openmohaa/code/fgame/actorpath.cpp

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/*
===========================================================================
Copyright (C) 2015 the OpenMoHAA team
This file is part of OpenMoHAA source code.
OpenMoHAA source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
OpenMoHAA source code 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 OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// actor.cpp:
#include "actor.h"
ActorPath::ActorPath()
{
m_FallHeight = 96;
m_path = NULL;
m_pathlen = 0;
m_fLookAhead = 4096.0f;
m_bChangeLookAhead = true;
Clear();
}
ActorPath::~ActorPath()
{
if( m_path )
delete m_path;
}
void ActorPath::Clear
(
void
)
{
m_startpathpos = 0;
m_pathpos = 0;
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m_Side = false;
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m_Time = -10000000;
m_delta[ 0 ] = 0;
m_delta[ 1 ] = 0;
}
bool ActorPath::DoesTheoreticPathExist
(
float *start,
float *end,
class SimpleActor *ent,
float maxPath,
float *vLeashHome,
float fLeashDistSquared
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)
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{
return PathSearch::FindPath( start, end, ent, maxPath, NULL, 0, m_FallHeight ) != 0;
}
void ActorPath::FindPath
(
float *start,
float *end,
Entity *ent,
float maxPath,
float *vLeashHome,
float fLeashDistSquared
)
{
int depth = PathManager.FindPath( start, end, ent, maxPath, vLeashHome, fLeashDistSquared, m_FallHeight );
if( depth )
{
if( depth > m_pathlen )
{
if( m_path )
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delete[] m_path;
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m_pathlen = 10 * (( depth - 1 ) / 10) + 10;
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m_path = new PathInfo[ m_pathlen ];
}
m_startpathpos = PathManager.GeneratePath( m_path );
m_pathpos = m_startpathpos;
m_TotalDist = PathManager.total_dist;
m_Side = false;
m_Time = level.inttime;
UpdatePos( start );
}
else
{
Clear();
}
}
void ActorPath::FindPathAway
(
float *start,
float *avoid,
float *vPreferredDir,
Entity *ent,
float fMinSafeDist,
float *vLeashHome,
float fLeashDistSquared
)
{
int depth = PathManager.FindPathAway( start, avoid, vPreferredDir, ent, fMinSafeDist, vLeashHome, fLeashDistSquared, m_FallHeight );
if( depth )
{
if( depth > m_pathlen )
{
if( m_path )
delete m_path;
m_pathlen = 10 * ( depth - 1 ) / 10 + 10;
m_path = new PathInfo[ m_pathlen ];
}
m_startpathpos = PathManager.GeneratePathAway( m_path );
m_pathpos = m_startpathpos;
m_TotalDist = PathManager.total_dist;
m_Side = false;
m_Time = level.inttime;
UpdatePos( start );
}
else
{
Clear();
}
}
void ActorPath::FindPathNear
(
float *start,
float *nearby,
Entity *ent,
float maxPath,
float fRadiusSquared,
float *vLeashHome,
float fLeashDistSquared
)
{
int depth = PathManager.FindPathNear( start, nearby, ent, maxPath, fRadiusSquared, vLeashHome, fLeashDistSquared, m_FallHeight );
if( depth )
{
if( depth > m_pathlen )
{
if( m_path )
delete m_path;
m_pathlen = 10 * ( depth - 1 ) / 10 + 10;
m_path = new PathInfo[ m_pathlen ];
}
m_startpathpos = PathManager.GeneratePathNear( m_path );
m_pathpos = m_startpathpos;
m_TotalDist = PathManager.total_dist;
m_Side = false;
m_Time = level.inttime;
UpdatePos( start );
}
else
{
Clear();
}
}
void ActorPath::ReFindPath
(
float *start,
Entity *ent
)
{
int depth = PathManager.FindPath( start, m_path->point, ent, 0, NULL, 0, m_FallHeight );
if( depth )
{
if( depth > m_pathlen )
{
if( m_path )
delete m_path;
m_pathlen = 10 * ( depth - 1 ) / 10 + 10;
m_path = new PathInfo[ m_pathlen ];
}
m_startpathpos = PathManager.GeneratePath( m_path );
