Ejemplo n.º 1
0
/************************************************************************************************
 * CRMInstance::PreSpawn
 *	Prepares the instance for spawning by flattening the ground under it
 *
 * inputs:
 *  landscape: landscape the instance will be spawned on
 *
 * return:
 *	true: spawn preparation successful
 *  false: spawn preparation failed
 *
 ************************************************************************************************/
bool CRMInstance::PreSpawn ( CRandomTerrain* terrain, qboolean IsServer )
{
	vec3_t		origin;
	CArea		area;

	VectorCopy(GetOrigin(), origin);

	if (mMirror)
	{
		origin[0] = TheRandomMissionManager->GetLandScape()->GetBounds()[0][0] + TheRandomMissionManager->GetLandScape()->GetBounds()[1][0] - origin[0];
		origin[1] = TheRandomMissionManager->GetLandScape()->GetBounds()[0][1] + TheRandomMissionManager->GetLandScape()->GetBounds()[1][1] - origin[1];
	}

	const vec3_t&	  terxelSize = terrain->GetLandScape()->GetTerxelSize ( );
	const vec3pair_t& bounds     = terrain->GetLandScape()->GetBounds();

	// Align the instance to the center of a terxel
	origin[0] = bounds[0][0] + (int)((origin[0] - bounds[0][0] + terxelSize[0] / 2) / terxelSize[0]) * terxelSize[0];
	origin[1] = bounds[0][1] + (int)((origin[1] - bounds[0][1] + terxelSize[1] / 2) / terxelSize[1]) * terxelSize[1];


	// This is BAD - By copying the mirrored origin back into the instance, you've now mirrored the original instance
	// so when anything from this point on looks at the instance they'll be looking at a mirrored version but will be expecting the original
	// so later in the spawn functions the instance will be re-mirrored, because it thinks the mInstances have not been changed
//	VectorCopy(origin, GetOrigin());

	// Flatten the area below the instance 
	if ( GetFlattenRadius() )
	{	
		area.Init( origin, GetFlattenRadius(), 0.0f, AT_NONE, 0, 0 );
		terrain->GetLandScape()->FlattenArea( &area, mFlattenHeight | (mSurfaceSprites?0:0x80), false, true, true );
	}

	return true;
}
Ejemplo n.º 2
0
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;
}
Ejemplo n.º 3
0
/************************************************************************************************
 * 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);
}