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////////////////////////////////////////////////////////////////////////////////
//
// Copyright 2016 RWS Inc, All Rights Reserved
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of version 2 of the GNU General Public License as published by
// the Free Software Foundation
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License along
// with this program; if not, write to the Free Software Foundation, Inc.,
// 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
//
// navnet.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 navigation net objects as the thing that holds
// a group of bouys together in a navigational network.
//
// 02/02/97 BRH Added Ping routine that gives the miniumum number of hops
// from src to dst nodes in the network. Added
// FindNearestBouy function to locate the closest Bouy to
// a given position. This may later be optimized using
// collision regions. Also added UpdateRoutingTables()
// function which asks for each destination node from each
// Bouy so that each Bouy will discover a route and add it
// to its routing table. This will give a fully connected
// routing table for faster access rather than building
// the routing tables as we go.
//
// 02/03/97 BRH Changed Load and Save functions to call the base
// class load and save to preserve the instance ID's
// and also saved the number of nodes in the network
// to be used later to reinitialize the network after
// a load of the NavNet and the Bouys. Added the
// startup code to update the routing tables after the load
// is done.
//
// 02/04/97 JMI Changed LoadDib() call to Load() (which now supports
// loading of DIBs).
//
// 02/04/97 BRH Sets itself to be the current Nav Net in the realm on
// construction, Startup, and EditModify.
//
// 02/05/97 BRH Fixed problem with the FindNearestBouy function and
// fixed a problem with Ping where it wasn't adding 1
// if it pinged a link from a routing table entry.
//
// 02/06/97 BRH Added SetAsDefault() function which sets this NavNet
// as the default one in its realm. This was needed
// by the editor when deleteing the default NavNet, the
// editor didn't have access to the realm's protected
// current NavNet pointer. Also added DeleteNetwork()
// which frees all of the bouys in this network. This
// is also called by the editor when deleting a NavNet.
//
// 02/18/97 JMI Changed GetResources() to use the resmgr.
//
// 02/23/97 BRH Moved Render() functionality to EditRender and made
// Render do nothing so that it isn't drawing during gameplay.
//
// 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.
//
// 03/04/97 BRH Added a string name to the NavNet so it can be displayed
// in a listbox int eh editor to indicate the current
// NavNet and be able to tell them apart.
//
// 03/06/97 BRH Changed Ping to include a visited nodes list to detect
// loops faster. The old method was extremely slow, as in
// days of checking for a network of 45 bouys. The new one
// is still somewhat slow at 3 minutes for that number, but
// the bouys will save their route tables to save time when
// the level is loaded.
//
// 03/13/97 BRH Made a few modifications to Ping and verified that it
// correctly builds routing tables for several networks.
// It is still slow for large looped networks so I will
// be adding a hops table to the bouys to cut down on the
// number of pings required to complete the tables. Then
// the hops tables can be freed at some point.
//
// 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.
//
// 04/15/97 BRH Changing over to the new BFS tree method of routing, and
// getting rid of the old code like Ping(). Also added
// dialog box that allows you to set the name of the NavNet
// as well as to set it as the default Network.
//
// 04/18/97 BRH Fixed problem in Save where it saved the number of nodes
// using the last index, rather than the size of the node map
// which would be off if some bouys were deleted from the
// network. Changed it to save the size of the m_NodeMap.
//
// 05/29/97 JMI Removed ASSERT on m_pRealm->m_pAttribMap which no longer
// exists.
//
// 06/27/97 BRH Changed FindNearestBouy to use the new bouy tree nodes
// to build a sorted list of nearest bouys. It then checks
// to see if the closest is reachable without terrain
// terrain blocking the path, and if so returns that bouy.
// If it is blocked, then it will try the next one in the
// list.
//
// 06/29/97 JMI Converted EditRect(), EditRender(), and/or Render() to
// use Map3Dto2D().
// Moved EditRect() here from navnet.h and added EditHotSpot().
//
// 06/30/97 BRH Fixed bug where the wrong overloaded version of IsPathClear
// was being called.
//
// 07/09/97 JMI Now uses m_pRealm->Make2dResPath() to get the fullpath
// for 2D image components.
//
// 07/14/97 JMI FindNearestBouy() was deleting a NULL tree, if no bouys.
// Fixed.
//
// 07/25/97 BRH Fixed problem of > 254 bouys being created in the editor.
//
// 08/05/97 JMI Changed priority to use Z position rather than 2D
// projected Y position.
