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1930 lines
56 KiB
C++
1930 lines
56 KiB
C++
/************************************************************************************************
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*
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* RM_Mission.cpp
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*
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* implements the CRMMission class. The CRMMission class loads and manages an arioche mission
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*
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************************************************************************************************/
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#include "../server/exe_headers.h"
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#include "RM_Headers.h"
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#define ARIOCHE_CLIPBRUSH_SIZE 300
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#define CVAR_OBJECTIVE 0
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/************************************************************************************************
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* CRMMission::CRMMission
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* constructor
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*
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* inputs:
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* none
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*
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* return:
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* none
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*
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************************************************************************************************/
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CRMMission::CRMMission ( CRandomTerrain* landscape )
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{
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mCurrentObjective = NULL;
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mValidPaths = false;
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mValidRivers = false;
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mValidNodes = false;
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mValidWeapons = false;
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mValidAmmo = false;
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mValidObjectives = false;
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mValidInstances = false;
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mTimeLimit = 0;
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mMaxInstancePosition = 1;
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mAccuracyMultiplier = 1.0f;
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mHealthMultiplier = 1.0f;
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mPickupHealth = 1.0f;
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mPickupArmor = 1.0f;
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mPickupAmmo = 1.0f;
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mPickupWeapon = 1.0f;
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mPickupEquipment = 1.0f;
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mDefaultPadding = 0;
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mSymmetric = SYMMETRY_NONE;
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// mCheckedEnts.clear();
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mLandScape = landscape;
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// cut down the possible area that is 'legal' for area manager to use by 20%
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vec3_t land_min, land_max;
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land_min[0] = mLandScape->GetBounds ( )[0][0] + (mLandScape->GetBounds ( )[1][0]-mLandScape->GetBounds ( )[0][0]) * 0.1f;
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land_min[1] = mLandScape->GetBounds ( )[0][1] + (mLandScape->GetBounds ( )[1][1]-mLandScape->GetBounds ( )[0][1]) * 0.1f;
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land_min[2] = mLandScape->GetBounds ( )[0][2] + (mLandScape->GetBounds ( )[1][2]-mLandScape->GetBounds ( )[0][2]) * 0.1f;
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land_max[0] = mLandScape->GetBounds ( )[1][0] - (mLandScape->GetBounds ( )[1][0]-mLandScape->GetBounds ( )[0][0]) * 0.1f;
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land_max[1] = mLandScape->GetBounds ( )[1][1] - (mLandScape->GetBounds ( )[1][1]-mLandScape->GetBounds ( )[0][1]) * 0.1f;
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land_max[2] = mLandScape->GetBounds ( )[1][2] - (mLandScape->GetBounds ( )[1][2]-mLandScape->GetBounds ( )[0][2]) * 0.1f;
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// Create a new area manager for the landscape
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mAreaManager = new CRMAreaManager ( land_min,
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land_max );
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// Create a new path manager
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mPathManager = new CRMPathManager ( mLandScape );
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}
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/************************************************************************************************
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* CRMMission::~CRMMission
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* destructor
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*
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* inputs:
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* none
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*
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* return:
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* none
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*
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************************************************************************************************/
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CRMMission::~CRMMission ( )
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{
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rmObjectiveIter_t oit;
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rmInstanceIter_t iit;
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// mCheckedEnts.clear();
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// Cleanup the objectives
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for (oit = mObjectives.begin(); oit != mObjectives.end(); oit++)
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{
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delete (*oit);
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}
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// Cleanup the instances
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for (iit = mInstances.begin(); iit != mInstances.end(); iit++)
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{
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delete (*iit);
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}
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if (mPathManager)
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{
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delete mPathManager;
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mPathManager = 0;
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}
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if (mAreaManager)
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{
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delete mAreaManager;
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mAreaManager = 0;
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}
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}
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/************************************************************************************************
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* CRMMission::FindObjective
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* searches through the missions objectives for the one with the given name
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*
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* inputs:
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* name: name of objective to find
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*
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* return:
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* objective: objective matching the given name or NULL if it couldnt be found
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*
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************************************************************************************************/
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CRMObjective* CRMMission::FindObjective ( const char* name )
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{
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rmObjectiveIter_t it;
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for (it = mObjectives.begin(); it != mObjectives.end(); it++)
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{
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// Does it match?
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if (!Q_stricmp ((*it)->GetName(), name ))
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{
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return (*it);
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}
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}
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// Not found
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return NULL;
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}
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void CRMMission::MirrorPos(vec3_t pos)
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{
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pos[0] = 1.0f - pos[0];
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pos[1] = 1.0f - pos[1];
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}
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/************************************************************************************************
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* CRMMission::ParseOrigin
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* parses an origin block which includes linking to a node and absolute origins
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*
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* inputs:
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* group: parser group containing the node or origin
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*
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* return:
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* true: parsed successfully
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* false: failed to parse
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*
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************************************************************************************************/
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bool CRMMission::ParseOrigin ( CGPGroup* originGroup, vec3_t origin, vec3_t lookat, int* flattenHeight )
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{
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const char* szNodeName;
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vec3_t mins;
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vec3_t maxs;
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if ( flattenHeight )
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{
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*flattenHeight = 66;
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}
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// If no group was given then use 0,0,0
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if ( NULL == originGroup )
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{
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VectorCopy ( vec3_origin, origin );
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return false;
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}
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// See if attaching to a named node
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szNodeName = originGroup->FindPairValue ( "node", "" );
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if ( *szNodeName )
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{
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CRMNode* node;
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// Find the node being attached to
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node = mPathManager->FindNodeByName ( szNodeName );
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if ( node )
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{
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if ( flattenHeight )
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{
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if ( node->GetFlattenHeight ( ) == -1 )
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{
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node->SetFlattenHeight ( 40 + mLandScape->irand(0,40) );
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}
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*flattenHeight = node->GetFlattenHeight ( );
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}
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VectorCopy(node->GetPos(), origin);
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VectorCopy ( origin, lookat );
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int dir;
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int rnd_offset = mLandScape->irand(0, DIR_MAX-1);
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for (dir=0; dir<DIR_MAX; dir++)
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{
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int d = (dir + rnd_offset) % DIR_MAX;
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if (node->PathExist(d))
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{
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vec4_t tmp_pt, tmp_dir;
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int pathID = node->GetPath(d);
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mLandScape->GetPathInfo(pathID, 0.1f, tmp_pt, tmp_dir );
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lookat[0] = tmp_pt[0];
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lookat[1] = tmp_pt[1];
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lookat[2] = 0;
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return true;
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}
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}
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return true;
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}
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}
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mins[0] = atof( originGroup->FindPairValue ( "left", ".1" ) );
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mins[1] = atof( originGroup->FindPairValue ( "top", ".1" ) );
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maxs[0] = atof( originGroup->FindPairValue ( "right", ".9" ) );
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maxs[1] = atof( originGroup->FindPairValue ( "bottom", ".9" ) );
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lookat[0] = origin[0] = mLandScape->flrand(mins[0],maxs[0]);
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lookat[1] = origin[1] = mLandScape->flrand(mins[1],maxs[1]);
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lookat[2] = origin[2] = 0;
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return true;
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}
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/************************************************************************************************
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* CRMMission::ParseNodes
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* parses all the named nodes in the file
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*
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* inputs:
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* group: parser group containing the named nodes
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*
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* return:
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* true: parsed successfully
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* false: failed to parse
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*
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************************************************************************************************/
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bool CRMMission::ParseNodes ( CGPGroup* group )
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{
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// If NULL that means this particular difficulty level has no named nodes
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if ( NULL == group || mValidNodes)
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{
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return true;
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}
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// how many nodes spaced over map?
