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https://github.com/ioquake/jedi-academy.git
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478 lines
12 KiB
C++
478 lines
12 KiB
C++
//Anything above this #include will be ignored by the compiler
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#include "../qcommon/exe_headers.h"
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/************************************************************************************************
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*
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* Copyright (C) 2001-2002 Raven Software
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*
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* RM_Area.cpp
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*
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************************************************************************************************/
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#include "RM_Headers.h"
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#ifdef _WIN32
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#pragma optimize("p", on)
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#endif
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/************************************************************************************************
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* CRMArea::CRMArea
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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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CRMArea::CRMArea (
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float spacingRadius,
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float paddingSize,
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float confineRadius,
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vec3_t confineOrigin,
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vec3_t lookAtOrigin,
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bool flatten,
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int symmetric
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)
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{
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mMoveCount = 0;
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mAngle = 0;
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mCollision = true;
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mConfineRadius = confineRadius;
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mPaddingSize = paddingSize;
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mSpacingRadius = spacingRadius;
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mFlatten = flatten;
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mLookAt = true;
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mLockOrigin = false;
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mSymmetric = symmetric;
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mRadius = spacingRadius;
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VectorCopy ( confineOrigin, mConfineOrigin );
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VectorCopy ( lookAtOrigin, mLookAtOrigin );
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}
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/************************************************************************************************
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* CRMArea::LookAt
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* Angle the area towards the given point
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*
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* inputs:
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* lookat - the origin to look at
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*
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* return:
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* the angle in radians that was calculated
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*
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************************************************************************************************/
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float CRMArea::LookAt ( vec3_t lookat )
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{
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if (mLookAt)
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{ // this area orients itself towards a point
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vec3_t a;
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VectorCopy ( lookat, mLookAtOrigin );
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VectorSubtract ( lookat, mOrigin, a );
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mAngle = atan2 ( a[1], a[0] );
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}
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return mAngle;
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}
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/************************************************************************************************
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* CRMArea::Mirror
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* Mirrors the area to the other side of the map. This includes mirroring the confine origin
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* and lookat origin
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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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void CRMArea::Mirror ( void )
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{
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mOrigin[0] = -mOrigin[0];
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mOrigin[1] = -mOrigin[1];
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mConfineOrigin[0] = -mConfineOrigin[0];
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mConfineOrigin[1] = -mConfineOrigin[1];
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mLookAtOrigin[0] = -mLookAtOrigin[0];
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mLookAtOrigin[1] = -mLookAtOrigin[1];
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}
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/************************************************************************************************
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* CRMAreaManager::CRMAreaManager
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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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CRMAreaManager::CRMAreaManager ( const vec3_t mins, const vec3_t maxs)
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{
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VectorCopy ( mins, mMins );
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VectorCopy ( maxs, mMaxs );
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mWidth = mMaxs[0] - mMins[0];
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mHeight = mMaxs[1] - mMins[1];
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}
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/************************************************************************************************
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* CRMAreaManager::~CRMAreaManager
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* Removes all managed areas
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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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CRMAreaManager::~CRMAreaManager ( )
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{
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int i;
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for ( i = mAreas.size() - 1; i >=0; i -- )
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{
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delete mAreas[i];
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}
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mAreas.clear();
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}
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/************************************************************************************************
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* CRMAreaManager::MoveArea
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* Moves an area within the area manager thus shifting any other areas as needed
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*
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* inputs:
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* area - area to be moved
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* origin - new origin to attempt to move to
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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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void CRMAreaManager::MoveArea ( CRMArea* movedArea, vec3_t origin)
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{
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int index;
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int size;
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// Increment the addcount (this is for infinite protection)
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movedArea->AddMoveCount ();
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// Infinite recursion prevention
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if ( movedArea->GetMoveCount() > 250 )
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{
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// assert ( 0 );
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movedArea->EnableCollision ( false );
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return;
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}
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// First set the area's origin, This may cause it to be in collision with
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// another area but that will get fixed later
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movedArea->SetOrigin ( origin );
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// when symmetric we want to ensure that no instances end up on the "other" side of the imaginary diaganol that cuts the map in two
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// mSymmetric tells us which side of the map is legal
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if ( movedArea->GetSymmetric ( ) )
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{