//
// 08/08/97 BRH Added EditPostLoad function which adds the Nav Net name
// to the editor's list box, just as it does when EditNew is
// called. This way the NavNets loaded from the realm file
// are now correctly displayed.
//
////////////////////////////////////////////////////////////////////////////////
#define NAVIGATIONNET_CPP
#include "RSPiX.h"
#include <math.h>
#include "navnet.h"
#include "bouy.h"
#include "gameedit.h"
////////////////////////////////////////////////////////////////////////////////
// Macros/types/etc.
////////////////////////////////////////////////////////////////////////////////
#define IMAGE_FILE "nnet.bmp"
// Minimum elapsed time (in milliseconds)
#define MIN_ELAPSED_TIME 10
////////////////////////////////////////////////////////////////////////////////
// Variables/data
////////////////////////////////////////////////////////////////////////////////
// These are default values -- actually values are set using the editor!
// Let this auto-init to 0
int16_t CNavigationNet::ms_sFileCount;
////////////////////////////////////////////////////////////////////////////////
// Load object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
int16_t CNavigationNet::Load( // Returns 0 if successfull, non-zero otherwise
RFile* pFile, // In: File to load from
bool bEditMode, // In: True for edit mode, false otherwise
int16_t sFileCount, // In: File count (unique per file, never 0)
uint32_t ulFileVersion) // In: Version of file format to load.
{
// Call the base class load to get the instance ID
int16_t 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
switch (ulFileVersion)
{
default:
case 1:
pFile->Read(&m_dX);
pFile->Read(&m_dY);
pFile->Read(&m_dZ);
// Load the number of bouys that were saved
pFile->Read(&m_ucNumSavedBouys);
m_rstrNetName.Load(pFile);
break;
}
// Make sure there were no file errors or format errors . . .
if (!pFile->Error() && sResult == 0)
{
// Get resources
sResult = GetResources();
}
else
{
sResult = -1;
TRACE("CNavigationNet::Load(): Error reading from file!\n");
}
}
else
{
TRACE("CNavigationNet::Load(): CThing::Load() failed.\n");
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Save object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
int16_t CNavigationNet::Save( // Returns 0 if successfull, non-zero otherwise
RFile* pFile, // In: File to save to
int16_t sFileCount) // In: File count (unique per file, never 0)
{
// Call the base class save to save the instance ID
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);
// Save the number of nodes so we can check after load to see if all
// of the Bouys have been loaded yet.
// pFile->Write(&m_ucNextID);
uint8_t ucNumNodes = m_NodeMap.size();
pFile->Write(&ucNumNodes);
m_rstrNetName.Save(pFile);
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Startup object
////////////////////////////////////////////////////////////////////////////////
int16_t CNavigationNet::Startup(void) // Returns 0 if successfull, non-zero otherwise
{
int16_t sReturn = 0;
// At this point we can assume the CHood was loaded, so we init our height
m_dY = m_pRealm->GetHeight((int16_t) m_dX, (int16_t) m_dZ);
// Set yourself to be the new current Nav Net
m_pRealm->m_pCurrentNavNet = this;
// Init other stuff
if (m_ucNextID <= m_ucNumSavedBouys)
{
m_sCallStartup = 1;
sReturn = 0;
}
else
UpdateRoutingTables();
return sReturn;
}
////////////////////////////////////////////////////////////////////////////////
// Shutdown object
////////////////////////////////////////////////////////////////////////////////
int16_t CNavigationNet::Shutdown(void) // Returns 0 if successfull, non-zero otherwise
{
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Suspend object
////////////////////////////////////////////////////////////////////////////////
void CNavigationNet::Suspend(void)
{
m_sSuspend++;
}
////////////////////////////////////////////////////////////////////////////////
// Resume object
////////////////////////////////////////////////////////////////////////////////
void CNavigationNet::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 CNavigationNet::Update(void)
{
}
////////////////////////////////////////////////////////////////////////////////
// Render object
////////////////////////////////////////////////////////////////////////////////
void CNavigationNet::Render(void)
{
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor after load to set up the nav net list box in the editor
// similar to EditNew but without the positioning.
