2730 lines
59 KiB
C++
2730 lines
59 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 <algorithm>
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#include "b_local.h"
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#include "g_navigator.h"
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#include "g_nav.h"
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#include <time.h>
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extern int NAVNEW_ClearPathBetweenPoints(vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, int ignore, int clipmask);
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extern qboolean NAV_CheckNodeFailedForEnt( gentity_t *ent, int nodeNum );
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extern qboolean G_EntIsUnlockedDoor( int entityNum );
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extern qboolean G_EntIsDoor( int entityNum );
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extern qboolean G_EntIsBreakable( int entityNum );
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extern qboolean G_EntIsRemovableUsable( int entNum );
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extern cvar_t *d_altRoutes;
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extern cvar_t *d_patched;
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static vec3_t wpMaxs = { 16, 16, 32 };
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static vec3_t wpMins = { -16, -16, -24+STEPSIZE };//WTF: was 16??!!!
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static byte CHECKED_NO = 0;
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static byte CHECKED_FAILED = 1;
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static byte CHECKED_PASSED = 2;
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int GetTime ( int lastTime )
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{
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int curtime;
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static int timeBase = 0;
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static qboolean initialized = qfalse;
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if (!initialized) {
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timeBase = timeGetTime();
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initialized = qtrue;
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}
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curtime = timeGetTime() - timeBase - lastTime;
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return curtime;
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}
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/*
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-------------------------
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CEdge
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-------------------------
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*/
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CEdge::CEdge( void )
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{
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CEdge( -1, -1, -1 );
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}
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CEdge::CEdge( int first, int second, int cost )
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{
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m_first = first;
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m_second = second;
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m_cost = cost;
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}
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CEdge::~CEdge( void )
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{
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}
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/*
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-------------------------
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CNode
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-------------------------
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*/
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CNode::CNode( void )
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{
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m_numEdges = 0;
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m_radius = 0;
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m_ranks = NULL;
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}
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CNode::~CNode( void )
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{
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m_edges.clear();
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if ( m_ranks )
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delete [] m_ranks;
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}
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/*
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-------------------------
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Create
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-------------------------
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*/
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CNode *CNode::Create( vec3_t position, int flags, int radius, int ID )
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{
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CNode *node = new CNode;
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VectorCopy( position, node->m_position );
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node->m_flags = flags;
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node->m_ID = ID;
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node->m_radius = radius;
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return node;
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}
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/*
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-------------------------
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Create
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-------------------------
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*/
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CNode *CNode::Create( void )
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{
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return new CNode;
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}
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/*
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-------------------------
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AddEdge
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-------------------------
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*/
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void CNode::AddEdge( int ID, int cost, int flags )
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{
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if ( m_numEdges )
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{//already have at least 1
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//see if it exists already
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edge_v::iterator ei;
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STL_ITERATE( ei, m_edges )
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{
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if ( (*ei).ID == ID )
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{//found it
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(*ei).cost = cost;
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(*ei).flags = flags;
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return;
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}
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}
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}
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edge_t edge;
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edge.ID = ID;
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edge.cost = cost;
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edge.flags = flags;
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STL_INSERT( m_edges, edge );
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m_numEdges++;
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assert( m_numEdges < 9 );//8 is the max
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}
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/*
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-------------------------
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GetEdge
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-------------------------
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*/
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int CNode::GetEdgeNumToNode( int ID )
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{
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int count = 0;
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edge_v::iterator ei;
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STL_ITERATE( ei, m_edges )
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{
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if ( (*ei).ID == ID )
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{
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return count;
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}
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count++;
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}
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return -1;
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}
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/*
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-------------------------
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AddRank
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-------------------------
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*/
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void CNode::AddRank( int ID, int rank )
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{
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assert( m_ranks );
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m_ranks[ ID ] = rank;
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}
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/*
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-------------------------
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Draw
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-------------------------
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*/
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void CNode::Draw( qboolean showRadius )
