mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-26 22:21:10 +00:00
865 lines
26 KiB
C
865 lines
26 KiB
C
#include "b_local.h"
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#include "g_nav.h"
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qboolean NAV_CheckAhead( gentity_t *self, vec3_t end, trace_t *trace, int clipmask );
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qboolean NAV_TestForBlocked( gentity_t *self, gentity_t *goal, gentity_t *blocker, float distance, int *flags );
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void G_Line( vec3_t start, vec3_t end, vec3_t color, float alpha );
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void G_Cube( vec3_t mins, vec3_t maxs, vec3_t color, float alpha );
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void G_CubeOutline( vec3_t mins, vec3_t maxs, int time, unsigned int color, float alpha );
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void G_DrawEdge( vec3_t start, vec3_t end, int type );
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void G_DrawNode( vec3_t origin, int type );
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void G_DrawCombatPoint( vec3_t origin, int type );
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void TAG_ShowTags( int flags );
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qboolean NAV_CheckNodeFailedForEnt( gentity_t *ent, int nodeNum )
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{
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int j;
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//FIXME: must be a better way to do this
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for ( j = 0; j < MAX_FAILED_NODES; j++ )
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{
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if ( ent->failedWaypoints[j] == nodeNum+1 )//+1 because 0 is a valid nodeNum, but also the default
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{//we failed against this node
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return qtrue;
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}
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}
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return qfalse;
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}
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/*
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-------------------------
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NPC_UnBlocked
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-------------------------
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*/
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void NPC_ClearBlocked( gentity_t *self )
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{
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if ( self->NPC == NULL )
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return;
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//self->NPC->aiFlags &= ~NPCAI_BLOCKED;
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self->NPC->blockingEntNum = ENTITYNUM_NONE;
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}
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void NPC_SetBlocked( gentity_t *self, gentity_t *blocker )
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{
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if ( self->NPC == NULL )
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return;
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//self->NPC->aiFlags |= NPCAI_BLOCKED;
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self->NPC->blockedSpeechDebounceTime = level.time + MIN_BLOCKED_SPEECH_TIME + ( random() * 4000 );
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self->NPC->blockingEntNum = blocker->s.number;
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}
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/*
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-------------------------
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NAVNEW_ClearPathBetweenPoints
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-------------------------
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*/
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int NAVNEW_ClearPathBetweenPoints(vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, int ignore, int clipmask)
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{
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trace_t trace;
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//Test if they're even conceivably close to one another
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if ( !trap_InPVS( start, end ) )
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{
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return ENTITYNUM_WORLD;
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}
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trap_Trace( &trace, start, mins, maxs, end, ignore, clipmask );
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//if( ( ( trace.startsolid == false ) && ( trace.allsolid == false ) ) && ( trace.fraction < 1.0f ) )
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//{//FIXME: check for drops?
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//FIXME: if startsolid or allsolid, then the path isn't clear... but returning ENTITYNUM_NONE indicates to CheckFailedEdge that is is clear...?
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return trace.entityNum;
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//}
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//return ENTITYNUM_NONE;
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}
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/*
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-------------------------
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NAVNEW_PushBlocker
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-------------------------
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*/
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void NAVNEW_PushBlocker( gentity_t *self, gentity_t *blocker, vec3_t right, qboolean setBlockedInfo )
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{//try pushing blocker to one side
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trace_t tr;
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vec3_t mins, end;
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float rightSucc, leftSucc, moveamt;
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if ( self->NPC->shoveCount > 30 )
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{//don't push for more than 3 seconds;
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return;
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}
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if ( !blocker->s.number )
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{//never push the player
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return;
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}
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if ( !blocker->client || !VectorCompare( blocker->client->pushVec, vec3_origin ) )
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{//someone else is pushing him, wait until they give up?
