[Scummvm-cvs-logs] SF.net SVN: scummvm: [29455] scummvm/trunk/engines/saga

thebluegr at users.sourceforge.net thebluegr at users.sourceforge.net
Fri Nov 9 00:39:58 CET 2007


Revision: 29455
          http://scummvm.svn.sourceforge.net/scummvm/?rev=29455&view=rev
Author:   thebluegr
Date:     2007-11-08 15:39:58 -0800 (Thu, 08 Nov 2007)

Log Message:
-----------
Some tweaks to actorWalkTo() and actorEndWalk(). Also, moved all the actor pathfinding calculation code to a new file

Modified Paths:
--------------
    scummvm/trunk/engines/saga/actor_walk.cpp
    scummvm/trunk/engines/saga/module.mk

Added Paths:
-----------
    scummvm/trunk/engines/saga/actor_path.cpp

Added: scummvm/trunk/engines/saga/actor_path.cpp
===================================================================
--- scummvm/trunk/engines/saga/actor_path.cpp	                        (rev 0)
+++ scummvm/trunk/engines/saga/actor_path.cpp	2007-11-08 23:39:58 UTC (rev 29455)
@@ -0,0 +1,605 @@
+/* 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 "saga/saga.h"
+
+#include "saga/actor.h"
+#include "saga/scene.h"
+
+namespace Saga {
+
+static const PathDirectionData pathDirectionLUT[8][3] = {
+	{ { 0, Point( 0, -1) }, { 7, Point(-1, -1) }, { 4, Point( 1, -1) } },
+	{ { 1, Point( 1,  0) }, { 4, Point( 1, -1) }, { 5, Point( 1,  1) } },
+	{ { 2, Point( 0,  1) }, { 5, Point( 1,  1) }, { 6, Point(-1,  1) } },
+	{ { 3, Point(-1,  0) }, { 6, Point(-1,  1) }, { 7, Point(-1, -1) } },
+	{ { 0, Point( 0, -1) }, { 1, Point( 1,  0) }, { 4, Point( 1, -1) } },
+	{ { 1, Point( 1,  0) }, { 2, Point( 0,  1) }, { 5, Point( 1,  1) } },
+	{ { 2, Point( 0,  1) }, { 3, Point(-1,  0) }, { 6, Point(-1,  1) } },
+	{ { 3, Point(-1,  0) }, { 0, Point( 0, -1) }, { 7, Point(-1, -1) } }
+};
+
+static const int pathDirectionLUT2[8][2] = {
+	{  0, -1 },
+	{  1,  0 },
+	{  0,  1 },
+	{ -1,  0 },
+	{  1, -1 },
+	{  1,  1 },
+	{ -1,  1 },
+	{ -1, -1 }
+};
+
+inline int16 int16Compare(int16 i1, int16 i2) {
+	return ((i1) > (i2) ? 1 : ((i1) < (i2) ? -1 : 0));
+}
+
+inline int16 quickDistance(const Point &point1, const Point &point2, int16 compressX) {
+	Point delta;
+	delta.x = ABS(point1.x - point2.x) / compressX;
+	delta.y = ABS(point1.y - point2.y);
+	return ((delta.x < delta.y) ? (delta.y + delta.x / 2) : (delta.x + delta.y / 2));
+}
+
+inline void calcDeltaS(const Point &point1, const Point &point2, Point &delta, Point &s) {
+
+	delta.x = point2.x - point1.x;
+	if (delta.x == 0) {
+		s.x = 0;
+	} else {
+		if (delta.x > 0) {
+			s.x = 1;
+		} else {
+			s.x = -1;
+			delta.x = -delta.x;
+		}
+	}
+
+
+	delta.y = point2.y - point1.y;
+	if (delta.y == 0) {
+		s.y = 0;
+	} else {
+		if (delta.y > 0) {
+			s.y = 1;
+		} else {
+			s.y = -1;
+			delta.y = -delta.y;
+		}
+	}
+}
+
+void Actor::findActorPath(ActorData *actor, const Point &fromPoint, const Point &toPoint) {
+	Point iteratorPoint;
+	Point bestPoint;
+	int maskType;
+	int i;
+	Rect intersect;
+
+#ifdef ACTOR_DEBUG
+	_debugPointsCount = 0;
+#endif
+
+	actor->_walkStepsCount = 0;
+	if (fromPoint == toPoint) {
+		actor->addWalkStepPoint(toPoint);
+		return;
+	}
+
+	for (iteratorPoint.y = 0; iteratorPoint.y < _yCellCount; iteratorPoint.y++) {
+		for (iteratorPoint.x = 0; iteratorPoint.x < _xCellCount; iteratorPoint.x++) {
+			if (_vm->_scene->validBGMaskPoint(iteratorPoint)) {
+				maskType = _vm->_scene->getBGMaskType(iteratorPoint);
+				setPathCell(iteratorPoint, _vm->_scene->getDoorState(maskType) ? kPathCellBarrier : kPathCellEmpty);
+			} else {
+				setPathCell(iteratorPoint, kPathCellBarrier);
+			}
+		}
+	}
+
+	for (i = 0; i < _barrierCount; i++) {
+		intersect.left = MAX(_pathRect.left, _barrierList[i].left);
+		intersect.top = MAX(_pathRect.top, _barrierList[i].top);
+		intersect.right = MIN(_pathRect.right, _barrierList[i].right);
+		intersect.bottom = MIN(_pathRect.bottom, _barrierList[i].bottom);
+
+		for (iteratorPoint.y = intersect.top; iteratorPoint.y < intersect.bottom; iteratorPoint.y++) {
+			for (iteratorPoint.x = intersect.left; iteratorPoint.x < intersect.right; iteratorPoint.x++) {
+				setPathCell(iteratorPoint, kPathCellBarrier);
+			}
+		}
+	}
+
+#ifdef ACTOR_DEBUG
+	for (iteratorPoint.y = 0; iteratorPoint.y < _yCellCount; iteratorPoint.y++) {
+		for (iteratorPoint.x = 0; iteratorPoint.x < _xCellCount; iteratorPoint.x++) {
+			if (getPathCell(iteratorPoint) == kPathCellBarrier) {
+				addDebugPoint(iteratorPoint, 24);
+			}
+		}
+	}
+#endif
+
+	if (scanPathLine(fromPoint, toPoint)) {
+		actor->addWalkStepPoint(fromPoint);
+		actor->addWalkStepPoint(toPoint);
+		return;
+	}
+
+	i = fillPathArray(fromPoint, toPoint, bestPoint);
+
+	if (fromPoint == bestPoint) {
+		actor->addWalkStepPoint(bestPoint);
+		return;
+	}
+
+	if (i == 0) {
+		error("fillPathArray returns zero");
+	}
+
+	setActorPath(actor, fromPoint, bestPoint);
+}
+
+bool Actor::scanPathLine(const Point &point1, const Point &point2) {
+	Point point;
+	Point delta;
+	Point s;
+	Point fDelta;
+	int16 errterm;
+
+	calcDeltaS(point1, point2, delta, s);
