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- ////////////////////////////////////////////////////////////////////////////////
- //
- // Copyright 2016 RWS Inc, All Rights Reserved
- //
- // This program is free software; you can redistribute it and/or modify
- // it under the terms of version 2 of the GNU General Public License as published by
- // the Free Software Foundation
- //
- // This program is distributed in the hope that it will be useful,
- // but WITHOUT ANY WARRANTY; without even the implied warranty of
- // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- // GNU General Public License for more details.
- //
- // You should have received a copy of the GNU General Public License along
- // with this program; if not, write to the Free Software Foundation, Inc.,
- // 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- //
- // bouy.cpp
- // Project: Nostril (aka Postal)
- //
- // This module implements the bouy marker for use with the network navagation
- // system that will help the enemy guys get around the world.
- //
- // History:
- // 01/28/97 BRH Added bouy's to the editor which will help with navagation
- //
- // 02/02/97 BRH Added NextRouteNode function which will tell you which
- // bouy you should go to next in order to get to your
- // destination.
- //
- // 02/03/97 BRH Added info to the Load and Save functions to save
- // information needed to reconnect the Bouy network after
- // loading it.
- //
- // 02/04/97 BRH Added GetRouteTableEntry() function that can be called
- // from the CNavigationNet's ping function which will safely
- // return an entry from the routing table. If the table
- // was not large enough, it expands the the current
- // number of nodes and initializes the data.
- //
- // 02/04/97 JMI Changed LoadDib() call to Load() (which now supports
- // loading of DIBs).
- //
- // 02/23/97 BRH Changed bouy resource to be under Resource Manager control.
- // Also changed Render to do nothing and moved its
- // functionality to EditRender so that the Bouys are not
- // drawn during game play but only in the editor.
- //
- // 02/24/97 JMI No longer sets the m_type member of the m_sprite b/c it
- // is set by m_sprite's constructor.
- //
- // 03/06/97 BRH Changed to the new calling of Ping which doesn't have the
- // maxdepth parameter. Also added a commented out version of
- // saving the route table but didn't want to include it yet
- // since it would change the format of the realm files.
- //
- // 03/07/97 JMI Now draws the bouy number into it's m_pImage.
- //
- // 03/07/97 JMI Now sets the color of the text to be safe.
- //
- // 03/07/97 BRH Played some with the font for the bouys so it would
- // be easier to see and so it would show 2 digits.
- //
- // 03/13/97 BRH Made a few changes to update the routing tables
- // correctly. I will also be adding a hops table
- // in addition to the route table to cut down on the
- // number of pings required to fill in the tables. Then
- // the hops tables can be freed since they aren't needed for
- // gameplay.
- //
- // 03/13/97 JMI Load now takes a version number.
- //
- // 04/10/97 BRH Updated this to work with the new multi layer attribute
- // maps.
- //
- // 04/11/97 BRH Adding BuildRoutingTable function which will use a
- // a Breadth-First search of the tree to determine the
- // shortest route to all reachable nodes, and will then
- // use the temporary BSF tree to fill in the routing table.
- //
- // 04/15/97 BRH Taking out the old routing method leaving just the new
- // which seems to be working.
- //
- // 04/20/97 BRH Added MessageRequest function that will send the
- // bouy's function if it has one. Also now loads and saves
- // the message using the message's Load and Save functions.
- //
- // 04/21/97 BRH Changed to multiple dialogs for each type of message to
- // avoid special code to display the correct fields for each
- // different type of message.
- //
- // 04/24/97 BRH Fixed problem in Load with new version number.
- //
- // 05/01/97 BRH Removed messages for logic suggestions and put those
- // into the CPylon class instead.
- //
- // 05/29/97 JMI Removed ASSERT on m_pRealm->m_pAttribMap which no longer
- // exists.
- //
- // 06/06/97 BRH Freed three arrays used in BuildRouteTable that had
- // previously been a source of memory leaks.
- //
- // 06/25/97 BRH Took out the STL set "linkset" because it was causing
- // sync problems with the game. Apparently, the set uses
- // a tree to store its data, and when building that tree,
- // uses some kind of random function to balance the tree, but
- // not the standard library rand() function, but a different
- // random function that we don't reset from realm to realm.
- // This caused the routing tables to be build differently
- // each time the game was played, and so the demo mode and
- // network mode were out of sync.
