/* Copyright (C) 1996-1997 Id Software, Inc. This program 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. This program 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 this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // sv_move.c -- monster movement #include "quakedef.h" #include "pr_common.h" #if defined(CSQC_DAT) || !defined(CLIENTONLY) /* ============= SV_CheckBottom Returns false if any part of the bottom of the entity is off an edge that is not a staircase. ============= */ //int c_yes, c_no; hull_t *Q1BSP_ChooseHull(model_t *model, int hullnum, vec3_t mins, vec3_t maxs, vec3_t offset); //this function is axial. major axis determines ground. if it switches slightly, a new axis may become the ground... qboolean World_CheckBottom (world_t *world, wedict_t *ent, vec3_t up) { vec3_t mins, maxs, start, stop; trace_t trace; int x, y; float mid; int a0,a1,a2; //logical x, y, z int sign; mins[0] = fabs(up[0]); mins[1] = fabs(up[1]); mins[2] = fabs(up[2]); if (mins[2] > mins[0] && mins[2] > mins[1]) { a0 = 0; a1 = 1; a2 = 2; } else { a2 = mins[1] > mins[0]; a0 = 1 - a2; a1 = 2; } sign = (up[a2]>0)?1:-1; VectorAdd (ent->v->origin, ent->v->mins, mins); #ifdef Q1BSPS if (world->worldmodel->fromgame == fg_quake || world->worldmodel->fromgame == fg_halflife) { //quake's hulls are weird. sizes are defined as from mins to mins+hullsize. the actual maxs is ignored other than for its size. hull_t *hull; hull = Q1BSP_ChooseHull(world->worldmodel, ent->xv->hull, ent->v->mins, ent->v->maxs, start); //ignore the hull's offset. the minpoint is the minpoint. lets fix up the size though, just in case. VectorSubtract (mins, hull->clip_mins, maxs); VectorAdd (maxs, hull->clip_maxs, maxs); } else #endif VectorAdd (ent->v->origin, ent->v->maxs, maxs); // if all of the points under the corners are solid world, don't bother // with the tougher checks // the corners must be within 16 of the midpoint start[a2] = (sign<0)?maxs[a2]:mins[a2] - sign; for (x=0 ; x<=1 ; x++) for (y=0 ; y<=1 ; y++) { start[a0] = x ? maxs[a0] : mins[a0]; start[a1] = y ? maxs[a1] : mins[a1]; if (!(World_PointContentsWorldOnly (world, start) & FTECONTENTS_SOLID)) goto realcheck; } // c_yes++; return true; // we got out easy realcheck: // c_no++; // // check it for real... // start[a2] = (sign<0)?maxs[a2]:mins[a2]; // the midpoint must be within 16 of the bottom start[a0] = stop[a0] = (mins[a0] + maxs[a0])*0.5; start[a1] = stop[a1] = (mins[a1] + maxs[a1])*0.5; stop[a2] = start[a2] - 2*movevars.stepheight*sign; trace = World_Move (world, start, vec3_origin, vec3_origin, stop, true|MOVE_IGNOREHULL, ent); if (trace.fraction == 1.0) return false; mid = trace.endpos[2]; mid = (mid-start[a2]-(movevars.stepheight*sign)) / (stop[a2]-start[a2]); // the corners must be within 16 of the midpoint for (x=0 ; x<=1 ; x++) for (y=0 ; y<=1 ; y++) { start[a0] = stop[a0] = x ? maxs[a0] : mins[a0]; start[a1] = stop[a1] = y ? maxs[a1] : mins[a1]; trace = World_Move (world, start, vec3_origin, vec3_origin, stop, true|MOVE_IGNOREHULL, ent); if (trace.fraction == 1.0 || trace.fraction > mid)//mid - trace.endpos[2] > movevars.stepheight) return false; } // c_yes++; return true; } /* ============= SV_movestep Called by monster program code. The move will be adjusted for slopes and stairs, but if the move isn't possible, no move is done, false is returned, and pr_global_struct->trace_normal is set to the normal of the blocking wall ============= */ qboolean World_movestep (world_t *world, wedict_t *ent, vec3_t move, vec3_t axis[3], qboolean relink, qboolean noenemy, void (*set_move_trace)(pubprogfuncs_t *prinst, trace_t *trace)) { float dz; vec3_t oldorg, neworg, end; trace_t trace; int i; wedict_t *enemy = world->edicts; int eflags = ent->v->flags; vec3_t eaxis[3]; if (!axis) { //fixme? World_GetEntGravityAxis(ent, eaxis); axis = eaxis; } // try the move VectorCopy (ent->v->origin, oldorg); VectorAdd (ent->v->origin, move, neworg); // flying monsters don't step up if ((eflags & (FL_SWIM | FL_FLY)) #if defined(HEXEN2) && defined(HAVE_SERVER) //hexen2 has some extra logic for FLH2_HUNTFACE, but its buggy and thus never used. //it would be nice to redefine the NOZ flag to instead force noenemy here, but that's not hexen2-compatible and FLH2_NOZ is bound to conflict with some quake mod. && (world != &sv.world || progstype != PROG_H2 || !