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engines/sword25/math/walkregion.h
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109
engines/sword25/math/walkregion.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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* 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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*/
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/*
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* This code is based on Broken Sword 2.5 engine
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*
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* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
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*
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* Licensed under GNU GPL v2
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*
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*/
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#ifndef SWORD25_WALKREGION_H
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#define SWORD25_WALKREGION_H
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#include "common/array.h"
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#include "sword25/kernel/common.h"
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#include "sword25/math/region.h"
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namespace Sword25 {
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typedef Common::Array<Vertex> BS_Path;
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/**
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* This class represents the region in which the main character can move
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*/
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class WalkRegion : public Region {
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friend class Region;
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protected:
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WalkRegion();
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WalkRegion(InputPersistenceBlock &Reader, uint handle);
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public:
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~WalkRegion() override;
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bool init(const Polygon &contour, const Common::Array<Polygon> *pHoles = 0) override;
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/**
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* Get the shortest path between two points in the region
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*
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* This method requires that the starting point lies within the region. The end point
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* may lie outside the region. Int his case, the end is chosen as the cloest point to it
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* that lies within the region.
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*
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* @param X1 X Co-ordinate of the start point
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* @param Y1 Y Co-ordinate of the start point
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* @param X2 X Co-ordinate of the end point
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* @param Y2 Y Co-ordinate of the end point
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* @param Path An empty BS_Path that will be set to the resulting path
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* @return Returns false if the result is invalid, otherwise returns true.
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*/
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bool queryPath(int x1, int y1, int x2, int y2, BS_Path &path) {
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return queryPath(Vertex(x1, y1), Vertex(x2, y2), path);
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}
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/**
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* Get the shortest path between two points in the region.
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*
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* @param StartPoint The start point
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* @param EndPoint The end point
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* @param Path An empty BS_Path that will be set to the resulting path
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* @return Returns false if the result is invalid, otherwise returns true.
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*/
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bool queryPath(Vertex startPoint, Vertex endPoint, BS_Path &path);
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void setPos(int x, int y) override;
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const Common::Array<Vertex> &getNodes() const {
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return _nodes;
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}
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const Common::Array< Common::Array<int> > &getVisibilityMatrix() const {
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return _visibilityMatrix;
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}
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bool persist(OutputPersistenceBlock &writer) override;
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bool unpersist(InputPersistenceBlock &reader) override;
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private:
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Common::Array<Vertex> _nodes;
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Common::Array< Common::Array<int> > _visibilityMatrix;
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void initNodeVector();
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void computeVisibilityMatrix();
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bool checkAndPrepareStartAndEnd(Vertex &start, Vertex &end) const;
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bool findPath(const Vertex &start, const Vertex &end, BS_Path &path) const;
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};
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} // End of namespace Sword25
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#endif
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