mirror of
https://github.com/kevinbentley/Descent3.git
synced 2025-01-22 19:55:23 +00:00
25c4837b1d
Add `"mono.h"` where needed.
1400 lines
41 KiB
C++
1400 lines
41 KiB
C++
/*
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* Descent 3
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* Copyright (C) 2024 Parallax Software
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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--- HISTORICAL COMMENTS FOLLOW ---
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* $Logfile: /DescentIII/Main/editor/ebnode.cpp $
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* $Revision: 1.1.1.1 $
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* $Date: 2003-08-26 03:57:37 $
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* $Author: kevinb $
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*
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* BOA Helper Node functions
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*
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* $Log: not supported by cvs2svn $
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*
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* 35 10/24/99 7:27p Chris
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*
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* 34 10/24/99 7:22p Chris
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*
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* 33 10/24/99 5:19p Chris
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*
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* 32 9/03/99 10:02a Gwar
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* use special version of the verify graph function for NEWEDITOR (outputs
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* error info to a list dialog)
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*
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* 31 8/25/99 4:57p Gwar
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* added a way to select bnodes by clicking on them in the 3D views (for
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* NEWEDITOR)
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*
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* 30 8/20/99 4:26a Gwar
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* made EBNode_Draw use correct room number in NEWEDITOR
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*
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* 29 5/21/99 4:14p Chris
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* Improved verify
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*
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* 28 5/18/99 10:55p Chris
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* Improved the Bnode verification process
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*
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* 27 5/08/99 10:46p Chris
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* Default to not draw bnodes in the editor
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*
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* 26 5/06/99 5:18p Chris
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* Updated the BNode system - vastly improved error checking and verify
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*
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* 25 5/06/99 3:10p Chris
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* More mprintf in verify
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*
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* 23 5/02/99 11:30p Chris
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*
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* 22 5/02/99 8:20a Chris
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* Increased the min edge size
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*
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* 21 5/02/99 6:48a Chris
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* Got rid of zero length edges
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*
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* 20 5/02/99 6:16a Chris
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* Massive bnode error checking improvements
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*
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* 19 5/02/99 6:05a Chris
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*
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* 18 5/02/99 6:02a Chris
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*
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* 17 5/02/99 5:57a Chris
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*
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* 16 5/02/99 5:56a Chris
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*
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* 15 5/02/99 5:19a Chris
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* Vastly improved verify...
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*
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* 14 5/01/99 3:40p Chris
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* TOO_SMALL_FOR_ROBOT_PORTALS ARE THROWN OUT
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*
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* 13 4/29/99 10:16a Chris
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* Blocked portals where only being removed from the bnode list if they
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* where rendered! (Oops)
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*
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* 12 4/29/99 1:59a Chris
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* Added the portal blockage support
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*
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* 11 4/28/99 9:17a Chris
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* Moving nodes now updates edge max_sizes
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*
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* 10 4/28/99 9:06a Chris
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* Improved the first pass of the BNodes
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*
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* 9 4/27/99 11:37p Chris
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* Improving the BNode system
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*
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* 8 4/27/99 3:01a Chris
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* Improving Bnode stuff
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*
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* 7 4/26/99 10:31p Chris
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* Improving the BNode system
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*
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* 6 4/26/99 11:11a Chris
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* Updated Bnode system
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*
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* 5 4/25/99 9:02p Chris
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* Improving the Bnode system
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*
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* 4 4/18/99 5:39a Chris
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* Vastly improved the path node system
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*
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* 3 4/15/99 5:49p Chris
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* Fixed a bug with rendering the BOAPath nodes
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*
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* 2 4/14/99 3:13p Chris
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* Beginning to add BoaNode stuff
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*
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* $NoKeywords: $
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*/
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#ifdef NEWEDITOR
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#include "neweditor/stdafx.h"
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#include "neweditor/NewEditor.h"
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#endif
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#include "bnode.h"
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#include "room.h"
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#include "mem.h"
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#include "mono.h"
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#include "vecmat.h"
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#include "object.h"
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#include "3d.h"
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#include "ebnode.h"
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#include "findintersection.h"
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#include "pserror.h"
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#include "terrain.h"
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#include "boa.h"
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#include "aimain.h"
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char EBN_draw_type = EBDRAW_NONE;
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#define EBN_MAX_NEXT_ROOMS 200
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#define BNODE_VERY_CLOSE_DIST 5.0f
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bool EBNode_VerifyGraph() {
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bool f_verified = true;
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int i;
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int j;
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int k;
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if (!BNode_allocated) {
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mprintf(0, "EBNode Verify: No BNodes for this level\n");
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return false;
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}
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MakeBOA();
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for (i = Highest_room_index + 1; i <= Highest_room_index + BOA_num_terrain_regions; i++) {
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bn_list *nlist;
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nlist = BNode_GetBNListPtr(i);
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int cur_region = i - Highest_room_index - 1;
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for (j = nlist->num_nodes - 1; j >= 0; j--) {
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int cell = GetTerrainRoomFromPos(&nlist->nodes[j].pos);
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if (cur_region != TERRAIN_REGION(cell)) {
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for (k = 0; k < nlist->nodes[j].num_edges; k++) {
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if (BOA_INDEX(nlist->nodes[j].edges[k].end_room) >= 0 &&
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BOA_INDEX(nlist->nodes[j].edges[k].end_room) <= Highest_room_index) {
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int r = nlist->nodes[j].edges[k].end_room;
