2279 lines
50 KiB
C++
2279 lines
50 KiB
C++
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// Copyright (C) 1998 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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// DESCRIPTION:
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// C++ implementation of the A* search algorithm.
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//
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#include "g_local.h"
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#include "navigate.h"
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#include "path.h"
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#include "misc.h"
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#include "doors.h"
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#define PATHFILE_VERSION 4
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Event EV_AI_SavePaths( "ai_savepaths", EV_CHEAT );
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Event EV_AI_SaveNodes( "ai_save", EV_CHEAT );
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Event EV_AI_LoadNodes( "ai_load", EV_CHEAT );
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Event EV_AI_ClearNodes( "ai_clearnodes", EV_CHEAT );
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Event EV_AI_RecalcPaths( "ai_recalcpaths", EV_CHEAT );
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Event EV_AI_CalcPath( "ai_calcpath", EV_CHEAT );
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Event EV_AI_DisconnectPath( "ai_disconnectpath", EV_CHEAT );
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Event EV_AI_SetNodeFlags( "ai_setflags", EV_CHEAT );
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cvar_t *ai_createnodes = NULL;
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cvar_t *ai_showpath;
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cvar_t *ai_debugpath;
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cvar_t *ai_debuginfo;
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cvar_t *ai_showroutes;
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cvar_t *ai_shownodenums;
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cvar_t *ai_timepaths;
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static Entity *IgnoreObjects[ MAX_EDICTS ];
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static int NumIgnoreObjects;
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static PathNode *pathnodes[ MAX_PATHNODES ];
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static qboolean pathnodesinitialized = false;
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static qboolean loadingarchive = false;
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int ai_maxnode;
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#define MASK_PATHSOLID (CONTENTS_SOLID|CONTENTS_MONSTERCLIP|CONTENTS_WINDOW|CONTENTS_FENCE)
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PathSearch PathManager;
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int path_checksthisframe;
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PathNode *AI_FindNode
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(
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const char *name
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)
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{
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int i;
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if ( !name )
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{
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return NULL;
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}
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if ( name[ 0 ] == '!' )
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{
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name++;
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return AI_GetNode( atof( name ) );
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}
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if ( name[ 0 ] == '$' )
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{
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name++;
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}
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for( i = 0; i <= ai_maxnode; i++ )
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{
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if ( pathnodes[ i ] && ( pathnodes[ i ]->TargetName() == name ) )
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{
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return pathnodes[ i ];
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}
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}
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return NULL;
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}
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PathNode *AI_GetNode
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(
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int num
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)
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{
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if ( ( num < 0 ) || ( num > MAX_PATHNODES ) )
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{
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assert( false );
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return NULL;
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}
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return pathnodes[ num ];
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}
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void AI_AddNode
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(
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PathNode *node
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)
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{
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int i;
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assert( node );
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for( i = 0; i < MAX_PATHNODES; i++ )
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{
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if ( pathnodes[ i ] == NULL )
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{
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break;
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}
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}
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if ( i < MAX_PATHNODES )
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{
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if ( i > ai_maxnode )
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{
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ai_maxnode = i;
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}
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pathnodes[ i ] = node;
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node->nodenum = i;
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return;
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}
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gi.error( "Exceeded MAX_PATHNODES!\n" );
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}
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void AI_RemoveNode
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(
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PathNode *node
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)
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{
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assert( node );
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if ( ( node->nodenum < 0 ) || ( node->nodenum > ai_maxnode ) )
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{
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assert( false );
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gi.error( "Corrupt pathnode!\n" );
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}
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// If the nodenum is 0, the node was probably removed during initialization
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// otherwise, it's a bug.
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assert( ( pathnodes[ node->nodenum ] == node ) || ( node->nodenum == 0 ) );
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if ( pathnodes[ node->nodenum ] == node )
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{
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pathnodes[ node->nodenum ] = NULL;
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}
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}
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void AI_ResetNodes
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(
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void
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)
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{
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int i;
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if ( !pathnodesinitialized )
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{
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memset( pathnodes, 0, sizeof( pathnodes ) );
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pathnodesinitialized = true;
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}
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else
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{
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for( i = 0; i < MAX_PATHNODES; i++ )
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{
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if ( pathnodes[ i ] )
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{
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delete pathnodes[ i ];
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}
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}
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}
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ai_maxnode = 0;
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}
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/*****************************************************************************/
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/*SINED info_pathnode (1 0 0) (-24 -24 0) (24 24 32) FLEE DUCK COVER DOOR JUMP LADDER
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FLEE marks the node as a safe place to flee to. Actor will be removed when it reaches a flee node and is not visible to a player.
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DUCK marks the node as a good place to duck behind during weapon fire.
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COVER marks the node as a good place to hide behind during weapon fire.
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DOOR marks the node as a door node. If an adjacent node has DOOR marked as well, the actor will only use the path if the door in between them is unlocked.
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JUMP marks the node as one to jump from when going to the node specified by target.
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"target" the pathnode to jump to.
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/*****************************************************************************/
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CLASS_DECLARATION( Listener, PathNode, "info_pathnode" );
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Event EV_Path_FindChildren( "findchildren" );
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Event EV_Path_FindEntities( "findentities" );
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ResponseDef PathNode::Responses[] =
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{
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{ &EV_Path_FindChildren, ( Response )PathNode::FindChildren },
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{ &EV_Path_FindEntities, ( Response )PathNode::FindEntities },
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{ NULL, NULL }
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};
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static int numNodes = 0;
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static PathNode *NodeList = NULL;
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PathNode::PathNode()
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{
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nodenum = 0;
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if ( !loadingarchive )
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{
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// our archive function will take care of this stuff
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AI_AddNode( this );
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PostEvent( EV_Path_FindChildren, 0 );
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}
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occupiedTime = 0;
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nodeflags = G_GetIntArg( "spawnflags" );
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setOrigin( G_GetSpawnArg( "origin" ) );
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setangles = ( G_GetSpawnArg( "angle" ) || G_GetSpawnArg( "angles" ) );
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if ( setangles )
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{
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float angle;
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angle = G_GetFloatArg( "angle", 0 );
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setAngles( G_GetVectorArg( "angles", Vector( 0, angle, 0 ) ) );
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}
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animname = G_GetStringArg( "anim" );
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targetname = G_GetStringArg( "targetname" );
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target = G_GetStringArg( "target" );
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// crouch hieght
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setSize( "-24 -24 0", "24 24 40" );
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f = 0;
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h = 0;
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g = 0;
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inlist = NOT_IN_LIST;
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// reject is used to indicate that a node is unfit for ending on during a search
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reject = false;
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numChildren = 0;
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Parent = NULL;
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NextNode = NULL;
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}
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PathNode::~PathNode()
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{
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PathManager.RemoveNode( this );
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AI_RemoveNode( this );
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}
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str &PathNode::TargetName
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(
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void
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)
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{
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return targetname;
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}
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void PathNode::setAngles
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(
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Vector ang
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)
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{
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worldangles = ang;
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}
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void PathNode::setOrigin
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(
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Vector org
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)
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{
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worldorigin = org;
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contents = gi.pointcontents( worldorigin.vec3() );
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}
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void PathNode::setSize
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(
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Vector min,
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Vector max
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)
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{
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mins = min;
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maxs = max;
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}
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EXPORT_FROM_DLL void PathNode::Setup
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(
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Vector pos
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)
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{
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CancelEventsOfType( EV_Path_FindChildren );
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setOrigin( pos );
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ProcessEvent( EV_Path_FindChildren );
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}
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EXPORT_FROM_DLL void PathNode::Archive
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(
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Archiver &arc
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)
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{
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int i;
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arc.WriteInteger( nodenum );
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arc.WriteInteger( nodeflags );
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arc.WriteVector( worldorigin );
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arc.WriteVector( worldangles );
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arc.WriteBoolean( setangles );
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arc.WriteString( target );
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arc.WriteString( targetname );
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arc.WriteString( animname );
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arc.WriteFloat( occupiedTime );
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arc.WriteInteger( entnum );
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arc.WriteInteger( numChildren );
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for( i = 0; i < numChildren; i++ )
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{
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arc.WriteShort( Child[ i ].node );
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arc.WriteShort( Child[ i ].moveCost );
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arc.WriteRaw( Child[ i ].maxheight, sizeof( Child[ i ].maxheight ) );
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arc.WriteInteger( Child[ i ].door );
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}
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}
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EXPORT_FROM_DLL void PathNode::FindEntities
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(
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Event *ev
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)
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{
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int i;
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Door *door;
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PathNode *node;
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for( i = 0; i < numChildren; i++ )
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{
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if ( Child[ i ].door )
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{
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node = AI_GetNode( Child[ i ].node );
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assert( node );
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door = CheckDoor( node->worldorigin );
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if ( door )
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{
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Child[ i ].door = door->entnum;
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}
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else
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{
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Child[ i ].door = 0;
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}
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}
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}
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}
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EXPORT_FROM_DLL void PathNode::Unarchive
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(
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Archiver &arc
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)
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{
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int i;
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nodenum = arc.ReadInteger();
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assert( nodenum <= MAX_PATHNODES );
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if ( nodenum > MAX_PATHNODES )
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{
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arc.FileError( "Node exceeds max path nodes" );
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}
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nodeflags = arc.ReadInteger();
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setOrigin( arc.ReadVector() );
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setAngles( arc.ReadVector() );
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setangles = arc.ReadBoolean();
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target = arc.ReadString();
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targetname = arc.ReadString();
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animname = arc.ReadString();
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occupiedTime = arc.ReadFloat();
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entnum = arc.ReadInteger();
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if ( !LoadingSavegame )
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{
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occupiedTime = 0;
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entnum = 0;
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}
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numChildren = arc.ReadInteger();
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assert( numChildren <= NUM_PATHSPERNODE );
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if ( numChildren > NUM_PATHSPERNODE )
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{
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arc.FileError( "Exceeded num paths per node" );
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}
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for( i = 0; i < numChildren; i++ )
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{
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Child[ i ].node = arc.ReadShort();
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Child[ i ].moveCost = arc.ReadShort();
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arc.ReadRaw( Child[ i ].maxheight, sizeof( Child[ i ].maxheight ) );
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Child[ i ].door = arc.ReadInteger();
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}
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if ( !LoadingSavegame )
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{
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// Fixup the doors
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PostEvent( EV_Path_FindEntities, 0 );
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}
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pathnodes[ nodenum ] = this;
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if ( ai_maxnode < nodenum )
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{
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ai_maxnode = nodenum;
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}
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PathManager.AddNode( this );
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}
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EXPORT_FROM_DLL void RestoreEnts
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(
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void
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)
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||
|
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{
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int i;
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|
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for( i = 0; i < NumIgnoreObjects; i++ )
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{
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IgnoreObjects[ i ]->link();
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}
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}
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EXPORT_FROM_DLL qboolean PathNode::TestMove
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(
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Entity *ent,
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Vector start,
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Vector end,
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Vector &min,
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Vector &max,
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qboolean allowdoors,
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qboolean fulltest
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)
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||
|
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{
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// NOTE: TestMove may allow wide paths to succeed when they shouldn't since it
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// may place the lower node above obstacles that actors can't step over.
