//////////////////////////////////////////////////////////////////////////////////////// // RAVEN SOFTWARE - STAR WARS: JK II // (c) 2002 Activision // // // // // //////////////////////////////////////////////////////////////////////////////////////// #include "g_headers.h" //////////////////////////////////////////////////////////////////////////////////////// // HFile Bindings //////////////////////////////////////////////////////////////////////////////////////// bool HFILEopen_read(int& handle, const char* filepath) {gi.FS_FOpenFile(filepath, &handle, FS_READ); return (handle!=0);} bool HFILEopen_write(int& handle, const char* filepath) {gi.FS_FOpenFile(filepath, &handle, FS_WRITE); return (handle!=0);} bool HFILEread(int& handle, void* data, int size) {return (gi.FS_Read(data, size, handle)!=0);} bool HFILEwrite(int& handle, const void* data, int size) {return (gi.FS_Write(data, size, handle)!=0);} bool HFILEclose(int& handle) {gi.FS_FCloseFile(handle); return true;} //////////////////////////////////////////////////////////////////////////////////////// // Externs //////////////////////////////////////////////////////////////////////////////////////// extern gentity_t* G_FindDoorTrigger( gentity_t *ent ); extern qboolean G_EntIsBreakable( int entityNum, gentity_t *breaker ); extern qboolean G_CheckInSolidTeleport (const vec3_t& teleportPos, gentity_t *self); extern cvar_t* g_nav1; extern cvar_t* g_nav2; extern cvar_t* g_developer; extern int delayedShutDown; extern vec3_t playerMinsStep; extern vec3_t playerMaxs; //////////////////////////////////////////////////////////////////////////////////////// // Includes //////////////////////////////////////////////////////////////////////////////////////// #include "b_local.h" #include "g_navigator.h" #if !defined(RAGL_GRAPH_VS_INC) #include "../Ragl/graph_vs.h" #endif #if !defined(RATL_GRAPH_REGION_INC) #include "../Ragl/graph_region.h" #endif //#if !defined(RATL_GRAPH_TRIANGULATE_INC) // #include "..\Ragl\graph_triangulate.h" //#endif #if !defined(RATL_VECTOR_VS_INC) #include "../Ratl/vector_vs.h" #endif #if !defined(RUFL_HSTRING_INC) #include "../Rufl/hstring.h" #endif #if !defined(RUFL_HFILE_INC) #include "../Rufl/hfile.h" #endif #if !defined(RAVL_BOUNDS_INC) #include "../Ravl/CBounds.h" #endif //////////////////////////////////////////////////////////////////////////////////////// // Defines //////////////////////////////////////////////////////////////////////////////////////// #define NAV_VERSION 1.3f #define NEIGHBORING_DIST 200.0f #define SAFE_NEIGHBORINGPOINT_DIST 400.0f #define SAFE_AT_NAV_DIST_SQ 6400.0f //80*80 #define SAFE_GOTO_DIST_SQ 19600.0f //140*140 namespace NAV { enum { #ifdef _XBOX // now 11 bytes each NUM_NODES = 1024, // Question for VV- is this big enough for all the levels? if so, we should use it too... #else NUM_NODES = 1024, #endif // now 5 bytes each NUM_EDGES = 3*NUM_NODES, NUM_EDGES_PER_NODE = 20, NUM_REGIONS = NUM_NODES/3, // Had to raise this up for bounty NUM_CELLS = 32, // should be the square root of NUM_NODES NUM_NODES_PER_CELL = 60, // had to raise this for t3_bounty NUM_TARGETS = 5, // max number of outgoing edges from a given node CELL_RANGE = 1000, VIEW_RANGE = 550, BIAS_NONWAYPOINT = 500, BIAS_DANGER = 8000, BIAS_TOOSMALL = 10000, NULL_PATH_USER_INDEX= -1, #ifdef _XBOX // This may not be safe, but I REALLY need memory. Better testing will reveal that // these don't work, but in quick tests these numbers were sufficient. MAX_PATH_USERS = 60, MAX_PATH_SIZE = 50, #else MAX_PATH_USERS = 100, MAX_PATH_SIZE = NUM_NODES/7, #endif Z_CULL_OFFSET = 60, MAX_NODES_PER_NAME = 30, MAX_EDGE_SEG_LEN = 100, MAX_EDGE_FLOOR_DIST = 60, MAX_EDGE_AUTO_LEN = 500, MAX_EDGES_PER_ENT = 10, MAX_BLOCKING_ENTS = 100, MAX_ALERTS_PER_AGENT= 10, MAX_ALERT_TIME = 10000, MIN_WAY_NEIGHBORS = 4, MAX_NONWP_NEIGHBORS = 1, // Human Sized //------------- SC_MEDIUM_RADIUS = 20, SC_MEDIUM_HEIGHT = 60, // Rancor Sized //-------------- SC_LARGE_RADIUS = 60, SC_LARGE_HEIGHT = 120, SAVE_LOAD = 0, CHECK_JUMP = 0, CHECK_START_OPEN = 1, CHECK_START_SOLID = 1, }; } namespace STEER { enum { NULL_STEER_USER_INDEX= -1, MAX_NEIGHBORS = 20, Z_CULL_OFFSET = 60, SIDE_LOCKED_TIMER = 2000, NEIGHBOR_RANGE = 60, }; } //////////////////////////////////////////////////////////////////////////////////////// // Total Memory - 11 Bytes (can save 5 bytes by removing Name and Targets) //////////////////////////////////////////////////////////////////////////////////////// class CWayNode { public: CVec3 mPoint; float mRadius; NAV::EPointType mType; hstring mName; // TODO OPTIMIZATION: Remove This? hstring mTargets[NAV::NUM_TARGETS]; // TODO OPTIMIZATION: Remove This enum EWayNodeFlags { WN_NONE = 0, WN_ISLAND, WN_FLOATING, WN_DROPTOFLOOR, WN_NOAUTOCONNECT, WN_MAX }; ratl::bits_vs mFlags; //////////////////////////////////////////////////////////////////////////////////// // Access Operator (For Cells)(For Triangulation) //////////////////////////////////////////////////////////////////////////////////// float operator[](int dimension) { return mPoint[dimension]; } //////////////////////////////////////////////////////////////////////////////////// // Left Right Test (For Triangulation) //////////////////////////////////////////////////////////////////////////////////// virtual ESide LRTest(const CWayNode& A, const CWayNode& B) const { return (mPoint.LRTest(A.mPoint, B.mPoint)); } //////////////////////////////////////////////////////////////////////////////////// // Point In Circle (For Triangulation) //////////////////////////////////////////////////////////////////////////////////// virtual bool InCircle(const CWayNode& A, const CWayNode& B, const CWayNode& C) const { return (mPoint.PtInCircle(A.mPoint, B.mPoint, C.mPoint)); } }; const CWayNode& GetNode(int Handle); //////////////////////////////////////////////////////////////////////////////////////// // Total Memory - 5 bytes //////////////////////////////////////////////////////////////////////////////////////// class CWayEdge { public: int mNodeA; // DO NOT REMOVE THIS: Handles are full ints because upper bits are used int mNodeB; // DO NOT REMOVE THIS: Handles are full ints because upper bits are used float mDistance; // DO NOT REMOVE THIS: It's a serious runtime optimization for A* unsigned short mOwnerNum; // Converted to short. Largest entity number is 1024 unsigned short mEntityNum; // Converted to short. Largest entity number is 1024 enum EWayEdgeFlags { WE_NONE = 0, WE_SIZE_MEDIUM, WE_SIZE_LARGE, WE_BLOCKING_DOOR, WE_BLOCKING_WALL, WE_BLOCKING_BREAK, WE_VALID, WE_ONHULL, WE_FLYING, WE_JUMPING, WE_CANBEINVAL, WE_DESIGNERPLACED, WE_MAX }; ratl::bits_vs mFlags; // Should be only one int //////////////////////////////////////////////////////////////////////////////////// // Size Function //////////////////////////////////////////////////////////////////////////////////// inline int Blocking() { if (mFlags.get_bit(WE_BLOCKING_BREAK)) { return WE_BLOCKING_BREAK; } if (mFlags.get_bit(WE_BLOCKING_WALL)) { return WE_BLOCKING_WALL; } if (mFlags.get_bit(WE_BLOCKING_DOOR)) { return WE_BLOCKING_DOOR; } return 0; } inline bool BlockingBreakable() {return (mFlags.get_bit(WE_BLOCKING_BREAK));} inline bool BlockingWall() {return (mFlags.get_bit(WE_BLOCKING_WALL));} inline bool BlockingDoor() {return (mFlags.get_bit(WE_BLOCKING_DOOR));} //////////////////////////////////////////////////////////////////////////////////// // Size Function //////////////////////////////////////////////////////////////////////////////////// inline int Size() const { return (mFlags.get_bit(WE_SIZE_MEDIUM)?(WE_SIZE_MEDIUM):(WE_SIZE_LARGE)); } //////////////////////////////////////////////////////////////////////////////////// // Access Operator (For Cells)(For Triangulation) //////////////////////////////////////////////////////////////////////////////////// float operator[](int dimension) const { CVec3 Half(GetNode(mNodeA).mPoint + GetNode(mNodeB).mPoint); return (Half[dimension] * 0.5f); } //////////////////////////////////////////////////////////////////////////////////// // Point - returns the center of the edge //////////////////////////////////////////////////////////////////////////////////// void Point(CVec3& Half) const { Half = GetNode(mNodeA).mPoint; Half += GetNode(mNodeB).mPoint; Half *= 0.5f; } //////////////////////////////////////////////////////////////////////////////////// // GetPoint A //////////////////////////////////////////////////////////////////////////////////// const CVec3& PointA() const { return GetNode(mNodeA).mPoint; } //////////////////////////////////////////////////////////////////////////////////// // GetPoint B //////////////////////////////////////////////////////////////////////////////////// const CVec3& PointB() const { return GetNode(mNodeB).mPoint; } }; const CWayEdge& GetEdge(int Handle); struct SNodeSort { NAV::TNodeHandle mHandle; float mDistance; bool mInRadius; bool operator < (const SNodeSort& other) const { return (mDistance TGraph; typedef ragl::graph_region TGraphRegion; typedef TGraph::cells TGraphCells; typedef ratl::vector_vs TNearestNavSort; typedef ratl::array_vs TAlertList; typedef ratl::array_vs TEntityAlertList; typedef ratl::vector_vs TNamedNodeList; typedef ratl::map_vs TNameToNodeMap; typedef ratl::vector_vs TEdgesPerEnt; typedef ratl::map_vs TEntEdgeMap; //////////////////////////////////////////////////////////////////////////////////////// // Path Point // // This is actual vector and speed location (as well as node handle of that the agent // has planned to go to. //////////////////////////////////////////////////////////////////////////////////////// struct SPathPoint { CVec3 mPoint; float mSpeed; float mSlowingRadius; float mReachedRadius; float mDist; float mETA; NAV::TNodeHandle mNode; }; typedef ratl::vector_vs TPath; //////////////////////////////////////////////////////////////////////////////////////// // Path User // // This is the cached path for a given actor //////////////////////////////////////////////////////////////////////////////////////// struct SPathUser { int mEnd; bool mSuccess; int mLastUseTime; int mLastAStarTime; TPath mPath; }; typedef ratl::pool_vs TPathUsers; typedef ratl::array_vs TPathUserIndex; typedef ratl::vector_vs TNeighbors; //////////////////////////////////////////////////////////////////////////////////////// // Steer User // // This is the cached steering data for a given actor //////////////////////////////////////////////////////////////////////////////////////// struct SSteerUser { // Constant Values In Entity //--------------------------- float mMaxForce; float mMaxSpeed; float mRadius; float mMass; // Current Values //---------------- TNeighbors mNeighbors; CVec3 mOrientation; CVec3 mPosition; CVec3 mVelocity; float mSpeed; // Values Projected From Current Values //-------------------------------------- CVec3 mProjectFwd; CVec3 mProjectSide; CVec3 mProjectPath; // Temporary Values //------------------ CVec3 mDesiredVelocity; float mDesiredSpeed; float mDistance; CVec3 mSeekLocation; int mIgnoreEntity; bool mBlocked; int mBlockedTgtEntity; CVec3 mBlockedTgtPosition; // Steering //---------- CVec3 mSteering; float mNewtons; }; typedef ratl::pool_vs TSteerUsers; typedef ratl::array_vs TSteerUserIndex; typedef ratl::bits_vs TEntBits; TAlertList& GetAlerts(gentity_t* actor); TGraph& GetGraph(); int GetAirRegion(); int GetIslandRegion(); //////////////////////////////////////////////////////////////////////////////////////// // The Graph User // // Here we define our own user class, which can invalidate edges and generate unique // costs for node traversal based on the nodes, and possibly the actor attempting to // cross the nodes at any given time. // //////////////////////////////////////////////////////////////////////////////////////// class CGraphUser : public TGraph::user { private: gentity_t* mActor; int mActorSize; CVec3 mDangerSpot; float mDangerSpotRadiusSq; public: //////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////// void SetActor(gentity_t* actor) { mActor = actor; mActorSize = NAV::ClassifyEntSize(actor); mDangerSpotRadiusSq = 0; } //////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////// void ClearActor() { mActor = 0; mActorSize = 0; mDangerSpotRadiusSq = 0; } gentity_t* GetActor() { return mActor; } void SetDangerSpot(const CVec3& Spot, float RadiusSq) { mDangerSpot = Spot; mDangerSpotRadiusSq = RadiusSq; } void ClearDangerSpot() { mDangerSpotRadiusSq = 0; } public: //////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////// virtual bool can_be_invalid(const CWayEdge& Edge) const { return (Edge.mFlags.get_bit(CWayEdge::EWayEdgeFlags::WE_CANBEINVAL)); } //////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////// virtual bool is_valid(CWayEdge& Edge, int EndPoint=0) const { // If The Actor Can't Fly, But This Is A Flying Edge, It's Invalid //----------------------------------------------------------------- if (mActor && Edge.mFlags.get_bit(CWayEdge::EWayEdgeFlags::WE_FLYING) && mActor->NPC && !(mActor->NPC->scriptFlags&SCF_NAV_CAN_FLY)) { return false; } // If The Actor Can't Fly, But This Is A Flying Edge, It's Invalid //----------------------------------------------------------------- if (mActor && Edge.mFlags.get_bit(CWayEdge::EWayEdgeFlags::WE_JUMPING) && mActor->NPC && !(mActor->NPC->scriptFlags&SCF_NAV_CAN_JUMP)) { return false; } // If The Actor Is Too Big, This Is Not A Valid Edge For Him //----------------------------------------------------------- if (mActor && Edge.Size()NPC) && (mActor->NPC->aiFlags&NPCAI_NAV_THROUGH_BREAKABLES) && (Edge.BlockingBreakable()) && (G_EntIsBreakable(Edge.mEntityNum, mActor)) ) { return true; } // Is This A Door? //----------------- if (Edge.BlockingDoor()) { bool StartOpen = (ent->spawnflags & 1); bool Closed = (StartOpen)?(ent->moverState==MOVER_POS2):(ent->moverState==MOVER_POS1); // If It Is Closed, We Want To Check If It Will Auto Open For Us //--------------------------------------------------------------- if (Closed) { gentity_t* owner = &g_entities[Edge.mOwnerNum]; if (owner) { // Check To See If The Owner Is Inactive Or Locked, Or Unavailable To The NPC //---------------------------------------------------------------------------- if ((owner->svFlags & SVF_INACTIVE) || (owner==ent && (owner->spawnflags & (MOVER_PLAYER_USE|MOVER_FORCE_ACTIVATE|MOVER_LOCKED))) || (owner!=ent && (owner->spawnflags & (1 /*PLAYERONLY*/|4 /*USE_BOTTON*/)))) { return false; } // Look For A Key //---------------- if (mActor!=0 && (owner->spawnflags & MOVER_GOODIE)) { int key = INV_GoodieKeyCheck(mActor); if (!key) { return false; } } } // No Owner? This Must Be A Scripted Door Or Other Contraption //-------------------------------------------------------------- else { return false; } } return true; } // If This Is A Wall, Check If It Has Contents Now //------------------------------------------------- else if (Edge.BlockingWall()) { return !