Files
Client/Library/dxx8/samples/Multimedia/DirectPlay/Maze/MazeCommon/Maze.h
LGram16 e067522598 Initial commit: ROW Client source code
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>
2025-11-29 16:24:34 +09:00

141 lines
4.8 KiB
C++

//----------------------------------------------------------------------------
// File: maze.h
//
// Desc: see main.cpp
//
// Copyright (c) 1999-2001 Microsoft Corp. All rights reserved.
//-----------------------------------------------------------------------------
#ifndef _MAZE_H
#define _MAZE_H
//-----------------------------------------------------------------------------
// Name:
// Desc: Client IDs are 32-bit values that refer to a particular Client. They are
// broken up into two bitfields, one of which can be used into an index
// of a list of Client 'slots', the other bitfield is a "uniqueness" value
// that is incremented each time a new Client is created. Hence, although
// the same slot may be reused by different Clients are different times,
// it's possible to distinguish between the two by comparing uniqueness
// values (you can just compare the whole 32-bit id).
//-----------------------------------------------------------------------------
typedef DWORD ClientID;
#define PLAYER_OBJECT_SLOT_BITS 13
#define MAX_PLAYER_OBJECTS (1<<PLAYER_OBJECT_SLOT_BITS)
#define PLAYER_OBJECT_SLOT_MASK (MAX_PLAYER_OBJECTS-1)
//-----------------------------------------------------------------------------
// Name:
// Desc:
//-----------------------------------------------------------------------------
#include <assert.h>
#include "Random.h"
const BYTE MAZE_WALL_NORTH = (1<<0);
const BYTE MAZE_WALL_EAST = (1<<1);
const BYTE MAZE_WALL_SOUTH = (1<<2);
const BYTE MAZE_WALL_WEST = (1<<3);
const BYTE MAZE_WALL_ALL = MAZE_WALL_NORTH|MAZE_WALL_EAST|
MAZE_WALL_SOUTH|MAZE_WALL_WEST;
//-----------------------------------------------------------------------------
// Name:
// Desc:
//-----------------------------------------------------------------------------
struct MazeCellRef
{
DWORD x,y;
};
//-----------------------------------------------------------------------------
// Name:
// Desc:
//-----------------------------------------------------------------------------
class CMaze
{
public:
CMaze();
~CMaze();
HRESULT Init( DWORD width , DWORD height , DWORD seed );
void Empty();
DWORD GetWidth() const { return m_dwWidth; };
DWORD GetHeight() const { return m_dwHeight; };
DWORD GetSize() const { return m_dwWidth*m_dwHeight; };
BYTE GetCell( DWORD x , DWORD y ) const { assert(m_pMaze!=NULL); return *(m_pMaze+x+(y*m_dwWidth)); };
BOOL CanGoNorth( DWORD x , DWORD y ) const { return !(GetCell(x,y)&MAZE_WALL_NORTH); };
BOOL CanGoEast( DWORD x , DWORD y ) const { return !(GetCell(x,y)&MAZE_WALL_EAST); };
BOOL CanGoSouth( DWORD x , DWORD y ) const { return !(GetCell(x,y)&MAZE_WALL_SOUTH); };
BOOL CanGoWest( DWORD x , DWORD y ) const { return !(GetCell(x,y)&MAZE_WALL_WEST); };
// Get list of visible cells from the given position. Fills out the list pointed to
// be plist, and stops if it blows maxlist. Returns number of visible cells
DWORD GetVisibleCells( const D3DXVECTOR2& pos , const D3DXVECTOR2& dir ,
float fov , MazeCellRef* plist , DWORD maxlist );
// Get/set max view distance (used by GetVisibleCells)
DWORD GetMaxView() const { return m_dwMaxView; };
void SetMaxView() { m_dwMaxView = m_dwMaxView; };
BYTE* m_pMaze;
protected:
DWORD m_dwWidth;
DWORD m_dwHeight;
DWORD m_dwSize;
DWORD m_dwSeed;
DWORD m_dwMaxView;
CRandom m_Random;
// Local types for the maze generation algorithm
struct CellNode
{
CellNode* pPartition;
CellNode* pNext;
};
struct WallNode
{
DWORD dwX,dwY;
DWORD dwType;
};
// Local type for visibilty alg state
struct VisState
{
DWORD dwPosX,dwPosY; // Cell containing view position
D3DXVECTOR2 vPos; // View position
D3DXVECTOR2 vDir; // View direction
BYTE* pArray; // Array in which cell visits are marked
DWORD dwMinX,dwMaxX; // Extents to consider (also array bounds)
DWORD dwMinY,dwMaxY;
DWORD dwArrayPitch; // 'Pitch' of array (width)
MazeCellRef** ppVisList; // Pointer to vis list pointer
DWORD dwMaxList; // Maximum length of vis list
DWORD dwListLen; // Current length of vis list
};
void RecurseCheckCellVis( VisState& state , DWORD x , DWORD y , D3DXVECTOR2 left , D3DXVECTOR2 right );
BYTE ComputeVisFlags( const D3DXVECTOR2& dir , const D3DXVECTOR2& left , const D3DXVECTOR2& right , const D3DXVECTOR2& offset );
private:
CMaze( const CMaze& );
void operator=( const CMaze& );
};
#endif