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int x_cells;
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int y_cells;
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x_cells = atoi ( group->FindPairValue ( "x_cells", "3" ) );
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y_cells = atoi ( group->FindPairValue ( "y_cells", "3" ) );
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mPathManager->CreateArray(x_cells, y_cells);
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// Loop through all the nodes and generate each as specified
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for ( group = group->GetSubGroups();
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group;
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group=group->GetNext() )
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{
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int min_depth = atof( group->FindPairValue ( "min_depth", "0" ) );
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int max_depth = atof( group->FindPairValue ( "max_depth", "5" ) );
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int min_paths = atoi( group->FindPairValue ( "min_paths", "1" ) );
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int max_paths = atoi( group->FindPairValue ( "max_paths", "1" ) );
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mPathManager->CreateLocation( group->GetName(), min_depth, max_depth, min_paths, max_paths );
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}
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mValidNodes = true;
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return true;
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}
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/************************************************************************************************
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* CRMMission::ParsePaths
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* parses all path styles in the file and then generates paths
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*
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* inputs:
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* group: parser group containing the list of path styles
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*
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* return:
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* true: parsed successfully
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* false: failed to parse
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*
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************************************************************************************************/
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bool CRMMission::ParsePaths ( CGPGroup* group )
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{
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// If NULL that means this particular difficulty level has no paths
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if ( NULL == group || mValidPaths)
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{
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return true;
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}
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// path style info
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float depth;
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float deviation;
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float breadth;
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float minwidth;
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float maxwidth;
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int points;
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points = atoi ( group->FindPairValue ( "points", "10" ) );
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depth = atof ( group->FindPairValue ( "depth", ".31" ) );
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deviation = atof ( group->FindPairValue ( "deviation", ".025" ) );
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breadth = atof ( group->FindPairValue ( "breadth", "5" ) );
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minwidth = atof ( group->FindPairValue ( "minwidth", ".03" ) );
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maxwidth = atof ( group->FindPairValue ( "maxwidth", ".05" ) );
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mPathManager->SetPathStyle( points, minwidth, maxwidth, depth, deviation, breadth);
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if (!mValidPaths)
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{ // we must create paths
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mPathManager->GeneratePaths( mSymmetric );
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mValidPaths = true;
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}
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return true;
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}
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/************************************************************************************************
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* CRMMission::ParseRivers
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* parses all river styles in the file and then generates rivers
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*
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* inputs:
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* group: parser group containing the list of path styles
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*
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* return:
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* true: parsed successfully
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* false: failed to parse
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*
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************************************************************************************************/
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bool CRMMission::ParseRivers ( CGPGroup* group )
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{
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// If NULL that means this particular difficulty level has no rivers
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if ( NULL == group || mValidRivers)
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{
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return true;
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}
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// river style info
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int maxdepth;
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float beddepth;
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float deviation;
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float breadth;
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float minwidth;
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float maxwidth;
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int points;
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string bridge_name;
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maxdepth = atoi ( group->FindPairValue ( "maxpathdepth", "5" ) );
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points = atoi ( group->FindPairValue ( "points", "10" ) );
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beddepth = atof ( group->FindPairValue ( "depth", "1" ) );
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deviation = atof ( group->FindPairValue ( "deviation", ".03" ) );
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breadth = atof ( group->FindPairValue ( "breadth", "7" ) );
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minwidth = atof ( group->FindPairValue ( "minwidth", ".01" ) );
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maxwidth = atof ( group->FindPairValue ( "maxwidth", ".03" ) );
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bridge_name= group->FindPairValue ( "bridge", "" ) ;
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mPathManager->SetRiverStyle( maxdepth, points, minwidth, maxwidth, beddepth, deviation, breadth, bridge_name);
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if (!mValidRivers &&
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beddepth < 1) // use a depth of 1 if we don't want any rivers
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{ // we must create rivers
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mPathManager->GenerateRivers();
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mValidRivers = true;
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}
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return true;
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}
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void CRMMission::PlaceBridges()
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{
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if (!mValidRivers || strlen(mPathManager->GetBridgeName()) < 1)
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return;
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int max_bridges = 0;
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int path;
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float t;
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float river_depth = mLandScape->GetLandScape()->GetWaterHeight();
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vec3_t pos, lastpos;
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vec3pair_t bounds;
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VectorSet(bounds[0], 0,0,0);
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VectorSet(bounds[1], 0,0,0);
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// walk along paths looking for dips
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for (path = 0; path < mPathManager->GetPathCount(); path++)
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{
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vec4_t tmp_pt, tmp_dir;
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bool new_water = true;
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mLandScape->GetPathInfo(path, 0, tmp_pt, tmp_dir );
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lastpos[0] = mLandScape->GetBounds ( )[0][0] + (mLandScape->GetBounds ( )[1][0]-mLandScape->GetBounds ( )[0][0]) * tmp_pt[0];
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lastpos[1] = mLandScape->GetBounds ( )[0][1] + (mLandScape->GetBounds ( )[1][1]-mLandScape->GetBounds ( )[0][1]) * tmp_pt[1];
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lastpos[2] = mLandScape->GetBounds ( )[0][2] + (mLandScape->GetBounds ( )[1][2]-mLandScape->GetBounds ( )[0][2]) * tmp_pt[2];
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mLandScape->GetLandScape()->GetWorldHeight ( lastpos, bounds, true );
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const float delta = 0.05f;
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for (t= delta; t < 1.0f; t += delta)
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{
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mLandScape->GetPathInfo(path, t, tmp_pt, tmp_dir );
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pos[0] = mLandScape->GetBounds ( )[0][0] + (mLandScape->GetBounds ( )[1][0]-mLandScape->GetBounds ( )[0][0]) * tmp_pt[0];
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pos[1] = mLandScape->GetBounds ( )[0][1] + (mLandScape->GetBounds ( )[1][1]-mLandScape->GetBounds ( )[0][1]) * tmp_pt[1];
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pos[2] = mLandScape->GetBounds ( )[0][2] + (mLandScape->GetBounds ( )[1][2]-mLandScape->GetBounds ( )[0][2]) * tmp_pt[2];
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mLandScape->GetLandScape()->GetWorldHeight ( pos, bounds, true );
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if (new_water &&
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lastpos[2] < river_depth &&
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pos[2] < river_depth &&
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pos[2] > lastpos[2])
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{ // add a bridge
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if (max_bridges < 3)
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{
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CRMArea* area;
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CRMInstance* instance;
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max_bridges++;
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// create a single bridge
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lastpos[2] = mLandScape->GetBounds ( )[0][2] + (mLandScape->GetBounds ( )[1][2]-mLandScape->GetBounds ( )[0][2]) * mPathManager->GetPathDepth();
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instance = mInstanceFile.CreateInstance ( mPathManager->GetBridgeName() );
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if ( NULL != instance )
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{ // Set the area
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vec3_t zerodvec;
