mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-10 07:11:44 +00:00
1087 lines
23 KiB
C++
1087 lines
23 KiB
C++
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#include "../server/exe_headers.h"
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#include "cm_local.h"
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#include "cm_patch.h"
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#include "cm_landscape.h"
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#include "../game/genericparser2.h"
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#include "cm_randomterrain.h"
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#define NOISE_SIZE 256
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#define NOISE_MASK (NOISE_SIZE - 1)
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static float noiseTable[NOISE_SIZE];
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static int noisePerm[NOISE_SIZE];
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static void CM_NoiseInit( CCMLandScape *landscape )
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{
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int i;
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for ( i = 0; i < NOISE_SIZE; i++ )
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{
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noiseTable[i] = landscape->flrand(-1.0f, 1.0f);
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noisePerm[i] = (byte)landscape->irand(0, 255);
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}
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}
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#define VAL( a ) noisePerm[ ( a ) & ( NOISE_MASK )]
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#define INDEX( x, y, z, t ) VAL( x + VAL( y + VAL( z + VAL( t ) ) ) )
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#define LERP( a, b, w ) ( a * ( 1.0f - w ) + b * w )
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static float GetNoiseValue( int x, int y, int z, int t )
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{
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int index = INDEX( ( int ) x, ( int ) y, ( int ) z, ( int ) t );
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return noiseTable[index];
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}
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#if 0
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static float GetNoiseTime( int t )
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{
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int index = VAL( t );
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return (1 + noiseTable[index]);
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}
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#endif
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static float CM_NoiseGet4f( float x, float y, float z, float t )
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{
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int i;
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int ix, iy, iz, it;
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float fx, fy, fz, ft;
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float front[4];
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float back[4];
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float fvalue, bvalue, value[2], finalvalue;
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ix = ( int ) floor( x );
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fx = x - ix;
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iy = ( int ) floor( y );
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fy = y - iy;
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iz = ( int ) floor( z );
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fz = z - iz;
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it = ( int ) floor( t );
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ft = t - it;
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for ( i = 0; i < 2; i++ )
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{
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front[0] = GetNoiseValue( ix, iy, iz, it + i );
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front[1] = GetNoiseValue( ix+1, iy, iz, it + i );
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front[2] = GetNoiseValue( ix, iy+1, iz, it + i );
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front[3] = GetNoiseValue( ix+1, iy+1, iz, it + i );
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back[0] = GetNoiseValue( ix, iy, iz + 1, it + i );
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back[1] = GetNoiseValue( ix+1, iy, iz + 1, it + i );
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back[2] = GetNoiseValue( ix, iy+1, iz + 1, it + i );
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back[3] = GetNoiseValue( ix+1, iy+1, iz + 1, it + i );
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fvalue = LERP( LERP( front[0], front[1], fx ), LERP( front[2], front[3], fx ), fy );
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bvalue = LERP( LERP( back[0], back[1], fx ), LERP( back[2], back[3], fx ), fy );
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value[i] = LERP( fvalue, bvalue, fz );
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}
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finalvalue = LERP( value[0], value[1], ft );
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return finalvalue;
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}
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/****** lincrv.c ******/
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/* Ken Shoemake, 1994 */
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/* Perform a generic vector unary operation. */
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#define V_Op(vdst,gets,vsrc,n) {register int V_i;\
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for(V_i=(n)-1;V_i>=0;V_i--) (vdst)[V_i] gets ((vsrc)[V_i]);}
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static void lerp(float t, float a0, float a1, vec4_t p0, vec4_t p1, int m, vec4_t p)
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{
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register float t0=(a1-t)/(a1-a0), t1=1-t0;
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register int i;
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for (i=m-1; i>=0; i--) p[i] = t0*p0[i] + t1*p1[i];
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}
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/* DialASpline(t,a,p,m,n,work,Cn,interp,val) computes a point val at parameter
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t on a spline with knot values a and control points p. The curve will have
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Cn continuity, and if interp is TRUE it will interpolate the control points.
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Possibilities include Langrange interpolants, Bezier curves, Catmull-Rom
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interpolating splines, and B-spline curves. Points have m coordinates, and
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n+1 of them are provided. The work array must have room for n+1 points.