+	point = point1;
+
+	fDelta.x = delta.x * 2;
+	fDelta.y = delta.y * 2;
+
+	if (delta.y > delta.x) {
+
+		errterm = fDelta.x - delta.y;
+
+		while (delta.y > 0) {
+			while (errterm >= 0) {
+				point.x += s.x;
+				errterm -= fDelta.y;
+			}
+			
+			point.y += s.y;		
+			errterm += fDelta.x;
+
+			if (!validPathCellPoint(point)) {
+				return false;
+			}
+			if (getPathCell(point) == kPathCellBarrier) {
+				return false;
+			}
+			delta.y--;
+		}
+	} else {
+
+		errterm = fDelta.y - delta.x;
+
+		while (delta.x > 0) {
+			while (errterm >= 0) {
+				point.y += s.y;
+				errterm -= fDelta.x;
+			}
+			
+			point.x += s.x;
+			errterm += fDelta.y;
+
+			if (!validPathCellPoint(point)) {
+				return false;
+			}
+			if (getPathCell(point) == kPathCellBarrier) {
+				return false;
+			}
+			delta.x--;
+		}
+	}
+	return true;
+}
+
+int Actor::fillPathArray(const Point &fromPoint, const Point &toPoint, Point &bestPoint) {
+	int bestRating;
+	int currentRating;
+	int i;
+	Point bestPath;
+	int pointCounter;
+	int startDirection;
+	PathDirectionData *pathDirection;
+	PathDirectionData *newPathDirection;
+	const PathDirectionData *samplePathDirection;
+	Point nextPoint;
+	int directionCount;
+	int16 compressX = (_vm->getGameType() == GType_ITE) ? 2 : 1;
+
+	_pathDirectionListCount = 0;
+	pointCounter = 0;
+	bestRating = quickDistance(fromPoint, toPoint, compressX);
+	bestPath = fromPoint;
+
+	for (startDirection = 0; startDirection < 4; startDirection++) {
+		newPathDirection = addPathDirectionListData();
+		newPathDirection->coord = fromPoint;
+		newPathDirection->direction = startDirection;
+	}
+
+	if (validPathCellPoint(fromPoint)) {
+		setPathCell(fromPoint, kDirUp);
+
+#ifdef ACTOR_DEBUG
+		addDebugPoint(fromPoint, 24+36);
+#endif
+	}
+
+	i = 0;
+
+	do {
+		pathDirection = &_pathDirectionList[i];
+		for (directionCount = 0; directionCount < 3; directionCount++) {
+			samplePathDirection = &pathDirectionLUT[pathDirection->direction][directionCount];
+			nextPoint = pathDirection->coord;
+			nextPoint.x += samplePathDirection->coord.x;
+			nextPoint.y += samplePathDirection->coord.y;
+
+			if (!validPathCellPoint(nextPoint)) {
+				continue;
+			}
+
+			if (getPathCell(nextPoint) != kPathCellEmpty) {
+				continue;
+			}
+
+			setPathCell(nextPoint, samplePathDirection->direction);
+
+#ifdef ACTOR_DEBUG
+			addDebugPoint(nextPoint, samplePathDirection->direction + 96);
+#endif
+			newPathDirection = addPathDirectionListData();
+			newPathDirection->coord = nextPoint;
+			newPathDirection->direction = samplePathDirection->direction;
+			++pointCounter;
+			if (nextPoint == toPoint) {
+				bestPoint = toPoint;
+				return pointCounter;
+			}
+			currentRating = quickDistance(nextPoint, toPoint, compressX);
+			if (currentRating < bestRating) {
+				bestRating = currentRating;
+				bestPath = nextPoint;
+			}
+			pathDirection = &_pathDirectionList[i];
+		}
+		++i;
+	} while (i < _pathDirectionListCount);
+
+	bestPoint = bestPath;
+	return pointCounter;
+}
+
+void Actor::setActorPath(ActorData *actor, const Point &fromPoint, const Point &toPoint) {
+	Point nextPoint;
+	int8 direction;
+	int i;
+
+	_pathListIndex = -1;
+	addPathListPoint(toPoint);
+	nextPoint = toPoint;
+
+	while (!(nextPoint == fromPoint)) {
+		direction = getPathCell(nextPoint);
+		if ((direction < 0) || (direction >= 8)) {
+			error("Actor::setActorPath error direction 0x%X", direction);
+		}
+		nextPoint.x -= pathDirectionLUT2[direction][0];
+		nextPoint.y -= pathDirectionLUT2[direction][1];
+		addPathListPoint(nextPoint);
+
+#ifdef ACTOR_DEBUG
+		addDebugPoint(nextPoint, 0x8a);
+#endif
+	}
+
+	pathToNode();
+	removeNodes();
+	nodeToPath();
+	removePathPoints();
+
+	for (i = 0; i <= _pathNodeListIndex; i++) {
+		actor->addWalkStepPoint(_pathNodeList[i].point);
+	}
+}
+
+void Actor::pathToNode() {
+	Point point1, point2, delta;
+	int direction;
+	int i;
+	Point *point;
+
+	point= &_pathList[_pathListIndex];
+	direction = 0;
+
+	_pathNodeListIndex = -1;
+	addPathNodeListPoint(*point);
+
+	for (i = _pathListIndex; i > 0; i--) {
+		point1 = *point;
+		--point;
+		point2 = *point;
+		if (direction == 0) {
+			delta.x = int16Compare(point2.x, point1.x);
+			delta.y = int16Compare(point2.y, point1.y);
+			direction++;
+		}
+		if ((point1.x + delta.x != point2.x) || (point1.y + delta.y != point2.y)) {
+			addPathNodeListPoint(point1);
+			direction--;
+			i++;
+			point++;
+		}
+	}
+	addPathNodeListPoint(*_pathList);
+}
+
+int pathLine(Point *pointList, const Point &point1, const Point &point2) {
+	Point point;
+	Point delta;
+	Point tempPoint;
+	Point s;
+	int16 errterm;
+	int16 res;
+
+	calcDeltaS(point1, point2, delta, s);
+
+	point = point1;
+
+	tempPoint.x = delta.x * 2;
+	tempPoint.y = delta.y * 2;
+
+	if (delta.y > delta.x) {
+		
+		errterm = tempPoint.x - delta.y;
+		res = delta.y;
+
+		while (delta.y > 0) {
+			while (errterm >= 0) {
+				point.x += s.x;
+				errterm -= tempPoint.y;
+			}
+
+			point.y += s.y;
+			errterm += tempPoint.x;
+