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VectorClear(zerodvec);
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area = mAreaManager->CreateArea ( lastpos, instance->GetSpacingRadius(), instance->GetSpacingLine(), GetDefaultPadding(), 0, zerodvec, pos, instance->GetFlattenRadius()?true:false, false, instance->GetLockOrigin() );
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area->EnableLookAt(false);
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instance->SetArea ( mAreaManager, area );
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mInstances.push_back ( instance );
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new_water = false;
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}
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}
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}
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else if (pos[2] > river_depth)
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{ // hit land again
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new_water = true;
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}
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VectorCopy ( pos, lastpos );
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}
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}
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}
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void CRMMission::PlaceWallInstance(CRMInstance* instance, float xpos, float ypos, float zpos, int x, int y, float angle)
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{
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if (NULL == instance)
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return;
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float spacing = instance->GetSpacingRadius();
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CRMArea* area;
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vec3_t origin;
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vec3_t zerodvec;
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VectorClear(zerodvec);
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origin[0] = xpos + spacing * x;
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origin[1] = ypos + spacing * y;
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origin[2] = zpos;
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// Set the area of position
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area = mAreaManager->CreateArea ( origin, (spacing / 2.1f), 0, GetDefaultPadding(), 0, zerodvec, origin, instance->GetFlattenRadius()?true:false, false, instance->GetLockOrigin() );
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area->EnableLookAt(false);
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area->SetAngle(angle);
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instance->SetArea ( mAreaManager, area );
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mInstances.push_back ( instance );
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}
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/************************************************************************************************
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* CRMMission::ParseWallRect
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* creates instances for walled rectangle at this node (fence)
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*
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* inputs:
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* group: parser group containing the wall rect info
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*
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* return:
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* true: parsed successfully
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* false: failed to parse
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*
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************************************************************************************************/
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bool CRMMission::ParseWallRect(CGPGroup* group , int side)
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{
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#ifndef PRE_RELEASE_DEMO
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CGPGroup* wallGroup = group->FindSubGroup ( "wallrect" ) ;
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// If NULL that means this particular instance has no wall rect
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if ( NULL == group || NULL == wallGroup)
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{
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return true;
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}
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const char* wallName = wallGroup->FindPairValue ( "wall_instance", "" );
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const char* cornerName = wallGroup->FindPairValue ( "corner_instance", "" );
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const char* towerName = wallGroup->FindPairValue ( "tower_instance", "" );
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const char* gateName = wallGroup->FindPairValue ( "gate_instance", "" );
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const char* ripName = wallGroup->FindPairValue ( "rip_instance", "" );
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if ( NULL != wallName )
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{
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int xcount = atoi( wallGroup->FindPairValue ( "xcount", "0" ) );
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int ycount = atoi( wallGroup->FindPairValue ( "ycount", "0" ) );
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int gateCount = atoi( wallGroup->FindPairValue ( "gate_count", "1" ) );
|
|
int gateMin = atoi( wallGroup->FindPairValue ( "gate_min", "0" ) );
|
|
int gateMax = atoi( wallGroup->FindPairValue ( "gate_max", "0" ) );
|
|
|
|
int ripCount = atoi( wallGroup->FindPairValue ( "rip_count", "0" ) );
|
|
int ripMin = atoi( wallGroup->FindPairValue ( "rip_min", "0" ) );
|
|
int ripMax = atoi( wallGroup->FindPairValue ( "rip_max", "0" ) );
|
|
|
|
int towerCount = atoi( wallGroup->FindPairValue ( "tower_count", "0" ) );
|
|
int towerMin = atoi( wallGroup->FindPairValue ( "tower_min", "0" ) );
|
|
int towerMax = atoi( wallGroup->FindPairValue ( "tower_max", "0" ) );
|
|
|
|
if (gateMin != gateMax)
|
|
gateCount = mLandScape->irand(gateMin,gateMax);
|
|
|
|
if (ripMin != ripMax)
|
|
ripCount = mLandScape->irand(ripMin,ripMax);
|
|
|
|
if (towerMin != towerMax)
|
|
towerCount = mLandScape->irand(towerMin,towerMax);
|
|
|
|
if (NULL == gateName)
|
|
gateCount = 0;
|
|
|
|
if (NULL == towerName)
|
|
towerCount = 0;
|
|
|
|
if (NULL == ripName)
|
|
ripCount = 0;
|
|
|
|
const char* nodename;
|
|
CGPGroup* originGroup = group->FindSubGroup ( "origin" );
|
|
if (originGroup)
|
|
{
|
|
nodename = originGroup->FindPairValue ( "node", "" );
|
|
if (*nodename)
|
|
{
|
|
CRMNode* node;
|
|
// Find the node being attached to
|
|
node = mPathManager->FindNodeByName ( nodename );
|
|
if ( node )
|
|
{
|
|
CRMInstance* instance;
|
|
int x,y;
|
|
int halfx = xcount/2;
|
|
int halfy = ycount/2;
|
|
float xpos = mLandScape->GetBounds ( )[0][0] + (mLandScape->GetBounds ( )[1][0]-mLandScape->GetBounds ( )[0][0]) * node->GetPos()[0];
|
|
float ypos = mLandScape->GetBounds ( )[0][1] + (mLandScape->GetBounds ( )[1][1]-mLandScape->GetBounds ( )[0][1]) * node->GetPos()[1];
|
|
float zpos = mLandScape->GetBounds ( )[1][2] + 100;
|
|
float angle = 0;
|
|
int lastGate = 0;
|
|
int lastRip = 0;
|
|
|
|
// corners
|
|
x = -halfx;
|
|
y = -halfy;
|
|
if (towerCount > 3 ||
|
|
(towerCount > 0 && mLandScape->irand(1,2) == 1) )
|
|
{
|
|
towerCount--;
|
|
instance = mInstanceFile.CreateInstance ( towerName );
|
|
}
|
|
else
|
|
instance = mInstanceFile.CreateInstance ( cornerName );
|
|
angle = (float)DEG2RAD(90);
|
|
instance->SetSide(side);
|
|
PlaceWallInstance(instance, xpos, ypos, zpos, x, y, angle);
|
|
|
|
x = halfx;
|
|
y = -halfy;
|
|
if (towerCount > 3 ||
|
|
(towerCount > 0 && mLandScape->irand(1,2) == 1) )
|
|
{
|
|
towerCount--;
|
|
instance = mInstanceFile.CreateInstance ( towerName );
|
|
}
|
|
else
|
|
instance = mInstanceFile.CreateInstance ( cornerName );
|
|
angle = (float)DEG2RAD(180);
|
|
instance->SetSide(side);
|
|
PlaceWallInstance(instance, xpos, ypos, zpos, x, y, angle);
|
|
|
|
x = halfx;
|
|
y = halfy;
|
|
if (towerCount > 3 ||
|
|
(towerCount > 0 && mLandScape->irand(1,2) == 1) )
|
|
{
|
|
towerCount--;
|
|
instance = mInstanceFile.CreateInstance ( towerName );
|
|
}
|
|
else
|
|
instance = mInstanceFile.CreateInstance ( cornerName );
|
|
angle = (float)DEG2RAD(270);
|
|
instance->SetSide(side);
|
|
PlaceWallInstance(instance, xpos, ypos, zpos, x, y, angle);
|
|
|
|
x = -halfx;
|
|
y = halfy;
|
|
if (towerCount > 3 ||
|
|
(towerCount > 0 && mLandScape->irand(1,2) == 1) )
|
|
{
|
|
towerCount--;
|
|
instance = mInstanceFile.CreateInstance ( towerName );
|
|
}
|
|
else
|
|
instance = mInstanceFile.CreateInstance ( cornerName );
|
|
angle = DEG2RAD(0);
|
|
instance->SetSide(side);
|
|
PlaceWallInstance(instance, xpos, ypos, zpos, x, y, angle);
|
|
|
|
// walls
|
|
angle = DEG2RAD(0);
|
|
for (x = -halfx+1; x <= halfx-1; x++)
|
|
{
|
|
if (lastGate<1 && gateCount > 0 && mLandScape->irand(1,(halfx+halfy)/gateCount) == 1)
|
|
{ // gate
|
|
gateCount--;
|
|
lastGate = 3;
|
|
instance = mInstanceFile.CreateInstance ( gateName );
|
|
}
|
|
else if (lastRip<1 && ripCount > 0 && mLandScape->irand(1,(halfx+halfy)/ripCount) == 1)
|
|
{ // damaged fence
|
|
ripCount--;
|
|
lastRip = 3;
|
|
instance = mInstanceFile.CreateInstance ( ripName );
|
|
}
|
|
else
|
|
{ // just a wall
|
|
instance = mInstanceFile.CreateInstance ( wallName );
|
|
lastRip--;
|
|
lastGate--;
|
|
}
|
|
instance->SetSide(side);
|
|
PlaceWallInstance(instance, xpos, ypos, zpos, x, -halfy, angle);
|
|
}
|
|
for (x = -halfx+1; x <= halfx-1; x++)
|
|
{
|
|
if (lastGate<1 && gateCount > 0 && mLandScape->irand(1,(halfx+halfy)/gateCount) == 1)
|
|
{ // gate
|
|
gateCount--;
|
|
lastGate = 3;
|
|
instance = mInstanceFile.CreateInstance ( gateName );
|
|
}
|
|
else if (lastRip<1 && ripCount > 0 && mLandScape->irand(1,(halfx+halfy)/ripCount) == 1)
|
|
{ // damaged fence
|
|
ripCount--;
|
|
lastRip = 3;
|
|
instance = mInstanceFile.CreateInstance ( ripName );
|
|
}
|
|
else
|
|
{ // just a wall
|
|
instance = mInstanceFile.CreateInstance ( wallName );
|
|
lastRip--;
|
|
lastGate--;
|
|
}
|
|
instance->SetSide(side);
|
|
PlaceWallInstance(instance, xpos, ypos, zpos, x, halfy, angle);
|
|
}
|
|
|
|
angle = (float)DEG2RAD(90);
|
|
for (y = -halfy+1; y <= halfy-1; y++)
|
|
{
|
|
if (lastGate<1 && gateCount > 0 && mLandScape->irand(1,(halfx+halfy)/gateCount) == 1)
|
|
{ // gate
|
|
gateCount--;
|
|
lastGate = 3;
|
|
instance = mInstanceFile.CreateInstance ( gateName );
|
|
}
|
|
else if (lastRip<1 && ripCount > 0 && mLandScape->irand(1,(halfx+halfy)/ripCount) == 1)
|
|
{ // damaged fence
|
|
ripCount--;
|
|
lastRip = 3;
|
|
instance = mInstanceFile.CreateInstance ( ripName );
|
|
}
|
|
else
|
|
{ // just a wall
|
|
instance = mInstanceFile.CreateInstance ( wallName );
|
|
lastRip--;
|
|
lastGate--;
|
|
}
|
|
instance->SetSide(side);
|
|
PlaceWallInstance(instance, xpos, ypos, zpos, -halfx, y, angle);
|
|
}
|
|
for (y = -halfy+1; y <= halfy-1; y++)
|
|
{
|
|
if (lastGate<1 && gateCount > 0 && mLandScape->irand(1,(halfx+halfy)/gateCount) == 1)
|
|
{ // gate
|
|
gateCount--;
|
|
lastGate = 3;
|
|
instance = mInstanceFile.CreateInstance ( gateName );
|
|
}
|
|
else if (lastRip<1 && ripCount > 0 && mLandScape->irand(1,(halfx+halfy)/ripCount) == 1)
|
|
{ // damaged fence
|
|
ripCount--;
|
|
lastRip = 3;
|
|
instance = mInstanceFile.CreateInstance ( ripName );
|
|
}
|
|
else
|
|
{ // just a wall
|
|
instance = mInstanceFile.CreateInstance ( wallName );
|
|
lastRip--;
|
|
lastGate--;
|
|
}
|
|
instance->SetSide(side);
|
|
PlaceWallInstance(instance, xpos, ypos, zpos, halfx, y, angle);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
return false;
|
|
#endif // #ifndef PRE_RELEASE_DEMO
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
/************************************************************************************************
|
|
* CRMMission::ParseInstancesOnPath
|
|
* creates instances on path between nodes
|
|
*
|
|
* inputs:
|
|
* group: parser group containing the defenses, other instances on the path between nodes
|
|
*
|
|
* return:
|
|
* true: parsed successfully
|
|
* false: failed to parse
|
|
*
|
|
************************************************************************************************/
|
|
bool CRMMission::ParseInstancesOnPath ( CGPGroup* group )
|
|
{
|
|
#ifndef PRE_RELEASE_DEMO
|
|
CGPGroup* defenseGroup;
|
|
for ( defenseGroup = group->GetSubGroups();
|
|
defenseGroup;
|
|
defenseGroup=defenseGroup->GetNext() )
|
|
if (Q_stricmp ( defenseGroup->GetName ( ), "defenses" )==0 ||
|
|
Q_stricmp ( defenseGroup->GetName(), "instanceonpath")==0)
|
|
{
|
|
const char* defName = defenseGroup->FindPairValue ( "instance", "" );
|
|
if ( *defName )
|
|
{
|
|
float minpos;
|
|
float maxpos;
|
|
int mincount;
|
|
int maxcount;
|
|
|
|
// how far along path does this get placed?
