#include "b_local.h" #include "g_nav.h" qboolean NAV_CheckAhead( gentity_t *self, vec3_t end, trace_t *trace, int clipmask ); qboolean NAV_TestForBlocked( gentity_t *self, gentity_t *goal, gentity_t *blocker, float distance, int *flags ); void G_Line( vec3_t start, vec3_t end, vec3_t color, float alpha ); void G_Cube( vec3_t mins, vec3_t maxs, vec3_t color, float alpha ); void G_CubeOutline( vec3_t mins, vec3_t maxs, int time, unsigned int color, float alpha ); void G_DrawEdge( vec3_t start, vec3_t end, int type ); void G_DrawNode( vec3_t origin, int type ); void G_DrawCombatPoint( vec3_t origin, int type ); void TAG_ShowTags( int flags ); qboolean NAV_CheckNodeFailedForEnt( gentity_t *ent, int nodeNum ) { int j; //FIXME: must be a better way to do this for ( j = 0; j < MAX_FAILED_NODES; j++ ) { if ( ent->failedWaypoints[j] == nodeNum+1 )//+1 because 0 is a valid nodeNum, but also the default {//we failed against this node return qtrue; } } return qfalse; } /* ------------------------- NPC_UnBlocked ------------------------- */ void NPC_ClearBlocked( gentity_t *self ) { if ( self->NPC == NULL ) return; //self->NPC->aiFlags &= ~NPCAI_BLOCKED; self->NPC->blockingEntNum = ENTITYNUM_NONE; } void NPC_SetBlocked( gentity_t *self, gentity_t *blocker ) { if ( self->NPC == NULL ) return; //self->NPC->aiFlags |= NPCAI_BLOCKED; self->NPC->blockedSpeechDebounceTime = level.time + MIN_BLOCKED_SPEECH_TIME + ( random() * 4000 ); self->NPC->blockingEntNum = blocker->s.number; } /* ------------------------- NAVNEW_ClearPathBetweenPoints ------------------------- */ int NAVNEW_ClearPathBetweenPoints(vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, int ignore, int clipmask) { trace_t trace; //Test if they're even conceivably close to one another if ( !trap_InPVS( start, end ) ) { return ENTITYNUM_WORLD; } trap_Trace( &trace, start, mins, maxs, end, ignore, clipmask ); //if( ( ( trace.startsolid == false ) && ( trace.allsolid == false ) ) && ( trace.fraction < 1.0f ) ) //{//FIXME: check for drops? //FIXME: if startsolid or allsolid, then the path isn't clear... but returning ENTITYNUM_NONE indicates to CheckFailedEdge that is is clear...? return trace.entityNum; //} //return ENTITYNUM_NONE; } /* ------------------------- NAVNEW_PushBlocker ------------------------- */ void NAVNEW_PushBlocker( gentity_t *self, gentity_t *blocker, vec3_t right, qboolean setBlockedInfo ) {//try pushing blocker to one side trace_t tr; vec3_t mins, end; float rightSucc, leftSucc, moveamt; if ( self->NPC->shoveCount > 30 ) {//don't push for more than 3 seconds; return; } if ( !blocker->s.number ) {//never push the player return; } if ( !blocker->client || !VectorCompare( blocker->client->pushVec, vec3_origin ) ) {//someone else is pushing him, wait until they give up? return; } VectorCopy( blocker->r.mins, mins ); mins[2] += STEPSIZE; moveamt = (self->r.maxs[1] + blocker->r.maxs[1]) * 1.2;//yes, magic number VectorMA( blocker->r.currentOrigin, -moveamt, right, end ); trap_Trace( &tr, blocker->r.currentOrigin, mins, blocker->r.maxs, end, blocker->s.number, blocker->clipmask|CONTENTS_BOTCLIP); if ( !tr.startsolid && !tr.allsolid ) { leftSucc = tr.fraction; } else { leftSucc = 0.0f; } if ( leftSucc >= 1.0f ) {//it's clear, shove him that way VectorScale( right, -moveamt, blocker->client->pushVec ); blocker->client->pushVecTime = level.time + 2000; } else { VectorMA( blocker->r.currentOrigin, moveamt, right, end ); trap_Trace( &tr, blocker->r.currentOrigin, mins, blocker->r.maxs, end, blocker->s.number, blocker->clipmask|CONTENTS_BOTCLIP ); if ( !tr.startsolid && !tr.allsolid ) { rightSucc = tr.fraction; } else { rightSucc = 0.0f; } if ( leftSucc == 0.0f && rightSucc == 0.0f ) {//both sides failed if ( d_patched.integer ) {//use patch-style navigation blocker->client->pushVecTime = 0; } return; } if ( rightSucc >= 1.0f ) {//it's clear, shove him that way VectorScale( right, moveamt, blocker->client->pushVec ); blocker->client->pushVecTime = level.time + 2000; } //if neither are enough, we probably can't get around him, but keep trying else if ( leftSucc >= rightSucc ) {//favor the left, all things being equal VectorScale( right, -moveamt, blocker->client->pushVec ); blocker->client->pushVecTime = level.time + 2000; } else { VectorScale( right, moveamt, blocker->client->pushVec ); blocker->client->pushVecTime = level.time + 2000; } } if ( setBlockedInfo ) { //we tried pushing self->NPC->shoveCount++; } } /* ------------------------- NAVNEW_DanceWithBlocker ------------------------- */ qboolean NAVNEW_DanceWithBlocker( gentity_t *self, gentity_t *blocker, vec3_t movedir, vec3_t right ) {//sees if blocker has any lateral movement if ( blocker->client && !VectorCompare( blocker->client->ps.velocity, vec3_origin ) ) { vec3_t blocker_movedir; float dot; VectorCopy( blocker->client->ps.velocity, blocker_movedir ); blocker_movedir[2] = 0;//cancel any vertical motion dot = DotProduct( blocker_movedir, right ); if ( dot > 50.0f ) {//he's moving to the right of me at a relatively good speed //go to my left VectorMA( movedir, -1, right, movedir ); VectorNormalize( movedir ); return qtrue; } else if ( dot > -50.0f ) {//he's moving to the left of me at a relatively good speed //go to my right VectorAdd( right, movedir, movedir ); VectorNormalize( movedir ); return qtrue; } /* vec3_t block_pos; trace_t tr; VectorScale( blocker_movedir, -1, blocker_movedir ); VectorMA( self->r.currentOrigin, blocked_dist, blocker_movedir, block_pos ); if ( NAVNEW_CheckAhead( self, block_pos, tr, ( self->clipmask & ~CONTENTS_BODY )|CONTENTS_BOTCLIP ) ) { VectorCopy( blocker_movedir, movedir ); return qtrue; } */ } return qfalse; } /* ------------------------- NAVNEW_SidestepBlocker ------------------------- */ qboolean NAVNEW_SidestepBlocker( gentity_t *self, gentity_t *blocker, vec3_t blocked_dir, float blocked_dist, vec3_t movedir, vec3_t right ) {//trace to sides of blocker and see if either is clear trace_t tr; vec3_t avoidAngles; vec3_t avoidRight_dir, avoidLeft_dir, block_pos, mins; float rightSucc, leftSucc, yaw, avoidRadius, arcAngle; VectorCopy( self->r.mins, mins ); mins[2] += STEPSIZE; //Get the blocked direction yaw = vectoyaw( blocked_dir ); //Get the avoid radius avoidRadius = sqrt( ( blocker->r.maxs[0] * blocker->r.maxs[0] ) + ( blocker->r.maxs[1] * blocker->r.maxs[1] ) ) + sqrt( ( self->r.maxs[0] * self->r.maxs[0] ) + ( self->r.maxs[1] * self->r.maxs[1] ) ); //See if we're inside our avoidance radius arcAngle = ( blocked_dist <= avoidRadius ) ? 