コード例 #1
0
ファイル: feature.cpp プロジェクト: Ildradil/warzone2100
/* Create a feature on the map */
FEATURE * buildFeature(FEATURE_STATS *psStats, UDWORD x, UDWORD y,bool FromSave)
{
	UDWORD		mapX, mapY;
	UDWORD		width,breadth, foundationMin,foundationMax, height;
	UDWORD		startX,startY,max,min;
	//try and create the Feature
	FEATURE *psFeature = new FEATURE(generateSynchronisedObjectId(), psStats);

	if (psFeature == NULL)
	{
		debug(LOG_WARNING, "Feature couldn't be built.");
		return NULL;
	}
	// features are not in the cluster system
	// this will cause an assert when they still end up there
	psFeature->cluster = ~0;
	//add the feature to the list - this enables it to be drawn whilst being built
	addFeature(psFeature);

	// get the terrain average height
	startX = map_coord(x);
	startY = map_coord(y);
	foundationMin = TILE_MAX_HEIGHT;
	foundationMax = TILE_MIN_HEIGHT;
	for (breadth = 0; breadth < psStats->baseBreadth; breadth++)
	{
		for (width = 0; width < psStats->baseWidth; width++)
		{
			getTileMaxMin(startX + width, startY + breadth, &max, &min);
			if (foundationMin > min)
			{
				foundationMin = min;
			}
			if (foundationMax < max)
			{
				foundationMax = max;
			}
		}
	}
	//return the average of max/min height
	height = (foundationMin + foundationMax) / 2;

	// snap the coords to a tile
	if (!FromSave)
	{
		x = (x & ~TILE_MASK) + psStats->baseWidth  %2 * TILE_UNITS/2;
		y = (y & ~TILE_MASK) + psStats->baseBreadth%2 * TILE_UNITS/2;
	}
	else
	{
		if ((x & TILE_MASK) != psStats->baseWidth  %2 * TILE_UNITS/2 ||
		    (y & TILE_MASK) != psStats->baseBreadth%2 * TILE_UNITS/2)
		{
			debug(LOG_WARNING, "Feature not aligned. position (%d,%d), size (%d,%d)", x, y, psStats->baseWidth, psStats->baseBreadth);
		}
	}

	psFeature->pos.x = x;
	psFeature->pos.y = y;

	if (psStats->subType == FEAT_TREE)
	{
		psFeature->rot.direction = gameRand(DEG_360);
	}
	else
	{
		psFeature->rot.direction = 0;
	}
	psFeature->body = psStats->body;
	psFeature->inFire = false;
	objSensorCache((BASE_OBJECT *)psFeature, NULL);
	objEcmCache((BASE_OBJECT *)psFeature, NULL);

	// it has never been drawn
	psFeature->sDisplay.frameNumber = 0;

	for (int j = 0; j < WC_NUM_WEAPON_CLASSES; j++)
	{
		psFeature->armour[j] = psFeature->psStats->armourValue;
	}

	memset(psFeature->seenThisTick, 0, sizeof(psFeature->seenThisTick));
	memset(psFeature->visible, 0, sizeof(psFeature->visible));

	//load into the map data
	mapX = map_coord(x) - psStats->baseWidth/2;
	mapY = map_coord(y) - psStats->baseBreadth/2;

	// set up the imd for the feature
	psFeature->sDisplay.imd = psStats->psImd;

	ASSERT_OR_RETURN(NULL, psFeature->sDisplay.imd, "No IMD for feature");		// make sure we have an imd.

	for (width = 0; width < psStats->baseWidth; width++)
	{
		for (breadth = 0; breadth < psStats->baseBreadth; breadth++)
		{
			MAPTILE *psTile = mapTile(mapX + width, mapY + breadth);

			//check not outside of map - for load save game
			ASSERT_OR_RETURN(NULL, mapX + width < mapWidth, "x coord bigger than map width - %s, id = %d", getName(psFeature->psStats->pName), psFeature->id);
			ASSERT_OR_RETURN(NULL, mapY + breadth < mapHeight, "y coord bigger than map height - %s, id = %d", getName(psFeature->psStats->pName), psFeature->id);

			if (width != psStats->baseWidth && breadth != psStats->baseBreadth)
			{
				if (TileHasFeature(psTile))
				{
					FEATURE *psBlock = (FEATURE *)psTile->psObject;

					debug(LOG_ERROR, "%s(%d) already placed at (%d+%d, %d+%d) when trying to place %s(%d) at (%d+%d, %d+%d) - removing it",
					      getName(psBlock->psStats->pName), psBlock->id, map_coord(psBlock->pos.x), psBlock->psStats->baseWidth, map_coord(psBlock->pos.y),
					      psBlock->psStats->baseBreadth, getName(psFeature->psStats->pName), psFeature->id, mapX, psStats->baseWidth, mapY, psStats->baseBreadth);

					removeFeature(psBlock);
				}

				psTile->psObject = (BASE_OBJECT*)psFeature;