|
|
minpos = atof( defenseGroup->FindPairValue ( "minposition", "0.5" ) );
|
|
maxpos = atof( defenseGroup->FindPairValue ( "maxposition", "0.5" ) );
|
|
mincount = atoi( defenseGroup->FindPairValue ( "mincount", "1" ) );
|
|
maxcount = atoi( defenseGroup->FindPairValue ( "maxcount", "1" ) );
|
|
|
|
const char* nodename;
|
|
CGPGroup* originGroup = group->FindSubGroup ( "origin" );
|
|
if (originGroup)
|
|
{
|
|
nodename = originGroup->FindPairValue ( "node", "" );
|
|
if (*nodename)
|
|
{
|
|
CRMNode* node;
|
|
// Find the node being attached to
|
|
node = mPathManager->FindNodeByName ( nodename );
|
|
if ( node )
|
|
{
|
|
int dir;
|
|
// look at each connection from this node to others, if there is a path, create a defense
|
|
for (dir=0; dir<DIR_MAX; dir++)
|
|
{
|
|
if (node->PathExist(dir))
|
|
{ // path leads out of this node
|
|
CRMArea* area;
|
|
CRMInstance* instance;
|
|
float spacing;
|
|
vec3_t origin;
|
|
vec3_t lookat;
|
|
vec4_t tmp_pt, tmp_dir;
|
|
int n,num_insts = mLandScape->irand(mincount,maxcount);
|
|
int pathID = node->GetPath(dir);
|
|
|
|
if (0 == num_insts)
|
|
continue;
|
|
|
|
float posdelta = (maxpos - minpos) / num_insts;
|
|
|
|
for (n=0; n<num_insts; n++)
|
|
{
|
|
|
|
instance = mInstanceFile.CreateInstance ( defName );
|
|
// Failed to create, not good
|
|
if ( NULL == instance )
|
|
{
|
|
continue;
|
|
}
|
|
// If a spacing radius was specified then override the one thats
|
|
// in the instance
|
|
spacing = atof( defenseGroup->FindPairValue ( "spacing", "0" ) );
|
|
if ( spacing )
|
|
{
|
|
instance->SetSpacingRadius ( spacing );
|
|
}
|
|
|
|
instance->SetFilter(group->FindPairValue("filter", ""));
|
|
instance->SetTeamFilter(group->FindPairValue("teamfilter", ""));
|
|
|
|
if (strstr(instance->GetTeamFilter(),"red"))
|
|
instance->SetSide(SIDE_RED);
|
|
else if (strstr(instance->GetTeamFilter(),"blue"))
|
|
instance->SetSide(SIDE_BLUE);
|
|
|
|
float pos_along_path = mLandScape->flrand(minpos + posdelta*n, minpos + posdelta*(n+1));
|
|
float look_along_path = atof( defenseGroup->FindPairValue ( "pathalign", "1" ) ) ;
|
|
mLandScape->GetPathInfo (pathID, pos_along_path, tmp_pt, tmp_dir );
|
|
origin[0] = tmp_pt[0];
|
|
origin[1] = tmp_pt[1];
|
|
|
|
mLandScape->GetPathInfo (pathID, look_along_path, tmp_dir, tmp_pt );
|
|
lookat[0] = tmp_pt[0];
|
|
lookat[1] = tmp_pt[1];
|
|
|
|
origin[0] = mLandScape->GetBounds ( )[0][0] + (mLandScape->GetBounds ( )[1][0]-mLandScape->GetBounds ( )[0][0]) * origin[0];
|
|
origin[1] = mLandScape->GetBounds ( )[0][1] + (mLandScape->GetBounds ( )[1][1]-mLandScape->GetBounds ( )[0][1]) * origin[1];
|
|
origin[2] = mLandScape->GetBounds ( )[0][2] ;
|
|
|
|
// look at a point along the path at this location
|
|
lookat[0] = mLandScape->GetBounds ( )[0][0] + (mLandScape->GetBounds ( )[1][0]-mLandScape->GetBounds ( )[0][0]) * lookat[0];
|
|
lookat[1] = mLandScape->GetBounds ( )[0][1] + (mLandScape->GetBounds ( )[1][1]-mLandScape->GetBounds ( )[0][1]) * lookat[1];
|
|
lookat[2] = 0;
|
|
|
|
// Fixed height? (used for bridges)
|
|
if ( !atoi(group->FindPairValue ( "nodrop", "0" )) )
|
|
{
|
|
origin[2] = mLandScape->GetBounds ( )[1][2] + 100;
|
|
}
|
|
|
|
// Set the area of position
|
|
area = mAreaManager->CreateArea ( origin, instance->GetSpacingRadius(), instance->GetSpacingLine(), GetDefaultPadding(), 0, origin, lookat, instance->GetFlattenRadius()?true:false, true, instance->GetLockOrigin(), mSymmetric );
|
|
area->EnableLookAt(false);
|
|
|
|
if ( node->GetFlattenHeight ( ) == -1 )
|
|
{
|
|
node->SetFlattenHeight ( 66 + mLandScape->irand(0,40) );
|
|
}
|
|
instance->SetFlattenHeight ( node->GetFlattenHeight ( ) );
|
|
|
|
instance->SetArea ( mAreaManager, area );
|
|
|
|
mInstances.push_back ( instance );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
return false;
|
|
}
|
|
else
|
|
return false;
|
|
|
|
}
|
|
#endif // #ifndef PRE_RELEASE_DEMO
|
|
|
|
return true;
|
|
}
|
|
|
|
/************************************************************************************************
|
|
* CRMMission::ParseInstance
|
|
* Parses an individual instance
|
|
*
|
|
* inputs:
|
|
* group: parser group containing the list of instances
|
|
*
|
|
* return:
|
|
* true: instances parsed successfully
|
|
* false: instances failed to parse
|
|
*
|
|
************************************************************************************************/
|
|
bool CRMMission::ParseInstance ( CGPGroup* group )
|
|
{
|
|
CRMArea* area;
|
|
CRMInstance* instance;
|
|
float spacing;
|
|
vec3_t origin;
|
|
vec3_t lookat;
|
|
int flattenHeight;
|
|
vec3_t zerodvec;
|
|
|
|
VectorClear(zerodvec);
|
|
|
|
// create fences / walls
|
|
|
|
// Create the instance using the instance file helper class
|
|
instance = mInstanceFile.CreateInstance ( group->GetName ( ) );
|
|
|
|
// Failed to create, not good
|
|
if ( NULL == instance )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// If a spacing radius was specified then override the one thats
|
|
// in the instance
|
|
spacing = atof( group->FindPairValue ( "spacing", "0" ) );
|
|
if ( spacing )
|
|
{
|
|
instance->SetSpacingRadius ( spacing );
|
|
}
|
|
|
|
instance->SetFilter(group->FindPairValue("filter", ""));
|
|
instance->SetTeamFilter(group->FindPairValue("teamfilter", ""));
|
|
|
|
if (strstr(instance->GetTeamFilter(),"red"))
|
|
instance->SetSide( SIDE_RED);
|
|
else if (strstr(instance->GetTeamFilter(),"blue"))
|
|
instance->SetSide( SIDE_BLUE );
|
|
|
|
// ParseWallRect(group, instance->GetSide());
|
|
|
|
// Get its origin now
|
|
ParseOrigin ( group->FindSubGroup ( "origin" ), origin, lookat, &flattenHeight );
|
|
origin[0] = mLandScape->GetBounds ( )[0][0] + (mLandScape->GetBounds ( )[1][0]-mLandScape->GetBounds ( )[0][0]) * origin[0];
|
|
origin[1] = mLandScape->GetBounds ( )[0][1] + (mLandScape->GetBounds ( )[1][1]-mLandScape->GetBounds ( )[0][1]) * origin[1];
|
|
origin[2] = mLandScape->GetBounds ( )[0][2] + (mLandScape->GetBounds ( )[1][2]-mLandScape->GetBounds ( )[0][2]) * origin[2];
|
|
|
|
lookat[0] = mLandScape->GetBounds ( )[0][0] + (mLandScape->GetBounds ( )[1][0]-mLandScape->GetBounds ( )[0][0]) * lookat[0];
|
|
lookat[1] = mLandScape->GetBounds ( )[0][1] + (mLandScape->GetBounds ( )[1][1]-mLandScape->GetBounds ( )[0][1]) * lookat[1];
|
|
lookat[2] = mLandScape->GetBounds ( )[0][2] + (mLandScape->GetBounds ( )[1][2]-mLandScape->GetBounds ( )[0][2]) * lookat[2];
|
|
|
|
// Fixed height? (used for bridges)
|
|
if ( !atoi(group->FindPairValue ( "nodrop", "0" )) )
|
|
{
|
|
origin[2] = mLandScape->GetBounds ( )[1][2] + 100;
|
|
}
|
|
|
|
// Set the area of position
|
|
area = mAreaManager->CreateArea ( origin, instance->GetSpacingRadius(), instance->GetSpacingLine(), GetDefaultPadding(), 0, zerodvec, lookat, instance->GetFlattenRadius()?true:false, true, instance->GetLockOrigin(), mSymmetric );
|
|
instance->SetArea ( mAreaManager, area );
|
|
instance->SetFlattenHeight ( flattenHeight );
|
|
|
|
mInstances.push_back ( instance );
|
|
|
|
// create defenses?