////////////////////////////////////////////////////////////////////////////////
int16_t CNavigationNet::EditPostLoad(void)
{
int16_t sResult = 0;
CListNode<CThing>* pEditorList = m_pRealm->m_aclassHeads[CThing::CGameEditThingID].m_pnNext;
CGameEditThing* peditor = (CGameEditThing*) pEditorList->m_powner;
RListBox* plb = peditor->m_plbNavNetList;
if (plb != NULL)
{
RGuiItem* pgui = plb->AddString((char*) m_rstrNetName);
pgui->m_lId = GetInstanceID();
pgui->m_bcUser = NavNetListPressedCall;
pgui->m_ulUserInstance = (U64) this;
plb->AdjustContents();
plb->SetSel(pgui);
}
else
{
sResult = -1;
TRACE("CNavigationNet::EditLoad - Error setting up NavNet list box in editor\n");
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to init new object at specified position
////////////////////////////////////////////////////////////////////////////////
int16_t CNavigationNet::EditNew( // Returns 0 if successfull, non-zero otherwise
int16_t sX, // In: New x coord
int16_t sY, // In: New y coord
int16_t sZ) // In: New z coord
{
int16_t sResult = 0;
// Use specified position
m_dX = (double)sX;
m_dY = (double)sY;
m_dZ = (double)sZ;
// Load resources
sResult = GetResources();
if (sResult == SUCCESS)
{
CListNode<CThing>* pEditorList = m_pRealm->m_aclassHeads[CThing::CGameEditThingID].m_pnNext;
CGameEditThing* peditor = (CGameEditThing*) pEditorList->m_powner;
RListBox* plb = peditor->m_plbNavNetList;
if (plb != NULL)
{
RGuiItem* pgui = plb->AddString((char*) m_rstrNetName);
pgui->m_lId = GetInstanceID();
pgui->m_bcUser = NavNetListPressedCall;
pgui->m_ulUserInstance = (U64) this;
plb->AdjustContents();
plb->SetSel(pgui);
}
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Helper inline to get a GUI, set its text to the value, and recompose it.
////////////////////////////////////////////////////////////////////////////////
inline
void SetText( // Returns nothing.
RGuiItem* pguiRoot, // In: Root GUI.
int32_t lId, // In: ID of GUI to set text.
char* str) // In: Value to set text to.
{
RGuiItem* pgui = pguiRoot->GetItemFromId(lId);
if (pgui != NULL)
{
pgui->SetText(str);
pgui->Compose();
}
}
////////////////////////////////////////////////////////////////////////////////
// Edit Modify
////////////////////////////////////////////////////////////////////////////////
int16_t CNavigationNet::EditModify(void)
{
int16_t sResult = 0;
RGuiItem* pGui = RGuiItem::LoadInstantiate(FullPathVD("res/editor/network.gui"));
if (pGui)
{
SetText(pGui, 3, (char*) m_rstrNetName);
sResult = DoGui(pGui);
if (sResult == 1)
{
SetAsDefault();
m_rstrNetName.Grow(256);
pGui->GetText(3, (char*) m_rstrNetName, 255);
m_rstrNetName.Update();
CListNode<CThing>* pEditorList = m_pRealm->m_aclassHeads[CThing::CGameEditThingID].m_pnNext;
CGameEditThing* peditor = (CGameEditThing*) pEditorList->m_powner;
RListBox* plb = peditor->m_plbNavNetList;
SetText(plb, GetInstanceID(), (char*) m_rstrNetName);
plb->SetSel(plb->GetItemFromId(GetInstanceID()));
// RGuiItem* pguiRemove = plb->GetItemFromId(GetInstanceID());
// SetText(pguiRemove,
}
}
return 0;
}
/*
RGuiItem* pguiRemove;
if (pview != NULL)
{
pguiRemove = plb->GetItemFromId((long)pview);
}
else
{
pguiRemove = plb->GetSel();
}
if (pguiRemove != NULL)
{
KillView((View*)(pguiRemove->m_lId));
plb->RemoveItem(pguiRemove);
plb->AdjustContents();
*/
////////////////////////////////////////////////////////////////////////////////
// Called by editor to move object to specified position
////////////////////////////////////////////////////////////////////////////////
int16_t CNavigationNet::EditMove( // Returns 0 if successfull, non-zero otherwise
int16_t sX, // In: New x coord
int16_t sY, // In: New y coord
int16_t 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 CNavigationNet::EditUpdate(void)
{
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to render object
////////////////////////////////////////////////////////////////////////////////
void CNavigationNet::EditRender(void)
{
// No special flags
m_sprite.m_sInFlags = 0;
// Map from 3d to 2d coords
Map3Dto2D(
(int16_t) m_dX,
(int16_t) m_dY,
(int16_t) m_dZ,
&m_sprite.m_sX2,
&m_sprite.m_sY2);
// Priority is based on bottom edge of sprite
m_sprite.m_sPriority = m_dZ;
// Center on image.
