 0;
		walkAnim[stepCount].dir = lastRealDir;
		walkAnim[stepCount].x = moduleX;
		walkAnim[stepCount].y = moduleY;
		stepCount += 1;
	}

	walkAnim[stepCount].frame = 512;
	stepCount += 1;
	walkAnim[stepCount].frame = 512;
	stepCount += 1;
	walkAnim[stepCount].frame = 512;
}

/****************************************************************************
 *    ExtractRoute	gets route from the node data after a full scan, route is
 *		written with just the basic way points and direction options for heading
 *		to the next point. 
 ****************************************************************************/
int32 SwordRouter::extractRoute(int32 targetDir) {
	int32	prev;
	int32	prevx;
	int32	prevy;
	int32	last;
	int32	point;
	int32	dirx;
	int32	diry;
	int32	dir;

	// extract the route from the node data
	prev = _nNodes;
	last = prev;
	point = O_ROUTE_SIZE - 1;
	_route[point].x = _node[last].x;
	_route[point].y = _node[last].y;
	while (prev > 0) {
		point = point -	1;
		prev = _node[last].prev;
		prevx = _node[prev].x;
		prevy = _node[prev].y;
		_route[point].x = prevx;
		_route[point].y = prevy;
		last = prev;
	}

	int32 routeLength = 0;
	do {
        _route[routeLength].x = _route[point].x;
		_route[routeLength].y = _route[point].y;
		point = point + 1;
		routeLength = routeLength + 1;
	} while (point < O_ROUTE_SIZE);

	for (int p = 0; p < routeLength; p++) {
		int32 dx = _route[p+1].x - _route[p].x;
		int32 dy = _route[p+1].y - _route[p].y;
		dirx = 1;
		diry = 1;
		if (dx < 0)
		{
			dx = -dx;
			dirx = -1;
		}
		if (dy < 0)
		{
			dy = -dy;
			diry = -1;
		}

		if ((_diagonaly * dx) > (_diagonalx * dy))	// dir  = 1,2 or 2,3 or 5,6 or 6,7
		{
			dir = 4 - 2 * dirx;	 // 2 or 6
			_route[p].dirS = dir;
			dir = dir + diry * dirx; // 1,3,5 or 7
			_route[p].dirD = dir;
		}
		else // dir  = 7,0 or 0,1 or 3,4 or 4,5
		{
			dir = 2 + 2 * diry;	// 0 or 4
			_route[p].dirS = dir;
			dir = 4 - 2 * dirx;	 // 2 or 6
			dir = dir + diry * dirx; // 1,3,5 or 7
			_route[p].dirD = dir;
		}
	}
	if (targetDir == 8)	// ANY direction
	{ 
		_route[routeLength].dirS = _route[routeLength-1].dirS;
		_route[routeLength].dirD = _route[routeLength-1].dirD;
	}
	else
	{ 
		_route[routeLength].dirS = targetDir;
		_route[routeLength].dirD = targetDir;
	}
	return routeLength;
}

int SwordRouter::getRoute() {
	int32 routeRes;
	if ((_node[0].x == _node[_nNodes].x) && (_node[0].y == _node[_nNodes].y))
		routeRes = 2; // start is the same as destination
	else
		routeRes = checkTarget(_node[_nNodes].x, _node[_nNodes].y);

	if (routeRes == 0) { // still looking for a route check if target is within a pixel of a line
		int32 level = 1;
		int changed;
		do
		{
			changed = scan(level);
			level++;
		} while(changed == 1);
		if (_node[_nNodes].dist < 9999) // did we reach the target?
			routeRes = 1;
	}
	return routeRes;
}

int SwordRouter::scan(int32 level) {
	int32 distance;
	int changed = 0;
	// For all the nodes that have new values and a distance less than enddist
	// ie dont check for new routes from a point we checked before or from a point
	// that is already further away than the best route so far. 
	for (int32 i = 0; i < _nNodes; i++) {
		if ((_node[i].dist < _node[_nNodes].dist) && (_node[i].level == level)) {
			int16 x1 = _node[i].x;
			int16 y1 = _node[i].y;