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int p = nlist->nodes[j].edges[k].end_index;
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int x;
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for (x = 0; x < Rooms[r].num_portals; x++) {
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if (Rooms[r].portals[x].bnode_index == p) {
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int cr = Rooms[r].portals[x].croom;
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int cp = Rooms[r].portals[x].cportal;
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Rooms[cr].portals[cp].bnode_index = -1;
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}
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}
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}
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}
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EBNode_RemoveNode(i, j);
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}
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}
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}
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for (i = 0; i <= Highest_room_index + BOA_num_terrain_regions; i++) {
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bn_list *nlist;
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int j;
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int k;
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if (i >= 0 && i <= Highest_room_index && !Rooms[i].used)
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continue;
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if (i <= Highest_room_index && (Rooms[i].flags & RF_EXTERNAL))
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continue;
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nlist = BNode_GetBNListPtr(i);
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for (j = 0; j < nlist->num_nodes; j++) {
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for (k = 0; k < nlist->nodes[j].num_edges; k++) {
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if (nlist->nodes[j].edges[k].max_rad < 5.0f) {
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mprintf(0, "EBNode Verify: Removed a skinny edge.\n");
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EBNode_RemoveEdge(j, i, nlist->nodes[j].edges[k].end_index, nlist->nodes[j].edges[k].end_room);
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k--;
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}
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}
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}
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}
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// Bash invalid nodes
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for (i = 0; i <= Highest_room_index; i++) {
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if (Rooms[i].used) {
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room *rp = &Rooms[i];
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if (i <= Highest_room_index && (Rooms[i].flags & RF_EXTERNAL))
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continue;
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for (j = 0; j < Rooms[i].num_portals; j++) {
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if (Rooms[i].portals[j].bnode_index >= 0 && Rooms[i].portals[j].bnode_index >= Rooms[i].bn_info.num_nodes) {
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mprintf(0, "EBNode: Bashed an invalid node\n");
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Rooms[i].portals[j].bnode_index = -1;
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} else if (Rooms[i].portals[j].bnode_index < 0) {
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room *rp = &Rooms[i];
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bool f_add = true;
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if (!((rp->portals[j].flags & PF_BLOCK) && !(rp->portals[j].flags & PF_BLOCK_REMOVABLE))) {
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f_add = false;
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}
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if ((rp->portals[j].flags & PF_RENDER_FACES) && !(rp->portals[j].flags & PF_RENDERED_FLYTHROUGH)) {
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if (!(GameTextures[rp->faces[rp->portals[j].portal_face].tmap].flags & (TF_BREAKABLE | TF_FORCEFIELD))) {
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f_add = false;
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}
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}
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if (rp->portals[j].flags & PF_TOO_SMALL_FOR_ROBOT) {
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f_add = false;
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}
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if (f_add) {
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vector pos;
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pos = rp->portals[j].path_pnt + rp->faces[rp->portals[j].portal_face].normal * 0.75f;
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rp->portals[j].bnode_index = EBNode_AddNode(i, &pos, false, false);
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mprintf(0, "EBNode Verify: Added a portal node\n");
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}
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}
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}
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}
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}
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int region;
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for (region = 0; region < BOA_num_terrain_regions; region++) {
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for (i = 0; i < BOA_num_connect[region]; i++) {
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int end_room = BOA_connect[region][i].roomnum;
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room *rp = &Rooms[end_room];
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int p = BOA_connect[region][i].portal;
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vector pos;
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pos = rp->portals[p].path_pnt - rp->faces[rp->portals[p].portal_face].normal * 0.75f;
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int external_room = rp->portals[p].croom;
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int external_portal = rp->portals[p].cportal;
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ASSERT(Rooms[external_room].flags & RF_EXTERNAL);
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if (Rooms[external_room].portals[external_portal].bnode_index < 0) {
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Rooms[external_room].portals[external_portal].bnode_index =
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EBNode_AddNode(Highest_room_index + region + 1, &pos, false, false);
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if (Rooms[end_room].portals[p].bnode_index >= 0)
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EBNode_AddEdge(Rooms[external_room].portals[external_portal].bnode_index, Highest_room_index + region + 1,
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Rooms[end_room].portals[p].bnode_index, end_room);
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}
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}
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}
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for (i = 0; i <= Highest_room_index; i++) {
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if (Rooms[i].used) {
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room *rp = &Rooms[i];
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if (i <= Highest_room_index && (Rooms[i].flags & RF_EXTERNAL))
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continue;
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for (j = 0; j < Rooms[i].num_portals; j++) {
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if ((Rooms[i].portals[j].flags & PF_BLOCK) && !(Rooms[i].portals[j].flags & PF_BLOCK_REMOVABLE)) {
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if (Rooms[i].portals[j].bnode_index >= 0) {
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mprintf(0, "EBNode Verify: Removed a node.\n");
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EBNode_RemoveNode(i, Rooms[i].portals[j].bnode_index);
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}
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continue;
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}
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if ((Rooms[i].portals[j].flags & PF_RENDER_FACES) && !(Rooms[i].portals[j].flags & PF_RENDERED_FLYTHROUGH)) {
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if (!(GameTextures[Rooms[i].faces[Rooms[i].portals[j].portal_face].tmap].flags &
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(TF_BREAKABLE | TF_FORCEFIELD))) {
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if (Rooms[i].portals[j].bnode_index >= 0) {
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mprintf(0, "EBNode Verify: Removed a node.\n");
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EBNode_RemoveNode(i, Rooms[i].portals[j].bnode_index);
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}
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continue;
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}
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}
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if (Rooms[i].portals[j].flags & PF_TOO_SMALL_FOR_ROBOT) {
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if (Rooms[i].portals[j].bnode_index >= 0) {
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mprintf(0, "EBNode Verify: Removed a node.\n");
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EBNode_RemoveNode(i, Rooms[i].portals[j].bnode_index);
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}
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continue;
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}
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if (Rooms[i].portals[j].bnode_index < 0) {
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if (Rooms[i].flags & RF_EXTERNAL) {
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int cr = rp->portals[j].croom;
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int ci = Rooms[cr].portals[rp->portals[j].cportal].bnode_index;
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if (Rooms[cr].flags & RF_EXTERNAL) {
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continue;
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}
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vector pos;
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pos = rp->portals[j].path_pnt + rp->faces[rp->portals[j].portal_face].normal * 0.75f;
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int roomnum = BOA_INDEX(GetTerrainRoomFromPos(&pos));
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int xxx;
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for (xxx = 0; xxx < BOA_num_connect[TERRAIN_REGION(roomnum)]; xxx++) {
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if (BOA_connect[TERRAIN_REGION(roomnum)][xxx].roomnum == cr &&
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BOA_connect[TERRAIN_REGION(roomnum)][xxx].portal == rp->portals[j].cportal) {