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return;
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}
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VectorCopy( blocker->r.mins, mins );
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mins[2] += STEPSIZE;
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moveamt = (self->r.maxs[1] + blocker->r.maxs[1]) * 1.2;//yes, magic number
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VectorMA( blocker->r.currentOrigin, -moveamt, right, end );
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trap_Trace( &tr, blocker->r.currentOrigin, mins, blocker->r.maxs, end, blocker->s.number, blocker->clipmask|CONTENTS_BOTCLIP);
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if ( !tr.startsolid && !tr.allsolid )
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{
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leftSucc = tr.fraction;
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}
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else
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{
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leftSucc = 0.0f;
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}
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if ( leftSucc >= 1.0f )
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{//it's clear, shove him that way
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VectorScale( right, -moveamt, blocker->client->pushVec );
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blocker->client->pushVecTime = level.time + 2000;
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}
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else
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{
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VectorMA( blocker->r.currentOrigin, moveamt, right, end );
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trap_Trace( &tr, blocker->r.currentOrigin, mins, blocker->r.maxs, end, blocker->s.number, blocker->clipmask|CONTENTS_BOTCLIP );
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if ( !tr.startsolid && !tr.allsolid )
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{
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rightSucc = tr.fraction;
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}
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else
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{
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rightSucc = 0.0f;
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}
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if ( leftSucc == 0.0f && rightSucc == 0.0f )
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{//both sides failed
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if ( d_patched.integer )
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{//use patch-style navigation
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blocker->client->pushVecTime = 0;
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}
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return;
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}
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if ( rightSucc >= 1.0f )
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{//it's clear, shove him that way
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VectorScale( right, moveamt, blocker->client->pushVec );
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blocker->client->pushVecTime = level.time + 2000;
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}
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//if neither are enough, we probably can't get around him, but keep trying
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else if ( leftSucc >= rightSucc )
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{//favor the left, all things being equal
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VectorScale( right, -moveamt, blocker->client->pushVec );
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blocker->client->pushVecTime = level.time + 2000;
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}
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else
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{
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VectorScale( right, moveamt, blocker->client->pushVec );
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blocker->client->pushVecTime = level.time + 2000;
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}
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}
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if ( setBlockedInfo )
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{
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//we tried pushing
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self->NPC->shoveCount++;
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}
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}
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/*
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-------------------------
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NAVNEW_DanceWithBlocker
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-------------------------
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*/
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qboolean NAVNEW_DanceWithBlocker( gentity_t *self, gentity_t *blocker, vec3_t movedir, vec3_t right )
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{//sees if blocker has any lateral movement
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if ( blocker->client && !VectorCompare( blocker->client->ps.velocity, vec3_origin ) )
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{
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vec3_t blocker_movedir;
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float dot;
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VectorCopy( blocker->client->ps.velocity, blocker_movedir );
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blocker_movedir[2] = 0;//cancel any vertical motion
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dot = DotProduct( blocker_movedir, right );
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if ( dot > 50.0f )
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{//he's moving to the right of me at a relatively good speed
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//go to my left
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VectorMA( movedir, -1, right, movedir );
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VectorNormalize( movedir );
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return qtrue;
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}
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else if ( dot > -50.0f )
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{//he's moving to the left of me at a relatively good speed
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//go to my right
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VectorAdd( right, movedir, movedir );
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VectorNormalize( movedir );
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return qtrue;
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}
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/*
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vec3_t block_pos;
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trace_t tr;
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VectorScale( blocker_movedir, -1, blocker_movedir );
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VectorMA( self->r.currentOrigin, blocked_dist, blocker_movedir, block_pos );
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if ( NAVNEW_CheckAhead( self, block_pos, tr, ( self->clipmask & ~CONTENTS_BODY )|CONTENTS_BOTCLIP ) )
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{
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VectorCopy( blocker_movedir, movedir );
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return qtrue;
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}
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*/
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}
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return qfalse;
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}
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/*
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-------------------------
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NAVNEW_SidestepBlocker
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-------------------------
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*/
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qboolean NAVNEW_SidestepBlocker( gentity_t *self, gentity_t *blocker, vec3_t blocked_dir, float blocked_dist, vec3_t movedir, vec3_t right )
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{//trace to sides of blocker and see if either is clear
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trace_t tr;
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vec3_t avoidAngles;
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vec3_t avoidRight_dir, avoidLeft_dir, block_pos, mins;
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float rightSucc, leftSucc, yaw, avoidRadius, arcAngle;
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VectorCopy( self->r.mins, mins );
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mins[2] += STEPSIZE;