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// Since any path that's wide enough for large boxes must also allow
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// thinner boxes to go through, you must ignore the results of TestMove
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// when thinner checks have already failed.
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trace_t trace;
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Vector end_trace;
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Vector pos;
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Vector dir;
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||
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float t;
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float dist;
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|
||
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// By requiring that paths have STEPSIZE headroom above the path, we simplify the test
|
||
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// to see if an actor can move to a node down to a simple trace. By stepping up the start
|
||
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// and end points, we account for the actor's ability to step up any geometry lower than
|
||
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// STEPSIZE in height.
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||
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start.z += STEPSIZE;
|
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end.z += STEPSIZE;
|
||
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|
||
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// Check the move
|
||
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trace = G_Trace( start, min, max, end, ent, MASK_PATHSOLID, "PathNode::TestMove 1" );
|
||
|
if ( trace.startsolid || ( trace.fraction != 1 ) )
|
||
|
{
|
||
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// No direct path available. The actor will most likely not be able to move through here.
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( !fulltest )
|
||
|
{
|
||
|
// Since we're not doing a full test (full tests are only done when we're connecting nodes to save time),
|
||
|
// we test to see if the midpoint of the move would only cause a change in height of STEPSIZE
|
||
|
// from the predicted height. This prevents most cases where a dropoff lies between a actor and a node.
|
||
|
Vector pos;
|
||
|
|
||
|
// Since we start and end are already STEPSIZE above the ground, we have to check twice STEPSIZE below
|
||
|
// the midpoint to see if the midpoint is on the ground.
|
||
|
dir = end - start;
|
||
|
pos = start + dir * 0.5;
|
||
|
end_trace = pos;
|
||
|
end_trace.z -= STEPSIZE * 2;
|
||
|
|
||
|
// Check that the midpos is onground. This may fail on ok moves, but a true test would be too slow
|
||
|
// to do in real time. Also, we may miss cases where a dropoff exists before or after the midpoint.
|
||
|
// Once the actor is close enough to the drop off, it will discover the fall and hopefully try
|
||
|
// another route.
|
||
|
trace = G_Trace( pos, min, max, end_trace, ent, MASK_PATHSOLID, "PathNode::TestMove 2" );
|
||
|
if ( trace.startsolid || ( trace.fraction == 1 ) )
|
||
|
{
|
||
|
// We're not on the ground, so there's a good posibility that we can't make this move without falling.
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
else if ( !( contents & MASK_WATER ) )
|
||
|
{
|
||
|
// When we're creating the paths during load time, we do a much more exhaustive test to see if the
|
||
|
// path is valid. This test takes a bounding box and moves it 8 units at a time closer to the goal,
|
||
|
// testing the ground after each move. The test involves checking whether we will fall more than
|
||
|
// STEPSIZE to the ground (since we've raised the start and end points STEPSIZE above the ground,
|
||
|
// we must actually test 2 * STEPSIZE down to see if we're on the ground). After each test, we set
|
||
|
// the new height of the box to be STEPSIZE above the ground. Each move closer to the goal is only
|
||
|
// done horizontally to simulate how the actors normally move. This method ensures that any actor
|
||
|
// wider than 8 units in X and Y will be able to move from start to end.
|
||
|
//
|
||
|
// NOTE: This may allow wide paths to succeed when they shouldn't since it
|
||
|
// may place the lower node above obstacles that actors can't step over.
|
||
|
// Since any path that's wide enough for large boxes must also allow
|
||
|
// thinner boxes to go through, you must ignore the results of TestMove
|
||
|
// when thinner checks have already failed.
|
||
|
|
||
|
dir = end - start;
|
||
|
dir.z = 0;
|
||
|
dist = dir.length();
|
||
|
dir *= 1 / dist;
|
||
|
|
||
|
// check the entire move
|
||
|
pos = start;
|
||
|
for( t = 0; t < dist; t += 8 )
|
||
|
{
|
||
|
// Move the box to our position along the path and make our downward trace vector
|
||
|
end_trace.x = pos.x = start.x + t * dir.x;
|
||
|
end_trace.y = pos.y = start.y + t * dir.y;
|
||
|
end_trace.z = pos.z - STEPSIZE * 2;
|
||
|
|
||
|
// check the ground
|
||
|
trace = G_Trace( pos, min, max, end_trace, ent, MASK_PATHSOLID, "PathNode::TestMove 3" );
|
||
|
if ( trace.startsolid || ( trace.fraction == 1 ) )
|
||
|
{
|
||
|
// Either we're stuck in something solid, or we would fall farther than STEPSIZE to the ground,
|
||
|
// so the path is not acceptable.
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// move the box to STEPSIZE above the ground.
|
||
|
pos.z = trace.endpos[ 2 ] + STEPSIZE;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL qboolean PathNode::CheckMove
|
||
|
(
|
||
|
Entity *ent,
|
||
|
Vector pos,
|
||
|
Vector &min,
|
||
|
Vector &max,
|
||
|
qboolean allowdoors,
|
||
|
qboolean fulltest
|
||
|
)
|
||
|
|
||
|
{
|
||
|
// Since we need to support actors of variable widths, we need to do some special checks when a potential
|
||
|
// path goes up or down stairs. Placed pathnodes are only 16x16 in width, so when they are dropped to the
|
||
|
// ground, they may end in a position where a larger box would not fit. Making the pathnodes larger
|
||
|
// would make it hard to place paths where smaller actors could go, and making paths of various sizes would
|
||
|
// be overkill (more work for the level designer, or a lot of redundant data). The solution is to treat
|
||
|
// paths with verticle movement differently than paths that are purely horizontal. For horizontal moves,
|
||
|
// a simple trace STEPSIZE above the ground will be sufficient to prove that we can travel from one node
|
||
|
// to another, in either direction. For moves that have some change in height, we can check that we have
|
||
|
// a clear path by tracing horizontally from the higher node to a point where larger bounding box actors
|
||
|
// could then move at a slope downward to the lower node. This fixes the problem where path points that
|
||
|
// are larger than the depth of a step would have to intersect with the step in order to get the center
|
||
|
// of the box on solid ground. If you're still confused, well, tough. :) Think about the problem of
|
||
|
// larger bounding boxes going up stairs for a bit and you should see the problem. You can also read
|
||
|
// section 8.4, "Translating a Convex Polygon", from Computational Geometry in C (O'Rourke) (a f'ing
|
||
|
// great book, BTW) for information on similar problems (which is also a good explanation of how
|
||
|
// Quake's collision detection works).