+			*pointList = point;
+			pointList++;
+			delta.y--;
+		}
+	} else {
+
+		errterm = tempPoint.y - delta.x;
+		res = delta.x;
+
+		while (delta.x > 0) {
+			while (errterm >= 0) {
+				point.y += s.y;
+				errterm -= tempPoint.x;
+			}
+
+			point.x += s.x;
+			errterm += tempPoint.y;
+
+			*pointList = point;
+			pointList++;
+			delta.x--;
+		}
+	}
+	return res;
+}
+
+void Actor::nodeToPath() {
+	int i;
+	Point point1, point2;
+	PathNode *node;
+	Point *point;
+
+	for (i = 0, point = _pathList; i < _pathListAlloced; i++, point++) {
+		point->x = point->y = PATH_NODE_EMPTY;
+	}
+
+	_pathListIndex = 1;
+	_pathList[0] = _pathNodeList[0].point;
+	_pathNodeList[0].link = 0;
+	for (i = 0, node = _pathNodeList; i < _pathNodeListIndex; i++) {
+		point1 = node->point;
+		node++;
+		point2 = node->point;
+		_pathListIndex += pathLine(&_pathList[_pathListIndex], point1, point2);
+		node->link = _pathListIndex - 1;
+	}
+	_pathListIndex--;
+	_pathNodeList[_pathNodeListIndex].link = _pathListIndex;
+
+}
+
+void Actor::removeNodes() {
+	int i, j, k;
+	PathNode *iNode, *jNode, *kNode, *fNode;
+	fNode = &_pathNodeList[_pathNodeListIndex];
+
+	if (scanPathLine(_pathNodeList[0].point, fNode->point)) {
+		_pathNodeList[1] = *fNode;
+		_pathNodeListIndex = 1;
+	}
+
+	if (_pathNodeListIndex < 4) {
+		return;
+	}
+
+	for (i = _pathNodeListIndex - 1, iNode = fNode-1; i > 1 ; i--, iNode--) {
+		if (iNode->point.x == PATH_NODE_EMPTY) {
+			continue;
+		}
+
+		if (scanPathLine(_pathNodeList[0].point, iNode->point)) {
+			for (j = 1, jNode = _pathNodeList + 1; j < i; j++, jNode++) {
+				jNode->point.x = PATH_NODE_EMPTY;
+			}
+		}
+	}
+
+	for (i = 1, iNode = _pathNodeList + 1; i < _pathNodeListIndex - 1; i++, iNode++) {
+		if (iNode->point.x == PATH_NODE_EMPTY) {
+			continue;
+		}
+
+		if (scanPathLine(fNode->point, iNode->point)) {
+			for (j = i + 1, jNode = iNode + 1; j < _pathNodeListIndex; j++, jNode++) {
+				jNode->point.x = PATH_NODE_EMPTY;
+			}
+		}
+	}
+	condenseNodeList();
+
+	for (i = 1, iNode = _pathNodeList + 1; i < _pathNodeListIndex - 1; i++, iNode++) {
+		if (iNode->point.x == PATH_NODE_EMPTY) {
+			continue;
+		}
+		for (j = i + 2, jNode = iNode + 2; j < _pathNodeListIndex; j++, jNode++) {
+			if (jNode->point.x == PATH_NODE_EMPTY) {
+				continue;
+			}
+
+			if (scanPathLine(iNode->point, jNode->point)) {
+				for (k = i + 1,kNode = iNode + 1; k < j; k++, kNode++) {
+					kNode->point.x = PATH_NODE_EMPTY;
+				}
+			}
+		}
+	}
+	condenseNodeList();
+}
+
+void Actor::condenseNodeList() {
+	int i, j, count;
+	PathNode *iNode, *jNode;
+
+	count = _pathNodeListIndex;
+
+	for (i = 1, iNode = _pathNodeList + 1; i < _pathNodeListIndex; i++, iNode++) {
+		if (iNode->point.x == PATH_NODE_EMPTY) {
+			j = i + 1;
+			jNode = iNode + 1;
+			while (jNode->point.x == PATH_NODE_EMPTY) {
+				j++;
+				jNode++;
+			}
+			*iNode = *jNode;
+			count = i;
+			jNode->point.x = PATH_NODE_EMPTY;
+			if (j == _pathNodeListIndex) {
+				break;
+			}
+		}
+	}
+	_pathNodeListIndex = count;
+}
+
+void Actor::removePathPoints() {
+	int i, j, k, l;
+	PathNode *node;
+	int start;
+	int end;
+	Point point1, point2;
+
+	if (_pathNodeListIndex < 2)
+		return;
+
+	_newPathNodeListIndex = -1;
+	addNewPathNodeListPoint(_pathNodeList[0]);
+
+	for (i = 1, node = _pathNodeList + 1; i < _pathNodeListIndex; i++, node++) {
+		addNewPathNodeListPoint(*node);
+
+		for (j = 5; j > 0; j--) {
+			start = node->link - j;
+			end = node->link + j;
+
+			if (start < 0 || end > _pathListIndex) {
+				continue;
+			}
+
+			point1 = _pathList[start];
+			point2 = _pathList[end];
+			if ((point1.x == PATH_NODE_EMPTY) || (point2.x == PATH_NODE_EMPTY)) {
+				continue;
+			}
+
+			if (scanPathLine(point1, point2)) {
+				for (l = 1; l <= _newPathNodeListIndex; l++) {
+					if (start <= _newPathNodeList[l].link) {
+						_newPathNodeListIndex = l;
+						_newPathNodeList[_newPathNodeListIndex].point = point1;
+						_newPathNodeList[_newPathNodeListIndex].link = start;
+						incrementNewPathNodeListIndex();
+						break;
+					}
+				}
+				_newPathNodeList[_newPathNodeListIndex].point = point2;
+				_newPathNodeList[_newPathNodeListIndex].link = end;
+
+				for (k = start + 1; k < end; k++) {
+					_pathList[k].x = PATH_NODE_EMPTY;
+				}
+				break;
+			}
+		}
+	}
+
+	addNewPathNodeListPoint(_pathNodeList[_pathNodeListIndex]);
+
+	for (i = 0, j = 0; i <= _newPathNodeListIndex; i++) {
+		if (_newPathNodeListIndex == i || (_newPathNodeList[i].point != _newPathNodeList[i+1].point)) {
+			_pathNodeList[j++] = _newPathNodeList[i];
+		}
+	}
+	_pathNodeListIndex = j - 1;
+}
+
+void Actor::drawPathTest() {
+#ifdef ACTOR_DEBUG
+	int i;
+	Surface *surface;
+	surface = _vm->_gfx->getBackBuffer();
+	if (_debugPoints == NULL) {
+		return;
+	}
+
+	for (i = 0; i < _debugPointsCount; i++) {
+		*((byte *)surface->pixels + (_debugPoints[i].point.y * surface->pitch) + _debugPoints[i].point.x) = _debugPoints[i].color;
+	}
+#endif
+}
+
+} // End of namespace Saga
\ No newline at end of file