- //
- // 06/29/97 MJR Removed last trace of STL, replacing vector with RFList.
- //
- // 06/29/97 JMI Converted EditRect(), EditRender(), and/or Render() to
- // use Map3Dto2D().
- // Also, moved definitions of EditRect() and EditHotSpot() to
- // here from bouy.h.
- //
- // 06/30/97 JMI Now maps the Z to 3D when loading fileversions previous to
- // 24.
- //
- // 07/07/97 BRH Fixed bug when saving bouy networks where bouys had been
- // deleted. The Unlink was not correctly decrementing the
- // number of direct links so it was expecting more direct
- // links when the file was reloaded.
- //
- // 07/09/97 JMI Now uses m_pRealm->Make2dResPath() to get the fullpath
- // for 2D image components.
- //
- // 07/25/97 BRH Fixed the problem of bouys greater than 254 being
- // created in the editor.
- //
- // 07/30/97 BRH Added a flag to indicate whether the bouys should be shown
- // or not so that they can be turned off in the editor.
- //
- // 08/02/97 JMI Made bouy font smaller (was 22, now 15), made bouy font
- // brighter (was 1 (dark red), now 249 (bright red) ), and
- // widened bouy graphic in an attempt to make IDs more read-
- // able.
- //
- // 08/05/97 JMI Changed priority to use Z position rather than 2D
- // projected Y position.
- //
- // 08/05/97 BRH Defaulted the bouy network to ON.
- //
- // 08/08/97 BRH Only the bouys of the current Nav Net are displayed now.
- // (and their hots are disabled when they are not shown).
- // This will help cut down the confusion and prevent
- // users from joining the networks which would be bad.
- //
- // 08/08/97 JMI Now calls GetResources() on Load() and only in edit mode.
- //
- // 08/08/97 JMI Now calls GetResources() in Startup() but checks the realm
- // flag indicating whether we're in edit mode first to make
- // sure we are.
- //
- ////////////////////////////////////////////////////////////////////////////////
- #define BOUY_CPP
- #include "RSPiX.h"
- #include <math.h>
- #include "bouy.h"
- #include "navnet.h"
- ////////////////////////////////////////////////////////////////////////////////
- // Macros/types/etc.
- ////////////////////////////////////////////////////////////////////////////////
- #define IMAGE_FILE "bouy.bmp"
- #define BOUY_ID_FONT_HEIGHT 15
- #define BOUY_ID_FONT_COLOR 249
- ////////////////////////////////////////////////////////////////////////////////
- // Variables/data
- ////////////////////////////////////////////////////////////////////////////////
- // These are default values -- actually values are set using the editor!
- // Let this auto-init to 0
- short CBouy::ms_sFileCount;
- bool CBouy::ms_bShowBouys = true;
- ////////////////////////////////////////////////////////////////////////////////
- // Load object (should call base class version!)
- ////////////////////////////////////////////////////////////////////////////////
- short CBouy::Load( // Returns 0 if successfull, non-zero otherwise
- RFile* pFile, // In: File to load from
- bool bEditMode, // In: True for edit mode, false otherwise
- short sFileCount, // In: File count (unique per file, never 0)
- ULONG ulFileVersion) // In: Version of file format to load.
- {
- GameMessage msg;
- // Call the base load to get the u16InstanceID
- short sResult = CThing::Load(pFile, bEditMode, sFileCount, ulFileVersion);
- if (sResult == 0)
- {
- // Load common data just once per file (not with each object)
- if (ms_sFileCount != sFileCount)
- {
- ms_sFileCount = sFileCount;
- // Load static data
- switch (ulFileVersion)
- {
- default:
- case 1:
- break;
- }
- }
- // Load object data
- pFile->Read(&m_dX);
- pFile->Read(&m_dY);
- pFile->Read(&m_dZ);
- U16 u16Data;
- U16 u16NumLinks;
- U16 i;
- // Get number of links to be read
- pFile->Read(&u16NumLinks);
- for (i = 0; i < u16NumLinks; i++)
- {
- pFile->Read(&u16Data);
- m_LinkInstanceID.InsertTail(u16Data);
- }
- // Get the instance ID for the NavNet
- pFile->Read(&u16Data);
- m_u16ParentInstanceID = u16Data;
- // Switch on the parts that have changed
- switch (ulFileVersion)
- {
- case 6:
- case 7:
- case 8:
- case 9:
- case 10:
- case 11:
- msg.Load(pFile);
- break;
- default:
- break;
- }
- // If the file version is earlier than the change to real 3D coords . . .
