//////////////////////////////////////////////////////////////////////////////// // // 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 #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 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 ////////////////////////////////////////////////////////////////////////////////