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*/
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static int DialASpline(float t, float a[], vec4_t p[], int m, int n, vec4_t work[],
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unsigned int Cn, bool interp, vec4_t val)
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{
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register int i, j, k, h, lo, hi;
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if (Cn>n-1) Cn = n-1; /* Anything greater gives one polynomial */
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for (k=0; t> a[k]; k++); /* Find enclosing knot interval */
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for (h=k; t==a[k]; k++); /* May want to use fewer legs */
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if (k>n) {k = n; if (h>k) h = k;}
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h = 1+Cn - (k-h); k--;
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lo = k-Cn; hi = k+1+Cn;
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if (interp) { /* Lagrange interpolation steps */
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int drop=0;
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if (lo<0) {lo = 0; drop += Cn-k;
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if (hi-lo<Cn) {drop += Cn-hi; hi = Cn;}}
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if (hi>n) {hi = n; drop += k+1+Cn-n;
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if (hi-lo<Cn) {drop += lo-(n-Cn); lo = n-Cn;}}
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for (i=lo; i<=hi; i++) V_Op(work[i],=,p[i],m);
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for (j=1; j<=Cn; j++) {
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for (i=lo; i<=hi-j; i++) {
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lerp(t,a[i],a[i+j],work[i],work[i+1],m,work[i]);
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}
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}
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h = 1+Cn-drop;
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} else { /* Prepare for B-spline steps */
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if (lo<0) {h += lo; lo = 0;}
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for (i=lo; i<=lo+h; i++) V_Op(work[i],=,p[i],m);
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if (h<0) h = 0;
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}
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for (j=0; j<h; j++) {
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int tmp = 1+Cn-j;
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for (i=h-1; i>=j; i--) {
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lerp(t,a[lo+i],a[lo+i+tmp],work[lo+i],work[lo+i+1],m,work[lo+i+1]);
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}
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}
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V_Op(val,=,work[lo+h],m);
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return (k);
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}
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#define BIG (1.0e12)
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static vec_t Vector2Normalize( vec2_t v )
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{
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float length, ilength;
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length = v[0]*v[0] + v[1]*v[1];
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length = sqrt (length);
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if ( length )
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{
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ilength = 1/length;
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v[0] *= ilength;
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v[1] *= ilength;
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}
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return length;
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}
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CPathInfo::CPathInfo(CCMLandScape *landscape, int numPoints, float bx, float by, float ex, float ey,
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float minWidth, float maxWidth, float depth, float deviation, float breadth,
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CPathInfo *Connected, unsigned CreationFlags) :
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mNumPoints(numPoints),
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mMinWidth(minWidth),
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mMaxWidth(maxWidth),
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mDepth(depth),
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mDeviation(deviation),
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mBreadth(breadth)
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{
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int i, numConnected, index;
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float position, goal, deltaGoal;
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// float random, delta;
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bool horizontal;
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float *point;
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float currentWidth;
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float currentPosition;
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vec2_t testPoint, percPoint, diffPoint, normalizedPath;
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float distance, length;
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CreateCircle();
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numConnected = -1;
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if (Connected)
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{ // we are connecting to an existing spline
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numConnected = Connected->GetNumPoints();
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if (numConnected >= SPLINE_MERGE_SIZE)
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{ // plenty of points to choose from
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mNumPoints += SPLINE_MERGE_SIZE;
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}
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else
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{ // the existing spline doesn't have enough points
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mNumPoints += numConnected;
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}
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}
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mPoints = (vec4_t *)malloc(sizeof(vec4_t) * mNumPoints);
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mWork = (vec4_t *)malloc(sizeof(vec4_t) * (mNumPoints+1));
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mWeights = (vec_t *)malloc(sizeof(vec_t) * (mNumPoints+1));
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length = sqrt((ex-bx)*(ex-bx) + (ey-by)*(ey-by));