- if (ulFileVersion < 24)
- {
- // Convert to 3D.
- m_pRealm->MapY2DtoZ3D(
- m_dZ,
- &m_dZ);
- }
- // Make sure there were no file errors or format errors . . .
- if (!pFile->Error() && sResult == 0)
- {
- #if 0
- // If you were thinking of doing something like this, stop.
- // It is too early to create the image for displaying this
- // bouy (we don't yet have the bouy ID).
- // ONLY IN EDIT MODE . . .
- if (bEditMode == true)
- {
- // Get resources
- sResult = GetResources();
- }
- #endif
- }
- else
- {
- sResult = -1;
- TRACE("CBouy::Load(): Error reading from file!\n");
- }
- }
- else
- {
- TRACE("CBouy::Load(): CThing::Load() failed.\n");
- }
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Save object (should call base class version!)
- ////////////////////////////////////////////////////////////////////////////////
- short CBouy::Save( // Returns 0 if successfull, non-zero otherwise
- RFile* pFile, // In: File to save to
- short sFileCount) // In: File count (unique per file, never 0)
- {
- // Call the base class save to save the u16InstanceID
- CThing::Save(pFile, sFileCount);
- // Save common data just once per file (not with each object)
- if (ms_sFileCount != sFileCount)
- {
- ms_sFileCount = sFileCount;
- // Save static data
- }
- // Save object data
- pFile->Write(&m_dX);
- pFile->Write(&m_dY);
- pFile->Write(&m_dZ);
- U16 u16Data = m_sNumDirectLinks;
- // Save the number of links that will follow in the file
- pFile->Write(&u16Data);
- CBouy* pLinkedBouy = m_aplDirectLinks.GetHead();
- while (pLinkedBouy != NULL)
- {
- u16Data = pLinkedBouy->GetInstanceID();
- pFile->Write(&u16Data);
- pLinkedBouy = m_aplDirectLinks.GetNext();
- }
- // Save the instance ID for the parent NavNet so it can be connected
- // again after load
- u16Data = m_pParentNavNet->GetInstanceID();
- pFile->Write(&u16Data);
- if (pFile->Error())
- return FAILURE;
- else
- return SUCCESS;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Startup object
- ////////////////////////////////////////////////////////////////////////////////
- short CBouy::Startup(void) // Returns 0 if successfull, non-zero otherwise
- {
- short sResult = 0;
- // At this point we can assume the CHood was loaded, so we init our height
- m_dY = m_pRealm->GetHeight((short) m_dX, (short) m_dZ);
- // Init other stuff
- // Get pointer to Navigation Net
- // If we don't have a pointer to the nav net yet, get it from the ID
- if (m_pParentNavNet == NULL)
- {
- m_pRealm->m_idbank.GetThingByID((CThing**) &m_pParentNavNet, m_u16ParentInstanceID);
- // Re-register yourself with the network.
- m_pParentNavNet->AddBouy(this);
-
- linkinstanceid::Pointer i;
- CBouy* pBouy = NULL;
- for (i = m_LinkInstanceID.GetHead(); i != 0; i = m_LinkInstanceID.GetNext(i))
- {
- m_pRealm->m_idbank.GetThingByID((CThing**) &pBouy, m_LinkInstanceID.GetData(i));
- // If its not already linked, then add it.
- if (!m_aplDirectLinks.Find(pBouy))
- {
- m_aplDirectLinks.AddTail(pBouy);
- m_sNumDirectLinks++;
- }
- }
- // Only in edit mode . . .
- if (m_pRealm->m_flags.bEditing == true)
- {
- sResult = GetResources();
- }
- }
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Shutdown object
- ////////////////////////////////////////////////////////////////////////////////
- short CBouy::Shutdown(void) // Returns 0 if successfull, non-zero otherwise
- {
- return 0;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Suspend object
- ////////////////////////////////////////////////////////////////////////////////
- void CBouy::Suspend(void)
- {
- m_sSuspend++;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Resume object
- ////////////////////////////////////////////////////////////////////////////////
- void CBouy::Resume(void)
- {
- m_sSuspend--;
- // If we're actually going to start updating again, we need to reset
- // the time so as to ignore any time that passed while we were suspended.
- // This method is far from precise, but I'm hoping it's good enough.