			for (int32 k = _nNodes; k > 0; k--) {
				if (_node[k].dist > _node[i].dist) {
					int16 x2 = _node[k].x;
					int16 y2 = _node[k].y;
					if (abs(x2 - x1) > (4.5 * abs(y2 - y1)))
						distance = (8 * abs(x2 - x1) + 18 * abs(y2 - y1)) / (54 * 8) + 1;
					else
						distance = (6 * abs(x2 - x1) + 36 * abs(y2 - y1)) / (36 * 14) + 1;

					if ((distance + _node[i].dist < _node[_nNodes].dist) && (distance + _node[i].dist < _node[k].dist)) {
						//if (int temp = newCheck(0, x1, y1, x2, y2)) {
						if (newCheck(0, x1, y1, x2, y2)) {
							_node[k].level = level + 1;
							_node[k].dist  = distance + _node[i].dist;
							_node[k].prev  = i;
							changed = 1;
						}
					}
				}
			}
		}
	}
	return changed;
}

/*******************************************************************************
 * NewCheck routine checks if the route between two points can be achieved
 * without crossing any of the bars in the Bars array. 
 *
 * NewCheck differs from check in that that 4 route options are considered
 * corresponding to actual walked routes.
 *
 * Note distance doesnt take account of shrinking ??? 
 *
 * Note Bars array must be properly calculated ie min max dx dy co
 *******************************************************************************/
int SwordRouter::newCheck(int32 status, int16 x1, int16 x2, int16 y1, int16 y2) {

	int32 ldx;
	int32 ldy;
	int32 dlx;
	int32 dly;
	int32 dirX;
	int32 dirY;
	int32 step1;
	int32 step2;
	int32 step3;
	int32 steps;
	int32 options;

	steps = 0;
	options = 0;
	ldx = x2 - x1;
	ldy = y2 - y1;
	dirX = 1;
	dirY = 1;

	if (ldx < 0) {
		ldx = -ldx;
		dirX = -1;
	}

	if (ldy < 0) {
		ldy = -ldy;
		dirY = -1;
	}

	// make the route options

	if (_diagonaly * ldx > _diagonalx * ldy) {
		// dir  = 1,2 or 2,3 or 5,6 or 6,7

		dly = ldy;
		dlx = (ldy * _diagonalx) / _diagonaly;
		ldx = ldx - dlx;
		dlx = dlx * dirX;
		dly = dly * dirY;
		ldx = ldx * dirX;
		ldy = 0;

	 	//options are
		//square, diagonal a code 1 route

		step1 = check(x1, y1, x1 + ldx, y1);
		if (step1 != 0) {
			step2 = check(x1 + ldx, y1, x2, y2);
			if (step2 != 0) {
				steps = step1 + step2;
				options = options + 2;
			}
		}

		//diagonal, square a code 2 route

		if (steps == 0 || status == 1) {
			step1 = check(x1, y1, x1 + dlx, y1 + dly);
			if (step1 != 0) {
				step2 = check(x1 + dlx, y2, x2, y2);
				if (step2 != 0) {
					steps = step1 + step2;
					options = options + 4;
				}
			}
		}

		//halfsquare, diagonal, halfsquare a code 0 route

		if (steps == 0 || status == 1) {
			step1 = check(x1, y1, x1 + ldx / 2, y1);
			if (step1 != 0) {
				step2 = check(x1 + ldx / 2, y1, x1 + ldx / 2 + dlx, y2);
				if (step2 != 0) {
					step3 = check(x1 + ldx / 2 + dlx, y2, x2, y2);
					if (step3 != 0)	{
						steps = step1 + step2 + step3;
						options++;
					}
				}
			}
		}

