jedi-academy/codemp/game/g_navnew.c
2013-04-04 17:35:38 -05:00

865 lines
26 KiB
C

#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;
*/
}