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break;
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}
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}
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if (xxx >= BOA_num_connect[TERRAIN_REGION(roomnum)]) {
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mprintf(0, "EBNode Verify: External room isn't in terrain region list\n");
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f_verified = false;
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continue;
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}
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rp->portals[j].bnode_index = EBNode_AddNode(roomnum, &pos, false, false);
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ASSERT(rp->portals[j].bnode_index >= 0);
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EBNode_AutoEdgeNode(rp->portals[j].bnode_index, roomnum);
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mprintf(0, "EBNode Verify: Added a node and autoedged it.\n");
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if (ci >= 0) {
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EBNode_AddEdge(rp->portals[j].bnode_index, roomnum, ci, cr);
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}
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} else {
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vector pos;
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pos = rp->portals[j].path_pnt + rp->faces[rp->portals[j].portal_face].normal * 0.75f;
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rp->portals[j].bnode_index = EBNode_AddNode(i, &pos, false, false);
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ASSERT(rp->portals[j].bnode_index >= 0);
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EBNode_AutoEdgeNode(rp->portals[j].bnode_index, i);
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mprintf(0, "EBNode Verify: Added a node and autoedged it.\n");
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int cr = rp->portals[j].croom;
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int ci = Rooms[cr].portals[rp->portals[j].cportal].bnode_index;
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if (ci < 0) {
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continue;
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}
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if (Rooms[cr].flags & RF_EXTERNAL) {
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vector pos;
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pos = rp->portals[j].path_pnt - rp->faces[rp->portals[j].portal_face].normal * 0.75f;
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int roomnum = BOA_INDEX(GetTerrainRoomFromPos(&pos));
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EBNode_AddEdge(rp->portals[j].bnode_index, i, ci, roomnum);
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} else {
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if (ci >= 0) {
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EBNode_AddEdge(rp->portals[j].bnode_index, i, ci, cr);
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}
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}
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}
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}
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}
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}
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}
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for (i = 0; i <= Highest_room_index + BOA_num_terrain_regions; i++) {
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bn_list *nlist;
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int j;
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int k;
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if (i >= 0 && i <= Highest_room_index && !Rooms[i].used)
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continue;
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if (i >= 0 && i <= Highest_room_index && (Rooms[i].flags & RF_EXTERNAL))
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continue;
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nlist = BNode_GetBNListPtr(i);
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for (j = 0; j < nlist->num_nodes; j++) {
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for (k = 0; k < nlist->nodes[j].num_edges; k++) {
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if (nlist->nodes[j].edges[k].max_rad < 5.0f) {
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mprintf(0, "EBNode Verify: Removed a skinny edge.\n");
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EBNode_RemoveEdge(j, i, nlist->nodes[j].edges[k].end_index, nlist->nodes[j].edges[k].end_room);
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k--;
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}
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}
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for (k = 0; k < nlist->nodes[j].num_edges; k++) {
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if (nlist->nodes[j].edges[k].end_room <= Highest_room_index && !Rooms[nlist->nodes[j].edges[k].end_room].used) {
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mprintf(0, "EBNode Verify: Removed a edge to a non-existant room. Room %d, node %d, edge %d\n", i, j, k);
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EBNode_RemoveEdge(j, i, nlist->nodes[j].edges[k].end_index, nlist->nodes[j].edges[k].end_room);
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k--;
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}
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}
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}
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}
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for (i = 0; i <= Highest_room_index + BOA_num_terrain_regions; i++) {
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bn_list *nlist;
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int j;
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int k;
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if (i >= 0 && i <= Highest_room_index && !Rooms[i].used)
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continue;
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if (i >= 0 && i <= Highest_room_index && (Rooms[i].flags & RF_EXTERNAL))
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continue;
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nlist = BNode_GetBNListPtr(i);
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for (j = 0; j < nlist->num_nodes; j++) {
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for (k = 0; k < nlist->nodes[j].num_edges; k++) {
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if (nlist->nodes[j].edges[k].max_rad < 5.0f) {
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mprintf(0, "Skinny Edge - from r%d n%d to r%d n%d\n", i, j, nlist->nodes[j].edges[k].end_room,
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nlist->nodes[j].edges[k].end_index);
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f_verified = false;
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}
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}
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}
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}
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for (i = 0; i <= Highest_room_index + BOA_num_terrain_regions; i++) {
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if (i >= 0 && i <= Highest_room_index && !Rooms[i].used)
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continue;
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if (i >= 0 && i <= Highest_room_index && (Rooms[i].flags & RF_EXTERNAL))
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continue;
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bn_list *nlist = BNode_GetBNListPtr(i);
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ASSERT(nlist);
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for (j = 0; j < nlist->num_nodes; j++) {
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for (k = j + 1; k < nlist->num_nodes; k++) {
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if (!BNode_FindPath(i, j, k, 0.0f)) {
|
|
mprintf(0, "BNODE ERROR: No path from %d to %d in room %d\n", j + 1, k + 1, i);
|
|
f_verified = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
BNode_verified = f_verified;
|
|
|
|
if (f_verified)
|
|
mprintf(0, "EBNode: VERIFY OK!\n");
|
|
else
|
|
mprintf(0, "EBNode: VERIFY FAILED!\n");
|
|
|
|
return f_verified;
|
|
}
|
|
|
|
void EBNode_ClearLevel() {
|
|
int i, j;
|
|
|
|
for (i = 0; i <= Highest_room_index + BOA_num_terrain_regions; i++) {
|
|
if (i >= 0 && i <= Highest_room_index) {
|
|
if (!Rooms[i].used) {
|
|
continue;
|
|
} else {
|
|
int j;
|
|
|
|
for (j = 0; j < Rooms[i].num_portals; j++) {
|
|
Rooms[i].portals[j].bnode_index = -1;
|
|
}
|
|
}
|
|
}
|
|
|
|
bn_list *nlist;
|
|
nlist = BNode_GetBNListPtr(i);
|
|
|
|
ASSERT(nlist);
|
|
|
|
for (j = nlist->num_nodes - 1; j >= 0; j--) {
|
|
if (nlist->nodes[j].edges) {
|
|
mem_free(nlist->nodes[j].edges);
|
|
}
|
|
nlist->nodes[j].edges = NULL;
|
|
nlist->nodes[j].num_edges = 0;
|
|
}
|
|
|
|
if (nlist->nodes) {
|
|
mem_free(nlist->nodes);
|
|
}
|
|
nlist->nodes = NULL;
|
|
nlist->num_nodes = 0;
|
|
}
|
|
|
|
BNode_allocated = false;
|
|
BNode_verified = false;
|
|
}
|
|
|
|
void RemapEdgeNodesEqualAndAbove(int croom, int sroom, int spnt) {
|
|
int i;
|
|
int j;
|
|
|
|
bn_list *cnlist;
|
|
cnlist = BNode_GetBNListPtr(croom);
|
|
if (!cnlist)
|
|
return;
|
|
|
|
for (i = 0; i < cnlist->num_nodes; i++) {
|
|
for (j = 0; j < cnlist->nodes[i].num_edges; j++) {
|
|
if (cnlist->nodes[i].edges[j].end_room == sroom && cnlist->nodes[i].edges[j].end_index >= spnt) {
|
|
// The assert is because all these edges should have been deleted!
|
|
ASSERT(cnlist->nodes[i].edges[j].end_index != spnt);
|
|
cnlist->nodes[i].edges[j].end_index--;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void RemapPortalNodeIndices(int roomnum, int pnt) {
|
|
int i;
|
|
|
|
if (roomnum >= 0 && roomnum <= Highest_room_index) {
|
|
ASSERT(Rooms[roomnum].used);
|
|
|
|
for (i = 0; i < Rooms[roomnum].num_portals; i++) {
|
|
if (Rooms[roomnum].portals[i].bnode_index == pnt) {
|
|
Rooms[roomnum].portals[i].bnode_index = -1;
|
|
} else if (Rooms[roomnum].portals[i].bnode_index > pnt) {
|
|
Rooms[roomnum].portals[i].bnode_index--;
|
|
}
|
|
}
|
|
} else {
|
|
int region = BOA_INDEX(roomnum) - Highest_room_index - 1;
|
|
|
|
for (i = 0; i < BOA_num_connect[region]; i++) {
|
|
int r = BOA_connect[region][i].roomnum;
|
|
int p = BOA_connect[region][i].portal;
|
|
|
|
int cr = Rooms[r].portals[p].croom;
|
|
int cp = Rooms[r].portals[p].cportal;
|
|
|
|
vector pos = Rooms[cr].portals[cp].path_pnt + Rooms[cr].faces[Rooms[cr].portals[cp].portal_face].normal * 0.75f;
|
|
int cell = GetTerrainRoomFromPos(&pos);
|
|
|
|
if (region == TERRAIN_REGION(cell) && Rooms[cr].portals[cp].bnode_index == pnt) {
|
|
Rooms[cr].portals[cp].bnode_index = -1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void EBNode_RemoveNode(int roomnum, int pnt) {
|
|
int i;
|
|
|
|
BNode_verified = false;
|
|
|
|
bn_list *nlist;
|
|
nlist = BNode_GetBNListPtr(roomnum);
|
|
if (!nlist)
|
|
return;
|
|
|
|
ASSERT(pnt >= 0 && pnt < nlist->num_nodes);
|
|
|
|
// Remove all connects to the world...