		//halfdiagonal, square, halfdiagonal a code 3 route

		if (steps == 0 || status == 1) {
			step1 = check(x1, y1, x1 + dlx / 2, y1 + dly / 2);
			if (step1 != 0) {
				step2 = check(x1 + dlx / 2, y1 + dly / 2, x1 + ldx + dlx / 2, y1 + dly / 2);
				if (step2 != 0) {
					step3 = check(x1 + ldx + dlx / 2, y1 + dly / 2, x2, y2);
					if (step3 != 0) {
						steps = step1 + step2 + step3;
						options = options + 8;
					}
				}
			}
		}
	} else {
		// dir  = 7,0 or 0,1 or 3,4 or 4,5

		dlx = ldx;
		dly = (ldx * _diagonaly) / _diagonalx;
		ldy = ldy - dly;
		dlx = dlx * dirX;
		dly = dly * dirY;
		ldy = ldy * dirY;
		ldx = 0;

	 	//options are
		//square, diagonal a code 1 route

		step1 = check(x1 ,y1, x1, y1 + ldy);
		if (step1 != 0)	{
			step2 = check(x1, y1 + ldy, x2, y2);
			if (step2 != 0) {
				steps = step1 + step2;
				options = options + 2;
			}
		}

		//diagonal, square a code 2 route

		if (steps == 0 || status == 1) {
			step1 = check(x1, y1, x2, y1 + dly);
			if (step1 != 0) {
				step2 = check(x2, y1 + dly, x2, y2);
				if (step2 != 0) {
					steps = step1 + step2;
					options = options + 4;
				}
			}
		}

		//halfsquare, diagonal, halfsquare a code 0 route

		if (steps == 0 || status == 1) {
			step1 = check(x1, y1, x1, y1 + ldy / 2);
			if (step1 != 0) {
				step2 = check(x1, y1 + ldy / 2, x2, y1 + ldy / 2 + dly);
				if (step2 != 0) {
					step3 = check(x2, y1 + ldy / 2 + dly, x2, y2);
					if (step3 != 0) {
						steps = step1 + step2 + step3;
						options++;
					}
				}
			}
		}

		//halfdiagonal, square, halfdiagonal a code 3 route

		if (steps == 0 || status == 1) {
			step1 = check(x1, y1, x1 + dlx / 2, y1 + dly / 2);
			if (step1 != 0) {
				step2 = check(x1 + dlx / 2, y1 + dly / 2, x1 + dlx / 2, y1 + ldy + dly / 2);
				if (step2 != 0) {
					step3 = check(x1 + dlx / 2, y1 + ldy + dly / 2, x2, y2);
					if (step3 != 0)	{
						steps = step1 + step2 + step3;
						options = options + 8;
					}
				}
			}
		}
	}

	if (status == 0)
		status = steps;
	else
		status = options;

	return status;
}

int SwordRouter::check(int16 x1, int16 y1, int16 x2, int16 y2) {
	//call the fastest line check for the given line 
	//returns 1 if line didn't cross any bars
	int   steps;

	if ((x1 == x2) && (y1 == y2))
		steps = 1;
	else if (x1 == x2)
		steps = vertCheck(x1, y1, y2);
	else if (y1 == y2)
		steps = horizCheck(x1, y1, x2);
	else
		steps = lineCheck(x1, y1, x2, y2);
	return steps;
}

int SwordRouter::horizCheck(int16 x1, int16 y, int16 x2) {
	int32 ldy;
	int32 i;
	int32 xc;
	int32 xmin;
	int32 xmax;
	int32 linesCrossed = 1;

	if (x1 > x2) {
		xmin = x2;
		xmax = x1;
	} else {
		xmin = x1;
		xmax = x2;
	}

	// line set to go one step in chosen direction
	// so ignore if it hits anything

	i = 0;

	do {
		// skip if not on module
		if (xmax >= _bars[i].xmin && xmin <= _bars[i].xmax) {
			// skip if not on module
			if (y >= _bars[i].ymin && y <= _bars[i].ymax) {
				// okay its a valid line calculate an intercept
				// wow but all this arithmetic we must have
				// loads of time

