mirror of
https://github.com/ioquake/jedi-academy.git
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225 lines
6.4 KiB
C++
225 lines
6.4 KiB
C++
/************************************************************************************************
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*
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* Copyright (C) 2001-2002 Raven Software
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*
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* RM_Path.h
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*
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************************************************************************************************/
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#pragma once
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#if !defined(RM_PATH_H_INC)
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#define RM_PATH_H_INC
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#ifdef DEBUG_LINKING
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#pragma message("...including RM_Path.h")
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#endif
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#if !defined(CM_RANDOMTERRAIN_H_INC)
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#include "../qcommon/cm_randomterrain.h"
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#endif
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#include <string>
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class CRMPathManager;
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// directions you can proceed from cells
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enum ERMDir
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{
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DIR_FIRST= 0,
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DIR_N = 0,
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DIR_NE,
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DIR_E ,
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DIR_SE,
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DIR_S ,
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DIR_SW,
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DIR_W ,
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DIR_NW,
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DIR_MAX,
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DIR_ALL = 255
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};
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#define HALF_DIR_MAX (DIR_MAX/2)
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class CRMNode
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{
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private:
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string mName; // name of node - "" if not used yet
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vec3_t mPos; // where node is
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int mPathID[DIR_MAX]; // path id's that lead from this node
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bool mAreaPointPlaced; // false if no area point here yet.
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int mFlattenHeight;
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public:
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CRMNode ( );
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bool IsLocation() {return strlen(mName.c_str())>0;};
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const char* GetName ( ) { return mName.c_str(); }
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vec3_t& GetPos ( ) { return mPos; }
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const float PathExist( const int dir) { return (mPathID[dir % DIR_MAX] != -1); };
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const float GetPath ( const int dir) { return mPathID[dir % DIR_MAX]; };
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bool AreaPoint() {return mAreaPointPlaced;};
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void SetName ( const char* name ) { mName = name; }
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void SetPos ( const vec3_t& v ) { VectorCopy ( v, mPos ); }
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void SetPath( const int dir, const int id) { mPathID[dir % DIR_MAX] = id; };
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void SetAreaPoint(bool ap) {mAreaPointPlaced = ap;};
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void SetFlattenHeight(int flattenHeight) {mFlattenHeight = flattenHeight; }
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int GetFlattenHeight() {return mFlattenHeight; }
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};
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typedef vector<CRMNode*> rmNodeVector_t;
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// named spots on the map, should be placed into nodes
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class CRMLoc
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{
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private:
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string mName; // name of location
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int mMinDepth;
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int mMaxDepth;
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int mMinPaths;
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int mMaxPaths;
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bool mPlaced; // location has been placed at a node
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public:
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CRMLoc (const char *name, const int min_depth, const int max_depth, const int min_paths =1, const int max_paths=1 )
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: mMinDepth(min_depth), mMaxDepth(max_depth), mPlaced(false), mMinPaths(min_paths), mMaxPaths(max_paths)
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{ mName = name; };
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const char* GetName ( ) { return mName.c_str(); }
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void SetName ( const char* name ) { mName = name; }
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int MinDepth() {return mMinDepth;};
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void SetMinDepth(const int deep) {mMinDepth = deep;};
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int MaxDepth() {return mMaxDepth;};
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void SetMaxDepth(const int deep) {mMaxDepth = deep;};
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int MinPaths() {return mMinPaths;};
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void SetMinPaths(const int paths) {mMinPaths = paths;};
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int MaxPaths() {return mMaxPaths;};
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void SetMaxPaths(const int paths) {mMaxPaths = paths;};
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bool Placed() { return mPlaced; };
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void SetPlaced(bool p) { mPlaced = p;};
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};
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typedef vector<CRMLoc*> rmLocVector_t;
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// cells are used for figuring out node connections / paths
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struct CRMCell
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{
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private:
