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engines/sword2/router.h
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251
engines/sword2/router.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* Additional copyright for this file:
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* Copyright (C) 1994-1998 Revolution Software Ltd.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef SWORD2_ROUTER_H
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#define SWORD2_ROUTER_H
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// This used to be a variable, but it was never set. Actually, it wasn't even
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// initialized!
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//
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// Define this to force the use of slidy router (so solid path not used when
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// ending walk in ANY direction)
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//
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// #define FORCE_SLIDY
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#include "sword2/object.h"
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namespace Sword2 {
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struct WalkData {
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uint16 frame;
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int16 x;
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int16 y;
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uint8 step;
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uint8 dir;
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};
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struct BarData {
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int16 x1;
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int16 y1;
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int16 x2;
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int16 y2;
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int16 xmin;
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int16 ymin;
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int16 xmax;
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int16 ymax;
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int16 dx; // x2 - x1
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int16 dy; // y2 - y1
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int32 co; // co = (y1*dx) - (x1*dy) from an equation for a line y*dx = x*dy + co
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};
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struct NodeData {
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int16 x;
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int16 y;
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int16 level;
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int16 prev;
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int16 dist;
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};
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// because we only have 2 megas in the game!
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#define TOTAL_ROUTE_SLOTS 2
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#define MAX_FRAMES_PER_CYCLE 16
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#define NO_DIRECTIONS 8
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#define MAX_FRAMES_PER_CHAR (MAX_FRAMES_PER_CYCLE * NO_DIRECTIONS)
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#define ROUTE_END_FLAG 255
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#define MAX_WALKGRIDS 10
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#define O_WALKANIM_SIZE 600 // max number of nodes in router output
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#define O_GRID_SIZE 200 // max 200 lines & 200 points
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#define O_ROUTE_SIZE 50 // max number of modules in a route
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struct RouteData {
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int32 x;
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int32 y;
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int32 dirS;
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int32 dirD;
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};
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struct PathData {
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int32 x;
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int32 y;
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int32 dir;
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int32 num;
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};
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class Router {
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private:
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Sword2Engine *_vm;
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int16 _standbyX; // see fnSetStandbyCoords()
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int16 _standbyY;
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int16 _standbyDir;
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// stores pointers to mem blocks containing routes created & used by
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// megas (NULL if slot not in use)
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WalkData *_routeSlots[TOTAL_ROUTE_SLOTS];
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BarData _bars[O_GRID_SIZE];
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NodeData _node[O_GRID_SIZE];
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int32 _walkGridList[MAX_WALKGRIDS];
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int32 _nBars;
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int32 _nNodes;
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int32 _startX, _startY, _startDir;
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int32 _targetX, _targetY, _targetDir;
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int32 _scaleA, _scaleB;
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RouteData _route[O_ROUTE_SIZE];
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PathData _smoothPath[O_ROUTE_SIZE];
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PathData _modularPath[O_ROUTE_SIZE];
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int32 _routeLength;
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int32 _framesPerStep;
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int32 _framesPerChar;
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ObjectWalkdata _walkData;
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int8 _modX[NO_DIRECTIONS];
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int8 _modY[NO_DIRECTIONS];
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int32 _diagonalx;
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int32 _diagonaly;
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int32 _firstStandFrame;
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int32 _firstStandingTurnLeftFrame;
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int32 _firstStandingTurnRightFrame;
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int32 _firstWalkingTurnLeftFrame; // left walking turn
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int32 _firstWalkingTurnRightFrame; // right walking turn
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uint32 _firstSlowInFrame[NO_DIRECTIONS];
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int32 _firstSlowOutFrame;
