mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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177 lines
4.7 KiB
C++
177 lines
4.7 KiB
C++
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 2014 Hawar Doghramachi
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Copyright (C) 2022 Robert Beckebans (id Tech 4x integration)
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code 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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Doom 3 BFG Edition Source Code 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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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "precompiled.h"
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#pragma hdrstop
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#include "TileMap.h"
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static unsigned int GetLog2( float x )
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{
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return ( unsigned int )( ceil( log( x ) / log( 2.0f ) ) );
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}
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void TileMap::Release()
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{
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//tileNodeList.DeleteContents();
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}
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bool TileMap::Init( unsigned int mapSize, unsigned int maxAbsTileSize, unsigned int numLevels )
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{
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if( ( !idMath::IsPowerOfTwo( mapSize ) ) || ( numLevels < 1 ) || ( maxAbsTileSize > mapSize ) || ( maxAbsTileSize < 16.0f ) )
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{
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return false;
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}
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this->mapSize = ( float )mapSize;
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log2MapSize = GetLog2( this->mapSize );
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this->maxAbsTileSize = ( float )maxAbsTileSize;
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this->numLevels = numLevels;
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minAbsTileSize = this->mapSize;
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for( unsigned int i = 0; i < ( numLevels - 1 ); i++ )
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{
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minAbsTileSize *= 0.5f;
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}
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if( ( minAbsTileSize < 16.0f ) || ( minAbsTileSize > maxAbsTileSize ) )
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{
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return false;
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}
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numNodes = 1;
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unsigned int multiplier = 1;
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for( unsigned int i = 1; i < numLevels; i++ )
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{
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multiplier *= 4;
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numNodes += multiplier;
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}
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tileNodeList.SetNum( numNodes );
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TileNode& rootNode = tileNodeList[nodeIndex];
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rootNode.position.x = 0;
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rootNode.position.y = 0;
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rootNode.level = 0;
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rootNode.minLevel = 0;
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BuildTree( rootNode, 0 );
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return true;
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}
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void TileMap::BuildTree( TileNode& parentNode, unsigned int level )
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{
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level++;
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if( level == numLevels )
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{
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return;
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}
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for( unsigned int i = 0; i < 4; i++ )
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{
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parentNode.childIndices[i] = ++nodeIndex;
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assert( nodeIndex < numNodes );
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TileNode& currentNode = tileNodeList[parentNode.childIndices[i]];
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unsigned int denominator = 1 << level;
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const float size = 1.0f / ( ( float )denominator );
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idVec2 offsets[4] = { idVec2( -size, size ), idVec2( -size, -size ), idVec2( size, -size ), idVec2( size, size ) };
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//idVec2 offsets[4] = { idVec2( 0, size * 2 ), idVec2( 0, -0 ), idVec2( size * 2, 0 ), idVec2( size * 2, size * 2 ) };
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currentNode.position = parentNode.position + offsets[i];
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currentNode.level = level;
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currentNode.minLevel = 0;
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BuildTree( currentNode, level );
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}
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}
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void TileMap::Clear()
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{
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for( unsigned int i = 0; i < numNodes; i++ )
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{
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tileNodeList[i].minLevel = 0;
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}
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}
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bool TileMap::GetTile( float size, Tile& tile )
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{
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size = idMath::ClampInt( minAbsTileSize, maxAbsTileSize, size );
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unsigned int requiredLevel = log2MapSize - GetLog2( size );
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foundNode = NULL;
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TileNode& rootNode = tileNodeList[0];
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FindNode( rootNode, requiredLevel );
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if( !foundNode )
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{
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return false;
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}
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tile.position.x = foundNode->position.x;
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tile.position.y = foundNode->position.y;
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tile.size = size / mapSize;
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return true;
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}
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void TileMap::FindNode( TileNode& parentNode, unsigned int level )
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{
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if( foundNode )
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{
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return;
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}
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for( unsigned int i = 0; i < 4; i++ )
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{
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if( foundNode )
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{
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return;
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}
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int childIndex = parentNode.childIndices[i];
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if( childIndex < 0 )
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{
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return;
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}
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TileNode& currentNode = tileNodeList[childIndex];
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if( level < currentNode.minLevel )
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{
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continue;
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}
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if( level == currentNode.level )
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{
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parentNode.minLevel = level;
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currentNode.minLevel = numLevels;
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foundNode = ¤tNode;
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return;
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}
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FindNode( currentNode, level );
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}
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}
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