jedioutcast/code/game/g_navnew.cpp
2013-04-04 09:52:42 -05:00

713 lines
No EOL
20 KiB
C++

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