|
|
for (i = nlist->nodes[pnt].num_edges - 1; i >= 0; i--) {
|
|
EBNode_RemoveEdge(pnt, roomnum, nlist->nodes[pnt].edges[i].end_index, nlist->nodes[pnt].edges[i].end_room);
|
|
}
|
|
|
|
// Copy the nodes down the list
|
|
for (i = pnt; i < nlist->num_nodes - 1; i++) {
|
|
nlist->nodes[i] = nlist->nodes[i + 1];
|
|
}
|
|
|
|
nlist->num_nodes--;
|
|
|
|
if (nlist->num_nodes == 0) {
|
|
mem_free(nlist->nodes);
|
|
nlist->nodes = NULL;
|
|
} else {
|
|
nlist->nodes = (bn_node *)mem_realloc(nlist->nodes, sizeof(bn_node) * nlist->num_nodes);
|
|
}
|
|
|
|
// Not super efficient, but works. :)
|
|
int next_rooms[1000];
|
|
int num_next_rooms = AIMakeNextRoomList(roomnum, next_rooms, 1000);
|
|
|
|
for (i = 0; i < num_next_rooms; i++) {
|
|
RemapEdgeNodesEqualAndAbove(next_rooms[i], roomnum, pnt);
|
|
}
|
|
RemapEdgeNodesEqualAndAbove(roomnum, roomnum, pnt);
|
|
RemapPortalNodeIndices(roomnum, pnt);
|
|
}
|
|
|
|
void EBNode_RemoveEdge(int spnt, int sroom, int epnt, int eroom, bool f_remove_reverse) {
|
|
int i;
|
|
|
|
BNode_verified = false;
|
|
|
|
// Make sure there are no zero length paths
|
|
if (sroom == eroom && spnt == epnt) {
|
|
return;
|
|
}
|
|
|
|
bn_list *snlist;
|
|
snlist = BNode_GetBNListPtr(sroom);
|
|
bn_list *enlist;
|
|
enlist = BNode_GetBNListPtr(eroom);
|
|
|
|
if (!snlist)
|
|
return;
|
|
|
|
bool f_exists = false;
|
|
int e_index;
|
|
|
|
// Check to see if this edge already exists
|
|
for (i = 0; i < snlist->nodes[spnt].num_edges; i++) {
|
|
if (snlist->nodes[spnt].edges[i].end_index == epnt && snlist->nodes[spnt].edges[i].end_room == eroom) {
|
|
e_index = i;
|
|
f_exists = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
ASSERT(f_exists);
|
|
|
|
// Copy the edges down the list
|
|
for (i = e_index; i < snlist->nodes[spnt].num_edges - 1; i++) {
|
|
snlist->nodes[spnt].edges[i] = snlist->nodes[spnt].edges[i + 1];
|
|
}
|
|
|
|
snlist->nodes[spnt].num_edges--;
|
|
|
|
if (snlist->nodes[spnt].num_edges == 0) {
|
|
mem_free(snlist->nodes[spnt].edges);
|
|
snlist->nodes[spnt].edges = NULL;
|
|
} else {
|
|
snlist->nodes[spnt].edges =
|
|
(bn_edge *)mem_realloc(snlist->nodes[spnt].edges, sizeof(bn_edge) * snlist->nodes[spnt].num_edges);
|
|
}
|
|
|
|
if (f_remove_reverse && enlist) {
|
|
EBNode_RemoveEdge(epnt, eroom, spnt, sroom, false);
|
|
}
|
|
}
|
|
|
|
int EBNode_AddNode(int roomnum, vector *pnt, bool f_from_editor, bool f_check_for_close_nodes) {
|
|
bn_list *nlist;
|
|
nlist = BNode_GetBNListPtr(roomnum);
|
|
if (!nlist)
|
|
return -1;
|
|
|
|
BNode_verified = false;
|
|
|
|
if (nlist->num_nodes >= MAX_BNODES_PER_ROOM) {
|
|
#ifndef NEWEDITOR
|
|
OutrageMessageBox("Too many BOA Nodes for this room/region.\nGet Chris if you need more nodes.");
|
|
#else
|
|
OutrageMessageBox("Too many BOA Nodes for this room/region.");
|
|
#endif
|
|
return -1;
|
|
}
|
|
|
|
int i;
|
|
bool f_really_close_neighbor = false;
|
|
int new_node;
|
|
|
|
if (f_check_for_close_nodes) {
|
|
for (i = 0; i < nlist->num_nodes; i++) {
|
|
float min_dist = 0.0f;
|
|
|
|
if (f_check_for_close_nodes) {
|
|
min_dist = BNODE_VERY_CLOSE_DIST;
|
|
}
|
|
|
|
if (vm_VectorDistance(&nlist->nodes[i].pos, pnt) <= min_dist) {
|
|
f_really_close_neighbor = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (f_really_close_neighbor) {
|
|
if (f_from_editor) {
|
|
#ifndef NEWEDITOR
|
|
OutrageMessageBox(
|
|
"This node is really close to another one and isn't needed.\nSee Chris if this is a problem.");
|
|
#else
|
|
OutrageMessageBox("This node is really close to another one and isn't needed.");
|
|
#endif
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
}
|
|
// Makes sure that if there are no nodes, then the node pointer is NULL and that if
|
|
// there are nodes that the node pointer isn't NULL
|
|
ASSERT(!((nlist->num_nodes == 0) ^ (nlist->nodes == NULL)));
|
|
|
|
new_node = nlist->num_nodes;
|
|
nlist->num_nodes++;
|
|
|
|
if (new_node != 0)
|
|
nlist->nodes = (bn_node *)mem_realloc(nlist->nodes, sizeof(bn_node) * (nlist->num_nodes));
|
|
else
|
|
nlist->nodes = (bn_node *)mem_malloc(sizeof(bn_node));
|
|
|
|
nlist->nodes[new_node].edges = NULL;
|
|
nlist->nodes[new_node].num_edges = 0;
|
|
nlist->nodes[new_node].pos = *pnt;
|
|
|
|
return new_node;
|
|
}
|
|
|
|
int EBNode_InsertNodeOnEdge(int spnt, int sroom, int epnt, int eroom) {
|
|
int i;
|
|
|
|
BNode_verified = false;
|
|
|
|
bn_list *snlist;
|
|
snlist = BNode_GetBNListPtr(sroom);
|
|
bn_list *enlist;
|
|
enlist = BNode_GetBNListPtr(eroom);
|
|
|
|
bool f_exists = false;
|
|
int e_index;
|
|
|
|
// Check to see if this edge already exists
|
|
for (i = 0; i < snlist->nodes[spnt].num_edges; i++) {
|
|
if (snlist->nodes[spnt].edges[i].end_index == epnt && snlist->nodes[spnt].edges[i].end_room == eroom) {
|
|
e_index = i;
|
|
f_exists = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
ASSERT(f_exists);
|
|
|
|