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const vec3pair_t& bounds = TheRandomMissionManager->GetLandScape()->GetBounds();
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vec3_t point;
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vec3_t dir;
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vec3_t tang;
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bool push;
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float len;
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VectorSubtract( movedArea->GetOrigin(), bounds[0], point );
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VectorSubtract( bounds[1], bounds[0], dir );
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VectorNormalize(dir);
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dir[2] = 0;
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point[2] = 0;
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VectorMA( bounds[0], DotProduct(point, dir), dir, tang );
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VectorSubtract ( movedArea->GetOrigin(), tang, dir );
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dir[2] = 0;
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push = false;
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len = VectorNormalize(dir);
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if ( len < movedArea->GetRadius ( ) )
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{
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if ( movedArea->GetLockOrigin ( ) )
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{
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movedArea->EnableCollision ( false );
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return;
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}
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VectorMA ( point, (movedArea->GetSpacingRadius() - len) + TheRandomMissionManager->GetLandScape()->irand(10,movedArea->GetSpacingRadius()), dir, point );
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origin[0] = point[0] + bounds[0][0];
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origin[1] = point[1] + bounds[0][1];
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movedArea->SetOrigin ( origin );
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}
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switch ( movedArea->GetSymmetric ( ) )
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{
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case SYMMETRY_TOPLEFT:
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if ( origin[1] > origin[0] )
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{
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movedArea->Mirror ( );
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}
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break;
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case SYMMETRY_BOTTOMRIGHT:
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if ( origin[1] < origin[0] )
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{
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movedArea->Mirror ( );
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}
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break;
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default:
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// unknown symmetry type
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assert ( 0 );
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break;
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}
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}
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// Confine to area unless we are being pushed back by the same guy who pushed us last time (infinite loop)
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if ( movedArea->GetConfineRadius() )
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{
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if ( movedArea->GetMoveCount() < 25 )
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{
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vec3_t cdiff;
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float cdist;
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VectorSubtract ( movedArea->GetOrigin(), movedArea->GetConfineOrigin(), cdiff );
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cdiff[2] = 0;
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cdist = VectorLength ( cdiff );
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if ( cdist + movedArea->GetSpacingRadius() > movedArea->GetConfineRadius() )
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{
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cdist = movedArea->GetConfineRadius() - movedArea->GetSpacingRadius();
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VectorNormalize ( cdiff );
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VectorMA ( movedArea->GetConfineOrigin(), cdist, cdiff, movedArea->GetOrigin());
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}
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}
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else
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{
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index = 0;
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}
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}
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// See if it fell off the world in the x direction
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if ( movedArea->GetOrigin()[0] + movedArea->GetSpacingRadius() > mMaxs[0] )
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movedArea->GetOrigin()[0] = mMaxs[0] - movedArea->GetSpacingRadius() - (TheRandomMissionManager->GetLandScape()->irand(10,200));
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else if ( movedArea->GetOrigin()[0] - movedArea->GetSpacingRadius() < mMins[0] )
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movedArea->GetOrigin()[0] = mMins[0] + movedArea->GetSpacingRadius() + (TheRandomMissionManager->GetLandScape()->irand(10,200));
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// See if it fell off the world in the y direction
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if ( movedArea->GetOrigin()[1] + movedArea->GetSpacingRadius() > mMaxs[1] )
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movedArea->GetOrigin()[1] = mMaxs[1] - movedArea->GetSpacingRadius() - (TheRandomMissionManager->GetLandScape()->irand(10,200));
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else if ( movedArea->GetOrigin()[1] - movedArea->GetSpacingRadius() < mMins[1] )
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movedArea->GetOrigin()[1] = mMins[1] + movedArea->GetSpacingRadius() + (TheRandomMissionManager->GetLandScape()->irand(10,200));
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// Look at what we need to look at
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movedArea->LookAt ( movedArea->GetLookAtOrigin() );
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// Dont collide against things that have no collision
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// if ( !movedArea->IsCollisionEnabled ( ) )
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// {
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// return;
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// }
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// See if its colliding
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for(index = 0, size = mAreas.size(); index < size; index ++ )
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{
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CRMArea *area = mAreas[index];
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vec3_t diff;
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vec3_t newOrigin;
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float dist;
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float targetdist;
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// Skip the one that was moved in the first place
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if ( area == movedArea )
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{
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continue;
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}
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if ( area->GetLockOrigin ( ) && movedArea->GetLockOrigin( ) )
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{
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continue;
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}
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// Dont collide against things that have no collision
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if ( !area->IsCollisionEnabled ( ) )
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{
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continue;
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}
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// Grab the distance between the two
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// only want the horizontal distance -- dmv
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//dist = Distance ( movedArea->GetOrigin ( ), area->GetOrigin ( ));
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vec3_t maOrigin;
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vec3_t aOrigin;
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VectorCopy(movedArea->GetOrigin(), maOrigin);
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VectorCopy(area->GetOrigin(), aOrigin);
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maOrigin[2] = aOrigin[2] = 0;
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dist = Distance ( maOrigin, aOrigin );
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targetdist = movedArea->GetSpacingRadius() + area->GetSpacingRadius() + maximum(movedArea->GetPaddingSize(),area->GetPaddingSize());
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if ( dist == 0 )
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{
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area->GetOrigin()[0] += (50 * (float)(TheRandomMissionManager->GetLandScape()->irand(0,99))/100.0f);
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area->GetOrigin()[1] += (50 * (float)(TheRandomMissionManager->GetLandScape()->irand(0,99))/100.0f);
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VectorCopy(area->GetOrigin(), aOrigin);
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aOrigin[2] = 0;
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dist = Distance ( maOrigin, aOrigin );
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}
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// Are they are enough apart?
