/* * Descent 3 * Copyright (C) 2024 Parallax Software * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * 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, see . --- HISTORICAL COMMENTS FOLLOW --- * $Logfile: /DescentIII/Main/editor/EPath.cpp $ * $Revision: 1.1.1.1 $ * $Date: 2003-08-26 03:57:38 $ * $Author: kevinb $ * * Code to create & modify paths * * $Log: not supported by cvs2svn $ * * 13 8/20/99 9:43p Gwar * changes to InsertNodeIntoPath and DrawAllPaths for NEWEDITOR * * 12 8/18/99 7:00a Gwar * changes to add EPath.cpp to NEWEDITOR project * * 11 4/18/99 5:42a Chris * Added the FQ_IGNORE_RENDER_THROUGH_PORTALS flag * * 10 2/26/99 6:14p Matt * Made new nodes go at the viewer position instead of in front of it, and * make the selected path draw in a different color than the others. * * 9 2/26/99 12:40p Matt * Changed occluded messages to (hopefully) be more understandable * * 8 2/26/99 12:26p Matt * Fixed spelling error. * * 7 2/18/99 2:01p Dan * Fixed outside/inside problem * * 6 2/08/99 3:29p Chris * Added a no orient move for objects * * 5 2/03/99 6:56p Chris * Added the "Move node to current object" function * * 4 10/14/98 2:48p Kevin * Changed memory code to comply with mem lib * * 3 5/03/98 8:36p Chris * Additional debug info * * 2 2/10/98 10:48a Matt * Moved editor code from gamepath.cpp to epath.cpp * * 1 2/10/98 10:13a Matt * */ #include #ifndef NEWEDITOR #include "d3edit.h" #else #include "globals.h" #include "terrain.h" #include "renderer.h" #endif #include "epath.h" #include "object.h" #include "findintersection.h" uint8_t Show_paths = 1; // Allocs a gamepath that a robot will follow. Returns an index into the GamePaths // array int AllocGamePath () { int i; if(Viewer_object->flags & OF_OUTSIDE_MINE) { OutrageMessageBox("You must be in a room or on the terrain to create a path"); return -1; } for (i=0;i= 1) { fvi_query fq1; fvi_info hit_info1; fq1.p0 = &GamePaths[pathnum].pathnodes[nodenum - 1].pos; fq1.startroom = GamePaths[pathnum].pathnodes[nodenum - 1].roomnum; fq1.p1 = &hit_info.hit_pnt; fq1.rad = 0.0f; fq1.thisobjnum = -1; fq1.ignore_obj_list = NULL; fq1.flags = FQ_TRANSPOINT | FQ_IGNORE_RENDER_THROUGH_PORTALS; fvi_FindIntersection(&fq1, &hit_info1); if(vm_VectorDistance(&hit_info.hit_pnt, &hit_info1.hit_pnt) > .005) { OutrageMessageBox("Cannot move point. There is no line of sight from the previous node to the new position."); return -1; } } // Check if new node is valid if(nodenum < GamePaths[pathnum].num_nodes - 1) { fvi_query fq1; fvi_info hit_info1; fq1.p0 = &GamePaths[pathnum].pathnodes[nodenum + 1].pos; fq1.startroom = GamePaths[pathnum].pathnodes[nodenum + 1].roomnum; fq1.p1 = &hit_info.hit_pnt; fq1.rad = 0.0f; fq1.thisobjnum = -1; fq1.ignore_obj_list = NULL; fq1.flags = FQ_TRANSPOINT | FQ_IGNORE_RENDER_THROUGH_PORTALS; fvi_FindIntersection(&fq1, &hit_info1); if(vm_VectorDistance(&hit_info.hit_pnt, &hit_info1.hit_pnt) > .005) { OutrageMessageBox("Cannot move point. There is no line of sight from the next node to the new position."); return -1; } } GamePaths[pathnum].pathnodes[nodenum].pos = hit_info.hit_pnt; GamePaths[pathnum].pathnodes[nodenum].roomnum = hit_info.hit_room; return 0; } // Given a path number, and a node number in that path, adds another node after the // specified node // Returns the index number of the new node // If nodenum is -1, this node was not added // roomnum is only valid if this is the first node in a room #ifndef NEWEDITOR int InsertNodeIntoPath (int pathnum,int