vector new_pos = (snlist->nodes[spnt].pos + enlist->nodes[epnt].pos) / 2.0f;
|
|
fvi_info hit_info;
|
|
hit_info.hit_room = sroom;
|
|
|
|
if (sroom != eroom) {
|
|
fvi_query fq;
|
|
int fate;
|
|
|
|
// shoot a ray from the light position to the current vertex
|
|
fq.p0 = &snlist->nodes[spnt].pos;
|
|
fq.p1 = &enlist->nodes[epnt].pos;
|
|
fq.startroom = (sroom > Highest_room_index && sroom <= Highest_room_index + 8)
|
|
? GetTerrainRoomFromPos(&snlist->nodes[spnt].pos)
|
|
: sroom;
|
|
|
|
fq.rad = 0.0f;
|
|
fq.flags = FQ_IGNORE_RENDER_THROUGH_PORTALS;
|
|
fq.thisobjnum = -1;
|
|
fq.ignore_obj_list = NULL;
|
|
|
|
fate = fvi_FindIntersection(&fq, &hit_info);
|
|
|
|
if (fate != HIT_NONE) {
|
|
OutrageMessageBox("You can only do this function if the 2 nodes can\nsee each other or are in the same room.\n");
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
int n_index = EBNode_AddNode(hit_info.hit_room, &new_pos, false, false);
|
|
EBNode_AddEdge(n_index, hit_info.hit_room, spnt, sroom);
|
|
EBNode_AddEdge(n_index, hit_info.hit_room, epnt, eroom);
|
|
|
|
EBNode_RemoveEdge(epnt, eroom, spnt, sroom);
|
|
|
|
return n_index;
|
|
}
|
|
|
|
float EBNode_DetermineMaxSizeForEdge(int spnt, int sroom, int epnt, int eroom) {
|
|
bn_list *snlist;
|
|
snlist = BNode_GetBNListPtr(sroom);
|
|
bn_list *enlist;
|
|
enlist = BNode_GetBNListPtr(eroom);
|
|
|
|
float size = 0.0f;
|
|
fvi_info hit_info;
|
|
fvi_query fq;
|
|
int fate;
|
|
|
|
// shoot a ray from the light position to the current vertex
|
|
fq.flags = FQ_IGNORE_RENDER_THROUGH_PORTALS;
|
|
fq.thisobjnum = -1;
|
|
fq.ignore_obj_list = NULL;
|
|
|
|
do {
|
|
fq.p0 = &snlist->nodes[spnt].pos;
|
|
fq.p1 = &enlist->nodes[epnt].pos;
|
|
fq.startroom = (sroom > Highest_room_index && sroom <= Highest_room_index + 8)
|
|
? GetTerrainRoomFromPos(&snlist->nodes[spnt].pos)
|
|
: sroom;
|
|
fq.rad = size;
|
|
|
|
fate = fvi_FindIntersection(&fq, &hit_info);
|
|
|
|
if (fate == HIT_NONE) {
|
|
fq.p0 = &enlist->nodes[epnt].pos;
|
|
fq.p1 = &snlist->nodes[spnt].pos;
|
|
fq.startroom = (eroom > Highest_room_index && eroom <= Highest_room_index + 8)
|
|
? GetTerrainRoomFromPos(&enlist->nodes[epnt].pos)
|
|
: eroom;
|
|
fq.rad = size;
|
|
|
|
fate = fvi_FindIntersection(&fq, &hit_info);
|
|
}
|
|
|
|
if (fate == HIT_NONE) {
|
|
size += 1.0f;
|
|
}
|
|
} while (fate == HIT_NONE && size < MAX_BNODE_SIZE + 1.0f);
|
|
|
|
return (size - 1.0f);
|
|
}
|
|
|
|
void EBNode_AutoEdgeNode(int spnt, int sroom) {
|
|
BNode_verified = false;
|
|
|
|
bn_list *snlist;
|
|
snlist = BNode_GetBNListPtr(sroom);
|
|
|
|
int i;
|
|
|
|
for (i = 0; i < snlist->num_nodes; i++) {
|
|
if (i != spnt) {
|
|
fvi_info hit_info;
|
|
fvi_query fq;
|
|
|
|
// check to make sure it is still in the room and valid
|
|
fq.p0 = &snlist->nodes[spnt].pos;
|
|
fq.p1 = &snlist->nodes[i].pos;
|
|
fq.startroom = (sroom > Highest_room_index && sroom <= Highest_room_index + 8)
|
|
? GetTerrainRoomFromPos(&snlist->nodes[spnt].pos)
|
|
: sroom;
|
|
|
|
fq.rad = 3.0f;
|
|
fq.flags = FQ_NO_RELINK;
|
|
fq.thisobjnum = -1;
|
|
fq.ignore_obj_list = NULL;
|
|
|
|
if (fvi_FindIntersection(&fq, &hit_info) == HIT_NONE) {
|
|
EBNode_AddEdge(spnt, sroom, i, sroom);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void EBNode_AddEdge(int spnt, int sroom, int epnt, int eroom, bool f_add_reverse, float computed_max_rad) {
|
|
int i;
|
|
|
|
BNode_verified = false;
|
|
|
|
// Make sure there are no zero length paths
|
|
if (sroom == eroom && spnt == epnt) {
|
|
return;
|
|
}
|
|
|
|
bn_list *snlist;
|
|
snlist = BNode_GetBNListPtr(sroom);
|
|
bn_list *enlist;
|
|
enlist = BNode_GetBNListPtr(eroom);
|
|
|
|
ASSERT(snlist && enlist);
|
|
|
|
bool f_exists = false;
|
|
|
|
// Check to see if this edge already exists
|
|
for (i = 0; i < snlist->nodes[spnt].num_edges; i++) {
|
|
if (snlist->nodes[spnt].edges[i].end_index == epnt && snlist->nodes[spnt].edges[i].end_room == eroom) {
|
|
f_exists = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!f_exists) {
|
|
int new_edge;
|
|
|
|
// Makes sure that if there are no edges, then the edge pointer is NULL and that if
|
|
// there are edges that the edge pointer isn't NULL
|
|
ASSERT(!((snlist->nodes[spnt].num_edges == 0) ^ (snlist->nodes[spnt].edges == NULL)));
|
|
|
|
new_edge = snlist->nodes[spnt].num_edges;
|
|
snlist->nodes[spnt].num_edges++;
|
|
|
|
if (new_edge == 0) {
|
|
snlist->nodes[spnt].edges = (bn_edge *)mem_malloc(sizeof(bn_edge));
|
|
} else {
|
|
snlist->nodes[spnt].edges =
|
|
(bn_edge *)mem_realloc(snlist->nodes[spnt].edges, sizeof(bn_edge) * snlist->nodes[spnt].num_edges);
|
|
}
|
|
|
|
float cost = vm_VectorDistance(&snlist->nodes[spnt].pos, &enlist->nodes[epnt].pos);
|
|
if (cost < 1.0f)
|
|
cost = 1.0f;
|
|
|
|
snlist->nodes[spnt].edges[new_edge].cost = (cost < 32767.0f) ? (int16_t)cost : (int16_t)32767;
|
|