Property changes on: scummvm/trunk/engines/saga/actor_path.cpp
___________________________________________________________________
Name: svn:mime-type
   + text/plain
Name: svn:keywords
   + Date Rev Author URL Id
Name: svn:eol-style
   + native

Modified: scummvm/trunk/engines/saga/actor_walk.cpp
===================================================================
--- scummvm/trunk/engines/saga/actor_walk.cpp	2007-11-08 23:35:46 UTC (rev 29454)
+++ scummvm/trunk/engines/saga/actor_walk.cpp	2007-11-08 23:39:58 UTC (rev 29455)
@@ -37,28 +37,6 @@
 
 namespace Saga {
 
-static const PathDirectionData pathDirectionLUT[8][3] = {
-	{ { 0, Point( 0, -1) }, { 7, Point(-1, -1) }, { 4, Point( 1, -1) } },
-	{ { 1, Point( 1,  0) }, { 4, Point( 1, -1) }, { 5, Point( 1,  1) } },
-	{ { 2, Point( 0,  1) }, { 5, Point( 1,  1) }, { 6, Point(-1,  1) } },
-	{ { 3, Point(-1,  0) }, { 6, Point(-1,  1) }, { 7, Point(-1, -1) } },
-	{ { 0, Point( 0, -1) }, { 1, Point( 1,  0) }, { 4, Point( 1, -1) } },
-	{ { 1, Point( 1,  0) }, { 2, Point( 0,  1) }, { 5, Point( 1,  1) } },
-	{ { 2, Point( 0,  1) }, { 3, Point(-1,  0) }, { 6, Point(-1,  1) } },
-	{ { 3, Point(-1,  0) }, { 0, Point( 0, -1) }, { 7, Point(-1, -1) } }
-};
-
-static const int pathDirectionLUT2[8][2] = {
-	{  0, -1 },
-	{  1,  0 },
-	{  0,  1 },
-	{ -1,  0 },
-	{  1, -1 },
-	{  1,  1 },
-	{ -1,  1 },
-	{ -1, -1 }
-};
-
 static const int angleLUT[16][2] = {
 	{    0, -256 },
 	{   98, -237 },
@@ -120,45 +98,6 @@
 	{ 48, { { -0, -0 }, { -1, -6 }, {  -5, -11 }, { -10, -15 } } }
 };
 