|
|
ParseInstancesOnPath(group );
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
/************************************************************************************************
|
|
* CRMMission::ParseInstances
|
|
* parses all instances within the mission and populates the instance list
|
|
*
|
|
* inputs:
|
|
* group: parser group containing the list of instances
|
|
*
|
|
* return:
|
|
* true: instances parsed successfully
|
|
* false: instances failed to parse
|
|
*
|
|
************************************************************************************************/
|
|
bool CRMMission::ParseInstances ( CGPGroup* group )
|
|
{
|
|
#ifndef PRE_RELEASE_DEMO
|
|
// If NULL that means this particular difficulty level has no instances
|
|
if ( NULL == group )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// Loop through all the instances in the mission and add each
|
|
// to the master list of instances
|
|
for ( group = group->GetSubGroups();
|
|
group;
|
|
group=group->GetNext() )
|
|
{
|
|
ParseInstance ( group );
|
|
}
|
|
#endif // #ifndef PRE_RELEASE_DEMO
|
|
|
|
return true;
|
|
}
|
|
|
|
/************************************************************************************************
|
|
* CRMMission::ParseObjectives
|
|
* parses all objectives within the mission and populates the objective list
|
|
*
|
|
* inputs:
|
|
* group: parser group containing the list of objectives
|
|
*
|
|
* return:
|
|
* true: objectives parsed successfully
|
|
* false: objectives failed to parse
|
|
*
|
|
************************************************************************************************/
|
|
bool CRMMission::ParseObjectives ( CGPGroup* group )
|
|
{
|
|
// If NULL that means this particular difficulty level has no objectives
|
|
if ( NULL == group )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// Loop through all the objectives in the mission and add each
|
|
// to the master list of objectives
|
|
for ( group = group->GetSubGroups();
|
|
group;
|
|
group=group->GetNext() )
|
|
{
|
|
CRMObjective* objective;
|
|
|
|
// Create the new objective
|
|
objective = new CRMObjective ( group );
|
|
|
|
mObjectives.push_back ( objective );
|
|
}
|
|
|
|
mValidObjectives = true;
|
|
|
|
return true;
|
|
}
|
|
|
|
/************************************************************************************************
|
|
* CRMMission::ParseAmmo
|
|
* parses the given ammo list and sets the necessary ammo cvars to grant those
|
|
* weapons to the players
|
|
*
|
|
* inputs:
|
|
* ammos: parser group containing the ammo list
|
|
*
|
|
* return:
|
|
* true: ammo parsed successfully
|
|
* false: ammo failed to parse
|
|
*
|
|
************************************************************************************************/
|
|
bool CRMMission::ParseAmmo ( CGPGroup* ammos )
|
|
{
|
|
/* CGPValue* ammo;
|
|
|
|
// No weapons, no success
|
|
if ( NULL == ammos )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (0 == gi.Cvar_VariableIntegerValue("ar_wpnselect"))
|
|
{
|
|
// Make sure the ammo cvars are all reset so ammo from the last map or
|
|
// another difficulty level wont carry over
|
|
CWeaponSystem::ClearAmmoCvars (TheWpnSysHelper());
|
|
|
|
ammo = ammos->GetPairs ( );
|
|
|
|
// Loop through the weapons listed and grant them to the player
|
|
while ( ammo )
|
|
{
|
|
// Grab the weapons ID
|
|
AmmoID id = CWeaponSystem::GetAmmoID ( ammo->GetName ( ) );
|
|
|
|
// Now set the weapon cvar with the given data
|
|
TheWpnSysHelper().CvarSet ( CWeaponSystem::GetAmmoCvar ( id ), ammo->GetTopValue ( ), CVAR_AMMO );
|
|
|
|
// Move on to the next weapon
|
|
ammo = (CGPValue*)ammo->GetNext();
|
|
}
|
|
}
|
|
*/
|
|
mValidAmmo = true;
|
|
|
|
return true;
|
|
}
|
|
|
|
/************************************************************************************************
|
|
* CRMMission::ParseWeapons
|
|
* parses the given weapon list and sets the necessary weapon cvars to grant those
|
|
* weapons to the players
|
|
*
|
|
* inputs:
|
|
* weapons: parser group containing the weapons list
|
|
*
|
|
* return:
|
|
* true: weapons parsed successfully
|
|
* false: weapons failed to parse
|
|
*
|
|
************************************************************************************************/
|
|
bool CRMMission::ParseWeapons ( CGPGroup* weapons )
|
|
{
|
|
/* CGPValue* weapon;
|
|
WpnID id;
|
|
|
|
// No weapons, no success
|
|
if ( NULL == weapons )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (0 == gi.Cvar_VariableIntegerValue("ar_wpnselect"))
|
|
{
|
|
// Make sure the weapon cvars are all reset so weapons from the last map or
|
|
// another difficulty level wont carry over
|
|
CWeaponSystem::ClearWpnCvars (TheWpnSysHelper());
|
|
|
|
id = NULL_WpnID;
|
|
weapon = weapons->GetPairs ( );
|
|
|
|
// Loop through the weapons listed and grant them to the player
|
|
while ( weapon )
|
|
{
|
|
// Grab the weapons ID
|
|
id = CWeaponSystem::GetWpnID ( weapon->GetName ( ) );
|
|
|
|
// Now set the weapon cvar with the given data
|
|
TheWpnSysHelper().CvarSet ( CWeaponSystem::GetWpnCvar ( id ), weapon->GetTopValue ( ) );
|
|
|
|
// Move on to the next weapon
|
|
weapon = (CGPValue*)weapon->GetNext();
|
|
}
|
|
|
|
// If we found at least one weapon then ready the last one in the list
|
|
if ( NULL_WpnID != id )
|
|
{
|
|
TheWpnSysHelper().CvarSet("wp_righthand", va("%i/%i/0/0",id,CWeaponSystem::GetClipSize ( id )), CVAR_MISC );
|
|
}
|
|
}
|
|
*/
|
|
mValidWeapons = true;
|
|
|
|
return true;
|
|
}
|
|
|
|
/************************************************************************************************
|
|
* CRMMission::ParseOutfit
|
|
* parses the outfit (weapons and ammo)
|
|
*
|
|
* inputs:
|
|
* outfit: parser group containing the outfit
|
|
*
|
|
* return:
|
|
* true: weapons and ammo parsed successfully
|
|
* false: failed to parse
|
|
*
|
|
************************************************************************************************/
|
|
bool CRMMission::ParseOutfit ( CGPGroup* outfit )
|
|
{
|
|
if ( NULL == outfit )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
/* // Its ok to fail parsing weapons as long as weapons have
|
|
// already been parsed at some point
|
|
if ( !ParseWeapons ( ParseRandom ( outfit->FindSubGroup ( "weapons" ) ) ) )
|
|
{
|
|
if ( !mValidWeapons )
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Its ok to fail parsing ammo as long as ammo have
|
|
// already been parsed at some point
|
|
if ( !ParseAmmo ( ParseRandom ( outfit->FindSubGroup ( "ammo" ) ) ) )
|
|
{
|
|
if ( !mValidAmmo)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
*/
|
|
return true;
|
|
}
|
|
|
|
/************************************************************************************************
|
|
* CRMMission::ParseRandom
|
|
* selects a random sub group with from all within this one
|
|
*
|
|
* inputs:
|
|
* random: parser group containing the various subgroups
|
|
*
|
|
* return:
|
|
* true: parsed successfuly
|
|
* false: failed to parse
|
|
*
|
|
************************************************************************************************/
|
|
CGPGroup* CRMMission::ParseRandom ( CGPGroup* randomGroup )
|
|
{
|
|
if (NULL == randomGroup)
|
|
return NULL;
|
|
|
|
CGPGroup* group;
|
|
CGPGroup* groups[MAX_RANDOM_CHOICES];
|
|
int numGroups;
|
|
|
|
// Build a list of the groups one can be chosen
|
|
for ( numGroups = 0, group = randomGroup->GetSubGroups ( );
|
|
group;
|
|
group = group->GetNext ( ) )
|
|
{
|
|
if ( Q_stricmp ( group->GetName ( ), "random_choice" ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
int weight = atoi ( group->FindPairValue ( "random_weight", "1" ) );
|
|
while (weight-- > 0)
|
|
groups[numGroups++] = group;
|
|
assert (numGroups <= MAX_RANDOM_CHOICES);
|
|
}
|
|
|
|
// No groups!
