Beispiel #1
0
void COORD::UnitTest()
{
    assert(COORD(3, 3) + COORD(2, 2) == COORD(5, 5));
    COORD coord(5, 2);
    coord += COORD(2, 5);
    assert(coord == COORD(7, 7));
    assert(COORD(2, 2) + North == COORD(2, 3));
    assert(COORD(2, 2) + East == COORD(3, 2));
    assert(COORD(2, 2) + South == COORD(2, 1));
    assert(COORD(2, 2) + West == COORD(1, 2));
    assert(Compass[E_NORTH] == North);
    assert(Compass[E_EAST] == East);
    assert(Compass[E_WEST] == West);
    assert(Compass[E_SOUTH] == South);
    assert(Clockwise(E_NORTH) == E_EAST);
    assert(Clockwise(E_EAST) == E_SOUTH);
    assert(Clockwise(E_SOUTH) == E_WEST);
    assert(Clockwise(E_WEST) == E_NORTH);
    assert(Opposite(E_NORTH) == E_SOUTH);
    assert(Opposite(E_EAST) == E_WEST);
    assert(Opposite(E_SOUTH) == E_NORTH);
    assert(Opposite(E_WEST) == E_EAST);
    assert(Anticlockwise(E_NORTH) == E_WEST);
    assert(Anticlockwise(E_EAST) == E_NORTH);
    assert(Anticlockwise(E_SOUTH) == E_EAST);
    assert(Anticlockwise(E_WEST) == E_SOUTH);
    assert(ManhattanDistance(COORD(3, 2), COORD(-4, -7)) == 16);
    assert(DirectionalDistance(COORD(3, 2), COORD(-4, -7), E_NORTH) == -9);
    assert(DirectionalDistance(COORD(3, 2), COORD(-4, -7), E_EAST) == -7);
    assert(DirectionalDistance(COORD(3, 2), COORD(-4, -7), E_SOUTH) == 9);
    assert(DirectionalDistance(COORD(3, 2), COORD(-4, -7), E_WEST) == 7);
}
Beispiel #2
0
Room* Room::SpawnRoom(Direction dir) {
  if (rooms[int(dir)] != nullptr) return rooms[int(dir)];
  

    CubeMesh* wall1 = new CubeMesh(Textures::TILES01);
    CubeMesh* wall2 = new CubeMesh(Textures::TILES01);
    float doorWidth = .25;
    float ratio = randZeroToOne();
    auto pos = Vector3(dir);
    auto straight = (dir == FORWARD || dir == BACK) ? Vector3(FORWARD) : Vector3(RIGHT);

    auto unit = (dir == UP || dir == DOWN) ? Vector3(FORWARD) : Vector3(UP);
    auto edge = (dir == FORWARD || dir == BACK) ? Vector3(RIGHT) : Vector3(FORWARD);

    float leeway =  (1 - doorWidth);

    addChild(wall1);
    addChild(wall2);
    wall1->setPosition(pos/2 + edge * (-.5f + (leeway * ratio /2)));
    wall2->setPosition(pos/2 + edge * (.5f - (leeway * (1 - ratio) /2)));
    wall1->setScale( unit + edge * (leeway * ratio) + straight * 0.05f);
    wall2->setScale(unit + edge * (leeway * (1 - ratio)) + straight * 0.05f);

    Game::instance->cubes.push_back(wall1);//Ughhhhh.
    Game::instance->cubes.push_back(wall2);//Ughhhhh.
    rooms[int(dir)] = new Room(getWorldPos() + pos.ElementWiseProduct(getScale()), getScale());
    rooms[int(dir)]->rooms[int(Opposite(dir))] = this;
    return rooms[int(dir)];
}
int AvlNode::RotateOnce(AvlNode *&root, dir_t dir) {
    dir_t otherDir = Opposite(dir);
    AvlNode *oldRoot = root;

    // See if otherDir subtree is balanced. If it is, then this
    // rotation will *not* change the overall tree height.
    // Otherwise, this rotation will shorten the tree height.
    int heightChange = (root->mySubtree[otherDir]->myBal == 0)
                       ? HEIGHT_NOCHANGE
                       : HEIGHT_CHANGE;

    // assign new root
    root = oldRoot->mySubtree[otherDir];

    // new-root exchanges it's "dir" mySubtree for it's parent
    oldRoot->mySubtree[otherDir] = root->mySubtree[dir];
    root->mySubtree[dir] = oldRoot;

    // update balances
    oldRoot->myBal = -((dir == LEFT) ? --(root->myBal) : ++(root->myBal));

    return heightChange;
}
int AvlNode::RotateTwice(AvlNode *&root, dir_t dir) {
    dir_t otherDir = Opposite(dir);
    AvlNode *oldRoot = root;
    AvlNode *oldOtherDirSubtree = root->mySubtree[otherDir];

    // assign new root
    root = oldRoot->mySubtree[otherDir]->mySubtree[dir];

    // new-root exchanges it's "dir" mySubtree for it's grandparent
    oldRoot->mySubtree[otherDir] = root->mySubtree[dir];
    root->mySubtree[dir] = oldRoot;

