mirror of
https://github.com/ioquake/jedi-outcast.git
synced 2024-11-10 23:32:20 +00:00
713 lines
No EOL
20 KiB
C++
713 lines
No EOL
20 KiB
C++
// leave this line at the top for all g_xxxx.cpp files...
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#include "g_headers.h"
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#include "b_local.h"
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#include "g_nav.h"
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#include "g_navigator.h"
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//Global navigator
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extern CNavigator navigator;
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extern cvar_t *d_altRoutes;
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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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/*
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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 ( !gi.inPVSIgnorePortals( start, end ) )
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{
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return ENTITYNUM_WORLD;
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}
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gi.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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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 ( !VectorCompare( blocker->s.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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trace_t tr;
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vec3_t mins, end;
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float rightSucc, leftSucc, moveamt;
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VectorCopy( blocker->mins, mins );
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mins[2] += STEPSIZE;
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moveamt = (self->maxs[1] + blocker->maxs[1]) * 1.2;//yes, magic number
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VectorMA( blocker->currentOrigin, -moveamt, right, end );
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gi.trace( &tr, blocker->currentOrigin, mins, blocker->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->s.pushVec );
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}
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else
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{
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VectorMA( blocker->currentOrigin, moveamt, right, end );
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gi.trace( &tr, blocker->currentOrigin, mins, blocker->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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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->s.pushVec );
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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->s.pushVec );
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}
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else
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{
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VectorScale( right, moveamt, blocker->s.pushVec );
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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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VectorCopy( blocker->client->ps.velocity, blocker_movedir );
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blocker_movedir[2] = 0;//cancel any vertical motion
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float 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->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;
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VectorCopy( self->mins, mins );
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mins[2] += STEPSIZE;
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//Get the blocked direction
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float yaw = vectoyaw( blocked_dir );
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//Get the avoid radius
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float avoidRadius = sqrt( ( blocker->maxs[0] * blocker->maxs[0] ) + ( blocker->maxs[1] * blocker->maxs[1] ) ) +
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sqrt( ( self->maxs[0] * self->maxs[0] ) + ( self->maxs[1] * self->maxs[1] ) );
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//See if we're inside our avoidance radius
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float 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->currentOrigin, blocked_dist, movedir, block_pos );
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gi.trace( &tr, self->currentOrigin, mins, self->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->currentOrigin, blocked_dist, avoidRight_dir, block_pos );
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gi.trace( &tr, self->currentOrigin, mins, self->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->currentOrigin, blocked_dist, avoidLeft_dir, block_pos );
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gi.trace( &tr, self->currentOrigin, mins, self->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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//Draw debug info if requested
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if ( NAVDEBUG_showCollision )
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{
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CG_DrawEdge( self->currentOrigin, blocker->currentOrigin, EDGE_NORMAL );
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}
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vec3_t moveangles, right;
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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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//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->currentOrigin, center ) > MIN_DOOR_BLOCK_DIST_SQR )
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return qtrue;
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}
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VectorSubtract( blocker->currentOrigin, self->currentOrigin, blocked_dir );
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float 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->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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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 );
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return qtrue;
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}
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else
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{
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if ( setBlockedInfo )
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{
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self->NPC->consecutiveBlockedMoves = 0;
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}
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}
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//Our path is clear, just move there
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if ( NAVDEBUG_showCollision )
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{
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CG_DrawEdge( self->currentOrigin, movepos, EDGE_PATH );
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}
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return qtrue;
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}
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/*
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-------------------------
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NAVNEW_MoveToGoal
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-------------------------
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*/
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int NAVNEW_MoveToGoal( gentity_t *self, navInfo_t &info )
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{
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int bestNode = WAYPOINT_NONE;
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qboolean foundClearPath = qfalse;
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vec3_t origin;
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navInfo_t tempInfo;
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qboolean setBlockedInfo = qtrue;
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qboolean inBestWP;
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int numTries = 0;
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memcpy( &tempInfo, &info, sizeof( tempInfo ) );
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//Must have a goal entity to move there
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if( self->NPC->goalEntity == NULL )
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return WAYPOINT_NONE;
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if ( self->waypoint == WAYPOINT_NONE && self->noWaypointTime > level.time )
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{//didn't have a valid one in about the past second, don't look again just yet
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return WAYPOINT_NONE;
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}
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if ( self->NPC->goalEntity->waypoint == WAYPOINT_NONE && self->NPC->goalEntity->noWaypointTime > level.time )
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{//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 = navigator.GetBestNodeAltRoute( self->waypoint, self->NPC->goalEntity->waypoint, bestNode );
|
|
}
|
|
//FIXME!!!!: this is making them wiggle back and forth between waypoints
|
|
else if ( (bestNode = navigator.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 = qfalse;
|
|
/*
|
|
bestNode = navigator.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;
|
|
/*
|
|
navigator.GetNodePosition( bestNode, origin );
|
|
Com_Printf( "%d bestNode = %d, at %s\n", level.time, bestNode, vtos( origin ) );
|
|
*/
|
|
bestNode = NAV_TestBestNode( self->currentOrigin, self->waypoint, bestNode );//, self->NPC->goalEntity->waypoint );//
|
|
//NOTE: Guaranteed to return something
|
|
if ( bestNode != oldBestNode )
|
|
{//we were blocked somehow
|
|
if ( setBlockedInfo )
|
|
{
|
|
self->NPC->aiFlags |= NPCAI_BLOCKED;
|
|
navigator.GetNodePosition( oldBestNode, NPCInfo->blockedDest );
|
|
}
|
|
}
|
|
|
|
navigator.GetNodePosition( bestNode, origin );
|
|
|
|
if ( bestNode == self->NPC->goalEntity->waypoint && bestNode == self->waypoint && NAV_HitNavGoal( self->currentOrigin, self->mins, self->maxs, origin, navigator.GetNodeRadius( bestNode ) ) )
|
|
{//we're in the wp we're heading for already
|
|
inBestWP = qtrue;
|
|
//we're in the goalEntity's waypoint already, so head for the goalEntity
|
|
//VectorCopy( self->NPC->goalEntity->currentOrigin, origin );
|
|
}
|
|
|
|
memcpy( &tempInfo, &info, sizeof( tempInfo ) );
|
|
VectorSubtract( origin, self->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...