(ent->contents&CONTENTS_SOLID); } } } else if ( Edge.BlockingBreakable()) {//we had a breakable in our way, now it's gone, see if there is anything else in the way if ( NAV::TestEdge( Edge.mNodeA, Edge.mNodeB, false ) ) {//clear it Edge.mFlags.clear_bit(CWayEdge::EWayEdgeFlags::WE_BLOCKING_BREAK); } //NOTE: if this fails with the SC_LARGE size } return (Edge.mFlags.get_bit(CWayEdge::EWayEdgeFlags::WE_VALID)); } //////////////////////////////////////////////////////////////////////////////////// // This is the cost estimate from any node to any other node (usually the goal) //////////////////////////////////////////////////////////////////////////////////// virtual float cost(const CWayNode& A, const CWayNode& B) const { return (A.mPoint.Dist(B.mPoint)); } //////////////////////////////////////////////////////////////////////////////////// // This is the cost estimate for traversing a particular edge //////////////////////////////////////////////////////////////////////////////////// virtual float cost(const CWayEdge& Edge, const CWayNode& B) const { float DangerBias = 0.0f; if (mActor) { int eHandle = GetGraph().edge_index(Edge); TAlertList& al = GetAlerts(mActor); for (int alIndex=0; alIndex0.0f) { DangerBias += (al[alIndex].mDanger*NAV::BIAS_DANGER); } } // If The Actor Is Too Big, Bias This Edge For Him //------------------------------------------------- if (Edge.Size() mDangerSpot.DistToLine2(Edge.PointA(), Edge.PointB())) { DangerBias += NAV::BIAS_DANGER; } if (B.mType==NAV::PT_WAYNODE) { return (Edge.mDistance + DangerBias); } return ((Edge.mDistance + DangerBias) + NAV::BIAS_NONWAYPOINT); } //////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////// virtual bool on_same_floor(const CWayNode& A, const CWayNode& B) const { return (fabsf(A.mPoint[2] - B.mPoint[2])<100.0f); } //////////////////////////////////////////////////////////////////////////////////// // setup the edge (For Triangulation) // // This function is here because it evaluates the base cost from NodeA to NodeB, which // //////////////////////////////////////////////////////////////////////////////////// virtual void setup_edge(CWayEdge& Edge, int A, int B, bool OnHull, const CWayNode& NodeA, const CWayNode& NodeB, bool CanBeInvalid=false) { Edge.mNodeA = A; Edge.mNodeB = B; Edge.mDistance = NodeA.mPoint.Dist(NodeB.mPoint); Edge.mEntityNum = ENTITYNUM_NONE; Edge.mOwnerNum = ENTITYNUM_NONE; Edge.mFlags.clear(); Edge.mFlags.set_bit(CWayEdge::EWayEdgeFlags::WE_VALID); if (CanBeInvalid) { Edge.mFlags.set_bit(CWayEdge::EWayEdgeFlags::WE_CANBEINVAL); } if (OnHull) { Edge.mFlags.set_bit(CWayEdge::EWayEdgeFlags::WE_ONHULL); } } }; //////////////////////////////////////////////////////////////////////////////////////// // The Global Public Objects //////////////////////////////////////////////////////////////////////////////////////// TGraph mGraph; TGraphRegion mRegion(mGraph); TGraphCells mCells(mGraph); TGraph::search mSearch; CGraphUser mUser; TNameToNodeMap mNodeNames; TEntEdgeMap mEntEdgeMap; TNearestNavSort mNearestNavSort; TPathUsers mPathUsers; TPathUserIndex mPathUserIndex; SPathUser mPathUserMaster; TSteerUsers mSteerUsers; TSteerUserIndex mSteerUserIndex; TEntityAlertList mEntityAlertList; vec3_t mZeroVec; trace_t mMoveTrace; trace_t mViewTrace; int mMoveTraceCount = 0; int mViewTraceCount = 0; int mConnectTraceCount = 0; int mConnectTime = 0; int mIslandCount = 0; int mIslandRegion = 0; int mAirRegion = 0; char mLocStringA[256] = {0}; char mLocStringB[256] = {0}; //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// TAlertList& GetAlerts(gentity_t* actor) { return mEntityAlertList[actor->s.number]; } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// TGraph& GetGraph() { return mGraph; } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// const CWayNode& GetNode(int Handle) { return mGraph.get_node(Handle); } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// const CWayEdge& GetEdge(int Handle) { return mGraph.get_edge(Handle); } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// int GetAirRegion() { return mAirRegion; } int GetIslandRegion() { return mIslandRegion; } //////////////////////////////////////////////////////////////////////////////////////// // Helper Function : View Trace //////////////////////////////////////////////////////////////////////////////////////// bool ViewTrace(const CVec3& a, const CVec3& b) { int contents = (CONTENTS_SOLID|CONTENTS_TERRAIN|CONTENTS_MONSTERCLIP); mViewTraceCount++; gi.trace(&mViewTrace, a.v, 0, 0, b.v, ENTITYNUM_NONE, contents); if ((mViewTrace.allsolid==qfalse) && (mViewTrace.startsolid==qfalse ) && (mViewTrace.fraction==1.0f)) { return true; } return false; } //////////////////////////////////////////////////////////////////////////////////////// // Helper Function : View Trace //////////////////////////////////////////////////////////////////////////////////////// bool ViewNavTrace(const CVec3& a, const CVec3& b) { int contents = (CONTENTS_SOLID|CONTENTS_TERRAIN|CONTENTS_MONSTERCLIP|CONTENTS_BOTCLIP); mViewTraceCount++; gi.trace(&mViewTrace, a.v, 0, 0, b.v, ENTITYNUM_NONE, contents); if ((mViewTrace.allsolid==qfalse) && (mViewTrace.startsolid==qfalse ) && (mViewTrace.fraction==1.0f)) { return true; } return false; } //////////////////////////////////////////////////////////////////////////////////////// // Helper Function : Move Trace //////////////////////////////////////////////////////////////////////////////////////// bool MoveTrace(const CVec3& Start, const CVec3& Stop, const CVec3& Mins, const CVec3& Maxs, int IgnoreEnt=0, bool CheckForDoNotEnter=false, bool RetryIfStartInDoNotEnter=true, bool IgnoreAllEnts=false, int OverrideContents=0) { int contents = (MASK_NPCSOLID); if (OverrideContents) { contents = OverrideContents; } if (CheckForDoNotEnter) { contents |= CONTENTS_BOTCLIP; } if (IgnoreAllEnts) { contents &= ~CONTENTS_BODY; } // Run The Trace //--------------- mMoveTraceCount++; gi.trace(&mMoveTrace, Start.v, Mins.v, Maxs.v, Stop.v, IgnoreEnt, contents); // Did It Make It? //----------------- if ((mMoveTrace.allsolid==qfalse) && (mMoveTrace.startsolid==qfalse ) && (mMoveTrace.fraction==1.0f)) { return true; } // If We Started In Solid, Try Removing The "Do Not Enter" Contents Type, And Trace Again //---------------------------------------------------------------------------------------- if (CheckForDoNotEnter && RetryIfStartInDoNotEnter && ((mMoveTrace.allsolid==qtrue) || (mMoveTrace.startsolid==qtrue))) { contents &= ~CONTENTS_BOTCLIP; // Run The Trace //--------------- mMoveTraceCount++; gi.trace(&mMoveTrace, Start.v, Mins.v, Maxs.v, Stop.v, IgnoreEnt, contents); // Did It Make It? //----------------- if ((mMoveTrace.allsolid==qfalse) && (mMoveTrace.startsolid==qfalse ) && (mMoveTrace.fraction==1.0f)) { return true; } } return false; } //////////////////////////////////////////////////////////////////////////////////////// // Helper Function : Move Trace (with actor) //////////////////////////////////////////////////////////////////////////////////////// bool MoveTrace(gentity_t* actor, const CVec3& goalPosition, bool IgnoreAllEnts=false) { assert(actor!=0); CVec3 Mins(actor->mins); CVec3 Maxs(actor->maxs); Mins[2] += (STEPSIZE*1); return MoveTrace(actor->currentOrigin, goalPosition, Mins, Maxs, actor->s.number, true, true, IgnoreAllEnts/*, actor->contents*/); } //////////////////////////////////////////////////////////////////////////////////////// // GoTo // // This Function serves as a master control for finding, updating, and following a path //////////////////////////////////////////////////////////////////////////////////////// bool NAV::GoTo(gentity_t* actor, TNodeHandle target, float MaxDangerLevel) { assert(actor!=0 && actor->client!=0); // Check If We Already Have A Path //--------------------------------- bool HasPath = NAV::HasPath(actor); // If So Update It //----------------- if (HasPath) { HasPath = NAV::UpdatePath(actor, target, MaxDangerLevel); } // If No Path, Try To Find One //----------------------------- if (!HasPath) { HasPath = NAV::FindPath(actor, target, MaxDangerLevel); } // If We Have A Path, Now Try To Follow It //----------------------------------------- if (HasPath) { HasPath = (STEER::Path(actor)!=0.0f); if (HasPath) { if (STEER::AvoidCollisions(actor, actor->client->leader)) { STEER::Blocked(actor, NAV::NextPosition(actor)); } } else { STEER::Blocked(actor, NAV::GetNodePosition(target)); } } // Nope, No Path At All... Bad //------------------------------ else { STEER::Blocked(actor, NAV::GetNodePosition(target)); } return HasPath; } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// bool NAV::GoTo(gentity_t* actor, gentity_t* target, float MaxDangerLevel) { assert(actor!=0 && actor->client!=0); bool HasPath = false; TNodeHandle targetNode = GetNearestNode(target, true); // If The Target Has No Nearest Nav Point, Go To His Last Valid Waypoint Instead //------------------------------------------------------------------------------- if (targetNode==0) { targetNode = target->lastWaypoint; } // Has He EVER Had A Valid Waypoint? //----------------------------------- if (targetNode!=0) { // If On An Edge, Pick The Safest Of The Two Points //-------------------------------------------------- if (targetNode<0) { targetNode = (Q_irand(0,1)==0)?(mGraph.get_edge(abs(targetNode)).mNodeA):(mGraph.get_edge(abs(targetNode)).mNodeB); } // Check If We Already Have A Path //--------------------------------- HasPath = NAV::HasPath(actor); // If So Update It //----------------- if (HasPath) { HasPath = NAV::UpdatePath(actor, targetNode, MaxDangerLevel); } // If No Path, Try To Find One //----------------------------- if (!HasPath) { HasPath = NAV::FindPath(actor, targetNode, MaxDangerLevel); } // If We Have A Path, Now Try To Follow It //----------------------------------------- if (HasPath) { HasPath = (STEER::Path(actor)!=0.0f); if (HasPath) { // Attempt To Avoid Collisions Along The Path //-------------------------------------------- if (STEER::AvoidCollisions(actor, actor->client->leader)) { // Have A Path, Currently Blocked By Something //--------------------------------------------- STEER::Blocked(actor, NAV::NextPosition(actor)); } } else { STEER::Blocked(actor, target); } } // Nope, No Path At All... Bad //------------------------------ else { STEER::Blocked(actor, target); } } // No Waypoint Near //------------------ else { STEER::Blocked(actor, target); } return HasPath; } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// bool NAV::GoTo(gentity_t* actor, const vec3_t& position, float MaxDangerLevel) { assert(actor!=0 && actor->client!=0); bool HasPath = false; TNodeHandle targetNode = GetNearestNode(position); if (targetNode!=0) { // If On An Edge, Pick The Safest Of The Two Points //-------------------------------------------------- if (targetNode<0) { targetNode = (Q_irand(0,1)==0)?(mGraph.get_edge(abs(targetNode)).mNodeA):(mGraph.get_edge(abs(targetNode)).mNodeB); } // Check If We Already Have A Path //--------------------------------- HasPath = NAV::HasPath(actor); // If So Update It //----------------- if (HasPath) { HasPath = NAV::UpdatePath(actor, targetNode, MaxDangerLevel); } // If No Path, Try To Find One //----------------------------- if (!HasPath) { HasPath = NAV::FindPath(actor, targetNode, MaxDangerLevel); } // If We Have A Path, Now Try To Follow It //----------------------------------------- if (HasPath) { HasPath = (STEER::Path(actor)!=0.0f); if (HasPath) { // Attempt To Avoid Collisions Along The Path //-------------------------------------------- if (STEER::AvoidCollisions(actor, actor->client->leader)) { // Have A Path, Currently Blocked By Something //--------------------------------------------- STEER::Blocked(actor, NAV::NextPosition(actor)); } } else { STEER::Blocked(actor, NAV::NextPosition(actor)); } } // Nope, No Path At All... Bad //------------------------------ else { STEER::Blocked(actor, position); } } // No Waypoint Near //------------------ else { STEER::Blocked(actor, position); } return HasPath; } //////////////////////////////////////////////////////////////////////////////////////// // This function exists as a wrapper so that the graph can write to the gi.Printf() //////////////////////////////////////////////////////////////////////////////////////// void stupid_print(const char* data) { gi.Printf(data); } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// bool NAV::LoadFromFile(const char *filename, int checksum) { mZeroVec[0] = 0; mZeroVec[1] = 0; mZeroVec[2] = 0; mPathUserIndex.fill(NULL_PATH_USER_INDEX); mSteerUserIndex.fill(STEER::NULL_STEER_USER_INDEX); mMoveTraceCount = 0; mViewTraceCount = 0; mConnectTraceCount = 0; mConnectTime = 0; mIslandCount = 0; mIslandRegion = 0; mAirRegion = 0; memset(&mEntityAlertList, 0, sizeof(mEntityAlertList)); #if !defined(FINAL_BUILD) ratl::ratl_base::OutputPrint = stupid_print; #endif mGraph.clear(); mRegion.clear(); mCells.clear(); mNodeNames.clear(); mNearestNavSort.clear(); #ifndef _XBOX if (SAVE_LOAD) { hfile navFile(va("maps/%s.navNEW")); if (!navFile.open_read(NAV_VERSION, checksum)) { return false; } navFile.load(&mGraph, sizeof(mGraph)); navFile.load(&mRegion, sizeof(mRegion)); navFile.load(&mCells, sizeof(mCells)); navFile.close(); return true; } #endif return false; } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// bool NAV::TestEdge( TNodeHandle NodeA, TNodeHandle NodeB, qboolean IsDebugEdge ) { int atHandle = mGraph.get_edge_across( NodeA, NodeB ); CWayEdge& at = mGraph.get_edge(atHandle); CWayNode& a = mGraph.get_node(at.mNodeA); CWayNode& b = mGraph.get_node(at.mNodeB); CVec3 Mins(-15.0f, -15.0f, 0.0f); // These were the old "sizeless" defaults CVec3 Maxs(15.0f, 15.0f, 40.0f); bool CanGo = false; bool HitCharacter = false; int EntHit = ENTITYNUM_NONE; int i = (int)(at.Size()); a.mPoint.ToStr(mLocStringA); b.mPoint.ToStr(mLocStringB); const char* aName = (a.mName.empty())?(mLocStringA):(a.mName.c_str()); const char* bName = (b.mName.empty())?(mLocStringB):(b.mName.c_str()); float radius = (at.Size()==CWayEdge::EWayEdgeFlags::WE_SIZE_LARGE)?(SC_LARGE_RADIUS):(SC_MEDIUM_RADIUS); float height = (at.Size()==CWayEdge::EWayEdgeFlags::WE_SIZE_LARGE)?(SC_LARGE_HEIGHT):(SC_MEDIUM_HEIGHT); Mins[0] = Mins[1] = (radius) * -1.0f; Maxs[0] = Maxs[1] = (radius); Maxs[2] = (height); // If Either Start Or End Points Are Too Small, Don' Bother At This Size //----------------------------------------------------------------------- if ((a.mType==PT_WAYNODE && a.mRadius(%s): Size Too Big\n", aName, bName, i); } CanGo = false; return CanGo; } // Try It //-------- CanGo = MoveTrace(a.mPoint, b.mPoint, Mins, Maxs, 0, true, false); EntHit = mMoveTrace.entityNum; // Check For A Flying Edge //------------------------- if (a.mFlags.get_bit(CWayNode::EWayNodeFlags::WN_FLOATING) || b.mFlags.get_bit(CWayNode::EWayNodeFlags::WN_FLOATING)) { at.mFlags.set_bit(CWayEdge::EWayEdgeFlags::WE_FLYING); if (!a.mFlags.get_bit(CWayNode::EWayNodeFlags::WN_FLOATING) || !b.mFlags.get_bit(CWayNode::EWayNodeFlags::WN_FLOATING)) { at.mFlags.set_bit(CWayEdge::EWayEdgeFlags::WE_CANBEINVAL); } } // Well, It' Can't Go, But Possibly If We Hit An Entity And Remove That Entity, We Can Go? //----------------------------------------------------------------------------------------- if (!CanGo && !mMoveTrace.startsolid && EntHit!=ENTITYNUM_WORLD && EntHit!=ENTITYNUM_NONE && (&g_entities[EntHit])!=0) { gentity_t* ent = &g_entities[EntHit]; if (IsDebugEdge) { gi.Printf("Nav(%s)<->(%s): Hit Entity Type (%s), TargetName (%s)\n", aName, bName, ent->classname, ent->targetname); } // Find Out What Type Of Entity This Is //-------------------------------------- if (!Q_stricmp("func_door", ent->classname)) { at.mFlags.set_bit(CWayEdge::EWayEdgeFlags::WE_BLOCKING_DOOR); } else if ( !Q_stricmp("func_wall", ent->classname) || !Q_stricmp("func_static", ent->classname) || !Q_stricmp("func_usable", ent->classname)) { at.mFlags.set_bit(CWayEdge::EWayEdgeFlags::WE_BLOCKING_WALL); } else if ( !Q_stricmp("func_glass", ent->classname) || !Q_stricmp("func_breakable", ent->classname) || !Q_stricmp("misc_model_breakable", ent->classname)) { at.mFlags.set_bit(CWayEdge::EWayEdgeFlags::WE_BLOCKING_BREAK); } else if (ent->NPC || ent->s.number==0) { HitCharacter = true; } // Don't Care About Any Other Entity Types //----------------------------------------- else { if (IsDebugEdge) { gi.Printf("Nav(%s)<->(%s): Unable To Ignore Ent, Going A Size Down\n", aName, bName); } return CanGo; // Go To Next Size Down } // If It Is A Door, Try Opening The Door To See If We Can Get In //--------------------------------------------------------------- if (at.BlockingDoor()) { // Find The Master //----------------- gentity_t *master = ent; while (master && master->teammaster && (master->flags&FL_TEAMSLAVE)) { master = master->teammaster; } bool DoorIsStartOpen = master->spawnflags&1; // Open The Chain //---------------- gentity_t *slave = master; while (slave) { VectorCopy((DoorIsStartOpen)?