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if (fabs(ex - bx) >= fabs(ey - by))
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{ // this appears to be a horizontal path
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mInc = 1.0 / fabs(ex - bx);
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horizontal = true;
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position = by;
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goal = ey;
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deltaGoal = (ey-by) / (numPoints-1);
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}
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else
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{ // this appears to be a vertical path
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mInc = 1.0 / fabs(ey - by);
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horizontal = false;
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position = bx;
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goal = ex;
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deltaGoal = (ex-bx) / (numPoints-1);
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}
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normalizedPath[0] = (ex-bx);
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normalizedPath[1] = (ey-by);
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Vector2Normalize(normalizedPath);
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// approx calculate how much we need to iterate through the spline to hit every point
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mInc /= 16;
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currentWidth = landscape->flrand(minWidth, maxWidth);
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currentPosition = 0.0;
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for(i=0;i<mNumPoints;i++)
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{
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// weights are evenly distributed
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mWeights[i] = (float)i / (mNumPoints-1);
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if (i < numConnected && i < SPLINE_MERGE_SIZE)
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{ // we are connecting to an existing spline, so copy over the first few points
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if (CreationFlags & PATH_CREATION_CONNECT_FRONT)
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{ // copy from the front
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index = i;
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}
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else
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{ // copy from the end
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index = numConnected-SPLINE_MERGE_SIZE+i;
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}
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point = Connected->GetPoint(index);
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mPoints[i][0] = point[0];
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mPoints[i][1] = point[1];
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mPoints[i][3] = point[3];
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}
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else
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{
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if (horizontal)
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{ // we appear to be going horizontal, so spread the randomness across the vertical
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mPoints[i][0] = ((ex - bx) * currentPosition) + bx;
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mPoints[i][1] = position;
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}
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else
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{ // we appear to be going vertical, so spread the randomness across the horizontal
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mPoints[i][0] = position;
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mPoints[i][1] = ((ey - by) * currentPosition) + by;
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}
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currentPosition += 1.0 / (numPoints-1);
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// set the width of the spline
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mPoints[i][3] = currentWidth;
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currentWidth += landscape->flrand(-0.1f, 0.1f);
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if (currentWidth < minWidth)
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{
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currentWidth = minWidth;
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}
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else if (currentWidth > maxWidth)
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{
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currentWidth = maxWidth;
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}
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// see how far we are from the goal
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/* delta = (goal - position) * currentPosition;
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// calculate the randomness we are allowed at this place
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random = landscape->flrand(-mDeviation/1.0, mDeviation/1.0) * (1.0 - currentPosition);
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position += delta + random;*/
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if (i == mNumPoints-2)
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{ // -2 because we are calculating for the next point
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position = goal;
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}
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else
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{
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if (i == 0)
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{
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position += deltaGoal + landscape->flrand(-mDeviation/10.0, mDeviation/10.0);
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}
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else
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{
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position += deltaGoal + landscape->flrand(-mDeviation*1.5, mDeviation*1.5);
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}
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}
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if (position > 0.9)
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{ // too far over, so move back a bit
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position = 0.9 - landscape->flrand(0.02f, 0.1f);
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}
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if (position < 0.1)
