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- //----------------------------------------------------------------------------
- // File: maze.cpp
- //
- // Desc: see main.cpp
- //
- // Copyright (c) 1999-2001 Microsoft Corp. All rights reserved.
- //-----------------------------------------------------------------------------
- #define STRICT
- #define D3D_OVERLOADS
- #include <windows.h>
- #include <d3dx.h>
- #include <stdio.h>
- #include <math.h>
- #include <malloc.h>
- #include <dplay8.h>
- #include <dpaddr.h>
- #include <dxerr8.h>
- #include "DXUtil.h"
- #include "Maze.h"
- #include "MazeServer.h"
-
-
-
- //-----------------------------------------------------------------------------
- // Name:
- // Desc:
- //-----------------------------------------------------------------------------
- CMaze::CMaze()
- {
- m_dwWidth = m_dwHeight = m_dwSeed = m_dwSize = 0;
- m_pMaze = NULL;
- m_dwMaxView = 15;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name:
- // Desc:
- //-----------------------------------------------------------------------------
- CMaze::~CMaze()
- {
- if( m_pMaze != NULL )
- DXTRACE( TEXT("Warning: Destructing CMaze object without calling Empty()\n") );
-
- Empty();
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name:
- // Desc:
- //-----------------------------------------------------------------------------
- HRESULT CMaze::Init( DWORD dwWidth, DWORD dwHeight, DWORD dwSeed )
- {
- HRESULT hr;
- CellNode* pCells = NULL;
- CellNode* pCellNode = NULL;
- DWORD dwNumWalls;
- WallNode* pWalls = NULL;
- WallNode* pWallNode = NULL;
- WallNode tempWall;
- DWORD dwIndex;
- DWORD i;
-
- m_Random.Reset( dwSeed );
-
- // Empty out any old data
- Empty();
-
- // Store parameters and compute number of cells in the maze
- m_dwWidth = dwWidth;
- m_dwHeight = dwHeight;
- m_dwSeed = dwSeed;
- m_dwSize = m_dwWidth * m_dwHeight;
-
- // Must be non-zero
- if( m_dwSize == 0 )
- {
- hr = E_INVALIDARG;
- DXTRACE_ERR( TEXT("Maze height and width need must be greater than 0"), E_INVALIDARG );
- goto LFail;
- }
-
- // Validate maze size
- if( m_dwWidth > SERVER_MAX_WIDTH || m_dwHeight > SERVER_MAX_HEIGHT )
- {
- hr = E_INVALIDARG;
- DXTRACE_ERR( TEXT("Maze height and width must be less than 128"), E_INVALIDARG );
- goto LFail;
- }
-
- if( (m_dwWidth % LOCK_GRID_SIZE) != 0 || (m_dwHeight % LOCK_GRID_SIZE) != 0 )
- {
- hr = E_INVALIDARG;
- DXTRACE_ERR( TEXT("Maze height and width need to be divisable by 16"), E_INVALIDARG );
- goto LFail;
- }
-
- // Allocate maze, and initially make all walls solid
- m_pMaze = new BYTE[m_dwSize];
- if( m_pMaze == NULL )
- {
- hr = E_OUTOFMEMORY;
- DXTRACE_ERR( TEXT("new"), hr );
- goto LFail;
- }
- memset( m_pMaze, MAZE_WALL_ALL, m_dwSize );
-
- // Okay, now we're going to generate the maze. We use Kruskal's algorithm, which
- // works by walking through the list of walls in a random order, removing a wall
- // if it would connect two previously (path-)disconnected cells. This guarantees
- // a fully connected maze (i.e. you can reach any cell from any other).