(eflags & (FLH2_NOZ|FLH2_HUNTFACE))) #endif ) { // try one move with vertical motion, then one without for (i=0 ; i<2 ; i++) { VectorAdd (ent->v->origin, move, neworg); if (!noenemy) { enemy = (wedict_t*)PROG_TO_EDICT(world->progs, ent->v->enemy); if (i == 0 && enemy->entnum) { VectorSubtract(ent->v->origin, ((wedict_t*)PROG_TO_EDICT(world->progs, ent->v->enemy))->v->origin, end); dz = DotProduct(end, axis[2]); if (dz > 40) VectorMA(neworg, -8, axis[2], neworg); if (dz < 30) VectorMA(neworg, 8, axis[2], neworg); } } trace = World_Move (world, ent->v->origin, ent->v->mins, ent->v->maxs, neworg, false, ent); if (set_move_trace) set_move_trace(world->progs, &trace); if (trace.fraction == 1) { if ( (eflags & FL_SWIM) && !(World_PointContentsWorldOnly(world, trace.endpos) & FTECONTENTS_FLUID)) continue; // swim monster left water VectorCopy (trace.endpos, ent->v->origin); if (relink) World_LinkEdict (world, ent, true); return true; } if (noenemy || !enemy->entnum) break; } return false; } // push down from a step height above the wished position VectorMA(neworg, movevars.stepheight, axis[2], neworg); VectorMA(neworg, movevars.stepheight*-2, axis[2], end); trace = World_Move (world, neworg, ent->v->mins, ent->v->maxs, end, false, ent); if (set_move_trace) set_move_trace(world->progs, &trace); if (trace.allsolid) return false; if (trace.startsolid) { //move up by an extra step, if needed VectorMA(neworg, -movevars.stepheight, axis[2], neworg); trace = World_Move (world, neworg, ent->v->mins, ent->v->maxs, end, false, ent); if (set_move_trace) set_move_trace(world->progs, &trace); if (trace.allsolid || trace.startsolid) return false; } if (trace.fraction == 1) { // if monster had the ground pulled out, go ahead and fall if ( (int)ent->v->flags & FL_PARTIALGROUND ) { VectorAdd (ent->v->origin, move, ent->v->origin); if (relink) World_LinkEdict (world, ent, true); ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND; // Con_Printf ("fall down\n"); return true; } return false; // walked off an edge } // check point traces down for dangling corners VectorCopy (trace.endpos, ent->v->origin); if (!World_CheckBottom (world, ent, axis[2])) { if ( (int)ent->v->flags & FL_PARTIALGROUND ) { // entity had floor mostly pulled out from underneath it // and is trying to correct if (relink) World_LinkEdict (world, ent, true); return true; } VectorCopy (oldorg, ent->v->origin); return false; } if ( (int)ent->v->flags & FL_PARTIALGROUND ) { // Con_Printf ("back on ground\n"); ent->v->flags = (int)ent->v->flags & ~FL_PARTIALGROUND; } ent->v->groundentity = EDICT_TO_PROG(world->progs, trace.ent); // the move is ok if (relink) World_LinkEdict (world, ent, true); return true; } //============================================================================ qboolean World_GetEntGravityAxis(wedict_t *ent, vec3_t axis[3]) { if (ent->xv->gravitydir[0] || ent->xv->gravitydir[1] || ent->xv->gravitydir[2]) { void PerpendicularVector( vec3_t dst, const vec3_t src ); VectorNegate(ent->xv->gravitydir, axis[2]); VectorNormalize(axis[2]); PerpendicularVector(axis[0], axis[2]); VectorNormalize(axis[0]); CrossProduct(axis[2], axis[0], axis[1]); VectorNormalize(axis[1]); return true; } else { VectorSet(axis[0], 1, 0, 0); VectorSet(axis[1], 0, 1, 0); VectorSet(axis[2], 0, 0, 1); return false; } } /* ============== PF_changeyaw This was a major timewaster in progs, so it was converted to C ============== */ float World_changeyaw (wedict_t *ent) { float ideal, current, move, speed; vec3_t surf[3]; if (World_GetEntGravityAxis(ent, surf)) { //complex matrix stuff float mat[16]; float surfm[16], invsurfm[16]; float viewm[16]; vec3_t view[4]; vec3_t vang; /*calc current view matrix relative to the