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//Get the blocked direction
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yaw = vectoyaw( blocked_dir );
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//Get the avoid radius
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avoidRadius = sqrt( ( blocker->r.maxs[0] * blocker->r.maxs[0] ) + ( blocker->r.maxs[1] * blocker->r.maxs[1] ) ) +
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sqrt( ( self->r.maxs[0] * self->r.maxs[0] ) + ( self->r.maxs[1] * self->r.maxs[1] ) );
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//See if we're inside our avoidance radius
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arcAngle = ( blocked_dist <= avoidRadius ) ? 135 : ( ( avoidRadius / blocked_dist ) * 90 );
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/*
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float dot = DotProduct( blocked_dir, right );
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//Go right on the first try if that works better
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if ( dot < 0.0f )
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arcAngle *= -1;
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*/
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VectorClear( avoidAngles );
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//need to stop it from ping-ponging, so we have a bit of a debounce time on which side you try
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if ( self->NPC->sideStepHoldTime > level.time )
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{
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if ( self->NPC->lastSideStepSide == -1 )//left
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{
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arcAngle *= -1;
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}//else right
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avoidAngles[YAW] = AngleNormalize360( yaw + arcAngle );
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AngleVectors( avoidAngles, movedir, NULL, NULL );
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VectorMA( self->r.currentOrigin, blocked_dist, movedir, block_pos );
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trap_Trace( &tr, self->r.currentOrigin, mins, self->r.maxs, block_pos, self->s.number, self->clipmask|CONTENTS_BOTCLIP );
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return (tr.fraction==1.0&&!tr.allsolid&&!tr.startsolid);
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}
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//test right
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avoidAngles[YAW] = AngleNormalize360( yaw + arcAngle );
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AngleVectors( avoidAngles, avoidRight_dir, NULL, NULL );
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VectorMA( self->r.currentOrigin, blocked_dist, avoidRight_dir, block_pos );
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trap_Trace( &tr, self->r.currentOrigin, mins, self->r.maxs, block_pos, self->s.number, self->clipmask|CONTENTS_BOTCLIP );
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if ( !tr.allsolid && !tr.startsolid )
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{
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if ( tr.fraction >= 1.0f )
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{//all clear, go for it (favor the right if both are equal)
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VectorCopy( avoidRight_dir, movedir );
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self->NPC->lastSideStepSide = 1;
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self->NPC->sideStepHoldTime = level.time + 2000;
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return qtrue;
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}
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rightSucc = tr.fraction;
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}
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else
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{
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rightSucc = 0.0f;
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}
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//now test left
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arcAngle *= -1;
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avoidAngles[YAW] = AngleNormalize360( yaw + arcAngle );
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AngleVectors( avoidAngles, avoidLeft_dir, NULL, NULL );
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VectorMA( self->r.currentOrigin, blocked_dist, avoidLeft_dir, block_pos );
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trap_Trace( &tr, self->r.currentOrigin, mins, self->r.maxs, block_pos, self->s.number, self->clipmask|CONTENTS_BOTCLIP );
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if ( !tr.allsolid && !tr.startsolid )
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{
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if ( tr.fraction >= 1.0f )
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{//all clear, go for it (right side would have already succeeded if as good as this)
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VectorCopy( avoidLeft_dir, movedir );
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self->NPC->lastSideStepSide = -1;
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self->NPC->sideStepHoldTime = level.time + 2000;
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return qtrue;
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}
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leftSucc = tr.fraction;
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}
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else
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{
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leftSucc = 0.0f;
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}
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if ( leftSucc == 0.0f && rightSucc == 0.0f )
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{//both sides failed
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return qfalse;
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}
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if ( rightSucc*blocked_dist >= avoidRadius || leftSucc*blocked_dist >= avoidRadius )
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{//the traces hit something, but got a relatively good distance
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if ( rightSucc >= leftSucc )
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{//favor the right, all things being equal
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VectorCopy( avoidRight_dir, movedir );
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self->NPC->lastSideStepSide = 1;
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self->NPC->sideStepHoldTime = level.time + 2000;
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}
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else
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{
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VectorCopy( avoidLeft_dir, movedir );
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self->NPC->lastSideStepSide = -1;
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self->NPC->sideStepHoldTime = level.time + 2000;
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}
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return qtrue;
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}
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//if neither are enough, we probably can't get around him
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return qfalse;
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}
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/*
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-------------------------
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NAVNEW_Bypass
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-------------------------
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*/
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qboolean NAVNEW_Bypass( gentity_t *self, gentity_t *blocker, vec3_t blocked_dir, float blocked_dist, vec3_t movedir, qboolean setBlockedInfo )
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{
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vec3_t moveangles, right;
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//Draw debug info if requested
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if ( NAVDEBUG_showCollision )
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{
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G_DrawEdge( self->r.currentOrigin, blocker->r.currentOrigin, EDGE_NORMAL );
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}
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vectoangles( movedir, moveangles );
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moveangles[2] = 0;
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AngleVectors( moveangles, NULL, right, NULL );
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//Check to see what dir the other guy is moving in (if any) and pick the opposite dir
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if ( NAVNEW_DanceWithBlocker( self, blocker, movedir, right ) )
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{