m_pathpos = m_startpathpos;
m_TotalDist = PathManager.total_dist;
m_Side = false;
m_Time = level.inttime;
UpdatePos( start );
}
else
{
Clear();
}
}
float ActorPath::PathLookAhead
(
float total_area,
Vector& end,
float *origin
)
{
float area = total_area;
float s;
float t;
float normal[ 2 ];
float delta[ 2 ];
Vector pos;
float fallheight;
PathInfo *current_path = m_pathpos;
while( 1 )
{
pos = current_path->point;
if( current_path == m_path )
break;
fallheight = current_path->point[ 2 ] - origin[ 2 ];
if( fallheight > 94.0f || fallheight < -94.0f )
{
VectorCopy( current_path->point, end );
m_HasCompleteLookahead = false;
return area;
}
current_path--;
normal[ 0 ] = current_path->point[ 1 ] - pos[ 1 ];
normal[ 1 ] = pos[ 0 ] - current_path->point[ 0 ];
VectorNormalize2D( normal );
delta[ 0 ] = current_path->point[ 0 ] - origin[ 0 ];
delta[ 1 ] = current_path->point[ 1 ] - origin[ 1 ];
t = fabs( DotProduct2D( delta, normal ) ) * current_path->dist;
if( t >= area )
{
t = area / t;
s = 1.0f - t;
end[ 0 ] = current_path->point[ 0 ] * t + pos[ 0 ] * s;
end[ 1 ] = current_path->point[ 1 ] * t + pos[ 1 ] * s;
end[ 2 ] = current_path->point[ 2 ] * t + pos[ 2 ] * s;
m_HasCompleteLookahead = false;
return 0;
}
area -= t;
}
VectorCopy( current_path->point, end );
m_HasCompleteLookahead = true;
return area;
}
void ActorPath::UpdatePos
(
float *origin,
float fNodeRadius
)
{
Vector end;
float s = 0;
float t = 0;
vec2_t delta;
float current_dot = 0;
float previous_dot = 0;
Vector pos;
PathInfo *current_path = NULL;
vec2_t dir;
Vector end2;
vec2_t delta2;
vec2_t dir2;
if( m_pathpos == m_path )
{
end = m_pathpos->point;
m_bChangeLookAhead = true;
m_HasCompleteLookahead = true;
m_delta[ 0 ] = end[ 0 ] - origin[ 0 ];
m_delta[ 1 ] = end[ 1 ] - origin[ 1 ];
VectorNormalize2D2( m_delta, dir );
}
else if( m_fLookAhead >= 4096.0f )
{
if( m_fLookAhead - 4096.0f >= PathLookAhead( m_fLookAhead, end, origin ) )
{
Vector mins = Vector( -15, -15, 0 );
Vector maxs = Vector( 15, 15, 60 );
Vector e = end + Vector( 0, 0, 32 );
pos = origin + Vector( 0, 0, 32 );
if( G_SightTrace(
pos,
mins,
maxs,
e,
( gentity_t * )NULL, // g_entities[ 0 ].entity
0,
MASK_PLAYERSOLID,
false,
"Actor::UpdatePos 2" ) != true )
{
if( m_bChangeLookAhead )
{
m_fLookAhead -= 2048.0f;
m_bChangeLookAhead = false;
}
else
{
m_fLookAhead *= 0.5f;
}
if( m_fLookAhead < 4096.0f )
{
m_fLookAhead = 4096.0f;
}
PathLookAhead( 4096.0f, end, origin );
goto __setdelta;
}
}
m_fLookAhead += 1024.0f;
if( m_fLookAhead > 65536.0f )
m_fLookAhead = 65536.0f;
m_bChangeLookAhead = true;
__setdelta:
m_delta[ 0 ] = end[ 0 ] - origin[ 0 ];
m_delta[ 1 ] = end[ 1 ] - origin[ 1 ];
VectorNormalize2D2( m_delta, dir );
}
else if( PathLookAhead( 4096.0f, end, origin ) < 4096.0f - m_fLookAhead )
{
PathLookAhead( m_fLookAhead, end2, origin );
Vector mins = Vector( -15, -15, 0 );
Vector maxs = Vector( 15, 15, 60 );
Vector e = end2 + Vector( 0, 0, 32 );
pos = origin + Vector( 0, 0, 32 );
if( G_SightTrace(
pos,
mins,
maxs,
e,
( gentity_t * )NULL,
0,
MASK_MONSTERSOLID,
false,
"Actor::UpdatePos 1" ) != true )
{
m_fLookAhead += 1024.0f;
if( m_fLookAhead > 4096.0f )
m_fLookAhead = 4096.0f;
}
else
{
m_fLookAhead -= 1024.0f;
if( m_fLookAhead < 1024.0f )
m_fLookAhead = 1024.0f;
PathLookAhead( m_fLookAhead, end2, origin );
}
delta[ 0 ] = end2[ 0 ] - origin[ 0 ];
delta[ 1 ] = end2[ 1 ] - origin[ 1 ];
VectorNormalize2D2( delta, dir2 );
m_delta[ 0 ] = end[ 0 ] - origin[ 0 ];
m_delta[ 1 ] = end[ 1 ] - origin[ 1 ];
VectorNormalize2D2( m_delta, dir );
if( DotProduct2D( dir, dir2 ) > 0.7f )
{
m_delta[ 0 ] = delta[ 0 ];
m_delta[ 1 ] = delta[ 1 ];
}