surface*/ AngleVectorsMesh(ent->v->angles, view[0], view[1], view[2]); VectorNegate(view[1], view[1]); World_GetEntGravityAxis(ent, surf); Matrix4x4_RM_FromVectors(surfm, surf[0], surf[1], surf[2], vec3_origin); Matrix3x4_InvertTo4x4_Simple(surfm, invsurfm); /*calc current view matrix relative to the surface*/ Matrix4x4_RM_FromVectors(viewm, view[0], view[1], view[2], vec3_origin); Matrix4_Multiply(viewm, invsurfm, mat); /*convert that back to angles*/ Matrix3x4_RM_ToVectors(mat, view[0], view[1], view[2], view[3]); VectorAngles(view[0], view[2], vang, true); /*edit it*/ ideal = ent->v->ideal_yaw; speed = ent->v->yaw_speed; move = ideal - anglemod(vang[YAW]); if (move > 180) move -= 360; else if (move < -180) move += 360; if (move > 0) { if (move > speed) move = speed; } else { if (move < -speed) move = -speed; } vang[YAW] = anglemod(vang[YAW] + move); /*clamp pitch, kill roll. monsters don't pitch/roll.*/ vang[PITCH] = 0; vang[ROLL] = 0; move = ideal - vang[YAW]; /*turn those angles back to a matrix*/ AngleVectors(vang, view[0], view[1], view[2]); VectorNegate(view[1], view[1]); Matrix4x4_RM_FromVectors(mat, view[0], view[1], view[2], vec3_origin); /*rotate back into world space*/ Matrix4_Multiply(mat, surfm, viewm); /*and figure out the final result*/ Matrix3x4_RM_ToVectors(viewm, view[0], view[1], view[2], view[3]); VectorAngles(view[0], view[2], ent->v->angles, true); //make sure everything is sane ent->v->angles[PITCH] = anglemod(ent->v->angles[PITCH]); ent->v->angles[YAW] = anglemod(ent->v->angles[YAW]); ent->v->angles[ROLL] = anglemod(ent->v->angles[ROLL]); return move; } //FIXME: gravitydir. reorient the angles to change the yaw with respect to the current ground surface. current = anglemod( ent->v->angles[1] ); ideal = ent->v->ideal_yaw; speed = ent->v->yaw_speed; if (current == ideal) return 0; move = ideal - current; if (ideal > current) { if (move >= 180) move = move - 360; } else { if (move <= -180) move = move + 360; } if (move > 0) { if (move > speed) move = speed; } else { if (move < -speed) move = -speed; } ent->v->angles[1] = anglemod (current + move); return ideal - ent->v->angles[1]; } /* ====================== SV_StepDirection Turns to the movement direction, and walks the current distance if facing it. ====================== */ qboolean World_StepDirection (world_t *world, wedict_t *ent, float yaw, float dist, vec3_t axis[3]) { vec3_t move, oldorigin; float delta, s; ent->v->ideal_yaw = yaw; delta = World_changeyaw(ent); yaw = yaw*M_PI*2 / 360; s = cos(yaw)*dist; VectorScale(axis[0], s, move); s = sin(yaw)*dist; VectorMA(move, s, axis[1], move); //FIXME: Hexen2: ent flags & FL_SET_TRACE VectorCopy (ent->v->origin, oldorigin); if (World_movestep (world, ent, move, axis, false, false, NULL)) { delta = anglemod(delta); if (delta > 45 && delta < 315) { // not turned far enough, so don't take the step //FIXME: surely this is noticably inefficient? VectorCopy (oldorigin, ent->v->origin); } World_LinkEdict (world, ent, true); return true; } World_LinkEdict (world, ent, true); return false; } /* ====================== SV_FixCheckBottom ====================== */ void World_FixCheckBottom (wedict_t *ent) { // Con_Printf ("SV_FixCheckBottom\n"); ent->v->flags = (int)ent->v->flags | FL_PARTIALGROUND; } /* ================ SV_NewChaseDir ================ */ #define DI_NODIR -1 void World_NewChaseDir (world_t *world, wedict_t *actor, wedict_t *enemy, float dist, vec3_t axis[3]) { float deltax,deltay; float d[3]; float tdir, olddir, turnaround; olddir = anglemod( (int)(actor->v->ideal_yaw/45)*45 ); turnaround = anglemod(olddir - 180); VectorSubtract(enemy->v->origin, actor->v->origin, d); deltax = DotProduct(d, axis[0]); deltay = DotProduct(d, axis[1]); if (deltax>10) d[1]= 0; else if (deltax<-10) d[1]= 180; else d[1]= DI_NODIR; if (deltay<-10) d[2]= 270; else if (deltay>10) d[2]= 90; else d[2]= DI_NODIR; // try direct route if (d[1] != DI_NODIR && d[2] != DI_NODIR) { if (d[1] == 0) tdir = d[2] == 90 ? 45 : 315; else tdir = d[2] == 90 ? 