|
|
if ( !numGroups )
|
|
{
|
|
return randomGroup;
|
|
}
|
|
|
|
// Now choose a group to parse
|
|
return groups[mLandScape->irand(0,numGroups-1)];
|
|
}
|
|
|
|
/************************************************************************************************
|
|
* CRMMission::ParseDifficulty
|
|
* parses the given difficulty and populates the mission with its data
|
|
*
|
|
* inputs:
|
|
* difficulty: parser group containing the difficulties info
|
|
*
|
|
* return:
|
|
* true: difficulty parsed successfully
|
|
* false: difficulty failed to parse
|
|
*
|
|
************************************************************************************************/
|
|
bool CRMMission::ParseDifficulty ( CGPGroup* difficulty, CGPGroup *parent )
|
|
{
|
|
// If a null difficulty then stop the recursion. Make sure to
|
|
// return true here so the parsing doesnt fail
|
|
if ( NULL == difficulty )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
if (difficulty->GetParent())
|
|
{
|
|
parent = difficulty->GetParent();
|
|
}
|
|
|
|
// is map supposed to be symmetric?
|
|
mSymmetric = (symmetry_t)atoi(parent->FindPairValue ( "symmetric", "0" ));
|
|
mBackUpPath = atoi(parent->FindPairValue ( "backuppath", "0" ));
|
|
if( mSymmetric )
|
|
{// pick between the 2 starting corners -- yes this is a hack
|
|
mSymmetric = SYMMETRY_TOPLEFT;
|
|
if( TheRandomMissionManager->GetLandScape()->irand(0, 1) )
|
|
{
|
|
mSymmetric = SYMMETRY_BOTTOMRIGHT;
|
|
}
|
|
}
|
|
|
|
mDefaultPadding = atoi(parent->FindPairValue ( "padding", "0" ));
|
|
|
|
// Parse the nodes
|
|
if ( !ParseNodes ( ParseRandom ( difficulty->FindSubGroup ( "nodes" ) ) ) )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Parse the paths
|
|
if ( !ParsePaths ( ParseRandom ( difficulty->FindSubGroup ( "paths" ) ) ) )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Parse the rivers
|
|
if ( !ParseRivers ( ParseRandom ( difficulty->FindSubGroup ( "rivers" ) ) ) )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Handle inherited properties
|
|
if ( !ParseDifficulty ( parent->FindSubGroup ( difficulty->FindPairValue ( "inherit", "" ) ), parent ) )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// parse the player's outfit (weapons and ammo)
|
|
if ( !ParseOutfit( ParseRandom ( difficulty->FindSubGroup ( "outfit" ) ) ) )
|
|
{
|
|
// Its ok to fail parsing weapons as long as weapons have
|
|
// already been parsed at some point
|
|
if ( !ParseWeapons ( ParseRandom ( difficulty->FindSubGroup ( "weapons" ) ) ) )
|
|
{
|
|
if ( !mValidWeapons )
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Its ok to fail parsing ammo as long as ammo have
|
|
// already been parsed at some point
|
|
if ( !ParseAmmo ( ParseRandom ( difficulty->FindSubGroup ( "ammo" ) ) ) )
|
|
{
|
|
if ( !mValidAmmo)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Its ok to fail parsing objectives as long as objectives have
|
|
// already been parsed at some point
|
|
if ( !ParseObjectives ( ParseRandom ( difficulty->FindSubGroup ( "objectives" ) ) ) )
|
|
{
|
|
if ( !mValidObjectives )
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Set the cvars with the available values
|
|
Cvar_Set ( "mi_health", difficulty->FindPairValue ( "health", "100" ) );
|
|
Cvar_Set ( "mi_armor", difficulty->FindPairValue ( "armor", "0" ) );
|
|
|
|
// Parse out the timelimit
|
|
mTimeLimit = atol(difficulty->FindPairValue("timelimit", "0"));
|
|
|
|
// NPC multipliers
|
|
mAccuracyMultiplier = atof(difficulty->FindPairValue("npcaccuracy", "1"));
|
|
mHealthMultiplier = atof(difficulty->FindPairValue("npchealth", "1"));
|
|
|
|
// keep only some of RMG pickups 1 = 100%
|
|
mPickupHealth = atof(difficulty->FindPairValue("pickup_health", "1"));
|
|
mPickupArmor = atof(difficulty->FindPairValue("pickup_armor", "1"));
|
|
mPickupAmmo = atof(difficulty->FindPairValue("pickup_ammo", "1"));
|
|
mPickupWeapon = atof(difficulty->FindPairValue("pickup_weapon", "1"));
|
|
mPickupEquipment = atof(difficulty->FindPairValue("pickup_equipment", "1"));
|
|
|
|
// Its ok to fail parsing instances as long as instances have
|
|
// already been parsed at some point
|
|
if ( !ParseInstances ( ParseRandom ( difficulty->FindSubGroup ( "instances" ) ) ) )
|
|
{
|
|
if ( !mValidInstances )
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/************************************************************************************************
|
|
* CRMMission::Load
|
|
* Loads the given mission using the given difficulty level
|
|
*
|
|
* inputs:
|
|
* name: Name of the mission to load (should only be the name rather than the full path)
|
|
* difficulty: difficulty level to load
|
|
*
|
|
* return:
|
|
* true: mission successfully loaded
|
|
* false: mission failed to load
|
|
*
|
|
************************************************************************************************/
|
|
bool CRMMission::Load ( const char* mission, const char* instances, const char* difficulty )
|
|
{
|
|
CGenericParser2 parser;
|
|
CGPGroup* root;
|
|
|
|
// Create the parser for the mission file
|
|
if(!Com_ParseTextFile(va("ext_data/rmg/%s.mission", mission), parser))
|
|
{
|
|
if(!Com_ParseTextFile(va("ext_data/arioche/%s.mission", mission), parser))
|
|
{
|
|
Com_Printf("ERROR: Failed to open mission file '%s'\n", mission);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Grab the root parser groop and make sure its mission, otherwise this
|
|
// isnt a valid mission file
|
|
root = parser.GetBaseParseGroup()->GetSubGroups();
|
|
if(Q_stricmp(root->GetName(), "mission"))
|
|
{
|
|
Com_Printf("ERROR: '%s' is not a valid mission file\n", mission );
|
|
parser.Clean();
|
|
return false;
|
|
}
|
|
|
|
// Grab the mission description and set the cvar for it
|
|
mDescription = root->FindPairValue ( "description", "<MISSION DESCRIPTION MISSING>" );
|
|
// Cvar_Set("ar_obj_main0",mDescription.c_str(), CVAR_OBJECTIVE);
|
|
// Cvar_Set("ar_obj_maincom0", "&OBJECTIVES_INPROGRESS&", CVAR_OBJECTIVE);
|
|
// Cvar_SetValue ("ar_cur_objective", 0, CVAR_OBJECTIVE);
|
|
|
|
string mInfo = root->FindPairValue ( "info", "<MISSION ADDITIONAL INFO MISSING>" );
|
|
// Cvar_Set("ar_obj_info0",mInfo.c_str(), CVAR_OBJECTIVE);
|
|
|
|
mExitScreen = root->FindPairValue ( "exitScreen", "<EXIT SCREEN MISSING>" );
|
|
mTimeExpiredScreen = root->FindPairValue ( "TimeExpiredScreen", "<TIME EXPIRED SCREEN MISSING>" );
|
|
|
|
// Open the instance file for the specified instances
|
|
if ( !mInstanceFile.Open ( instances) )
|
|
{
|
|
Com_Printf ( "ERROR: Could not open instance file '%s'\n", instances );
|
|
return false;
|
|
}
|
|
|
|
// Start at one and readjust each time we see and instance
|
|
// with a higher value
|
|
mMaxInstancePosition = 1;
|
|
|
|
// Now parse the specified difficulty level
|
|
CGPGroup* parserdif = root->FindSubGroup ( difficulty );
|
|
CGPGroup* parserpar = parserdif->GetParent();
|
|
if (!parserpar)
|
|
{ //rww - expected to have a parent, but sometime doesn't get set.
|
|
//I take it JK2's generic parser is not quite the same as SOF2's. Or is out of date.