m_bChangeLookAhead = true;
}
else
{
m_fLookAhead -= 1024.0f;
if( m_fLookAhead < 1024.0f )
m_fLookAhead = 1024.0f;
m_delta[ 0 ] = end[ 0 ] - origin[ 0 ];
m_delta[ 1 ] = end[ 1 ] - origin[ 1 ];
VectorNormalize2D2( m_delta, dir );
m_bChangeLookAhead = true;
}
current_path = m_pathpos;
while( 1 )
{
delta2[ 0 ] = current_path->point[ 0 ] - origin[ 0 ];
delta2[ 1 ] = current_path->point[ 1 ] - origin[ 1 ];
current_dot = DotProduct2D( delta2, dir ) - fNodeRadius;
if( current_dot >= 0.0f )
break;
previous_dot = current_dot;
if( current_path == LastNode() )
break;
current_path--;
}
if( current_path != m_pathpos )
{
m_pathpos = current_path + 1;
t = previous_dot / ( previous_dot - current_dot );
s = 1.0f - t;
/*m_pathpos->point[ 0 ] = m_pathpos->point[ 0 ] * s + current_path->point[ 0 ] * t;
m_pathpos->point[ 1 ] = m_pathpos->point[ 1 ] * s + current_path->point[ 1 ] * t;
m_pathpos->point[ 2 ] = m_pathpos->point[ 2 ] * s + current_path->point[ 2 ] * t;*/
VectorCopy( current_path->point, m_pathpos->point );
current_path->dist *= s;
m_Side = true;
}
else
{
m_Side = false;
}
}
bool ActorPath::Complete
(
const float *origin
) const
{
if( !m_HasCompleteLookahead )
return false;
if( !m_path )
return true;
if( fabs( origin[ 0 ] - m_path->point[ 0 ] ) < 16.0f &&
fabs( origin[ 1 ] - m_path->point[ 1 ] ) < 16.0f )
{
return true;
}
return false;
}
PathInfo *ActorPath::StartNode
(
void
) const
{
return m_startpathpos;
}
PathInfo *ActorPath::CurrentNode
(
void
) const
{
return m_pathpos;
}
int ActorPath::CurrentNodeIndex
(
void
) const
{
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return m_pathpos ? m_pathpos - m_path : -1;
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}
PathInfo *ActorPath::NextNode
(
void
) const
{
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return m_pathpos == m_path ? NULL : m_pathpos - 1;
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}
PathInfo *ActorPath::LastNode
(
void
) const
{
return m_path;
}
Vector ActorPath::CurrentPathDir
(
void
) const
{
return Vector( m_pathpos->dir[ 0 ], m_pathpos->dir[ 1 ], 0 );
}
float *ActorPath::CurrentPathGoal
(
void
) const
{
return m_pathpos->point;
}
int ActorPath::Time
(
void
) const
{
return m_Time;
}
Vector ActorPath::CurrentDelta
(
void
) const
{
return Vector( m_delta[ 0 ], m_delta[ 1 ], 0 );
}
bool ActorPath::IsAccurate
(
void
) const
{
return m_pathpos->bAccurate;
}
float ActorPath::TotalDist
(
void
) const
{
return m_TotalDist;
}
void ActorPath::SetFallHeight
(
float fHeight
)
{
m_FallHeight = fHeight;
}
float ActorPath::GetFallHeight
(
void
) const
{
return m_FallHeight;
}
void ActorPath::TrimPathFromEnd
(
int nNodesPop
)
{
int iLastPos = m_path - m_pathpos;
if( iLastPos - nNodesPop > 0 )
{
for( int i = 0; i < iLastPos; i++ )
{
m_path[ i ] = m_path[ i + nNodesPop ];
}
}
else
{
Clear();
}
}
void ActorPath::Shorten
(
float fDistRemove
)
{
if( m_path->dist > fDistRemove )
{
m_path->point[ 0 ] += m_path->dir[ 0 ] * -fDistRemove;
m_path->point[ 1 ] += m_path->dir[ 1 ] * -fDistRemove;
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m_path->point[ 2 ] += m_path->point[ 2 ] * -fDistRemove;
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m_path->dist -= fDistRemove;
}
else
{
while( fDistRemove - m_path->dist > m_path->dist )
{
TrimPathFromEnd( 1 );
if( !m_pathpos )
return;
}
}
}
bool ActorPath::HasCompleteLookahead
(
void
) const
{
return m_HasCompleteLookahead;
}
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bool ActorPath::IsSide
(
void
) const
{
return m_Side;
}
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void ActorPath::ForceShortLookahead
(
void
)
{
m_fLookAhead = 4096.0f;
}