/* =========================================================================== 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; m_bChangeLookAhead = true; Clear(); } ActorPath::~ActorPath() { if (m_path) { delete[] m_path; } } void ActorPath::Clear(void) { m_startpathpos = NULL; m_pathpos = NULL; m_Side = false; m_Time = -10000000; VectorClear2D(m_delta); m_TotalDist = PathManager.total_dist; } void ActorPath::ForceShortLookahead(void) { m_fLookAhead = 4096.0f; } float ActorPath::PathLookAhead(float total_area, Vector& end, float *origin) { float area = total_area; float s; float t; vec2_t normal; vec2_t delta; Vector pos; float fallheight; PathInfo *current_path = m_pathpos; pos = current_path->point; while (1) { if (current_path == m_path) { end = current_path->point; m_HasCompleteLookahead = true; return area; } fallheight = current_path->point[2] - origin[2]; if (fallheight > 94.0f || fallheight < -94.0f) { end = current_path->point; m_HasCompleteLookahead = false; return area; } current_path--; // calculate the normal normal[0] = current_path->point[1] - pos[1]; normal[1] = pos[0] - current_path->point[0]; VectorNormalize2D(normal); VectorSub2D(current_path->point, origin, delta); t = fabs(DotProduct2D(delta, normal)) * current_path->dist; if (t >= area) { break; } area -= t; pos = current_path->point; } t = area / t; s = 1.0f - t; end[0] = pos[0] * s + current_path->point[0] * t; end[1] = pos[1] * s + current_path->point[1] * t; end[2] = pos[2] * s + current_path->point[2] * t; m_HasCompleteLookahead = false; return 0; } bool ActorPath::DoesTheoreticPathExist( float *start, float *end, class SimpleActor *ent, float maxPath, float *vLeashHome, float fLeashDistSquared ) { 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; depth = PathManager.FindPath(start, end, ent, maxPath, vLeashHome, fLeashDistSquared, m_FallHeight); if (!depth) { Clear(); return; } 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); } void ActorPath::FindPathAway( float *start, float *avoid, float *vPreferredDir, Entity *ent, float fMinSafeDist, float *vLeashHome, float fLeashDistSquared ) { int depth; depth = PathManager.FindPathAway( start, avoid, vPreferredDir, ent, fMinSafeDist, vLeashHome, fLeashDistSquared, m_FallHeight ); if (!depth) { Clear(); return; } 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); } void ActorPath::FindPathNear( float *start, float *nearby, Entity *ent, float maxPath, float fRadiusSquared, float *vLeashHome, float fLeashDistSquared ) { int depth; depth = PathManager.FindPathNear( start, nearby, ent, maxPath, fRadiusSquared, vLeashHome, fLeashDistSquared, m_FallHeight ); if (!depth) { Clear(); return; } 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); } void ActorPath::ReFindPath(float *start, Entity *ent) { int depth; vec3_t point; // this is a critical bug in all versions of mohaa, it passes directly m_path->point // but m_path can be deleted afterwards, leaving a dangling pointer to the path_end // global variable VectorCopy(m_path->point, point); depth = PathManager.FindPath(start, point, ent, 0, NULL, 0, m_FallHeight); if (!depth) { Clear(); return; } 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); } 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; VectorSub2D(end, origin, m_delta); VectorNormalize2D2(m_delta, dir); } else if (m_fLookAhead >= 4096.0f) { if (PathLookAhead(m_fLookAhead, end, origin) > (m_fLookAhead - 4096.0f) || G_SightTrace( origin + Vector(0, 0, 32), Vector(-15, -15, 0), Vector(15, 15, 60), end + Vector(0, 0, 32), g_entities[0].entity, NULL, MASK_ACTORPATH, false, "Actor::UpdatePos 2" )) { m_fLookAhead += 1024.0f; if (m_fLookAhead > Square(256)) { m_fLookAhead = Square(256); } m_bChangeLookAhead = true; } else { if (m_bChangeLookAhead) { m_fLookAhead -= 2048.0f; m_bChangeLookAhead = false; } else { m_fLookAhead /= 2.f; } if (m_fLookAhead < 4096.0f) { m_fLookAhead = 