-inline int16 quickDistance(const Point &point1, const Point &point2, int16 compressX) {
-	Point delta;
-	delta.x = ABS(point1.x - point2.x) / compressX;
-	delta.y = ABS(point1.y - point2.y);
-	return ((delta.x < delta.y) ? (delta.y + delta.x / 2) : (delta.x + delta.y / 2));
-}
-
-inline void calcDeltaS(const Point &point1, const Point &point2, Point &delta, Point &s) {
-
-	delta.x = point2.x - point1.x;
-	if (delta.x == 0) {
-		s.x = 0;
-	} else {
-		if (delta.x > 0) {
-			s.x = 1;
-		} else {
-			s.x = -1;
-			delta.x = -delta.x;
-		}
-	}
-
-
-	delta.y = point2.y - point1.y;
-	if (delta.y == 0) {
-		s.y = 0;
-	} else {
-		if (delta.y > 0) {
-			s.y = 1;
-		} else {
-			s.y = -1;
-			delta.y = -delta.y;
-		}
-	}
-}
-
-inline int16 int16Compare(int16 i1, int16 i2) {
-	return ((i1) > (i2) ? 1 : ((i1) < (i2) ? -1 : 0));
-}
-
 bool Actor::validFollowerLocation(const Location &location) {
 	Point point;
 	location.toScreenPointXY(point);
@@ -510,7 +449,7 @@
 
 					if (actor->_walkStepIndex >= actor->_walkStepsCount) {
 						actorEndWalk(actor->_id, true);
-						break;
+						return;		// break out of select case
 					}
 
 					actor->_partialTarget.fromScreenPoint(actor->_walkStepsPoints[actor->_walkStepIndex++]);
@@ -942,11 +881,11 @@
 	actor = getActor(actorId);
 
 	if (actor == _protagonist) {
-		_vm->_scene->setDoorState(2, 0xff);
-		_vm->_scene->setDoorState(3, 0);
+		_vm->_scene->setDoorState(2, 0xff);		// closed
+		_vm->_scene->setDoorState(3, 0);		// open
 	} else {
-		_vm->_scene->setDoorState(2, 0);
-		_vm->_scene->setDoorState(3, 0xff);
+		_vm->_scene->setDoorState(2, 0);		// open
+		_vm->_scene->setDoorState(3, 0xff);		// closed
 	}
 
 	if (_vm->_scene->getFlags() & kSceneFlagISO) {
@@ -976,19 +915,29 @@
 	} else {
 
 		actor->_location.toScreenPointXY(pointFrom);
-		pointFrom.x &= ~1;
+		// FIXME: why is the following line needed?
+		pointFrom.x &= ~1;	// set last bit to 0
 
 		extraStartNode = _vm->_scene->offscreenPath(pointFrom);
 
 		toLocation.toScreenPointXY(pointTo);
-		pointTo.x &= ~1;
+		// FIXME: why is the following line needed?
+		pointTo.x &= ~1;	// set last bit to 0
 
+		// Are we already where we want to go?
+		if (pointFrom.x == pointTo.x && pointFrom.y == pointTo.y) {
+			actor->_walkStepsCount = 0;
+			actorEndWalk(actorId, false);
+			return false;
+		}
+
 		extraEndNode = _vm->_scene->offscreenPath(pointTo);
 
 		if (_vm->_scene->isBGMaskPresent()) {
 
-			if ((((actor->_currentAction >= kActionWalkToPoint) &&
-				(actor->_currentAction <= kActionWalkDir)) || (actor == _protagonist)) &&
+			if (
+				((actor->_currentAction >= kActionWalkToPoint && actor->_currentAction <= kActionWalkDir) ||
+				(_vm->getGameType() == GType_ITE && actor == _protagonist)) &&
 				!_vm->_scene->canWalk(pointFrom)) {
 				
 				int max = _vm->getGameType() == GType_ITE ? 8 : 4;
@@ -1038,22 +987,22 @@
 
 					anotherActorScreenPosition = anotherActor->_screenPosition;
 					testBox.left = (anotherActorScreenPosition.x - collision.x) & ~1;
-					testBox.right = (anotherActorScreenPosition.x + collision.x) & ~1 + 1;
+					testBox.right = (anotherActorScreenPosition.x + collision.x) & ~1;
 					testBox.top = anotherActorScreenPosition.y - collision.y;
-					testBox.bottom = anotherActorScreenPosition.y + collision.y + 1;
+					testBox.bottom = anotherActorScreenPosition.y + collision.y;
 					testBox2 = testBox;
-					testBox2.right += 2;
 					testBox2.left -= 2;
+					testBox2.right += 2;
 					testBox2.top -= 1;
 					testBox2.bottom += 1;
 
 					if (testBox2.contains(pointFrom)) {
 						if (pointFrom.x > anotherActorScreenPosition.x + 4) {
-							testBox.right = pointFrom.x - 1;
+							testBox.right = pointFrom.x - 2;
 						} else if (pointFrom.x < anotherActorScreenPosition.x - 4) {
 							testBox.left = pointFrom.x + 2;
 						} else if (pointFrom.y > anotherActorScreenPosition.y) {
-							testBox.bottom = pointFrom.y;
+							testBox.bottom = pointFrom.y - 1;
 						} else {
 							testBox.top = pointFrom.y + 1 ;
 						}
@@ -1077,6 +1026,7 @@
 			if (extraStartNode) {
 				actor->_walkStepIndex = 0;
 			} else {
+				// FIXME: Why is this needed?
 				actor->_walkStepIndex = 1;
 			}
 
@@ -1145,6 +1095,7 @@
 	}
 
 	actor->_currentAction = kActionWait;
+	actor->_actionCycle = 0;
 	if (actor->_actorFlags & kActorFinalFace) {
 		actor->_facingDirection = actor->_actionDirection = (actor->_actorFlags >> 6) & 0x07; //?
 	}
@@ -1421,517 +1372,6 @@
 	actor->_frameNumber = actor->_dragonBaseFrame + actor->_dragonStepCycle;
 }
 
