269 lines
No EOL
12 KiB
C++
269 lines
No EOL
12 KiB
C++
////////////////////////////////////////////////////////////////////////////////////////
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// RAVEN SOFTWARE - STAR WARS: JK II
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// (c) 2002 Activision
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//
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//
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//
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// NAVIGATOR
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// ---------
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// This file provides an interface to two actor related systems:
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// - Path Finding
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// - Steering
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//
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//
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//
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////////////////////////////////////////////////////////////////////////////////////////
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#ifndef __G_NAVIGATOR__
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#define __G_NAVIGATOR__
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#define USENEWNAVSYSTEM 1
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#if !defined(RAVL_VEC_INC)
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#include "..\Ravl\CVec.h"
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#endif
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////////////////////////////////////////////////////////////////////////////////////////
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// The NAV Namespace
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//
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// This namespace provides the public interface to the NPC Navigation and Pathfinding
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// system. This system is a bidirectional graph of nodes and weighted edges. Finding
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// a path from one node to another is accomplished with A*, and cached internally for
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// each actor who requests a path.
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////////////////////////////////////////////////////////////////////////////////////////
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namespace NAV
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{
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typedef int TNodeHandle;
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typedef int TEdgeHandle;
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enum EPointType
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{
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PT_NONE = 0,
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PT_WAYNODE,
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PT_COMBATNODE,
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PT_GOALNODE,
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PT_MAX
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};
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////////////////////////////////////////////////////////////////////////////////////
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// Save, Load, Construct
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////////////////////////////////////////////////////////////////////////////////////
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bool LoadFromFile(const char *filename, int checksum);
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bool TestEdge( TNodeHandle NodeA, TNodeHandle NodeB, qboolean IsDebugEdge );
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bool LoadFromEntitiesAndSaveToFile(const char *filename, int checksum);
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void SpawnedPoint(gentity_t* ent, EPointType type=PT_WAYNODE);
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////////////////////////////////////////////////////////////////////////////////////
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// Finding Nav Points
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////////////////////////////////////////////////////////////////////////////////////
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TNodeHandle GetNearestNode(gentity_t* ent, bool forceRecalcNow=false, NAV::TNodeHandle goal=0);
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TNodeHandle GetNearestNode(const vec3_t& position, TNodeHandle previous=0, NAV::TNodeHandle goal=0, int ignoreEnt=ENTITYNUM_NONE, bool allowZOffset=false);
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TNodeHandle ChooseRandomNeighbor(TNodeHandle NodeHandle);
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TNodeHandle ChooseRandomNeighbor(TNodeHandle NodeHandle, const vec3_t& position, float maxDistance);
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TNodeHandle ChooseClosestNeighbor(TNodeHandle NodeHandle, const vec3_t& position);
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TNodeHandle ChooseFarthestNeighbor(TNodeHandle NodeHandle, const vec3_t& position);
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TNodeHandle ChooseFarthestNeighbor(gentity_t* actor, const vec3_t& target, float maxSafeDot);
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////////////////////////////////////////////////////////////////////////////////////
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// Get The Location Of A Given Node Handle
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////////////////////////////////////////////////////////////////////////////////////
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const vec3_t& GetNodePosition(TNodeHandle NodeHandle);
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void GetNodePosition(TNodeHandle NodeHandle, vec3_t& position);
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////////////////////////////////////////////////////////////////////////////////////
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// Testing Nearness
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////////////////////////////////////////////////////////////////////////////////////
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float EstimateCostToGoal(const vec3_t& position, TNodeHandle Goal);
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float EstimateCostToGoal(TNodeHandle Start, TNodeHandle Goal);
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bool OnSamePoint(gentity_t* actor, gentity_t* target);
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bool OnNeighboringPoints(TNodeHandle A, TNodeHandle B);
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bool OnNeighboringPoints(gentity_t* actor, gentity_t* target);
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bool OnNeighboringPoints(gentity_t* actor, const vec3_t& position);
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bool InSameRegion(gentity_t* actor, gentity_t* target);
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bool InSameRegion(gentity_t* actor, const vec3_t& position);
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bool InSameRegion(TNodeHandle A, TNodeHandle B);