(slave->pos1):(slave->pos2), slave->currentOrigin); gi.linkentity(slave); slave = slave->teamchain; } // Try The Trace //--------------- CanGo = MoveTrace(a.mPoint, b.mPoint, Mins, Maxs, 0, true, false); if (CanGo) { ent = master; EntHit = master->s.number; } else { if (IsDebugEdge) { gi.Printf("Nav(%s)<->(%s): Unable Pass Through Door Even When Open, Going A Size Down\n", aName, bName); } } // Close The Door //---------------- slave = master; while (slave) { VectorCopy((DoorIsStartOpen)?(slave->pos2):(slave->pos1), slave->currentOrigin); gi.linkentity(slave); slave = slave->teamchain; } } // Assume Breakable Walls Will Be Clear Later //----------------------------------------------------- else if (at.BlockingBreakable()) {//we'll do the trace again later if this ent gets broken CanGo = true; } // Otherwise, Try It, Pretending The Ent is Not There //---------------------------------------------------- else { CanGo = MoveTrace(a.mPoint, b.mPoint, Mins, Maxs, EntHit, true, false); if (IsDebugEdge) { gi.Printf("Nav(%s)<->(%s): Unable Pass Through Even If Entity Was Gone, Going A Size Down\n", aName, bName); } } // If We Can Now Go, Ignoring The Entity, Remember That (But Don't Remember Characters - They Won't Stay Anyway) //--------------------------------------------------------------------------------------------------------------- if (CanGo && !HitCharacter) { ent->wayedge = atHandle; at.mEntityNum = EntHit; at.mFlags.set_bit(CWayEdge::EWayEdgeFlags::WE_CANBEINVAL); // Add It To The Edge Map //------------------------ TEntEdgeMap::iterator eemiter = mEntEdgeMap.find(EntHit); if (eemiter==mEntEdgeMap.end()) { TEdgesPerEnt EdgesPerEnt; EdgesPerEnt.push_back(atHandle); mEntEdgeMap.insert(EntHit, EdgesPerEnt); } else { if (!eemiter->full()) { eemiter->push_back(atHandle); } else { #ifndef FINAL_BUILD assert("Max Edges Perh Handle Reached, Unable To Add To Edge Map!"==0); gi.Printf("WARNING: Too many nav edges pass through entity %d (%s)\n", EntHit, g_entities[EntHit].targetname); #endif } } // Check For Special Conditions For The Different Types //------------------------------------------------------- if (at.BlockingDoor()) { // Doors Need To Know Their "owner" Entity - The Thing That Controlls // When The Door Is Open (or can "auto open") // // We'll start by assuming the door is it's own master //----------------------------------------------------- at.mOwnerNum = ent->s.number; gentity_t* owner = 0; // If There Is A Target Name, See If This Thing Is Controlled From A Switch Or Something //--------------------------------------------------------------------------------------- if (ent->targetname) { // Try Target //------------ owner = G_Find(owner, FOFS(target), ent->targetname); if (owner && (!Q_stricmp("trigger_multiple", owner->classname) || !Q_stricmp("trigger_once", owner->classname))) { at.mOwnerNum = owner->s.number; } else { // Try Target2 //------------- owner = G_Find(owner, FOFS(target2), ent->targetname); if (owner && (!Q_stricmp("trigger_multiple", owner->classname) || !Q_stricmp("trigger_once", owner->classname))) { at.mOwnerNum = owner->s.number; } } } // Otherwise, See If There Is An Auto Door Opener Trigger //-------------------------------------------------------- else { owner = G_FindDoorTrigger(ent); if (owner) { at.mOwnerNum = owner->s.number; } } } // Breakable Walls Are Not Valid Until Broken. Period //----------------------------------------------------- else if (at.BlockingBreakable()) {//we'll do the trace again later if this ent gets broken at.mFlags.clear_bit(CWayEdge::EWayEdgeFlags::WE_VALID); } } } // Now Search For Any Holes In The Ground //---------------------------------------- if (CHECK_JUMP && CanGo) { CVec3 Mins(-15.0f, -15.0f, 0.0f); // These were the old "sizeless" defaults CVec3 Maxs(15.0f, 15.0f, 40.0f); CVec3 AtoB(b.mPoint - a.mPoint); float AtoBDist = AtoB.SafeNorm(); int AtoBSegs = (AtoBDist / MAX_EDGE_SEG_LEN); AtoB *= MAX_EDGE_SEG_LEN; CVec3 Start(a.mPoint); CVec3 Stop; for (int curSeg=1; (curSeginuse) { continue; } // Is It An NPC or Vehicle? //-------------------------------------- if (ent->NPC || (ent->NPC_type && Q_stricmp(ent->NPC_type, "atst")==0)) { NPCs.set_bit(curEnt); ent->lastMoveTime = ent->contents; ent->contents = 0; gi.linkentity(ent); } // Is This Ent "Start Off" or "Start Open"? //------------------------------------------ if (!(ent->spawnflags&1)) { continue; } // Is It A Door? Then Close It //-------------------------------------- if (!Q_stricmp("func_door", ent->classname)) { Doors.set_bit(curEnt); VectorCopy(ent->pos2, ent->currentOrigin); gi.linkentity(ent); } // Is It A Wall? Then Turn It On //-------------------------------------- else if (!Q_stricmp("func_wall", ent->classname) || !Q_stricmp("func_usable", ent->classname)) { Walls.set_bit(curEnt); ent->contents = ent->spawnContents; gi.linkentity(ent); } } } // PHASE I: TRIANGULATE ALL NODES IN THE GRAPH //============================================= /* TGraphTriang *Triang = new TGraphTriang(mGraph); Triang->clear(); Triang->insertion_hull(); Triang->delaunay_edge_flip(); Triang->floor_shape(mUser, 1000.0f); Triang->alpha_shape(mUser, 1000.0f); Triang->finish(mUser); delete Triang; */ mCells.fill_cells_nodes(NAV::CELL_RANGE); // PHASE II: SCAN THROUGH EXISTING NODES AND GENERATE EDGES TO OTHER NODES WAY POINTS //==================================================================================== CWayNode* at; int atHandle; const char* atNameStr; int tgtNum; int tgtHandle; hstring tgtName; const char* tgtNameStr; CWayEdge atToTgt; CVec3 atFloor; CVec3 atRoof; bool atOnFloor; TNameToNodeMap::iterator nameFinder; TGraph::TNodes::iterator nodeIter; TGraph::TEdges::iterator edgeIter; ratl::ratl_compare closestNbrs[MIN_WAY_NEIGHBORS]; // Drop To Floor And Mark Floating //--------------------------------- for (nodeIter=mGraph.nodes_begin(); nodeIter!=mGraph.nodes_end(); nodeIter++) { at = &(*nodeIter); atRoof = at->mPoint; atFloor = at->mPoint; if (at->mFlags.get_bit(CWayNode::EWayNodeFlags::WN_DROPTOFLOOR)) { atFloor[2] -= MAX_EDGE_FLOOR_DIST; } atFloor[2] -= (MAX_EDGE_FLOOR_DIST * 1.5f); atOnFloor = !ViewTrace(atRoof, atFloor); if (at->mFlags.get_bit(CWayNode::EWayNodeFlags::WN_DROPTOFLOOR)) { at->mPoint = mViewTrace.endpos; at->mPoint[2] += 5.0f; } else if (!atOnFloor && (at->mType==PT_WAYNODE || at->mType==PT_GOALNODE)) { at->mFlags.set_bit(CWayNode::EWayNodeFlags::WN_FLOATING); } } for (nodeIter=mGraph.nodes_begin(); nodeIter!=mGraph.nodes_end(); nodeIter++) { nodeIter->mPoint.ToStr(mLocStringA); at = &(*nodeIter); atHandle = (nodeIter.index()); atNameStr = (at->mName.empty())?(mLocStringA):(at->mName.c_str()); // Connect To Hand Designed Targets //---------------------------------- for (tgtNum=0; tgtNummTargets[tgtNum]; if (!tgtName || tgtName.empty()) { continue; } tgtNameStr = tgtName.c_str(); // Clear The Name In The Array, So Save Is Not Corrupted //------------------------------------------------------- at->mTargets[tgtNum] = 0; // Try To Find The Node This Target Name Refers To //------------------------------------------------- nameFinder = mNodeNames.find(tgtName); if (nameFinder==mNodeNames.end()) { #ifndef FINAL_BUILD gi.Printf(S_COLOR_YELLOW"WARNING: nav unable to locate target (%s) from node (%s)\n", tgtNameStr, atNameStr); #endif continue; } // For Each One //-------------- for (int tgtNameIndex=0; tgtNameIndex<(*nameFinder).size(); tgtNameIndex++) { // Connect The Two Nodes In The Graph //------------------------------------ tgtHandle = (*nameFinder)[tgtNameIndex]; // Only If The Target Is NOT The Same As The Source //-------------------------------------------------- if (atHandle!=tgtHandle) { int edge = mGraph.get_edge_across(atHandle, tgtHandle); // If The Edge Already Exists, Just Make Sure To Add Any Flags //------------------------------------------------------------- if (edge) { // If It Is The Jump Edge (Last Target), Mark It //----------------------------------------------- if (tgtNum == (NAV::NUM_TARGETS-1)) { mGraph.get_edge(edge).mFlags.set_bit(CWayEdge::EWayEdgeFlags::WE_JUMPING); } mGraph.get_edge(edge).mFlags.set_bit(CWayEdge::EWayEdgeFlags::WE_DESIGNERPLACED); continue; } // Setup The Edge //---------------- mUser.setup_edge(atToTgt, atHandle, tgtHandle, false, mGraph.get_node(atHandle), mGraph.get_node(tgtHandle), false); atToTgt.mFlags.set_bit(CWayEdge::EWayEdgeFlags::WE_DESIGNERPLACED); // If It Is The Jump Edge (Last Target), Mark It //----------------------------------------------- if (tgtNum == (NAV::NUM_TARGETS-1)) { atToTgt.mFlags.set_bit(CWayEdge::EWayEdgeFlags::WE_JUMPING); } // Now Tell The Graph Which Edge Index To Store Between The Two Points //--------------------------------------------------------------------- mGraph.connect_node(atToTgt, atHandle, tgtHandle); } } } // If It Is A Combat Or Goal Nav, Try To "Auto Connect" To A Few Nearby Way Points //--------------------------------------------------------------------------------- if (!at->mFlags.get_bit(CWayNode::EWayNodeFlags::WN_NOAUTOCONNECT) && (at->mType==NAV::PT_COMBATNODE || at->mType==NAV::PT_GOALNODE)) { // Get The List Of Nodes For This Cell Of The Map //------------------------------------------------ TGraphCells::SCell& Cell = mCells.get_cell(at->mPoint[0], at->mPoint[1]); // Create A Closest Neighbors Array And Initialize It Empty //---------------------------------------------------------- for (int i=0; imPoint[2])>NAV::MAX_EDGE_FLOOR_DIST) { continue; } // Ignore Ones That Are Too Far //------------------------------ float cost = node.mPoint.Dist(at->mPoint); if (cost>NAV::MAX_EDGE_AUTO_LEN) { continue; } // Connecting To Another Combat Point Or Goal Node It Must Be Half The Max Connect Distance //------------------------------------------------------------------------------------------ if (node.mType==NAV::PT_COMBATNODE || node.mType==NAV::PT_GOALNODE) { nonWPCount++; if (nonWPCount>NAV::MAX_NONWP_NEIGHBORS) { continue; } if (cost>(NAV::MAX_EDGE_AUTO_LEN/2.0f)) { continue; } } // If We Already Have Points, Ignore Anything Farther Than The Current Farthest //------------------------------------------------------------------------------ if (closestNbrs[highestCost].mHandle!=0 && closestNbrs[highestCost].mCostmPoint.v))) { continue; } // Now Record This Point Over The One With The Highest Cost //---------------------------------------------------------- closestNbrs[highestCost].mHandle = tgtHandle; closestNbrs[highestCost].mCost = node.mPoint.Dist(at->mPoint); // Find The New Highest Cost //--------------------------- for (int i=0; iclosestNbrs[highestCost].mCost) { highestCost = i; } } } // Now Connect All The Closest Neighbors //--------------------------------------- for (int i=0; i *ToBeRemoved = new ratl::vector_vs; for (edgeIter=mGraph.edges_begin(); edgeIter!=mGraph.edges_end(); edgeIter++) { CWayEdge& at = (*edgeIter); int atHandle = edgeIter.index(); CWayNode& a = mGraph.get_node(at.mNodeA); CWayNode& b = mGraph.get_node(at.mNodeB); mGraph.get_node(at.mNodeA).mPoint.ToStr(mLocStringA); mGraph.get_node(at.mNodeB).mPoint.ToStr(mLocStringB); const char* aName = (a.mName.empty())?(mLocStringA):(a.mName.c_str()); const char* bName = (b.mName.empty())?(mLocStringB):(b.mName.c_str()); if (at.mFlags.get_bit(CWayEdge::EWayEdgeFlags::WE_JUMPING)) { at.mFlags.set_bit(CWayEdge::EWayEdgeFlags::WE_SIZE_LARGE); at.mFlags.set_bit(CWayEdge::EWayEdgeFlags::WE_CANBEINVAL); at.mFlags.set_bit(CWayEdge::EWayEdgeFlags::WE_DESIGNERPLACED); continue; } // Cycle through the different sizes, starting with the largest //-------------------------------------------------------------- bool CanGo = false; bool IsDebugEdge = (g_nav1->string[0] && g_nav2->string[0] && (!Q_stricmp(*(a.mName), g_nav1->string) || !Q_stricmp(*(b.mName), g_nav1->string)) && (!Q_stricmp(*(a.mName), g_nav2->string) || !Q_stricmp(*(b.mName), g_nav2->string))); // For debugging a connection between two known points: //------------------------------------------------------ if (IsDebugEdge) { gi.Printf("===============================\n"); gi.Printf("Nav(%s)<->(%s): DEBUGGING START\n", aName, bName); assert(0); // Break Here } // Try Large //----------- at.mFlags.set_bit(CWayEdge::EWayEdgeFlags::WE_SIZE_LARGE); if (IsDebugEdge) { gi.Printf("Nav(%s)<->(%s): Attempting Size Large...\n", aName, bName); } // Try Medium //------------ CanGo = TestEdge( at.mNodeA, at.mNodeB, IsDebugEdge ); if (!CanGo) { at.mFlags.clear_bit(CWayEdge::EWayEdgeFlags::WE_SIZE_LARGE); at.mFlags.set_bit(CWayEdge::EWayEdgeFlags::WE_SIZE_MEDIUM); if (IsDebugEdge) { gi.Printf("Nav(%s)<->(%s): Attempting Size Medium...\n", aName, bName); } CanGo = TestEdge( at.mNodeA, at.mNodeB, IsDebugEdge ); } // If This Edge Can't Go At Any Size, Dump It //-------------------------------------------- if (!CanGo) { ToBeRemoved->push_back(atHandle); if (IsDebugEdge) { CVec3 ContactNormal(mMoveTrace.plane.normal); CVec3 ContactPoint( mMoveTrace.endpos); char cpointstr[256] = {0}; char cnormstr[256] = {0}; ContactNormal.ToStr(cnormstr); ContactPoint.ToStr(cpointstr); gi.Printf("Nav(%s)<->(%s): FAILED, NO SMALLER SIZE POSSIBLE\n", aName, bName); gi.Printf("Nav(%s)<->(%s): The last trace hit:\n", aName, bName); gi.Printf("Nav(%s)<->(%s): at %s,\n", aName, bName, cpointstr); gi.Printf("Nav(%s)<->(%s): normal %s\n", aName, bName, cnormstr); if (mMoveTrace.entityNum!=ENTITYNUM_WORLD) { gentity_t* ent = &g_entities[mMoveTrace.entityNum]; gi.Printf("Nav(%s)<->(%s): on entity Type (%s), TargetName (%s)\n", aName, bName, ent->classname, ent->targetname); } if ((mMoveTrace.contents)&CONTENTS_MONSTERCLIP) { gi.Printf("Nav(%s)<->(%s): with contents BLOCKNPC\n", aName, bName); } else if ((mMoveTrace.contents)&CONTENTS_BOTCLIP) { gi.Printf("Nav(%s)<->(%s): with contents DONOTENTER\n", aName, bName); } else if ((mMoveTrace.contents)&CONTENTS_SOLID) { gi.Printf("Nav(%s)<->(%s): with contents SOLID\n", aName, bName); } else if ((mMoveTrace.contents)&CONTENTS_WATER) { gi.Printf("Nav(%s)<->(%s): with contents WATER\n", aName, bName); } } } else { if (IsDebugEdge) { gi.Printf("Nav(%s)<->(%s): Success!\n", aName, bName); } } if (IsDebugEdge) { gi.Printf("Nav(%s)<->(%s): DEBUGGING END\n", aName, bName); gi.Printf("===============================\n"); } } // Now Go Ahead And Remove Dead Edges //------------------------------------ for (int RemIndex=0;RemIndexsize(); RemIndex++) { CWayEdge& at = mGraph.get_edge((*ToBeRemoved)[RemIndex]); if (at.mFlags.get_bit(CWayEdge::EWayEdgeFlags::WE_DESIGNERPLACED)) { hstring aHstr = mGraph.get_node(at.mNodeA).mName; hstring bHstr = mGraph.get_node(at.mNodeB).mName; mGraph.get_node(at.mNodeA).mPoint.ToStr(mLocStringA); mGraph.get_node(at.mNodeB).mPoint.ToStr(mLocStringB); #ifndef FINAL_BUILD gi.Printf( S_COLOR_RED"ERROR: Nav connect failed: %s@%s <-> %s@%s\n", aHstr.c_str(), mLocStringA, bHstr.c_str(), mLocStringB); #endif delayedShutDown = level.time + 100; } mGraph.remove_edge(at.mNodeA, at.mNodeB); } delete ToBeRemoved; // Detect Point Islands //---------------------- for (nodeIter=mGraph.nodes_begin(); nodeIter!