snlist->nodes[spnt].edges[new_edge].end_index = epnt;
|
|
snlist->nodes[spnt].edges[new_edge].end_room = BOA_INDEX(eroom);
|
|
snlist->nodes[spnt].edges[new_edge].flags = 0;
|
|
|
|
if (f_add_reverse) {
|
|
snlist->nodes[spnt].edges[new_edge].max_rad = EBNode_DetermineMaxSizeForEdge(spnt, sroom, epnt, eroom);
|
|
EBNode_AddEdge(epnt, eroom, spnt, sroom, false, snlist->nodes[spnt].edges[new_edge].max_rad);
|
|
} else {
|
|
snlist->nodes[spnt].edges[new_edge].max_rad = computed_max_rad;
|
|
}
|
|
}
|
|
}
|
|
|
|
void EBNode_MakeDefaultIntraRoomNodes(int roomnum) {
|
|
int i, j;
|
|
|
|
room *rp = &Rooms[roomnum];
|
|
|
|
// Adds the nodes from portals
|
|
for (i = 0; i < rp->num_portals; i++) {
|
|
vector pos;
|
|
pos = rp->portals[i].path_pnt + rp->faces[rp->portals[i].portal_face].normal * 0.75f;
|
|
rp->portals[i].bnode_index = i;
|
|
|
|
EBNode_AddNode(roomnum, &pos, false, false);
|
|
}
|
|
|
|
// Adds a node for centerpoint of the room
|
|
EBNode_AddNode(roomnum, &rp->path_pnt, false, false);
|
|
|
|
// Add the edges
|
|
for (i = 0; i < rp->bn_info.num_nodes; i++) {
|
|
// Edges go both ways - always
|
|
for (j = i + 1; j < rp->bn_info.num_nodes; j++) {
|
|
// Check to see if the center is really close to this edge, if so - Dont make this edge
|
|
if (i < rp->bn_info.num_nodes - 1 && j < rp->bn_info.num_nodes - 1) {
|
|
vector vec = rp->portals[j].path_pnt - rp->portals[i].path_pnt;
|
|
vector cvec = rp->path_pnt - rp->portals[i].path_pnt;
|
|
|
|
float len = vm_NormalizeVector(&vec);
|
|
float cproj = cvec * vec;
|
|
|
|
if (len >= cproj && cproj >= 0.0f) {
|
|
vector cxline = cproj * vec;
|
|
vector dvec = rp->path_pnt - (rp->portals[i].path_pnt + cxline);
|
|
|
|
if (vm_GetMagnitude(&dvec) < 3.0f) {
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
|
|
fvi_info hit_info;
|
|
fvi_query fq;
|
|
|
|
// check to make sure it is still in the room and valid
|
|
fq.p0 = &Rooms[roomnum].bn_info.nodes[i].pos;
|
|
fq.p1 = &Rooms[roomnum].bn_info.nodes[j].pos;
|
|
fq.startroom = (roomnum > Highest_room_index && roomnum <= Highest_room_index + 8)
|
|
? GetTerrainRoomFromPos(&Rooms[roomnum].bn_info.nodes[i].pos)
|
|
: roomnum;
|
|
|
|
fq.rad = 0.1f;
|
|
fq.flags = FQ_SOLID_PORTALS | FQ_NO_RELINK;
|
|
fq.thisobjnum = -1;
|
|
fq.ignore_obj_list = NULL;
|
|
|
|
if (fvi_FindIntersection(&fq, &hit_info) != HIT_NONE) {
|
|
continue;
|
|
}
|
|
|
|
EBNode_AddEdge(i, roomnum, j, roomnum);
|
|
}
|
|
}
|
|
}
|
|
|
|
void EBNode_MakeDefaultInterRoomEdges(int roomnum) {
|
|
int i;
|
|
|
|
for (i = 0; i < Rooms[roomnum].num_portals; i++) {
|
|
if (Rooms[roomnum].portals[i].cportal >= 0 && Rooms[roomnum].portals[i].croom > roomnum &&
|
|
!(Rooms[Rooms[roomnum].portals[i].croom].flags & RF_EXTERNAL)) {
|
|
if ((Rooms[roomnum].portals[i].flags & PF_RENDER_FACES) &&
|
|
!(Rooms[roomnum].portals[i].flags & PF_RENDERED_FLYTHROUGH)) {
|
|
if (!(GameTextures[Rooms[roomnum].faces[Rooms[roomnum].portals[i].portal_face].tmap].flags &
|
|
(TF_BREAKABLE | TF_FORCEFIELD))) {
|
|
continue;
|
|
}
|
|
}
|
|
|
|
EBNode_AddEdge(i, roomnum, Rooms[roomnum].portals[i].cportal, Rooms[roomnum].portals[i].croom);
|
|
}
|
|
}
|
|
}
|
|
|
|
void EBNode_RemoveNodesAtUnopenablePortals(int roomnum) {
|
|
int i;
|
|
|
|
ASSERT(Rooms[roomnum].num_portals + 1 == Rooms[roomnum].bn_info.num_nodes);
|
|
|
|
for (i = Rooms[roomnum].num_portals - 1; i >= 0; i--) {
|
|
if ((Rooms[roomnum].portals[i].flags & PF_BLOCK) && !(Rooms[roomnum].portals[i].flags & PF_BLOCK_REMOVABLE)) {
|
|
EBNode_RemoveNode(roomnum, i);
|
|
continue;
|
|
}
|
|
|
|
if ((Rooms[roomnum].portals[i].flags & PF_RENDER_FACES) &&
|
|
!(Rooms[roomnum].portals[i].flags & PF_RENDERED_FLYTHROUGH)) {
|
|
if (!(GameTextures[Rooms[roomnum].faces[Rooms[roomnum].portals[i].portal_face].tmap].flags &
|
|
(TF_BREAKABLE | TF_FORCEFIELD))) {
|
|
EBNode_RemoveNode(roomnum, i);
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if (Rooms[roomnum].portals[i].flags & PF_TOO_SMALL_FOR_ROBOT) {
|
|
EBNode_RemoveNode(roomnum, i);
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
|
|
// void EBNode_VerifyGraph()
|
|
//{
|
|
/* int i;
|
|
int j;
|
|
int k;
|
|
int l;
|
|
|
|
for(i = 0; i <= Highest_room_index; i++)
|
|
{
|
|
if(Rooms[i].used && !(Rooms[i].flags & RF_EXTERNAL))
|
|
{
|
|
room *rp = &Rooms[i];
|
|
|
|
for(j = 0; j < rp->bn_info.num_nodes; j++)
|
|
{
|
|
for(k = 0; k < rp->bn_info.nodes[j].num_edges; k++)
|
|
{
|
|
ASSERT(!(rp->bn_info.nodes[j].edges[k].end_room == i &&
|
|
rp->bn_info.nodes[j].edges[k].end_index == j));
|
|
|
|
bool f_found = false;
|
|
|
|
for(l = 0; l <
|
|
Rooms[rp->bn_info.nodes[j].edges[k].end_room].bn_info.nodes[rp->bn_info.nodes[j].edges[k].end_index].num_edges; l++)
|
|
{
|
|
if(Rooms[rp->bn_info.nodes[j].edges[k].end_room].bn_info.nodes[rp->bn_info.nodes[j].edges[k].end_index].edges[l].end_room
|
|
== i &&
|
|
