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); }
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; }
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. } } } } }
// 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; }