135 : ( ( avoidRadius / blocked_dist ) * 90 ); /* float dot = DotProduct( blocked_dir, right ); //Go right on the first try if that works better if ( dot < 0.0f ) arcAngle *= -1; */ VectorClear( avoidAngles ); //need to stop it from ping-ponging, so we have a bit of a debounce time on which side you try if ( self->NPC->sideStepHoldTime > level.time ) { if ( self->NPC->lastSideStepSide == -1 )//left { arcAngle *= -1; }//else right avoidAngles[YAW] = AngleNormalize360( yaw + arcAngle ); AngleVectors( avoidAngles, movedir, NULL, NULL ); VectorMA( self->r.currentOrigin, blocked_dist, movedir, block_pos ); trap_Trace( &tr, self->r.currentOrigin, mins, self->r.maxs, block_pos, self->s.number, self->clipmask|CONTENTS_BOTCLIP ); return (tr.fraction==1.0&&!tr.allsolid&&!tr.startsolid); } //test right avoidAngles[YAW] = AngleNormalize360( yaw + arcAngle ); AngleVectors( avoidAngles, avoidRight_dir, NULL, NULL ); VectorMA( self->r.currentOrigin, blocked_dist, avoidRight_dir, block_pos ); trap_Trace( &tr, self->r.currentOrigin, mins, self->r.maxs, block_pos, self->s.number, self->clipmask|CONTENTS_BOTCLIP ); if ( !tr.allsolid && !tr.startsolid ) { if ( tr.fraction >= 1.0f ) {//all clear, go for it (favor the right if both are equal) VectorCopy( avoidRight_dir, movedir ); self->NPC->lastSideStepSide = 1; self->NPC->sideStepHoldTime = level.time + 2000; return qtrue; } rightSucc = tr.fraction; } else { rightSucc = 0.0f; } //now test left arcAngle *= -1; avoidAngles[YAW] = AngleNormalize360( yaw + arcAngle ); AngleVectors( avoidAngles, avoidLeft_dir, NULL, NULL ); VectorMA( self->r.currentOrigin, blocked_dist, avoidLeft_dir, block_pos ); trap_Trace( &tr, self->r.currentOrigin, mins, self->r.maxs, block_pos, self->s.number, self->clipmask|CONTENTS_BOTCLIP ); if ( !tr.allsolid && !tr.startsolid ) { if ( tr.fraction >= 1.0f ) {//all clear, go for it (right side would have already succeeded if as good as this) VectorCopy( avoidLeft_dir, movedir ); self->NPC->lastSideStepSide = -1; self->NPC->sideStepHoldTime = level.time + 2000; return qtrue; } leftSucc = tr.fraction; } else { leftSucc = 0.0f; } if ( leftSucc == 0.0f && rightSucc == 0.0f ) {//both sides failed return qfalse; } if ( rightSucc*blocked_dist >= avoidRadius || leftSucc*blocked_dist >= avoidRadius ) {//the traces hit something, but got a relatively good distance if ( rightSucc >= leftSucc ) {//favor the right, all things being equal VectorCopy( avoidRight_dir, movedir ); self->NPC->lastSideStepSide = 1; self->NPC->sideStepHoldTime = level.time + 2000; } else { VectorCopy( avoidLeft_dir, movedir ); self->NPC->lastSideStepSide = -1; self->NPC->sideStepHoldTime = level.time + 2000; } return qtrue; } //if neither are enough, we probably can't get around him return qfalse; } /* ------------------------- NAVNEW_Bypass ------------------------- */ qboolean NAVNEW_Bypass( gentity_t *self, gentity_t *blocker, vec3_t blocked_dir, float blocked_dist, vec3_t movedir, qboolean setBlockedInfo ) { vec3_t moveangles, right; //Draw debug info if requested if ( NAVDEBUG_showCollision ) { G_DrawEdge( self->r.currentOrigin, blocker->r.currentOrigin, EDGE_NORMAL ); } vectoangles( movedir, moveangles ); moveangles[2] = 0; AngleVectors( moveangles, NULL, right, NULL ); //Check to see what dir the other guy is moving in (if any) and pick the opposite dir if ( NAVNEW_DanceWithBlocker( self, blocker, movedir, right ) ) { return qtrue; } //Okay, so he's not moving to my side, see which side of him is most clear if ( NAVNEW_SidestepBlocker( self, blocker, blocked_dir, blocked_dist, movedir, right ) ) { return qtrue; } //Neither side is clear, tell him to step aside NAVNEW_PushBlocker( self, blocker, right, setBlockedInfo ); return qfalse; } /* ------------------------- NAVNEW_CheckDoubleBlock ------------------------- */ qboolean NAVNEW_CheckDoubleBlock( gentity_t *self, gentity_t *blocker, vec3_t blocked_dir ) { //Stop double waiting if ( ( blocker->NPC ) && ( blocker->NPC->blockingEntNum == self->s.number ) ) return qtrue; return qfalse; } /* ------------------------- NAVNEW_ResolveEntityCollision ------------------------- */ extern void CalcTeamDoorCenter ( gentity_t *ent, vec3_t center ); qboolean NAVNEW_ResolveEntityCollision( gentity_t *self, gentity_t *blocker, vec3_t movedir, vec3_t pathDir, qboolean setBlockedInfo ) { vec3_t blocked_dir; float blocked_dist; //Doors are ignored if ( Q_stricmp( blocker->classname, "func_door" ) == 0 ) { vec3_t center; CalcTeamDoorCenter ( blocker, center ); if ( DistanceSquared( self->r.currentOrigin, center ) > MIN_DOOR_BLOCK_DIST_SQR ) return qtrue; } VectorSubtract( blocker->r.currentOrigin, self->r.currentOrigin, blocked_dir ); blocked_dist = VectorNormalize( blocked_dir ); //Make sure an actual collision is going to happen // if ( NAVNEW_PredictCollision( self, blocker, movedir, blocked_dir ) == qfalse ) // return qtrue; //First, attempt to walk around the blocker or shove him out of the way if ( NAVNEW_Bypass( self, blocker, blocked_dir, blocked_dist, movedir, setBlockedInfo ) ) return qtrue; //Can't get around him... see if I'm blocking him too... if so, I need to just keep moving? if ( NAVNEW_CheckDoubleBlock( self, blocker, blocked_dir ) ) return qtrue; if ( setBlockedInfo ) { //Complain about it if we can NPC_SetBlocked( self, blocker ); } return qfalse; } /* ------------------------- NAVNEW_AvoidCollision ------------------------- */ qboolean NAVNEW_AvoidCollision( gentity_t *self, gentity_t *goal, navInfo_t *info, qboolean setBlockedInfo, int blockedMovesLimit ) { vec3_t movedir; vec3_t movepos; //Cap our distance if ( info->distance > MAX_COLL_AVOID_DIST ) { info->distance = MAX_COLL_AVOID_DIST; } //Get an end position VectorMA( self->r.currentOrigin, info->distance, info->direction, movepos ); VectorCopy( info->direction, movedir ); //Now test against entities if ( NAV_CheckAhead( self, movepos, &info->trace, CONTENTS_BODY ) == qfalse ) { //Get the blocker info->blocker = &g_entities[ info->trace.entityNum ]; info->flags |= NIF_COLLISION; //Ok to hit our goal entity if ( goal == info->blocker ) return qtrue; if ( setBlockedInfo ) { if ( self->NPC->consecutiveBlockedMoves > blockedMovesLimit ) { if ( d_patched.integer ) {//use patch-style navigation self->NPC->consecutiveBlockedMoves++; } NPC_SetBlocked( self, info->blocker ); return qfalse; } self->NPC->consecutiveBlockedMoves++; } //See if we're moving along with them //if ( NAVNEW_TrueCollision( self, info->blocker, movedir, info->direction ) == qfalse ) // return qtrue; //Test for blocking by standing on goal if ( NAV_TestForBlocked( self, goal, info->blocker, info->distance, &info->flags ) == qtrue ) return qfalse; //If the above function said we're blocked, don't do the extra checks /* if ( info->flags & NIF_BLOCKED ) return qtrue; */ //See if we can get that entity to move out of our way if ( NAVNEW_ResolveEntityCollision( self, info->blocker, movedir, info->pathDirection, setBlockedInfo ) == qfalse ) return qfalse; VectorCopy( movedir, info->direction ); return qtrue; } else { if ( setBlockedInfo ) { self->NPC->consecutiveBlockedMoves = 0; } } //Our path is clear, just move there if ( NAVDEBUG_showCollision ) { G_DrawEdge( self->r.currentOrigin, movepos, EDGE_MOVEDIR ); } return qtrue; } qboolean NAVNEW_TestNodeConnectionBlocked( int wp1, int wp2, gentity_t *ignoreEnt, int goalEntNum, qboolean checkWorld, qboolean checkEnts ) {//see if the direct path between 2 nodes is blocked by architecture or an ent vec3_t pos1, pos2, mins, maxs; trace_t trace; int clipmask = MASK_NPCSOLID|CONTENTS_BOTCLIP; int ignoreEntNum; vec3_t playerMins, playerMaxs; if ( !checkWorld && !checkEnts ) {//duh, nothing to trace against return qfalse; } VectorSet(playerMins, -15, -15, DEFAULT_MINS_2); VectorSet(playerMaxs, 15, 15, DEFAULT_MAXS_2); trap_Nav_GetNodePosition( wp1, pos1 ); trap_Nav_GetNodePosition( wp2, pos2 ); if ( !checkWorld ) { clipmask &= ~(CONTENTS_SOLID|CONTENTS_MONSTERCLIP|CONTENTS_BOTCLIP); } if ( !checkEnts ) { clipmask &= ~CONTENTS_BODY; } if ( ignoreEnt ) { VectorCopy( ignoreEnt->r.mins, mins ); VectorCopy( ignoreEnt->r.maxs, maxs ); ignoreEntNum = ignoreEnt->s.number; } else { VectorCopy( playerMins, mins ); VectorCopy( playerMaxs, mins ); ignoreEntNum = ENTITYNUM_NONE; } mins[2] += STEPSIZE; //don't let box get inverted if ( mins[2] > maxs[2] ) { mins[2] = maxs[2]; } trap_Trace( &trace, pos1, mins, maxs, pos2, ignoreEntNum, clipmask ); if ( trace.fraction >= 1.0f || trace.entityNum == goalEntNum ) {//clear or hit goal return qfalse; } //hit something we weren't supposed to return qtrue; } /* ------------------------- NAVNEW_MoveToGoal ------------------------- */ int NAVNEW_MoveToGoal( gentity_t *self, navInfo_t *info ) { int bestNode = WAYPOINT_NONE; qboolean foundClearPath = qfalse; vec3_t origin; navInfo_t tempInfo; qboolean setBlockedInfo = qtrue; qboolean inBestWP, inGoalWP, goalWPFailed = qfalse; int numTries = 0; memcpy( &tempInfo, info, sizeof( tempInfo ) ); //Must have a goal entity to move there if( self->NPC->goalEntity == NULL ) return WAYPOINT_NONE; if ( self->waypoint == WAYPOINT_NONE && self->noWaypointTime > level.time ) {//didn't have a valid one in about the past second, don't look again just yet return WAYPOINT_NONE; } if ( self->NPC->goalEntity->waypoint == WAYPOINT_NONE && self->NPC->goalEntity->noWaypointTime > level.time ) {//didn't have a valid one in about the past second, don't look again just yet return WAYPOINT_NONE; } if ( self->noWaypointTime > level.time && self->NPC->goalEntity->noWaypointTime > level.time ) {//just use current waypoints bestNode = trap_Nav_GetBestNodeAltRoute2( self->waypoint, self->NPC->goalEntity->waypoint, bestNode ); } //FIXME!!!!: this is making them wiggle back and forth between waypoints else if ( (bestNode = trap_Nav_GetBestPathBetweenEnts( self, self->NPC->goalEntity, NF_CLEAR_PATH )) == NODE_NONE )//!NAVNEW_GetWaypoints( self, qtrue ) ) {//one of us didn't have a valid waypoint! if ( self->waypoint == NODE_NONE ) {//don't even try to find one again for a bit self->noWaypointTime = level.time + Q_irand( 500, 1500 ); } if ( self->NPC->goalEntity->waypoint == NODE_NONE ) {//don't even try to find one again for a bit self->NPC->goalEntity->noWaypointTime = level.time + Q_irand( 500, 1500 ); } return WAYPOINT_NONE; } else { if ( self->NPC->goalEntity->noWaypointTime < level.time ) { self->NPC->goalEntity->noWaypointTime = level.time + Q_irand( 500, 1500 ); } } while( !foundClearPath ) { inBestWP = inGoalWP = qfalse; /* bestNode = trap_Nav_GetBestNodeAltRoute( self->waypoint, self->NPC->goalEntity->waypoint, bestNode ); */ if ( bestNode == WAYPOINT_NONE ) { goto failed; } //see if we can get directly to the next node off bestNode en route to goal's node... //NOTE: shouldn't be necc. now /* int oldBestNode = bestNode; bestNode = NAV_TestBestNode( self, self->waypoint, bestNode, qtrue );//, self->NPC->goalEntity->waypoint );// //NOTE: Guaranteed to return something if ( bestNode != oldBestNode ) {//we were blocked somehow if ( setBlockedInfo ) { self->NPC->aiFlags |= NPCAI_BLOCKED; trap_Nav_GetNodePosition( oldBestNode, NPCInfo->blockedDest ); } } */ trap_Nav_GetNodePosition( bestNode, origin ); /* if ( !goalWPFailed ) {//we haven't already tried to go straight to goal or goal's wp if ( bestNode == self->NPC->goalEntity->waypoint ) {//our bestNode is the goal's wp if ( NAV_HitNavGoal( self->r.currentOrigin, self->r.mins, self->r.maxs, origin, trap_Nav_GetNodeRadius( bestNode ), FlyingCreature( self ) ) ) {//we're in the goal's wp inGoalWP = qtrue; //we're in the goalEntity's waypoint already //so head for the goalEntity since we know it's clear of architecture //FIXME: this is pretty stupid because the NPCs try to go straight // towards their goal before then even try macro_nav... VectorCopy( self->NPC->goalEntity->r.currentOrigin, origin ); } } } */ if ( !inGoalWP ) {//not heading straight for goal if ( bestNode == self->waypoint ) {//we know it's clear or architecture //trap_Nav_GetNodePosition( self->waypoint, origin ); /* if ( NAV_HitNavGoal( self->r.currentOrigin, self->r.mins, self->r.maxs, origin, trap_Nav_GetNodeRadius( bestNode ), FlyingCreature( self ) ) ) {//we're in the wp we're heading for already inBestWP = qtrue; } */ } else {//heading to an edge off our confirmed clear waypoint... make sure it's clear //it it's not, bestNode will fall back to our waypoint int oldBestNode = bestNode; bestNode = NAV_TestBestNode( self, self->waypoint, bestNode, qtrue ); if ( bestNode == self->waypoint ) {//we fell back to our waypoint, reset the origin self->NPC->aiFlags |= NPCAI_BLOCKED; trap_Nav_GetNodePosition( oldBestNode, NPCInfo->blockedDest ); trap_Nav_GetNodePosition( bestNode, origin ); } } } //Com_Printf( "goalwp = %d, mywp = %d, node = %d, origin = %s\n", self->NPC->goalEntity->waypoint, self->waypoint, bestNode, vtos(origin) ); memcpy( &tempInfo, info, sizeof( tempInfo ) ); VectorSubtract( origin, self->r.currentOrigin, tempInfo.direction ); VectorNormalize( tempInfo.direction ); //NOTE: One very important thing NAVNEW_AvoidCollision does is // it actually CHANGES the value of "direction" - it changes it to // whatever dir you need to go in to avoid the obstacle... foundClearPath = NAVNEW_AvoidCollision( self, self->NPC->goalEntity, &tempInfo, setBlockedInfo, 5 ); if ( !foundClearPath ) {//blocked by an ent if ( inGoalWP ) {//we were heading straight for the goal, head for the goal's wp instead trap_Nav_GetNodePosition( bestNode, origin ); foundClearPath = NAVNEW_AvoidCollision( self, self->NPC->goalEntity, &tempInfo, setBlockedInfo, 5 ); } } if ( foundClearPath ) {//clear! //If we got set to blocked, clear it NPC_ClearBlocked( self ); //Take the dir memcpy( info, &tempInfo, sizeof( *info ) ); if ( self->s.weapon == WP_SABER ) {//jedi if ( info->direction[2] * info->distance > 64 ) { self->NPC->aiFlags |= NPCAI_BLOCKED; VectorCopy( origin, NPCInfo->blockedDest ); goto failed; } } } else {//blocked by ent! if ( setBlockedInfo ) { self->NPC->aiFlags |= NPCAI_BLOCKED; trap_Nav_GetNodePosition( bestNode, NPCInfo->blockedDest ); } //Only set blocked info first time setBlockedInfo = qfalse; if ( inGoalWP ) {//we headed for our goal and failed and our goal's WP and failed if ( self->waypoint == self->NPC->goalEntity->waypoint ) {//our waypoint is our goal's waypoint, nothing we can do //remember that this node is blocked trap_Nav_AddFailedNode( self, self->waypoint ); goto failed; } else {//try going for our waypoint this time goalWPFailed = qtrue; inGoalWP = qfalse; } } else if ( bestNode != self->waypoint ) {//we headed toward our next waypoint (instead of our waypoint) and failed if ( d_altRoutes.integer ) {//mark this edge failed and try our waypoint //NOTE: don't assume there is something blocking the direct path // between my waypoint and the bestNode... I could be off // that path because of collision avoidance... if ( d_patched.integer &&//use patch-style navigation ( !trap_Nav_NodesAreNeighbors( self->waypoint, bestNode ) || NAVNEW_TestNodeConnectionBlocked( self->waypoint, bestNode, self, self->NPC->goalEntity->s.number, qfalse, qtrue ) ) ) {//the direct path between these 2 nodes is blocked by an ent trap_Nav_AddFailedEdge( self->s.number, self->waypoint, bestNode ); } bestNode = self->waypoint; } else { //we should stop goto failed; } } else {//we headed for *our* waypoint and couldn't get to it if ( d_altRoutes.integer ) { //remember that this node is blocked trap_Nav_AddFailedNode( self, self->waypoint ); //Now we should get our waypoints again //FIXME: cache the trace-data for subsequent calls as only the route info would have changed //if ( (bestNode = trap_Nav_GetBestPathBetweenEnts( self, self->NPC->goalEntity, NF_CLEAR_PATH )) == NODE_NONE )//!NAVNEW_GetWaypoints( self, qfalse ) ) {//one of our waypoints is WAYPOINT_NONE now goto failed; } } else { //we should stop goto failed; } } if ( ++numTries >= 10 ) { goto failed; } } } //finish: //Draw any debug info, if requested if ( NAVDEBUG_showEnemyPath ) { vec3_t dest, start; //Get the positions trap_Nav_GetNodePosition( self->NPC->goalEntity->waypoint, dest ); trap_Nav_GetNodePosition( bestNode, start ); //Draw the route G_DrawNode( start, NODE_START ); if ( bestNode != self->waypoint ) { vec3_t wpPos; trap_Nav_GetNodePosition( self->waypoint, wpPos ); G_DrawNode( wpPos, NODE_NAVGOAL ); } G_DrawNode( dest, NODE_GOAL ); G_DrawEdge( dest, self->NPC->goalEntity->r.currentOrigin, EDGE_PATH ); G_DrawNode( self->NPC->goalEntity->r.currentOrigin, NODE_GOAL ); trap_Nav_ShowPath( bestNode, self->NPC->goalEntity->waypoint ); } self->NPC->shoveCount = 0; //let me keep this waypoint for a while if ( self->noWaypointTime < level.time ) { self->noWaypointTime = level.time + Q_irand( 500, 1500 ); } return bestNode; failed: //FIXME: What we should really do here is have a list of the goal's and our // closest clearpath waypoints, ranked. If the first set fails, try the rest // until there are no alternatives. trap_Nav_GetNodePosition( self->waypoint, origin ); //do this to avoid ping-ponging? return WAYPOINT_NONE; /* //this was causing ping-ponging if ( DistanceSquared( origin, self->r.currentOrigin ) < 16 )//woo, magic number {//We're right up on our waypoint, so that won't help, return none //Or maybe find the nextbest here? return WAYPOINT_NONE; } else {//Try going to our waypoint bestNode = self->waypoint; VectorSubtract( origin, self->r.currentOrigin, info.direction ); VectorNormalize( info.direction ); } goto finish; */ }