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int border;
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int wall;
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public:
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CRMCell() { border = 0; wall = DIR_ALL; };
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int Border() {return border;};
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int Wall() {return wall;};
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bool Border(const int dir) { return (border & (1<<dir))!=0; };
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bool Wall(const int dir) { return (wall & (1<<dir))!=0; };
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void SetBorder(const int dir) { border |= (1<<dir); };
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void SetWall(const int dir) { wall |= (1<<dir); };
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void RemoveWall(const int dir) { wall &= ~(1<<dir); };
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};
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typedef vector<CRMCell> rmCellVector_t;
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class CRMPathManager
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{
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public:
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int mXNodes; // number of nodes in the x dimension
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int mYNodes; // number of nodes in the y dimension
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private:
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rmLocVector_t mLocations; // location, named spots to be placed at nodes
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rmNodeVector_t mNodes; // nodes, spots on map that *may* be connected by paths
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rmCellVector_t mCells; // array of cells for doing path generation
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int mPathCount;
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int mRiverCount;
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int mMaxDepth; // deepest any location wants to be
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int mDepth; // current depth
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bool mCrossed; // used to indicate if paths crossed the imaginary diagonal that cuts symmetric maps in half
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// path style
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int mPathPoints;
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float mPathMinWidth;
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float mPathMaxWidth;
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float mPathDepth;
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float mPathDeviation;
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float mPathBreadth;
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// river style
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int mRiverDepth;
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int mRiverPoints;
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float mRiverMinWidth;
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float mRiverMaxWidth;
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float mRiverBedDepth;
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float mRiverDeviation;
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float mRiverBreadth;
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string mRiverBridge;
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vec3_t mRiverPos;
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static int neighbor_x[DIR_MAX];
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static int neighbor_y[DIR_MAX];
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CRandomTerrain* mTerrain;
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public:
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CRMPathManager ( CRandomTerrain* terrain );
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~CRMPathManager ( );
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void ClearCells (int x_nodes, int y_nodes);
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bool CreateArray ( const int x_nodes, const int y_nodes );
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CRMNode* FindNodeByName ( const char* name );
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CRMNode* Node ( const int x, const int y ) {return mNodes[x + y*mXNodes];};
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void CreateLocation ( const char* name, const int min_depth, int max_depth, const int min_paths =1, int max_paths =1 );
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vec3_t& GetNodePos ( const int x, const int y ) { return mNodes[x + y*mXNodes]->GetPos(); };
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void SetNodePos ( const int x, const int y, const vec3_t& pos) { mNodes[x + y*mXNodes]->SetPos(pos); };
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int GetPathCount () {return mPathCount;};
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int GetRiverCount () {return mRiverCount;};
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float GetRiverDepth () {return mRiverBedDepth;};
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float GetPathDepth () {return mPathDepth;};
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const char *GetBridgeName () {return mRiverBridge.c_str();};
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vec3_t& GetRiverPos ( const int x, const int y );
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CRMCell& Cell ( const int x, const int y ) {return mCells[x + y*mXNodes];};
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CRMCell& RiverCell ( const int x, const int y ) {return mCells[x + y*(mXNodes+1)];};
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void PlaceLocation ( const int x, const int y );
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void PathVisit ( const int x, const int y );
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void RiverVisit ( const int x, const int y );
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void SetPathStyle ( const int points = 10,
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const float minwidth = 0.01f,
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const float maxwidth = 0.05f,
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const float depth = 0.3f,
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const float deviation = 0.2f,
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const float breadth = 5);
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void SetRiverStyle ( const int depth = 5,
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const int points = 10,
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const float minwidth = 0.01,
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const float maxwidth = 0.03,
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const float beddepth = 0.0f,
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const float deviation = 0.25f,
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const float breadth = 7,
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string bridge_name = "");
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void GeneratePaths ( symmetry_t symmetric = SYMMETRY_NONE );
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void GenerateRivers ( );
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};
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#endif
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