m_sprite.m_sX2 -= m_pImage->m_sWidth / 2;
m_sprite.m_sY2 -= m_pImage->m_sHeight;
// Layer should be based on info we get from attribute map.
m_sprite.m_sLayer = CRealm::GetLayerViaAttrib(m_pRealm->GetLayer((int16_t) m_dX, (int16_t) 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 CNavigationNet::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 CNavigationNet::EditHotSpot( // Returns nothiing.
int16_t* psX, // Out: X coord of 2D hotspot relative to
// EditRect() pos.
int16_t* psY) // Out: Y coord of 2D hotspot relative to
// EditRect() pos.
{
// Base of navnet is hotspot.
*psX = (m_pImage->m_sWidth / 2);
*psY = m_pImage->m_sHeight;
}
////////////////////////////////////////////////////////////////////////////////
// Get all required resources
////////////////////////////////////////////////////////////////////////////////
int16_t CNavigationNet::GetResources(void) // Returns 0 if successfull, non-zero otherwise
{
int16_t sResult = 0;
if (m_pImage == 0)
{
sResult = rspGetResource(&g_resmgrGame, m_pRealm->Make2dResPath(IMAGE_FILE), &m_pImage);
if (sResult == 0)
{
// This is a questionable action on a resource managed item, but it's
// okay if EVERYONE wants it to be an FSPR8.
if (m_pImage->Convert(RImage::FSPR8) != RImage::FSPR8)
{
sResult = -1;
TRACE("CNavigationNet::GetResource(): Couldn't convert to FSPR8!\n");
}
}
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Free all resources
////////////////////////////////////////////////////////////////////////////////
int16_t CNavigationNet::FreeResources(void) // Returns 0 if successfull, non-zero otherwise
{
int16_t sResult = 0;
if (m_pImage != 0)
{
rspReleaseResource(&g_resmgrGame, &m_pImage);
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// AddBouy - Returns zero if there are no bouys left.
////////////////////////////////////////////////////////////////////////////////
uint8_t CNavigationNet::AddBouy(CBouy* pBouy)
{
uint8_t ucID = 0;
if (m_ucNextID < 254)
{
pBouy->m_ucID = m_ucNextID;
pBouy->m_pParentNavNet = this;
m_NodeMap.insert(nodeMap::value_type(m_ucNextID, pBouy));
m_ucNextID++;
ucID = pBouy->m_ucID;
}
return ucID;
}
////////////////////////////////////////////////////////////////////////////////
// RemoveBouy
////////////////////////////////////////////////////////////////////////////////
void CNavigationNet::RemoveBouy(uint8_t ucBouyID)
{
m_NodeMap.erase(ucBouyID);
UpdateRoutingTables();
}
////////////////////////////////////////////////////////////////////////////////
// GetBouy
////////////////////////////////////////////////////////////////////////////////
CBouy* CNavigationNet::GetBouy(uint8_t ucBouyID)
{
CBouy* pBouy = NULL;
nodeMap::iterator i;
i = m_NodeMap.find(ucBouyID);
if (i != m_NodeMap.end())
pBouy = (*i).second;
return pBouy;
}
////////////////////////////////////////////////////////////////////////////////
// FindNearestBouy - Go through the list and get the ID of the nearest
// bouy to the given x, z position
//
// This has been modified to return the closest available
// bouy - one that is not blocked by terrain.
////////////////////////////////////////////////////////////////////////////////
uint8_t CNavigationNet::FindNearestBouy(int16_t sX, int16_t sZ)
{
nodeMap::iterator i;
double dSqDist;
double dX;
double dZ;
CBouy* pBouy;
TreeListNode* pRoot = NULL;
TreeListNode* pCurrent = NULL;
uint8_t ucNode = 0;
// Build the sorted list of bouys
for (i = m_NodeMap.begin(); i != m_NodeMap.end(); i++)
{
pBouy = (CBouy*) (*i).second;
dX = pBouy->m_dX - sX;
dZ = pBouy->m_dZ - sZ;
dSqDist = (dX * dX) + (dZ * dZ);
pBouy->m_TreeNode.m_sortkey = dSqDist;
pBouy->m_TreeNode.m_powner = pBouy;
if (pRoot == NULL)
{
pRoot = &pBouy->m_TreeNode;
//m_BouyTreeListHead.AddAfter(&pBouy->m_TreeNode);
pBouy->m_TreeNode.AddAfter(&m_BouyTreeListHead);
}
else
pRoot->Add(&pBouy->m_TreeNode);
}
pCurrent = m_BouyTreeListHead.m_pnNext;
bool bSearching = true;
// Get the height at the startling location for path checking
int16_t sY = m_pRealm->GetHeight(sX, sZ);
// Go through the sorted list of bouys and check to see if you could
// get to it from where you are standing. If not, check the next one.