				if (_bars[i].dy == 0)
					linesCrossed = 0;
				else {
					ldy = y - _bars[i].y1;
					xc = _bars[i].x1 + (_bars[i].dx * ldy) / _bars[i].dy;
					// skip if not on module 
					if (xc >= xmin - 1 && xc <= xmax + 1)
						linesCrossed = 0;
				}
			}
		}
		i++;
	} while (i < _nBars && linesCrossed);

	return linesCrossed;
}

int SwordRouter::vertCheck(int16 x, int16 y1, int16 y2) {
	int32 ldx;
	int32 i;
	int32 yc;
	int32 ymin;
	int32 ymax;
	int32 linesCrossed = 1;

	if (y1 > y2) {
		ymin = y2;
		ymax = y1;
	} else {
		ymin = y1;
		ymax = y2;
	}

	// line set to go one step in chosen direction
	// so ignore if it hits anything

	i = 0;

	do {
		if (x >= _bars[i].xmin && x <= _bars[i].xmax) {
			// overlapping
			// skip if not on module 
			if (ymax >= _bars[i].ymin && ymin <= _bars[i].ymax) {
				// okay its a valid line calculate an intercept
				// wow but all this arithmetic we must have
				// loads of time

				// both lines vertical and overlap in x and y
				// so they cross

				if (_bars[i].dx == 0)
					linesCrossed = 0;
				else {
			 		ldx = x - _bars[i].x1;
					yc = _bars[i].y1 + (_bars[i].dy * ldx) / _bars[i].dx;
					// the intercept overlaps 
					if (yc >= ymin - 1 && yc <= ymax + 1)
						linesCrossed = 0;
				}
			}
		}
		i++;
	} while (i < _nBars && linesCrossed);

	return linesCrossed;
}

int SwordRouter::lineCheck(int16 x1, int16 y1, int16 x2, int16 y2) {
	int32 dirx;
	int32 diry;
	int32 co;
	int32 slope;
	int32 i;
	int32 xc;
	int32 yc;
	int32 xmin;
	int32 ymin;
	int32 xmax;
	int32 ymax;
	int32 linesCrossed = 1;

	if (x1 > x2) {
		xmin = x2;
		xmax = x1;
	} else {
		xmin = x1;
		xmax = x2;
	}

	if (y1 > y2) {
		ymin = y2;
		ymax = y1;
	} else {
		ymin = y1;
		ymax = y2;
	}

	// line set to go one step in chosen direction
	// so ignore if it hits anything

	dirx = x2 - x1;
	diry = y2 - y1;

	co = (y1 * dirx)- (x1 * diry);		// new line equation

	i = 0;

	do {
		// skip if not on module 
		if (xmax >= _bars[i].xmin && xmin <= _bars[i].xmax) {
			// skip if not on module 
			if (ymax >= _bars[i].ymin && ymin <= _bars[i].ymax) {
				// okay its a valid line calculate an intercept
				// wow but all this arithmetic we must have
				// loads of time

				// slope it he slope between the two lines
				slope = (_bars[i].dx * diry) - (_bars[i].dy *dirx);
				// assuming parallel lines don't cross
				if (slope != 0) {
					// calculate x intercept and check its
					// on both lines
					xc = ((_bars[i].co * dirx) - (co * _bars[i].dx)) / slope;

					// skip if not on module
					if (xc >= xmin - 1 && xc <= xmax + 1) {
						// skip if not on line 
						if (xc >= _bars[i].xmin - 1 && xc <= _bars[i].xmax + 1) {
							yc = ((_bars[i].co * diry) - (co * _bars[i].dy)) / slope;