|
||
|
trace_t trace;
|
||
|
int height;
|
||
|
|
||
|
height = ( int )fabs( pos.z - worldorigin.z );
|
||
|
// Check if the path is strictly horizontal
|
||
|
if ( !height )
|
||
|
{
|
||
|
// We do two traces for the strictly horizontal test. One normal, and one STEPSIZE
|
||
|
// above. The normal trace is needed because most doors in the game aren't tall enough
|
||
|
// to allow actors to trace STEPSIZE above the ground. This means that failed horizontal
|
||
|
// tests require two traces. Annoying.
|
||
|
trace = G_Trace( worldorigin, min, max, pos, ent, MASK_PATHSOLID, "PathNode::CheckMove 1" );
|
||
|
if ( !trace.startsolid && ( trace.fraction == 1 ) )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// Do the step test
|
||
|
return TestMove( ent, pos, worldorigin, min, max, allowdoors, fulltest );
|
||
|
}
|
||
|
|
||
|
Vector size;
|
||
|
float width;
|
||
|
|
||
|
size = max - min;
|
||
|
width = max( size.x, size.y );
|
||
|
|
||
|
// if our bounding box is smaller than that of the pathnode, we can do the standard trace.
|
||
|
if ( width <= 32 )
|
||
|
{
|
||
|
return TestMove( ent, pos, worldorigin, min, max, allowdoors, fulltest );
|
||
|
}
|
||
|
|
||
|
Vector start;
|
||
|
Vector end;
|
||
|
Vector delta;
|
||
|
float radius;
|
||
|
float len;
|
||
|
|
||
|
// We calculate the radius of the smallest cylinder that would contain the bounding box.
|
||
|
// In some cases, this would make the first horizontal move longer than it needs to be, but
|
||
|
// that shouldn't be a problem.
|
||
|
|
||
|
// multiply the width by 1/2 the square root of 2 to get radius
|
||
|
radius = width * 1.415 * 0.5;
|
||
|
|
||
|
// Make sure that our starting position is the higher node since it doesn't matter which
|
||
|
// direction the move is in.
|
||
|
if ( pos.z < worldorigin.z )
|
||
|
{
|
||
|
start = worldorigin;
|
||
|
end = pos;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
start = pos;
|
||
|
end = worldorigin;
|
||
|
}
|
||
|
|
||
|
// If the distance between the two points is less than the radius of the bounding box,
|
||
|
// then we only have to do the horizontal test since larger bounding boxes would not fall.
|
||
|
delta = end - start;
|
||
|
len = delta.length();
|
||
|
if ( len <= radius )
|
||
|
{
|
||
|
end.z = start.z;
|
||
|
return TestMove( ent, start, end, min, max, allowdoors, fulltest );
|
||
|
}
|
||
|
|
||
|
Vector mid;
|
||
|
|
||
|
// normalize delta and multiply by radius (saving a few multiplies by combining into one).
|
||
|
delta *= radius / len;
|
||
|
|
||
|
mid = start;
|
||
|
mid.x += delta.x;
|
||
|
mid.y += delta.y;
|
||
|
|
||
|
// Check the horizontal move
|
||
|
if ( !TestMove( ent, start, mid, min, max, allowdoors, fulltest ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// Calculate our new endpoint
|
||
|
end.z -= delta.z;
|
||
|
|
||
|
// Check our new sloping move
|
||
|
return TestMove( ent, mid, end, min, max, allowdoors, fulltest );
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL Door *PathNode::CheckDoor
|
||
|
(
|
||
|
Vector pos
|
||
|
)
|
||
|
|
||
|
{
|
||
|
trace_t trace;
|
||
|
Entity *ent;
|
||
|
|
||
|
trace = G_Trace( worldorigin, vec_zero, vec_zero, pos, NULL, MASK_PATHSOLID, "PathNode::CheckDoor" );
|
||
|
|
||
|
ent = trace.ent->entity;
|
||
|
if ( ent && ent->isSubclassOf( Door ) )
|
||
|
{
|
||
|
return ( Door * )ent;
|
||
|
}
|
||
|
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL qboolean PathNode::CheckMove
|
||
|
(
|
||
|
Vector pos,
|
||
|
Vector min,
|
||
|
Vector max
|
||
|
)
|
||
|
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL qboolean PathNode::CheckPath
|
||
|
(
|
||
|
PathNode *node,
|
||
|
Vector min,
|
||
|
Vector max,
|
||
|
qboolean fulltest
|
||
|
)
|
||
|
|
||
|
{
|
||
|
Vector delta;
|
||
|
qboolean allowdoors;
|
||
|
qboolean result;
|
||
|
|
||
|
delta = node->worldorigin - worldorigin;
|
||
|
delta[ 2 ] = 0;
|
||
|
if ( delta.length() >= PATHMAP_CELLSIZE )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
allowdoors = ( nodeflags & AI_DOOR ) && ( node->nodeflags & AI_DOOR );
|
||
|
|
||
|
result = CheckMove( NULL, node->worldorigin, min, max, allowdoors, fulltest );
|
||
|
RestoreEnts();
|
||
|
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL qboolean PathNode::ClearPathTo
|
||
|
(
|
||
|
PathNode *node,
|
||
|
byte maxheight[ NUM_WIDTH_VALUES ],
|
||
|
qboolean fulltest
|
||
|
)
|
||
|
|
||
|
{
|
||
|
int i;
|
||
|
int width;
|
||
|
int height;
|
||
|
int bottom;
|
||
|
int top;
|
||
|
Vector min;
|
||
|
Vector max;
|
||
|
Vector bmin;
|
||
|
Vector bmax;
|
||
|
qboolean path;
|
||
|
edict_t *touch[ MAX_EDICTS ];
|
||
|
Entity *ent;
|
||
|
int num;
|
||
|
|
||
|
path = false;
|
||
|
for( i = 0; i < NUM_WIDTH_VALUES; i++ )
|
||
|
{
|
||
|
maxheight[ i ] = 0;
|
||
|
}
|
||
|
|
||
|
width = NUM_WIDTH_VALUES * WIDTH_STEP * 0.5;
|
||
|
min = Vector( -width, -width, 0 );
|
||
|
max = Vector( width, width, MAX_HEIGHT );
|
||
|
G_CalcBoundsOfMove( worldorigin, node->worldorigin, min, max, &bmin, &bmax );
|
||
|
|
||
|
num = gi.BoxEdicts( bmin.vec3(), bmax.vec3(), touch, MAX_EDICTS, AREA_SOLID );
|
||
|
for( i = 0; i < num; i++ )
|
||
|
{
|
||
|
ent = touch[ i ]->entity;
|
||
|
if ( ent && ent->isSubclassOf( Door ) )
|
||
|
{
|
||
|
ent->unlink();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for( i = 0; i < NUM_WIDTH_VALUES; i++ )
|
||
|
{
|
||
|
width = ( i + 1 ) * WIDTH_STEP * 0.5;
|
||
|
|
||
|
min.x = min.y = -width;
|
||
|
max.x = max.y = width;
|
||
|
|
||
|
// Perform a binary search to find the height of the path. Neat, eh? :)
|
||
|
bottom = 0;
|
||
|
top = MAX_HEIGHT;
|
||
|
while( top >= bottom )
|
||
|
{
|
||
|
height = ( ( bottom + top + 3 ) >> 1 ) & ~0x3;
|
||
|
if ( !height )
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
max.z = ( float )height;
|
||
|
if ( !CheckPath( node, min, max, fulltest ) )
|
||
|
{
|
||
|
top = height - 4;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
bottom = height + 4;
|
||
|
maxheight[ i ] = height;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !maxheight[ i ] )
|
||
|
{
|
||
|
// If no paths were available at this width, don't allow any wider paths.
|
||
|
// CheckPath uses TestMove which may allow wide paths to succeed when they
|
||
|
// shouldn't since it may place the lower node above obstacles that actors
|
||
|
// can't step over. Since any path that's wide enough for large boxes must
|
||
|
// also allow thinner boxes to go through, this check avoids the hole in
|
||
|
// TestMove's functioning.