=mGraph.nodes_end(); nodeIter++) { at = &(*nodeIter); atHandle = nodeIter.index(); if (!mGraph.node_has_neighbors(atHandle)) { at->mPoint.ToStr(mLocStringA); at->mFlags.set_bit(CWayNode::EWayNodeFlags::WN_ISLAND); mIslandCount++; if (at->mType==NAV::PT_COMBATNODE) { #ifndef FINAL_BUILD gi.Printf( S_COLOR_RED"ERROR: Combat Point %s@%s Is Not Connected To Anything\n", at->mName.c_str(), mLocStringA); delayedShutDown = level.time + 100; #endif } if (at->mType==NAV::PT_GOALNODE) { // Try To Trace Down, If We Don't Hit Any Ground, Assume This Is An "Air Point" //------------------------------------------------------------------------------ CVec3 Down(at->mPoint); Down[2] -= 100; if (!ViewTrace(at->mPoint, Down)) { #ifndef FINAL_BUILD gi.Printf( S_COLOR_RED"ERROR: Nav Goal %s@%s Is Not Connected To Anything\n", at->mName.c_str(), mLocStringA); delayedShutDown = level.time + 100; #endif } } } } // PHASE IV: SCAN EDGES FOR REGIONS //================================== mRegion.clear(); mIslandRegion = mRegion.reserve(); // mAirRegion = mRegion.reserve(); for (nodeIter=mGraph.nodes_begin(); nodeIter!=mGraph.nodes_end(); nodeIter++) { at = &(*nodeIter); if (at->mFlags.get_bit(CWayNode::EWayNodeFlags::WN_ISLAND)) { mRegion.assign_region(nodeIter.index(), mIslandRegion); } // else if (at->mFlags.get_bit(CWayNode::EWayNodeFlags::WN_FLOATING)) // { // mRegion.assign_region(nodeIter.index(), mAirRegion); // } } if (!mRegion.find_regions(mUser)) { #ifndef FINAL_BUILD gi.Printf( S_COLOR_RED"ERROR: Too Many Regions!\n"); delayedShutDown = level.time + 100; #endif } if (!mRegion.find_region_edges()) { #ifndef FINAL_BUILD gi.Printf( S_COLOR_RED"ERROR: Too Many Region Edges!\n"); delayedShutDown = level.time + 100; #endif } // PHASE V: SCAN NODES AND FILL CELLS //=================================== mCells.fill_cells_edges(NAV::CELL_RANGE); // PHASE VI: SCAN ALL ENTITIES AND RE OPEN / TURN THEM OFF //========================================================= if (CHECK_START_OPEN) { for (int curEnt=0; curEntinuse) { continue; } // Is It A Door? //-------------------------------------- if (Doors.get_bit(curEnt)) { VectorCopy(ent->pos1, ent->currentOrigin); gi.linkentity(ent); } // Is It A Wall? //-------------------------------------- else if (Walls.get_bit(curEnt)) { ent->contents = 0; gi.linkentity(ent); } // Is It An NPC? //-------------------------------------- else if (NPCs.get_bit(curEnt)) { ent->contents = ent->lastMoveTime; ent->lastMoveTime = 0; gi.linkentity(ent); } } } mConnectTraceCount = mMoveTraceCount; mMoveTraceCount = 0; mConnectTime = gi.Milliseconds() - mConnectTime; // PHASE VI: SAVE TO FILE //======================== #ifndef _XBOX if (SAVE_LOAD) { hfile navFile(va("maps/%s.navNEW")); if (!navFile.open_write(NAV_VERSION, checksum)) { return false; } navFile.save(&mGraph, sizeof(mGraph)); navFile.save(&mRegion, sizeof(mRegion)); navFile.save(&mCells, sizeof(mCells)); navFile.close(); } #endif return true; } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// void NAV::DecayDangerSenses() { float PerFrameDecay = (50.0f) / (float)(NAV::MAX_ALERT_TIME); for (int entIndex=0; entIndexs.number]; alertEvent_t& ae = level.alertEvents[alertEventIndex]; if (ae.radius<=0.0f) { return; } // DEBUG GRAPHICS //===================================================== if (NAVDEBUG_showRadius) { CG_DrawRadius(ae.position, ae.radius, NODE_GOAL); } //===================================================== CVec3 DangerPoint(ae.position); // Look Through The Nearby Edges And Record Any That Are Affected //---------------------------------------------------------------- TGraphCells::TCellNodes& cellEdges = mCells.get_cell(DangerPoint[0], DangerPoint[1]).mEdges; for (int cellEdgeIndex=0; cellEdgeIndex0.0f) { // Record The Square, So That Danger Drops Off Quadradically Rather Than Linearly //-------------------------------------------------------------------------------- edgeDanger *= edgeDanger; // Now Find The Index We Will "Replace" With This New Information //---------------------------------------------------------------- int replaceIndex = -1; for (int alIndex=0; alIndexwayedge = 0; int EdgeHandle; int EntNum = ent->s.number; TEntEdgeMap::iterator finder = mEntEdgeMap.find(EntNum); if (finder!=mEntEdgeMap.end()) { for (int i=0; isize(); i++) { EdgeHandle = (*finder)[i]; if (EdgeHandle!=0) { CWayEdge& edge = mGraph.get_edge(EdgeHandle); edge.mFlags.set_bit(CWayEdge::EWayEdgeFlags::WE_VALID); edge.mEntityNum = ENTITYNUM_NONE; edge.mOwnerNum = ENTITYNUM_NONE; } } mEntEdgeMap.erase(EntNum); } } } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// void NAV::SpawnedPoint(gentity_t* ent, NAV::EPointType type) { if (mGraph.size_nodes()>=NUM_NODES) { #ifndef FINAL_BUILD gi.Printf( "SpawnedPoint: Max Nav points reached (%d)!\n",NUM_NODES ); #endif return; } CVec3 Mins; CVec3 Maxs; Mins[0] = Mins[1] = (SC_MEDIUM_RADIUS) * -1.0f; Maxs[0] = Maxs[1] = (SC_MEDIUM_RADIUS); Mins[2] = 0.0f; Maxs[2] = SC_MEDIUM_HEIGHT; CVec3 Start(ent->currentOrigin); CVec3 Stop(ent->currentOrigin); Stop[2] += 5.0f; Start.ToStr(mLocStringA); const char* pointName = (ent->targetname && ent->targetname[0])?(ent->targetname):"?"; if (CHECK_START_SOLID) { // Try It //-------- if (!MoveTrace(Start, Stop, Mins, Maxs, 0, true, false)) { assert("ERROR: Nav in solid!"==0); gi.Printf( S_COLOR_RED"ERROR: Nav(%d) in solid: %s@%s\n", type, pointName, mLocStringA); delayedShutDown = level.time + 100; return; } } CWayNode node; node.mPoint = ent->currentOrigin; node.mRadius = ent->radius; node.mType = type; node.mFlags.clear(); if (type==NAV::PT_WAYNODE && (ent->spawnflags & 2)) { node.mFlags.set_bit(CWayNode::EWayNodeFlags::WN_DROPTOFLOOR); } if (ent->spawnflags & 4) { node.mFlags.set_bit(CWayNode::EWayNodeFlags::WN_NOAUTOCONNECT); } // TO AVOID PROBLEMS WITH THE TRIANGULATION, WE MOVE THE POINTS AROUND JUST A BIT //================================================================================ //node.mPoint += CVec3(Q_flrand(-RANDOM_PERMUTE, RANDOM_PERMUTE), Q_flrand(-RANDOM_PERMUTE, RANDOM_PERMUTE), 0.0f); //================================================================================ // Validate That The New Location Is Still Safe //---------------------------------------------- if (false && CHECK_START_SOLID) { Start = (node.mPoint); Stop = (node.mPoint); Stop[2] += 5.0f; // Try It Again //-------------- if (!MoveTrace(Start, Stop, Mins, Maxs, 0, true, false)) { gi.Printf( S_COLOR_YELLOW"WARNING: Nav Moved To Solid, Resetting: (%s)\n", pointName); assert("WARNING: Nav Moved To Solid, Resetting!"==0); node.mPoint = ent->currentOrigin; } } node.mTargets[0] = ent->target; node.mTargets[1] = ent->target2; node.mTargets[2] = ent->target3; node.mTargets[3] = ent->target4; node.mTargets[4] = ent->targetJump; node.mName = ent->targetname; int NodeHandle = mGraph.insert_node(node); ent->waypoint = NodeHandle; mCells.expand_bounds(NodeHandle); if (!node.mName.empty()) { TNameToNodeMap::iterator nameFinder = mNodeNames.find(node.mName); if (nameFinder==mNodeNames.end()) { TNamedNodeList list; list.clear(); list.push_back(NodeHandle); mNodeNames.insert(node.mName, list); } else { (*nameFinder).push_back(NodeHandle); } } } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// NAV::TNodeHandle NAV::GetNearestNode(gentity_t* ent, bool forceRecalcNow, NAV::TNodeHandle goal) { if (!ent) { return 0; } if (ent->waypoint==WAYPOINT_NONE || forceRecalcNow || (level.time>ent->noWaypointTime)) { if (ent->waypoint) { ent->lastWaypoint = ent->waypoint; } ent->waypoint = GetNearestNode( ent->currentOrigin, ent->waypoint, goal, ent->s.number, (ent->client && ent->client->moveType==MT_FLYSWIM)); ent->noWaypointTime = level.time + 1000; // Don't Erase This Result For 5 Seconds } return ent->waypoint; } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// NAV::TNodeHandle NAV::GetNearestNode(const vec3_t& position, NAV::TNodeHandle previous, NAV::TNodeHandle goal, int ignoreEnt, bool allowZOffset) { if (mGraph.size_edges()>0) { // Get The List Of Nodes For This Cell Of The Map //------------------------------------------------ TGraphCells::SCell& Cell = mCells.get_cell(position[0], position[1]); if (Cell.mNodes.empty() && Cell.mEdges.empty()) { #ifndef FINAL_BUILD if (g_developer->value) { gi.Printf("WARNING: Failure To Find A Node Here, Examine Cell Layout\n"); } #endif return WAYPOINT_NONE; } CVec3 Pos(position); SNodeSort NodeSort; // PHASE I - TEST NAV POINTS //=========================== { mNearestNavSort.clear(); for (int i=0; i(VIEW_RANGE / 4)) { continue; } if (ZOff>30.0f) { NodeSort.mDistance += (ZOff*ZOff); } } // Ignore Points That Are Too Far //-------------------------------- if (NodeSort.mDistance>(NAV::VIEW_RANGE*NAV::VIEW_RANGE)) { continue; } // Bias Points That Are Not Connected To Anything //------------------------------------------------ if (node.mFlags.get_bit(CWayNode::EWayNodeFlags::WN_ISLAND)) { NodeSort.mDistance *= 3.0f; } if (previous && previous!=NodeSort.mHandle && !NAV::InSameRegion(previous, NodeSort.mHandle)) { NodeSort.mDistance += (100.0f*100.0f); } if (previous>0 && previous!=NodeSort.mHandle && !mGraph.get_edge_across(previous, NodeSort.mHandle)) { NodeSort.mDistance += (200.0f*200.0f); } if (goal && goal!=NodeSort.mHandle && !NAV::InSameRegion(goal, NodeSort.mHandle)) { NodeSort.mDistance += (300.0f*300.0f); } // Bias Combat And Goal Nodes Some //--------------------------------- // if (node.mType==NAV::PT_COMBATNODE || node.mType==NAV::PT_GOALNODE) // { // NodeSort.mDistance += 50.0f; // } mNearestNavSort.push_back(NodeSort); } // Sort Them By Distance //----------------------- mNearestNavSort.sort(); // Now , Run Through Each Of The Sorted Nodes, Starting With The Closest One //--------------------------------------------------------------------------- for (int j=0; j(VIEW_RANGE / 4)) { continue; } if (ZOff>30.0f) { NodeSort.mDistance += (ZOff*ZOff); } } // Ignore Points That Are Too Far //-------------------------------- if (NodeSort.mDistance>(NAV::VIEW_RANGE*NAV::VIEW_RANGE)) { continue; } mNearestNavSort.push_back(NodeSort); } // Sort Them By Distance //----------------------- mNearestNavSort.sort(); // Now , Run Through Each Of The Sorted Edges, Starting With The Closest One //--------------------------------------------------------------------------- for (int j=0; j0.0f && PointOnEdgeRange<1.0f) { // Otherwise, We Need To Trace To It //----------------------------------- if (ViewNavTrace(Pos, PointOnEdge)) { return (mNearestNavSort[j].mHandle * -1); // "Edges" have negative IDs } } } } } return WAYPOINT_NONE; } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// NAV::TNodeHandle NAV::ChooseRandomNeighbor(NAV::TNodeHandle NodeHandle) { if (NodeHandle!=WAYPOINT_NONE && NodeHandle>0) { TGraph::TNodeNeighbors& neighbors = mGraph.get_node_neighbors(NodeHandle); if (neighbors.size()>0) { return (neighbors[Q_irand(0, neighbors.size()-1)].mNode); } } return WAYPOINT_NONE; } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// NAV::TNodeHandle NAV::ChooseRandomNeighbor(TNodeHandle NodeHandle, const vec3_t& position, float maxDistance) { if (NodeHandle!=WAYPOINT_NONE && NodeHandle>0) { CVec3 Pos(position); TGraph::TNodeNeighbors& neighbors = mGraph.get_node_neighbors(NodeHandle); // Remove All Neighbors That Are Too Far //--------------------------------------- for (int i=0; imaxDistance) { neighbors.erase_swap(i); i--; if (neighbors.empty()) { return WAYPOINT_NONE; } } } // Now, Randomly Pick From What Is Left //-------------------------------------- if (neighbors.size()>0) { return (neighbors[Q_irand(0, neighbors.size()-1)].mNode); } } return WAYPOINT_NONE; } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// NAV::TNodeHandle NAV::ChooseClosestNeighbor(NAV::TNodeHandle NodeHandle, const vec3_t& position) { if (NodeHandle!=WAYPOINT_NONE && NodeHandle>0) { CVec3 pos(position); TGraph::TNodeNeighbors& neighbors = mGraph.get_node_neighbors(NodeHandle); NAV::TNodeHandle Cur = WAYPOINT_NONE; float CurDist = 0.0f; NAV::TNodeHandle Best = NodeHandle; float BestDist = mGraph.get_node(Cur).mPoint.Dist2(pos); for (int i=0; i0) { CVec3 pos(position); TGraph::TNodeNeighbors& neighbors = mGraph.get_node_neighbors(NodeHandle); NAV::TNodeHandle Cur = WAYPOINT_NONE; float CurDist = 0.0f; NAV::TNodeHandle Best = NodeHandle; float BestDist = mGraph.get_node(Cur).mPoint.Dist2(pos); for (int i=0; iCurDist) { Best = Cur; BestDist = CurDist; } } return Best; } return WAYPOINT_NONE; } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// NAV::TNodeHandle NAV::ChooseFarthestNeighbor(gentity_t* actor, const vec3_t& target, float maxSafeDot) { CVec3 actorPos(actor->currentOrigin); CVec3 targetPos(target); CVec3 actorToTgt(targetPos - actorPos); float actorToTgtDist = actorToTgt.Norm(); NAV::TNodeHandle cur = GetNearestNode(actor); // If Not Anywhere, Give Up //-------------------------- if (cur==WAYPOINT_NONE) { return WAYPOINT_NONE; } // If On An Edge, Pick The Safest Of The Two Points //-------------------------------------------------- if (cur<0) { CWayEdge& edge = mGraph.get_edge(abs(cur)); if (edge.PointA().Dist2(targetPos)>edge.PointA().Dist2(actorPos)) { return edge.mNodeA; } return edge.mNodeB; } CVec3 curPos(mGraph.get_node(cur).mPoint); CVec3 curToTgt(targetPos - curPos); float curDist = curToTgt.SafeNorm(); // float curDot = curToTgt.Dot(actorToTgt); NAV::TNodeHandle best = WAYPOINT_NONE; float bestDist = 0.0f; TGraph::TNodeNeighbors& neighbors = mGraph.get_node_neighbors(cur); // If The Actor's Current Point Is Valid, Initialize The Best One To That //------------------------------------------------------------------------ if (curDist>actorToTgtDist && actorPos.Dist(curPos)>300.0f)//curDotbestDist && curDist>actorToTgtDist)//curDots.number]; if (pathUserNum==NULL_PATH_USER_INDEX) { if (mPathUsers.full()) { assert("NAV: No more unused path users, possibly change MAX_PATH_USERS"==0); return false; } pathUserNum = mPathUsers.alloc(); mPathUsers[pathUserNum].mEnd = WAYPOINT_NONE; mPathUsers[pathUserNum].mSuccess = false; mPathUsers[pathUserNum].mLastAStarTime = 0; mPathUserIndex[actor->s.number] = pathUserNum; } SPathUser& puser = mPathUsers[pathUserNum]; puser.mLastUseTime = level.time; // Now, Check To See If He Already Has Found A Path To This Target //----------------------------------------------------------------- if (puser.mEnd==target && level.time0 && !mRegion.has_valid_edge(mSearch.mStart, mSearch.mEnd, mUser)) { puser.mSuccess = false; return puser.mSuccess; } // Now, Run A* //------------- if (actor->enemy && actor->enemy->client) { if (actor->enemy->client->ps.weapon==WP_SABER) { mUser.SetDangerSpot(actor->enemy->currentOrigin, 200.0f); } else if ( actor->enemy->client->NPC_class==CLASS_RANCOR || actor->enemy->client->NPC_class==CLASS_WAMPA) { mUser.SetDangerSpot(actor->enemy->currentOrigin, 400.0f); } } mGraph.astar(mSearch, mUser); mUser.ClearDangerSpot(); puser.mLastAStarTime = level.time + Q_irand(3000, 6000); puser.mSuccess = mSearch.success(); if (!puser.mSuccess) { return puser.mSuccess; } // Grab A Couple "Current Conditions" //------------------------------------ CVec3 At(actor->currentOrigin); float AtTime = level.time; float AtSpeed = actor->NPC->stats.runSpeed; if (!