-void Actor::findActorPath(ActorData *actor, const Point &fromPoint, const Point &toPoint) {
-	Point iteratorPoint;
-	Point bestPoint;
-	int maskType;
-	int i;
-	Rect intersect;
-
-#ifdef ACTOR_DEBUG
-	_debugPointsCount = 0;
-#endif
-
-	actor->_walkStepsCount = 0;
-	if (fromPoint == toPoint) {
-		actor->addWalkStepPoint(toPoint);
-		return;
-	}
-
-	for (iteratorPoint.y = 0; iteratorPoint.y < _yCellCount; iteratorPoint.y++) {
-		for (iteratorPoint.x = 0; iteratorPoint.x < _xCellCount; iteratorPoint.x++) {
-			if (_vm->_scene->validBGMaskPoint(iteratorPoint)) {
-				maskType = _vm->_scene->getBGMaskType(iteratorPoint);
-				setPathCell(iteratorPoint, _vm->_scene->getDoorState(maskType) ? kPathCellBarrier : kPathCellEmpty);
-			} else {
-				setPathCell(iteratorPoint, kPathCellBarrier);
-			}
-		}
-	}
-
-	for (i = 0; i < _barrierCount; i++) {
-		intersect.left = MAX(_pathRect.left, _barrierList[i].left);
-		intersect.top = MAX(_pathRect.top, _barrierList[i].top);
-		intersect.right = MIN(_pathRect.right, _barrierList[i].right);
-		intersect.bottom = MIN(_pathRect.bottom, _barrierList[i].bottom);
-
-		for (iteratorPoint.y = intersect.top; iteratorPoint.y < intersect.bottom; iteratorPoint.y++) {
-			for (iteratorPoint.x = intersect.left; iteratorPoint.x < intersect.right; iteratorPoint.x++) {
-				setPathCell(iteratorPoint, kPathCellBarrier);
-			}
-		}
-	}
-
-#ifdef ACTOR_DEBUG
-	for (iteratorPoint.y = 0; iteratorPoint.y < _yCellCount; iteratorPoint.y++) {
-		for (iteratorPoint.x = 0; iteratorPoint.x < _xCellCount; iteratorPoint.x++) {
-			if (getPathCell(iteratorPoint) == kPathCellBarrier) {
-				addDebugPoint(iteratorPoint, 24);
-			}
-		}
-	}
-#endif
-
-	if (scanPathLine(fromPoint, toPoint)) {
-		actor->addWalkStepPoint(fromPoint);
-		actor->addWalkStepPoint(toPoint);
-		return;
-	}
-
-	i = fillPathArray(fromPoint, toPoint, bestPoint);
-
-	if (fromPoint == bestPoint) {
-		actor->addWalkStepPoint(bestPoint);
-		return;
-	}
-
-	if (i == 0) {
-		error("fillPathArray returns zero");
-	}
-
-	setActorPath(actor, fromPoint, bestPoint);
-}
-
-bool Actor::scanPathLine(const Point &point1, const Point &point2) {
-	Point point;
-	Point delta;
-	Point s;
-	Point fDelta;
-	int16 errterm;
-
-	calcDeltaS(point1, point2, delta, s);
-	point = point1;
-
-	fDelta.x = delta.x * 2;
-	fDelta.y = delta.y * 2;
-
-	if (delta.y > delta.x) {
-
-		errterm = fDelta.x - delta.y;
-
-		while (delta.y > 0) {
-			while (errterm >= 0) {
-				point.x += s.x;
-				errterm -= fDelta.y;
-			}
-			
-			point.y += s.y;		
-			errterm += fDelta.x;
-
-			if (!validPathCellPoint(point)) {
-				return false;
-			}
-			if (getPathCell(point) == kPathCellBarrier) {
-				return false;
-			}
-			delta.y--;
-		}
-	} else {
-
-		errterm = fDelta.y - delta.x;
-
-		while (delta.x > 0) {
-			while (errterm >= 0) {
-				point.y += s.y;
-				errterm -= fDelta.x;
-			}
-			
-			point.x += s.x;
-			errterm += fDelta.y;
-
-			if (!validPathCellPoint(point)) {
-				return false;
-			}
-			if (getPathCell(point) == kPathCellBarrier) {
-				return false;
-			}
-			delta.x--;
-		}
-	}
-	return true;
-}
-
-int Actor::fillPathArray(const Point &fromPoint, const Point &toPoint, Point &bestPoint) {
-	int bestRating;
-	int currentRating;
-	int i;
-	Point bestPath;
-	int pointCounter;
-	int startDirection;
-	PathDirectionData *pathDirection;
-	PathDirectionData *newPathDirection;
-	const PathDirectionData *samplePathDirection;
-	Point nextPoint;
-	int directionCount;
-	int16 compressX = (_vm->getGameType() == GType_ITE) ? 2 : 1;
-
-	_pathDirectionListCount = 0;
-	pointCounter = 0;
-	bestRating = quickDistance(fromPoint, toPoint, compressX);
-	bestPath = fromPoint;
-
-	for (startDirection = 0; startDirection < 4; startDirection++) {
-		newPathDirection = addPathDirectionListData();
-		newPathDirection->coord = fromPoint;
-		newPathDirection->direction = startDirection;
-	}
-
-	if (validPathCellPoint(fromPoint)) {
-		setPathCell(fromPoint, kDirUp);
-
-#ifdef ACTOR_DEBUG
-		addDebugPoint(fromPoint, 24+36);
-#endif
-	}
-
-	i = 0;
-
-	do {
-		pathDirection = &_pathDirectionList[i];
-		for (directionCount = 0; directionCount < 3; directionCount++) {
-			samplePathDirection = &pathDirectionLUT[pathDirection->direction][directionCount];