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
path = true;
|
||
|
}
|
||
|
|
||
|
// Restore the doors
|
||
|
for( i = 0; i < num; i++ )
|
||
|
{
|
||
|
ent = touch[ i ]->entity;
|
||
|
if ( ent && ent->isSubclassOf( Door ) )
|
||
|
{
|
||
|
ent->link();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return path;
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL qboolean PathNode::LadderTo
|
||
|
(
|
||
|
PathNode *node,
|
||
|
byte maxheight[ NUM_WIDTH_VALUES ]
|
||
|
)
|
||
|
|
||
|
{
|
||
|
int i;
|
||
|
int j;
|
||
|
int m;
|
||
|
int width;
|
||
|
Vector min;
|
||
|
Vector max;
|
||
|
qboolean path;
|
||
|
|
||
|
trace_t trace;
|
||
|
|
||
|
if ( !( nodeflags & AI_LADDER ) || !( node->nodeflags & AI_LADDER ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( ( worldorigin.x != node->worldorigin.x ) || ( worldorigin.y != node->worldorigin.y ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
path = false;
|
||
|
|
||
|
for( i = 0; i < NUM_WIDTH_VALUES; i++ )
|
||
|
{
|
||
|
width = ( i + 1 ) * WIDTH_STEP * 0.5;
|
||
|
min = Vector( -width, -width, 12 );
|
||
|
max = Vector( width, width, 40 );
|
||
|
|
||
|
trace = G_Trace( worldorigin, min, max, node->worldorigin, NULL, MASK_PATHSOLID, "PathNode::LadderTo 1" );
|
||
|
if ( ( trace.fraction != 1 ) || trace.startsolid )
|
||
|
{
|
||
|
maxheight[ i ] = 0;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
path = true;
|
||
|
|
||
|
m = 40;
|
||
|
for( j = 48; j < MAX_HEIGHT; j+= 8 )
|
||
|
{
|
||
|
max.z = j;
|
||
|
trace = G_Trace( worldorigin, min, max, node->worldorigin, NULL, MASK_PATHSOLID, "PathNode::LadderTo 2" );
|
||
|
if ( ( trace.fraction != 1 ) || trace.startsolid )
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
m = j;
|
||
|
}
|
||
|
|
||
|
maxheight[ i ] = m;
|
||
|
}
|
||
|
|
||
|
return path;
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL qboolean PathNode::ConnectedTo
|
||
|
(
|
||
|
PathNode *node
|
||
|
)
|
||
|
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
for( i = 0; i < numChildren; i++ )
|
||
|
{
|
||
|
if ( Child[ i ].node == node->nodenum )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void PathNode::ConnectTo
|
||
|
(
|
||
|
PathNode *node,
|
||
|
byte maxheight[ NUM_WIDTH_VALUES ],
|
||
|
float cost,
|
||
|
Door *door
|
||
|
)
|
||
|
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
if ( ( numChildren < NUM_PATHSPERNODE ) && ( node != this ) )
|
||
|
{
|
||
|
Child[ numChildren ].node = node->nodenum;
|
||
|
for( i = 0; i < NUM_WIDTH_VALUES; i++ )
|
||
|
{
|
||
|
Child[ numChildren ].maxheight[ i ] = maxheight[ i ];
|
||
|
}
|
||
|
Child[ numChildren ].moveCost = ( int )cost;
|
||
|
Child[ numChildren ].door = door ? door->entnum : 0;
|
||
|
numChildren++;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
warning( "ConnectTo", "Child overflow" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void PathNode::ConnectTo
|
||
|
(
|
||
|
PathNode *node,
|
||
|
byte maxheight[ NUM_WIDTH_VALUES ]
|
||
|
)
|
||
|
|
||
|
{
|
||
|
Vector delta;
|
||
|
Door *door;
|
||
|
|
||
|
door = CheckDoor( node->worldorigin );
|
||
|
delta = node->worldorigin - worldorigin;
|
||
|
ConnectTo( node, maxheight, delta.length(), door );
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void PathNode::Disconnect
|
||
|
(
|
||
|
PathNode *node
|
||
|
)
|
||
|
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
for( i = 0; i < numChildren; i++ )
|
||
|
{
|
||
|
if ( Child[ i ].node == node->nodenum )
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Should never happen, but let it slide after release
|
||
|
assert( i != numChildren );
|
||
|
if ( i == numChildren )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
numChildren--;
|
||
|
|
||
|
// Since we're not worried about the order of the nodes, just
|
||
|
// move the last node into the slot occupied by the removed node.
|
||
|
Child[ i ] = Child[ numChildren ];
|
||
|
Child[ numChildren ].node = 0;
|
||
|
Child[ numChildren ].moveCost = 0;
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void PathNode::FindChildren
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
trace_t trace;
|
||
|
Vector end;
|
||
|
Vector start;
|
||
|
|
||
|
worldorigin.x = ( ( int )( worldorigin.x * 0.125 ) ) * 8;
|
||
|
worldorigin.y = ( ( int )( worldorigin.y * 0.125 ) ) * 8;
|
||
|
setOrigin( worldorigin );
|
||
|
|
||
|
if ( !( contents & MASK_WATER ) )
|
||
|
{
|
||
|
start = worldorigin + "0 0 1";
|
||
|
end = worldorigin;
|
||
|
end[ 2 ] -= 256;
|
||
|
|
||
|
trace = G_Trace( start, mins, maxs, end, NULL, MASK_PATHSOLID, "PathNode::FindChildren" );
|
||
|
if ( trace.fraction != 1 && !trace.allsolid )
|
||
|
{
|
||
|
setOrigin( trace.endpos );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
PathManager.AddNode( this );
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void PathNode::DrawConnections
|
||
|
(
|
||
|
void
|
||
|
)
|
||
|
|
||
|
{
|
||
|
int i;
|
||
|
pathway_t *path;
|
||
|
PathNode *node;
|
||
|
|
||
|
for( i = 0; i < numChildren; i++ )
|
||
|
{
|
||
|
path = &Child[ i ];
|
||
|
node = AI_GetNode( path->node );
|
||
|
|
||
|
G_DebugLine( worldorigin + "0 0 24", node->worldorigin + "0 0 24", 0.7, 0.7, 0, 1 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void DrawAllConnections
|
||
|
(
|
||
|
void
|
||
|
)
|
||
|
|
||
|
{
|
||
|
int i;
|
||
|
pathway_t *path;
|
||
|
PathNode *node;
|
||
|
PathNode *n;
|
||
|
Vector down;
|
||
|
Vector up;
|
||
|
Vector dir;
|
||
|
Vector p1;
|
||
|
Vector p2;
|
||
|
Vector p3;
|
||
|
Vector playerorigin;
|
||
|
qboolean showroutes;
|
||
|
qboolean shownums;
|
||
|
qboolean draw;
|
||
|
int maxheight;
|
||
|
int pathnum;
|
||
|
|
||
|
showroutes = ( ai_showroutes->value != 0 );
|
||
|
shownums = ( ai_shownodenums->value != 0 );
|
||
|
|
||
|
if ( ai_showroutes->value == 1 )
|
||
|
{
|
||
|
pathnum = ( 32 / WIDTH_STEP ) - 1;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pathnum = ( ( ( int )ai_showroutes->value ) / WIDTH_STEP ) - 1;
|
||
|
}
|
||
|
|
||
|
if ( ( pathnum < 0 ) || ( pathnum >= MAX_WIDTH ) )
|
||
|
{
|
||
|
gi.printf( "ai_showroutes: Value out of range\n" );
|
||
|
gi.cvar_set( "ai_showroutes", "0" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Figure out where the camera is
|
||
|
assert( g_edicts[ 1 ].client );
|
||
|
playerorigin.x = g_edicts[ 1 ].client->ps.pmove.origin[ 0 ];
|
||
|
playerorigin.y = g_edicts[ 1 ].client->ps.pmove.origin[ 1 ];
|
||
|
playerorigin.z = g_edicts[ 1 ].client->ps.pmove.origin[ 2 ];
|
||
|
playerorigin *= 0.125;
|
||
|
playerorigin += g_edicts[ 1 ].client->ps.viewoffset;
|
||
|
|
||
|
for( node = NodeList; node != NULL; node = node->chain )
|
||
|
{
|
||
|
if ( !gi.inPVS( playerorigin.vec3(), node->worldorigin.vec3() ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( shownums )
|
||
|
{
|
||
|
G_DrawDebugNumber( node->worldorigin + Vector( 0, 0, 14 ), node->nodenum, 1.5, 1, 1, 0 );
|
||
|
}
|
||
|
|
||
|