135 : 215; if (tdir != turnaround && World_StepDirection(world, actor, tdir, dist, axis)) return; } // try other directions if ( ((rand()&3) & 1) || fabs(deltay)>fabs(deltax)) { tdir=d[1]; d[1]=d[2]; d[2]=tdir; } if (d[1]!=DI_NODIR && d[1]!=turnaround && World_StepDirection(world, actor, d[1], dist, axis)) return; if (d[2]!=DI_NODIR && d[2]!=turnaround && World_StepDirection(world, actor, d[2], dist, axis)) return; /* there is no direct path to the player, so pick another direction */ if (olddir!=DI_NODIR && World_StepDirection(world, actor, olddir, dist, axis)) return; if (rand()&1) /*randomly determine direction of search*/ { for (tdir=0 ; tdir<=315 ; tdir += 45) if (tdir!=turnaround && World_StepDirection(world, actor, tdir, dist, axis) ) return; } else { for (tdir=315 ; tdir >=0 ; tdir -= 45) if (tdir!=turnaround && World_StepDirection(world, actor, tdir, dist, axis) ) return; } if (turnaround != DI_NODIR && World_StepDirection(world, actor, turnaround, dist, axis) ) return; actor->v->ideal_yaw = olddir; // can't move // if a bridge was pulled out from underneath a monster, it may not have // a valid standing position at all if (!World_CheckBottom (world, actor, axis[2])) World_FixCheckBottom (actor); } /* ====================== SV_CloseEnough ====================== */ qboolean World_CloseEnough (wedict_t *ent, wedict_t *goal, float dist) { int i; for (i=0 ; i<3 ; i++) { if (goal->v->absmin[i] > ent->v->absmax[i] + dist) return false; if (goal->v->absmax[i] < ent->v->absmin[i] - dist) return false; } return true; } /* ====================== SV_MoveToGoal ====================== */ qboolean World_MoveToGoal (world_t *world, wedict_t *ent, float dist) { wedict_t *goal; vec3_t axis[3]; ent = (wedict_t*)PROG_TO_EDICT(world->progs, *world->g.self); goal = (wedict_t*)PROG_TO_EDICT(world->progs, ent->v->goalentity); if ( !( (int)ent->v->flags & (FL_ONGROUND|FL_FLY|FL_SWIM) ) ) { return false; } // if the next step hits the enemy, return immediately if ( PROG_TO_EDICT(world->progs, ent->v->enemy) != (edict_t*)world->edicts && World_CloseEnough (ent, goal, dist) ) return true; World_GetEntGravityAxis(ent, axis); // bump around... if ( (rand()&3)==1 || !World_StepDirection (world, ent, ent->v->ideal_yaw, dist, axis)) { World_NewChaseDir (world, ent, goal, dist, axis); } return true; } #ifdef ENGINE_ROUTING #ifdef HAVE_CLIENT static cvar_t route_shownodes = CVAR("route_shownodes", "0"); #endif #define LF_EDGE 0x00000001 #define LF_JUMP 0x00000002 #define LF_CROUCH 0x00000004 #define LF_TELEPORT 0x00000008 #define LF_USER 0x7fffff00 #define LF_DESTINATION 0x80000000 //You have reached your destination... struct waypointnetwork_s { size_t refs; size_t numwaypoints; model_t *worldmodel; struct resultnodes_s { vec3_t pos; int linkflags; float radius; } *displaynode; size_t displaynodes; struct waypoint_s { vec3_t org; float radius; //used for picking the closest waypoint. aka proximity weight. also relaxes routes inside the area. struct wpneighbour_s { int node; float linkcost;//might be much lower in the case of teleports, or expensive if someone wanted it to be a lower priority link. int linkflags; //LF_* } *neighbour; size_t neighbours; } waypoints[1]; }; void WayNet_Done(struct waypointnetwork_s *net) { if (net) if (0 == --net->refs) { Z_Free(net); } } static qboolean WayNet_TokenizeLine(char **linestart) { char *end = *linestart; if (!*end) { //clear it out... Cmd_TokenizeString("", false, false); return false; } for (; *end; end++) { if (*end == '\n') { *end++ = 0; break; } } Cmd_TokenizeString(*linestart, false, false); *linestart = end; return true; } static struct waypointnetwork_s *WayNet_Begin(void **ctxptr, model_t *worldmodel) { struct waypointnetwork_s *net = *ctxptr; if (!net) { char *wf = NULL, *l, *e; int numwaypoints, maxlinks, numlinks; struct wpneighbour_s *nextlink; if (!worldmodel) return NULL; if (!wf && !strncmp(worldmodel->name, "maps/", 5)) { char n[MAX_QPATH]; COM_StripExtension(worldmodel->name+5, n, sizeof(n)); wf = FS_MallocFile(va("data/%s.way", n), FS_GAME, NULL); } if (!wf) wf = FS_MallocFile(va("%s.way", worldmodel->name), FS_GAME, NULL); if (!wf) return NULL; l = wf; //read the number of waypoints WayNet_TokenizeLine(&l); numwaypoints = atoi(Cmd_Argv(0)); //count lines and guess the link count. for (e = l, maxlinks=0; *e; e++) if (*e == '\n') maxlinks++; maxlinks -= numwaypoints; net = Z_Malloc(sizeof(*net)-sizeof(net->waypoints) + (numwaypoints*sizeof(struct waypoint_s)) + (maxlinks*sizeof(struct wpneighbour_s))); net->refs = 1; net->worldmodel = worldmodel; *ctxptr = net; nextlink = (struct wpneighbour_s*)(net->waypoints+numwaypoints); while (WayNet_TokenizeLine(&l) && net->numwaypoints < numwaypoints) { if (!Cmd_Argc()) continue; //a comment line? net->waypoints[net->numwaypoints].org[0] = atof(Cmd_Argv(0)); net->waypoints[net->numwaypoints].org[1] = atof(Cmd_Argv(1)); net->waypoints[net->numwaypoints].org[2] = atof(Cmd_Argv(2)); net->waypoints[net->numwaypoints].radius = atof(Cmd_Argv(3)); numlinks = bound(0, atoi(Cmd_Argv(4)), maxlinks); //make sure the links are valid, and clamp to avoid problems (even if we're then going to mis-parse. net->waypoints[net->numwaypoints].neighbour = nextlink; while (numlinks-- > 0 && WayNet_TokenizeLine(&l)) { if (!Cmd_Argc()) continue; //a comment line? nextlink[net->waypoints[net->numwaypoints].neighbours].node = atoi(Cmd_Argv(0)); nextlink[net->waypoints[net->numwaypoints].neighbours].linkcost = atof(Cmd_Argv(1)); nextlink[net->waypoints[net->numwaypoints].neighbours++].linkflags = atoi(Cmd_Argv(2)); } maxlinks -= net->waypoints[net->numwaypoints].neighbours; nextlink += net->waypoints[net->numwaypoints++].neighbours; } BZ_Free(wf); } net->refs++; return net; } struct waydist_s { int node; float sdist; }; int QDECL WayNet_Prioritise(const void *a, const void *b) { const struct waydist_s *w1 = a, *w2 = b; if (w1->sdist < w2->sdist) return -1; if (w1->sdist == w2->sdist) return 0; return 1; } int WayNet_FindNearestNode(struct waypointnetwork_s *net, vec3_t pos) { if (net && net->numwaypoints) { //we qsort the possible nodes, in an attempt to reduce traces. struct waydist_s *sortedways = alloca(sizeof(*sortedways) * net->numwaypoints); size_t u; vec3_t disp; float sradius; trace_t tr; for (u = 0; u < net->numwaypoints; u++) { sortedways[u].node = u; VectorSubtract(net->waypoints[u].org, pos, disp); sortedways[u].sdist = DotProduct(disp, disp); sradius = net->waypoints[u].radius*net->waypoints[u].radius; if (sortedways[u].sdist < sradius) sortedways[u].sdist -= sradius; //if we're inside the waypoint's radius, push inwards resulting in negatives, so these are always highly prioritised } qsort(sortedways, net->numwaypoints, sizeof(struct waydist_s), WayNet_Prioritise); //can't trace yet... if (net->worldmodel->loadstate != MLS_LOADED) return sortedways[0].node; for (u = 0; u < net->numwaypoints; u++) { if (sortedways[u].sdist > 0) { //if we're outside the node, we need to do a trace to make sure we can actually reach it. net->worldmodel->funcs.NativeTrace(net->worldmodel, 0, NULL, NULL, pos, net->waypoints[sortedways[u].node].org, vec3_origin, vec3_origin, false, MASK_WORLDSOLID, &tr); if (tr.fraction < 1) continue; //this node is blocked. just move on to the next. } return sortedways[u].node; } } return -1; } struct routecalc_s { world_t *world; wedict_t *ed; int spawncount; //so we don't confuse stuff if the map gets restarted. // float spawnid; //so the route fails if the ent is removed. func_t callback; vec3_t start; vec3_t end; int denylinkflags; int startn; int endn; int numresultnodes; struct resultnodes_s *resultnodes; struct waypointnetwork_s *waynet; }; //main thread void Route_Calculated(void *ctx, void *data, size_t a, size_t b) { struct routecalc_s *route = data; pubprogfuncs_t *prinst = route->world->progs; //let the gamecode know the results if (!route->callback) { BZ_Free(route->waynet->displaynode); route->waynet->displaynode = BZ_Malloc(sizeof(struct resultnodes_s) * route->numresultnodes); route->waynet->displaynodes = route->numresultnodes; memcpy(route->waynet->displaynode, route->resultnodes, sizeof(struct resultnodes_s) * route->numresultnodes); } else if (route->callback && route->world->spawncount == route->spawncount/* && route->spawnid == route->ed->xv->uniquespawnid*/) { struct globalvars_s * pr_globals = PR_globals(prinst, PR_CURRENT); struct resultnodes_s *ptr = prinst->AddressableAlloc(prinst, sizeof(struct resultnodes_s) * route->numresultnodes); memcpy(ptr, route->resultnodes, sizeof(struct resultnodes_s) * route->numresultnodes); G_INT(OFS_PARM0) = EDICT_TO_PROG(prinst, route->ed); VectorCopy(route->end, G_VECTOR(OFS_PARM1)); G_INT(OFS_PARM2) = route->numresultnodes; G_INT(OFS_PARM3) = (char*)ptr-prinst->stringtable; PR_ExecuteProgram(prinst, route->callback); } //and we're done. destroy everything. WayNet_Done(route->waynet); Z_Free(route->resultnodes); Z_Free(route); } //#define FLOODALL #define COST_INFINITE FLT_MAX typedef struct { int id; int flags; } nodefrom_t; static qboolean Route_Completed(struct routecalc_s *r, nodefrom_t *nodecamefrom) { size_t u; struct waypointnetwork_s *n = r->waynet; r->resultnodes = Z_Malloc(sizeof(*r->resultnodes)*(n->numwaypoints+1)*3); r->numresultnodes = 0; //target point is first. yay. VectorCopy(r->end, r->resultnodes[0].pos); r->resultnodes[0].linkflags = LF_DESTINATION; r->resultnodes[0].radius = 32; r->numresultnodes++; u = r->endn; for (;;) { VectorCopy(n->waypoints[u].org, r->resultnodes[r->numresultnodes].pos); r->resultnodes[r->numresultnodes].linkflags = nodecamefrom[u].flags; r->resultnodes[r->numresultnodes].radius = n->waypoints[u].radius; r->numresultnodes++; if (u == r->startn) break; u = nodecamefrom[u].id; } //and include the start point, because we can VectorCopy(r->start, r->resultnodes[r->numresultnodes].pos); r->resultnodes[r->numresultnodes].linkflags = 0; r->resultnodes[r->numresultnodes].radius = 32; r->numresultnodes++; return true; } #if 1 static float Route_GuessCost(struct routecalc_s *r, float *fromorg) { //if we want to guarentee the shortest route, then we MUST always return a value <= to the actual cost here. //unfortunately we don't know how many teleporters are between the two points. //on the plus side, a little randomness here means we'll find alternative (longer) routes some times, which will reduce flash points and help flag carriers... vec3_t disp; VectorSubtract(r->end, fromorg, disp); return sqrt(DotProduct(disp,disp)); } static qboolean Route_Process(struct routecalc_s *r) { struct waypointnetwork_s *n = r->waynet; int opennodes = 0; int u, j; float guesscost; struct opennode_s { int node; float cost; } *open = alloca(sizeof(*open)*n->numwaypoints); float *nodecost = alloca(sizeof(*nodecost)*n->numwaypoints); nodefrom_t *nodecamefrom = alloca(sizeof(*nodecamefrom)*n->numwaypoints); for(u = 0; u < n->numwaypoints; u++) nodecost[u] = COST_INFINITE; if (r->startn >= 0) { nodecost[r->startn] = 0; open[0].node = r->startn; open[0].cost = 0; opennodes++; } while(opennodes) { int nodeidx = open[--opennodes].node; struct waypoint_s *wp = &n->waypoints[nodeidx]; #ifdef _DEBUG if (nodeidx < 0 || nodeidx >= n->numwaypoints) { Con_Printf("Bad node index in open list\n"); return false; } #endif if (nodeidx == r->endn) { //we found the end! return Route_Completed(r, nodecamefrom); } for (u = 0; u < wp->neighbours; u++) { struct wpneighbour_s *l = &wp->neighbour[u]; int linkidx = l->node; float realcost = nodecost[nodeidx] + l->linkcost; #ifdef _DEBUG if (linkidx < 0 || linkidx >= n->numwaypoints) { Con_Printf("Bad node link index in routing table\n"); return false; } #endif if (realcost >= nodecost[linkidx]) continue; nodecamefrom[linkidx].id = nodeidx; nodecamefrom[linkidx].flags = l->linkflags; nodecost[linkidx] = realcost; for (j = opennodes-1; j >= 0; j--) { if (open[j].node == linkidx) break; } guesscost = realcost + Route_GuessCost(r, n->waypoints[linkidx].org); if (j < 0) { //not already in the list //tbh, we should probably just directly bubble in this loop instead of doing the memcpy (with its internal second loop). for (j = opennodes-1; j >= 0; j--) if (guesscost <= open[j].cost) break; j++; //move them up memmove(&open[j+1], &open[j], sizeof(*open)*(opennodes-j)); open[j].node = linkidx; open[j].cost = guesscost; opennodes++; } else if (guesscost < open[j].cost) { //if it got cheaper, be prepared to move the node towards the higher addresses (these will be checked first). for (; j+1 < opennodes && open[j+1].cost > guesscost; j++) open[j] = open[j+1]; //okay, so we can't keep going... this is our new slot! open[j].node = linkidx; open[j].cost = guesscost; } //otherwise it got more expensive, and we don't care about that } } return false; } #else static qboolean Route_Process(struct routecalc_s *r) { struct waypointnetwork_s *n = r->waynet; int opennodes = 0; int u, j; //we use an open list in a desperate attempt to avoid recursing the entire network int *open = alloca(sizeof(*open)*n->numwaypoints); float *nodecost = alloca(sizeof(*nodecost)*n->numwaypoints); nodefrom_t *nodecamefrom = alloca(sizeof(*nodecamefrom)*n->numwaypoints); for(u = 0; u < n->numwaypoints; u++) nodecost[u] = COST_INFINITE; nodecost[r->startn] = 0; open[opennodes++] = r->startn; while(opennodes) { int nodeidx = open[--opennodes]; struct waypoint_s *wp = &n->waypoints[nodeidx]; // if (nodeidx < 0 || nodeidx >= n->numwaypoints) // return false; for (u = 0; u < wp->neighbours; u++) { struct wpneighbour_s *l = &wp->neighbour[u]; int linkidx = l->node; float realcost = nodecost[nodeidx] + l->linkcost; // if (linkidx < 0 || linkidx >= n->numwaypoints) // return false; if (realcost >= nodecost[linkidx]) continue; nodecamefrom[linkidx].id = nodeidx; nodecamefrom[linkidx].flags = l->linkflags; nodecost[linkidx] = realcost; for (j = 0; j < opennodes; j++) { if (open[j] == linkidx) break; } if (j == opennodes) //not already queued open[opennodes++] = linkidx; } } if (r->endn >= 0 && nodecost[r->endn] < COST_INFINITE) { //we found the end! we can build the route from end to start. return Route_Completed(r, nodecamefrom); } return false; } #endif //worker thread void Route_Calculate(void *ctx, void *data, size_t a, size_t b) { struct routecalc_s *route = data; //first thing is to find the start+end nodes. if (route->waynet && route->startn >= 0 && route->endn >= 0 && Route_Process(route)) ; else { route->numresultnodes = 0; route->resultnodes = Z_Malloc(sizeof(*route->resultnodes)*2); VectorCopy(route->end, route->resultnodes[0].pos); route->resultnodes[0].linkflags = LF_DESTINATION; route->numresultnodes++; VectorCopy(route->start, route->resultnodes[route->numresultnodes].pos); route->resultnodes[route->numresultnodes].linkflags = 0; route->numresultnodes++; } COM_AddWork(WG_MAIN, Route_Calculated, NULL, route, 0, 0); } //void route_linkitem(entity item, int ittype) //-1 to unlink //void route_choosedest(entity ent, int numitemtypes, float *itemweights) /* ============= PF_route_calculate engine reads+caches the nodes from a file. the route's nodes must be memfreed on completion. the first node in the nodelist is the destination. typedef struct { vector dest; int linkflags; //float anglehint; } nodeslist_t; void(entity ent, vector dest, int denylinkflags, void(entity ent, vector dest, int numnodes, nodeslist_t *nodelist) callback) route_calculate = #0; ============= */ void QCBUILTIN PF_route_calculate (pubprogfuncs_t *prinst, struct globalvars_s *pr_globals) { struct routecalc_s *route = Z_Malloc(sizeof(*route)); float *end; route->world = prinst->parms->user; route->spawncount = route->world->spawncount; route->ed = G_WEDICT(prinst, OFS_PARM0); // route->spawnid = route->ed->xv->uniquespawnid; end = G_VECTOR(OFS_PARM1); route->denylinkflags = G_INT(OFS_PARM2); route->callback = G_INT(OFS_PARM3); VectorCopy(route->ed->v->origin, route->start); VectorCopy(end, route->end); route->waynet = WayNet_Begin(&route->world->waypoints, route->world->worldmodel); //tracelines use some sequence info to avoid retracing the same brush multiple times. // this means that we can't reliably trace on worker threads (would break