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{ // too near, so move bakc a bit
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position = 0.1 + landscape->flrand(0.02f, 0.1f);
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}
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// check our deviation from the straight line to the end
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if (horizontal)
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{
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testPoint[0] = ((ex - bx) * currentPosition) + bx;
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testPoint[1] = position;
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}
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else
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{
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testPoint[0] = position;
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testPoint[1] = ((ey - by) * currentPosition) + by;
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}
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// dot product of the normal of the path to the point we are at
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distance = ((testPoint[0]-bx)*normalizedPath[0]) + ((testPoint[1]-by)*normalizedPath[1]);
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// find the perpendicular place that is intersected by the point and the path
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percPoint[0] = (distance * normalizedPath[0]) + bx;
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percPoint[1] = (distance * normalizedPath[1]) + by;
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// calculate the difference between the perpendicular point and the test point
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diffPoint[0] = testPoint[0] - percPoint[0];
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diffPoint[1] = testPoint[1] - percPoint[1];
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// calculate the distance
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distance = sqrt((diffPoint[0]*diffPoint[0]) + (diffPoint[1]*diffPoint[1]));
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if (distance > mDeviation)
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{ // we are beyond our allowed deviation, so head back
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if (horizontal)
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{
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position = (ey-by) * currentPosition + by;
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}
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else
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{
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position = (ex-bx) * currentPosition + bx;
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}
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position += landscape->flrand(-mDeviation/2.0, mDeviation/2.0);
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}
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}
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}
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mWeights[mNumPoints] = (float)BIG;
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}
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CPathInfo::~CPathInfo(void)
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{
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free(mWeights);
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free(mWork);
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free(mPoints);
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}
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void CPathInfo::CreateCircle(void)
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{
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int x, y;
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float r, d;
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memset(mCircleStamp, 0, sizeof(mCircleStamp));
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r = CIRCLE_STAMP_SIZE;
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for(x=0;x<CIRCLE_STAMP_SIZE;x++)
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{
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for(y=0;y<CIRCLE_STAMP_SIZE;y++)
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{
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d = sqrt((float)(x*x + y*y));
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if (d > r)
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{
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mCircleStamp[y][x] = 255;
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}
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else
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{
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mCircleStamp[y][x] = pow(sin((float)(d / r * M_PI / 2)), mBreadth) * 255;
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}
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}
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}
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}
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void CPathInfo::Stamp(int x, int y, int size, int depth, unsigned char *Data, int DataWidth, int DataHeight)
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{
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// int xPos;
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// float yPos;
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int dx, dy, fx, fy;
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float offset;
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byte value;
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byte invDepth;
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offset = (float)(CIRCLE_STAMP_SIZE-1) / size;
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invDepth = 255-depth;
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for(dx = -size; dx <= size; dx++)
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{
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for ( dy = -size; dy <= size; dy ++ )
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{
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float d;
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d = dx * dx + dy * dy ;
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if ( d > size * size )
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{
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continue;
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}
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fx = x + dx;
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if (fx < 2 || fx > DataWidth-2)
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{
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continue;
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||
|
}
|
||
|
|
||
|
fy = y + dy;
|
||
|
if (fy < 2 || fy > DataHeight-2)
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
value = pow ( sin ( (float)(d / (size * size) * M_PI / 2)), mBreadth ) * invDepth + depth;
