//Anything above this #include will be ignored by the compiler #include "../qcommon/exe_headers.h" /************************************************************************************************ * * Copyright (C) 2001-2002 Raven Software * * RM_Path.cpp * ************************************************************************************************/ #include "RM_Headers.h" #define max(a,b) (((a) > (b)) ? (a) : (b)) /************************************************************************************************ * CRMNode::CRMNode * constructor * * inputs: * none * * return: * none * ************************************************************************************************/ CRMNode::CRMNode ( ) { int i; mFlattenHeight = -1; mPos[0] = 0; mPos[1] = 0; mPos[2] = 0; // no paths for (i = 0; i < DIR_MAX; i++) mPathID[i] = -1; mAreaPointPlaced = false; } /************************************************************************************************ * CRMPathManager::CRMPathManager * constructor * * inputs: * none * * return: * none * ************************************************************************************************/ CRMPathManager::CRMPathManager ( CRandomTerrain* terrain ) : mXNodes(0), mYNodes(0), mPathCount(0), mRiverCount(0), mMaxDepth(0), mDepth(0), mPathPoints(10), mPathMinWidth(0.02f), mPathMaxWidth(0.04f), mPathDepth(0.3f), mPathDeviation(0.03f), mPathBreadth(5), mRiverDepth(5), mRiverPoints(10), mRiverMinWidth(0.01f), mRiverMaxWidth(0.02f), mRiverBedDepth(1), mRiverDeviation(0.01f), mRiverBreadth(7), mTerrain(terrain), mCrossed(false) { } CRMPathManager::~CRMPathManager ( ) { int i,j; for ( i = mLocations.size() - 1; i >=0; i-- ) { if (mLocations[i]) delete mLocations[i]; } mLocations.clear(); for ( j = mNodes.size() - 1; j >=0; j-- ) { if (mNodes[j]) delete mNodes[j]; } mNodes.clear(); } void CRMPathManager::CreateLocation ( const char* name, const int min_depth, int max_depth, const int min_paths, int max_paths ) { int i; // sanity checks -- dmv if( max_paths < min_paths ) { Com_Printf("[CreateLocation()] ERROR : max_paths < min_paths :: set max_paths = min_paths\n" ); max_paths = min_paths; } if( max_depth < min_depth ) { Com_Printf("[CreateLocation()] ERROR : max_depth < min_depth :: set max_depth = min_depth\n" ); max_depth = min_depth; } for (i = mLocations.size()-1; i>=0; --i) if ( !stricmp ( name, mLocations[i]->GetName ( ) ) ) { mLocations[i]->SetMinDepth(min_depth); mLocations[i]->SetMaxDepth(max_depth); mLocations[i]->SetMinPaths(min_paths); mLocations[i]->SetMaxPaths(max_paths); return; } CRMLoc* pLoc= new CRMLoc(name, min_depth, max_depth, min_paths, max_paths); mLocations.push_back(pLoc); mMaxDepth = max(mMaxDepth, max_depth); } void CRMPathManager::ClearCells(int x_nodes, int y_nodes) { int x,y; // clear cell array - used for generating paths CRMCell empty; for (x=0; x < x_nodes * y_nodes; x++) { if (x >= mCells.size()) mCells.push_back(empty); else mCells[x] = empty; } // set borders of world for (y = 0; y < y_nodes; y++) { mCells[y * x_nodes].SetBorder(DIR_W ); mCells[y * x_nodes].SetBorder(DIR_SW ); mCells[y * x_nodes].SetBorder(DIR_NW ); mCells[y * x_nodes + x_nodes-1].SetBorder( DIR_E ); mCells[y * x_nodes + x_nodes-1].SetBorder( DIR_NE ); mCells[y * x_nodes + x_nodes-1].SetBorder( DIR_SE ); } for (x = 0; x < x_nodes; x++) { mCells[x].SetBorder( DIR_N ); mCells[x].SetBorder( DIR_NE ); mCells[x].SetBorder( DIR_NW ); mCells[(y_nodes-1) * x_nodes + x].SetBorder( DIR_S ); mCells[(y_nodes-1) * x_nodes + x].SetBorder( DIR_SE ); mCells[(y_nodes-1) * x_nodes + x].SetBorder( DIR_SW ); } } /************************************************************************************************ * CRMPathManager::CreateArray * Create array of nodes that are spaced over the landscape. * Create array of cells, which is used to determine how nodes are connected. * * inputs: * x_nodes, y_nodes - how many nodes in each dimension to layout * * return: * true if the node array was