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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.h
- // Project: Postal
- //
- // History:
- // 03/07/97 JMI Added an EditHotSpot() to make dragging smoother.
- //
- // 03/13/97 JMI Load now takes a version number.
- //
- // 04/15/97 BRH Taking out the old routing methods in favor of the new
- // BFS tree method.
- //
- // 06/06/97 BRH Freed m_paucRouteTable in the Destructor which 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.
- //
- // 06/27/97 BRH Added a CTreeListNode to the bouys which the NavNet
- // will use to build a sorted list of nearest bouys when
- // someone asks for a the nearest bouy.
- //
- // 06/29/97 MJR Removed last trace of STL, replacing vector with RFList.
- //
- // 06/30/97 JMI Moved definitions of EditRect() and EditHotSpot() into
- // bouy.cpp.
- //
- // 07/21/97 JMI Added GetX(), GetY(), and GetZ().
- //
- // 07/30/97 BRH Added ms_bShowBouys flag and static functions to toggle
- // this flag.
- //
- // 08/08/97 BRH Added a Visible() function for the gameedit to be able
- // to determine when the bouy is hiding itself.
- //
- ////////////////////////////////////////////////////////////////////////////////
- #ifndef BOUY_H
- #define BOUY_H
- #include "RSPiX.h"
- #include "realm.h"
- // Template node class for linked lists
- template <class Owner, class K>
- class CTreeListNode
- {
- typedef CTreeListNode Node;
- typedef K SORTKEY, *PSORTKEY;
- // protected:
- public:
- CTreeListNode()
- {
- m_pnNext = m_pnPrev = m_pnRight = m_pnLeft = NULL;
- m_powner = NULL;
- } // Do not use.
- public:
- CTreeListNode(Owner* powner)
- { m_powner = powner;
- m_pnNext = m_pnPrev = m_pnRight = m_pnLeft = NULL; }
- // Note: This function can only be used with a list that has
- // dummy nodes for head and tail.
- Owner* GetNext(void)
- { return m_pnNext->m_powner; }
- // Note: This function can only be used with a list that has
- // dummy nodes for head and tail.
- Owner* GetPrev(void)
- { return m_pnPrev->m_powner; }
- // Note: This function can only be used with a list that has
- // dummy nodes for head and tail.
- void InsertBefore(
- Node* pn) // In: Node to insert before.
- {
- ASSERT(m_pnNext == NULL && m_pnPrev == NULL);
- m_pnNext = pn;
- m_pnPrev = pn->m_pnPrev;
- m_pnPrev->m_pnNext = this;
- pn->m_pnPrev = this;
- }
- // Note: This function can only be used with a list that has
- // dummy nodes for head and tail.
- void AddAfter(
- Node* pn) // In: Node to add after.
- {
- ASSERT(m_pnNext == NULL && m_pnPrev == NULL);
- m_pnNext = pn->m_pnNext;
- m_pnPrev = pn;
- m_pnNext->m_pnPrev = this;
- pn->m_pnNext = this;
- }
- // Note: This function can only be used with a list that has
- // dummy nodes for head and tail.
- // Note: Do not call, if already removed.
- void Remove(void)
- {
- m_pnNext->m_pnPrev = m_pnPrev;
- m_pnPrev->m_pnNext = m_pnNext;
- m_pnNext = NULL;
- m_pnPrev = NULL;
- }
- // Note: This function adds the item into the tree in its
- // proper place. It also puts it in the list in the proper place
- // This should usually be called by the root of the tree
- void Add
- (Node* pn) //In: Node to add in the tree and list
- {
- if (pn->m_sortkey >= m_sortkey)
- // go right
- {
- // If this is the end of the line, add it here
- if (m_pnRight == NULL)
- {
- m_pnRight = pn;
- //AddAfter(pn);
- pn->AddAfter(this);
- }
- else
- {
- m_pnRight->Add(pn);
- }
- }
- else
- // go left
- {
- // If this is the end of the line, add it here
- if (m_pnLeft == NULL)
- {
- m_pnLeft = pn;
- //InsertBefore(pn);
- pn->InsertBefore(this);
- }
- else
- {
- m_pnLeft->Add(pn);
- }
- }
- }
- // Note: This function is used to clear the tree - it will remove
- // all nodes. Call this from the root to delete the whole, or
- // from any other node to delete from there on down.
- // This can only be used if the list has dummy head and tail nodes.
- void DeleteTree(void)
- {
- // Delete left branches
- if (m_pnLeft)
- {
- m_pnLeft->DeleteTree();
- m_pnLeft = NULL;
- }
- // Delete right branches
- if (m_pnRight)
- {
- m_pnRight->DeleteTree();
- m_pnRight = NULL;
- }
- // Remove yourself from the list
- if (m_pnNext && m_pnPrev)
- Remove();
- }
- public:
- Node* m_pnNext;
- Node* m_pnPrev;
- Node* m_pnLeft;
- Node* m_pnRight;
- Owner* m_powner;
- SORTKEY m_sortkey;
- };
- // Forward declaration
- class CBouy;
- typedef CTreeListNode<CBouy, double> TreeListNode;
- // CBouy is the class for navigation
- class CBouy : public CThing
- {
- friend class CNavigationNet;
- //---------------------------------------------------------------------------
- // Types, enums, etc.