the main thread occasionally). // so we have to do this here. //FIXME: find a safe way to NOT do this here. route->startn = WayNet_FindNearestNode(route->waynet, route->start); route->endn = WayNet_FindNearestNode(route->waynet, route->end); COM_AddWork(WG_LOADER, Route_Calculate, NULL, route, 0, 0); } #ifdef HAVE_CLIENT static void Route_Visualise_f(void) { extern world_t csqc_world; vec3_t targ = {atof(Cmd_Argv(1)),atof(Cmd_Argv(2)),atof(Cmd_Argv(3))}; struct routecalc_s *route = Z_Malloc(sizeof(*route)); route->world = &csqc_world; route->spawncount = route->world->spawncount; route->ed = route->world->edicts; // route->spawnid = route->ed->xv->uniquespawnid; VectorCopy(r_refdef.vieworg, route->start); VectorCopy(targ, route->end); route->waynet = WayNet_Begin(&route->world->waypoints, route->world->worldmodel); //tracelines use some sequence info to avoid retracing the same brush multiple times. // this means that we can't reliably trace on worker threads (would break the main thread occasionally). // so we have to do this here. //FIXME: find a safe way to NOT do this here. route->startn = WayNet_FindNearestNode(route->waynet, route->start); route->endn = WayNet_FindNearestNode(route->waynet, route->end); COM_AddWork(WG_LOADER, Route_Calculate, NULL, route, 0, 0); } #include "shader.h" void PR_Route_Visualise (void) { extern world_t csqc_world; world_t *w = &csqc_world; struct waypointnetwork_s *wn; size_t u; wn = (w && (w->waypoints || route_shownodes.ival))?WayNet_Begin(&w->waypoints, w->worldmodel):NULL; if (wn) { if (route_shownodes.ival) { float mat[12] = {1,0,0,0, 0,1,0,0, 0,0,1,0}; shader_t *shader_out = R_RegisterShader("waypointvolume_out", SUF_NONE, "{\n" "polygonoffset\n" "nodepth\n" "{\n" "map $whiteimage\n" "blendfunc add\n" "rgbgen vertex\n" "alphagen vertex\n" "}\n" "}\n"); shader_t *shader_in = R_RegisterShader("waypointvolume_in", SUF_NONE, "{\n" "polygonoffset\n" "cull disable\n" "nodepth\n" "{\n" "map $whiteimage\n" "blendfunc add\n" "rgbgen vertex\n" "alphagen vertex\n" "}\n" "}\n"); float radius; vec3_t dir; //should probably use a different colour for the node you're inside. for (u = 0; u < wn->numwaypoints; u++) { mat[3] = wn->waypoints[u].org[0]; mat[7] = wn->waypoints[u].org[1]; mat[11] = wn->waypoints[u].org[2]; radius = wn->waypoints[u].radius; if (radius <= 0) radius = 1; //waypoints shouldn't really have a radius of 0, but if they do we'll still want to draw something. VectorSubtract(wn->waypoints[u].org, r_refdef.vieworg, dir); if (DotProduct(dir,dir) < radius*radius) CLQ1_AddOrientedSphere(shader_in, radius, mat, 0.0, 0.1, 0, 1); else CLQ1_AddOrientedSphere(shader_out, radius, mat, 0.2, 0.0, 0, 1); } for (u = 0; u < wn->numwaypoints; u++) { size_t n; for (n = 0; n < wn->waypoints[u].neighbours; n++) { struct waypoint_s *r = wn->waypoints + wn->waypoints[u].neighbour[n].node; CLQ1_DrawLine(shader_out, wn->waypoints[u].org, r->org, 0, 0, 1, 1); } } } if (wn->displaynodes) { //FIXME: we should probably use beams here shader_t *shader_route = R_RegisterShader("waypointroute", SUF_NONE, "{\n" "polygonoffset\n" "nodepth\n" "{\n" "map $whiteimage\n" "blendfunc add\n" "rgbgen vertex\n" "alphagen vertex\n" "}\n" "}\n"); for (u = wn->displaynodes-1; u > 0; u--) { vec_t *start = wn->displaynode[u].pos; vec_t *end = wn->displaynode[u-1].pos; CLQ1_DrawLine(shader_route, start, end, 0.5, 0.5, 0.5, 1); } } } WayNet_Done(wn); } #endif //destroys the routing waypoint cache. void PR_Route_Shutdown (world_t *world) { WayNet_Done(world->waypoints); world->waypoints = NULL; } static void Route_Reload_f(void) { #if defined(HAVE_CLIENT) && defined(CSQC_DAT) extern world_t csqc_world; PR_Route_Shutdown(&csqc_world); #endif #ifdef HAVE_SERVER PR_Route_Shutdown(&sv.world); #endif } void PR_Route_Init (void) { #if defined(HAVE_CLIENT) && defined(CSQC_DAT) Cvar_Register(&route_shownodes, NULL); Cmd_AddCommand("route_visualise", Route_Visualise_f); #endif Cmd_AddCommand("route_reload", Route_Reload_f); } //route_force //COM_WorkerPartialSync #endif #endif