ScummVM API documentation
maze.h
1 /* ScummVM - Graphic Adventure Engine
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5  * file distributed with this source distribution.
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15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
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20  */
21 
22 #ifndef MEDIASTATION_MINIGAMES_MAZE_H
23 #define MEDIASTATION_MINIGAMES_MAZE_H
24 
25 #include "mediastation/actor.h"
26 
27 namespace MediaStation {
28 
29 namespace MazeMinigame {
30 
31 enum CellDirectionMask {
32  kWest = 0x01,
33  kSouth = 0x02,
34  kEast = 0x04,
35  kNorth = 0x08
36 };
37 
38 enum CellGraphType {
39  kObstacleCell = 0,
40  kDeadEndNode = 1,
41  kJunctionNode = 2,
42  kCorridorCell = 3,
43 };
44 
45 // A row/column position within the maze grid.
46 struct CellCoord {
47  int16 row = 0;
48  int16 column = 0;
49 
50  CellCoord(int16 row_ = 0, int16 column_ = 0) : row(row_), column(column_) {}
51 
52  bool operator==(const CellCoord &other) const {
53  return row == other.row && column == other.column;
54  }
55 };
56 
57 class Cell { // MazeElem
58 public:
59  Cell(int16 directionMask = 0) : _directionMask(directionMask) {};
60 
61  CellGraphType getType() const;
62  Common::Array<int16> _validNeighbors;
63 
64 private:
65  int16 _directionMask = 0;
66 };
67 
68 // The original compressed the maze space down to "segments" (corridors connecting
69 // junction/dead-end nodes) and used a pre-computed routing table for each level.
70 // This seems way overkill for a 10x16 maze, so this reimplementation just does BFS.
71 //
72 // Another improvement from the original is that the linear cell indexing is purely
73 // an implementation detail here. Callers address cells by coordinate and receive paths
74 // back as coordinates.
75 class CellGrid {
76 public:
77  CellGrid(int16 rowCount, int16 columnCount);
78  void setDirections(const Common::Array<int16> &directionMasks);
79 
80  // The shortest path from start to end inclusive, as coordinates.
81  // Empty if the two cells are not connected.
82  Common::Array<CellCoord> shortestPath(CellCoord start, CellCoord end) const;
83  int32 paddedIndexForCoord(CellCoord coord);
84 
85 private:
86  int16 indexForCoord(CellCoord coord) const;
87  CellCoord coordForIndex(int16 index) const;
88  Cell &at(CellCoord coord);
89  Common::Array<uint> buildShortestPath(uint startIndex, uint endIndex) const;
90 
91  int16 _rows = 0;
92  int16 _columns = 0;
93  Common::Array<Cell> _cells;
94 };
95 
96 // A simple maze with one player (puppy) and one enemy (Cruella). This translates the
97 // padded cell indexing that scripts use to and from actual grid coordinates.
98 class Maze {
99 public:
100  Maze(const Common::Array<ScriptValue> &args); // newMaze_init
101  ~Maze();
102 
103  void solve(const Common::Array<ScriptValue> &args, ScriptValue &returnValue); // newMaze_solve
104 
105 private:
106  CellGrid *_grid = nullptr;
107 };
108 
109 } // End of namespace MazeMinigame
110 
111 } // End of namespace MediaStation
112 
113 #endif
Definition: actor.h:34
Definition: scriptvalue.h:35