				// if it's a tall feature then flag it in the map.
				if (psFeature->sDisplay.imd->max.y > TALLOBJECT_YMAX)
				{
					auxSetBlocking(mapX + width, mapY + breadth, AIR_BLOCKED);
				}

				if (psStats->subType != FEAT_GEN_ARTE && psStats->subType != FEAT_OIL_DRUM)
				{
					auxSetBlocking(mapX + width, mapY + breadth, FEATURE_BLOCKED);
				}
			}

			if( (!psStats->tileDraw) && (FromSave == false) )
			{
				psTile->height = height;
			}
		}
	}
	psFeature->pos.z = map_TileHeight(mapX,mapY);//jps 18july97

	return psFeature;
}
コード例 #2
0
ファイル: feature.c プロジェクト: blezek/warzone2100
/* Create a feature on the map */
FEATURE * buildFeature(FEATURE_STATS *psStats, UDWORD x, UDWORD y,BOOL FromSave)
{
	UDWORD		mapX, mapY;
	UDWORD		width,breadth, foundationMin,foundationMax, height;
	UDWORD		startX,startY,max,min;
	SDWORD		i;
	UBYTE		vis;
	//try and create the Feature
	FEATURE* psFeature = createFeature();

	if (psFeature == NULL)
	{
		debug(LOG_WARNING, "Feature couldn't be built.");
		return NULL;
	}
	psFeature->psStats = psStats;
	// features are not in the cluster system
	// this will cause an assert when they still end up there
	psFeature->cluster = ~0;
	//add the feature to the list - this enables it to be drawn whilst being built
	addFeature(psFeature);

	// get the terrain average height
	startX = map_coord(x);
	startY = map_coord(y);
	foundationMin = TILE_MAX_HEIGHT;
	foundationMax = TILE_MIN_HEIGHT;
	for (breadth = 0; breadth < psStats->baseBreadth; breadth++)
	{
		for (width = 0; width < psStats->baseWidth; width++)
		{
			getTileMaxMin(startX + width, startY + breadth, &max, &min);
			if (foundationMin > min)
			{
				foundationMin = min;
			}
			if (foundationMax < max)
			{
				foundationMax = max;
			}
		}
	}
	//return the average of max/min height
	height = (foundationMin + foundationMax) / 2;

	// snap the coords to a tile
	if (!FromSave)
	{
		x = (x & ~TILE_MASK) + psStats->baseWidth  %2 * TILE_UNITS/2;
		y = (y & ~TILE_MASK) + psStats->baseBreadth%2 * TILE_UNITS/2;
	}
	else
	{
		if ((x & TILE_MASK) != psStats->baseWidth  %2 * TILE_UNITS/2 ||
		    (y & TILE_MASK) != psStats->baseBreadth%2 * TILE_UNITS/2)
		{
			debug(LOG_WARNING, "Feature not aligned. position (%d,%d), size (%d,%d)", x, y, psStats->baseWidth, psStats->baseBreadth);
		}
	}

	psFeature->pos.x = x;
	psFeature->pos.y = y;

	/* Dump down the building wrecks at random angles - still looks shit though */
	if(psStats->subType == FEAT_BUILD_WRECK || psStats->subType == FEAT_TREE)
	{
		psFeature->rot.direction = gameRand(DEG_360);
	}
	else
	{
		psFeature->rot.direction = 0;
	}
	psFeature->selected = false;
	psFeature->body = psStats->body;
	psFeature->player = MAX_PLAYERS+1;	//set the player out of range to avoid targeting confusions
	objSensorCache((BASE_OBJECT *)psFeature, NULL);
	objEcmCache((BASE_OBJECT *)psFeature, NULL);
	psFeature->bTargetted = false;
	psFeature->timeLastHit = 0;
	psFeature->lastHitWeapon = WSC_NUM_WEAPON_SUBCLASSES;  // no such weapon