nodenum,int flags) #else int InsertNodeIntoPath (int pathnum,int nodenum,int flags,int roomnum,vector pos,matrix orient) #endif { int i; vector attempted_pos; fvi_query fq; fvi_info hit_info; if(Viewer_object->flags & OF_OUTSIDE_MINE) { OutrageMessageBox("Error: Must be in mine or on terrain to insert a node."); return -1; } if(GamePaths[pathnum].num_nodes >= MAX_NODES_PER_PATH) { OutrageMessageBox("Error: Path already has its maximum amount of nodes."); return -1; } // First, move all nodes up one for (i=GamePaths[pathnum].num_nodes-1;i>nodenum;i--) { memcpy (&GamePaths[pathnum].pathnodes[i+1],&GamePaths[pathnum].pathnodes[i],sizeof(node)); } #ifndef NEWEDITOR attempted_pos = Viewer_object->pos; // + Viewer_object->orient.fvec * 10.0; #else attempted_pos = pos; // + Viewer_object->orient.fvec * 10.0; #endif #ifndef NEWEDITOR fq.p0 = &Viewer_object->pos; fq.startroom = Viewer_object->roomnum; #else fq.p0 = &pos; fq.startroom = roomnum; #endif fq.p1 = &attempted_pos; fq.rad = 0.0f; fq.thisobjnum = -1; fq.ignore_obj_list = NULL; fq.flags = FQ_TRANSPOINT | FQ_IGNORE_RENDER_THROUGH_PORTALS; fvi_FindIntersection(&fq, &hit_info); // Check if new node is valid if(nodenum >= 0) { fvi_query fq1; fvi_info hit_info1; fq1.p0 = &GamePaths[pathnum].pathnodes[nodenum].pos; fq1.startroom = GamePaths[pathnum].pathnodes[nodenum].roomnum; fq1.p1 = &hit_info.hit_pnt; fq1.rad = 0.0f; fq1.thisobjnum = -1; fq1.ignore_obj_list = NULL; fq1.flags = FQ_TRANSPOINT | FQ_IGNORE_RENDER_THROUGH_PORTALS; fvi_FindIntersection(&fq1, &hit_info1); if(vm_VectorDistance(&hit_info.hit_pnt, &hit_info1.hit_pnt) > .005) { OutrageMessageBox("Cannot add new point. There is no line of sight from the previous node."); return -1; } } // Check if new node is valid if(nodenum >= 0 && nodenum < GamePaths[pathnum].num_nodes - 1) { fvi_query fq1; fvi_info hit_info1; fq1.p0 = &GamePaths[pathnum].pathnodes[nodenum + 1].pos; fq1.startroom = GamePaths[pathnum].pathnodes[nodenum + 1].roomnum; fq1.p1 = &hit_info.hit_pnt; fq1.rad = 0.0f; fq1.thisobjnum = -1; fq1.ignore_obj_list = NULL; fq1.flags = FQ_TRANSPOINT | FQ_IGNORE_RENDER_THROUGH_PORTALS; fvi_FindIntersection(&fq1, &hit_info1); if(vm_VectorDistance(&hit_info.hit_pnt, &hit_info1.hit_pnt) > .005) { OutrageMessageBox("Cannot add new point. There is no line of sight from the next node."); return -1; } } int newnode = nodenum + 1; GamePaths[pathnum].pathnodes[newnode].pos = hit_info.hit_pnt; GamePaths[pathnum].pathnodes[newnode].roomnum = hit_info.hit_room; #ifndef NEWEDITOR GamePaths[pathnum].pathnodes[newnode].fvec = Viewer_object->orient.fvec; GamePaths[pathnum].pathnodes[newnode].uvec = Viewer_object->orient.uvec; #else GamePaths[pathnum].pathnodes[newnode].fvec = orient.fvec; GamePaths[pathnum].pathnodes[newnode].uvec = orient.uvec; #endif GamePaths[pathnum].num_nodes++; GamePaths[pathnum].pathnodes[newnode].flags = flags; return newnode; } // Given a pathnum and a node index, deletes that node and moves all the following nodes down // by one void DeleteNodeFromPath (int pathnum,int nodenum) { int i; // First, move all nodes up one for (i=nodenum;i=0 && n=0 && n=0;i--) { if (GamePaths[i].used) return i; } for (i=MAX_GAME_PATHS-1;i>n;i--) { if (GamePaths[i].used) return i; } // this is the only one return n; } // returns the index of the first path (from 0) alloced // returns -1 if there are no paths int GetFirstPath () { int i; for (i=0;inum_nodes;t++) { g3_RotatePoint(&rot_points[t],&gp->pathnodes[t].pos); sort_index[t]=t; } #ifndef