Rooms[rp->bn_info.nodes[j].edges[k].end_room].bn_info.nodes[rp->bn_info.nodes[j].edges[k].end_index].edges[l].end_index
|
|
== j)
|
|
{
|
|
f_found = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
ASSERT(f_found);
|
|
|
|
for(l = 0; l < rp->bn_info.nodes[j].num_edges; l++)
|
|
{
|
|
if(l != k)
|
|
{
|
|
ASSERT(!(rp->bn_info.nodes[j].edges[k].end_room ==
|
|
rp->bn_info.nodes[j].edges[l].end_room && rp->bn_info.nodes[j].edges[k].end_index ==
|
|
rp->bn_info.nodes[j].edges[l].end_index));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
*/
|
|
//}
|
|
|
|
void EBNode_MakeDefaultTerrainNodes(int region) {
|
|
int i, j;
|
|
|
|
ASSERT(region >= 0 || region < BOA_num_terrain_regions);
|
|
|
|
mprintf(0, "TR %d has %d nodes\n", region, BOA_num_connect[region]);
|
|
|
|
// Adds the nodes from portals
|
|
for (i = 0; i < BOA_num_connect[region]; i++) {
|
|
int end_room = BOA_connect[region][i].roomnum;
|
|
room *rp = &Rooms[end_room];
|
|
int p = BOA_connect[region][i].portal;
|
|
|
|
vector pos;
|
|
pos = rp->portals[p].path_pnt - rp->faces[rp->portals[p].portal_face].normal * 0.75f;
|
|
|
|
int external_room = rp->portals[p].croom;
|
|
int external_portal = rp->portals[p].cportal;
|
|
ASSERT(Rooms[external_room].flags & RF_EXTERNAL);
|
|
Rooms[external_room].portals[external_portal].bnode_index = i;
|
|
|
|
EBNode_AddNode(Highest_room_index + region + 1, &pos, false, false);
|
|
EBNode_AddEdge(i, Highest_room_index + region + 1, p, end_room);
|
|
}
|
|
|
|
// Add the edges
|
|
for (i = 0; i < BOA_num_connect[region]; i++) {
|
|
// Edges go both ways - always
|
|
for (j = i + 1; j < BOA_num_connect[region]; j++) {
|
|
EBNode_AddEdge(i, Highest_room_index + region + 1, j, Highest_room_index + region + 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
void EBNode_MakeFirstPass(void) {
|
|
int i;
|
|
|
|
if (BNode_allocated) {
|
|
OutrageMessageBox("The BNode system is already made.\nUse the other functions to modify the graph.");
|
|
return;
|
|
}
|
|
|
|
for (i = 0; i <= Highest_room_index; i++) {
|
|
ASSERT(Rooms[i].bn_info.num_nodes == 0);
|
|
|
|
if (Rooms[i].used && !(Rooms[i].flags & RF_EXTERNAL)) {
|
|
EBNode_MakeDefaultIntraRoomNodes(i);
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < BOA_num_terrain_regions; i++) {
|
|
ASSERT(BNode_terrain_list[i].num_nodes == 0);
|
|
EBNode_MakeDefaultTerrainNodes(i);
|
|
}
|
|
|
|
// This function assumes that Node(X) goes to Portal(X)
|
|
for (i = 0; i <= Highest_room_index; i++) {
|
|
if (Rooms[i].used && !(Rooms[i].flags & RF_EXTERNAL)) {
|
|
EBNode_MakeDefaultInterRoomEdges(i);
|
|
}
|
|
}
|
|
|
|
// This function assumes that Node(X) goes to Portal(X)
|
|
for (i = 0; i <= Highest_room_index; i++) {
|
|
if (Rooms[i].used && !(Rooms[i].flags & RF_EXTERNAL)) {
|
|
EBNode_RemoveNodesAtUnopenablePortals(i);
|
|
}
|
|
}
|
|
|
|
for (i = 0; i <= Highest_room_index + BOA_num_terrain_regions; i++) {
|
|
bn_list *nlist;
|
|
int j;
|
|
int k;
|
|
|
|
if (i >= 0 && i <= Highest_room_index && !Rooms[i].used)
|
|
continue;
|
|
|
|
nlist = BNode_GetBNListPtr(i);
|
|
|
|
for (j = 0; j < nlist->num_nodes; j++) {
|
|
for (k = 0; k < nlist->nodes[j].num_edges; k++) {
|
|
if (nlist->nodes[j].edges[k].max_rad < 5.0f) {
|
|
EBNode_RemoveEdge(j, i, nlist->nodes[j].edges[k].end_index, nlist->nodes[j].edges[k].end_room);
|
|
k--;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
BNode_allocated = true;
|
|
#ifndef NEWEDITOR
|
|
EBNode_VerifyGraph();
|
|
#else
|
|
bool ned_EBNode_VerifyGraph();
|
|
ned_EBNode_VerifyGraph();
|
|
#endif
|
|
}
|
|
|
|
#ifndef NEWEDITOR
|
|
#include "editor/d3edit.h"
|
|
#else
|
|
#include "neweditor/globals.h"
|
|
#include "terrain.h"
|
|
#include "renderer.h"
|
|
#endif
|
|
|
|
#include "gr.h"
|
|
#include "epath.h"
|
|
|
|
void EBNode_DrawRoom(int room, grViewport *vp, vector *viewer_eye, matrix *viewer_orient, float zoom,
|
|
bool f_current_room = false) {
|
|
int i, current_path_index = 0, t;
|
|
g3Point rot_points[300];
|
|
int sort_index[300];
|
|
|
|
bn_list *bn_info = BNode_GetBNListPtr(room);
|
|
|
|
for (i = 0; i < bn_info->num_nodes; i++) {
|
|
// int curnode=D3EditState.current_node;
|
|
//
|
|
g3_RotatePoint(&rot_points[0], &bn_info->nodes[i].pos);
|
|
sort_index[0] = 0;
|
|
|
|
for (t = 0; t < bn_info->nodes[i].num_edges; t++) {
|
|
|
|
bn_list *ebn_info = BNode_GetBNListPtr(bn_info->nodes[i].edges[t].end_room);
|
|
|
|
g3_RotatePoint(&rot_points[t + 1], &ebn_info->nodes[bn_info->nodes[i].edges[t].end_index].pos);
|
|
sort_index[t + 1] = t + 1;
|
|
}
|
|
|
|
// ddgr_color path_color = (current_path_index==D3EditState.current_path) ? GR_RGB(255,255,255) :
|
|
//GR_RGB(36,99,238);
|
|
ddgr_color path_color;
|
|
|
|
if (f_current_room)
|
|
path_color = GR_RGB(255, 0, 0);
|
|
else
|
|
path_color = GR_RGB(100, 0, 0);
|
|
|
|
int x;
|
|
g3Point p1 = rot_points[0];
|
|
|
|
for (x = 0; x < bn_info->nodes[i].num_edges; x++) {
|
|