draw = false;
|
||
|
for( i = 0; i < node->numChildren; i++ )
|
||
|
{
|
||
|
path = &node->Child[ i ];
|
||
|
n = AI_GetNode( path->node );
|
||
|
|
||
|
if ( !showroutes )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
maxheight = path->maxheight[ pathnum ];
|
||
|
if ( maxheight == 0 )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
draw = true;
|
||
|
|
||
|
// don't draw the path if it's already been drawn by the destination node
|
||
|
if ( n->drawtime < level.time )
|
||
|
{
|
||
|
down.z = 2;
|
||
|
up.z = maxheight;
|
||
|
G_DebugLine( node->worldorigin + down, n->worldorigin + down, 0, 1, 0, 1 );
|
||
|
G_DebugLine( n->worldorigin + down, n->worldorigin + up, 0, 1, 0, 1 );
|
||
|
G_DebugLine( node->worldorigin + up, n->worldorigin + up, 0, 1, 0, 1 );
|
||
|
G_DebugLine( node->worldorigin + up, node->worldorigin + down, 0, 1, 0, 1 );
|
||
|
}
|
||
|
|
||
|
// draw an arrow for the direction
|
||
|
dir.x = n->worldorigin.x - node->worldorigin.x;
|
||
|
dir.y = n->worldorigin.y - node->worldorigin.y;
|
||
|
dir.normalize();
|
||
|
|
||
|
p1 = node->worldorigin;
|
||
|
p1.z += maxheight * 0.5;
|
||
|
p2 = dir * 8;
|
||
|
p3 = p1 + p2 * 2;
|
||
|
|
||
|
G_DebugLine( p1, p3, 0, 1, 0, 1 );
|
||
|
|
||
|
p2.z += 8;
|
||
|
G_DebugLine( p3, p3 - p2, 0, 1, 0, 1 );
|
||
|
|
||
|
p2.z -= 16;
|
||
|
G_DebugLine( p3, p3 - p2, 0, 1, 0, 1 );
|
||
|
}
|
||
|
|
||
|
if ( !draw )
|
||
|
{
|
||
|
// Put a little X where the node is to show that it had no connections
|
||
|
p1 = node->worldorigin;
|
||
|
p1.z += 2;
|
||
|
|
||
|
p2 = Vector( 12, 12, 0 );
|
||
|
G_DebugLine( p1 - p2, p1 + p2, 1, 0, 0, 1 );
|
||
|
|
||
|
p2.x = -12;
|
||
|
G_DebugLine( p1 - p2, p1 + p2, 1, 0, 0, 1 );
|
||
|
}
|
||
|
|
||
|
node->drawtime = level.time;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
MapCell::MapCell()
|
||
|
{
|
||
|
Init();
|
||
|
}
|
||
|
|
||
|
MapCell::~MapCell()
|
||
|
{
|
||
|
Init();
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void MapCell::Init
|
||
|
(
|
||
|
void
|
||
|
)
|
||
|
|
||
|
{
|
||
|
numnodes = 0;
|
||
|
memset( nodes, 0, sizeof( nodes ) );
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL qboolean MapCell::AddNode
|
||
|
(
|
||
|
PathNode *node
|
||
|
)
|
||
|
|
||
|
{
|
||
|
if ( numnodes >= PATHMAP_NODES )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
nodes[ numnodes ] = ( short )node->nodenum;
|
||
|
numnodes++;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL qboolean MapCell::RemoveNode
|
||
|
(
|
||
|
PathNode *node
|
||
|
)
|
||
|
|
||
|
{
|
||
|
int i;
|
||
|
int num;
|
||
|
|
||
|
num = node->nodenum;
|
||
|
for( i = 0; i < numnodes; i++ )
|
||
|
{
|
||
|
if ( num == ( int )nodes[ i ] )
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( i >= numnodes )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
numnodes--;
|
||
|
|
||
|
// Since we're not worried about the order of the nodes, just
|
||
|
// move the last node into the slot occupied by the removed node.
|
||
|
nodes[ i ] = nodes[ numnodes ];
|
||
|
nodes[ numnodes ] = 0;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL PathNode *MapCell::GetNode
|
||
|
(
|
||
|
int index
|
||
|
)
|
||
|
|
||
|
{
|
||
|
assert( index >= 0 );
|
||
|
assert( index < numnodes );
|
||
|
if ( index >= numnodes )
|
||
|
{
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
return AI_GetNode( nodes[ index ] );
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL int MapCell::NumNodes
|
||
|
(
|
||
|
void
|
||
|
)
|
||
|
|
||
|
{
|
||
|
return numnodes;
|
||
|
}
|
||
|
|
||
|
/* All
|
||
|
work and no play
|
||
|
makes Jim a dull boy. All
|
||
|
work and no play makes Jim a
|
||
|
dull boy. All work and no play
|
||
|
makes Jim a dull boy. All work and no
|
||
|
play makes Jim a dull boy. All work and
|
||
|
no play makes Jim a dull boy. All work and
|
||
|
no play makes Jim a dull boy. All work and no
|
||
|
play makes Jim a dull boy. All work and no play
|
||
|
makes Jim a dull boy. All work and no play makes
|
||
|
Jim a dull boy. All work and no play makes Jim a
|
||
|
dull boy. All work and no play makes Jim a dull boy.
|
||
|
All work and no play makes Jim a dull boy. All work
|
||
|
and no play makes Jim a dull boy. All work and no play
|
||
|
makes Jim a dull boy. All work and no play makes Jim a
|
||
|
dull boy. All work and no play makes Jim a dull boy. All
|
||
|
work and no play makes Jim a dull boy. All work and no
|
||
|
play makes Jim a dull boy. All work and no play makes Jim
|
||
|
a dull boy. All work and no play makes Jim a dull boy.
|
||
|
All work and no play makes Jim a dull boy. All work and
|
||
|
no play makes Jim a dull boy. All work and no play makes
|
||
|
Jim a dull boy. All work and no play makes Jim a dull
|
||
|
boy. All work and no play makes Jim a dull boy. All work
|
||
|
and no play makes Jim a dull boy. All work and no play
|
||
|
makes Jim a dull boy. All work and no play makes Jim a
|
||
|
dull boy. All work and no play makes Jim a dull boy. All
|
||
|
work and no play makes Jim a dull boy. All work and no
|
||
|
play makes Jim a dull boy. All work and no play makes
|
||
|
Jim a dull boy. All work and no play makes Jim a dull
|
||
|
boy. All work and no play makes Jim a dull boy. All
|
||
|
work and no play makes Jim a dull boy. All work and
|
||
|
no play makes Jim a dull boy. All work and no
|
||
|
play makes Jim a dull boy. All work and no play
|
||
|
makes Jim a dull boy. All work and no play
|
||
|
makes Jim a dull boy. All work and no play
|
||
|
makes Jim a dull boy. All work and no
|
||
|
play makes Jim a dull boy. All work
|
||
|
and no play makes Jim a dull boy.
|
||
|
All work and no play makes
|
||
|
Jim a dull boy. All work
|
||
|
and no play makes
|
||
|
Jim a
|
||
|
*/
|
||
|
|
||
|
CLASS_DECLARATION( Class, PathSearch, NULL );
|
||
|
|
||
|
ResponseDef PathSearch::Responses[] =
|
||
|
{
|
||
|
{ &EV_AI_SavePaths, ( Response )PathSearch::SavePathsEvent },
|
||
|
{ &EV_AI_LoadNodes, ( Response )PathSearch::LoadNodes },
|
||
|
{ &EV_AI_SaveNodes, ( Response )PathSearch::SaveNodes },
|
||
|
{ &EV_AI_ClearNodes, ( Response )PathSearch::ClearNodes },
|
||
|
{ &EV_AI_SetNodeFlags, ( Response )PathSearch::SetNodeFlagsEvent },
|
||
|
{ &EV_AI_RecalcPaths, ( Response )PathSearch::RecalcPathsEvent },
|
||
|
{ &EV_AI_CalcPath, ( Response )PathSearch::CalcPathEvent },
|
||
|
{ &EV_AI_DisconnectPath, ( Response )PathSearch::DisconnectPathEvent },
|
||
|
|
||
|
{ NULL, NULL }
|
||
|
};
|
||
|
|
||
|
void PathSearch::AddToGrid
|
||
|
(
|
||
|
PathNode *node,
|
||
|
int x,
|
||
|
int y
|
||
|
)
|
||
|
|
||
|
{
|
||
|
PathNode *node2;
|
||
|
MapCell *cell;
|
||
|
int numnodes;
|
||
|
int i;
|
||
|
int j;
|
||
|
byte maxheight[ NUM_WIDTH_VALUES ];
|
||
|
|
||
|
cell = GetNodesInCell( x, y );
|
||
|
if ( !cell )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !cell->AddNode( node ) )
|
||
|
{
|
||
|