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// number of slow-out frames on for each leading-leg in each direction
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// ie. total number of slow-out frames = (numberOfSlowOutFrames * 2 *
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// NO_DIRECTIONS)
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int32 _numberOfSlowOutFrames;
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int32 _stepCount;
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int32 _moduleX;
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int32 _moduleY;
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int32 _currentDir;
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int32 _lastCount;
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int32 _frame;
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uint8 returnSlotNo(uint32 megaId);
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int32 getRoute();
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void extractRoute();
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void loadWalkGrid();
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void setUpWalkGrid(byte *ob_mega, int32 x, int32 y, int32 dir);
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void loadWalkData(byte *ob_walkdata);
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bool scan(int32 level);
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int32 newCheck(int32 status, int32 x1, int32 y1, int32 x2, int32 y2);
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bool lineCheck(int32 x1, int32 x2, int32 y1, int32 y2);
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bool vertCheck(int32 x, int32 y1, int32 y2);
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bool horizCheck(int32 x1, int32 y, int32 x2);
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bool check(int32 x1, int32 y1, int32 x2, int32 y2);
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int32 checkTarget(int32 x, int32 y);
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int32 smoothestPath();
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void slidyPath();
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void smoothCheck(int32 &steps, int32 best, int32 p, int32 dirS, int32 dirD);
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bool addSlowInFrames(WalkData *walkAnim);
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void addSlowOutFrames(WalkData *walkAnim);
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void slidyWalkAnimator(WalkData *walkAnim);
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#ifndef FORCE_SLIDY
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void solidPath();
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int32 solidWalkAnimator(WalkData *walkAnim);
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#endif
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void plotCross(int16 x, int16 y, uint8 color);
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public:
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Router(Sword2Engine *vm) : _vm(vm), _diagonalx(0), _diagonaly(0) {
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memset(_routeSlots, 0, sizeof(_routeSlots));
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memset(_bars, 0, sizeof(_bars));
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memset(_node, 0, sizeof(_node));
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memset(_walkGridList, 0, sizeof(_walkGridList));
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memset(_route, 0, sizeof(_route));
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memset(_smoothPath, 0, sizeof(_smoothPath));
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memset(_modularPath, 0, sizeof(_modularPath));
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memset(_modX, 0, sizeof(_modX));
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memset(_modY, 0, sizeof(_modY));
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memset(_firstSlowInFrame, 0, sizeof(_firstSlowInFrame));
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}
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void setStandbyCoords(int16 x, int16 y, uint8 dir);
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int whatTarget(int startX, int startY, int destX, int destY);
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// Sprites
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void setSpriteStatus(byte *ob_graph, uint32 type);
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void setSpriteShading(byte *ob_graph, uint32 type);
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// Animation
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int doAnimate(byte *ob_logic, byte *ob_graph, int32 animRes, bool reverse);
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int megaTableAnimate(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *animTable, bool reverse);
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// Walking
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int doWalk(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, int16 target_x, int16 target_y, uint8 target_dir);
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int walkToAnim(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, uint32 animRes);
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int walkToTalkToMega(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, uint32 megaId, uint32 separation);
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// Turning
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int doFace(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, uint8 target_dir);
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int faceXY(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, int16 target_x, int16 target_y);
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int faceMega(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, uint32 megaId);
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// Standing
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void standAt(byte *ob_graph, byte *ob_mega, int32 x, int32 y, int32 dir);
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void standAfterAnim(byte *ob_graph, byte *ob_mega, uint32 animRes);
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void standAtAnim(byte *ob_graph, byte *ob_mega, uint32 animRes);
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int32 routeFinder(byte *ob_mega, byte *ob_walkdata, int32 x, int32 y, int32 dir);
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void earlySlowOut(byte *ob_mega, byte *ob_walkdata);
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void allocateRouteMem();
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WalkData *getRouteMem();
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void freeRouteMem();
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void freeAllRouteMem();
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void addWalkGrid(int32 gridResource);
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void removeWalkGrid(int32 gridResource);
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void clearWalkGridList();
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void plotWalkGrid();
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};
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} // End of namespace Sword2
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#endif
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