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if ( dist >= targetdist )
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{
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continue;
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}
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// Dont move a step if locked
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if ( area->GetLockOrigin ( ) )
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{
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MoveArea ( area, area->GetOrigin ( ) );
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continue;
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}
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// we got a collision, move the guy we hit
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VectorSubtract ( area->GetOrigin(), movedArea->GetOrigin(), diff );
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diff[2] = 0;
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VectorNormalize ( diff );
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// Push by the difference in the distance and no-collide radius
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VectorMA ( area->GetOrigin(), targetdist - dist + 1 , diff, newOrigin );
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// Move the area now
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MoveArea ( area, newOrigin );
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}
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}
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/************************************************************************************************
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* CRMAreaManager::CreateArea
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* Creates an area and adds it to the list of managed areas
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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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* a pointer to the newly added area class
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*
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************************************************************************************************/
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CRMArea* CRMAreaManager::CreateArea (
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vec3_t origin,
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float spacingRadius,
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int spacingLine,
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float paddingSize,
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float confineRadius,
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vec3_t confineOrigin,
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vec3_t lookAtOrigin,
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bool flatten,
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bool collide,
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bool lockorigin,
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int symmetric
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)
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{
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CRMArea* area = new CRMArea ( spacingRadius, paddingSize, confineRadius, confineOrigin, lookAtOrigin, flatten, symmetric );
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if ( lockorigin || spacingLine )
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{
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area->LockOrigin ( );
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}
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if (origin[0] != lookAtOrigin[0] || origin[1] != lookAtOrigin[1])
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area->EnableLookAt(true);
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// First add the area to the list
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mAreas.push_back ( area );
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area->EnableCollision(collide);
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// Set the real radius which is used for center line detection
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if ( spacingLine )
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{
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area->SetRadius ( spacingRadius + (spacingLine - 1) * spacingRadius );
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}
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// Now move the area around
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MoveArea ( area, origin );
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if ( (origin[0] != lookAtOrigin[0] || origin[1] != lookAtOrigin[1]) )
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{
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int i;
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vec3_t linedir;
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vec3_t dir;
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vec3_t up = {0,0,1};
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VectorSubtract ( lookAtOrigin, origin, dir );
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VectorNormalize ( dir );
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dir[2] = 0;
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CrossProduct ( dir, up, linedir );
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for ( i = 0; i < spacingLine - 1; i ++ )
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{
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CRMArea* linearea;
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vec3_t lineorigin;
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linearea = new CRMArea ( spacingRadius, paddingSize, 0, vec3_origin, vec3_origin, false, symmetric );
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linearea->LockOrigin ( );
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linearea->EnableCollision(collide);
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VectorMA ( origin, spacingRadius + (spacingRadius * 2 * i), linedir, lineorigin );
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mAreas.push_back ( linearea );
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MoveArea ( linearea, lineorigin );
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linearea = new CRMArea ( spacingRadius, paddingSize, 0, vec3_origin, vec3_origin, false, symmetric );
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linearea->LockOrigin ( );
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linearea->EnableCollision(collide);
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VectorMA ( origin, -spacingRadius - (spacingRadius * 2 * i), linedir, lineorigin );
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mAreas.push_back ( linearea );
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MoveArea ( linearea, lineorigin );
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}
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}
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// Return it for convienience
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return area;
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}
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/************************************************************************************************
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* CRMAreaManager::EnumArea
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* Allows for enumeration through the area list. If an invalid index is given then NULL will
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* be returned;
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*
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* inputs:
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* index - current enumeration index
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*
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* return:
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* requested area class pointer or NULL if the index was invalid
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*
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************************************************************************************************/
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CRMArea* CRMAreaManager::EnumArea ( const int index )
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{
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// This isnt an assertion case because there is no size method for
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// the area manager so the areas are enumerated until NULL is returned.
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if ( index < 0 || index >= mAreas.size ( ) )
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{
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return NULL;
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}
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return mAreas[index];
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}
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#ifdef _WIN32
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#pragma optimize("p", off)
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#endif
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