created, false if we have a problem * ************************************************************************************************/ bool CRMPathManager::CreateArray(const int x_nodes, const int y_nodes) { mXNodes = x_nodes; mYNodes = y_nodes; // fill node array with positions that are spaced over the landscape int x,y; // dump existing nodes for ( x = mNodes.size() - 1; x >=0; x-- ) { if (mNodes[x]) delete mNodes[x]; } mNodes.clear(); mNodes.resize(mXNodes * mYNodes, NULL); // add a small amount of random jitter to spots chosen float x_rnd = 0.2f / (mXNodes+1); float y_rnd = 0.2f / (mYNodes+1); for (x = 0; x < mXNodes; x++) { float cell_x = (x + 1.0f) / (mXNodes+1); // float cell_x = (x + 2.0f) / (mXNodes+3); for (y = 0; y < mYNodes; y++) { vec3_t pos; CRMNode * pnode = new CRMNode(); mNodes[x + y*mXNodes] = pnode; float cell_y = (y + 1.0f) / (mYNodes+1); // float cell_y = (y + 2.0f) / (mYNodes+3); pos[0] = TheRandomMissionManager->GetLandScape()->flrand(cell_x - x_rnd, cell_x + x_rnd); pos[1] = TheRandomMissionManager->GetLandScape()->flrand(cell_y - y_rnd, cell_y + y_rnd); pos[2] = 0; SetNodePos(x, y, pos); } } ClearCells(mXNodes, mYNodes); return true; } // neighbor offsets - easy way to turn a direction into the array position for a neighboring cell or node int CRMPathManager::neighbor_x[DIR_MAX] = { 0, 1, 1, 1, 0,-1,-1,-1}; int CRMPathManager::neighbor_y[DIR_MAX] = {-1,-1, 0, 1, 1, 1, 0,-1}; /************************************************************************************************ * CRMPathManager::PlaceLocation * This method is used to determine if a named location should be placed at this node. * * inputs: * c_x, c_y - cell to examine * * return: * none * ************************************************************************************************/ void CRMPathManager::PlaceLocation(const int c_x, const int c_y) { if ( !Node(c_x,c_y)->IsLocation() ) { // not currently a location // how many paths lead to this cell? int count_paths = 0; int i; for (i = 0; iPathExist(i)) count_paths++; int deepest_depth = -1; int deepest_loc = -1; for (i = mLocations.size()-1; i>=0; --i) { if (!mLocations[i]->Placed() && // node has not been placed mLocations[i]->MinDepth() <= mDepth && // our current depth is in the proper range mLocations[i]->MaxDepth() >= mDepth && mLocations[i]->MinPaths() <= count_paths && // our path count is in the proper range mLocations[i]->MaxPaths() >= count_paths && mLocations[i]->MaxDepth() > deepest_depth) // and this is the deepest location of the ones that match { deepest_loc = i; deepest_depth = mLocations[i]->MaxDepth(); } } if (deepest_loc >= 0 && deepest_loc < mLocations.size()) { // found a location to place at this node / cell const char * name = mLocations[deepest_loc]->GetName(); Node(c_x,c_y)->SetName(name); mLocations[deepest_loc]->SetPlaced(true); // need a new max depth int max_depth = -1; for (i = mLocations.size()-1; i>=0; --i) { // figure out new max depth based on the max depth of unplaced locations if (!mLocations[i]->Placed() && // node has not been placed mLocations[i]->MaxDepth() > max_depth) // and this is the deepest { max_depth = mLocations[i]->MaxDepth(); } } mMaxDepth = max_depth; } } } /************************************************************************************************ * CRMPathManager::PathVisit * This method is called recursively to create a network of nodes connected with paths. * * inputs: * c_x, c_y - cell to visit * * return: * none * ************************************************************************************************/ void CRMPathManager::PathVisit(const int c_x, const int c_y) { // does this cell have any neighbors with all walls intact? int i,off; // look at neighbors in random order off = TheRandomMissionManager->GetLandScape()->irand(DIR_FIRST, DIR_MAX-1); ++mDepth; // track our depth of recursion for (i = DIR_FIRST; iSetPath(d, mPathCount); Node(new_c_x, new_c_y)->SetPath(new_dir, mPathCount); //DIR_MAX - d, mPathCount); // create path between cells mTerrain->CreatePath( mPathCount++, -1, 0, mPathPoints, GetNodePos(c_x,c_y)[0], GetNodePos(c_x,c_y)[1], GetNodePos(new_c_x,new_c_y)[0], GetNodePos(new_c_x,new_c_y)[1], mPathMinWidth, mPathMaxWidth, mPathDepth, mPathDeviation, mPathBreadth ); // flatten a small spot CArea area; float flat_radius = mPathMaxWidth * fabs(TheRandomMissionManager->GetLandScape()->GetBounds()[1][0] - TheRandomMissionManager->GetLandScape()->GetBounds()[0][0]); area.Init( GetNodePos(c_x,c_y), flat_radius, 0.0f, AT_NONE, 0, 0 ); TheRandomMissionManager->GetLandScape()->FlattenArea(&area, 255 * mPathDepth, false, true, true ); // recurse PathVisit(new_c_x, new_c_y); } } } --mDepth; // NOTE: *whoop* hack alert, the first time this is reached, it should be the very last placed node. if( !mCrossed && TheRandomMissionManager->GetMission()->GetSymmetric() && TheRandomMissionManager->GetMission()->GetBackUpPath() ) { mCrossed = true; int directionSet[3][3] = {DIR_NW,DIR_W,DIR_SW,DIR_N,-1,DIR_S,DIR_NE,DIR_E,DIR_SE}; int ncx = (mXNodes-1)-c_x; int ncy = (mYNodes-1)-c_y; int x_delta = ncx - c_x; int y_delta = ncy - c_y; if( x_delta < -1 ) { x_delta = -1; } else if( x_delta > 1 ) { x_delta = 1; } if( y_delta < -1 ) { y_delta = -1; } else if( y_delta > 1 ) { y_delta = 1; } // make sure the mirror is actually in a different position than then un-mirrored node if( x_delta || y_delta ) { int d = directionSet[x_delta][y_delta]; int new_dir; // d is the direction relative to the current cell // new_dir is the direction relative to the next cell (N becomes S, NE becomes SW, etc...) if( d < HALF_DIR_MAX ) { new_dir = d + HALF_DIR_MAX; } else { new_dir = d - HALF_DIR_MAX; } //NOTE: Knocking down these walls will cause instances to be created on this new artificial path // Since this path could span more than just the normal 1 cell, these walls being knocked down are not exactly correct... but get the job done // knock down walls Cell(c_x,c_y).RemoveWall(d); Cell(ncx,ncy).RemoveWall(new_dir); //DIR_MAX - d); // set path id Node(c_x, c_y)->SetPath(d, mPathCount); Node(ncx, ncy)->SetPath(new_dir, mPathCount); //DIR_MAX - d, mPathCount); // create an artificial path that crosses over to connect the symmetric and non-symmetric map parts mTerrain->CreatePath( mPathCount++, -1, 0, mPathPoints, GetNodePos(c_x,c_y)[0], GetNodePos(c_x,c_y)[1], GetNodePos(ncx,ncy)[0], GetNodePos(ncx,ncy)[1], mPathMinWidth, mPathMaxWidth, mPathDepth, mPathDeviation, mPathBreadth ); } } PlaceLocation(c_x, c_y); } /************************************************************************************************ * CRMPathManager::FindNodeByName * Finds the managed node with the matching case-insensivity name * * inputs: * name - name of the node to find * * return: * a pointer to the found node or NULL if the node couldn't be found * ************************************************************************************************/ CRMNode* CRMPathManager::FindNodeByName ( const char* name ) { int j; for ( j = mNodes.size() - 1; j >=0; j-- ) { if ( !stricmp ( name, mNodes[j]->GetName ( ) ) ) return mNodes[j]; } return NULL; } /************************************************************************************************ * CRMPathManager::SetPathStyle * sets style for all paths * * inputs: * settings for paths that are created * * return: * none * ************************************************************************************************/ void CRMPathManager::SetPathStyle ( const int points, const float minwidth, const float maxwidth, const float depth, const float deviation, const float breadth ) { // save path style mPathPoints = points ; mPathMinWidth = minwidth; mPathMaxWidth = maxwidth; mPathDepth = depth ; mPathDeviation= deviation; mPathBreadth = breadth ; } /************************************************************************************************ * CRMPathManager::SetRiverStyle * sets style for all rivers * * inputs: * settings for