|
|
parserpar = root;
|
|
}
|
|
if ( !ParseDifficulty ( parserdif, parserpar ) )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Generate the terrain now
|
|
mLandScape->Generate(mSymmetric);
|
|
|
|
// Cleanup
|
|
parser.Clean();
|
|
|
|
return true;
|
|
}
|
|
|
|
/************************************************************************************************
|
|
* CRMMission::Spawn
|
|
* Spawns all of the instances for the entire mission onto the given landscape
|
|
*
|
|
* inputs:
|
|
* landscape: landscape to spawn instances on
|
|
*
|
|
* return:
|
|
* true: instances spawned successfully
|
|
* false: instances failed to spawn
|
|
*
|
|
************************************************************************************************/
|
|
bool CRMMission::Spawn ( CRandomTerrain* terrain, qboolean IsServer )
|
|
{
|
|
#ifndef PRE_RELEASE_DEMO
|
|
rmInstanceIter_t it;
|
|
int areaIndex;
|
|
CRMArea* area;
|
|
|
|
// Prespawn all instances, this is mainly for flattening
|
|
for(it = mInstances.begin(); it != mInstances.end(); it++)
|
|
{
|
|
CRMInstance* instance = *it;
|
|
|
|
// Pre-Spawn
|
|
instance->PreSpawn ( terrain, IsServer );
|
|
|
|
if (mSymmetric)
|
|
{
|
|
instance->SetMirror(1);
|
|
instance->PreSpawn ( terrain, IsServer );
|
|
instance->SetMirror(0);
|
|
}
|
|
}
|
|
|
|
mLandScape->Smooth ( );
|
|
|
|
// place bridges
|
|
PlaceBridges();
|
|
|
|
// create automap
|
|
// if (!com_dedicated->integer)
|
|
{
|
|
#ifndef DEDICATED
|
|
CM_TM_Create(mLandScape->GetLandScape());
|
|
#endif
|
|
}
|
|
|
|
mLandScape->GetLandScape()->UpdatePatches();
|
|
|
|
// Spawn all instances
|
|
for(it = mInstances.begin(); it != mInstances.end(); it++)
|
|
{
|
|
CRMInstance* instance = *it;
|
|
|
|
// Spawn
|
|
instance->Spawn ( terrain, IsServer );
|
|
instance->PostSpawn ( terrain, IsServer );
|
|
|
|
if (mSymmetric)
|
|
{ // spawn the mirror version
|
|
instance->SetMirror(1);
|
|
instance->Spawn ( terrain, IsServer );
|
|
instance->PostSpawn ( terrain, IsServer );
|
|
instance->SetMirror(0);
|
|
}
|
|
}
|
|
|
|
#ifndef FINAL_BUILD
|
|
// make sure to write out after the mirror happens so red side is displayed on map
|
|
if (1 == Cvar_VariableIntegerValue("rmg_saveautomap"))
|
|
{ // write out automap for test purposes
|
|
char seed[MAX_QPATH];
|
|
char terrainName[MAX_QPATH];
|
|
char missionName[MAX_QPATH];
|
|
Cvar_VariableStringBuffer("RMG_seed", seed, MAX_QPATH);
|
|
Cvar_VariableStringBuffer("RMG_terrain", terrainName, MAX_QPATH);
|
|
Cvar_VariableStringBuffer("RMG_mission", missionName, MAX_QPATH);
|
|
|
|
#ifndef DEDICATED
|
|
for(it = mInstances.begin(); it != mInstances.end(); it++)
|
|
{
|
|
(*it)->DrawAutomapSymbol();
|
|
}
|
|
//gi.CM_TM_SaveImageToDisk(terrainName, missionName, seed);
|
|
CM_TM_SaveImageToDisk(terrainName, missionName, seed);
|
|
#endif
|
|
Com_Error (ERR_DROP, "RMG Automap written.");
|
|
return false;
|
|
}
|
|
#endif
|
|
|
|
// // draw player start on automap
|
|
// CEntity *spot = NULL;
|
|
// spot = entitySystem->GetEntityFromClassname( spot, "info_player_start");
|
|
// if (spot)
|
|
// {
|
|
// gi.CM_TM_AddStart(spot->GetOrigin()[0], spot->GetOrigin()[1]);
|
|
// }
|
|
|
|
// Spawn NPC triggers now
|
|
// SpawnNPCTriggers ( mLandScape );
|
|
|
|
// Restory all the NPC's accuracies to the template accuracies times the
|
|
// multiplier
|
|
// INPCEnt::RestoreTemplate ( mAccuracyMultiplier, mHealthMultiplier );
|
|
|
|
// Little trick to set the current objective to the first in the list
|
|
CompleteObjective ( NULL );
|
|
|
|
// Iterate through the areas and add each to the landscapes list, this is sorta hacky
|
|
// but bridges the game / common gap
|
|
for ( areaIndex = 0; NULL != (area = mAreaManager->EnumArea ( areaIndex )); areaIndex ++ )
|
|
{
|
|
// Dont bother adding it to the list if collision isnt enabled
|
|
if ( !area->IsCollisionEnabled() )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
CArea* newarea = new CArea ( );
|
|
newarea->Init ( area->GetOrigin(), area->GetSpacingRadius (), 0, area->IsFlattened()?AT_FLAT:AT_NONE );
|
|
mLandScape->GetLandScape()->SaveArea( newarea );
|
|
|
|
if (mSymmetric)
|
|
{
|
|
CArea* newarea = new CArea ( );
|
|
newarea->Init ( area->GetOrigin(), area->GetSpacingRadius (), 0, area->IsFlattened()?AT_FLAT:AT_NONE );
|
|
newarea->GetPosition()[0] = mLandScape->GetBounds ( )[0][0]+mLandScape->GetBounds ( )[1][0]-newarea->GetPosition()[0];
|
|
newarea->GetPosition()[1] = mLandScape->GetBounds ( )[0][1]+mLandScape->GetBounds ( )[1][1]-newarea->GetPosition()[1];
|
|
mLandScape->GetLandScape()->SaveArea( newarea );
|
|
}
|
|
}
|
|
|
|
mInstanceFile.Close ( );
|
|
#endif // PRE_RELEASE_DEMO
|
|
|
|
return true;
|
|
}
|
|
|
|
/************************************************************************************************
|
|
* CRMMission::CompleteMission
|
|
* Pauses the game, plays an end screen after a brief delay, which then returns the player to
|
|
* the RMG menu.
|
|
* *
|
|
* Input *
|
|
* <Variable>: <Description> *
|
|
* Output / Return *
|
|
* <Variable>: <Description> *
|
|
************************************************************************************************/
|
|
void CRMMission::CompleteMission(void)
|
|
{
|
|
Cvar_Set ("cl_paused", "1");
|
|
|
|
// AddText(va("killserver; menu %s\n", mExitScreen.c_str()));
|
|
return;
|
|
}
|
|
|
|
/************************************************************************************************
|
|
* CRMMission::FailedMission
|
|
* Pauses the game, plays an end screen after a brief delay, which then returns the player to
|
|
* the RMG menu.
|
|
* *
|
|
* Input *
|
|
* TimeExpired: indicates if the reason failed was because of time
|
|
* Output / Return *
|
|
* <Variable>: <Description> *
|
|
************************************************************************************************/
|
|
void CRMMission::FailedMission(bool TimeExpired)
|
|
{
|
|
Cvar_Set ("cl_paused", "1");
|
|
|
|
if (TimeExpired)
|
|
{
|
|
// AddText(va("killserver; menu %s\n", mTimeExpiredScreen.c_str()));
|
|
}
|
|
return;
|
|
}
|
|
|
|
/************************************************************************************************
|
|
* CRMMission::CompleteObjective
|
|
* Completes the given objective and advances the current objective accordingly
|
|
*
|
|
* inputs:
|
|
* objective: the objetive to mark complete
|
|
*
|
|
* return:
|
|
* none
|
|
*
|
|
************************************************************************************************/
|
|
void CRMMission::CompleteObjective ( CRMObjective* objective )
|
|
{
|
|
rmObjectiveIter_t it;
|
|
|
|
// Set the object as completed
|
|
if ( objective )
|
|
{
|
|
objective->Complete ( true );
|
|
|
|
// Set the completed text for the objective
|
|
// gi.Cvar_Set( va("ar_obj_subcom0_%i", objective->GetOrderIndex ( )), "&OBJECTIVES_COMPLETE&", CVAR_OBJECTIVE) ;
|
|
|
|
/* CEntity *tent = G_TempEntity( vec3_origin, EV_SUB_PRINT );
|
|
tent->s.time2 = gi.SP_GetStringID ( objective->GetMessage ( ) );
|
|
tent->r.svFlags |= SVF_BROADCAST;
|
|
G_AddTempEntity(tent);
|
|
|
|
if (objective->CompleteSoundID())
|
|
G_SoundBroadcast( tent, objective->CompleteSoundID());
|
|
*/
|
|
}
|
|
|
|
mCurrentObjective = NULL;
|
|
|
|
// Find the next objective
|
|
for (it = mObjectives.begin(); it != mObjectives.end(); it++)
|
|
{
|
|
objective = (*it);
|
|
|
|
// Skip completed objectives
|
|
if ( objective->IsCompleted ( ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Find the objective with the lowest priority
|
|
if ( mCurrentObjective && objective->GetPriority ( ) > mCurrentObjective->GetPriority ( ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Found one
|
|
mCurrentObjective = objective;
|
|
}
|
|
|
|
if ( NULL != mCurrentObjective )
