sin-2015/gravpath.cpp
1999-04-22 00:00:00 +00:00

662 lines
14 KiB
C++

// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source is may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
// DESCRIPTION:
// Gravity path - Used for underwater currents and wells.
#include "g_local.h"
#include "entity.h"
#include "gravpath.h"
#include "container.h"
#include "navigate.h"
#include "misc.h"
#include "player.h"
GravPathManager gravPathManager;
CLASS_DECLARATION(Class, GravPathManager, NULL);
ResponseDef GravPathManager::Responses[] =
{
{ NULL,NULL }
};
GravPathManager::~GravPathManager()
{
Reset();
}
void GravPathManager::Reset( void )
{
while( pathList.NumObjects() > 0 )
{
delete ( GravPath * )pathList.ObjectAt( 1 );
}
pathList.FreeObjectList();
}
void GravPathManager::AddPath(GravPath *p)
{
int num;
num = pathList.AddObject( p );
pathList.Resize( pathList.NumObjects() );
}
void GravPathManager::RemovePath(GravPath *p)
{
pathList.RemoveObject( p );
pathList.Resize( pathList.NumObjects() );
}
Vector GravPathManager::CalculateGravityPull(Entity &ent, Vector pos, qboolean *force)
{
int i,num;
GravPath *p;
GravPathNode *node;
Vector point;
Vector newpoint;
Vector dir;
float bestdist = 99999;
float dist;
float speed;
float radius;
Vector velocity;
int bestpath = 0;
int entity_contents, grav_contents;
num = pathList.NumObjects();
entity_contents = gi.pointcontents( ent.worldorigin.vec3() );
for( i = 1; i <= num; i++ )
{
p = ( GravPath * )pathList.ObjectAt( i );
if ( !p )
continue;
// Check to see if path is active
node = p->GetNode( 1 );
if ( !node || !node->active )
continue;
// Check to see if the contents are the same
grav_contents = gi.pointcontents( node->worldorigin.vec3() );
// If grav node is in water, make sure ent is too.
if ( ( grav_contents & CONTENTS_WATER ) && !( entity_contents & CONTENTS_WATER ) )
continue;
// Test to see if we are in this path's bounding box
if ( (pos.x < p->maxs.x) && (pos.y < p->maxs.y) && (pos.z < p->maxs.z) &&
(pos.x > p->mins.x) && (pos.y > p->mins.y) && (pos.z > p->mins.z) )
{
point = p->ClosestPointOnPath(pos, ent, &dist, &speed, &radius);
// If the closest distance on the path is greater than the radius, then
// do not consider this path.
if (dist > radius)
{
continue;
}
else if (dist < bestdist)
{
bestpath = i;
bestdist = dist;
}
}
}
if (!bestpath)
{
return vec_zero;
}
p = ( GravPath * )pathList.ObjectAt( bestpath );
if ( !p )
return velocity;
*force = p->force;
dist = p->DistanceAlongPath(pos, &speed);
newpoint = p->PointAtDistance( dist + speed);
dir = newpoint-pos;
dir.normalize();
velocity = dir * speed;
return velocity;
}
/*****************************************************************************/
/*SINED info_grav_pathnode (0 0 .5) (-16 -16 0) (16 16 32) HEADNODE FORCE
"radius" Radius of the effect of the pull (Default is 256)
"speed" Speed of the pull (Use negative for a repulsion) (Default is 100)
Set HEADNODE to signify the head of the path.
Set FORCE if you want un-fightable gravity ( i.e. can't go backwards )
/*****************************************************************************/
CLASS_DECLARATION( Entity, GravPathNode, "info_grav_pathnode" );
Event EV_GravPath_Create( "gravpath_create" );
Event EV_GravPath_Activate( "activate" );
Event EV_GravPath_Deactivate( "deactivate" );
ResponseDef GravPathNode::Responses[] =
{
{ &EV_GravPath_Create, ( Response )GravPathNode::CreatePath },
{ &EV_GravPath_Activate, ( Response )GravPathNode::Activate },
{ &EV_GravPath_Deactivate, ( Response )GravPathNode::Deactivate },
{ NULL, NULL }
};
GravPathNode::GravPathNode()
{
setMoveType( MOVETYPE_NONE );
setSolidType( SOLID_NOT );
hideModel();
speed = G_GetFloatArg( "speed",100.0f );
radius = G_GetFloatArg( "radius",256.0f );
headnode = spawnflags & 1;
active = true;
// This is the head of a new path, post an event to create the path
if ( headnode )
{
PostEvent( EV_GravPath_Create, 0 );
}
}
float GravPathNode::Speed( void )
{
if ( active )
return speed;
else
return 0;
};
void GravPathNode::Activate(Event *ev)
{
GravPathNode *node;
int num;
const char *target;
active = true;
node = this;
// Go through the entire path and activate it
target = node->Target();
while (target[0])
{
if (num = G_FindTarget(0, target))
{
node = (GravPathNode *)G_GetEntity( num );
assert( node );
node->active = true;
}
else
{
gi.error("GravPathNode::CreatePath: target %s not found\n",target);
}
target = node->Target();
}
}
void GravPathNode::Deactivate(Event *ev)
{
GravPathNode *node;
int num;
const char *target;
active = false;
node = this;
// Go through the entire path and activate it
target = node->Target();
while (target[0])
{
if (num = G_FindTarget(0, target))
{
node = (GravPathNode *)G_GetEntity( num );
assert( node );
node->active = false;
}
else
{
gi.error("GravPathNode::CreatePath: target %s not found\n",target);
}
target = node->Target();
}
}
void GravPathNode::CreatePath(Event *ev)
{
const char *target;
GravPath *path = new GravPath;
GravPathNode *node;
int num;
ClearBounds(path->mins.vec3(),path->maxs.vec3());
// This node is the head of a path, create a new path in the path manager.
