openmohaa/code/fgame/navigate.h
2023-11-09 23:44:53 +01:00

414 lines
12 KiB
C++

/*
===========================================================================
Copyright (C) 2023 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
===========================================================================
*/
// navigate.h:
// Potentially could be an C++ implementation of the A* search algorithm, but
// is currently unfinished.
//
#pragma once
#include "g_local.h"
#include "class.h"
#include "entity.h"
#include "stack.h"
#include "container.h"
#include "doors.h"
#include "sentient.h"
#include "../qcommon/qfiles.h"
extern Event EV_AI_SavePaths;
extern Event EV_AI_SaveNodes;
extern Event EV_AI_LoadNodes;
extern Event EV_AI_ClearNodes;
extern Event EV_AI_RecalcPaths;
extern Event EV_AI_CalcPath;
extern Event EV_AI_DisconnectPath;
extern cvar_t *ai_showroutes;
extern cvar_t *ai_showroutes_distance;
extern cvar_t *ai_shownodenums;
extern cvar_t *ai_shownode;
extern cvar_t *ai_showallnode;
extern cvar_t *ai_showpath;
extern cvar_t *ai_fallheight;
extern cvar_t *ai_debugpath;
extern cvar_t *ai_pathchecktime;
extern cvar_t *ai_pathcheckdist;
extern int ai_maxnode;
#define MAX_PATHCHECKSPERFRAME 4
extern int path_checksthisframe;
#define MAX_PATH_LENGTH 128 // should be more than plenty
#define NUM_PATHSPERNODE 48
class Path;
class PathNode;
#define NUM_WIDTH_VALUES 16
#define WIDTH_STEP 8
#define MAX_WIDTH (WIDTH_STEP * NUM_WIDTH_VALUES)
#define MAX_HEIGHT 128
#define CHECK_PATH(path, width, height) \
((((width) >= MAX_WIDTH) || ((width) < 0)) ? false \
: ((int)(path)->maxheight[((width) / WIDTH_STEP) - 1] < (int)(height)))
class pathway_ref
{
public:
short int from;
short int to;
};
typedef struct {
byte numBlockers;
byte badPlaceTeam[2];
short int node;
short int fallheight;
float dist;
vec2_t dir;
vec3_t pos1;
vec3_t pos2;
} pathway_t;
class PathInfo
{
public:
bool bAccurate;
vec3_t point;
float dist;
vec2_t dir;
public:
void Archive(Archiver& arc);
};
inline void PathInfo::Archive(Archiver& arc)
{
arc.ArchiveBool(&bAccurate);
arc.ArchiveVec3(point);
arc.ArchiveFloat(&dist);
arc.ArchiveVec2(dir);
}
typedef enum {
NOT_IN_LIST,
IN_OPEN,
IN_CLOSED
} pathlist_t;
#define PATH_DONT_LINK 1
#define AI_DUCK 2
#define AI_COVER 4
#define AI_CONCEALMENT 8
#define AI_CORNER_LEFT 16
#define AI_CORNER_RIGHT 32
#define AI_SNIPER 64
#define AI_CRATE 128
// Added in 2.0
#define AI_LOW_WALL_ARC 256
#define AI_COVERFLAGS \
(AI_CRATE | AI_SNIPER | AI_CORNER_RIGHT | AI_CORNER_LEFT | AI_CONCEALMENT | AI_COVER | AI_LOW_WALL_ARC)
#define AI_COVERFLAGS2 (AI_SNIPER | AI_CORNER_RIGHT | AI_CORNER_LEFT | AI_CONCEALMENT)
#define AI_COVERFLAGS3 (AI_SNIPER | AI_CORNER_RIGHT | AI_CORNER_LEFT | AI_CONCEALMENT | AI_DUCK | AI_CONCEALMENT)
#define AI_SNIPERFLAGS (AI_SNIPER | AI_CORNER_RIGHT | AI_CORNER_LEFT | AI_COVER)
#define AI_CRATEFLAGS (AI_CRATE | AI_CORNER_LEFT | AI_CORNER_RIGHT | AI_CONCEALMENT | AI_COVER | AI_DUCK)
#define AI_COVER_LEFT_FLAGS (AI_CRATE | AI_SNIPER | AI_CORNER_LEFT | AI_CONCEALMENT | AI_DUCK)
#define AI_COVER_RIGHT_FLAGS (AI_CRATE | AI_SNIPER | AI_CORNER_RIGHT | AI_CONCEALMENT | AI_DUCK)
#define AI_COVER_MASK (AI_CRATE | AI_CORNER_RIGHT | AI_CORNER_LEFT | AI_CONCEALMENT | AI_COVER)
#define AI_CONCEALMENT_MASK (AI_CRATE | AI_CORNER_RIGHT | AI_CONCEALMENT | AI_LOW_WALL_ARC)