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Update object
- ////////////////////////////////////////////////////////////////////////////////
- void CBouy::Update(void)
- {
- }
- ////////////////////////////////////////////////////////////////////////////////
- // AddLink - Add a 1 hop direct link to the routing table
- ////////////////////////////////////////////////////////////////////////////////
- short CBouy::AddLink(CBouy* pBouy)
- {
- short sReturn = SUCCESS;
-
- if (!m_aplDirectLinks.Find(pBouy))
- {
- m_aplDirectLinks.AddTail(pBouy);
- m_sNumDirectLinks++;
- }
-
- return sReturn;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Render object
- ////////////////////////////////////////////////////////////////////////////////
- void CBouy::Render(void)
- {
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Called by editor to init new object at specified position
- ////////////////////////////////////////////////////////////////////////////////
- short CBouy::EditNew( // Returns 0 if successfull, non-zero otherwise
- short sX, // In: New x coord
- short sY, // In: New y coord
- short sZ) // In: New z coord
- {
- short sResult = 0;
-
- // Use specified position
- m_dX = (double)sX;
- m_dY = (double)sY;
- m_dZ = (double)sZ;
- // Since we were created in the editor, set our Nav Net
- m_pParentNavNet = m_pRealm->GetCurrentNavNet();
- if (m_pParentNavNet->AddBouy(this) == 0)
- sResult = FAILURE;
- else
- // Load resources
- sResult = GetResources();
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Called by editor to modify object
- ////////////////////////////////////////////////////////////////////////////////
- short CBouy::EditModify(void)
- {
- return 0;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Called by editor to move object to specified position
- ////////////////////////////////////////////////////////////////////////////////
- short CBouy::EditMove( // Returns 0 if successfull, non-zero otherwise
- short sX, // In: New x coord
- short sY, // In: New y coord
- short sZ) // In: New z coord
- {
- m_dX = (double)sX;
- m_dY = (double)sY;
- m_dZ = (double)sZ;
- return 0;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Called by editor to update object
- ////////////////////////////////////////////////////////////////////////////////
- void CBouy::EditUpdate(void)
- {
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Called by editor to render object
- ////////////////////////////////////////////////////////////////////////////////
- void CBouy::EditRender(void)
- {
- // No special flags
- if (ms_bShowBouys)
- {
- if (m_pParentNavNet == m_pRealm->GetCurrentNavNet())
- {
- m_sprite.m_sInFlags = 0;
- m_phot->SetActive(TRUE);
- }
- else
- {
- m_sprite.m_sInFlags = CSprite::InHidden;
- m_phot->SetActive(FALSE);
- }
- }
- else
- m_sprite.m_sInFlags = CSprite::InHidden;
- // Map from 3d to 2d coords
- Map3Dto2D(
- (short) m_dX,
- (short) m_dY,
- (short) m_dZ,
- &m_sprite.m_sX2,
- &m_sprite.m_sY2);
- // Center on image.
- m_sprite.m_sX2 -= m_pImage->m_sWidth / 2;
- m_sprite.m_sY2 -= m_pImage->m_sHeight;
- // Priority is based on bottom edge of sprite
- m_sprite.m_sPriority = m_dZ;
- // Layer should be based on info we get from attribute map.
- m_sprite.m_sLayer = CRealm::GetLayerViaAttrib(m_pRealm->GetLayer((short) m_dX, (short) m_dZ));
- // Image would normally animate, but doesn't for now
- m_sprite.m_pImage = m_pImage;
- // Update sprite in scene
- m_pRealm->m_scene.UpdateSprite(&m_sprite);
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Give Edit a rectangle around this object
- ////////////////////////////////////////////////////////////////////////////////
- void CBouy::EditRect(RRect* pRect)
- {
- Map3Dto2D(
- m_dX,
- m_dY,
- m_dZ,
- &(pRect->sX),
- &(pRect->sY) );
- pRect->sW = 10; // Safety.
- pRect->sH = 10; // Safety.
- if (m_pImage != NULL)
- {
- pRect->sW = m_pImage->m_sWidth;
- pRect->sH = m_pImage->m_sHeight;
- }
- pRect->sX -= pRect->sW / 2;
- pRect->sY -= pRect->sH;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Called by editor to get the hotspot of an object in 2D.
- ////////////////////////////////////////////////////////////////////////////////
- void CBouy::EditHotSpot( // Returns nothiing.