g3Point p2 = rot_points[x + 1];
|
|
g3_DrawLine(path_color, &p1, &p2);
|
|
}
|
|
|
|
for (t = 0; t < bn_info->nodes[i].num_edges + 1; t++) {
|
|
for (int k = 0; k < bn_info->nodes[i].num_edges + 1; k++) {
|
|
if (rot_points[k].p3_vec.z < rot_points[t].p3_vec.z) {
|
|
g3Point temp;
|
|
int tindex;
|
|
|
|
memcpy(&temp, &rot_points[t], sizeof(g3Point));
|
|
memcpy(&rot_points[t], &rot_points[k], sizeof(g3Point));
|
|
memcpy(&rot_points[k], &temp, sizeof(g3Point));
|
|
|
|
tindex = sort_index[t];
|
|
sort_index[t] = sort_index[k];
|
|
sort_index[k] = tindex;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
int color;
|
|
float size;
|
|
|
|
if (f_current_room) {
|
|
color = GR_RGB(0, 128, 160);
|
|
size = 0.7f;
|
|
} else {
|
|
color = GR_RGB(0, 64, 80);
|
|
size = 0.5f;
|
|
}
|
|
|
|
for (i = 0; i < bn_info->num_nodes; i++) {
|
|
g3_RotatePoint(&rot_points[0], &bn_info->nodes[i].pos);
|
|
|
|
#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
|
|
|
|
g3_DrawSphere(color, &rot_points[0], size);
|
|
|
|
#ifdef NEWEDITOR
|
|
if (TSearch_on) {
|
|
if (rend_GetPixel(TSearch_x, TSearch_y) != oldcolor) {
|
|
TSearch_found_type = TSEARCH_FOUND_BNODE;
|
|
TSearch_seg = room;
|
|
TSearch_face = i;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
DrawNumber(i + 1, bn_info->nodes[i].pos, size * .5);
|
|
}
|
|
}
|
|
|
|
void EBNode_ComputeEdgeCosts(int sroom, int spnt, int eroom, int epnt) {
|
|
int i, j;
|
|
bool f_found = false;
|
|
|
|
bn_list *snlist;
|
|
snlist = BNode_GetBNListPtr(sroom);
|
|
bn_list *enlist;
|
|
enlist = BNode_GetBNListPtr(eroom);
|
|
|
|
for (i = 0; i < snlist->nodes[spnt].num_edges; i++) {
|
|
for (j = 0; j < enlist->nodes[epnt].num_edges; j++) {
|
|
if ((snlist->nodes[spnt].edges[i].end_index == epnt && snlist->nodes[spnt].edges[i].end_room == eroom) &&
|
|
(enlist->nodes[epnt].edges[j].end_index == spnt && enlist->nodes[epnt].edges[j].end_room == sroom)) {
|
|
f_found = true;
|
|
|
|
float cost = vm_VectorDistance(&snlist->nodes[spnt].pos, &enlist->nodes[epnt].pos);
|
|
if (cost < 1.0f)
|
|
cost = 1.0f;
|
|
|
|
int16_t scost = (cost < 32767.0f) ? (int16_t)cost : (int16_t)32767;
|
|
|
|
snlist->nodes[spnt].edges[i].cost = scost;
|
|
enlist->nodes[epnt].edges[j].cost = scost;
|
|
|
|
snlist->nodes[spnt].edges[i].max_rad = enlist->nodes[epnt].edges[j].max_rad =
|
|
EBNode_DetermineMaxSizeForEdge(spnt, sroom, epnt, eroom);
|
|
}
|
|
}
|
|
}
|
|
|
|
ASSERT(f_found == true); // If you get this -- Get Chris!!!!!!!
|
|
}
|
|
|
|
void EBNode_Move(bool f_offset, int roomnum, int pnt, vector *pos) {
|
|
bn_list *nlist;
|
|
nlist = BNode_GetBNListPtr(roomnum);
|
|
|
|
int i;
|
|
vector npos = *pos;
|
|
|
|
if (f_offset) {
|
|
npos += nlist->nodes[pnt].pos;
|
|
|
|
fvi_info hit_info;
|
|
fvi_query fq;
|
|
|
|
// check to make sure it is still in the room and valid
|
|
fq.p0 = &nlist->nodes[pnt].pos;
|
|
fq.p1 = &npos;
|
|
fq.startroom = (roomnum > Highest_room_index && roomnum <= Highest_room_index + 8)
|
|
? GetTerrainRoomFromPos(&nlist->nodes[pnt].pos)
|
|
: roomnum;
|
|
|
|
fq.rad = 0.25f;
|
|
fq.flags =
|
|
FQ_SOLID_PORTALS | FQ_NO_RELINK; // chrishack -- Might want to make FQ_IGNORE_MOVING_OBJECTS into a passed arg
|
|
fq.thisobjnum = -1;
|
|
fq.ignore_obj_list = NULL;
|
|
|
|
fvi_FindIntersection(&fq, &hit_info);
|
|
|
|
npos = hit_info.hit_pnt;
|
|
}
|
|
|
|
nlist->nodes[pnt].pos = npos;
|
|
|
|
for (i = 0; i < nlist->nodes[pnt].num_edges; i++) {
|
|
EBNode_ComputeEdgeCosts(roomnum, pnt, nlist->nodes[pnt].edges[i].end_room, nlist->nodes[pnt].edges[i].end_index);
|
|
EBNode_ComputeEdgeCosts(nlist->nodes[pnt].edges[i].end_room, nlist->nodes[pnt].edges[i].end_index, roomnum, pnt);
|
|
}
|
|
}
|
|
|
|
void EBNode_Draw(char draw_type, grViewport *vp, vector *viewer_eye, matrix *viewer_orient, float zoom) {
|
|
int i;
|
|
|
|
#ifndef NEWEDITOR
|
|
int roomnum = Viewer_object->roomnum;
|
|
#else
|
|
int roomnum = ROOMNUM(theApp.m_pLevelWnd->m_Prim.roomp);
|
|
#endif
|
|
|
|
switch (draw_type) {
|
|
case EBDRAW_NONE:
|
|
break;
|
|
case EBDRAW_ROOM_AND_NEXT_ROOMS: {
|
|
int i;
|
|
int next_rooms[1000];
|
|
int num_next_rooms = AIMakeNextRoomList(roomnum, next_rooms, 1000);
|
|
|
|
for (i = 0; i < num_next_rooms; i++) {
|
|
EBNode_DrawRoom(next_rooms[i], vp, viewer_eye, viewer_orient, zoom, false);
|
|
}
|
|
}
|
|
case EBDRAW_ROOM:
|
|
EBNode_DrawRoom(roomnum, vp, viewer_eye, viewer_orient, zoom, true);
|
|
break;
|
|
case EBDRAW_LEVEL:
|
|
for (i = 0; i <= Highest_room_index; i++) {
|
|
if (Rooms[i].used && !(Rooms[i].flags & RF_EXTERNAL)) {
|
|
EBNode_DrawRoom(i, vp, viewer_eye, viewer_orient, zoom, i == roomnum);
|
|
}
|
|
}
|
|
for (i = 0; i < BOA_num_terrain_regions; i++) {
|
|
EBNode_DrawRoom(Highest_room_index + i + 1, vp, viewer_eye, viewer_orient, zoom,
|
|
ROOMNUM_OUTSIDE(roomnum) && (i == TERRAIN_REGION(roomnum)));
|
|
}
|
|
break;
|
|
}
|
|
}
|