warning( "AddToGrid", "Node overflow at ( %d, %d )\n", x, y );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !loadingarchive )
|
||
|
{
|
||
|
//
|
||
|
// explicitly link up the targets and their destinations
|
||
|
//
|
||
|
if ( node->nodeflags & AI_JUMP )
|
||
|
{
|
||
|
if ( node->target.length() > 1 )
|
||
|
{
|
||
|
node2 = AI_FindNode( node->target.c_str() );
|
||
|
if ( node2 )
|
||
|
{
|
||
|
for( j = 0; j < NUM_WIDTH_VALUES; j++ )
|
||
|
{
|
||
|
maxheight[ j ] = MAX_HEIGHT;
|
||
|
}
|
||
|
node->ConnectTo( node2, maxheight );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Connect the node to its neighbors
|
||
|
numnodes = cell->NumNodes();
|
||
|
for( i = 0; i < numnodes; i++ )
|
||
|
{
|
||
|
node2 = ( PathNode * )cell->GetNode( i );
|
||
|
if ( node2 == node )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( ( node->numChildren < NUM_PATHSPERNODE ) && !node->ConnectedTo( node2 ) )
|
||
|
{
|
||
|
if ( node->ClearPathTo( node2, maxheight ) || node->LadderTo( node2, maxheight ) )
|
||
|
{
|
||
|
node->ConnectTo( node2, maxheight );
|
||
|
}
|
||
|
else if ( ( node->nodeflags & AI_JUMP ) && ( node->target == node2->targetname ) )
|
||
|
{
|
||
|
//FIXME
|
||
|
// don't hardcode size
|
||
|
for( j = 0; j < NUM_WIDTH_VALUES; j++ )
|
||
|
{
|
||
|
maxheight[ j ] = MAX_HEIGHT;
|
||
|
}
|
||
|
node->ConnectTo( node2, maxheight );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( ( node2->numChildren < NUM_PATHSPERNODE ) && !node2->ConnectedTo( node ) )
|
||
|
{
|
||
|
if ( node2->ClearPathTo( node, maxheight ) || node2->LadderTo( node, maxheight ) )
|
||
|
{
|
||
|
node2->ConnectTo( node, maxheight );
|
||
|
}
|
||
|
else if ( ( node2->nodeflags & AI_JUMP ) && ( node2->target == node->targetname ) )
|
||
|
{
|
||
|
//FIXME
|
||
|
// don't hardcode size
|
||
|
for( j = 0; j < NUM_WIDTH_VALUES; j++ )
|
||
|
{
|
||
|
maxheight[ j ] = MAX_HEIGHT;
|
||
|
}
|
||
|
node2->ConnectTo( node, maxheight );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
qboolean PathSearch::RemoveFromGrid
|
||
|
(
|
||
|
PathNode *node,
|
||
|
int x,
|
||
|
int y
|
||
|
)
|
||
|
|
||
|
{
|
||
|
MapCell *cell;
|
||
|
PathNode *node2;
|
||
|
int numnodes;
|
||
|
int i;
|
||
|
|
||
|
cell = GetNodesInCell( x, y );
|
||
|
if ( !cell || !cell->RemoveNode( node ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// Disconnect the node from all nodes in the cell
|
||
|
numnodes = cell->NumNodes();
|
||
|
for( i = 0; i < numnodes; i++ )
|
||
|
{
|
||
|
node2 = ( PathNode * )cell->GetNode( i );
|
||
|
if ( node2->ConnectedTo( node ) )
|
||
|
{
|
||
|
node2->Disconnect( node );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
int PathSearch::NodeCoordinate
|
||
|
(
|
||
|
float coord
|
||
|
)
|
||
|
|
||
|
{
|
||
|
return ( ( int )coord + 4096 - ( PATHMAP_CELLSIZE / 2 ) ) / PATHMAP_CELLSIZE;
|
||
|
}
|
||
|
|
||
|
int PathSearch::GridCoordinate
|
||
|
(
|
||
|
float coord
|
||
|
)
|
||
|
|
||
|
{
|
||
|
return ( ( int )coord + 4096 ) / PATHMAP_CELLSIZE;
|
||
|
}
|
||
|
|
||
|
void PathSearch::AddNode
|
||
|
(
|
||
|
PathNode *node
|
||
|
)
|
||
|
|
||
|
{
|
||
|
int x;
|
||
|
int y;
|
||
|
|
||
|
assert( node );
|
||
|
|
||
|
numNodes++;
|
||
|
|
||
|
if ( NodeList == NULL )
|
||
|
{
|
||
|
NodeList = node;
|
||
|
node->chain = NULL;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
node->chain = NodeList;
|
||
|
NodeList = node;
|
||
|
}
|
||
|
|
||
|
x = NodeCoordinate( node->worldorigin[ 0 ] );
|
||
|
y = NodeCoordinate( node->worldorigin[ 1 ] );
|
||
|
|
||
|
AddToGrid( node, x, y );
|
||
|
AddToGrid( node, x + 1, y );
|
||
|
AddToGrid( node, x, y + 1 );
|
||
|
AddToGrid( node, x + 1, y + 1 );
|
||
|
|
||
|
node->gridX = x;
|
||
|
node->gridY = y;
|
||
|
}
|
||
|
|
||
|
void PathSearch::RemoveNode
|
||
|
(
|
||
|
PathNode *node
|
||
|
)
|
||
|
|
||
|
{
|
||
|
int x;
|
||
|
int y;
|
||
|
PathNode *n;
|
||
|
PathNode *p;
|
||
|
|
||
|
assert( node );
|
||
|
|
||
|
x = node->gridX;
|
||
|
y = node->gridY;
|
||
|
|
||
|
RemoveFromGrid( node, x, y );
|
||
|
RemoveFromGrid( node, x + 1, y );
|
||
|
RemoveFromGrid( node, x, y + 1 );
|
||
|
RemoveFromGrid( node, x + 1, y + 1 );
|
||
|
|
||
|
p = NULL;
|
||
|
for( n = NodeList; n != node; p = n, n = n->chain )
|
||
|
{
|
||
|
if ( !n )
|
||
|
{
|
||
|
// Not in list.
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( p )
|
||
|
{
|
||
|
p->chain = n->chain;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
NodeList = n->chain;
|
||
|
}
|
||
|
|
||
|
n->chain = NULL;
|
||
|
numNodes--;
|
||
|
}
|
||
|
|
||
|
void PathSearch::UpdateNode
|
||
|
(
|
||
|
PathNode *node
|
||
|
)
|
||
|
|
||
|
{
|
||
|
int x;
|
||
|
int y;
|
||
|
int mx;
|
||
|
int my;
|
||
|
|
||
|
assert( node );
|
||
|
|
||
|
x = NodeCoordinate( node->worldorigin[ 0 ] );
|
||
|
y = NodeCoordinate( node->worldorigin[ 1 ] );
|
||
|
|
||
|
mx = node->gridX;
|
||
|
my = node->gridY;
|
||
|
|
||
|
RemoveFromGrid( node, mx, my );
|
||
|
RemoveFromGrid( node, mx + 1, my );
|
||
|
RemoveFromGrid( node, mx, my + 1 );
|
||
|
RemoveFromGrid( node, mx + 1, my + 1 );
|
||
|
|
||
|
node->numChildren = 0;
|
||
|
|
||
|
AddToGrid( node, x, y );
|
||
|
AddToGrid( node, x + 1, y );
|
||
|
AddToGrid( node, x, y + 1 );
|
||
|
AddToGrid( node, x + 1, y + 1 );
|
||
|
|
||
|
node->gridX = x;
|
||
|
node->gridY = y;
|
||
|
}
|
||
|
|
||
|
MapCell *PathSearch::GetNodesInCell
|
||
|
(
|
||
|
int x,
|
||
|
int y
|
||
|
)
|
||
|
|
||
|
{
|
||
|
if ( ( x < 0 ) || ( x >= PATHMAP_GRIDSIZE ) || ( y < 0 ) || ( y >= PATHMAP_GRIDSIZE ) )
|
||
|
{
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
return &PathMap[ x ][ y ];
|
||
|
}
|
||
|
|
||
|
MapCell *PathSearch::GetNodesInCell
|
||
|
(
|
||
|
Vector pos
|
||
|
)
|
||
|
|
||
|
{
|
||
|
int x;
|
||
|
int y;
|
||
|
|
||
|
x = GridCoordinate( pos[ 0 ] );
|
||
|
y = GridCoordinate( pos[ 1 ] );
|
||
|
|
||
|
return GetNodesInCell( x, y );
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL PathNode *PathSearch::NearestNode
|
||
|
(
|
||
|
Vector pos,
|
||
|
Entity *ent,
|
||
|
qboolean usebbox
|
||
|
)
|
||
|
|
||
|
{
|
||
|
Vector delta;
|
||
|
PathNode *node;
|
||
|
PathNode *bestnode;
|
||
|
float bestdist;
|
||
|
float dist;
|
||
|
int n;
|
||
|
int i;
|
||
|
MapCell *cell;
|
||
|
Vector min;
|
||
|
Vector max;
|
||
|
|
||
|
cell = GetNodesInCell( pos );
|
||
|
if ( !cell )
|
||
|
{
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
if ( ent && usebbox )
|
||
|
{
|
||
|
min = ent->mins;
|
||
|
max = ent->maxs;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
min = Vector( -16, -16, 12 );
|
||
|
max = Vector( 16, 16, 40 );
|
||
|
}
|
||
|
|
||
|
n = cell->NumNodes();
|
||
|
|
||
|
if ( ai_debugpath->value )
|
||
|
{
|
||
|
gi.dprintf( "NearestNode: Checking %d nodes\n", n );
|
||
|
}
|
||
|
|
||
|
bestnode = NULL;
|
||
|
bestdist = 999999999; // greater than ( 8192 * sqr(2) ) ^ 2 -- maximum squared distance
|
||
|
for( i = 0; i < n; i++ )
|
||
|
{
|
||
|
node = ( PathNode * )cell->GetNode( i );
|
||