- short* psX, // Out: X coord of 2D hotspot relative to
- // EditRect() pos.
- short* psY) // Out: Y coord of 2D hotspot relative to
- // EditRect() pos.
- {
- // Base of bouy is hotspot.
- *psX = (m_pImage->m_sWidth / 2);
- *psY = m_pImage->m_sHeight;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Get all required resources
- ////////////////////////////////////////////////////////////////////////////////
- short CBouy::GetResources(void) // Returns 0 if successfull, non-zero otherwise
- {
- short sResult = 0;
-
- if (m_pImage == 0)
- {
- RImage* pimBouyRes;
- sResult = rspGetResource(&g_resmgrGame, m_pRealm->Make2dResPath(IMAGE_FILE), &pimBouyRes);
- if (sResult == 0)
- {
- // Allocate image . . .
- m_pImage = new RImage;
- if (m_pImage != NULL)
- {
- // Allocate image data . . .
- if (m_pImage->CreateImage(
- pimBouyRes->m_sWidth,
- pimBouyRes->m_sHeight,
- RImage::BMP8) == 0)
- {
- // Blt bouy res.
- rspBlit(
- pimBouyRes, // Src.
- m_pImage, // Dst.
- 0, // Dst.
- 0, // Dst.
- NULL); // Dst clip.
- // Put in ID.
- RPrint print;
- print.SetFont(BOUY_ID_FONT_HEIGHT, &g_fontBig);
- print.SetColor(BOUY_ID_FONT_COLOR);
- print.SetJustifyCenter();
- print.print(
- m_pImage, // Dst.
- 0, // Dst.
- m_pImage->m_sHeight - BOUY_ID_FONT_HEIGHT, // Dst.
- "%d", // Format.
- (short)m_ucID); // Src.
-
- // Convert to efficient transparent blit format . . .
- if (m_pImage->Convert(RImage::FSPR8) != RImage::FSPR8)
- {
- sResult = -3;
- TRACE("CBouy::GetResource() - Couldn't convert to FSPR8\n");
- }
- }
- else
- {
- sResult = -2;
- TRACE("CBouy::GetResource() - m_pImage->CreateImage() failed.\n");
- }
- // If an error occurred after allocation . . .
- if (sResult != 0)
- {
- delete m_pImage;
- m_pImage = NULL;
- }
- }
- else
- {
- sResult = -1;
- TRACE("CBouy::GetResource(): Failed to allocate RImage.\n");
- }
-
- rspReleaseResource(&g_resmgrGame, &pimBouyRes);
- }
- }
-
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Free all resources
- ////////////////////////////////////////////////////////////////////////////////
- short CBouy::FreeResources(void) // Returns 0 if successfull, non-zero otherwise
- {
- if (m_pImage != NULL)
- {
- delete m_pImage;
- m_pImage = NULL;
- }
- return 0;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Unlink - Visit your direct links and unlink yourself from them, then free
- // your own links.
- ////////////////////////////////////////////////////////////////////////////////
- void CBouy::Unlink(void)
- {
- // Follow all of this bouy's direct links and unlink this bouy
- CBouy* pLinkedBouy = m_aplDirectLinks.GetHead();
- while (pLinkedBouy)
- {
- pLinkedBouy->m_aplDirectLinks.Remove(this);
- pLinkedBouy->m_sNumDirectLinks--;
- pLinkedBouy = m_aplDirectLinks.GetNext();
- }
- // Erase all of your own links to other bouys
- m_aplDirectLinks.Reset();
- m_sNumDirectLinks = 0;
- // Remove this bouy from the network
- m_pParentNavNet->RemoveBouy(m_ucID);
- }
- ////////////////////////////////////////////////////////////////////////////////
- // BuildRoutingTable - Fills in the routing table by building a BSF tree and
- // using the hop counts and parent tree, fills in the
- // routing table.
- ////////////////////////////////////////////////////////////////////////////////
- short CBouy::BuildRoutingTable(void)
- {
- short sResult = SUCCESS;
- UCHAR* aVisited = NULL;
- UCHAR* aDistance = NULL;
- UCHAR* aParent = NULL;
- UCHAR* pucCurrentNode = NULL;
- UCHAR* pucAdjNode = NULL;
- CBouy* pTraverseBouy = NULL;
- ASSERT(m_pParentNavNet != NULL);
- short sCurrentNumNodes = m_pParentNavNet->GetNumNodes();
- RQueue <UCHAR, 256> bfsQueue;
- // Make sure there is enough space in the routing table, or
- // reallocate it if there isn't enough.