	// it has never been drawn
	psFeature->sDisplay.frameNumber = 0;

	if(getRevealStatus())
	{
		vis = 0;
	}
	else
	{
		if(psStats->visibleAtStart)
		{
  			vis = UBYTE_MAX;
		}
		else
		{
			vis = 0;
		}
	}

	// note that the advanced armour system current unused for features
	for (i = 0; i < NUM_HIT_SIDES; i++)
	{
		int j;

		for (j = 0; j < WC_NUM_WEAPON_CLASSES; j++)
		{
			psFeature->armour[i][j] = psFeature->psStats->armourValue;
		}
	}

	memset(psFeature->seenThisTick, 0, sizeof(psFeature->seenThisTick));
	memset(psFeature->visible, 0, sizeof(psFeature->visible));

	//load into the map data
	mapX = map_coord(x) - psStats->baseWidth/2;
	mapY = map_coord(y) - psStats->baseBreadth/2;

	// set up the imd for the feature
	if(psFeature->psStats->subType==FEAT_BUILD_WRECK)
	{
		psFeature->sDisplay.imd = getRandomWreckageImd();
	}
	else
	{
		psFeature->sDisplay.imd = psStats->psImd;
  	}

	ASSERT_OR_RETURN(NULL, psFeature->sDisplay.imd, "No IMD for feature");		// make sure we have an imd.

	for (width = 0; width < psStats->baseWidth; width++)
	{
		for (breadth = 0; breadth < psStats->baseBreadth; breadth++)
		{
			MAPTILE *psTile = mapTile(mapX + width, mapY + breadth);

			//check not outside of map - for load save game
			ASSERT_OR_RETURN(NULL, mapX + width < mapWidth, "x coord bigger than map width - %s, id = %d", getName(psFeature->psStats->pName), psFeature->id);
			ASSERT_OR_RETURN(NULL, mapY + breadth < mapHeight, "y coord bigger than map height - %s, id = %d", getName(psFeature->psStats->pName), psFeature->id);

			if (width != psStats->baseWidth && breadth != psStats->baseBreadth)
			{
				if (TileHasFeature(psTile))
				{
					FEATURE *psBlock = (FEATURE *)psTile->psObject;

					debug(LOG_ERROR, "%s(%d) already placed at (%d+%d, %d+%d) when trying to place %s(%d) at (%d+%d, %d+%d) - removing it",
					      getName(psBlock->psStats->pName), psBlock->id, map_coord(psBlock->pos.x), psBlock->psStats->baseWidth, map_coord(psBlock->pos.y),
					      psBlock->psStats->baseBreadth, getName(psFeature->psStats->pName), psFeature->id, mapX, psStats->baseWidth, mapY, psStats->baseBreadth);

					removeFeature(psBlock);
				}

				psTile->psObject = (BASE_OBJECT*)psFeature;

				// if it's a tall feature then flag it in the map.
				if (psFeature->sDisplay.imd->max.y > TALLOBJECT_YMAX)
				{
					auxSetBlocking(mapX + width, mapY + breadth, AIR_BLOCKED);
				}

				if (psStats->subType != FEAT_GEN_ARTE && psStats->subType != FEAT_OIL_DRUM && psStats->subType != FEAT_BUILD_WRECK)
				{
					auxSetBlocking(mapX + width, mapY + breadth, FEATURE_BLOCKED);
				}
			}

			if( (!psStats->tileDraw) && (FromSave == false) )
			{
				psTile->height = height;
			}
		}
	}
	psFeature->pos.z = map_TileHeight(mapX,mapY);//jps 18july97

//	// set up the imd for the feature
//	if(psFeature->psStats->subType==FEAT_BUILD_WRECK)
//	{
//		psFeature->sDisplay.imd = wreckageImds[rand()%MAX_WRECKAGE];
//	}
//	else
//	{
//		psFeature->sDisplay.imd = psStats->psImd;
// 	}

	return psFeature;
}
コード例 #3
0
ファイル: feature.cpp プロジェクト: Cjkjvfnby/warzone2100
/* Create a feature on the map */
FEATURE * buildFeature(FEATURE_STATS *psStats, UDWORD x, UDWORD y,bool FromSave)
{
	//try and create the Feature
	FEATURE *psFeature = new FEATURE(generateSynchronisedObjectId(), psStats);

	if (psFeature == NULL)
	{
		debug(LOG_WARNING, "Feature couldn't be built.");
		return NULL;
	}
	// features are not in the cluster system
	// this will cause an assert when they still end up there
	psFeature->cluster = ~0;
	//add the feature to the list - this enables it to be drawn whilst being built
	addFeature(psFeature);