(actor->NPC->scriptFlags&SCF_RUNNING) && ((actor->NPC->scriptFlags&SCF_WALKING) || (actor->NPC->aiFlags&NPCAI_WALKING) || (ucmd.buttons&BUTTON_WALKING) )) { AtSpeed = actor->NPC->stats.walkSpeed; } AtSpeed *= 0.001f; // Convert units/sec to units/millisec for comparison against level.time AtSpeed *= 0.25; // Cut the speed in half to account for accel & decel & some slop // Get The Size Of This Actor //---------------------------- float minRadius = Min(actor->mins[0], actor->mins[1]); float maxRadius = Max(actor->maxs[0], actor->maxs[1]); float radius = Max(fabsf(minRadius), maxRadius); if (radius>20.0f) { radius = 20.0f; } // Copy The Search Results Into The Path //--------------------------------------- { SPathPoint PPoint; puser.mPath.clear(); for (mSearch.path_begin(); !mSearch.path_end() && !puser.mPath.full(); mSearch.path_inc()) { if (puser.mPath.full()) { // NAV_TODO: If the path is longer than the max length, we want to store the first valid ones, instead of returning false assert("This Is A Test To See If We Hit This Condition Anymore... It Should Be Handled Properly"==0); mPathUsers.free(pathUserNum); mPathUserIndex[actor->s.number] = NULL_PATH_USER_INDEX; return false; } PPoint.mNode = mSearch.path_at(); PPoint.mPoint = mGraph.get_node(PPoint.mNode).mPoint; PPoint.mSpeed = AtSpeed; PPoint.mSlowingRadius = 0.0f; PPoint.mReachedRadius = Max(radius*3.0f, (mGraph.get_node(PPoint.mNode).mRadius * 0.40f)); if (mGraph.get_node(PPoint.mNode).mFlags.get_bit(CWayNode::EWayNodeFlags::WN_FLOATING)) { PPoint.mReachedRadius = 20.0f; } PPoint.mReachedRadius *= PPoint.mReachedRadius; // squared, for faster checks later PPoint.mDist = 0.0f; PPoint.mETA = 0.0f; puser.mPath.push_back(PPoint); } assert(puser.mPath.size()>0); // Last Point On The Path Always Gets A Slowing Radius //----------------------------------------------------- puser.mPath[0].mSlowingRadius = Max(70.0f, (mGraph.get_node(PPoint.mNode).mRadius * 0.75f)); puser.mPath[0].mReachedRadius = Max(radius, (mGraph.get_node(PPoint.mNode).mRadius * 0.15f)); puser.mPath[0].mReachedRadius *= puser.mPath[0].mReachedRadius; // squared, for faster checks later } int numEdges = (puser.mPath.size()-1); // Trim Out Backtracking Edges //----------------------------- for (int edge=0; edge0.1f && AtOnEdgeScale<0.9f) { if (AtDistToEdge<(radius) || (AtDistToEdge<(radius*20.0f) && MoveTrace(At, AtOnEdge, actor->mins, actor->maxs, actor->s.number, true, true, false))) { puser.mPath.resize(edge+2); // +2 because every edge needs at least 2 points puser.mPath[edge+1].mPoint = AtOnEdge; break; } } } // For All Points On The Path, Compute ETA, And Check For Sharp Corners //---------------------------------------------------------------------- CVec3 AtToNext; CVec3 NextToBeyond; float NextToBeyondDistance; float NextToBeyondDot; for (int i=puser.mPath.size()-1; i>-1; i--) { SPathPoint& PPoint = puser.mPath[i]; // For Debugging And A Tad Speed Improvement, Get A Ref Directly AtToNext = (PPoint.mPoint - At); if (fabsf(AtToNext[2])>Z_CULL_OFFSET) { AtToNext[2] = 0.0f; } PPoint.mDist = AtToNext.Norm(); // Get The Distance And Norm The Direction PPoint.mETA = (PPoint.mDist / PPoint.mSpeed); // Estimate Our Eta By Distance/Speed PPoint.mETA += AtTime; // Check To See If This Is The Apex Of A Sharp Turn //-------------------------------------------------- if (i!=0 && //is there a next point? !mGraph.get_node(PPoint.mNode).mFlags.get_bit(CWayNode::EWayNodeFlags::WN_FLOATING) ) { NextToBeyond = (puser.mPath[i-1].mPoint - PPoint.mPoint); if (fabsf(NextToBeyond[2])>Z_CULL_OFFSET) { NextToBeyond[2] = 0.0f; } NextToBeyondDistance = NextToBeyond.Norm(); NextToBeyondDot = NextToBeyond.Dot(AtToNext); if ((NextToBeyondDistance>150.0f && PPoint.mDist>150.0f && NextToBeyondDot<0.64f) || (NextToBeyondDistance>30.0f && NextToBeyondDot<0.5f)) { PPoint.mSlowingRadius = Max(40.0f, mGraph.get_node(PPoint.mNode).mRadius); // Force A Stop Here } } // Update Our Time And Location For The Next Point //------------------------------------------------- AtTime = PPoint.mETA; At = PPoint.mPoint; } // Failed To Find An Acceptibly Safe Path //---------------------------------------- if (MaxDangerLevel!=1.0f && NAV::PathDangerLevel(NPC)>MaxDangerLevel) { puser.mSuccess = false; } assert(puser.mPath.size()>0); return puser.mSuccess; } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// bool NAV::SafePathExists(const CVec3& startVec, const CVec3& stopVec, const CVec3& danger, float dangerDistSq) { mUser.ClearActor(); // If Either Start Or End Is Invalid, We Can't Do Any Pathing //------------------------------------------------------------ NAV::TNodeHandle target = GetNearestNode(stopVec.v, 0, 0, 0, true); if (target==WAYPOINT_NONE) { return false; } NAV::TNodeHandle start = GetNearestNode(startVec.v, 0, target, 0, true); if (start==WAYPOINT_NONE) { return false; } // Convert Edges To Points //------------------------ if (start<0) { start = mGraph.get_edge(abs(start)).mNodeA; } if (target<0) { target = mGraph.get_edge(abs(target)).mNodeA; } if (start==target) { return true; } // First Step: Find The Actor And Make Sure He Has A Path User Struct //-------------------------------------------------------------------- SPathUser& puser = mPathUserMaster; puser.mLastUseTime = level.time; // Now, Check To See If He Already Has Found A Path To This Target //----------------------------------------------------------------- if (puser.mEnd==target && level.time0 && !mRegion.has_valid_edge(mSearch.mStart, mSearch.mEnd, mUser)) { puser.mSuccess = false; return puser.mSuccess; } // Now, Run A* //------------- // mUser.SetDangerSpot(danger, dangerDistSq); mGraph.astar(mSearch, mUser); // mUser.ClearDangerSpot(); puser.mLastAStarTime = level.time + Q_irand(3000, 6000);; puser.mSuccess = mSearch.success(); if (!puser.mSuccess) { return puser.mSuccess; } // Failed To Find An Acceptibly Safe Path //---------------------------------------- CVec3 Prev(stopVec); CVec3 Next; for (mSearch.path_begin(); !mSearch.path_end(); mSearch.path_inc()) { Next = mGraph.get_node(mSearch.path_at()).mPoint; if (dangerDistSq > danger.DistToLine2(Next, Prev)) { puser.mSuccess = false; break; } Prev = Next; } if (puser.mSuccess) { Next = startVec; if (dangerDistSq > danger.DistToLine2(Prev, Next)) { puser.mSuccess = false; } } return puser.mSuccess; } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// float NAV::EstimateCostToGoal(const vec3_t& position, TNodeHandle Goal) { if (Goal!=0 && Goal!=WAYPOINT_NONE) { return (Distance(position, GetNodePosition(Goal))); } return 0.0f; } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// float NAV::EstimateCostToGoal(TNodeHandle Start, TNodeHandle Goal) { mUser.ClearActor(); if (Goal!=0 && Goal!=WAYPOINT_NONE && Start!=0 && Start!=WAYPOINT_NONE) { return (Distance(GetNodePosition(Start), GetNodePosition(Goal))); } return 0.0f; } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// bool NAV::OnSamePoint(gentity_t* actor, gentity_t* target) { return (GetNearestNode(actor)==GetNearestNode(target)); } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// bool NAV::InSameRegion(gentity_t* actor, gentity_t* target) { mUser.ClearActor(); if (mRegion.size()>0) { NAV::TNodeHandle actNode = GetNearestNode(actor); NAV::TNodeHandle tgtNode = GetNearestNode(target); if (actNode==WAYPOINT_NONE || tgtNode==WAYPOINT_NONE) { return false; } if (actNode==tgtNode) { return true; } if (actNode<0) { actNode = mGraph.get_edge(abs(actNode)).mNodeA; } if (tgtNode<0) { tgtNode = mGraph.get_edge(abs(tgtNode)).mNodeA; } mUser.SetActor(actor); return (mRegion.has_valid_edge(actNode, tgtNode, mUser)); } return true; } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// bool NAV::InSameRegion(gentity_t* actor, const vec3_t& position) { mUser.ClearActor(); if (mRegion.size()>0) { NAV::TNodeHandle actNode = GetNearestNode(actor); NAV::TNodeHandle tgtNode = GetNearestNode(position); if (actNode==WAYPOINT_NONE || tgtNode==WAYPOINT_NONE) { return false; } if (actNode==tgtNode) { return true; } if (actNode<0) { actNode = mGraph.get_edge(abs(actNode)).mNodeA; } if (tgtNode<0) { tgtNode = mGraph.get_edge(abs(tgtNode)).mNodeA; } mUser.SetActor(actor); return (mRegion.has_valid_edge(actNode, tgtNode, mUser)); } return true; } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// bool NAV::InSameRegion(NAV::TNodeHandle A, NAV::TNodeHandle B) { if (mRegion.size()>0) { NAV::TNodeHandle actNode = A; NAV::TNodeHandle tgtNode = B; if (actNode==WAYPOINT_NONE || tgtNode==WAYPOINT_NONE) { return false; } if (actNode==tgtNode) { return true; } if (actNode<0) { actNode = mGraph.get_edge(abs(actNode)).mNodeA; } if (tgtNode<0) { tgtNode = mGraph.get_edge(abs(tgtNode)).mNodeA; } gentity_t* tempActor = mUser.GetActor(); mUser.ClearActor(); bool hasEdge = mRegion.has_valid_edge(actNode, tgtNode, mUser); if (tempActor) { mUser.SetActor(tempActor); } return hasEdge; } return true; } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// bool NAV::OnNeighboringPoints(TNodeHandle A, TNodeHandle B) { if (A==B) { return true; } if (A<=0 || B<=0) { return false; } int edgeNum = mGraph.get_edge_across(A, B); if (edgeNum && !mGraph.get_edge(edgeNum).mFlags.get_bit(CWayEdge::EWayEdgeFlags::WE_JUMPING) && !mGraph.get_edge(edgeNum).mFlags.get_bit(CWayEdge::EWayEdgeFlags::WE_FLYING) && mGraph.get_edge(edgeNum).mDistancecurrentOrigin, target->currentOrigin)currentOrigin, target->currentOrigin)) { return true; } } } return false; } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// bool NAV::OnNeighboringPoints(gentity_t* actor, const vec3_t& position) { if (OnNeighboringPoints(GetNearestNode(actor), GetNearestNode(position))) { if (Distance(actor->currentOrigin, position)currentOrigin, position)) { return true; } } } return false; } //////////////////////////////////////////////////////////////////////////////////////// // Is The Position (at) within the safe radius of the atNode, targetNode, or the edge // between? //////////////////////////////////////////////////////////////////////////////////////// bool NAV::InSafeRadius(CVec3 at, TNodeHandle atNode, TNodeHandle targetNode) { // Uh, No //-------- if (atNode<=0) { return false; } // If In The Radius Of Nearest Nav Point //--------------------------------------- if (Distance(at.v, GetNodePosition(atNode))0 && atNode!=targetNode) { // If In The Radius Of Target Nav Point //--------------------------------------- if (Distance(at.v, GetNodePosition(targetNode))waypoint==WAYPOINT_NONE) { GetNearestNode(target); } if (target->waypoint!=WAYPOINT_NONE) { return FindPath(actor, target->waypoint, MaxDangerLevel); } else if (target->lastWaypoint!=WAYPOINT_NONE) { return FindPath(actor, target->lastWaypoint, MaxDangerLevel); } } return false; } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// bool NAV::FindPath(gentity_t* actor, const vec3_t& position, float MaxDangerLevel) { return FindPath(actor, GetNearestNode(position), MaxDangerLevel); } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// const vec3_t& NAV::NextPosition(gentity_t* actor) { assert(HasPath(actor)); TPath& path = mPathUsers[mPathUserIndex[actor->s.number]].mPath; return (path[path.size()-1].mPoint.v); } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// bool NAV::NextPosition(gentity_t* actor, CVec3& Position) { assert(HasPath(actor)); TPath& path = mPathUsers[mPathUserIndex[actor->s.number]].mPath; Position = path[path.size()-1].mPoint; return true; } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// bool NAV::NextPosition(gentity_t* actor, CVec3& Position, float& SlowingRadius, bool& Fly, bool& Jump) { assert(HasPath(actor)); TPath& path = mPathUsers[mPathUserIndex[actor->s.number]].mPath; SPathPoint& next = path[path.size()-1]; CWayNode& node = mGraph.get_node(next.mNode); int curNodeIndex = NAV::GetNearestNode(actor); int edgeIndex = (curNodeIndex>0)?(mGraph.get_edge_across(curNodeIndex, next.mNode)):(abs(curNodeIndex)); SlowingRadius = next.mSlowingRadius; Position = next.mPoint; Fly = node.mFlags.get_bit(CWayNode::EWayNodeFlags::WN_FLOATING); if (edgeIndex) { Jump = mGraph.get_edge(edgeIndex).mFlags.get_bit(CWayEdge::EWayEdgeFlags::WE_JUMPING); } return true; } //////////////////////////////////////////////////////////////////////////////////////// // This function completely removes any pathfinding information related to this agent // and frees up this path user structure for someone else to use. //////////////////////////////////////////////////////////////////////////////////////// void NAV::ClearPath(gentity_t* actor) { int pathUserNum = mPathUserIndex[actor->s.number]; if (pathUserNum==NULL_PATH_USER_INDEX) { return; } mPathUsers.free(pathUserNum); mPathUserIndex[actor->s.number] = NULL_PATH_USER_INDEX; } //////////////////////////////////////////////////////////////////////////////////////// // Update Path // // Removes points that have been reached, and frees the user if no points remain. // //////////////////////////////////////////////////////////////////////////////////////// bool NAV::UpdatePath(gentity_t* actor, TNodeHandle target, float MaxDangerLevel) { int pathUserNum = mPathUserIndex[actor->s.number]; if (pathUserNum==NULL_PATH_USER_INDEX) { return false; } if (!mPathUsers[pathUserNum].mSuccess) { return false; } if (!mPathUsers[pathUserNum].mPath.size()) { return false; } // Remove Any Points We Have Reached //----------------------------------- CVec3 At(actor->currentOrigin); TPath& path = mPathUsers[pathUserNum].mPath; bool InReachedRadius = false; bool ReachedAnything = false; assert(path.size()>0); do { SPathPoint& PPoint = path[path.size()-1]; CVec3 Dir(PPoint.mPoint - At); if (fabsf(At[2] - PPoint.mPoint[2])0); // If We've Reached The End Of The Path, Return With no path! //------------------------------------------------------------ if (path.empty()) { return false; } if (ReachedAnything) { if (target!=PT_NONE && mPathUsers[pathUserNum].mEnd!=target) { return false; } } // If Not, Time To Double Check To See If The Path Is Still Valid //---------------------------------------------------------------- if (path[path.size()-1].mETAMaxDangerLevel)) { // Hmmm. Should Have Reached This Point By Now, Or Too Dangerous. Try To Recompute The Path //-------------------------------------------------------------------------------------------- NAV::TNodeHandle target = mPathUsers[pathUserNum].mEnd; // Remember The End As Our Target if (target==WAYPOINT_NONE) { ClearPath(actor); return false; } mPathUsers[pathUserNum].mEnd = WAYPOINT_NONE; // Clear Out The Old End if (!FindPath(actor, target, MaxDangerLevel)) { mPathUsers[pathUserNum].mEnd = target; return false; } return true; } // Ok, We Have A Path, And Are On-Route //-------------------------------------- return true; } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// bool NAV::HasPath(gentity_t* actor, TNodeHandle target) { int pathUserNum = mPathUserIndex[actor->s.number]; if (pathUserNum==NULL_PATH_USER_INDEX) { return false; } if (!mPathUsers[pathUserNum].mSuccess) { return false; } if (!mPathUsers[pathUserNum].mPath.size()) { return false; } if (target!=PT_NONE && mPathUsers[pathUserNum].mEnd!=target) { return false; } return true; } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// float NAV::PathDangerLevel(gentity_t* actor) { if (!actor) { assert("No Actor!!!"