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