|
||
|
if (value < Data[(fy * DataWidth) + fx])
|
||
|
{
|
||
|
Data[(fy * DataWidth) + fx] = value;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
/*
|
||
|
|
||
|
fx = x + dx;
|
||
|
if (fx < 2 || fx > DataWidth-2)
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
xPos = abs((int)(dx*offset));
|
||
|
yPos = offset*size + offset;
|
||
|
for(dy = -size; dy < 0; dy++)
|
||
|
{
|
||
|
yPos -= offset;
|
||
|
fy = y + dy;
|
||
|
if (fy < 2 || fy > DataHeight-2)
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
value = (invDepth * mCircleStamp[(int)yPos][xPos] / 256) + depth;
|
||
|
if (value < Data[(fy * DataWidth) + fx])
|
||
|
{
|
||
|
Data[(fy * DataWidth) + fx] = value;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
yPos = -offset;
|
||
|
for(; dy <= size; dy++)
|
||
|
{
|
||
|
yPos += offset;
|
||
|
|
||
|
fy = y + dy;
|
||
|
if (fy < 2 || fy > DataHeight-2)
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
value = (invDepth * mCircleStamp[(int)yPos][xPos] / 256) + depth;
|
||
|
if (value < Data[(fy * DataWidth) + fx])
|
||
|
{
|
||
|
Data[(fy * DataWidth) + fx] = value;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
*/
|
||
|
}
|
||
|
|
||
|
void CPathInfo::GetInfo(float PercentInto, vec4_t Coord, vec4_t Vector)
|
||
|
{
|
||
|
vec4_t before, after;
|
||
|
float testPercent;
|
||
|
|
||
|
DialASpline(PercentInto, mWeights, mPoints, sizeof(vec4_t) / sizeof(vec_t), mNumPoints-1, mWork, 2, true, Coord);
|
||
|
|
||
|
testPercent = PercentInto - 0.01;
|
||
|
if (testPercent < 0)
|
||
|
{
|
||
|
testPercent = 0;
|
||
|
}
|
||
|
DialASpline(testPercent, mWeights, mPoints, sizeof(vec4_t) / sizeof(vec_t), mNumPoints-1, mWork, 2, true, before);
|
||
|
|
||
|
testPercent = PercentInto + 0.01;
|
||
|
if (testPercent > 1.0)
|
||
|
{
|
||
|
testPercent = 1.0;
|
||
|
}
|
||
|
DialASpline(testPercent, mWeights, mPoints, sizeof(vec4_t) / sizeof(vec_t), mNumPoints-1, mWork, 2, true, after);
|
||
|
|
||
|
Coord[2] = mDepth;
|
||
|
|
||
|
Vector[0] = after[0] - before[0];
|
||
|
Vector[1] = after[1] - before[1];
|
||
|
}
|
||
|
|
||
|
void CPathInfo::DrawPath(unsigned char *Data, int DataWidth, int DataHeight )
|
||
|
{
|
||
|
float t;
|
||
|
vec4_t val, vector;//, perp;
|
||
|
int size;
|
||
|
float inc;
|
||
|
int x, y, lastX, lastY;
|
||
|
float depth;
|
||
|
|
||
|
inc = mInc / DataWidth;
|
||
|
|
||
|
lastX = lastY = -999;
|
||
|
|
||
|
for (t=0.0; t<=1.0; t+=inc)
|
||
|
{
|
||
|
GetInfo(t, val, vector);
|
||
|
|
||
|
/* perp[0] = -vector[1];
|
||
|
perp[1] = vector[0];
|
||
|
|
||
|
if (fabs(perp[0]) > fabs(perp[1]))
|
||
|
{
|
||
|
perp[1] /= fabs(perp[0]);
|
||
|
perp[0] /= fabs(perp[0]);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
perp[0] /= fabs(perp[1]);
|
||
|
perp[1] /= fabs(perp[1]);
|
||
|
}
|
||
|
*/
|
||
|
x = val[0] * DataWidth;
|
||
|
y = val[1] * DataHeight;
|
||
|
|
||
|
if (x == lastX && y == lastY)
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
lastX = x;
|
||
|
lastY = y;
|
||
|
|
||
|
size = val[3] * DataWidth;
|
||
|
|
||
|
depth = mDepth * 255.0f;
|
||
|
|
||
|
Stamp(x, y, size, (int)depth, Data, DataWidth, DataHeight);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
CRandomTerrain::CRandomTerrain(void)
|
||
|
{
|
||
|
memset(mPaths, 0, sizeof(mPaths));
|
||
|
}
|
||
|
|
||
|
CRandomTerrain::~CRandomTerrain(void)
|
||
|
{
|
||
|
Shutdown();
|
||
|
}
|
||
|
|
||
|
void CRandomTerrain::Init(CCMLandScape *landscape, byte *grid, int width, int height)
|
||
|
{
|
||
|
Shutdown();
|
||
|
mLandScape = landscape;
|
||
|
mWidth = width;
|
||
|
mHeight = height;
|
||
|
mArea = mWidth * mHeight;
|
||
|
mBorder = (width + height) >> 6;
|
||
|
mGrid = grid;
|
||
|
}
|
||
|
|
||
|
void CRandomTerrain::ClearPaths(void)
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
for(i=0;i<MAX_RANDOM_PATHS;i++)
|
||
|
{
|
||
|
if (mPaths[i])
|
||
|
{
|
||
|
delete mPaths[i];
|
||
|
mPaths[i] = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
memset(mPaths, 0, sizeof(mPaths));
|
||
|
}
|
||
|
|
||
|
void CRandomTerrain::Shutdown(void)
|
||
|
{
|
||
|
ClearPaths ( );
|
||
|
}
|
||
|
|
||
|
bool CRandomTerrain::CreatePath(int PathID, int ConnectedID, unsigned CreationFlags, int numPoints,
|
||
|
float bx, float by, float ex, float ey,
|
||
|
float minWidth, float maxWidth, float depth, float deviation, float breadth )
|
||
|
{
|
||
|
CPathInfo *connected = 0;
|
||
|
|
||
|
if (PathID < 0 || PathID >= MAX_RANDOM_PATHS || mPaths[PathID])
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if (ConnectedID >= 0 && ConnectedID < MAX_RANDOM_PATHS)
|
||
|
{
|
||
|
connected = mPaths[ConnectedID];
|
||
|
}
|
||
|
|
||
|
mPaths[PathID] = new CPathInfo(mLandScape, numPoints, bx, by, ex, ey,
|
||
|
minWidth, maxWidth, depth, deviation, breadth,
|
||
|
connected, CreationFlags );
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
bool CRandomTerrain::GetPathInfo(int PathNum, float PercentInto, vec4_t Coord, vec4_t Vector)
|
||
|
{
|
||
|
if (PathNum < 0 || PathNum >= MAX_RANDOM_PATHS || !mPaths[PathNum])
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
mPaths[PathNum]->GetInfo(PercentInto, Coord, Vector);
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
void CRandomTerrain::ParseGenerate(const char *GenerateFile)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
void CRandomTerrain::Smooth ( void )
|
||
|
{
|
||
|
// Scale down to 1/4 size then back up to smooth out the terrain
|
||
|
byte *temp;
|
||
|
int x, y, o;
|
||
|
|
||
|
temp = mLandScape->GetFlattenMap ( );
|
||
|
|
||
|
// Copy over anything in the flatten map
|
||
|
if (temp)
|
||
|
{
|
||
|
for ( o = 0; o < mHeight * mWidth; o++)
|
||
|
{
|
||
|
if ( temp[o] > 0 )
|
||
|
{
|
||
|
mGrid[o] = (byte)temp[o] & 0x7F;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
temp = (byte *)Z_Malloc(mWidth * mHeight, TAG_TEMP_WORKSPACE, qfalse);
|
||
|
#if 1
|
||
|
unsigned total, count;
|
||
|
for(x=1;x<mWidth-1;x++)
|
||
|
{
|
||
|
for(y=1;y<mHeight-1;y++)
|
||
|
{
|
||
|
total = 0;
|
||
|
count = 2;
|
||
|
|
||
|
// Left
|
||
|
total += mGrid[((y)*mWidth)+(x-1)];
|
||
|
count++;
|
||
|
|
||
|
// Right
|
||
|
total += mGrid[((y)*mWidth)+(x+1)];
|
||
|
count++;
|
||
|
|
||
|
// Up
|
||
|
total += mGrid[((y-1)*mWidth)+(x)];
|
||
|
count++;
|
||
|
|
||
|
// Down
|
||
|
total += mGrid[((y+1)*mWidth)+(x)];
|
||
|
count++;
|
||
|
|
||
|
// Up-Left
|
||
|
total += mGrid[((y-1)*mWidth)+(x-1)];
|
||
|
count++;
|
||
|
|
||
|
// Down-Left
|
||
|
total += mGrid[((y+1)*mWidth)+(x-1)];
|
||
|
count++;
|
||
|
|
||
|
// Up-Right
|
||
|
total += mGrid[((y-1)*mWidth)+(x+1)];
|
||
|
count++;
|
||
|
|
||
|
// Down-Right
|
||
|
total += mGrid[((y+1)*mWidth)+(x+1)];
|
||
|
count++;
|
||
|
|
||
|
total += (unsigned)mGrid[((y)*mWidth)+(x)] * 2;
|
||
|
|
||
|
temp[((y)*mWidth)+(x)] = total / count;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
memcpy(mGrid, temp, mWidth * mHeight);
|
||
|
|
||
|
#else
|
||
|
float smoothKernel[FILTER_SIZE][FILTER_SIZE];
|
||
|
int xx, yy, dx, dy;
|
||
|
float total, num;
|
||
|
|
||
|
R_Resample(mGrid, mWidth, mHeight, temp, mWidth >> 1, mHeight >> 1, 1);
|
||
|
R_Resample(temp, mWidth >> 1, mHeight >> 1, mGrid, mWidth, mHeight, 1);
|
||
|
|
||
|
// now lets filter it.