// and add it in, then add all of it's children in the path.
node = this;
path->AddNode(node);
path->force = spawnflags & 2;
// Make the path from the targetlist.
target = node->Target();
while (target[0])
{
if (num = G_FindTarget(0, target))
{
node = (GravPathNode *)G_GetEntity( num );
assert( node );
path->AddNode(node);
}
else
{
gi.error("GravPathNode::CreatePath: target %s not found\n",target);
}
target = node->Target();
}
// Set the origin.
path->origin = path->mins + path->maxs;
path->origin *= 0.5f;
}
CLASS_DECLARATION( Listener, GravPath, NULL );
Event EV_DrawGravPath( "drawpath" );
ResponseDef GravPath::Responses[] =
{
{ &EV_DrawGravPath, (Response)GravPath::DrawPath },
{ NULL, NULL }
};
GravPath::GravPath()
{
// Event *event;
pathlength = 0;
from = NULL;
to = NULL;
nextnode = 1;
if ( !LoadingSavegame )
{
gravPathManager.AddPath(this);
}
// event = new Event(EV_DrawGravPath);
// event->AddFloat(1);
// event->AddFloat(0);
// event->AddFloat(0);
// PostEvent(event,0.1f);
}
GravPath::~GravPath()
{
pathlength = 0;
from = NULL;
to = NULL;
nextnode = 1;
gravPathManager.RemovePath(this);
}
void GravPath::Clear
(
void
)
{
nextnode = 1;
pathlength = 0;
from = NULL;
to = NULL;
pathlist.FreeObjectList();
}
void GravPath::Reset
(
void
)
{
nextnode = 1;
}
GravPathNode *GravPath::Start
(
void
)
{
return from;
}
GravPathNode *GravPath::End
(
void
)
{
return to;
}
void GravPath::AddNode
(
GravPathNode *node
)
{
int num;
Vector r,addp;
if ( !from )
{
from = node;
}
to = node;
pathlist.AddObject( GravPathNodePtr( node ) );
num = NumNodes();
if ( num > 1 )
{
pathlength += ( node->worldorigin - GetNode( num )->worldorigin ).length();
}
r.setXYZ(node->Radius(),node->Radius(),node->Radius());
addp = node->worldorigin + r;
AddPointToBounds(addp.vec3(),mins.vec3(),maxs.vec3());
addp = node->worldorigin - r;
AddPointToBounds(addp.vec3(),mins.vec3(),maxs.vec3());
}
GravPathNode *GravPath::GetNode
(
int num
)
{
return pathlist.ObjectAt( num );
}
GravPathNode *GravPath::NextNode
(
void
)
{
if ( nextnode <= NumNodes() )
{
return pathlist.ObjectAt( nextnode++ );
}
return NULL;
}
Vector GravPath::ClosestPointOnPath
(
Vector pos,
Entity &ent,
float *ret_dist,
float *speed,
float *radius
)
{
GravPathNode *s;
GravPathNode *e;
int num;
int i;
float bestdist;
Vector bestpoint;
float dist;
float segmentlength;
Vector delta;
Vector p1;
Vector p2;
Vector p3;
float t;
trace_t trace;
num = NumNodes();
s = GetNode( 1 );
trace = G_Trace( pos, ent.mins, ent.maxs, s->worldorigin, &ent, MASK_PLAYERSOLID, "GravPath::ClosestPointOnPath 1" );
bestpoint = s->worldorigin;
delta = bestpoint - pos;
bestdist = delta.length();
*speed = s->Speed();
*radius = s->Radius();
for( i = 2; i <= num; i++ )
{
e = GetNode( i );
// check if we're closest to the endpoint
delta = e->worldorigin - pos;
dist = delta.length();
if ( dist < bestdist )
{
trace = G_Trace( pos, ent.mins, ent.maxs, e->worldorigin, &ent, MASK_PLAYERSOLID, "GravPath::ClosestPointOnPath 2" );
bestdist = dist;
bestpoint = e->worldorigin;
*speed = e->Speed();
*radius = e->Radius();
}
// check if we're closest to the segment
p1 = e->worldorigin - s->worldorigin;