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return qtrue;
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}
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//Okay, so he's not moving to my side, see which side of him is most clear
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if ( NAVNEW_SidestepBlocker( self, blocker, blocked_dir, blocked_dist, movedir, right ) )
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{
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return qtrue;
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}
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//Neither side is clear, tell him to step aside
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NAVNEW_PushBlocker( self, blocker, right, setBlockedInfo );
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return qfalse;
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}
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/*
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-------------------------
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NAVNEW_CheckDoubleBlock
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-------------------------
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*/
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qboolean NAVNEW_CheckDoubleBlock( gentity_t *self, gentity_t *blocker, vec3_t blocked_dir )
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{
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//Stop double waiting
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if ( ( blocker->NPC ) && ( blocker->NPC->blockingEntNum == self->s.number ) )
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return qtrue;
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return qfalse;
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}
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/*
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-------------------------
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NAVNEW_ResolveEntityCollision
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-------------------------
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*/
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extern void CalcTeamDoorCenter ( gentity_t *ent, vec3_t center );
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qboolean NAVNEW_ResolveEntityCollision( gentity_t *self, gentity_t *blocker, vec3_t movedir, vec3_t pathDir, qboolean setBlockedInfo )
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{
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vec3_t blocked_dir;
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float blocked_dist;
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//Doors are ignored
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if ( Q_stricmp( blocker->classname, "func_door" ) == 0 )
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{
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vec3_t center;
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CalcTeamDoorCenter ( blocker, center );
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if ( DistanceSquared( self->r.currentOrigin, center ) > MIN_DOOR_BLOCK_DIST_SQR )
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return qtrue;
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}
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VectorSubtract( blocker->r.currentOrigin, self->r.currentOrigin, blocked_dir );
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blocked_dist = VectorNormalize( blocked_dir );
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//Make sure an actual collision is going to happen
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// if ( NAVNEW_PredictCollision( self, blocker, movedir, blocked_dir ) == qfalse )
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// return qtrue;
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//First, attempt to walk around the blocker or shove him out of the way
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if ( NAVNEW_Bypass( self, blocker, blocked_dir, blocked_dist, movedir, setBlockedInfo ) )
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return qtrue;
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//Can't get around him... see if I'm blocking him too... if so, I need to just keep moving?
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if ( NAVNEW_CheckDoubleBlock( self, blocker, blocked_dir ) )
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return qtrue;
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if ( setBlockedInfo )
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{
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//Complain about it if we can
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NPC_SetBlocked( self, blocker );
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}
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return qfalse;
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}
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/*
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-------------------------
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NAVNEW_AvoidCollision
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-------------------------
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*/
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qboolean NAVNEW_AvoidCollision( gentity_t *self, gentity_t *goal, navInfo_t *info, qboolean setBlockedInfo, int blockedMovesLimit )
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{
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vec3_t movedir;
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vec3_t movepos;
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//Cap our distance
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if ( info->distance > MAX_COLL_AVOID_DIST )
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{
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info->distance = MAX_COLL_AVOID_DIST;
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}
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//Get an end position
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VectorMA( self->r.currentOrigin, info->distance, info->direction, movepos );
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VectorCopy( info->direction, movedir );
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//Now test against entities
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if ( NAV_CheckAhead( self, movepos, &info->trace, CONTENTS_BODY ) == qfalse )
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{
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//Get the blocker
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info->blocker = &g_entities[ info->trace.entityNum ];
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info->flags |= NIF_COLLISION;
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//Ok to hit our goal entity
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if ( goal == info->blocker )
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return qtrue;
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if ( setBlockedInfo )
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{
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if ( self->NPC->consecutiveBlockedMoves > blockedMovesLimit )
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{
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if ( d_patched.integer )
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{//use patch-style navigation
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self->NPC->consecutiveBlockedMoves++;
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}
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NPC_SetBlocked( self, info->blocker );
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return qfalse;
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}
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self->NPC->consecutiveBlockedMoves++;
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}
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//See if we're moving along with them
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//if ( NAVNEW_TrueCollision( self, info->blocker, movedir, info->direction ) == qfalse )
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// return qtrue;
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//Test for blocking by standing on goal
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if ( NAV_TestForBlocked( self, goal, info->blocker, info->distance, &info->flags ) == qtrue )
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return qfalse;
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//If the above function said we're blocked, don't do the extra checks
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/*
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if ( info->flags & NIF_BLOCKED )
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return qtrue;
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*/
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//See if we can get that entity to move out of our way
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if ( NAVNEW_ResolveEntityCollision( self, info->blocker, movedir, info->pathDirection, setBlockedInfo ) == qfalse )
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return qfalse;
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|
|
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;
|
|
*/
|
|
}
|