river paths that are created * * return: * none * ************************************************************************************************/ void CRMPathManager::SetRiverStyle (const int depth, const int points, const float minwidth, const float maxwidth, const float beddepth, const float deviation, const float breadth, string bridge_name) { // save river style mRiverDepth = depth; mRiverPoints = points ; mRiverMinWidth = minwidth; mRiverMaxWidth = maxwidth; mRiverBedDepth = beddepth ; mRiverDeviation= deviation; mRiverBreadth = breadth ; mRiverBridge = bridge_name; } vec3_t& CRMPathManager::GetRiverPos( const int x, const int y ) { mRiverPos[0] = (float)(x + 1.0f) / (float)(mXNodes+2); mRiverPos[1] = (float)(y + 1.0f) / (float)(mYNodes+2); return mRiverPos; } void CRMPathManager::RiverVisit(const int c_x, const int c_y) { // does this cell have any neighbors with all walls intact? int i,off; // look at neighbors in random order off = TheRandomMissionManager->GetLandScape()->irand(DIR_FIRST, DIR_MAX-1); ++mDepth; // track our depth of recursion for (i = DIR_FIRST; iCreatePath ( mPathCount++, -1, 0, mRiverPoints, GetRiverPos(c_x,c_y)[0], GetRiverPos(c_x,c_y)[1], GetRiverPos(new_c_x,new_c_y)[0], GetRiverPos(new_c_x,new_c_y)[1], mRiverMinWidth, mRiverMaxWidth, mRiverBedDepth, mRiverDeviation, mRiverBreadth ); // flatten a small spot CArea area; float flat_radius = mRiverMinWidth * fabs(TheRandomMissionManager->GetLandScape()->GetBounds()[1][0] - TheRandomMissionManager->GetLandScape()->GetBounds()[0][0]); area.Init( GetRiverPos(c_x,c_y), flat_radius, 0.0f, AT_NONE, 0, 0 ); TheRandomMissionManager->GetLandScape()->FlattenArea (&area, 255 * mRiverBedDepth, false, true, true ); // recurse RiverVisit(new_c_x, new_c_y); } } } // --mDepth; } /************************************************************************************************ * CRMPathManager::GenerateRivers * Creates a river which intersects the main path * * inputs: * none * * return: * none * ************************************************************************************************/ void CRMPathManager::GenerateRivers () { if (mRiverBedDepth == 1) // no rivers return; mMaxDepth = mRiverDepth; mDepth = 0; int cell_x = 0; int cell_y = 0; // choose starting cell along an edge int edge = TheRandomMissionManager->GetLandScape()->irand(0, 7); switch ( edge ) { case 0: cell_x = mXNodes / 2; cell_y = 0; break; case 1: cell_x = mXNodes; cell_y = 0; break; case 2: cell_x = mXNodes; cell_y = mYNodes / 2; break; case 3: cell_x = mXNodes; cell_y = mYNodes; break; case 4: cell_x = mXNodes / 2; cell_y = mYNodes; break; case 5: cell_x = 0; cell_y = mYNodes; break; case 6: cell_x = 0; cell_y = mYNodes / 2; break; case 7: cell_x = 0; cell_y = 0; break; } ClearCells(mXNodes+1, mYNodes+1); mRiverCount = mPathCount; // visit the first cell RiverVisit(cell_x,cell_y); mRiverCount = mPathCount - mRiverCount; return; } /************************************************************************************************ * CRMPathManager::GeneratePaths * Creates all paths * * inputs: * none * * return: * none * ************************************************************************************************/ void CRMPathManager::GeneratePaths ( symmetry_t symmetric ) { int cell_x = 0; int cell_y = 0; switch ( symmetric ) { case SYMMETRY_TOPLEFT: cell_x = mXNodes-1; cell_y = 0; break; case SYMMETRY_BOTTOMRIGHT: cell_x = 0; cell_y = mYNodes-1; break; default: case SYMMETRY_NONE: // choose starting cell along an edge switch ( TheRandomMissionManager->GetLandScape()->irand(0, 7) ) { case 0: cell_x = mXNodes / 2; break; case 1: cell_x = mXNodes-1; break; case 2: cell_x = mXNodes-1; cell_y = mYNodes / 2; break; case 3: cell_x = mXNodes-1; cell_y = mYNodes-1; break; case 4: cell_x = mXNodes / 2; cell_y = mYNodes-1; break; case 5: cell_y = mYNodes-1; break; case 6: cell_y = mYNodes / 2; break; default: case 7: break; } break; } // visit the first cell PathVisit(cell_x,cell_y); }