jediacademy/codemp/RMG/RM_Path.cpp
2013-04-04 17:35:38 -05:00

723 lines
19 KiB
C++

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