|
||
|
memcpy(temp, mGrid, mWidth * mHeight);
|
||
|
|
||
|
for (dy = -KERNEL_SIZE; dy <= KERNEL_SIZE; dy++)
|
||
|
{
|
||
|
for (dx = -KERNEL_SIZE; dx <= KERNEL_SIZE; dx++)
|
||
|
{
|
||
|
smoothKernel[dy + KERNEL_SIZE][dx + KERNEL_SIZE] =
|
||
|
1.0f / (1.0f + fabs(float(dx) * float(dx) * float(dx)) + fabs(float(dy) * float(dy) * float(dy)));
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for (y = 0; y < mHeight; y++)
|
||
|
{
|
||
|
for (x = 0; x < mWidth; x++)
|
||
|
{
|
||
|
total = 0.0f;
|
||
|
num = 0.0f;
|
||
|
for (dy = -KERNEL_SIZE; dy <= KERNEL_SIZE; dy++)
|
||
|
{
|
||
|
for (dx = -KERNEL_SIZE; dx <= KERNEL_SIZE; dx++)
|
||
|
{
|
||
|
xx = x + dx;
|
||
|
if (xx >= 0 && xx < mWidth)
|
||
|
{
|
||
|
yy = y + dy;
|
||
|
if (yy >= 0 && yy < mHeight)
|
||
|
{
|
||
|
total += smoothKernel[dy + KERNEL_SIZE][dx + KERNEL_SIZE] * (float)temp[yy * mWidth + xx];
|
||
|
num += smoothKernel[dy + KERNEL_SIZE][dx + KERNEL_SIZE];
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
total /= num;
|
||
|
mGrid[y * mWidth + x] = (byte)Com_Clamp(0, 255, (int)Round(total));
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
Z_Free(temp);
|
||
|
|
||
|
/* Uncomment to see the symmetry line on the map
|
||
|
|
||
|
for ( x = 0; x < mWidth; x ++ )
|
||
|
{
|
||
|
mGrid[x * mWidth + x] = 255;
|
||
|
}
|
||
|
*/
|
||
|
}
|
||
|
|
||
|
void CRandomTerrain::Generate(int symmetric)
|
||
|
{
|
||
|
int i,j;
|
||
|
|
||
|
// Clear out all existing data
|
||
|
memset(mGrid, 255, mArea);
|
||
|
|
||
|
// make landscape a little bumpy
|
||
|
float t1 = mLandScape->flrand(0, 2);
|
||
|
float t2 = mLandScape->flrand(0, 2);
|
||
|
float t3 = mLandScape->flrand(0, 2);
|
||
|
|
||
|
CM_NoiseInit(mLandScape);
|
||
|
|
||
|
int x, y;
|
||
|
for (y = 0; y < mHeight; y++)
|
||
|
for (x = 0; x < mWidth; x++)
|
||
|
{
|
||
|
i = x + y*mWidth;
|
||
|
byte val = (byte)Com_Clamp(0, 255, (int)(220 + (CM_NoiseGet4f( x*0.25, y*0.25, 0, t3 ) * 20)) + (CM_NoiseGet4f( x*0.5, y*0.5, 0, t2 ) * 15));
|
||
|
mGrid[i] = val;
|
||
|
}
|
||
|
|
||
|
for ( i = 0; mPaths[i] != 0; i ++ )
|
||
|
{
|
||
|
mPaths[i]->DrawPath(mGrid, mWidth, mHeight);
|
||
|
}
|
||
|
|
||
|
for (y = 0; y < mHeight; y++)
|
||
|
for (x = 0; x < mWidth; x++)
|
||
|
{
|
||
|
i = x + y*mWidth;
|
||
|
byte val = (byte)Com_Clamp(0, 255, (int)(mGrid[i] + (CM_NoiseGet4f( x, y, 0, t1 ) * 5)));
|
||
|
mGrid[i] = val;
|
||
|
}
|
||
|
|
||
|
// if symmetric, do this now
|
||
|
if (symmetric)
|
||
|
{
|
||
|
assert (mWidth == mHeight); // must be square
|
||
|
|
||
|
for (y = 0; y < mHeight; y++)
|
||
|
for (x = 0; x < (mWidth-y); x++)
|
||
|
{
|
||
|
i = x + y*mWidth;
|
||
|
j = (mWidth-1 - x) + (mHeight-1 - y)*mWidth;
|
||
|
byte val = mGrid[i] < mGrid[j] ? mGrid[i] : mGrid[j];