4096.0f; } PathLookAhead(m_fLookAhead, end, origin); } VectorSub2D(end, origin, m_delta); VectorNormalize2D2(m_delta, dir); } else if (PathLookAhead(4096.0f, end, origin) < 4096.0f - m_fLookAhead) { PathLookAhead(m_fLookAhead, end2, origin); if (!G_SightTrace( origin + Vector(0, 0, 32), Vector(-15, -15, 0), Vector(15, 15, 60), end2 + Vector(0, 0, 32), g_entities[0].entity, 0, MASK_ACTORPATH, false, "Actor::UpdatePos 1" )) { m_fLookAhead -= 1024.0f; if (m_fLookAhead < 1024.0f) { m_fLookAhead = 1024.0f; } PathLookAhead(m_fLookAhead, end2, origin); } else { m_fLookAhead += 1024.0f; if (m_fLookAhead > 4096.0f) { m_fLookAhead = 4096.0f; } } VectorSub2D(end2, origin, delta); VectorNormalize2D2(delta, dir2); VectorSub2D(end, origin, delta); VectorNormalize2D2(m_delta, dir); if (DotProduct2D(dir, dir2) > 0.7f) { VectorCopy2D(delta, m_delta); VectorCopy2D(dir2, dir); } m_bChangeLookAhead = true; } else { m_fLookAhead -= 1024.0f; if (m_fLookAhead < 1024.0f) { m_fLookAhead = 1024.0f; } VectorSub2D(end, origin, m_delta); VectorNormalize2D2(m_delta, dir); m_bChangeLookAhead = true; } // Added in OPM. // The check was added to make sure to stop if it's the last node for (current_path = m_pathpos; current_path >= LastNode(); current_path--) { VectorSub2D(current_path->point, origin, delta2); //current_dot = DotProduct2D(delta2, dir) - fNodeRadius; // Removed in 2.0 // fNodeRadius is now unused? current_dot = DotProduct2D(delta2, dir); if (current_dot >= 0) { break; } previous_dot = current_dot; } 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; current_path->dist *= s; m_Side = true; } else { m_Side = false; } // Added in 2.0. // Make sure to clear the delta if it's invalid (NaN, infinite...) if (!isfinite(m_delta[0]) || !isfinite(m_delta[1])) { VectorClear2D(m_delta); } } bool ActorPath::Complete(const float *origin) const { if (!m_HasCompleteLookahead) { return false; } if (fabs(origin[0] - m_path->point[0]) < 16.0f && fabs(origin[1] - m_path->point[1]) < 16.0f) { return true; } return false; } void ActorPath::TrimPathFromEnd(int nNodesPop) { int iLastPos; iLastPos = m_path - m_pathpos; if (iLastPos < 0) { Clear(); return; } m_pathpos -= nNodesPop; for (int i = 0; i < iLastPos; i++) { m_path[i] = m_path[i + nNodesPop]; } } void ActorPath::Shorten(float fDistRemove) { while (m_path->dist >= fDistRemove) { fDistRemove -= m_path->dist; TrimPathFromEnd(1); if (!m_pathpos) { return; } } m_path->point[0] += m_path->dir[0] * -fDistRemove; m_path->point[1] += m_path->dir[1] * -fDistRemove; // Fixed in OPM. // This is a bug in mohaa as it can write past the end of the class instance //m_path->point[2] += m_path->dir[2] * -fDistRemove; m_path->dist -= fDistRemove; } PathInfo *ActorPath::StartNode(void) const { return m_startpathpos; } PathInfo *ActorPath::CurrentNode(void) const { return m_pathpos; } int ActorPath::CurrentNodeIndex(void) const { return m_pathpos ? m_pathpos - m_path : -1; } PathInfo *ActorPath::NextNode(void) const { return m_pathpos == m_path ? NULL : m_pathpos - 1; } PathInfo *ActorPath::LastNode(void) const { return m_path; } const float *ActorPath::CurrentPathDir(void) const { if (m_pathpos == m_path) { return m_delta; } else { return m_pathpos[-1].dir; } } const float *ActorPath::CurrentPathGoal(void) const { return m_path->point; } int ActorPath::Time(void) const { return m_Time; } const float *ActorPath::CurrentDelta(void) const { return m_delta; } bool ActorPath::IsAccurate(void) const { if (m_pathpos == m_path) { return false; } if (!m_pathpos[-1].bAccurate) { return false; } if (!m_Side) { return false; } return true; } void ActorPath::SetFallHeight(float fHeight) { m_FallHeight = fHeight; } float ActorPath::GetFallHeight(void) const { return m_FallHeight; } bool ActorPath::HasCompleteLookahead(void) const { return m_HasCompleteLookahead; } float ActorPath::TotalDist(void) const { return m_TotalDist; } bool ActorPath::IsSide(void) const { return m_Side; }