- //---------------------------------------------------------------------------
- public:
- typedef RFList<U16> linkinstanceid;
- typedef RList<CBouy> linklist;
- //---------------------------------------------------------------------------
- // Variables
- //---------------------------------------------------------------------------
- public:
- UCHAR m_ucID; // Bouy ID (or address)
- linklist m_aplDirectLinks;
- short m_sNumDirectLinks;
- TreeListNode m_TreeNode;
- protected:
- double m_dX; // x coord
- double m_dY; // y coord
- double m_dZ; // z coord
- CNavigationNet* m_pParentNavNet; // Pointer to its navigation network
-
- RImage* m_pImage; // Pointer to only image (replace with 3d anim, soon)
- CSprite2 m_sprite; // Sprite (replace with CSprite3, soon)
- short m_sSuspend; // Suspend flag
- UCHAR* m_paucRouteTable; // Routing table (new non-STL way)
- short m_sRouteTableSize;
- linkinstanceid m_LinkInstanceID; // Used to relink the network after a load
- U16 m_u16ParentInstanceID; // InstanceID used to relink to correct
- // Network after a load
-
- // Tracks file counter so we know when to load/save "common" data
- static short ms_sFileCount;
- static bool ms_bShowBouys;
- // "Constant" values that we want to be able to tune using the editor
- //---------------------------------------------------------------------------
- // Constructor(s) / destructor
- //---------------------------------------------------------------------------
- protected:
- // Constructor
- CBouy(CRealm* pRealm)
- : CThing(pRealm, CBouyID)
- {
- m_pImage = 0;
- m_sSuspend = 0;
- m_pParentNavNet = NULL;
- m_paucRouteTable = NULL;
- m_sRouteTableSize = 0;
- m_sNumDirectLinks = 0;
- }
- public:
- // Destructor
- ~CBouy()
- {
- // Remove sprite from scene (this is safe even if it was already removed!)
- m_pRealm->m_scene.RemoveSprite(&m_sprite);
- if (m_paucRouteTable != NULL)
- free(m_paucRouteTable);
- // Free resources
- FreeResources();
- }
- //---------------------------------------------------------------------------
- // Required static functions
- //---------------------------------------------------------------------------
- public:
- // Construct object
- static short Construct( // Returns 0 if successfull, non-zero otherwise
- CRealm* pRealm, // In: Pointer to realm this object belongs to
- CThing** ppNew) // Out: Pointer to new object
- {
- short sResult = 0;
- *ppNew = new CBouy(pRealm);
- if (*ppNew == 0)
- {
- sResult = -1;
- TRACE("CBouy::Construct(): Couldn't construct CBouy (that's a bad thing)\n");
- }
- return sResult;
- }
- //---------------------------------------------------------------------------
- // Required virtual functions (implimenting them as inlines doesn't pay!)
- //---------------------------------------------------------------------------
- public:
- // Load object (should call base class version!)
- short 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.
- // Save object (should call base class version!)
- short 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)
- // Startup object
- short Startup(void); // Returns 0 if successfull, non-zero otherwise
- // Shutdown object
- short Shutdown(void); // Returns 0 if successfull, non-zero otherwise
- // Suspend object
- void Suspend(void);
- // Resume object
- void Resume(void);
- // Update object
- void Update(void);
- // Render object
- void Render(void);
- // Called by editor to init new object at specified position
- short 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
- // Called by editor to modify object
- short EditModify(void); // Returns 0 if successfull, non-zero otherwise
- // Called by editor to move object to specified position
- short 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
- // Called by editor to update object
- void EditUpdate(void);
- // Called by editor to render object
- void EditRender(void);
- // Give Edit a rectangle around this object
- void EditRect(RRect* pRect);
- // Called by editor to get the hotspot of an object in 2D.
- void 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.
- // Get the coordinates of this thing.
- virtual // Overriden here.
- double GetX(void) { return m_dX; }
- virtual // Overriden here.
- double GetY(void) { return m_dY; }
- virtual // Overriden here.
- double GetZ(void) { return m_dZ; }
- // Add a link to this bouy - it is directly connected, ie, 1 hop away
- short AddLink(CBouy* pBouy);
- // Get the next link to follow to get to this destination. This is
- // normally a routing table lookup unless the entry is not in the routing
- // table, then it is discovered and added as an entry to the routing table.
- UCHAR NextRouteNode(UCHAR dst);
- // Disconnect this node from the network. This will visit all of its
- // direct links and remove itself from their link list and then free
- // its own link list. This is called when a Bouy is deleted from the
- // editor.
- void Unlink(void);
- // Fill in all entries in the routing table.
- short BuildRoutingTable(void);
- // Print the routing table for this bouy - for debugging
- void PrintRouteTable(FILE* fp)
- {
- short i;
- char szLine[256];
- for (i = 0; i < m_sRouteTableSize; i++)
- {
- sprintf(szLine, "%d next %d\n", i, m_paucRouteTable[i]);
- fwrite(szLine, sizeof(char), strlen(szLine), fp);
- }
- }
-
- // Used by gameedit to know is this bouy is visible or hidden
- bool Visible(void)
- {
- return ((m_sprite.m_sInFlags & CSprite::InHidden) == 0);
- }
- // Toggle the show/hide flag
- static void Show(void)
- {
- ms_bShowBouys = true;
- }
- // Toggle the show/hide flag
- static void Hide(void)
- {
- ms_bShowBouys = false;
- }
- //---------------------------------------------------------------------------
- // Internal functions
- //---------------------------------------------------------------------------
- protected:
- // Get all required resources
- short GetResources(void); // Returns 0 if successfull, non-zero otherwise
-
- // Free all resources
- short FreeResources(void); // Returns 0 if successfull, non-zero otherwise
- };
- #endif //DOOFUS_H
- ////////////////////////////////////////////////////////////////////////////////
- // EOF
- ////////////////////////////////////////////////////////////////////////////////
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