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bool InSafeRadius(CVec3 at, TNodeHandle atNode, TNodeHandle targetNode=0);
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////////////////////////////////////////////////////////////////////////////////////
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// Finding A Path
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////////////////////////////////////////////////////////////////////////////////////
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bool GoTo(gentity_t* actor, TNodeHandle target, float MaxDangerLevel=1.0f);
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bool GoTo(gentity_t* actor, gentity_t* target, float MaxDangerLevel=1.0f);
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bool GoTo(gentity_t* actor, const vec3_t& position, float MaxDangerLevel=1.0f);
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bool FindPath(gentity_t* actor, TNodeHandle target, float MaxDangerLevel=1.0f);
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bool FindPath(gentity_t* actor, gentity_t* target, float MaxDangerLevel=1.0f);
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bool FindPath(gentity_t* actor, const vec3_t& position, float MaxDangerLevel=1.0f);
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bool SafePathExists(const CVec3& start, const CVec3& stop, const CVec3& danger, float dangerDistSq);
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bool HasPath(gentity_t* actor, TNodeHandle target=PT_NONE);
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void ClearPath(gentity_t* actor);
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bool UpdatePath(gentity_t* actor, TNodeHandle target=PT_NONE, float MaxDangerLevel=1.0f);
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float PathDangerLevel(gentity_t* actor);
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int PathNodesRemaining(gentity_t* actor);
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const vec3_t& NextPosition(gentity_t* actor);
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bool NextPosition(gentity_t* actor, CVec3& Position);
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bool NextPosition(gentity_t* actor, CVec3& Position, float& SlowingRadius, bool& Fly, bool& Jump);
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////////////////////////////////////////////////////////////////////////////////////
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// Update One Or More Edges As A Result Of An Entity Getting Removed
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////////////////////////////////////////////////////////////////////////////////////
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void WayEdgesNowClear(gentity_t* ent);
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////////////////////////////////////////////////////////////////////////////////////
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// How Big Is The Given Ent
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////////////////////////////////////////////////////////////////////////////////////
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unsigned int ClassifyEntSize(gentity_t* ent);
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void RegisterDangerSense(gentity_t* actor, int alertEventIndex);
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void DecayDangerSenses();
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////////////////////////////////////////////////////////////////////////////////////
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// Debugging Information
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////////////////////////////////////////////////////////////////////////////////////
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void ShowDebugInfo(const vec3_t& PlayerPosition, TNodeHandle PlayerWaypoint);
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void ShowStats();
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void TeleportTo(gentity_t* actor, const char* pointName);
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void TeleportTo(gentity_t* actor, int pointNum);
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}
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////////////////////////////////////////////////////////////////////////////////////////
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// The STEER Namespace
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//
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// These functions allow access to the steering system.
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//
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// The Reset() and Finalize() functions MUST be called before and after any other steering
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// operations. Beyond that, all other steering operations can be called in any order
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// and any number of times. Once Finalize() is called, the results of all these
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// operations will be summed up and applied as accelleration to the actor's velocity.
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////////////////////////////////////////////////////////////////////////////////////////
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namespace STEER
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{
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////////////////////////////////////////////////////////////////////////////////////
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// Reset & Finalize
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//
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// Call these two operations before and after all other STEER operations. They
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// clear out and setup the thrust vector for use by the entity.
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////////////////////////////////////////////////////////////////////////////////////
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void Activate(gentity_t* actor);
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void DeActivate(gentity_t* actor, usercmd_t* ucmd);
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bool Active(gentity_t* actor);
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////////////////////////////////////////////////////////////////////////////////////
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// Master Functions
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////////////////////////////////////////////////////////////////////////////////////
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bool GoTo(gentity_t* actor, gentity_t* target, float reachedRadius, bool avoidCollisions=true);
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bool GoTo(gentity_t* actor, const vec3_t& position, float reachedRadius, bool avoidCollisions=true);
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bool SafeToGoTo(gentity_t* actor, const vec3_t& targetPosition, int targetNode);
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////////////////////////////////////////////////////////////////////////////////////
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// Stop
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//
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// Slow down and come to a stop.