	// snap the coords to a tile
	if (!FromSave)
	{
		x = (x & ~TILE_MASK) + psStats->baseWidth  %2 * TILE_UNITS/2;
		y = (y & ~TILE_MASK) + psStats->baseBreadth%2 * TILE_UNITS/2;
	}
	else
	{
		if ((x & TILE_MASK) != psStats->baseWidth  %2 * TILE_UNITS/2 ||
		    (y & TILE_MASK) != psStats->baseBreadth%2 * TILE_UNITS/2)
		{
			debug(LOG_WARNING, "Feature not aligned. position (%d,%d), size (%d,%d)", x, y, psStats->baseWidth, psStats->baseBreadth);
		}
	}

	psFeature->pos.x = x;
	psFeature->pos.y = y;

	StructureBounds b = getStructureBounds(psFeature);

	// get the terrain average height
	int foundationMin = INT32_MAX;
	int foundationMax = INT32_MIN;
	for (int breadth = 0; breadth <= b.size.y; ++breadth)
	{
		for (int width = 0; width <= b.size.x; ++width)
		{
			int h = map_TileHeight(b.map.x + width, b.map.y + breadth);
			foundationMin = std::min(foundationMin, h);
			foundationMax = std::max(foundationMax, h);
		}
	}
	//return the average of max/min height
	int height = (foundationMin + foundationMax) / 2;

	if (psStats->subType == FEAT_TREE)
	{
		psFeature->rot.direction = gameRand(DEG_360);
	}
	else
	{
		psFeature->rot.direction = 0;
	}
	psFeature->body = psStats->body;
	psFeature->periodicalDamageStart = 0;
	psFeature->periodicalDamage = 0;

	// it has never been drawn
	psFeature->sDisplay.frameNumber = 0;

	memset(psFeature->seenThisTick, 0, sizeof(psFeature->seenThisTick));
	memset(psFeature->visible, 0, sizeof(psFeature->visible));

	// set up the imd for the feature
	psFeature->sDisplay.imd = psStats->psImd;

	ASSERT_OR_RETURN(NULL, psFeature->sDisplay.imd, "No IMD for feature");		// make sure we have an imd.

	for (int breadth = 0; breadth < b.size.y; ++breadth)
	{
		for (int width = 0; width < b.size.x; ++width)
		{
			MAPTILE *psTile = mapTile(b.map.x + width, b.map.y + breadth);

			//check not outside of map - for load save game
			ASSERT_OR_RETURN(NULL, b.map.x + width < mapWidth, "x coord bigger than map width - %s, id = %d", getName(psFeature->psStats), psFeature->id);
			ASSERT_OR_RETURN(NULL, b.map.y + breadth < mapHeight, "y coord bigger than map height - %s, id = %d", getName(psFeature->psStats), psFeature->id);

			if (width != psStats->baseWidth && breadth != psStats->baseBreadth)
			{
				if (TileHasFeature(psTile))
				{
					FEATURE *psBlock = (FEATURE *)psTile->psObject;

					debug(LOG_ERROR, "%s(%d) already placed at (%d+%d, %d+%d) when trying to place %s(%d) at (%d+%d, %d+%d) - removing it",
					      getName(psBlock->psStats), psBlock->id, map_coord(psBlock->pos.x), psBlock->psStats->baseWidth, map_coord(psBlock->pos.y),
					      psBlock->psStats->baseBreadth, getName(psFeature->psStats), psFeature->id, b.map.x, b.size.x, b.map.y, b.size.y);

					removeFeature(psBlock);
				}

				psTile->psObject = (BASE_OBJECT*)psFeature;

				// if it's a tall feature then flag it in the map.
				if (psFeature->sDisplay.imd->max.y > TALLOBJECT_YMAX)
				{
					auxSetBlocking(b.map.x + width, b.map.y + breadth, AIR_BLOCKED);
				}

				if (psStats->subType != FEAT_GEN_ARTE && psStats->subType != FEAT_OIL_DRUM)
				{
					auxSetBlocking(b.map.x + width, b.map.y + breadth, FEATURE_BLOCKED);
				}
			}

			if( (!psStats->tileDraw) && (FromSave == false) )
			{
				psTile->height = height;
			}
		}
	}
	psFeature->pos.z = map_TileHeight(b.map.x, b.map.y);//jps 18july97

	return psFeature;
}