segmentlength = p1.length();
p1 *= 1 / segmentlength;
p2 = pos - s->worldorigin;
t = p1 * p2;
if ( ( t > 0 ) && ( t < segmentlength ) )
{
p3 = ( p1 * t ) + s->worldorigin;
delta = p3 - pos;
dist = delta.length();
if ( dist < bestdist )
{
trace = G_Trace( pos, ent.mins, ent.maxs, p3, &ent, MASK_PLAYERSOLID, "GravPath::ClosestPointOnPath 3" );
bestdist = dist;
bestpoint = p3;
*speed = (e->Speed() * t) + (s->Speed() * (1.0f - t));
*radius = (e->Radius() * t) + (s->Radius() * (1.0f - t));
}
}
s = e;
}
*ret_dist = bestdist;
return bestpoint;
}
float GravPath::DistanceAlongPath
(
Vector pos,
float *speed
)
{
GravPathNode *s;
GravPathNode *e;
int num;
int i;
float bestdist;
float dist;
float segmentlength;
Vector delta;
Vector segment;
Vector p1;
Vector p2;
Vector p3;
float t;
float pathdist;
float bestdistalongpath;
float oosl;
pathdist = 0;
num = NumNodes();
s = GetNode( 1 );
delta = s->worldorigin - pos;
bestdist = delta.length();
bestdistalongpath = 0;
*speed = s->Speed();
for( i = 2; i <= num; i++ )
{
e = GetNode( i );
segment = e->worldorigin - s->worldorigin;
segmentlength = segment.length();
// check if we're closest to the endpoint
delta = e->worldorigin - pos;
dist = delta.length();
if ( dist < bestdist )
{
bestdist = dist;
bestdistalongpath = pathdist + segmentlength;
*speed = e->Speed();
}
// check if we're closest to the segment
oosl = ( 1 / segmentlength );
p1 = segment * oosl;
p1.normalize();
p2 = pos - s->worldorigin;
t = p1 * p2;
if ( ( t > 0 ) && ( t < segmentlength ) )
{
p3 = ( p1 * t ) + s->worldorigin;
delta = p3 - pos;
dist = delta.length();
if ( dist < bestdist )
{
bestdist = dist;
bestdistalongpath = pathdist + t;
t *= oosl;
*speed = (e->Speed() * t) + (s->Speed() * (1.0f - t));
}
}
s = e;
pathdist += segmentlength;
}
return bestdistalongpath;
}
Vector GravPath::PointAtDistance
(
float dist
)
{
GravPathNode *s;
GravPathNode *e;
int num;
int i;
Vector delta;
Vector p1;
float t;
float pathdist;
float segmentlength;
num = NumNodes();
s = GetNode( 1 );
pathdist = 0;
for( i = 2; i <= num; i++ )
{
e = GetNode( i );
delta = e->worldorigin - s->worldorigin;
segmentlength = delta.length();
if ( ( pathdist + segmentlength ) > dist )
{
t = dist - pathdist;
p1 = delta * ( t / segmentlength );
return p1 + s->worldorigin;
}
s = e;
pathdist += segmentlength;
}
// cap it off at start or end of path
return s->worldorigin;
}
void GravPath::DrawPath
(
Event *ev
)
{
Vector s;
Vector e;
Vector offset;
GravPathNode *node;
int num;
int i;
float r = ev->GetFloat(1);
float g = ev->GetFloat(2);
float b = ev->GetFloat(3);
Event *event;
num = NumNodes();
node = GetNode( 1 );
s = node->worldorigin;
offset = Vector( r, g, b ) * 4 + Vector( 0, 0, 0 );
offset = Vector(0, 0, 0);
for( i = 2; i <= num; i++ )
{
node = GetNode( i );
e = node->worldorigin;
G_DebugLine( s + offset, e + offset, r, g, b, 1 );
s = e;
}
G_DebugBBox(origin,mins-origin,maxs-origin,1,0,0,1);
event = new Event(EV_DrawGravPath);
event->AddFloat(r);
event->AddFloat(g);
event->AddFloat(b);
PostEvent(event,0.1f);
}
int GravPath::NumNodes
(
void
)
{
return pathlist.NumObjects();
}
float GravPath::Length
(
void
)
{
return pathlength;
}