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//
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////////////////////////////////////////////////////////////////////////////////////
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float Stop(gentity_t* actor, float weight=1.0f);
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float MatchSpeed(gentity_t* actor, float speed, float weight=1.0f);
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////////////////////////////////////////////////////////////////////////////////////
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// Seek & Flee
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//
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// These two operations form the root of all steering. They do simple
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// vector operations and add to the thrust vector.
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////////////////////////////////////////////////////////////////////////////////////
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float Seek(gentity_t* actor, const CVec3& pos, float slowingDistance=0.0f, float weight=1.0f, float desiredSpeed=0.0f);
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float Flee(gentity_t* actor, const CVec3& pos, float weight=1.0f);
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////////////////////////////////////////////////////////////////////////////////////
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// Persue & Evade
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//
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// Slightly more complicated than Seek & Flee, these operations predict the position
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// of the target entitiy.
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////////////////////////////////////////////////////////////////////////////////////
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float Persue(gentity_t* actor, gentity_t* target, float slowingDistance);
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float Persue(gentity_t* actor, gentity_t* target, float slowingDistance, float offsetForward, float offsetRight=0.0f, float offsetUp=0.0f, bool relativeToTargetFacing=false);
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float Evade(gentity_t* actor, gentity_t* target);
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////////////////////////////////////////////////////////////////////////////////////
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// Separation, Alignment, Cohesion
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//
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// These standard steering operations will apply thrust to achieve a group oriented
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// position or direction.
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////////////////////////////////////////////////////////////////////////////////////
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float Separation(gentity_t* actor, float Scale=1.0f);
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float Alignment(gentity_t* actor, float Scale=1.0f);
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float Cohesion(gentity_t* actor, float Scale=1.0f);
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////////////////////////////////////////////////////////////////////////////////////
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// Wander & Path
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//
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// By far the most common way to alter a character's thrust, path maintaines motion
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// along a navigational path (see NAV namespace), and a random wander path.
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////////////////////////////////////////////////////////////////////////////////////
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float Path(gentity_t* actor);
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float Wander(gentity_t* actor);
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float FollowLeader(gentity_t* actor, gentity_t* leader, float dist);
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////////////////////////////////////////////////////////////////////////////////////
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// Collision Avoidance
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//
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// Usually the last steering operation to call before finialization, this operation
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// attempts to avoid collisions with nearby entities and architecture by thrusing
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// away from them.
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////////////////////////////////////////////////////////////////////////////////////
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float AvoidCollisions(gentity_t* actor, gentity_t* leader=0);
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gentity_t* SelectLeader(gentity_t* actor);
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////////////////////////////////////////////////////////////////////////////////////
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// Blocked
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//
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// This function records whether AI is blocked while the steering is active
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////////////////////////////////////////////////////////////////////////////////////
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void Blocked(gentity_t* actor, gentity_t* target);
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void Blocked(gentity_t* actor, const vec3_t& target);
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bool HasBeenBlockedFor(gentity_t* actor, int duration);
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////////////////////////////////////////////////////////////////////////////////////
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// Reached
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//
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// A quick function to see if a target location has been reached by an actor
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////////////////////////////////////////////////////////////////////////////////////
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bool Reached(gentity_t* actor, gentity_t* target, float targetRadius, bool flying=false);
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bool Reached(gentity_t* actor, NAV::TNodeHandle target, float targetRadius, bool flying=false);
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bool Reached(gentity_t* actor, const vec3_t& target, float targetRadius, bool flying=false);
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}
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#endif //__G_NAVIGATOR__
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