    // new-root exchanges it's "other-dir" mySubtree for it's parent
    oldOtherDirSubtree->mySubtree[dir] = root->mySubtree[otherDir];
    root->mySubtree[otherDir] = oldOtherDirSubtree;

    // update balances
    root->mySubtree[LEFT]->myBal = -std::max(int(root->myBal), 0);
    root->mySubtree[RIGHT]->myBal = -std::min(int(root->myBal), 0);
    root->myBal = 0;

    // A double rotation always shortens the overall height of the tree
    return HEIGHT_CHANGE;
}
Beispiel #5
0
void LAYER::LayPath( int32_t wX, int32_t wY )
{
	int DeltaDir;
	LOGICAL bLoop = FALSE, bIsRetry;  // no looping....
	int tx, ty;
	int nPathLayed = 0;
	int nDir, nNewDir;
	LOGICAL bBackTrace = FALSE,
		bFailed = FALSE;

	PLAYER_PATH_NODE node;
	lprintf( WIDE("Laying path %p to %d,%d"), this, wX, wY );
	node = (PLAYER_PATH_NODE)PeekData( &pds_path );
	// sanity validations...
	// being done already, etc...
	wX -= LAYER::x;
	wY -= LAYER::y;
	if( node )
	{
		if( node->x == wX && node->y == wY )
		{
			lprintf( WIDE("Already at this end point, why are you telling me to end where I already did?") );
			return;
		}
		// should range check wX and wY to sane limits
		// but for now we'll trust the programmer...
		if( abs( node->x - wX ) > 100 || abs( node->y - wY ) > 100 )
		{
			DebugBreak();
			lprintf( WIDE("Laying a LONG path - is this okay?!") );
		}
	}

	#ifdef DEBUG_BACKTRACE
		Log( WIDE("Enter...") );
	#endif

		//------------ FORWARD DRAWING NOW .....
	bIsRetry = FALSE;
	DeltaDir = 0;
	{
		PLAYER_PATH_NODE node;
		// get the last node in the path.
		node = (PLAYER_PATH_NODE)PeekData( &pds_path );
		while( node )
		{
			nNewDir = FindDirection( node->x
										  , node->y
										  , wX, wY );
			if( nNewDir == NOWHERE )
			{
				// already have this node at the current spot...
				lprintf( WIDE("Node has ended here...") );
				break;
			}
			nDir = NOWHERE; // intialize this, in case we missed a path below...
			if( node->flags.BackDir == NOWHERE )
			{
				// if it is newdir, we're okay to go ahead with this plan.
				if( node->flags.ForeDir != nNewDir && flags.bForced )
				{
					lprintf( WIDE("Have a forced begin point, and no way to get there from here....") );
					DebugBreak();
					if( NearDir( node->flags.ForeDir, nNewDir ) == 10 )
					{
						lprintf( WIDE("MUST go %d , have to go %d from here.  Go nowhere."), node->flags.ForeDir, nNewDir );
						lprintf( WIDE("Okay - consider a arbitrary jump to go forward... until we can go backward.") );
					}
					else
					{
						lprintf( WIDE("It's just not quite right... return, a less radical assumption may be made.") );
					}
					return;
				}
				// else, just go ahead, we returned above here.
				node->flags.ForeDir = nNewDir;
			}
			else
			{
				// need to determine a valid foredir based on nNewDir desire, and nBackDir given.
				lprintf( WIDE("%d, %d = %d")
						 , Opposite( node->flags.BackDir )
						 , nNewDir
						 , NearDir(Opposite( node->flags.BackDir )
									 , nNewDir ) );
				lprintf( WIDE("newdir = %d backdir = %d"), nNewDir, node->flags.BackDir );
				//pold->TopLayer->ForeDir;
				if( NearDir( nNewDir, Opposite( node->flags.BackDir ) ) != 10 )
				{
					// this is a valid direction to go.
					node->flags.ForeDir = nNewDir;
				}
				else
				{
					lprintf( WIDE("Unlay path cause we can't get there from here.") );
					node = UnlayPath( nPathLayed + 1 );
					// at this point always unlay at least one more than we put down.
					nPathLayed = 1;
					continue;
#if 0
               int nBase = Opposite( node->flags.BackDir );
					nDir = ( node->flags.BackDir + 2 ) & 7;
					if( NearDir( nNewDir, nDir ) != 10 )
					{
						//node->flags.ForeDir = (nBase + 6) &7;
						node->flags.ForeDir = Right( nBase );
					}
					else if( NearDir( nNewDir, Opposite( nDir ) ) != 10 )
					{
						node->flags.ForeDir = Left(nBase);
					}
					else
					{

						// this should be a random chance to go left or right...
						// maybe tend to the lower x or higher x ?
						lprintf( WIDE("Choosing an arbitrary directino of 1, and only on1") );
						//node->flags.ForeDir = Right( nBase + 1 );
						node->flags.bFlopped = 0;
						node->flags.bTry = 1;
						node->flags.bForced = 1;
						node->flags.ForeDir = LeftOrRight( nBase, node->flags.bFlopped );
						// set a flag in this node for which way to go...
						// but a left/right node needs the ability
						// to remain forced for a single unlay, and move in a direction...