							// skip if not on module
							if (yc >= ymin - 1 && yc <= ymax + 1) {
								// skip if not on line 
								if (yc >= _bars[i].ymin - 1 && yc <= _bars[i].ymax + 1) {
									linesCrossed = 0;
								}
							}
						}
					}
				}
			}
		}
		i++;
	} while (i < _nBars && linesCrossed);

	return linesCrossed;
}

int SwordRouter::checkTarget(int16 x, int16 y) {
	int32   dx, dy, xc, yc, xmin, xmax, ymin, ymax;
	int32   onLine = 0;

 	xmin = x - 1;    
 	xmax = x + 1;
 	ymin = y - 1;    
 	ymax = y + 1;

	for (int i = 0; (i < _nBars) && (onLine == 0); i++) {
		if ((xmax >= _bars[i].xmin) && (xmin <= _bars[i].xmax)) { //overlapping line 
			if ((ymax >= _bars[i].ymin) && ( ymin <= _bars[i].ymax)) { //overlapping line
				// okay this line overlaps the target, calculate an y intersept for x 
				
				if (_bars[i].dx == 0) // vertical line so we know it overlaps y
					yc = 0; 	
				else {
					dx = x - _bars[i].x1;
					yc = _bars[i].y1 + (_bars[i].dy * dx) / _bars[i].dx;
				}
				if ((yc >= ymin) && (yc <= ymax))  //overlapping point for y 
				    onLine = 3; // target on a line so drop out
				else {
					if (_bars[i].dy == 0) // vertical line so we know it overlaps y
						xc = 0;
					else {
						dy = y- _bars[i].y1;
						xc = _bars[i].x1 + (_bars[i].dx * dy) / _bars[i].dy;
					}
					if ((xc >= xmin) && (xc <= xmax)) //skip if not on module 
					    onLine = 3;// target on a line so drop out
				}
			}
		}
	}
	return onLine;
}

void SwordRouter::resetExtraData(void) {
	_numExtraBars = _numExtraNodes = 0;
}

void SwordRouter::setPlayerTarget(int32 x, int32 y, int32 dir, int32 stance) {
	_playerTargetX = x;
	_playerTargetY = y;
	_playerTargetDir = dir;
	_playerTargetStance = stance;
}

void SwordRouter::loadWalkResources(int32 megaId, BsObject *mega, int32 x, int32 y, int32 dir) {
	WalkGridHeader *floorHeader;

	int32 walkGridId = _objMan->fetchObject(mega->o_place)->o_resource;

	uint8 *fPolyGrid = (uint8*)_resMan->openFetchRes(walkGridId);
	floorHeader = (WalkGridHeader*)(fPolyGrid + sizeof(Header));
	fPolyGrid += sizeof(WalkGridHeader) + sizeof(Header);

	_nBars = FROM_LE_32(floorHeader->numBars);
	_nNodes = FROM_LE_32(floorHeader->numNodes) + 1;
	if ((_nBars >= O_GRID_SIZE) || (_nNodes >= O_GRID_SIZE))
		error("loadWalkResources: resource has %d bars and %d nodes", _nBars, _nNodes);

	for (int32 cnt = 0; cnt < _nBars; cnt++) {
		_bars[cnt].x1   = READ_LE_UINT16(fPolyGrid); fPolyGrid += 2;
		_bars[cnt].y1   = READ_LE_UINT16(fPolyGrid); fPolyGrid += 2;
		_bars[cnt].x2   = READ_LE_UINT16(fPolyGrid); fPolyGrid += 2;
		_bars[cnt].y2   = READ_LE_UINT16(fPolyGrid); fPolyGrid += 2;
		_bars[cnt].xmin = READ_LE_UINT16(fPolyGrid); fPolyGrid += 2;
		_bars[cnt].ymin = READ_LE_UINT16(fPolyGrid); fPolyGrid += 2;
		_bars[cnt].xmax = READ_LE_UINT16(fPolyGrid); fPolyGrid += 2;
		_bars[cnt].ymax = READ_LE_UINT16(fPolyGrid); fPolyGrid += 2;
		_bars[cnt].dx   = READ_LE_UINT16(fPolyGrid); fPolyGrid += 2;
		_bars[cnt].dy   = READ_LE_UINT16(fPolyGrid); fPolyGrid += 2;
		_bars[cnt].co   = READ_LE_UINT32(fPolyGrid); fPolyGrid += 4;
	}
	//_nBars = 0;