==0); return 0.0f; } int pathUserNum = mPathUserIndex[actor->s.number]; if (pathUserNum==NULL_PATH_USER_INDEX) { return 0.0f; } TPath& Path = mPathUsers[pathUserNum].mPath; // If it only has one point, let's say it's not dangerous //-------------------------------------------------------- if (Path.size()<2) { return 0.0f; } float DangerLevel = 0.0f; CVec3 enemyPos; float enemySafeDist = 0.0f; float enemyDangerLevel = 0.0f; TEdgeHandle curEdge = 0; int curPathAt = Path.size()-1; TAlertList& al = mEntityAlertList[actor->s.number]; int alIndex = 0; TNodeHandle prevNode = (GetNearestNode(actor)); CVec3 prevPoint(actor->currentOrigin); // Some Special Enemies Always Cause Persistant Danger //----------------------------------------------------- if (actor->enemy && actor->enemy->client) { if (actor->enemy->client->ps.weapon==WP_SABER || actor->enemy->client->NPC_class==CLASS_RANCOR || actor->enemy->client->NPC_class==CLASS_WAMPA) { enemyPos = (actor->enemy->currentOrigin); enemySafeDist = actor->enemy->radius * 10.0f; } } // Go Through All Remaining Points On The Path //--------------------------------------------- for (; curPathAt>=0; curPathAt--) { SPathPoint& PPoint = Path[curPathAt]; // If Any Edges On The Path Have Been Registered As Dangerous //------------------------------------------------------------- if (prevNode<0 || mGraph.get_edge_across(prevNode, PPoint.mNode)) { if (prevNode<0) { curEdge = prevNode; } else { curEdge = mGraph.get_edge_across(prevNode, PPoint.mNode); } for (alIndex=0; alIndexDangerLevel) { DangerLevel = al[alIndex].mDanger; } } } // Check For Enemy Position Proximity To This Next Edge (using actual Edge Locations) //------------------------------------------------------------------------------------ if (enemySafeDist!=0.0f) { enemyDangerLevel = enemyPos.DistToLine(prevPoint, PPoint.mPoint)/enemySafeDist; if (enemyDangerLevel>DangerLevel) { DangerLevel = enemyDangerLevel; } } prevNode = PPoint.mNode; prevPoint = PPoint.mPoint; } return DangerLevel; } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// int NAV::PathNodesRemaining(gentity_t* actor) { int pathUserNum = mPathUserIndex[actor->s.number]; if (pathUserNum==NULL_PATH_USER_INDEX) { return false; } return mPathUsers[pathUserNum].mPath.size(); } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// const vec3_t& NAV::GetNodePosition(TNodeHandle NodeHandle) { if (NodeHandle!=0) { if (NodeHandle>0) { return (mGraph.get_node(NodeHandle).mPoint.v); } else { return (mGraph.get_edge(abs(NodeHandle)).PointA().v); } } return mZeroVec; } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// void NAV::GetNodePosition(TNodeHandle NodeHandle, vec3_t& position) { if (NodeHandle!=0) { if (NodeHandle>0) { VectorCopy(mGraph.get_node(NodeHandle).mPoint.v, position); } else { VectorCopy(mGraph.get_edge(abs(NodeHandle)).PointA().v, position); } } } //////////////////////////////////////////////////////////////////////////////////////// // Call This function to get the size classification for a given entity //////////////////////////////////////////////////////////////////////////////////////// unsigned int NAV::ClassifyEntSize(gentity_t* ent) { if (ent) { float minRadius = Min(ent->mins[0], ent->mins[1]); float maxRadius = Max(ent->maxs[0], ent->maxs[1]); float radius = Max(fabsf(minRadius), maxRadius); float height = ent->maxs[2]; if ((radius > SC_MEDIUM_RADIUS) || height > (SC_MEDIUM_HEIGHT)) { return CWayEdge::EWayEdgeFlags::WE_SIZE_LARGE; } return CWayEdge::EWayEdgeFlags::WE_SIZE_MEDIUM; } return 0; } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// void NAV::ShowDebugInfo(const vec3_t& PlayerPosition, int PlayerWaypoint) { mUser.ClearActor(); CVec3 atEnd; // Show Nodes //------------ if (NAVDEBUG_showNodes || NAVDEBUG_showCombatPoints || NAVDEBUG_showNavGoals) { for (TGraph::TNodes::iterator atIter=mGraph.nodes_begin(); atIter!=mGraph.nodes_end(); atIter++) { CWayNode& at = (*atIter); atEnd = at.mPoint; atEnd[2] += 30.0f; if (gi.inPVS(PlayerPosition, at.mPoint.v)) { if (at.mType==NAV::PT_WAYNODE && NAVDEBUG_showNodes) { if (NAVDEBUG_showPointLines) { if (at.mFlags.get_bit(CWayNode::EWayNodeFlags::WN_FLOATING)) { CG_DrawEdge(at.mPoint.v, atEnd.v, EDGE_NODE_FLOATING ); } else { CG_DrawEdge(at.mPoint.v, atEnd.v, EDGE_NODE_NORMAL ); } } else { if (at.mFlags.get_bit(CWayNode::EWayNodeFlags::WN_FLOATING)) { CG_DrawNode(at.mPoint.v, NODE_FLOATING ); } else { CG_DrawNode(at.mPoint.v, NODE_NORMAL ); } } if (NAVDEBUG_showRadius && at.mPoint.Dist2(PlayerPosition)<(at.mRadius*at.mRadius)) { if (at.mFlags.get_bit(CWayNode::EWayNodeFlags::WN_FLOATING)) { CG_DrawRadius(at.mPoint.v, at.mRadius, NODE_FLOATING ); } else { CG_DrawRadius(at.mPoint.v, at.mRadius, NODE_NORMAL ); } } } else if (at.mType==NAV::PT_COMBATNODE && NAVDEBUG_showCombatPoints) { if (NAVDEBUG_showPointLines) { CG_DrawEdge(at.mPoint.v, atEnd.v, EDGE_NODE_COMBAT ); } else { CG_DrawCombatPoint(at.mPoint.v, 0); } } else if (at.mType==NAV::PT_GOALNODE && NAVDEBUG_showNavGoals) { if (NAVDEBUG_showPointLines) { CG_DrawEdge(at.mPoint.v, atEnd.v, EDGE_NODE_GOAL ); } else { CG_DrawNode(at.mPoint.v, NODE_NAVGOAL); } } } } } // Show Edges //------------ if (NAVDEBUG_showEdges) { for (TGraph::TEdges::iterator atIter=mGraph.edges_begin(); atIter!=mGraph.edges_end(); atIter++) { CWayEdge& at = (*atIter); CWayNode& a = mGraph.get_node(at.mNodeA); CWayNode& b = mGraph.get_node(at.mNodeB); CVec3 AvePos = a.mPoint + b.mPoint; AvePos *= 0.5f; if (AvePos.Dist2(PlayerPosition)<(500.0f*500.0f) && gi.inPVS(PlayerPosition, AvePos.v)) { if (mUser.is_valid(at)) { if (at.mFlags.get_bit(CWayEdge::EWayEdgeFlags::WE_JUMPING)) { CG_DrawEdge(a.mPoint.v, b.mPoint.v, EDGE_JUMP); } else if (at.mFlags.get_bit(CWayEdge::EWayEdgeFlags::WE_FLYING)) { CG_DrawEdge(a.mPoint.v, b.mPoint.v, EDGE_FLY); } else if (at.Size()==CWayEdge::EWayEdgeFlags::WE_SIZE_LARGE) { CG_DrawEdge(a.mPoint.v, b.mPoint.v, EDGE_LARGE); } else { CG_DrawEdge(a.mPoint.v, b.mPoint.v, EDGE_NORMAL); } } else { CG_DrawEdge(a.mPoint.v, b.mPoint.v, EDGE_BLOCKED); } } } } if (NAVDEBUG_showGrid) { float x1, y1; float x2, y2; float z = 0.0f; for (int x=0; xwaypoint!=0 || player->lastWaypoint!=0)) { PlayerWaypoint = (player->waypoint)?(player->waypoint):(player->lastWaypoint); CVec3 PPos(PlayerPosition); if (PlayerWaypoint>0) { CWayNode& node = mGraph.get_node(PlayerWaypoint); CG_DrawEdge(PPos.v, node.mPoint.v, (player->waypoint)?(EDGE_NEARESTVALID):(EDGE_NEARESTINVALID)); } else { CWayEdge& edge = mGraph.get_edge(abs(PlayerWaypoint)); CVec3 PosOnLine(PlayerPosition); PosOnLine.ProjectToLineSeg(edge.PointA(), edge.PointB()); CG_DrawEdge(PPos.v, PosOnLine.v, (player->waypoint)?(EDGE_NEARESTVALID):(EDGE_NEARESTINVALID)); } } } //////////////////////////////////////////////////////////////////////////////////// // Show Stats //////////////////////////////////////////////////////////////////////////////////// void NAV::ShowStats() { #if !defined(FINAL_BUILD) mGraph.ProfileSpew(); mRegion.ProfileSpew(); mGraph.ProfilePrint("Point Islands: (%d)", mIslandCount); mGraph.ProfilePrint(""); mGraph.ProfilePrint(""); mGraph.ProfilePrint("--------------------------------------------------------"); mGraph.ProfilePrint(" Star Wars - Jedi Academy "); mGraph.ProfilePrint(" Additional Statistics "); mGraph.ProfilePrint("--------------------------------------------------------"); mGraph.ProfilePrint(""); mGraph.ProfilePrint("MEMORY CONSUMPTION (In Bytes)"); mGraph.ProfilePrint("Cells : (%d)", (sizeof(mCells))); mGraph.ProfilePrint("Path : (%d)", (sizeof(mPathUsers)+sizeof(mPathUserIndex))); mGraph.ProfilePrint("Steer : (%d)", (sizeof(mSteerUsers)+sizeof(mSteerUserIndex))); mGraph.ProfilePrint("Alerts : (%d)", (sizeof(mEntityAlertList))); float totalBytes = ( sizeof(mCells)+ sizeof(mGraph)+ sizeof(mRegion)+ sizeof(mPathUsers)+ sizeof(mPathUserIndex)+ sizeof(mSteerUsers)+ sizeof(mSteerUserIndex)+ sizeof(mEntityAlertList)); mGraph.ProfilePrint("TOTAL : (KiloBytes): (%5.3f) MeggaBytes(%3.3f)", ((float)(totalBytes)/1024.0f), ((float)(totalBytes)/1048576.0f) ); mGraph.ProfilePrint(""); mGraph.ProfilePrint("Connect Stats: Milliseconds(%d) Traces(%d)", mConnectTime, mConnectTraceCount); mGraph.ProfilePrint(""); mGraph.ProfilePrint("Move Trace: Count(%d) PerFrame(%f)", mMoveTraceCount, (float)(mMoveTraceCount)/(float)(level.time)); mGraph.ProfilePrint("View Trace: Count(%d) PerFrame(%f)", mViewTraceCount, (float)(mViewTraceCount)/(float)(level.time)); #endif } //////////////////////////////////////////////////////////////////////////////////// // TeleportTo //////////////////////////////////////////////////////////////////////////////////// void NAV::TeleportTo(gentity_t* actor, const char* pointName) { assert(actor!=0); hstring nName(pointName); TNameToNodeMap::iterator nameFinder= mNodeNames.find(nName); if (nameFinder!=mNodeNames.end()) { if ((*nameFinder).size()>1) { gi.Printf("WARNING: More than one point named (%s). Going to first one./n", pointName); } TeleportPlayer(actor, mGraph.get_node((*nameFinder)[0]).mPoint.v, actor->currentAngles); return; } gi.Printf("Unable To Locate Point (%s)\n", pointName); } //////////////////////////////////////////////////////////////////////////////////// // TeleportTo //////////////////////////////////////////////////////////////////////////////////// void NAV::TeleportTo(gentity_t* actor, int pointNum) { assert(actor!=0); TeleportPlayer(actor, mGraph.get_node(pointNum).mPoint.v, actor->currentAngles); return; } //////////////////////////////////////////////////////////////////////////////////// // Activate //////////////////////////////////////////////////////////////////////////////////// void STEER::Activate(gentity_t* actor) { assert(!Active(actor) && actor && actor->client && actor->NPC); // Can't Activate If Already Active // PHASE I - ACTIVATE THE STEER USER FOR THIS ACTOR //================================================== if (mSteerUsers.full()) { assert("STEER: No more unused steer users, possibly change size"==0); return; } // Get A Steer User From The Pool //-------------------------------- int steerUserNum = mSteerUsers.alloc(); mSteerUserIndex[actor->s.number] = steerUserNum; SSteerUser& suser = mSteerUsers[steerUserNum]; // PHASE II - Copy Data For This Actor Into The SUser //==================================================== suser.mPosition = actor->currentOrigin; suser.mOrientation = actor->currentAngles; suser.mVelocity = actor->client->ps.velocity; suser.mSpeed = suser.mVelocity.Len(); suser.mBlocked = false; suser.mMaxSpeed = actor->NPC->stats.runSpeed; suser.mRadius = RadiusFromBounds(actor->mins, actor->maxs); suser.mMaxForce = 150.0f; //STEER_TODO: Get From actor Somehow suser.mMass = 1.0f; //STEER_TODO: Get From actor Somehow if (!(actor->NPC->scriptFlags&SCF_RUNNING) && ((actor->NPC->scriptFlags&SCF_WALKING) || (actor->NPC->aiFlags&NPCAI_WALKING) || (ucmd.buttons&BUTTON_WALKING) )) { suser.mMaxSpeed = actor->NPC->stats.walkSpeed; } assert(suser.mPosition.IsFinite()); assert(suser.mOrientation.IsFinite()); assert(suser.mVelocity.IsFinite()); // Find Our Neighbors //-------------------- suser.mNeighbors.clear(); float RangeSize = suser.mRadius + STEER::NEIGHBOR_RANGE; CVec3 Range(RangeSize, RangeSize, (actor->client->moveType==MT_FLYSWIM)?(RangeSize):(suser.mRadius*2.0f)); CVec3 Mins(suser.mPosition - Range); CVec3 Maxs(suser.mPosition + Range); gentity_t* EntityList[MAX_GENTITIES]; gentity_t* neighbor = 0; int numFound = gi.EntitiesInBox(Mins.v, Maxs.v, EntityList, MAX_GENTITIES); for (int i=0; is.number==actor->s.number || neighbor==actor->enemy || !neighbor->client || neighbor->health<=0 || !neighbor->inuse) { continue; } suser.mNeighbors.push_back(neighbor); } // Clear Out Steering, So If No STEER Operations Are Called, Net Effect Is Zero //------------------------------------------------------------------------------ suser.mSteering.Clear(); suser.mNewtons = 0.0f; VectorClear(actor->client->ps.moveDir); actor->client->ps.speed = 0; // PHASE III - Project The Current Velocity Forward, To The Side, And Onto The Path //================================================================================== suser.mProjectFwd = suser.mPosition + (suser.mVelocity * 1.0f); suser.mProjectSide = (suser.mVelocity * 0.3f); suser.mProjectSide.Reposition(suser.mPosition, (actor->NPC->avoidSide==Side_Left)?(40.0f):(-40.0f)); // STEER_TODO: Project The Point The Path (If The character has one) //------------------------------------------------------------------- //suser.mProjectPath = ; } ////////////////////////////////////////////////////////////////////// // DeActivate // // This function first scales back the composite steering vector to // the max force range, and if there is any steering left, it // applies the steering to the velocity. Velocity is also truncated // to be less than Max Speed. // // Finaly, the results are copied onto the entity and the steer user // struct is freed for use by another entity. ////////////////////////////////////////////////////////////////////// void STEER::DeActivate(gentity_t* actor, usercmd_t* ucmd) { assert(Active(actor) && actor && actor->client && actor->NPC); // Can't Deactivate If Never Activated SSteerUser& suser = mSteerUsers[mSteerUserIndex[actor->s.number]]; assert(suser.mPosition.IsFinite()); assert(suser.mOrientation.IsFinite()); assert(suser.mSteering.IsFinite()); assert(suser.mMass!=0.0f); // PHASE I - TRUNCATE STEERING AND APPLY TO VELOCITY //=================================================== suser.mNewtons = suser.mSteering.Truncate(suser.mMaxForce); if (suser.mNewtons>1E-10) { suser.mSteering /= suser.mMass; suser.mVelocity += suser.mSteering; suser.mSpeed = suser.mVelocity.Truncate(suser.mMaxSpeed); // DEBUG GRAPHICS //================================================================= if (NAVDEBUG_showCollision) { CVec3 EndThrust(suser.mPosition+suser.mSteering); CVec3 EndVelocity(suser.mPosition+suser.mVelocity); CG_DrawEdge(suser.mPosition.v, EndThrust.v, EDGE_THRUST); CG_DrawEdge(suser.mPosition.v, EndVelocity.v, EDGE_VELOCITY); } //================================================================= } if (suser.mSpeed<10.0f) { suser.mSpeed = 0.0f; } // PHASE II - CONVERT VELOCITY TO MOVE DIRECTION & ANGLES //======================================================== if (!NPC_Jumping()) { CVec3 MoveDir(suser.mVelocity); CVec3 Angles(actor->NPC->lastPathAngles); if (suser.mSpeed>0.0f && MoveDir!=CVec3::mZero) { MoveDir.Norm(); CVec3 NewAngles(suser.mVelocity); NewAngles.VecToAng(); Angles = NewAngles;//((Angles + NewAngles)*0.75f); } assert(MoveDir.IsFinite()); assert(Angles.IsFinite()); // PHASE III - ASSIGN ALL THIS DATA TO THE ACTOR ENTITY //====================================================== actor->NPC->aiFlags |= NPCAI_NO_SLOWDOWN; VectorCopy(MoveDir.v, actor->client->ps.moveDir); actor->client->ps.speed = suser.mSpeed; VectorCopy(Angles.v, actor->NPC->lastPathAngles); actor->NPC->desiredPitch = 0.0f; actor->NPC->desiredYaw = AngleNormalize360(Angles[YAW]); // Convert Movement To User Command //---------------------------------- if (suser.mSpeed > 0.0f) { vec3_t forward, right, up; AngleVectors(actor->currentAngles, forward, right, up); // Use Current Angles float fDot = Com_Clamp(-127.0f, 127.0f, DotProduct(forward, MoveDir.v)*127.0f); float rDot = Com_Clamp(-127.0f, 127.0f, DotProduct(right, MoveDir.v)*127.0f); ucmd->forwardmove = floor(fDot); ucmd->rightmove = floor(rDot); ucmd->upmove = 0.0f; if (suser.mSpeed<(actor->NPC->stats.walkSpeed + 5.0f)) { ucmd->buttons |= BUTTON_WALKING; } else { ucmd->buttons &= ~BUTTON_WALKING; } // Handle Fly Swim Movement //-------------------------- if (actor->client->moveType==MT_FLYSWIM) { ucmd->forwardmove = 0.0f; ucmd->rightmove = 0.0f; VectorCopy(suser.mVelocity.v, actor->client->ps.velocity); } } else { ucmd->forwardmove = 0.0f; ucmd->rightmove = 0.0f; ucmd->upmove = 0.0f; // Handle Fly Swim Movement //-------------------------- if (actor->client->moveType==MT_FLYSWIM) { VectorClear(actor->client->ps.velocity); } } // Slow Down If Going Backwards //------------------------------ if (ucmd->forwardmove<0.0f) { client->ps.speed *= 0.75f; suser.mSpeed *= 0.75f; } // PHASE IV - UPDATE BLOCKING INFORMATION //======================================== if (suser.mBlocked) { // If Not Previously Blocked, Record The Start Time And Any Entites Involved //--------------------------------------------------------------------------- if (!