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