- if (m_sRouteTableSize < sCurrentNumNodes)
- {
- if (m_paucRouteTable != NULL)
- free(m_paucRouteTable);
- m_paucRouteTable = (UCHAR*) malloc(sCurrentNumNodes);
- m_sRouteTableSize = sCurrentNumNodes;
- }
- // Allocate memory for use in building the BSF tree
- aVisited = (UCHAR*) malloc(sCurrentNumNodes);
- aDistance = (UCHAR*) malloc(sCurrentNumNodes);
- aParent = (UCHAR*) malloc(sCurrentNumNodes);
- if (m_paucRouteTable != NULL &&
- aVisited != NULL &&
- aDistance != NULL &&
- aParent != NULL)
- {
- // Initialize the table to unreachable and initialize the
- // BSF data structures.
- memset(m_paucRouteTable, 255, m_sRouteTableSize);
- memset(aVisited, 0, sCurrentNumNodes);
- memset(aDistance, 255, sCurrentNumNodes);
- memset(aParent, 0, sCurrentNumNodes);
- // Breadth-First Search
- aVisited[m_ucID] = TRUE;
- aDistance[m_ucID] = 0;
- bfsQueue.EnQ(&m_ucID);
- while (!bfsQueue.IsEmpty())
- {
- pucCurrentNode = bfsQueue.DeQ();
- pTraverseBouy = m_pParentNavNet->GetBouy(*pucCurrentNode);
- CBouy* pLinkedBouy = pTraverseBouy->m_aplDirectLinks.GetHead();
- while (pLinkedBouy)
- {
- pucAdjNode = &(pLinkedBouy->m_ucID);
- if (aVisited[*pucAdjNode] == FALSE)
- {
- aVisited[*pucAdjNode] = TRUE;
- aParent[*pucAdjNode] = *pucCurrentNode;
- aDistance[*pucAdjNode] = aDistance[*pucCurrentNode] + 1;
- bfsQueue.EnQ(pucAdjNode);
- }
- pLinkedBouy = pTraverseBouy->m_aplDirectLinks.GetNext();
- }
- }
- // Breadth-First Search complete.
- // Now the aDistance contains the hop count to all other connected nodes
- // and aParent provides a way to build the routing table by traversing
- // backwards.
- UCHAR ucCurrentDistance;
- UCHAR curr;
- short j;
- for (j = 1; j < sCurrentNumNodes; j++)
- {
- ucCurrentDistance = aDistance[j];
- // If distance is 255 (infinite flag) then mark that node
- // as unreachable in the routing table using 255 as the flag
- if (ucCurrentDistance == 255)
- {
- m_paucRouteTable[j] = 255;
- }
- else
- {
- // If distance is 0, then this is the node, and mark it in the
- // routing table as 0, meaning you have reached your final destination
- if (j == m_ucID)
- {
- m_paucRouteTable[j] = 0;
- }
- else
- {
- // If the distance is 1, it is a directly connected node, so put
- // its ID in the routing table as the node to go to.
- if (ucCurrentDistance == 1)
- {
- m_paucRouteTable[j] = j;
- }
- else
- {
- // Else, its a child of a directly connected node, so find out which
- // one by tracing back along the parent tree.
- curr = j;
- while (aParent[curr] != m_ucID)
- curr = aParent[curr];
- m_paucRouteTable[j] = curr;
- }
- }
- }
- }
- }
- else
- {
- TRACE("CBouy::BuildRoutingTable: Error allocating memory for tables for bouy %d\n", m_ucID);
- sResult = -1;
- }
- if (aVisited)
- free(aVisited);
- if (aDistance)
- free(aDistance);
- if (aParent)
- free(aParent);
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // NextRouteNode - Tells you which node to go to next to get to your destination
- ////////////////////////////////////////////////////////////////////////////////
- UCHAR CBouy::NextRouteNode(UCHAR dst)
- {
- if (dst >= m_pParentNavNet->GetNumNodes())
- return 255;
- else
- return m_paucRouteTable[dst];
- }
- ////////////////////////////////////////////////////////////////////////////////
- // EOF
- ////////////////////////////////////////////////////////////////////////////////
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