|
||
|
mGrid[i] = mGrid[j] = val;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
typedef enum
|
||
|
{
|
||
|
RMG_CP_NONE = -1,
|
||
|
RMG_CP_CONSONANT,
|
||
|
RMG_CP_COMPLEX_CONSONANT,
|
||
|
RMG_CP_VOWEL,
|
||
|
RMG_CP_COMPLEX_VOWEL,
|
||
|
RMG_CP_ENDING,
|
||
|
|
||
|
RMG_CP_NUM_PIECES,
|
||
|
} ECPType;
|
||
|
|
||
|
typedef struct SCharacterPiece
|
||
|
{
|
||
|
char *mPiece;
|
||
|
int mCommonality;
|
||
|
} TCharacterPiece;
|
||
|
|
||
|
static TCharacterPiece Consonants[] =
|
||
|
{
|
||
|
{ "b", 6 },
|
||
|
{ "c", 8 },
|
||
|
{ "d", 6 },
|
||
|
{ "f", 5 },
|
||
|
{ "g", 4 },
|
||
|
{ "h", 5 },
|
||
|
{ "j", 2 },
|
||
|
{ "k", 4 },
|
||
|
{ "l", 4 },
|
||
|
{ "m", 7 },
|
||
|
{ "n", 7 },
|
||
|
{ "r", 6 },
|
||
|
{ "s", 10 },
|
||
|
{ "t", 10 },
|
||
|
{ "v", 1 },
|
||
|
{ "w", 2 },
|
||
|
{ "x", 1 },
|
||
|
{ "z", 1 },
|
||
|
|
||
|
{ 0, 0 }
|
||
|
};
|
||
|
|
||
|
static TCharacterPiece ComplexConsonants[] =
|
||
|
{
|
||
|
{ "st", 10 },
|
||
|
{ "ck", 10 },
|
||
|
{ "ss", 10 },
|
||
|
{ "tt", 7 },
|
||
|
{ "ll", 8 },
|
||
|
{ "nd", 10 },
|
||
|
{ "rn", 6 },
|
||
|
{ "nc", 6 },
|
||
|
{ "mp", 4 },
|
||
|
{ "sc", 10 },
|
||
|
{ "sl", 10 },
|
||
|
{ "tch", 6 },
|
||
|
{ "th", 4 },
|
||
|
{ "rn", 5 },
|
||
|
{ "cl", 10 },
|
||
|
{ "sp", 10 },
|
||
|
{ "st", 10 },
|
||
|
{ "fl", 4 },
|
||
|
{ "sh", 7 },
|
||
|
{ "ng", 4 },
|
||
|
// { "" },
|
||
|
|
||
|
{ 0, 0 }
|
||
|
};
|
||
|
|
||
|
static TCharacterPiece Vowels[] =
|
||
|
{
|
||
|
{ "a", 10 },
|
||
|
{ "e", 10 },
|
||
|
{ "i", 10 },
|
||
|
{ "o", 10 },
|
||
|
{ "u", 2 },
|
||
|
// { "" },
|
||
|
|
||
|
{ 0, 0 }
|
||
|
};
|
||
|
|
||
|
static TCharacterPiece ComplexVowels[] =
|
||
|
{
|
||
|
{ "ea", 10 },
|
||
|
{ "ue", 3 },
|
||
|
{ "oi", 10 },
|
||
|
{ "ai", 8 },
|
||
|
{ "oo", 10 },
|
||
|
{ "io", 10 },
|
||
|
{ "oe", 10 },
|
||
|
{ "au", 3 },
|
||
|
{ "ee", 7 },
|
||
|
{ "ei", 7 },
|
||
|
{ "ou", 7 },
|
||
|
{ "ia", 4 },
|
||
|
// { "" },
|
||
|
|
||
|
{ 0, 0 }
|
||
|
};
|
||
|
|
||
|
static TCharacterPiece Endings[] =
|
||
|
{
|
||
|
{ "ing", 10 },
|
||
|
{ "ed", 10 },
|
||
|
{ "ute", 10 },
|
||
|
{ "ance", 10 },
|
||
|
{ "ey", 10 },
|
||
|
{ "ation", 10 },
|
||
|
{ "ous", 10 },
|
||
|
{ "ent", 10 },
|
||
|
{ "ate", 10 },
|
||
|
{ "ible", 10 },
|
||
|
{ "age", 10 },
|
||
|
{ "ity", 10 },
|
||
|
{ "ist", 10 },
|
||
|
{ "ism", 10 },
|
||
|
{ "ime", 10 },
|
||
|
{ "ic", 10 },
|
||
|
{ "ant", 10 },
|
||
|
{ "etry", 10 },
|
||
|
{ "ious", 10 },
|
||
|
{ "ative", 10 },
|
||
|
{ "er", 10 },
|
||
|
{ "ize", 10 },
|
||
|
{ "able", 10 },
|
||
|
{ "itude", 10 },
|
||
|
// { "" },
|
||
|
|
||
|
{ 0, 0 }
|
||
|
};
|
||
|
|
||
|
static void FindPiece(ECPType type, char *&pos)
|
||
|
{
|
||
|
TCharacterPiece *search, *start;
|
||
|
int count = 0;
