thug/Code/Sk/Objects/restart.cpp

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2016-02-13 21:39:12 +00:00
/*****************************************************************************
** **
** Neversoft Entertainment. **
** **
** Copyright (C) 2000 - All Rights Reserved **
** **
******************************************************************************
** **
** Project: <skate3> **
** **
** Module: <object> **
** **
** File name: restart.cpp **
** **
** Created by: 00/00/00 - initials **
** **
** Description: <description> **
** **
*****************************************************************************/
/*****************************************************************************
** Includes **
*****************************************************************************/
#include <core/defines.h>
#include <gel/scripting/script.h>
#include <gel/scripting/struct.h>
#include <gel/scripting/array.h>
#include <gel/scripting/symboltable.h>
#include <gel/scripting/checksum.h>
#include <sk/scripting/nodearray.h>
/*****************************************************************************
** DBG Information **
*****************************************************************************/
namespace Obj
{
/*****************************************************************************
** Externals **
*****************************************************************************/
/*****************************************************************************
** Defines **
*****************************************************************************/
/*****************************************************************************
** Private Types **
*****************************************************************************/
/*****************************************************************************
** Private Data **
*****************************************************************************/
/*****************************************************************************
** Public Data **
*****************************************************************************/
/*****************************************************************************
** Private Prototypes **
*****************************************************************************/
/*****************************************************************************
** Private Functions **
*****************************************************************************/
/*****************************************************************************
** Public Functions **
*****************************************************************************/
// Return tru is this node is a restart node
bool IsRestart(Script::CScriptStructure *pNode)
{
uint32 ClassChecksum;
pNode->GetChecksum("Class",&ClassChecksum);
if (ClassChecksum == 0x1806ddf8) // checksum of "Restart"
{
return true;
}
else
{
return false;
}
}
bool IsRestart(int node)
{
// get the node array
Script::CArray *pNodeArray=Script::GetArray(CRCD(0xc472ecc5,"NodeArray"));
Script::CScriptStructure *pNode=pNodeArray->GetStructure(node);
return IsRestart(pNode);
}
int FindQualifyingNodes( uint32 type, uint32 *node_buffer, int first = -1 )
{
int num_qualifiers;
int i;
num_qualifiers = 0;
i = 0;
// get the node array
Script::CArray *pNodeArray=Script::GetArray(CRCD(0xc472ecc5,"NodeArray"));
// if there is no node array, then there are no restart points
if (!pNodeArray)
{
return 0;
}
if( first >= 0 )
{
i = first + 1;
}
// scan through it from the start point
while( i < (int)pNodeArray->GetSize() )
{
Script::CScriptStructure *pNode=pNodeArray->GetStructure(i);
if (IsRestart(pNode)) // checksum of "Restart"
{
Script::CArray *pArray;
int j;
// The caller wants all restart points
if (type == 0)
{
node_buffer[num_qualifiers++] = i;
i++;
continue;
}
// Loop through supported game types, gathering matches
if (pNode->GetArray("restart_types", &pArray))
{
for (j = 0; j < (int)pArray->GetSize(); j++)
{
uint32 game_type;
game_type = pArray->GetNameChecksum( j );
if( game_type == type )
{
node_buffer[num_qualifiers++] = i;
}
}
}
}
i++;
}
return num_qualifiers;
}
// given the checksum of a type of restart
// then get the node index
// if "first" is specified then resturn the first on after this
// if "type" is zero, then it will be ignored, and will return restarts of any type.
// returns -1 if no restarts matching "type" are found.
int GetRestartNode(uint32 type, int index, int first = -1)
{
// decide where to start, based on the "first" parameter
int num_qualifiers;
uint32 qualifying_nodes[256];
num_qualifiers = FindQualifyingNodes( type, qualifying_nodes, first );
if( num_qualifiers == 0 )
{
return -1;
}
#ifdef __NOPT_ASSERT__
if (num_qualifiers > 1 && (type == CRCD(0xbae0e4da,"multiplayer") || type == CRCD(0x9d65d0e7,"horse")))
{
// Scan through the nodes we've found, and check that there are not any
// that are too close to each other (< 6 feet)
bool ok = true;
for (int i=0;i<num_qualifiers-1;i++)
{
for (int j=i+1;j<num_qualifiers;j++)
{
Dbg_MsgAssert(qualifying_nodes[i] != qualifying_nodes[j],("Restart node %d qualifies more than once!\n",qualifying_nodes[i]));
Mth::Vector i_pos, j_pos;
SkateScript::GetPosition( qualifying_nodes[i], &i_pos );
SkateScript::GetPosition( qualifying_nodes[j], &j_pos );
float dist = (i_pos-j_pos).Length();
if (dist < 12.0f*6.0f)
{
if (ok) printf ("\n\n\n");
ok = false;
uint32 i_name_checksum;
SkateScript::GetNode(qualifying_nodes[i])->GetChecksum("Name",&i_name_checksum);
uint32 j_name_checksum;
SkateScript::GetNode(qualifying_nodes[j])->GetChecksum("Name",&j_name_checksum);
printf ("%2.2f"" %s to %s \n",
dist,
Script::FindChecksumName(i_name_checksum),
Script::FindChecksumName(j_name_checksum)
);
}
}
}
if (!ok) printf ("\n\n\n");
Dbg_MsgAssert(ok, ("Restart nodes of type %s too close, see above for list\n",Script::FindChecksumName(type)));
}
#endif
//Ryan("index is %d, num_qualifiers %d\n", index, num_qualifiers);
// If we've found matches, return the
if( num_qualifiers > 0 )
{
if( index >= num_qualifiers )
{
return qualifying_nodes[index % num_qualifiers];
}
else
{
return qualifying_nodes[index];
}
}
return -1;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
} // namespace Obj