(actor->NPC->aiFlags&NPCAI_BLOCKED)) { actor->NPC->aiFlags |= NPCAI_BLOCKED; actor->NPC->blockedDebounceTime = level.time; } // If Navigation Or Steering Had A Target Entity (Trying To Go To), Record That Here //----------------------------------------------------------------------------------- actor->NPC->blockedTargetEntity = 0; if (suser.mBlockedTgtEntity!=ENTITYNUM_NONE) { actor->NPC->blockedTargetEntity = &g_entities[suser.mBlockedTgtEntity]; } VectorCopy(suser.mBlockedTgtPosition.v, actor->NPC->blockedTargetPosition); } else { // Nothing Blocking, So Turn Off The Blocked Stuff If It Is There //---------------------------------------------------------------- if (actor->NPC->aiFlags&NPCAI_BLOCKED) { actor->NPC->aiFlags &= ~NPCAI_BLOCKED; actor->NPC->blockedDebounceTime = 0; actor->NPC->blockedTargetEntity = 0; } } // If We've Been Blocked For More Than 2 Seconds, May Want To Take Corrective Action //----------------------------------------------------------------------------------- if (STEER::HasBeenBlockedFor(actor, 2000)) { if (NAVDEBUG_showEnemyPath) { CG_DrawEdge(actor->currentOrigin, actor->NPC->blockedTargetPosition, EDGE_PATHBLOCKED); if (actor->waypoint) { CVec3 Dumb(NAV::GetNodePosition(actor->waypoint)); CG_DrawEdge(actor->currentOrigin, Dumb.v, EDGE_BLOCKED); } } // If He Can Fly Or Jump, Try That //--------------------------------- if ((actor->NPC->scriptFlags&SCF_NAV_CAN_FLY) || (actor->NPC->scriptFlags&SCF_NAV_CAN_JUMP) ) { // Ok, Well, How About Jumping To The Last Waypoint We Had That Was Valid //------------------------------------------------------------------------ if ((STEER::HasBeenBlockedFor(actor, 8000)) && (!actor->waypoint || Distance(NAV::GetNodePosition(actor->waypoint), actor->currentOrigin)>150.0f) && (actor->lastWaypoint)) { if (player && (STEER::HasBeenBlockedFor(actor, 15000)) && !gi.inPVS(player->currentOrigin, NAV::GetNodePosition(actor->lastWaypoint)) && !gi.inPVS(player->currentOrigin, actor->currentOrigin) && !G_CheckInSolidTeleport(NAV::GetNodePosition(actor->lastWaypoint), actor) ) { G_SetOrigin(actor, NAV::GetNodePosition(actor->lastWaypoint)); G_SoundOnEnt( NPC, CHAN_BODY, "sound/weapons/force/jump.wav" ); } else { NPC_TryJump(NAV::GetNodePosition(actor->lastWaypoint)); } } // First, Try Jumping Directly To Our Target Desired Location //------------------------------------------------------------ else { // If We Had A Target Entity, Try Jumping There //---------------------------------------------- if (NPCInfo->blockedTargetEntity) { NPC_TryJump(NPCInfo->blockedTargetEntity); } // Otherwise Try Jumping To The Target Position //---------------------------------------------- else { NPC_TryJump(NPCInfo->blockedTargetPosition); } } } } } // PHASE V - FREE UP THE STEER USER //=================================== mSteerUsers.free(mSteerUserIndex[actor->s.number]); mSteerUserIndex[actor->s.number] = NULL_STEER_USER_INDEX; } ////////////////////////////////////////////////////////////////////// // Active? // // Simple way for external systemm to check if this object is active // already. // ////////////////////////////////////////////////////////////////////// bool STEER::Active(gentity_t* actor) { return (mSteerUserIndex[actor->s.number]!=NULL_STEER_USER_INDEX); } //////////////////////////////////////////////////////////////////////////////////// // SafeToGoTo - returns true if it is safe for the actor to steer toward the target // position //////////////////////////////////////////////////////////////////////////////////// bool STEER::SafeToGoTo(gentity_t* actor, const vec3_t& targetPosition, int targetNode) { int actorNode = NAV::GetNearestNode(actor, true, targetNode); float actorToTargetDistance = Distance(actor->currentOrigin, targetPosition); // Are They Close Enough To Just Go There //---------------------------------------- if (actorToTargetDistance<110.0f && fabsf(targetPosition[2]-actor->currentOrigin[2])<50.0f) { return true; } // Are They Both Within The Radius Of Their Nearest Nav Point? //------------------------------------------------------------- if (actorToTargetDistance<500.0f) { // Are Both Actor And Target In Safe Radius? //------------------------------------------- if (NAV::OnNeighboringPoints(actorNode, targetNode) && NAV::InSafeRadius(actor->currentOrigin, actorNode, targetNode) && NAV::InSafeRadius(targetPosition, targetNode, actorNode)) { return true; } // If Close Enough, We May Be Able To Go Anyway, So Try A Trace //-------------------------------------------------------------- if (actorToTargetDistance<400.0f)//250.0f) { if (!TIMER_Done(actor, "SafeToGoToDURATION")) { return true; } if (TIMER_Done(actor, "SafeToGoToCHECK")) { TIMER_Set( actor, "SafeToGoToCHECK", 1500); // Check Every 1.5 Seconds if (MoveTrace(actor, targetPosition, true)) { TIMER_Set(actor, "SafeToGoToDURATION", 2000); // Safe For 2 Seconds if (NAVDEBUG_showCollision) { CVec3 Dumb(targetPosition); CG_DrawEdge(actor->currentOrigin, Dumb.v, EDGE_WHITE_TWOSECOND); } } else { if (NAVDEBUG_showCollision) { CVec3 Dumb(targetPosition); CG_DrawEdge(actor->currentOrigin, Dumb.v, EDGE_RED_TWOSECOND); } } } } } return false; } //////////////////////////////////////////////////////////////////////////////////// // Master Functions //////////////////////////////////////////////////////////////////////////////////// bool STEER::GoTo(gentity_t* actor, gentity_t* target, float reachedRadius, bool avoidCollisions) { // Can't Steer To A Guy In The Air //--------------------------------- if (!target) { NAV::ClearPath(actor); STEER::Stop(actor); return true; } // If Within Reached Radius, Just Stop Right Here //------------------------------------------------ if (STEER::Reached(actor, target->currentOrigin, reachedRadius, (actor->client && actor->client->moveType==MT_FLYSWIM))) { NAV::ClearPath(actor); STEER::Stop(actor); return true; } // Check To See If It Is Safe To Attempt Steering Toward The Target Position //--------------------------------------------------------------------------- if ( //(target->client && target->client->ps.groundEntityNum==ENTITYNUM_NONE) || !STEER::SafeToGoTo(actor, target->currentOrigin, NAV::GetNearestNode(target)) ) { return false; } // Ok, It Is, So Clear The Path, And Go Toward Our Target //-------------------------------------------------------- NAV::ClearPath(actor); STEER::Persue(actor, target, reachedRadius*4.0f); if (avoidCollisions) { if (STEER::AvoidCollisions(actor, actor->client->leader)!=0.0f) { STEER::Blocked(actor, target); // Collision Detected } } if (NAVDEBUG_showEnemyPath) { CG_DrawEdge(actor->currentOrigin, target->currentOrigin, EDGE_FOLLOWPOS); } return true; } //////////////////////////////////////////////////////////////////////////////////// // Master Function- GoTo //////////////////////////////////////////////////////////////////////////////////// bool STEER::GoTo(gentity_t* actor, const vec3_t& position, float reachedRadius, bool avoidCollisions) { // If Within Reached Radius, Just Stop Right Here //------------------------------------------------ if (STEER::Reached(actor, position, reachedRadius, (actor->client && actor->client->moveType==MT_FLYSWIM))) { NAV::ClearPath(actor); STEER::Stop(actor); return true; } // Check To See If It Is Safe To Attempt Steering Toward The Target Position //--------------------------------------------------------------------------- if (!STEER::SafeToGoTo(actor, position, NAV::GetNearestNode(position))) { return false; } // Ok, It Is, So Clear The Path, And Go Toward Our Target //-------------------------------------------------------- NAV::ClearPath(actor); STEER::Seek(actor, position, reachedRadius*2.0f); if (avoidCollisions) { if (STEER::AvoidCollisions(actor, actor->client->leader)!=0.0f) { STEER::Blocked(actor, position); // Collision Detected } } if (NAVDEBUG_showEnemyPath) { CVec3 Dumb(position); CG_DrawEdge(actor->currentOrigin, Dumb.v, EDGE_FOLLOWPOS); } return true; } //////////////////////////////////////////////////////////////////////////////////// // Blocked Recorder //////////////////////////////////////////////////////////////////////////////////// void STEER::Blocked(gentity_t* actor, gentity_t* target) { assert(Active(actor)); SSteerUser& suser = mSteerUsers[mSteerUserIndex[actor->s.number]]; suser.mBlocked = true; suser.mBlockedTgtEntity = target->s.number; suser.mBlockedTgtPosition = target->currentOrigin; } //////////////////////////////////////////////////////////////////////////////////// // Blocked Recorder //////////////////////////////////////////////////////////////////////////////////// void STEER::Blocked(gentity_t* actor, const vec3_t& target) { assert(Active(actor)); SSteerUser& suser = mSteerUsers[mSteerUserIndex[actor->s.number]]; suser.mBlocked = true; suser.mBlockedTgtEntity = ENTITYNUM_NONE; suser.mBlockedTgtPosition = target; } //////////////////////////////////////////////////////////////////////////////////// // Blocked Recorder //////////////////////////////////////////////////////////////////////////////////// bool STEER::HasBeenBlockedFor(gentity_t* actor, int duration) { return ( (actor->NPC->aiFlags&NPCAI_BLOCKED) && (level.time - actor->NPC->blockedDebounceTime)>duration ); } ////////////////////////////////////////////////////////////////////// // Stop // // Just Decelerate. // ////////////////////////////////////////////////////////////////////// float STEER::Stop(gentity_t* actor, float weight) { assert(Active(actor)); SSteerUser& suser = mSteerUsers[mSteerUserIndex[actor->s.number]]; suser.mDesiredVelocity.Clear(); suser.mDistance = 0.0f; suser.mDesiredSpeed = 0.0f; suser.mSteering += ((suser.mDesiredVelocity - suser.mVelocity) * weight); if (actor->NPC->aiFlags&NPCAI_FLY) { int nearestNode = NAV::GetNearestNode(actor); if (nearestNode>0 && !mGraph.get_node(nearestNode).mFlags.get_bit(CWayNode::EWayNodeFlags::WN_FLOATING)) { actor->NPC->aiFlags &= ~NPCAI_FLY; } } assert(suser.mSteering.IsFinite()); return 0.0f; } ////////////////////////////////////////////////////////////////////// // ////////////////////////////////////////////////////////////////////// float STEER::MatchSpeed(gentity_t* actor, float speed, float weight) { assert(Active(actor)); SSteerUser& suser = mSteerUsers[mSteerUserIndex[actor->s.number]]; suser.mDesiredVelocity = suser.mVelocity; suser.mDesiredVelocity.Truncate(speed); suser.mDistance = 0.0f; suser.mDesiredSpeed = 0.0f; suser.mSteering += ((suser.mDesiredVelocity - suser.mVelocity) * weight); assert(suser.mSteering.IsFinite()); return 0.0f; } //////////////////////////////////////////////////////////////////////////////////// // Seek // // The most basic of all steering operations, this function applies a change to // the steering vector // //////////////////////////////////////////////////////////////////////////////////// float STEER::Seek(gentity_t* actor, const CVec3& pos, float slowingDistance, float weight, float desiredSpeed) { assert(Active(actor)); SSteerUser& suser = mSteerUsers[mSteerUserIndex[actor->s.number]]; suser.mSeekLocation = pos; suser.mDesiredVelocity = suser.mSeekLocation - suser.mPosition; //If The Difference In Height Is Small Enough, Just Kill It //---------------------------------------------------------- if (fabsf(suser.mDesiredVelocity[2]) < 10.0f) { suser.mDesiredVelocity[2] = 0.0f; } suser.mDistance = suser.mDesiredVelocity.SafeNorm(); if (suser.mDistance>0.0f) { suser.mDesiredSpeed = (desiredSpeed!=0.0f)?(desiredSpeed):(suser.mMaxSpeed); if (slowingDistance!=0.0f && suser.mDistance < slowingDistance) { suser.mDesiredSpeed *= (suser.mDistance/slowingDistance); } suser.mDesiredVelocity *= suser.mDesiredSpeed; } else { suser.mDesiredSpeed = 0.0f; suser.mDesiredVelocity.Clear(); } suser.mSteering += ((suser.mDesiredVelocity - suser.mVelocity) * weight); assert(suser.mSteering.IsFinite()); return suser.mDistance; } //////////////////////////////////////////////////////////////////////////////////// // Flee // // Similar to seek, except there is no concept of a slowing distance. Adds the // position vectors instead of subtracting them to obtain a desired velocity away // from the target. // //////////////////////////////////////////////////////////////////////////////////// float STEER::Flee(gentity_t* actor, const CVec3& pos, float weight) { assert(Active(actor)); SSteerUser& suser = mSteerUsers[mSteerUserIndex[actor->s.number]]; suser.mDesiredVelocity = suser.mPosition - pos; suser.mDistance = suser.mDesiredVelocity.SafeNorm(); suser.mDesiredSpeed = suser.mMaxSpeed; suser.mDesiredVelocity *= suser.mDesiredSpeed; suser.mSteering += ((suser.mDesiredVelocity - suser.mVelocity) * weight); suser.mSeekLocation = pos + suser.mDesiredVelocity; assert(suser.mSteering.IsFinite()); return suser.mDistance; } //////////////////////////////////////////////////////////////////////////////////// // Persue // // Predict the target's position and seek that. // //////////////////////////////////////////////////////////////////////////////////// float STEER::Persue(gentity_t* actor, gentity_t* target, float slowingDistance) { assert(Active(actor) && target); SSteerUser& suser = mSteerUsers[mSteerUserIndex[actor->s.number]]; CVec3 ProjectedTargetPosition(target->currentOrigin); if (target->client) { float DistToTarget = ProjectedTargetPosition.Dist(suser.mPosition); CVec3 TargetVelocity(target->client->ps.velocity); float TargetSpeed = TargetVelocity.SafeNorm(); if (TargetSpeed>0.0f) { TargetVelocity *= (DistToTarget + 5.0f); ProjectedTargetPosition += TargetVelocity; } } return Seek(actor, ProjectedTargetPosition, slowingDistance); } //////////////////////////////////////////////////////////////////////////////////// // Persue // // Predict the target's position and seek that. // //////////////////////////////////////////////////////////////////////////////////// float STEER::Persue(gentity_t* actor, gentity_t* target, float slowingDistance, float offsetForward, float offsetRight, float offsetUp, bool relativeToTargetFacing) { assert(Active(actor) && target); SSteerUser& suser = mSteerUsers[mSteerUserIndex[actor->s.number]]; CVec3 ProjectedTargetPosition(target->currentOrigin); // If Target Is A Client, Take His Velocity Into Account And Project His Position //-------------------------------------------------------------------------------- if (target->client) { float DistToTarget = ProjectedTargetPosition.Dist(suser.mPosition); CVec3 TargetVelocity(target->client->ps.velocity); float TargetSpeed = TargetVelocity.SafeNorm(); if (TargetSpeed>0.0f) { TargetVelocity[2] *= 0.1f; TargetVelocity *= (DistToTarget + 5.0f); ProjectedTargetPosition += TargetVelocity; } } // Get The Direction Toward The Target //------------------------------------- CVec3 DirectionToTarget(ProjectedTargetPosition); DirectionToTarget -= suser.mPosition; DirectionToTarget.SafeNorm(); CVec3 ProjectForward(DirectionToTarget); CVec3 ProjectRight; CVec3 ProjectUp; if (relativeToTargetFacing) { AngleVectors(target->currentAngles, ProjectForward.v, ProjectRight.v, ProjectUp.v); if (ProjectRight.Dot(DirectionToTarget)>0.0f) { ProjectRight *= -1.0f; // If Going In Same Direction As Target Right, Project Toward Target Left } } else { MakeNormalVectors(ProjectForward.v, ProjectRight.v, ProjectUp.v); } ProjectedTargetPosition.ScaleAdd(ProjectForward, offsetForward); ProjectedTargetPosition.ScaleAdd(ProjectRight, offsetRight); ProjectedTargetPosition.ScaleAdd(ProjectUp, offsetUp); return