while (pCurrent && bSearching)
{
pBouy = pCurrent->m_powner;
// ASSERT(pBouy != NULL);
if (pBouy)
{
if (m_pRealm->IsPathClear(sX, sY, sZ, 4.0, (int16_t) pBouy->GetX(), (int16_t) pBouy->GetZ()))
{
ucNode = pBouy->m_ucID;
bSearching = false;
}
else
pCurrent = pCurrent->m_pnNext;
}
else
pCurrent = pCurrent->m_pnNext;
}
// If we built a tree . . .
if (pRoot)
{
// Get rid of the tree, its useless now
pRoot->DeleteTree();
}
return ucNode;
}
#if 0
uint8_t CNavigationNet::FindNearestBouy(short sX, short sZ)
{
nodeMap::iterator i;
double dSqDist;
double dMinDist = 1.0E+200;
double dX;
double dZ;
CBouy* pBouy;
uint8_t ucNode = 0;
for (i = m_NodeMap.begin(); i != m_NodeMap.end(); i++)
{
pBouy = (CBouy*) (*i).second;
dX = pBouy->m_dX - sX;
dZ = pBouy->m_dZ - sZ;
dSqDist = (dX * dX) + (dZ * dZ);
if (dSqDist < dMinDist)
{
dMinDist = dSqDist;
ucNode = (*i).first;
}
}
return ucNode;
}
#endif
////////////////////////////////////////////////////////////////////////////////
// UpdateRoutingTables - Ping all of the bouys from the list in this network
// which will force them all to build up complete
// routing tables
////////////////////////////////////////////////////////////////////////////////
void CNavigationNet::UpdateRoutingTables(void)
{
nodeMap::iterator i;
// orig
for (i = m_NodeMap.begin(); i != m_NodeMap.end(); i++)
((*i).second)->BuildRoutingTable();
#if 0
char szLine[256];
FILE* fp;
fp = fopen("c:\\temp\\net.txt", "wt");
if (fp != NULL)
{
for (i = m_NodeMap.begin(); i != m_NodeMap.end(); i++)
{
sprintf(szLine, "Node %d\n", ((*i).second)->m_ucID);
fwrite(szLine, sizeof(char), strlen(szLine), fp);
((*i).second)->BuildRoutingTable();
}
fclose(fp);
}
else
{
TRACE("*********** Nav Net unable to open log file\n");
}
#endif
// PrintRoutingTables();
}
void CNavigationNet::PrintRoutingTables(void)
{
nodeMap::iterator i;
char szLine[256];
FILE* fp;
fp = fopen("c:\\temp\\links.txt", "wt");
if (fp != NULL)
{
for (i = m_NodeMap.begin(); i != m_NodeMap.end(); i++)
{
sprintf(szLine, "\nNode %d\n----------------------\n", ((*i).second)->m_ucID);
fwrite(szLine, sizeof(char), strlen(szLine), fp);
((*i).second)->PrintRouteTable(fp);
// ((*i).second)->PrintDirectLinks(fp);
}
fclose(fp);
}
else
{
TRACE("*********** Nav Net unable to open log file\n");
}
}
////////////////////////////////////////////////////////////////////////////////
// DeleteNetwork - Delte all bouys from this network
////////////////////////////////////////////////////////////////////////////////
int16_t CNavigationNet::DeleteNetwork(void)
{
int16_t sReturn = SUCCESS;
nodeMap::iterator i;
for (i = m_NodeMap.begin(); i != m_NodeMap.end(); i++)
{
delete (*i).second;
}
m_NodeMap.erase(m_NodeMap.begin(), m_NodeMap.end());
return sReturn;
}
////////////////////////////////////////////////////////////////////////////////
// EOF
////////////////////////////////////////////////////////////////////////////////
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