					}
#endif
				}
			}
			{
				int  n;
				tx = node->x + DirDeltaMap[node->flags.ForeDir].x;
				ty = node->y + DirDeltaMap[node->flags.ForeDir].y;
				lprintf( WIDE("New coordinate will be %d,%d"), tx, ty );
				if( n = Overlaps( tx, ty ) ) // aleady drew something here...
					// the distance of the overlap is n layers, including Nth layer
					// for( ; n; PopData(&pds_stack), n-- )
					// and some fixups which unlay path does.
				{
					lprintf( WIDE("Unlaying path %d steps to overlap") , n );
					node = UnlayPath( n );
					// at an unlay point of forced, unlay path should be 'smart' and 'wait'
					// otherwise we may unwind to our tail and be confused... specially when moving away
					// and coming back to reside at the center.
					// if the force direction to go from a forced node is excessive, that definatly
					// breaks force, and releases the path node.
					// there may be board conditions which also determine the pathing.
					// okay try this again from the top do {
					// startin laying path again.
					continue;
				}
				// otherwise we're good to go foreward.
				// at least we won't add this node if it would have
				// already been there, heck, other than that via's
				// don't exist, sometimes we'll even get the exact node
				// that this should be....
				{
					LAYER_PATH_NODE newnode;
					// this may be set intrinsically by being an excessive force
					// causing a large direction delta
					newnode.flags.bForced = FALSE;
					newnode.flags.ForeDir = NOWHERE;
					// this of course must start(?) exactly how the other ended(?)...
					newnode.flags.BackDir = Opposite( node->flags.ForeDir );
					newnode.x = tx;
					newnode.y = ty;
					{
						int xx = tx + x;
						int yy = ty + y;
						if( xx < min_x )
						{
							w += min_x - xx;
							min_x = xx;
						}
						if( xx >= ( min_x + (int32_t)w ) )
							w = xx - min_x + 1;
						if( yy < min_y )
						{
							h += min_y - yy;
							min_y = yy;
						}
						if( yy >= ( min_y + (int32_t)h ) )
							h = yy - min_y + 1;

					}
					lprintf( WIDE("Push path %d,%d  min=%d,%d size=%d,%d"), newnode.x, newnode.y, min_x, min_y, w, h );
					PushData( &pds_path, &newnode );
					nPathLayed++;
					node = (PLAYER_PATH_NODE)PeekData( &pds_path ); // okay this is now where we are.
				}
			}
		}
	}
}
Beispiel #6
0
// result is the last node (if any... which is a peekstack)
PLAYER_PATH_NODE LAYER::UnlayPath( int nLayers )
{
	// unwind to, and including this current spot.
	// this is to handle when the line intersects itself.
	// other conditions of unlaying via pathways may require
	// other functionality.
	int n;
	PLAYER_PATH_NODE node;// = (PLAYER_PATH_NODE)PopData( &pds_path );
	lprintf( WIDE("overlapped self at path segment %d"), nLayers );
	for( n = nLayers; (n && (node = (PLAYER_PATH_NODE)PopData( &pds_path ))), n; n-- )
	{
		lprintf( WIDE("Popped node %d(%p)"), n, node );
		// grab the NEXT node...
		// if it has bForced set... then this node must exist.
		PLAYER_PATH_NODE next = (PLAYER_PATH_NODE)PeekData( &pds_path );
		if( next && next->flags.bForced )
		{
			DebugBreak();
			node->flags.ForeDir = NOWHERE;
			return node;
		}
		if( node && node->flags.bForced )
		{
			DebugBreak();
         // this is SO bad.
		}
		//if( node->x == dest_x && node->y == dest_y )
		{
			//lprintf( WIDE("And then we find the node we overlaped...") );
		}
	}
	lprintf( WIDE("Okay done popping... %d, %p"), n, node );
	if( node )
	{
		PLAYER_PATH_NODE next = (PLAYER_PATH_NODE)PeekData( &pds_path );
		// set this as nowhere, so that we can easily just step forward here..
		if( !next )
		{
			if( !node->flags.bForced )
			{
				node->flags.ForeDir = NOWHERE;
			}
			PushData( &pds_path, node );
			return node;
		}
		if( !nLayers
			&& next->flags.bForced
			&& next->flags.BackDir != NOWHERE )
		{
			// if it was forced, then this MUST be here.  There is a reason.
			// there is also a way to end this reason, and unlay 0 path.  This
			// releases the foredir to anything.  This may be used for error correction path
			// assumptions?
			DebugBreak();
			if( next->flags.bTry )
			{
				node = (PLAYER_PATH_NODE)PopData(&pds_path );
				// this is the second attempt
				if( !node->flags.bFlopped )
				{
					node->flags.bFlopped = 1;
					node->flags.ForeDir = LeftOrRight( Opposite( node->flags.BackDir ), 1 );
               return node;
				}
			}
			next->flags.bForced = 0;
		}
		else
		{
			next->flags.ForeDir = NOWHERE;
         lprintf( WIDE("this node itself is okay...") );
		}
      return next;
	}
   return NULL;
}