Seek(actor, ProjectedTargetPosition, slowingDistance); } //////////////////////////////////////////////////////////////////////////////////// // Evade // // Predict the target's position and flee that. // //////////////////////////////////////////////////////////////////////////////////// float STEER::Evade(gentity_t* actor, gentity_t* target) { assert(Active(actor) && target); SSteerUser& suser = mSteerUsers[mSteerUserIndex[actor->s.number]]; CVec3 ProjectedTargetPosition(target->currentOrigin); if (target->client) { float DistToTarget = ProjectedTargetPosition.Dist(suser.mPosition); CVec3 TargetVelocity(target->client->ps.velocity); float TargetSpeed = TargetVelocity.SafeNorm(); if (TargetSpeed>0.0f) { TargetVelocity *= (DistToTarget + 5.0f); ProjectedTargetPosition += TargetVelocity; } } return Flee(actor, ProjectedTargetPosition); } //////////////////////////////////////////////////////////////////////////////////// // Separation //////////////////////////////////////////////////////////////////////////////////// float STEER::Separation(gentity_t* actor, float Scale) { assert(Active(actor) && actor); SSteerUser& suser = mSteerUsers[mSteerUserIndex[actor->s.number]]; if (!suser.mNeighbors.empty()) { for (int i=0; is.number>actor->s.number) { CVec3 NbrPos(suser.mNeighbors[i]->currentOrigin); CVec3 NbrToAct(suser.mPosition - NbrPos); float NbrToActDist = NbrToAct.Len2(); if (NbrToActDist>1.0f) { NbrToActDist = (1.0f/NbrToActDist); NbrToAct *= NbrToActDist * (suser.mMaxSpeed * 10.0f) * Scale; suser.mSteering += NbrToAct; if (NAVDEBUG_showCollision) { CVec3 Prj(suser.mPosition + NbrToAct); CG_DrawEdge(suser.mPosition.v, Prj.v, EDGE_IMPACT_POSSIBLE); // Separation } } } } } assert(suser.mSteering.IsFinite()); return 0.0f; } //////////////////////////////////////////////////////////////////////////////////// // Alignment //////////////////////////////////////////////////////////////////////////////////// float STEER::Alignment(gentity_t* actor, float Scale) { return 0.0f; } //////////////////////////////////////////////////////////////////////////////////// // Cohesion //////////////////////////////////////////////////////////////////////////////////// float STEER::Cohesion(gentity_t* actor, float Scale) { assert(Active(actor) && actor); SSteerUser& suser = mSteerUsers[mSteerUserIndex[actor->s.number]]; if (!suser.mNeighbors.empty()) { CVec3 AvePosition; for (int i=0; icurrentOrigin); } AvePosition *= 1.0f/suser.mNeighbors.size(); return Seek(actor, AvePosition); } return 0.0f; } //////////////////////////////////////////////////////////////////////////////////// // Find Nearest Leader //////////////////////////////////////////////////////////////////////////////////// gentity_t* STEER::SelectLeader(gentity_t* actor) { assert(Active(actor) && actor); SSteerUser& suser = mSteerUsers[mSteerUserIndex[actor->s.number]]; for (int i=0; is.number>actor->s.number && !Q_stricmp(suser.mNeighbors[i]->NPC_type, actor->NPC_type )) { return suser.mNeighbors[i]; } } return 0; } //////////////////////////////////////////////////////////////////////////////////// // Path - Seek to the next position on the path (or jump) //////////////////////////////////////////////////////////////////////////////////// float STEER::Path(gentity_t* actor) { if (NAV::HasPath(actor)) { CVec3 NextPosition; float NextSlowingRadius; bool Fly = false; bool Jump = false; if (!NAV::NextPosition(actor, NextPosition, NextSlowingRadius, Fly, Jump)) { assert("STEER: Unable to obtain the next path position"==0); return 0.0f; } // Start Flying If Next Point Is In The Air //------------------------------------------ if (Fly) { actor->NPC->aiFlags |= NPCAI_FLY; } // Otherwise, If Next Point Is On The Ground, No Need To Fly Any Longer //---------------------------------------------------------------------- else if (actor->NPC->aiFlags&NPCAI_FLY) { actor->NPC->aiFlags &= ~NPCAI_FLY; } // Start Jumping If Next Point Is A Jump //--------------------------------------- if (Jump) { if (NPC_TryJump(NextPosition.v)) { actor->NPC->aiFlags |= NPCAI_JUMP; return 1.0f; } } actor->NPC->aiFlags &=~NPCAI_JUMP; // Preview His Path //------------------ if (NAVDEBUG_showEnemyPath) { CVec3 Prev(actor->currentOrigin); TPath& path = mPathUsers[mPathUserIndex[actor->s.number]].mPath; for (int i=path.size()-1; i>=0; i--) { CG_DrawEdge(Prev.v, path[i].mPoint.v, EDGE_PATH); Prev = path[i].mPoint; } } // If Jump Was On, But We Reached This Point, It Must Have Failed //---------------------------------------------------------------- if (Jump) { Stop(actor); return 0.0f; // We've Failed! } // Otherwise, Go! //---------------- return Seek(actor, NextPosition, NextSlowingRadius); } return 0.0f; } //////////////////////////////////////////////////////////////////////////////////// // Wander //////////////////////////////////////////////////////////////////////////////////// float STEER::Wander(gentity_t* actor) { assert(Active(actor) && actor); SSteerUser& suser = mSteerUsers[mSteerUserIndex[actor->s.number]]; CVec3 Direction(CVec3::mX); if (suser.mSpeed>0.1f) { Direction = suser.mVelocity; Direction.VecToAng(); Direction[2] += Q_irand(-5, 5); Direction.AngToVec(); } Direction *= 70.0f; Seek(actor, suser.mPosition+Direction); return 0.0f; } //////////////////////////////////////////////////////////////////////////////////// // Follow A Leader Entity //////////////////////////////////////////////////////////////////////////////////// float STEER::FollowLeader(gentity_t* actor, gentity_t* leader, float dist) { assert(Active(actor) && actor && leader && leader->client); SSteerUser& suser = mSteerUsers[mSteerUserIndex[actor->s.number]]; float LeaderSpeed = leader->resultspeed; int TimeRemaining = (leader->followPosRecalcTime - level.time); if (TimeRemaining<0 || (LeaderSpeed>0.0f && TimeRemaining>1000)) { CVec3 LeaderPosition(leader->currentOrigin); CVec3 LeaderDirection(leader->currentAngles); LeaderDirection.pitch() = 0; LeaderDirection.AngToVec(); if (!actor->enemy && !leader->enemy) { LeaderDirection = (LeaderPosition - suser.mPosition); LeaderDirection.Norm(); } CVec3 FollowPosition(LeaderDirection); FollowPosition *= (-1.0f * (fabsf(dist)+suser.mRadius)); FollowPosition += LeaderPosition; MoveTrace(leader, FollowPosition, true); if (mMoveTrace.fraction>0.1) { FollowPosition = mMoveTrace.endpos; FollowPosition += (LeaderDirection * suser.mRadius); VectorCopy(FollowPosition.v, leader->followPos); leader->followPosWaypoint = NAV::GetNearestNode(leader->followPos, leader->waypoint, 0, leader->s.number); } float MaxSpeed = (g_speed->value); if (LeaderSpeed>MaxSpeed) { MaxSpeed = LeaderSpeed; } float SpeedScale = (1.0f - (LeaderSpeed / MaxSpeed)); leader->followPosRecalcTime = (level.time) + (Q_irand(50, 500)) + (SpeedScale * Q_irand(3000, 8000)) + ((!actor->enemy && !leader->enemy)?(Q_irand(8000, 15000)):(0)); } if (NAVDEBUG_showEnemyPath) { CG_DrawEdge(leader->currentOrigin, leader->followPos, EDGE_FOLLOWPOS); } return 0.0; } ////////////////////////////////////////////////////////////////////// // Test For A Collision // // This is a helper function used by collision avoidance. // // Returns true when a collision is detected (not safe) // ////////////////////////////////////////////////////////////////////// bool TestCollision(gentity_t* actor, SSteerUser& suser, const CVec3& ProjectVelocity, float ProjectSpeed, ESide Side, float weight=1.0f) { // Test To See If The Projected Position Is Safe //----------------------------------------------- bool Safe = (Side==Side_None)?(MoveTrace(actor, suser.mProjectFwd)):(MoveTrace(actor, suser.mProjectSide)); if (mMoveTrace.entityNum!=ENTITYNUM_NONE && mMoveTrace.entityNum!=ENTITYNUM_WORLD) { // The Ignore Entity Is Safe //--------------------------- if (mMoveTrace.entityNum==suser.mIgnoreEntity) { Safe = true; } // Doors Are Always Safe //----------------------- if (g_entities[mMoveTrace.entityNum].classname && Q_stricmp(g_entities[mMoveTrace.entityNum].classname, "func_door")==0) { Safe = true; } // If It's Breakable And We Can Go Through It, Then That's Safe Too //------------------------------------------------------------------ if ((actor->NPC->aiFlags&NPCAI_NAV_THROUGH_BREAKABLES) && G_EntIsBreakable(mMoveTrace.entityNum, actor)) { Safe = true; } // TODO: Put Other Ignore Cases Below //------------------------------------ } // Need These Vectors To Draw The Lines Below //-------------------------------------------- CVec3 ContactNormal(mMoveTrace.plane.normal); CVec3 ContactPoint( mMoveTrace.endpos); int ContactNum = mMoveTrace.entityNum; if (!Safe && Side==Side_None) { // Did We Hit A Client? //---------------------- if (ContactNum!=ENTITYNUM_WORLD && ContactNum!=ENTITYNUM_NONE && g_entities[ContactNum].client!=0) { gentity_t* Contact = &g_entities[ContactNum]; //bool ContactIsPlayer = (Contact->client->ps.clientNum==0); CVec3 ContactVelocity (Contact->client->ps.velocity); CVec3 ContactPosition (Contact->currentOrigin); float ContactSpeed = (ContactVelocity.Len()); // If He Is Moving, We Might Be Able To Just Slow Down Some And Stay Behind Him //------------------------------------------------------------------------------ if (ContactSpeed>0.01f) { if (ContactSpeed0.5) { // Match Speed //------------- suser.mDesiredVelocity = suser.mVelocity; suser.mDesiredVelocity.Truncate(ContactSpeed); suser.mSteering += ((suser.mDesiredVelocity - ProjectVelocity) * DirectionSimilarity); suser.mIgnoreEntity = ContactNum; // So The Side Trace Does Not Care About This Guy assert(suser.mSteering.IsFinite()); Safe = true; // We'll Say It's Safe For Now } } } // Ok, He's Just Standing There... //--------------------------------- else { CVec3 Next(suser.mSeekLocation); if (NAV::HasPath(actor)) { Next = CVec3(NAV::NextPosition(actor)); } CVec3 AbsMin(Contact->absmin); CVec3 AbsMax(Contact->absmax); // Is The Contact Standing Over Our Next Position? //------------------------------------------------- if (Next>AbsMin && Next0.0f && ContactNormal[2]NPC->lastAvoidSteerSide!=Side_None && actor->NPC->lastAvoidSteerSideDebouncerNPC->lastAvoidSteerSide = Side_None; actor->NPC->lastAvoidSteerSideDebouncer = level.time + Q_irand(500, STEER::SIDE_LOCKED_TIMER); } // Make Sure The Normal Is Going The Same Way As The Velocity //----------------------------------------------------------- if (((ESide)(actor->NPC->lastAvoidSteerSide)==Side_Right) || ((ESide)(actor->NPC->lastAvoidSteerSide)==Side_None && ContactNormal.Dot(ProjectDirection)<0.0f)) { ContactNormal *= -1.0f; actor->NPC->lastAvoidSteerSide = Side_Right; } else { actor->NPC->lastAvoidSteerSide = Side_Left; } ContactNormal[2] = 0.0f; // Scale Up The Normal A Bit And Translate The Contact Point Out //--------------------------------------------------------------- ContactNormal *= (ProjectSpeed * weight * 0.5); ContactPoint += ContactNormal; // Move Toward The Contact Point //------------------------------- STEER::Seek(actor, ContactPoint, weight); } // If It Was Safe, Reset Our Avoid Side Data //------------------------------------------- else if (Side==Side_None) { actor->NPC->lastAvoidSteerSide = Side_None; } } // DEBUG GRAPHICS //================================================================= if (NAVDEBUG_showCollision) { CVec3 Prj((Side==Side_None)?(suser.mProjectFwd):(suser.mProjectSide)); if (Safe) { CG_DrawEdge(suser.mPosition.v, Prj.v, EDGE_IMPACT_SAFE); // WHITE LINE } else { CG_DrawEdge(suser.mPosition.v, mMoveTrace.endpos, EDGE_IMPACT_POSSIBLE); // RED LINE CG_DrawEdge(mMoveTrace.endpos, ContactPoint.v, EDGE_IMPACT_POSSIBLE); // RED LINE } } //================================================================= return !Safe; } //////////////////////////////////////////////////////////////////////////////////// // Collision Avoidance // // Usually the last steering operation to call before finialization, this operation // attempts to avoid collisions with nearby entities and architecture by thrusing // away from them. //////////////////////////////////////////////////////////////////////////////////// float STEER::AvoidCollisions(gentity_t* actor, gentity_t* leader) { assert(Active(actor) && actor && actor->client); SSteerUser& suser = mSteerUsers[mSteerUserIndex[actor->s.number]]; suser.mIgnoreEntity = -5; // Simulate The Results Of Any Current Steering To The Velocity //-------------------------------------------------------------- CVec3 ProjectedSteering(suser.mSteering); CVec3 ProjectedVelocity(suser.mVelocity); float ProjectedSpeed = suser.mSpeed; float Newtons; Newtons = ProjectedSteering.Truncate(suser.mMaxForce); if (Newtons>1E-10) { ProjectedSteering /= suser.mMass; ProjectedVelocity += ProjectedSteering; ProjectedSpeed = ProjectedVelocity.Truncate(suser.mMaxSpeed); } // Select An Ignore Entity //------------------------- if (actor->NPC->behaviorState!=BS_CINEMATIC) { if (actor->NPC->greetEnt && actor->NPC->greetEnt->owner==NPC) { suser.mIgnoreEntity = actor->NPC->greetEnt->s.clientNum; } else if (actor->enemy) { suser.mIgnoreEntity = actor->enemy->s.clientNum; } else if (leader) { suser.mIgnoreEntity = leader->s.clientNum; } } // If Moving //----------- if (ProjectedSpeed>0.01f) { CVec3 ProjectVelocitySide(ProjectedVelocity); ProjectVelocitySide.Reposition(CVec3::mZero, (actor->NPC->avoidSide==Side_Left)?(40.0f):(-40.0f)); // Project Based On Our ProjectedVelocity //----------------------------------------- suser.mProjectFwd = suser.mPosition + (ProjectedVelocity * 1.0f); suser.mProjectSide = suser.mPosition + (ProjectVelocitySide * 0.3f); // Test For Collisions In The Front And On The Sides //--------------------------------------------------- bool HitFront = TestCollision(actor, suser, ProjectedVelocity, ProjectedSpeed, Side_None, 1.0f); bool HitSide = TestCollision(actor, suser, ProjectedVelocity, ProjectedSpeed, (ESide)actor->NPC->avoidSide, 0.5f); if (!HitSide) { // If The Side Is Clear, Try The Other Side //------------------------------------------ actor->NPC->avoidSide = (actor->NPC->avoidSide==Side_Left)?(Side_Right):(Side_Left); } // Hit Something! //---------------- if (HitFront || HitSide) { return ProjectedSpeed; } } return 0.0f; } //////////////////////////////////////////////////////////////////////////////////// // Reached //////////////////////////////////////////////////////////////////////////////////// bool STEER::Reached(gentity_t* actor, gentity_t* target, float targetRadius, bool flying) { if (!actor || !target) { return false; } CVec3 ActorPos(actor->currentOrigin); CVec3 ActorMins(actor->absmin); CVec3 ActorMaxs(actor->absmax); CVec3 TargetPos(target->currentOrigin); if (TargetPos.Dist2(ActorPos)<(targetRadius*targetRadius) || (TargetPos>ActorMins && TargetPoscurrentOrigin); CVec3 ActorMins(actor->absmin); CVec3 ActorMaxs(actor->absmax); CVec3 TargetPos(NAV::GetNodePosition(target)); if (TargetPos.Dist2(ActorPos)<(targetRadius*targetRadius) || (TargetPos>ActorMins && TargetPoscurrentOrigin); CVec3 ActorMins(actor->absmin); CVec3 ActorMaxs(actor->absmax); CVec3 TargetPos(target); if (TargetPos.Dist2(ActorPos)<(targetRadius*targetRadius) || (TargetPos>ActorMins && TargetPosclient && target->client->ps.groundEntityNum == ENTITYNUM_NONE) // { // TargetPos -= ActorPos; // if (fabsf(TargetPos[2]<(targetRadius*8))) // { // TargetPos[2] = 0.0f; // if (TargetPos.Len2()<((targetRadius*2.0f)*(targetRadius*2.0f))) // { // return true; // } // } // } return false; } // Clean up all of the krufty structures that only grow, never shrink, eventually // causing asserts and subsequent memory trashing. void ClearAllNavStructures(void) { TEntEdgeMap::iterator i = mEntEdgeMap.begin(); for ( ; i != mEntEdgeMap.end(); i++) { i->clear(); } mEntEdgeMap.clear(); }