	// leave node 0 for start node
	for (int32 cnt = 1; cnt < _nNodes; cnt++) {
		_node[cnt].x = READ_LE_UINT16(fPolyGrid); fPolyGrid += 2;
		_node[cnt].y = READ_LE_UINT16(fPolyGrid); fPolyGrid += 2;
	}
	_resMan->resClose(walkGridId);

	// floor grid loaded.  Copy george's extra bars and nodes.
	if (megaId == GEORGE) {
		memcpy(_bars + _nBars, _extraBars, _numExtraBars * sizeof(BarData));
		_nBars += _numExtraBars;
		for (int32 cnt = 0; cnt < _numExtraNodes; cnt++) {
			_node[_nNodes + cnt].x = _extraNodes[cnt].x;
			_node[_nNodes + cnt].y = _extraNodes[cnt].y;
		}
		_nNodes += _numExtraNodes;
	}

	uint8 *walkData = (uint8*)_resMan->openFetchRes(mega->o_mega_resource);
	_nWalkFrames = walkData[0];
	_nTurnFrames = walkData[1];
	walkData += 2;

	for (int32 cnt = 0; cnt < NO_DIRECTIONS * (_nWalkFrames + 1 + _nTurnFrames); cnt++) {
		_dx[cnt] = READ_LE_UINT32(walkData);
		walkData += 4;
	}
	for (int32 cnt = 0; cnt < NO_DIRECTIONS * (_nWalkFrames + 1 + _nTurnFrames); cnt++) {
		_dy[cnt] = READ_LE_UINT32(walkData);
		walkData += 4;
	}
	for (int32 cnt = 0; cnt < NO_DIRECTIONS; cnt++) {
		_modX[cnt] = READ_LE_UINT32(walkData);
		walkData += 4;
	}
	for (int32 cnt = 0; cnt < NO_DIRECTIONS; cnt++) {
		_modY[cnt] = READ_LE_UINT32(walkData);
		walkData += 4;
	}
	_resMan->resClose(mega->o_mega_resource);
	_diagonalx = _modX[3];
	_diagonaly = _modY[3];
	if ((_diagonalx != 36) || (_diagonaly != 8))
		warning("DiagX = %d, DiagY = %d", _diagonalx, _diagonaly);
	// mega data ready
	// finish setting grid by putting mega node at begining
	// and target node at end	and reset current values

	_node[0].x = mega->o_xcoord; // the start
	_node[0].y = mega->o_ycoord; //
	_node[0].dist = 0;
	_node[0].prev = 0;
	_node[0].level = 1;

	for (int32 cnt = 1; cnt <= _nNodes; cnt++) {
		_node[cnt].dist = 9999;
		_node[cnt].prev = 0;
		_node[cnt].level = 0;
	}
	_node[_nNodes].x = x; // the destination
	_node[_nNodes].y = y; //
}

int SwordRouter::whatTarget(int32 startX, int32 startY, int32 destX, int32 destY) {
	int tar_dir;
//setting up
	int deltaX = destX-startX;
	int deltaY = destY-startY;
	int signX = (deltaX > 0);
	int signY = (deltaY > 0);
	int	slope;

	if ( (abs(deltaY) * _diagonalx ) < (abs(deltaX) * _diagonaly / 2))
		slope = 0;// its flat
	else if ( (abs(deltaY) * _diagonalx / 2) > (abs(deltaX) * _diagonaly ) )
		slope = 2;// its vertical
	else
		slope = 1;// its diagonal

	if (slope == 0) { //flat
		if (signX == 1)	// going right
			tar_dir = 2;
		else
			tar_dir = 6;
	} else if (slope == 2) { //vertical
		if (signY == 1)	// going down
			tar_dir = 4;
		else
			tar_dir = 0;
	} else if (signX == 1) { //right diagonal
		if (signY == 1)	// going down
			tar_dir = 3;
		else
			tar_dir = 1;
	} else { //left diagonal
		if (signY == 1)	// going down
			tar_dir = 5;
		else
			tar_dir = 7;
	}
	return tar_dir;
}