-			nextPoint = pathDirection->coord;
-			nextPoint.x += samplePathDirection->coord.x;
-			nextPoint.y += samplePathDirection->coord.y;
-
-			if (!validPathCellPoint(nextPoint)) {
-				continue;
-			}
-
-			if (getPathCell(nextPoint) != kPathCellEmpty) {
-				continue;
-			}
-
-			setPathCell(nextPoint, samplePathDirection->direction);
-
-#ifdef ACTOR_DEBUG
-			addDebugPoint(nextPoint, samplePathDirection->direction + 96);
-#endif
-			newPathDirection = addPathDirectionListData();
-			newPathDirection->coord = nextPoint;
-			newPathDirection->direction = samplePathDirection->direction;
-			++pointCounter;
-			if (nextPoint == toPoint) {
-				bestPoint = toPoint;
-				return pointCounter;
-			}
-			currentRating = quickDistance(nextPoint, toPoint, compressX);
-			if (currentRating < bestRating) {
-				bestRating = currentRating;
-				bestPath = nextPoint;
-			}
-			pathDirection = &_pathDirectionList[i];
-		}
-		++i;
-	} while (i < _pathDirectionListCount);
-
-	bestPoint = bestPath;
-	return pointCounter;
-}
-
-void Actor::setActorPath(ActorData *actor, const Point &fromPoint, const Point &toPoint) {
-	Point nextPoint;
-	int8 direction;
-	int i;
-
-	_pathListIndex = -1;
-	addPathListPoint(toPoint);
-	nextPoint = toPoint;
-
-	while (!(nextPoint == fromPoint)) {
-		direction = getPathCell(nextPoint);
-		if ((direction < 0) || (direction >= 8)) {
-			error("Actor::setActorPath error direction 0x%X", direction);
-		}
-		nextPoint.x -= pathDirectionLUT2[direction][0];
-		nextPoint.y -= pathDirectionLUT2[direction][1];
-		addPathListPoint(nextPoint);
-
-#ifdef ACTOR_DEBUG
-		addDebugPoint(nextPoint, 0x8a);
-#endif
-	}
-
-	pathToNode();
-	removeNodes();
-	nodeToPath();
-	removePathPoints();
-
-	for (i = 0; i <= _pathNodeListIndex; i++) {
-		actor->addWalkStepPoint(_pathNodeList[i].point);
-	}
-}
-
-void Actor::pathToNode() {
-	Point point1, point2, delta;
-	int direction;
-	int i;
-	Point *point;
-
-	point= &_pathList[_pathListIndex];
-	direction = 0;
-
-	_pathNodeListIndex = -1;
-	addPathNodeListPoint(*point);
-
-	for (i = _pathListIndex; i > 0; i--) {
-		point1 = *point;
-		--point;
-		point2 = *point;
-		if (direction == 0) {
-			delta.x = int16Compare(point2.x, point1.x);
-			delta.y = int16Compare(point2.y, point1.y);
-			direction++;
-		}
-		if ((point1.x + delta.x != point2.x) || (point1.y + delta.y != point2.y)) {
-			addPathNodeListPoint(point1);
-			direction--;
-			i++;
-			point++;
-		}
-	}
-	addPathNodeListPoint(*_pathList);
-}
-
-int pathLine(Point *pointList, const Point &point1, const Point &point2) {
-	Point point;
-	Point delta;
-	Point tempPoint;
-	Point s;
-	int16 errterm;
-	int16 res;
-
-	calcDeltaS(point1, point2, delta, s);
-
-	point = point1;
-
-	tempPoint.x = delta.x * 2;
-	tempPoint.y = delta.y * 2;
-
-	if (delta.y > delta.x) {
-		
-		errterm = tempPoint.x - delta.y;
-		res = delta.y;
-
-		while (delta.y > 0) {
-			while (errterm >= 0) {
-				point.x += s.x;
-				errterm -= tempPoint.y;
-			}
-
-			point.y += s.y;
-			errterm += tempPoint.x;
-
-			*pointList = point;
-			pointList++;
-			delta.y--;
-		}
-	} else {
-
-		errterm = tempPoint.y - delta.x;
-		res = delta.x;
-
-		while (delta.x > 0) {
-			while (errterm >= 0) {
-				point.y += s.y;
-				errterm -= tempPoint.x;
-			}
-
-			point.x += s.x;
-			errterm += tempPoint.y;
-
-			*pointList = point;
-			pointList++;
-			delta.x--;
-		}
-	}
-	return res;
-}
-
-void Actor::nodeToPath() {
-	int i;
-	Point point1, point2;
-	PathNode *node;
-	Point *point;
-
-	for (i = 0, point = _pathList; i < _pathListAlloced; i++, point++) {
-		point->x = point->y = PATH_NODE_EMPTY;
-	}
-
-	_pathListIndex = 1;
-	_pathList[0] = _pathNodeList[0].point;
-	_pathNodeList[0].link = 0;
-	for (i = 0, node = _pathNodeList; i < _pathNodeListIndex; i++) {
-		point1 = node->point;
-		node++;
-		point2 = node->point;
-		_pathListIndex += pathLine(&_pathList[_pathListIndex], point1, point2);
-		node->link = _pathListIndex - 1;
-	}
-	_pathListIndex--;
-	_pathNodeList[_pathNodeListIndex].link = _pathListIndex;
-
-}
-
-void Actor::removeNodes() {
-	int i, j, k;
-	PathNode *iNode, *jNode, *kNode, *fNode;
-	fNode = &_pathNodeList[_pathNodeListIndex];
-
-	if (scanPathLine(_pathNodeList[0].point, fNode->point)) {
-		_pathNodeList[1] = *fNode;