#define AI_ALL (AI_DUCK | AI_COVER | AI_CONCEALMENT | AI_CORNER_LEFT | AI_CORNER_RIGHT | AI_SNIPER | AI_CRATE)
void DrawNode(int iNodeCount);
void DrawAllConnections(void);
class PathNode : public SimpleEntity
{
public:
int findCount;
pathway_t *Child;
int numChildren;
int virtualNumChildren;
float f;
float h;
float g;
class PathNode *Parent;
bool inopen;
PathNode *PrevNode;
PathNode *NextNode;
short int pathway;
const vec_t *m_PathPos;
float dist;
vec2_t dir;
int nodeflags;
SafePtr<Entity> pLastClaimer;
int iAvailableTime;
int nodenum;
short int m_Depth;
float m_fLowWallArc;
friend class PathSearch;
friend void DrawAllConnections(void);
private:
void ConnectTo(PathNode *node);
void SetNodeFlags(Event *ev);
void SetLowWallArc(Event *ev); // Added in 2.0
void Remove(Event *ev);
public:
CLASS_PROTOTYPE(PathNode);
PathNode();
virtual ~PathNode();
void *operator new(size_t size);
void operator delete(void *ptr);
void Archive(Archiver& arc) override;
void ArchiveDynamic(Archiver& arc);
void ArchiveStatic(Archiver& arc);
bool CheckPathTo(PathNode *node);
void CheckPathToDefault(PathNode *node, pathway_t *pathway);
qboolean LadderTo(PathNode *node, pathway_t *pathway);
void DrawConnections(void);
void Claim(Entity *pClaimer);
void Relinquish(void);
Entity *GetClaimHolder(void) const;
bool IsClaimedByOther(Entity *pPossibleClaimer) const;
void MarkTemporarilyBad(void);
void ConnectChild(int i);
void DisconnectChild(int i);
const_str GetSpecialAttack(class Actor *pActor);
void IsTouching(Event *ev);
qboolean IsTouching(Entity *e1);
void setOriginEvent(Vector org) override;
};
typedef SafePtr<PathNode> PathNodePtr;
#define PATHMAP_CELLSIZE 256
#define PATHMAP_GRIDSIZE (MAX_MAP_BOUNDS * 2 / PATHMAP_CELLSIZE)
#define PATHMAP_NODES 128 // 128 - sizeof( int ) / sizeof( short )
#define MAX_PATHNODES 4096
class MapCell : public Class
{
private:
int numnodes;
short *nodes;
friend class PathSearch;
public:
MapCell();
~MapCell();
void AddNode(PathNode *node);
int NumNodes(void);
};
class PathSearch : public Listener
{
friend class PathNode;
private:
static MapCell PathMap[PATHMAP_GRIDSIZE][PATHMAP_GRIDSIZE];
static PathNode *open;
static int findFrame;
static qboolean m_bNodesloaded;
static qboolean m_NodeCheckFailed;
static int m_LoadIndex;
public:
static PathNode *pathnodes[4096];
static int nodecount;
static float total_dist;
static const char *last_error;
private:
static void LoadAddToGrid(int x, int y);
static void LoadAddToGrid2(PathNode *node, int x, int y);
static void AddToGrid(PathNode *node, int x, int y);
static bool Connect(PathNode *node, int x, int y);
static int NodeCoordinate(float coord);
static int GridCoordinate(float coord);
static qboolean ArchiveSaveNodes(void);
static void ArchiveLoadNodes(void);
static void Init(void);
public:
CLASS_PROTOTYPE(PathSearch);
PathSearch();
virtual ~PathSearch();
static void ArchiveStaticLoad(Archiver& arc);
static void ArchiveStaticSave(Archiver& arc);
static bool ArchiveDynamic(Archiver& arc);
static void AddNode(PathNode *node);
static void Connect(PathNode *node);
static void UpdateNode(PathNode *node);
static MapCell *GetNodesInCell(int x, int y);
static MapCell *GetNodesInCell(const vec3_t pos);
static class PathNode *DebugNearestStartNode(const vec3_t pos, Entity *ent = NULL);
static class PathNode *NearestStartNode(const vec3_t pos, class SimpleActor *ent);