-
- // Allocate and initialize temporary cell list
- pCells = new CellNode[m_dwSize];
- if( pCells == NULL )
- {
- hr = E_OUTOFMEMORY;
- DXTRACE_ERR( TEXT("new"), hr );
- goto LFail;
- }
-
- pCellNode = pCells;
- for( i = 0; i < m_dwSize; i++ )
- {
- pCellNode->pNext = NULL;
- pCellNode->pPartition = pCellNode;
- pCellNode++;
- }
-
- // Create list of walls
- dwNumWalls = ((m_dwWidth-1)*m_dwHeight)+((m_dwHeight-1)*m_dwWidth);
- pWalls = new WallNode[dwNumWalls];
- if( pWalls == NULL )
- {
- hr = E_OUTOFMEMORY;
- DXTRACE_ERR( TEXT("new"), hr );
- goto LFail;
- }
-
- pWallNode = pWalls;
- for( i = 1; i < m_dwWidth; i++ )
- {
- for( DWORD j = 0; j < m_dwHeight; j++, pWallNode++ )
- {
- pWallNode->dwX = i;
- pWallNode->dwY = j;
- pWallNode->dwType = MAZE_WALL_WEST;
- }
- }
- for( i = 0; i < m_dwWidth; i++ )
- {
- for( DWORD j = 1; j < m_dwHeight; j++, pWallNode++ )
- {
- pWallNode->dwX = i;
- pWallNode->dwY = j;
- pWallNode->dwType = MAZE_WALL_NORTH;
- }
- }
-
- // Randomly permute the wall list
- for( i = dwNumWalls-1; i > 0; i-- )
- {
- dwIndex = m_Random.Get(i);
- tempWall = pWalls[dwIndex];
- pWalls[dwIndex] = pWalls[i];
- pWalls[i] = tempWall;
- }
-
- // Walk through all the walls
- pWallNode = pWalls;
- for( i = 0; i < dwNumWalls; i++, pWallNode++ )
- {
- // Determine the cells either side of the wall
- DWORD dwCellA = pWallNode->dwX + (pWallNode->dwY * m_dwWidth);
- DWORD dwCellB = dwCellA;
- if( pWallNode->dwType == MAZE_WALL_NORTH )
- dwCellB -= m_dwWidth;
- else
- dwCellB--;
-
- // Are they already connected (partitions equal)?
- CellNode* pCellA = pCells+dwCellA;
- CellNode* pCellB = pCells+dwCellB;
- if( pCellA->pPartition != pCellB->pPartition )
- {
- // Nope, so let's take out that wall. First, connect the partition lists
- while ( pCellA->pNext )
- pCellA = pCellA->pNext;
- pCellB = pCellB->pPartition;
- pCellA->pNext = pCellB;
- while ( pCellB )
- {
- pCellB->pPartition = pCellA->pPartition;
- pCellB = pCellB->pNext;
- }
-
- // Now remove the walls in our maze array
- if( pWallNode->dwType == MAZE_WALL_NORTH )
- {
- m_pMaze[dwCellA] &= ~MAZE_WALL_NORTH;
- m_pMaze[dwCellB] &= ~MAZE_WALL_SOUTH;
- }
- else
- {
- m_pMaze[dwCellA] &= ~MAZE_WALL_WEST;
- m_pMaze[dwCellB] &= ~MAZE_WALL_EAST;
- }
- }
- }
-
- // Free temporary wall and cell lists
- delete[] pWalls;
- delete[] pCells;
-
- return S_OK;
-
- LFail:
- SAFE_DELETE_ARRAY( pCells );
- SAFE_DELETE_ARRAY( pWalls );
- SAFE_DELETE_ARRAY( m_pMaze );
- return hr;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name:
- // Desc:
- //-----------------------------------------------------------------------------
- void CMaze::Empty()
- {
- if( m_pMaze != NULL )
- SAFE_DELETE_ARRAY( m_pMaze );
-
- m_dwWidth = m_dwHeight = m_dwSeed = m_dwSize = 0;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name:
- // Desc:
- //-----------------------------------------------------------------------------
- DWORD CMaze::GetVisibleCells( const D3DXVECTOR2& pos, const D3DXVECTOR2& dir ,
- float fov, MazeCellRef* plist, DWORD maxlist )
- {
- // Check we have a maze, and that we were passed reasonable parameters
- if( m_pMaze == NULL || plist == NULL || maxlist == 0 )
- return 0;
-
- // Check bounds of given viewpoint, must be inside maze
- if( pos.x < 0.0f || pos.y < 0.0f ||
- pos.x >= float(m_dwWidth) || pos.y >= float(m_dwHeight) )
- return 0;
-
- // State data for the algorithm
- VisState state;
-
- // Figure out which cell the viewpoint is in
- state.dwPosX = DWORD(pos.x);
- state.dwPosY = DWORD(pos.y);
- state.vPos = pos;
-
- // Compute view boundaries
- float c = float(cos(fov*0.5f));
- float s = float(sin(fov*0.5f));
- D3DXVECTOR2 left,right;
- left.x = (dir.x*c)+(dir.y*s);
- left.y = (dir.y*c)-(dir.x*s);
- right.x = (dir.x*c)-(dir.y*s);
- right.y = (dir.y*c)+(dir.x*s);
-