|
||
|
|
||
|
switch(type)
|
||
|
{
|
||
|
case RMG_CP_CONSONANT:
|
||
|
default:
|
||
|
start = Consonants;
|
||
|
break;
|
||
|
|
||
|
case RMG_CP_COMPLEX_CONSONANT:
|
||
|
start = ComplexConsonants;
|
||
|
break;
|
||
|
|
||
|
case RMG_CP_VOWEL:
|
||
|
start = Vowels;
|
||
|
break;
|
||
|
|
||
|
case RMG_CP_COMPLEX_VOWEL:
|
||
|
start = ComplexVowels;
|
||
|
break;
|
||
|
|
||
|
case RMG_CP_ENDING:
|
||
|
start = Endings;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
search = start;
|
||
|
while(search->mPiece)
|
||
|
{
|
||
|
count += search->mCommonality;
|
||
|
search++;
|
||
|
}
|
||
|
|
||
|
count = Q_irand(0, count-1);
|
||
|
search = start;
|
||
|
while(count > search->mCommonality)
|
||
|
{
|
||
|
count -= search->mCommonality;
|
||
|
search++;
|
||
|
}
|
||
|
|
||
|
strcpy(pos, search->mPiece);
|
||
|
pos += strlen(search->mPiece);
|
||
|
}
|
||
|
|
||
|
unsigned RMG_CreateSeed(char *TextSeed)
|
||
|
{
|
||
|
int Length;
|
||
|
char Ending[256], *pos;
|
||
|
int ComplexVowelChance, ComplexConsonantChance;
|
||
|
ECPType LookingFor;
|
||
|
unsigned SeedValue = 0, high;
|
||
|
|
||
|
Length = Q_irand(4, 9);
|
||
|
|
||
|
if (Q_irand(0, 100) < 20)
|
||
|
{
|
||
|
LookingFor = RMG_CP_VOWEL;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
LookingFor = RMG_CP_CONSONANT;
|
||
|
}
|
||
|
|
||
|
Ending[0] = 0;
|
||
|
|
||
|
if (Q_irand(0, 100) < 55)
|
||
|
{
|
||
|
pos = Ending;
|
||
|
FindPiece(RMG_CP_ENDING, pos);
|
||
|
Length -= (pos - Ending);
|
||
|
}
|
||
|
|
||
|
pos = TextSeed;
|
||
|
*pos = 0;
|
||
|
|
||
|
ComplexVowelChance = -1;
|
||
|
ComplexConsonantChance = -1;
|
||
|
|
||
|
while((pos - TextSeed) < Length || LookingFor == RMG_CP_CONSONANT)
|
||
|
{
|
||
|
if (LookingFor == RMG_CP_VOWEL)
|
||
|
{
|
||
|
if (Q_irand(0, 100) < ComplexVowelChance)
|
||
|
{
|
||
|
ComplexVowelChance = -1;
|
||
|
LookingFor = RMG_CP_COMPLEX_VOWEL;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ComplexVowelChance += 10;
|
||
|
}
|
||
|
|
||
|
FindPiece(LookingFor, pos);
|
||
|
LookingFor = RMG_CP_CONSONANT;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (Q_irand(0, 100) < ComplexConsonantChance)
|
||
|
{
|
||
|
ComplexConsonantChance = -1;
|
||
|
LookingFor = RMG_CP_COMPLEX_CONSONANT;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ComplexConsonantChance += 45;
|
||
|
}
|
||
|
|
||
|
FindPiece(LookingFor, pos);
|
||
|
LookingFor = RMG_CP_VOWEL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (Ending[0])
|
||
|
{
|
||
|
strcpy(pos, Ending);
|
||
|
}
|
||
|
|
||
|
pos = TextSeed;
|
||
|
while(*pos)
|
||
|
{
|
||
|
high = SeedValue >> 28;
|
||
|
SeedValue ^= (SeedValue << 4) + ((*pos)-'a');
|
||
|
SeedValue ^= high;
|
||
|
pos++;
|
||
|
}
|
||
|
|
||
|
return SeedValue;
|
||
|
}
|