NEWEDITOR ddgr_color path_color = (current_path_index==D3EditState.current_path) ? GR_RGB(255,255,255) : GR_RGB(36,99,238); #else ddgr_color path_color = (current_path_index==Editor_state.GetCurrentPath()) ? GR_RGB(255,255,255) : GR_RGB(36,99,238); #endif for (t=0;tnum_nodes-1;t++) { g3Point p1=rot_points[t]; g3Point p2=rot_points[t+1]; g3_DrawLine (path_color,&p1,&p2); } for (t=0;tnum_nodes;t++) { for (int k=0;knum_nodes;k++) { if (rot_points[k].p3_vec.znum_nodes;t++) { int color; float size; #ifdef NEWEDITOR ddgr_color oldcolor; if (TSearch_on) { rend_SetPixel (GR_RGB(16,255,16),TSearch_x,TSearch_y); oldcolor=rend_GetPixel (TSearch_x,TSearch_y); } #endif #ifndef NEWEDITOR if (current_path_index==D3EditState.current_path && curnode == sort_index[t]) #else if (current_path_index==Editor_state.GetCurrentPath() && curnode == sort_index[t]) #endif { color=GR_RGB (100,128,255); size=1.2f; } else { color=GR_RGB (0,128,160); size=1.2f; } g3_DrawSphere(color,&rot_points[t],size); vector fpos = gp->pathnodes[sort_index[t]].pos + gp->pathnodes[sort_index[t]].fvec * (size - size/10.0); vector upos = gp->pathnodes[sort_index[t]].pos + gp->pathnodes[sort_index[t]].uvec * (size - size/10.0); g3Point frot; g3Point urot; g3_RotatePoint(&frot,&fpos); g3_RotatePoint(&urot,&upos); g3_DrawLine (GR_RGB(0,255,0),&rot_points[t], &frot); g3_DrawLine (GR_RGB(0,0,255),&rot_points[t], &urot); g3_DrawSphere(GR_RGB(0,255,0),&frot,size/10.0); g3_DrawSphere(GR_RGB(0,0,255),&urot,size/10.0); #ifdef NEWEDITOR if (TSearch_on) { if (rend_GetPixel (TSearch_x,TSearch_y)!=oldcolor) { TSearch_found_type=TSEARCH_FOUND_NODE; TSearch_seg=current_path_index; TSearch_face=sort_index[t]; } } #endif DrawNumber (sort_index[t] + 1,gp->pathnodes[sort_index[t]].pos,size * .5); } } } static float ArrayX[10][20]={ {-1,1,1,-1,-1}, {-.25, 0.0, 0.0, 0.0, -1.0, 1.0}, {-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0}, {-1.0, 1.0, 1.0, -1.0, 1.0, 1.0, -.5}, {-1.0, -1.0, -1.0, 1.0, 1.0, 1.0}, {-1.0, 1.0, -1.0, -1.0, -1.0, 1.0, 1.0, 1.0, -1.0, 1.0}, {-1.0, 1.0, -1.0, -1.0, -1.0, 1.0, 1.0, 1.0, -1.0, 1.0}, {-1.0, 1.0, 1.0, 1.0}, {-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0}, {1.0, -1.0, -1.0, 1.0, 1.0, 1.0} }; static float ArrayY[10][20]={ {1,1,-1,-1,1}, {.75, 1.0, 1.0, -1.0, -1.0, -1.0}, {1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, -1.0, -1.0, -1.0}, {1.0, 1.0, -1.0, -1.0, -1.0, 0, 0.0}, {1.0, 0.0, 0.0, 0.0, 1.0, -1.0}, {1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, -1.0, -1.0, -1.0}, {1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 0.0, 0.0, 0.0}, {1.0, 1.0, 1.0, -1.0}, {1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, 0.0, 0.0}, {1.0, 1.0, 0.0, 0.0, 1.0, -1.0} }; static int NumOfPoints[]={5,6,10,7,6,10,10,4,10,6}; void DrawNumber (int num,vector pos,float size) { g3Point basepnt,rot_pnt[20]; int num_array[10]; int i,j; int total = num; size/=2; if(num < 0) { return; } int num_numbers = log10(num) + 1; if (num_numbers > 10) { mprintf((0, "Cannot represent a number with over 10 digits\n")); Int3(); return; } for(j = num_numbers - 1; j >= 0; j--) { num_array[j] = total / (pow(10, j)); total -= num_array[j] * pow(10,j); } for(j = 0; j < num_numbers; j++) { vector cur_pos; if (num_numbers & 0x00000001) cur_pos = pos + (2.1 * size * ((num_numbers >> 1) - j)) * Viewer_object->orient.rvec; else cur_pos = pos + (2.1 * size * ((num_numbers >> 1) - j) - size) * Viewer_object->orient.rvec; g3_RotatePoint (&basepnt,&cur_pos); for (i=0;i