openmohaa/code/fgame/actorpath.h
smallmodel 48c2d026e6
Fix ActorPath not archiving path properly
It was mistakenly archiving the first path multiple times instead of the whole path array. This lead to AI strangely moving after loading from save
2024-11-20 23:32:37 +01:00

166 lines
4.7 KiB
C++

/*
===========================================================================
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
===========================================================================
*/
// actorpath.h: Actor path
#pragma once
#define MIN_FALLHEIGHT 18
#define MAX_FALLHEIGHT 1024
class ActorPath
{
// path list
PathInfo *m_path;
int m_pathlen;
// path position
PathInfo *m_pathpos;
// starting path position
PathInfo *m_startpathpos;
vec2_t m_delta;
bool m_Side;
int m_Time;
float m_TotalDist;
short int m_FallHeight;
bool m_HasCompleteLookahead;
float m_fLookAhead;
bool m_bChangeLookAhead;
private:
float PathLookAhead(float total_area, Vector& end, float *origin);
public:
ActorPath();
~ActorPath();
void Clear(void);
bool DoesTheoreticPathExist(
float *start, float *end, class SimpleActor *ent, float maxPath, float *vLeashHome, float fLeashDistSquared
);
void FindPath(float *start, float *end, Entity *ent, float maxPath, float *vLeashHome, float fLeashDistSquared);
void FindPathAway(
float *start,
float *avoid,
float *vPreferredDir,
Entity *ent,
float fMinSafeDist,
float *vLeashHome,
float fLeashDistSquared
);
void FindPathNear(
float *start,
float *nearby,
Entity *ent,
float maxPath,
float fRadiusSquared,
float *vLeashHome,
float fLeashDistSquared
);
void ReFindPath(float *start, Entity *ent);
void UpdatePos(float *origin, float fNodeRadius = 0.0f);
bool Complete(const float *origin) const;
PathInfo *StartNode(void) const;
PathInfo *CurrentNode(void) const;
int CurrentNodeIndex(void) const;
PathInfo *NextNode(void) const;
PathInfo *LastNode(void) const;
const float *CurrentPathDir(void) const;
const float *CurrentPathGoal(void) const;
int Time(void) const;
const float *CurrentDelta(void) const;
bool IsAccurate(void) const;
float TotalDist(void) const;
void SetFallHeight(float fHeight);
float GetFallHeight(void) const;
void TrimPathFromEnd(int nNodesPop);
void Shorten(float fDistRemove);
bool HasCompleteLookahead(void) const;
void ForceShortLookahead(void);
virtual void Archive(Archiver& arc);
bool IsSide(void) const;
};
inline void ActorPath::Archive(Archiver& arc)
{
int index;
int i;
arc.ArchiveInteger(&m_pathlen);
if (m_pathlen) {
if (arc.Loading()) {
m_path = new PathInfo[m_pathlen];
}
for (i = 0; i < m_pathlen; i++) {
m_path[i].Archive(arc);
}
if (!arc.Saving()) {
arc.ArchiveInteger(&index);
if (index == -1) {
m_pathpos = NULL;
} else {
m_pathpos = &m_path[index];
}
arc.ArchiveInteger(&index);
if (index == -1) {
m_startpathpos = NULL;
} else {
m_startpathpos = &m_path[index];
}
} else {
if (m_pathpos) {
index = m_pathpos - m_path;
} else {
index = -1;
}
arc.ArchiveInteger(&index);
if (m_startpathpos) {
index = m_startpathpos - m_path;
} else {
index = -1;
}
arc.ArchiveInteger(&index);
}
} else if (arc.Loading()) {
m_pathpos = 0;
}
arc.ArchiveVec2(m_delta);
arc.ArchiveBool(&m_Side);
arc.ArchiveInteger(&m_Time);
arc.ArchiveFloat(&m_TotalDist);
arc.ArchiveShort(&m_FallHeight);
arc.ArchiveShort(&m_FallHeight);
arc.ArchiveBool(&m_HasCompleteLookahead);
arc.ArchiveFloat(&m_fLookAhead);
arc.ArchiveBool(&m_bChangeLookAhead);
}