|
if ( !node )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
delta = node->worldorigin - pos;
|
||
|
|
||
|
// get the distance squared (faster than getting real distance)
|
||
|
dist = delta * delta;
|
||
|
if ( ( dist < bestdist ) && node->CheckMove( ent, pos, min, max, false, false ) )
|
||
|
{
|
||
|
bestnode = node;
|
||
|
bestdist = dist;
|
||
|
|
||
|
// if we're close enough, early exit
|
||
|
if ( dist < 16 )
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return bestnode;
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void PathSearch::Teleport
|
||
|
(
|
||
|
Entity *teleportee,
|
||
|
Vector from,
|
||
|
Vector to
|
||
|
)
|
||
|
|
||
|
{
|
||
|
PathNode *node1;
|
||
|
PathNode *node2;
|
||
|
byte maxheight[ NUM_WIDTH_VALUES ];
|
||
|
int j;
|
||
|
|
||
|
if ( ai_createnodes->value )
|
||
|
{
|
||
|
node1 = new PathNode;
|
||
|
node1->Setup( from );
|
||
|
|
||
|
node2 = new PathNode;
|
||
|
node2->Setup( to );
|
||
|
|
||
|
// FIXME
|
||
|
// shouldn't hard-code width and height
|
||
|
for( j = 0; j < NUM_WIDTH_VALUES; j++ )
|
||
|
{
|
||
|
maxheight[ j ] = 72;
|
||
|
}
|
||
|
|
||
|
// connect with 0 cost
|
||
|
node1->ConnectTo( node2, maxheight, 0 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void PathSearch::ShowNodes
|
||
|
(
|
||
|
void
|
||
|
)
|
||
|
|
||
|
{
|
||
|
if ( ai_showroutes->value || ai_shownodenums->value )
|
||
|
{
|
||
|
DrawAllConnections();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL int PathSearch::NumNodes
|
||
|
(
|
||
|
void
|
||
|
)
|
||
|
|
||
|
{
|
||
|
return numNodes;
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void PathSearch::Archive
|
||
|
(
|
||
|
Archiver &arc
|
||
|
)
|
||
|
|
||
|
{
|
||
|
PathNode *node;
|
||
|
int i;
|
||
|
int num;
|
||
|
|
||
|
num = 0;
|
||
|
for( i = 0; i < MAX_PATHNODES; i++ )
|
||
|
{
|
||
|
node = AI_GetNode( i );
|
||
|
if ( node )
|
||
|
{
|
||
|
num++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
arc.WriteInteger( num );
|
||
|
for( i = 0; i < MAX_PATHNODES; i++ )
|
||
|
{
|
||
|
node = AI_GetNode( i );
|
||
|
if ( node )
|
||
|
{
|
||
|
arc.WriteObject( node );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( ai_debuginfo->value )
|
||
|
{
|
||
|
gi.dprintf( "Wrote %d path nodes\n", num );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void PathSearch::ClearNodes
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
PathNode *node;
|
||
|
int i;
|
||
|
int num;
|
||
|
|
||
|
num = 0;
|
||
|
for( i = 0; i < MAX_PATHNODES; i++ )
|
||
|
{
|
||
|
node = AI_GetNode( i );
|
||
|
if ( node )
|
||
|
{
|
||
|
node->PostEvent( EV_Remove, 0 );
|
||
|
num++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( ai_debuginfo->value )
|
||
|
{
|
||
|
gi.dprintf( "Deleted %d path nodes\n", num );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void PathSearch::Unarchive
|
||
|
(
|
||
|
Archiver &arc
|
||
|
)
|
||
|
|
||
|
{
|
||
|
int num;
|
||
|
int i;
|
||
|
int x;
|
||
|
int y;
|
||
|
|
||
|
numNodes = 0;
|
||
|
NodeList = NULL;
|
||
|
loadingarchive = true;
|
||
|
|
||
|
// Get rid of the nodes that were spawned by the map
|
||
|
AI_ResetNodes();
|
||
|
|
||
|
// Init the grid
|
||
|
for( x = 0; x < PATHMAP_GRIDSIZE; x++ )
|
||
|
{
|
||
|
for( y = 0; y < PATHMAP_GRIDSIZE; y++ )
|
||
|
{
|
||
|
PathMap[ x ][ y ].Init();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
num = arc.ReadInteger();
|
||
|
|
||
|
assert( num <= MAX_PATHNODES );
|
||
|
if ( num > MAX_PATHNODES )
|
||
|
{
|
||
|
arc.FileError( "Exceeded max path nodes" );
|
||
|
}
|
||
|
|
||
|
for( i = 0; i < num; i++ )
|
||
|
{
|
||
|
arc.ReadObject();
|
||
|
}
|
||
|
|
||
|
if ( ai_debuginfo->value )
|
||
|
{
|
||
|
gi.dprintf( "Path nodes loaded: %d\n", NumNodes() );
|
||
|
}
|
||
|
|
||
|
loadingarchive = false;
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void PathSearch::SetNodeFlagsEvent
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
const char * token;
|
||
|
int i, argnum, flags;
|
||
|
int mask;
|
||
|
int action;
|
||
|
int nodenum;
|
||
|
PathNode *node;
|
||
|
|
||
|
#define FLAG_IGNORE 0
|
||
|
#define FLAG_SET 1
|
||
|
#define FLAG_CLEAR 2
|
||
|
#define FLAG_ADD 3
|
||
|
|
||
|
nodenum = ev->GetInteger( 1 );
|
||
|
node = AI_GetNode( nodenum );
|
||
|
|
||
|
if ( !node )
|
||
|
{
|
||
|
ev->Error( "Node not found." );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
flags = 0;
|
||
|
argnum = 2;
|
||
|
for ( i = argnum; i <= ev->NumArgs() ; i++ )
|
||
|
{
|
||
|
token = ev->GetString( i );
|
||
|
action = 0;
|
||
|
switch( token[0] )
|
||
|
{
|
||
|
case '+':
|
||
|
action = FLAG_ADD;
|
||
|
token++;
|
||
|
break;
|
||
|
case '-':
|
||
|
action = FLAG_CLEAR;
|
||
|
token++;
|
||
|
break;
|
||
|
default:
|
||
|
action = FLAG_SET;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if (!strcmpi( token, "flee"))
|
||
|
{
|
||
|
mask = AI_FLEE;
|
||
|
}
|
||
|
else if (!strcmpi (token, "duck"))
|
||
|
{
|
||
|
mask = AI_DUCK;
|
||
|
}
|
||
|
else if (!strcmpi (token, "cover"))
|
||
|
{
|
||
|
mask = AI_COVER;
|
||
|
}
|
||
|
else if (!strcmpi (token, "door"))
|
||
|
{
|
||
|
mask = AI_DOOR;
|
||
|
}
|
||
|
else if (!strcmpi (token, "jump"))
|
||
|
{
|
||
|
mask = AI_JUMP;
|
||
|
}
|
||
|
else if (!strcmpi (token, "ladder"))
|
||
|
{
|
||
|
mask = AI_LADDER;
|
||
|
}
|
||
|
else if (!strcmpi (token, "action"))
|
||
|
{
|
||
|
mask = AI_ACTION;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
action = FLAG_IGNORE;
|
||
|
ev->Error( "Unknown token %s.", token );
|
||
|
}
|
||
|
|
||
|
switch (action)
|
||
|
{
|
||
|
case FLAG_SET:
|
||
|
node->nodeflags = 0;
|
||
|
|
||
|
case FLAG_ADD:
|
||
|
node->nodeflags |= mask;
|
||
|
break;
|
||
|
|
||
|
case FLAG_CLEAR:
|
||
|
node->nodeflags &= ~mask;
|
||
|
break;
|
||
|
|
||
|
case FLAG_IGNORE:
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void PathSearch::CalcPathEvent
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
int nodenum;
|
||
|
PathNode *node;
|
||
|
PathNode *node2;
|
||
|
int j;
|
||
|
byte maxheight[ NUM_WIDTH_VALUES ];
|
||
|
|
||
|
nodenum = ev->GetInteger( 1 );
|
||
|
node = AI_GetNode( nodenum );
|
||
|
|
||
|
nodenum = ev->GetInteger( 2 );
|
||
|
node2 = AI_GetNode( nodenum );
|
||
|
|
||
|
if ( !node || !node2 )
|
||
|
{
|
||
|
ev->Error( "Node not found." );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( ( node->numChildren < NUM_PATHSPERNODE ) && !node->ConnectedTo( node2 ) )
|
||
|
{
|
||
|
if ( node->ClearPathTo( node2, maxheight, false ) || node->LadderTo( node2, maxheight ) )
|
||
|
{
|
||
|
node->ConnectTo( node2, maxheight );
|
||
|
}
|
||
|
else if ( ( node->nodeflags & AI_JUMP ) && ( node->target == node2->targetname ) )
|
||
|
{
|
||
|
//FIXME
|
||
|
// don't hardcode size
|
||
|
for( j = 0; j < NUM_WIDTH_VALUES; j++ )
|
||
|
{
|
||
|
maxheight[ j ] = MAX_HEIGHT;
|
||
|
}
|
||
|
node->ConnectTo( node2, maxheight );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( ( node2->numChildren < NUM_PATHSPERNODE ) && !node2->ConnectedTo( node ) )