- // Store view direction (for near plane clip)
- state.vDir = dir;
-
- // Figure out boundary of area we're prepared to look at (view cutoff)
- state.dwMinX = (state.dwPosX > m_dwMaxView) ? state.dwPosX - m_dwMaxView : 0;
- state.dwMaxX = ((state.dwPosX + m_dwMaxView) > m_dwWidth) ? m_dwWidth : state.dwPosX + m_dwMaxView;
- state.dwMinY = (state.dwPosY > m_dwMaxView) ? state.dwPosY - m_dwMaxView : 0;
- state.dwMaxY = ((state.dwPosY + m_dwMaxView) > m_dwHeight) ? m_dwHeight : state.dwPosY + m_dwMaxView;
- state.dwArrayPitch = state.dwMaxX-state.dwMinX+1;
-
- // Allocate a temporary buffer which we'll use to mark visited cells
- DWORD array_size = state.dwArrayPitch * (state.dwMaxY-state.dwMinY+1);
- state.pArray = (BYTE*)_alloca( array_size );
- ZeroMemory( state.pArray, array_size );
-
- state.ppVisList = &plist;
- state.dwMaxList = maxlist;
- state.dwListLen = 0;
-
- // Recurse through cells
- RecurseCheckCellVis( state, state.dwPosX, state.dwPosY, left, right );
-
- return state.dwListLen;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name:
- // Desc:
- //-----------------------------------------------------------------------------
- void CMaze::RecurseCheckCellVis( VisState& state, DWORD x, DWORD y,
- D3DXVECTOR2 left, D3DXVECTOR2 right )
- {
- // Fall out if we've overrun list length
- if( state.dwListLen >= state.dwMaxList )
- return;
-
- // If cell is outside the maximum view bounds, then it's not visible
- if( x < state.dwMinX || x > state.dwMaxX ||
- y < state.dwMinY || y > state.dwMaxY )
- return;
-
- // If cell is already marked, then we don't visit it either
- if( state.pArray[x-state.dwMinX+((y-state.dwMinY)*state.dwArrayPitch)] )
- return;
-
- // Mark cell as visited
- state.pArray[x-state.dwMinX+((y-state.dwMinY)*state.dwArrayPitch)] = 1;
-
- // Compute visibility flags
- D3DXVECTOR2 offset;
- offset.x = float(x)-state.vPos.x;
- offset.y = float(y)-state.vPos.y;
- BYTE flags[4];
- flags[0] = ComputeVisFlags( state.vDir, left, right, offset );
- offset.x += 1.0f;
- flags[1] = ComputeVisFlags( state.vDir, left, right, offset );
- offset.y += 1.0f;
- flags[2] = ComputeVisFlags( state.vDir, left, right, offset );
- offset.x -= 1.0f;
- flags[3] = ComputeVisFlags( state.vDir, left, right, offset );
- offset.y -= 1.0f;
-
- // If there is an edge which clips all points, then the cell isn't in frustrum
- if( flags[0]&flags[1]&flags[2]&flags[3] )
- return;
-
- // Cell is visible, so add it to list
- (*state.ppVisList)->x = x;
- (*state.ppVisList)->y = y;
- (*state.ppVisList)++;
- state.dwListLen++;
-
- // Recurse into adjoining cells. Can move into an adjacent cell only if
- // there is a 'portal' (i.e. hole in the wall) that is not clipped and
- // that lies on the correct side of the viewport.
- BYTE cell = GetCell(x,y);
- D3DXVECTOR2 se = offset + D3DXVECTOR2(1,1);
-
- if( !(cell & MAZE_WALL_NORTH) && offset.y < 0 && !(flags[0]&flags[1]) )
- RecurseCheckCellVis( state, x, y-1, left, right );
-
- if( !(cell & MAZE_WALL_SOUTH) && se.y > 0 && !(flags[2]&flags[3]) )
- RecurseCheckCellVis( state, x, y+1, left, right );
-
- if( !(cell & MAZE_WALL_WEST) && offset.x < 0 && !(flags[3]&flags[0]) )
- RecurseCheckCellVis( state, x-1, y, left, right );
-
- if( !(cell & MAZE_WALL_EAST) && se.x > 0 && !(flags[1]&flags[2]) )
- RecurseCheckCellVis( state, x+1, y, left, right );
-
- return;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name:
- // Desc:
- //-----------------------------------------------------------------------------
- BYTE CMaze::ComputeVisFlags( const D3DXVECTOR2& dir, const D3DXVECTOR2& left,
- const D3DXVECTOR2& right, const D3DXVECTOR2& offset )
- {
- BYTE flag = (D3DXVec2Dot(&offset, &dir) >= 0) ? 0 : 1;
-
- if( D3DXVec2CCW(&offset,&left) > 0 )
- flag |= 2;
-
- if( D3DXVec2CCW(&offset,&right) < 0 )
- flag |= 4;
-
- return flag;
- }
-