|
|
{
|
|
// Cvar_SetValue ("ar_cur_objective", mCurrentObjective->GetOrderIndex ( ), CVAR_OBJECTIVE);
|
|
|
|
mCurrentObjective->Activate ( );
|
|
}
|
|
else
|
|
{
|
|
// Set the completed text for the objective
|
|
// Cvar_Set( "ar_obj_maincom0", "&OBJECTIVES_COMPLETE&", CVAR_OBJECTIVE) ;
|
|
}
|
|
}
|
|
|
|
/************************************************************************************************
|
|
* CRMMission::Preview
|
|
* Previews the instances within the mission
|
|
*
|
|
* inputs:
|
|
* from: the origin which the mission is being previewed from
|
|
*
|
|
* return:
|
|
* none
|
|
*
|
|
************************************************************************************************/
|
|
void CRMMission::Preview ( const vec3_t from )
|
|
{
|
|
rmInstanceIter_t it;
|
|
|
|
// Look for settlements close to the player and put up some debug stuff
|
|
for(it = mInstances.begin(); it != mInstances.end(); it++)
|
|
{
|
|
CRMInstance* instance = *it;
|
|
|
|
vec3_t a;
|
|
vec3_t b;
|
|
|
|
VectorCopy ( from, a );
|
|
VectorCopy ( instance->GetOrigin(), b );
|
|
|
|
a[2] = 0;
|
|
b[2] = 0;
|
|
|
|
// Skip stuff thats too far away
|
|
if ( Distance ( a, b) > 2000 )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
instance->Preview ( from );
|
|
}
|
|
}
|
|
|
|
/************************************************************************************************
|
|
* CRMMission::PurgeTrigger
|
|
* Purge the trigger and all its targets
|
|
*
|
|
* inputs:
|
|
* trigger: trigger to purge
|
|
*
|
|
* return:
|
|
* none
|
|
*
|
|
************************************************************************************************/
|
|
/*void CRMMission::PurgeTrigger ( CEntity* trigger )
|
|
{
|
|
CEntity* target;
|
|
|
|
// Purge all targets
|
|
target = entitySystem->GetEntityFromTargetName ( NULL, trigger->GetTarget ( ) );
|
|
while ( target )
|
|
{
|
|
PurgeTrigger ( target );
|
|
|
|
target = entitySystem->GetEntityFromTargetName ( target, trigger->GetTarget ( ) );
|
|
}
|
|
|
|
// Get rid of the purge trigger
|
|
entitySystem->RemoveEntityWithServer ( trigger );
|
|
entitySystem->RemoveEntity ( trigger );
|
|
}
|
|
*/
|
|
/************************************************************************************************
|
|
* CRMMission::PurgeUnlinkedTriggers
|
|
* Searches the entitySystem form a random arioche trigger that matches the objective name
|
|
*
|
|
* inputs:
|
|
* none
|
|
*
|
|
* return:
|
|
* trigger: a random trigger or NULL if one couldnt be found
|
|
*
|
|
************************************************************************************************/
|
|
/*void CRMMission::PurgeUnlinkedTriggers ( )
|
|
{
|
|
CTriggerAriocheObjective* search;
|
|
|
|
// Start at the first match of the classname
|
|
search = (CTriggerAriocheObjective*) entitySystem->GetEntityFromClassname ( NULL, "trigger_arioche_objective" );
|
|
|
|
// Continue on as long as there are triggers
|
|
while ( search )
|
|
{
|
|
CTriggerAriocheObjective* purge = search;
|
|
|
|
// move on to the next trigger before deleting the entity
|
|
// just in case there are some state issues with the search
|
|
search = (CTriggerAriocheObjective*) entitySystem->GetEntityFromClassname ( search, "trigger_arioche_objective" );
|
|
|
|
// Dont purge linked triggers
|
|
if ( purge->GetObjective ( ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Purge the trigger and all its targets
|
|
PurgeTrigger ( purge );
|
|
}
|
|
}
|
|
*/
|
|
/************************************************************************************************
|
|
* CRMMission::SpawnNPCTriggers
|
|
* Spawn triggers across the map which will activate sleeping NPCs
|
|
*
|
|
* inputs:
|
|
* landscape: landscape to spawn the triggers relative to
|
|
*
|
|
* return:
|
|
* trigger: a random trigger or NULL if one couldnt be found
|
|
*
|
|
************************************************************************************************/
|
|
/*void CRMMission::SpawnNPCTriggers ( CCMLandScape* landscape )
|
|
{
|
|
CEntity* ent;
|
|
int i;
|
|
int count;
|
|
float section;
|
|
|
|
// Determine how many NPC sections there are in the map
|
|
count = (landscape->GetBounds()[1][0] - landscape->GetBounds()[0][0]) / 5000.0f;
|
|
section = (landscape->GetBounds()[1][0] - landscape->GetBounds()[0][0]) / count;
|
|
|
|
// Drop a trigger down at each NPC section interval except for the first and last.
|
|
for ( i = 1; i < count - 1; i ++ )
|
|
{
|
|
vec3_t mins;
|
|
vec3_t maxs;
|
|
vec3_t origin;
|
|
|
|
VectorCopy ( landscape->GetBounds()[0], mins );
|
|
VectorCopy ( landscape->GetBounds()[1], maxs );
|
|
|
|
// Set up the mins and maxs for the trigger
|
|
mins[0] = mins[0] + (section * i) - 100;
|
|
maxs[0] = mins[0] + 100;
|
|
maxs[2] = maxs[2] + 100;
|
|
mins[2] = mins[2] - 100;
|
|
|
|
origin[0] = (maxs[0]-mins[0])/2 + mins[0];
|
|
origin[1] = (maxs[1]-mins[1])/2 + mins[1];
|
|
origin[2] = (maxs[2]-mins[2])/2 + mins[2];
|
|
|
|
spawnSystem->ClearSpawnFields();
|
|
spawnSystem->AddSpawnField("classname", "trigger_arioche_npcspawner" );
|
|
spawnSystem->AddSpawnField("origin", va("%f %f %f",origin[0],origin[1],origin[2]) );
|
|
spawnSystem->AddSpawnField("target", va("rmg_npc_%i", i + 1) );
|
|
|
|
// Spawn the inhabitant, if it fails then fail
|
|
ent = entitySystem->SpawnItem("trigger_arioche_npcspawner");
|
|
if ( !ent )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Fail if we cant register the entity
|
|
if ( -1 == entitySystem->RegisterEntityWithServer( ent ) )
|
|
{
|
|
entitySystem->RemoveEntity ( ent );
|
|
continue;
|
|
}
|
|
|
|
// Normalize the mins and maxs for the X axis since they arent
|
|
// absolute mins and maxs
|
|
mins[0] = -100;
|
|
maxs[0] = 100;
|
|
|
|
// Adjust the absmin and absmax for the trigger now
|
|
VectorCopy ( mins, ent->r.mins[0] );
|
|
VectorCopy ( maxs, ent->r.maxs[0] );
|
|
|
|
Com_DPrintf( "NPC Trigger spawned at '%f %f %f' for targets 'rmg_npc_%i'\n", origin[0], origin[1], origin[2], i + 1 );
|
|
|
|
// Set the "ONLY_ONCE" spawn flag
|
|
ent->AddSpawnflags ( 2 );
|
|
|
|
#ifdef _GAME
|
|
// initial linking
|
|
gi.SV_LinkEntity( ent );
|
|
#endif
|
|
}
|
|
|
|
AttachNPCTriggers ( landscape );
|
|
}
|
|
*/
|
|
|
|
/************************************************************************************************
|
|
* CRMMission::AttachNPCTriggers
|
|
* Attaches npc triggers to all unattached npcs
|
|
*
|
|
* inputs:
|
|
* landscape: landscape triggers were spawned on
|
|
*
|
|
* return:
|
|
* trigger: a random trigger or NULL if one couldnt be found
|
|
*
|
|
************************************************************************************************/
|
|
/*void CRMMission::AttachNPCTriggers ( CCMLandScape* landscape )
|
|
{
|
|
TNPCList npcList;
|
|
TNPCFinder npcFinder;
|
|
CNPC* theNPC = 0;
|
|
int npcsegment;
|
|
|
|
GetCharacterManager().GetCharacterList(npcList);
|
|
|
|
// Loop through all npcs and reset their accuracy
|
|
for( npcFinder = npcList.begin(); npcFinder != npcList.end(); npcFinder++)
|
|
{
|
|
theNPC = (CNPC*) INPCEnt::GetEntity(*npcFinder);
|
|
if(!theNPC)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
npcsegment = (theNPC->r.currentOrigin[0] - landscape->GetMins()[0]) / 5000.0f;
|
|
|
|
// All npcs in segment 0 and 1 are immediately spawned, all others wait for the
|
|
// trigger
|
|
if ( npcsegment > 1 )
|
|
{
|
|
entitySystem->RemoveFromTargetNameMap(theNPC);
|
|
theNPC->SetTargetName ( va("rmg_npc_%i", npcsegment ) );
|
|
entitySystem->AddToTargetNameMap(theNPC);
|
|
|
|
// Start the NPC in the off position
|
|
theNPC->SetSpawnflags(1);
|
|
theNPC->r.contents = 0;
|
|
theNPC->r.svFlags |= SVF_NOCLIENT;
|
|
theNPC->s.eFlags |= EF_NODRAW;
|
|
}
|
|
}
|
|
}
|
|
*/
|
|
|
|
|