static class PathNode *NearestEndNode(const vec3_t pos);
static int DebugNearestNodeList(const vec3_t pos, PathNode **nodelist, int iMaxNodes);
static int DebugNearestNodeList2(const vec3_t pos, PathNode **nodelist, int iMaxNodes);
static void ShowNodes(void);
static void LoadNodes(void);
static void CreatePaths(void);
static void *AllocPathNode(void);
static void FreePathNode(void *);
static void ResetNodes(void);
static void UpdatePathwaysForBadPlace(const Vector &origin, float radius, int dir, int team);
static PathInfo *GeneratePath(PathInfo *path);
static PathInfo *GeneratePathNear(PathInfo *path);
static PathInfo *GeneratePathAway(PathInfo *path);
static class PathNode *GetSpawnNode(ClassDef *cls);
static int FindPath(
const vec3_t start,
const vec3_t end,
Entity *ent,
float maxPath,
const vec3_t vLeashHome,
float fLeashDistSquared,
int fallheight
);
static int FindPathAway(
const vec3_t start,
const vec3_t avoid,
const vec3_t vPreferredDir,
Entity *ent,
float fMinSafeDist,
const vec3_t vLeashHome,
float fLeashDistSquared,
int fallheight
);
static int FindPathNear(
const vec3_t start,
const vec3_t end,
Entity *ent,
float maxPath,
float fRadiusSquared,
const vec3_t vLeashHome,
float fLeashDistSquared,
int fallheight
);
static class PathNode *FindCornerNodeForWall(
const vec3_t start, const vec3_t end, class SimpleActor *ent, float maxPath, const vec4_t plane
);
static class PathNode *FindCornerNodeForExactPath(class SimpleActor *self, Sentient *enemy, float fMaxPath);
static int
FindPotentialCover(class SimpleActor *pEnt, Vector& vPos, Entity *pEnemy, PathNode **ppFoundNodes, int iMaxFind);
static void PlayerCover(class Player *pPlayer);
static class PathNode *FindNearestCover(class SimpleActor *pEnt, Vector& vPos, Entity *pEnemy);
static class PathNode *FindNearestSniperNode(class SimpleActor *pEnt, Vector& vPos, Entity *pEnemy);
private:
static int NearestNodeSetup(const vec3_t pos, MapCell *cell, int *nodes, vec3_t *deltas);
};
inline MapCell::~MapCell()
{
numnodes = 0;
nodes = NULL;
}
extern PathSearch PathManager;
//===============
// Added in OPM
//===============
PathNode *AI_FindNode(const char *name);
void AI_AddNode(PathNode *node);
void AI_RemoveNode(PathNode *node);
void AI_ResetNodes(void);
class AttractiveNode : public SimpleArchivedEntity
{
public:
int m_iPriority;
bool m_bUse;
float m_fMaxStayTime;
float m_fMaxDistance;
float m_fMaxDistanceSquared;
float m_fRespawnTime;
const_str m_csTeam;
int m_iTeam;
private:
// Container< SafePtr< Sentient > > m_pSentList;
public:
CLASS_PROTOTYPE(AttractiveNode);
AttractiveNode();
~AttractiveNode();
bool CheckTeam(Sentient *sent);
void setMaxDist(float dist);
void GetPriority(Event *ev);
void SetPriority(Event *ev);
void GetDistance(Event *ev);
void SetDistance(Event *ev);
void GetStayTime(Event *ev);
void SetStayTime(Event *ev);
void GetRespawnTime(Event *ev);
void SetRespawnTime(Event *ev);
void GetTeam(Event *ev);
void SetTeam(Event *ev);
void SetUse(Event *ev);
void Archive(Archiver& arc) override;
};
typedef SafePtr<AttractiveNode> AttractiveNodePtr;
inline void AttractiveNode::Archive(Archiver& arc)
{
arc.ArchiveInteger(&m_iPriority);
arc.ArchiveBool(&m_bUse);
arc.ArchiveFloat(&m_fMaxStayTime);
arc.ArchiveFloat(&m_fMaxDistanceSquared);
}
extern Container<AttractiveNode *> attractiveNodes;