|
|
//Com_Printf( "%d bestNode (clear) = %d, at %s\n", level.time, bestNode, vtos( origin ) );
|
|
foundClearPath = NAVNEW_AvoidCollision( self, self->NPC->goalEntity, tempInfo, setBlockedInfo, 5 );
|
|
//foundClearPath = NAV_CheckAvoidCollision( self, origin, tempDir, 0, setBlockedInfo, self->NPC->goalEntity->s.number );
|
|
|
|
if ( foundClearPath )
|
|
{
|
|
//If we got set to blocked, clear it
|
|
NPC_ClearBlocked( self );//NAV_ClearBlockedInfo( self );
|
|
//Take the dir
|
|
memcpy( &info, &tempInfo, sizeof( info ) );
|
|
}
|
|
else
|
|
{
|
|
if ( setBlockedInfo )
|
|
{
|
|
self->NPC->aiFlags |= NPCAI_BLOCKED;
|
|
navigator.GetNodePosition( bestNode, NPCInfo->blockedDest );
|
|
}
|
|
//Only set blocked info first time
|
|
setBlockedInfo = qfalse;
|
|
|
|
if ( inBestWP )
|
|
{//we're in our bestWP, so we headed toward our goal and still failed
|
|
//we should stop
|
|
}
|
|
else
|
|
{
|
|
if ( d_altRoutes->integer )
|
|
{
|
|
if ( self->waypoint == bestNode )
|
|
{//couldn't get to our waypoint
|
|
//remember that this node is blocked
|
|
navigator.AddFailedNode( self, self->waypoint );
|
|
}
|
|
else
|
|
{
|
|
//Remember that this node is blocked
|
|
navigator.AddFailedEdge( self->s.number, self->waypoint, bestNode );
|
|
}
|
|
|
|
//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 = navigator.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
|
|
{
|
|
goto failed;
|
|
}
|
|
}
|
|
|
|
if ( ++numTries >= 10 )
|
|
{
|
|
goto failed;
|
|
}
|
|
}
|
|
//MCG - End
|
|
}
|
|
|
|
//finish:
|
|
//Draw any debug info, if requested
|
|
if ( NAVDEBUG_showEnemyPath )
|
|
{
|
|
vec3_t dest, start;
|
|
|
|
//Get the positions
|
|
navigator.GetNodePosition( self->NPC->goalEntity->waypoint, dest );
|
|
navigator.GetNodePosition( bestNode, start );
|
|
|
|
//Draw the route
|
|
CG_DrawNode( start, NODE_START );
|
|
CG_DrawNode( dest, NODE_GOAL );
|
|
navigator.ShowPath( self->waypoint, self->NPC->goalEntity->waypoint );
|
|
}
|
|
|
|
//FIXME: Is this really necessary?
|
|
|
|
//Calculate this for other functions
|
|
//MCG - Done above
|
|
/*
|
|
vec3_t origin;
|
|
|
|
navigator.GetNodePosition( bestNode, origin );
|
|
VectorSubtract( origin, self->currentOrigin, dir );
|
|
VectorNormalize( dir );
|
|
*/
|
|
|
|
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.
|
|
|
|
navigator.GetNodePosition( self->waypoint, origin );
|
|
|
|
//do this to avoid ping-ponging?
|
|
return WAYPOINT_NONE;
|
|
/*
|
|
//this was causing ping-ponging
|
|
if ( DistanceSquared( origin, self->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->currentOrigin, info.direction );
|
|
VectorNormalize( info.direction );
|
|
}
|
|
|
|
goto finish;
|
|
*/
|
|
} |