|
||
|
{
|
||
|
if ( node2->ClearPathTo( node, maxheight, false ) || node2->LadderTo( node, maxheight ) )
|
||
|
{
|
||
|
node2->ConnectTo( node, maxheight );
|
||
|
}
|
||
|
else if ( ( node2->nodeflags & AI_JUMP ) && ( node2->target == node->targetname ) )
|
||
|
{
|
||
|
//FIXME
|
||
|
// don't hardcode size
|
||
|
for( j = 0; j < NUM_WIDTH_VALUES; j++ )
|
||
|
{
|
||
|
maxheight[ j ] = MAX_HEIGHT;
|
||
|
}
|
||
|
node2->ConnectTo( node, maxheight );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void PathSearch::DisconnectPathEvent
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
int nodenum;
|
||
|
PathNode *node;
|
||
|
PathNode *node2;
|
||
|
|
||
|
nodenum = ev->GetInteger( 1 );
|
||
|
node = AI_GetNode( nodenum );
|
||
|
|
||
|
nodenum = ev->GetInteger( 2 );
|
||
|
node2 = AI_GetNode( nodenum );
|
||
|
|
||
|
if ( !node || !node2 )
|
||
|
{
|
||
|
ev->Error( "Node not found." );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( node->ConnectedTo( node2 ) )
|
||
|
{
|
||
|
node->Disconnect( node2 );
|
||
|
}
|
||
|
|
||
|
if ( node2->ConnectedTo( node ) )
|
||
|
{
|
||
|
node2->Disconnect( node );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void PathSearch::RecalcPathsEvent
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
int nodenum;
|
||
|
PathNode *node;
|
||
|
|
||
|
nodenum = ev->GetInteger( 1 );
|
||
|
node = AI_GetNode( nodenum );
|
||
|
if ( node )
|
||
|
{
|
||
|
UpdateNode( node );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ev->Error( "Node not found." );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void PathSearch::SaveNodes
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
Archiver arc;
|
||
|
str name;
|
||
|
|
||
|
if ( ev->NumArgs() != 1 )
|
||
|
{
|
||
|
gi.printf( "Usage: ai_save [filename]\n" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
name = ev->GetString( 1 );
|
||
|
|
||
|
gi.printf( "Archiving\n" );
|
||
|
|
||
|
arc.Create( name );
|
||
|
arc.WriteInteger( PATHFILE_VERSION );
|
||
|
arc.WriteObject( this );
|
||
|
arc.Close();
|
||
|
|
||
|
gi.printf( "done.\n" );
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void PathSearch::LoadNodes
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
Archiver arc;
|
||
|
str name;
|
||
|
int version;
|
||
|
|
||
|
if ( ev->NumArgs() != 1 )
|
||
|
{
|
||
|
gi.printf( "Usage: ai_load [filename]\n" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
gi.printf( "Loading nodes...\n" );
|
||
|
|
||
|
name = ev->GetString( 1 );
|
||
|
|
||
|
arc.Read( name );
|
||
|
version = arc.ReadInteger();
|
||
|
if ( version == PATHFILE_VERSION )
|
||
|
{
|
||
|
arc.ReadObject( this );
|
||
|
arc.Close();
|
||
|
|
||
|
gi.printf( "done.\n" );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
arc.Close();
|
||
|
|
||
|
gi.printf( "Expecting version %d path file. Path file is version %d.", PATHFILE_VERSION, version );
|
||
|
|
||
|
// Only replace the file if this event was called from our init function (as opposed to the user
|
||
|
// calling us from the console) and the version number is older than our current version.
|
||
|
if ( ( ev->GetSource() == EV_FROM_CODE ) && ( version < PATHFILE_VERSION ) )
|
||
|
{
|
||
|
gi.printf( "Replacing file.\n\n" );
|
||
|
|
||
|
// At this point, the nodes are still scheduled to find their neighbors, because we posted this event
|
||
|
// before we the nodes were spawned. Post the event with 0 delay so that it gets processed after all
|
||
|
// the nodes find their neighbors.
|
||
|
PostEvent( EV_AI_SavePaths, 0 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// otherwise, just let them know that the path file needs to be replaced.
|
||
|
gi.printf( "Type 'ai_savepaths' at the console to replace the current path file.\n" );
|
||
|
}
|
||
|
|
||
|
// Print out something fairly obvious
|
||
|
gi.dprintf( "***********************************\n"
|
||
|
"***********************************\n"
|
||
|
"\n"
|
||
|
"Creating paths...\n"
|
||
|
"\n"
|
||
|
"***********************************\n"
|
||
|
"***********************************\n" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void PathSearch::SavePaths
|
||
|
(
|
||
|
void
|
||
|
)
|
||
|
|
||
|
{
|
||
|
str filename;
|
||
|
Event *ev;
|
||
|
|
||
|
if ( loadingarchive )
|
||
|
{
|
||
|
// force it to zero since we probably had an error
|
||
|
gi.cvar_set( "ai_createnodes", "0" );
|
||
|
}
|
||
|
|
||
|
if ( !loadingarchive && ai_createnodes && ai_createnodes->value )
|
||
|
{
|
||
|
filename = gi.GameDir();
|
||
|
filename += "/maps/";
|
||
|
filename += level.mapname;
|
||
|
filename += ".pth";
|
||
|
|
||
|
gi.dprintf( "Saving path nodes to '%s'\n", filename.c_str() );
|
||
|
|
||
|
ev = new Event( EV_AI_SaveNodes );
|
||
|
ev->AddString( filename );
|
||
|
ProcessEvent( ev );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void PathSearch::SavePathsEvent
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
str temp;
|
||
|
|
||
|
temp = ai_createnodes->string;
|
||
|
gi.cvar_set( "ai_createnodes", "1" );
|
||
|
|
||
|
SavePaths();
|
||
|
|
||
|
gi.cvar_set( "ai_createnodes", temp.c_str() );
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void PathSearch::Init
|
||
|
(
|
||
|
const char *mapname
|
||
|
)
|
||
|
|
||
|
{
|
||
|
int x;
|
||
|
int y;
|
||
|
str filename;
|
||
|
Event *ev;
|
||
|
|
||
|
ai_createnodes = gi.cvar ("ai_createnodes", "0", 0);
|
||
|
ai_showpath = gi.cvar ("ai_showpath", "0", 0);
|
||
|
ai_debugpath = gi.cvar ("ai_debugpath", "0", 0);
|
||
|
ai_debuginfo = gi.cvar ("ai_debuginfo", "0", 0);
|
||
|
ai_showroutes = gi.cvar ("ai_showroutes", "0", 0);
|
||
|
ai_shownodenums = gi.cvar ("ai_shownodenums", "0", 0);
|
||
|
ai_timepaths = gi.cvar ("ai_timepaths", "0", 0);
|
||
|
|
||
|
numNodes = 0;
|
||
|
NodeList = NULL;
|
||
|
loadingarchive = false;
|
||
|
|
||
|
// Get rid of the nodes that were spawned by the map
|
||
|
AI_ResetNodes();
|
||
|
|
||
|
// Init the grid
|
||
|
for( x = 0; x < PATHMAP_GRIDSIZE; x++ )
|
||
|
{
|
||
|
for( y = 0; y < PATHMAP_GRIDSIZE; y++ )
|
||
|
{
|
||
|
PathMap[ x ][ y ].Init();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( mapname )
|
||
|
{
|
||
|
filename = "maps/";
|
||
|
filename += mapname;
|
||
|
filename += ".pth";
|
||
|
if ( gi.LoadFile( filename.c_str(), NULL, 0 ) != -1 )
|
||
|
{
|
||
|
ev = new Event( EV_AI_LoadNodes );
|
||
|
ev->AddString( filename );
|
||
|
|
||
|
// This can't happen until the world is spawned
|
||
|
PostEvent( ev, 0 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Print out something fairly obvious
|
||
|
gi.dprintf( "***********************************\n"
|
||
|
"***********************************\n"
|
||
|
"\n"
|
||
|
"No paths found. Creating paths...\n"
|
||
|
"\n"
|
||
|
"***********************************\n"
|
||
|
"***********************************\n" );
|
||
|
}
|
||
|
}
|
||
|
}
|