-		_pathNodeListIndex = 1;
-	}
-
-	if (_pathNodeListIndex < 4) {
-		return;
-	}
-
-	for (i = _pathNodeListIndex - 1, iNode = fNode-1; i > 1 ; i--, iNode--) {
-		if (iNode->point.x == PATH_NODE_EMPTY) {
-			continue;
-		}
-
-		if (scanPathLine(_pathNodeList[0].point, iNode->point)) {
-			for (j = 1, jNode = _pathNodeList + 1; j < i; j++, jNode++) {
-				jNode->point.x = PATH_NODE_EMPTY;
-			}
-		}
-	}
-
-	for (i = 1, iNode = _pathNodeList + 1; i < _pathNodeListIndex - 1; i++, iNode++) {
-		if (iNode->point.x == PATH_NODE_EMPTY) {
-			continue;
-		}
-
-		if (scanPathLine(fNode->point, iNode->point)) {
-			for (j = i + 1, jNode = iNode + 1; j < _pathNodeListIndex; j++, jNode++) {
-				jNode->point.x = PATH_NODE_EMPTY;
-			}
-		}
-	}
-	condenseNodeList();
-
-	for (i = 1, iNode = _pathNodeList + 1; i < _pathNodeListIndex - 1; i++, iNode++) {
-		if (iNode->point.x == PATH_NODE_EMPTY) {
-			continue;
-		}
-		for (j = i + 2, jNode = iNode + 2; j < _pathNodeListIndex; j++, jNode++) {
-			if (jNode->point.x == PATH_NODE_EMPTY) {
-				continue;
-			}
-
-			if (scanPathLine(iNode->point, jNode->point)) {
-				for (k = i + 1,kNode = iNode + 1; k < j; k++, kNode++) {
-					kNode->point.x = PATH_NODE_EMPTY;
-				}
-			}
-		}
-	}
-	condenseNodeList();
-}
-
-void Actor::condenseNodeList() {
-	int i, j, count;
-	PathNode *iNode, *jNode;
-
-	count = _pathNodeListIndex;
-
-	for (i = 1, iNode = _pathNodeList + 1; i < _pathNodeListIndex; i++, iNode++) {
-		if (iNode->point.x == PATH_NODE_EMPTY) {
-			j = i + 1;
-			jNode = iNode + 1;
-			while (jNode->point.x == PATH_NODE_EMPTY) {
-				j++;
-				jNode++;
-			}
-			*iNode = *jNode;
-			count = i;
-			jNode->point.x = PATH_NODE_EMPTY;
-			if (j == _pathNodeListIndex) {
-				break;
-			}
-		}
-	}
-	_pathNodeListIndex = count;
-}
-
-void Actor::removePathPoints() {
-	int i, j, k, l;
-	PathNode *node;
-	int start;
-	int end;
-	Point point1, point2;
-
-	if (_pathNodeListIndex < 2)
-		return;
-
-	_newPathNodeListIndex = -1;
-	addNewPathNodeListPoint(_pathNodeList[0]);
-
-	for (i = 1, node = _pathNodeList + 1; i < _pathNodeListIndex; i++, node++) {
-		addNewPathNodeListPoint(*node);
-
-		for (j = 5; j > 0; j--) {
-			start = node->link - j;
-			end = node->link + j;
-
-			if (start < 0 || end > _pathListIndex) {
-				continue;
-			}
-
-			point1 = _pathList[start];
-			point2 = _pathList[end];
-			if ((point1.x == PATH_NODE_EMPTY) || (point2.x == PATH_NODE_EMPTY)) {
-				continue;
-			}
-
-			if (scanPathLine(point1, point2)) {
-				for (l = 1; l <= _newPathNodeListIndex; l++) {
-					if (start <= _newPathNodeList[l].link) {
-						_newPathNodeListIndex = l;
-						_newPathNodeList[_newPathNodeListIndex].point = point1;
-						_newPathNodeList[_newPathNodeListIndex].link = start;
-						incrementNewPathNodeListIndex();
-						break;
-					}
-				}
-				_newPathNodeList[_newPathNodeListIndex].point = point2;
-				_newPathNodeList[_newPathNodeListIndex].link = end;
-
-				for (k = start + 1; k < end; k++) {
-					_pathList[k].x = PATH_NODE_EMPTY;
-				}
-				break;
-			}
-		}
-	}
-
-	addNewPathNodeListPoint(_pathNodeList[_pathNodeListIndex]);
-
-	for (i = 0, j = 0; i <= _newPathNodeListIndex; i++) {
-		if (_newPathNodeListIndex == i || (_newPathNodeList[i].point != _newPathNodeList[i+1].point)) {
-			_pathNodeList[j++] = _newPathNodeList[i];
-		}
-	}
-	_pathNodeListIndex = j - 1;
-}
-
-void Actor::drawPathTest() {
-#ifdef ACTOR_DEBUG
-	int i;
-	Surface *surface;
-	surface = _vm->_gfx->getBackBuffer();
-	if (_debugPoints == NULL) {
-		return;
-	}
-
-	for (i = 0; i < _debugPointsCount; i++) {
-		*((byte *)surface->pixels + (_debugPoints[i].point.y * surface->pitch) + _debugPoints[i].point.x) = _debugPoints[i].color;
-	}
-#endif
-}
-
 // Console wrappers - must be safe to run
 
 void Actor::cmdActorWalkTo(int argc, const char **argv) {

Modified: scummvm/trunk/engines/saga/module.mk
===================================================================
--- scummvm/trunk/engines/saga/module.mk	2007-11-08 23:35:46 UTC (rev 29454)
+++ scummvm/trunk/engines/saga/module.mk	2007-11-08 23:39:58 UTC (rev 29455)
@@ -2,6 +2,7 @@
 
 MODULE_OBJS := \
 	actor.o \
+	actor_path.o \
 	actor_walk.o \
 	animation.o \
 	console.o \


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