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{
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CG_DrawNode( m_position, NODE_NORMAL );
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if( showRadius )
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{
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CG_DrawRadius( m_position, m_radius, NODE_NORMAL );
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}
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}
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/*
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-------------------------
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GetEdge
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-------------------------
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*/
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int CNode::GetEdge( int edgeNum )
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{
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if ( edgeNum > m_numEdges )
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return -1;
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int count = 0;
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edge_v::iterator ei;
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STL_ITERATE( ei, m_edges )
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{
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if ( count == edgeNum )
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{
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return (*ei).ID;
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}
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count++;
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}
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return -1;
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}
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/*
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-------------------------
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GetEdgeCost
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-------------------------
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*/
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int CNode::GetEdgeCost( int edgeNum )
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{
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if ( edgeNum > m_numEdges )
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return Q3_INFINITE; // return -1;
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int count = 0;
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edge_v::iterator ei;
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STL_ITERATE( ei, m_edges )
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{
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if ( count == edgeNum )
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{
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return (*ei).cost;
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}
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count++;
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}
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return Q3_INFINITE; // return -1;
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}
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/*
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-------------------------
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GetEdgeFlags
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-------------------------
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*/
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BYTE CNode::GetEdgeFlags( int edgeNum )
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{
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if ( edgeNum > m_numEdges )
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return 0;
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int count = 0;
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edge_v::iterator ei;
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STL_ITERATE( ei, m_edges )
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{
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if ( count == edgeNum )
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{
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return (*ei).flags;
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}
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count++;
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}
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return 0;
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}
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/*
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-------------------------
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SetEdgeFlags
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-------------------------
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*/
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void CNode::SetEdgeFlags( int edgeNum, int newFlags )
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{
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if ( edgeNum > m_numEdges )
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return;
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int count = 0;
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edge_v::iterator ei;
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STL_ITERATE( ei, m_edges )
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{
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if ( count == edgeNum )
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{
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(*ei).flags = newFlags;
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return;
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}
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count++;
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}
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}
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/*
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-------------------------
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InitRanks
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-------------------------
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*/
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void CNode::InitRanks( int size )
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{
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//Clear it if it's already allocated
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if ( m_ranks != NULL )
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{
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delete [] m_ranks;
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m_ranks = NULL;
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}
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m_ranks = new int[size];
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memset( m_ranks, -1, sizeof(int)*size );
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}
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/*
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-------------------------
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GetRank
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-------------------------
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*/
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int CNode::GetRank( int ID )
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{
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assert( m_ranks );
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return m_ranks[ ID ];
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}
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/*
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-------------------------
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Save
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-------------------------
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*/
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int CNode::Save( int numNodes, fileHandle_t file )
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{
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//Write out the header
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unsigned long header = NODE_HEADER_ID;
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gi.FS_Write( &header, sizeof( header ), file );
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//Write out the basic information
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for ( int i = 0; i < 3; i++ )
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gi.FS_Write( &m_position[i], sizeof( float ), file );
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gi.FS_Write( &m_flags, sizeof( m_flags ), file );
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gi.FS_Write( &m_ID, sizeof( m_ID ), file );
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gi.FS_Write( &m_radius, sizeof( m_radius ), file );
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//Write out the edge information
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gi.FS_Write( &m_numEdges, sizeof( m_numEdges ), file );
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edge_v::iterator ei;
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STL_ITERATE( ei, m_edges )
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{
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gi.FS_Write( &(*ei), sizeof( edge_t ), file );
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}
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//Write out the node ranks
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gi.FS_Write( &numNodes, sizeof( numNodes ), file );
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for ( i = 0; i < numNodes; i++ )
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{
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gi.FS_Write( &m_ranks[i], sizeof( int ), file );
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}
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return true;
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}
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/*
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-------------------------
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Load
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-------------------------
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*/
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int CNode::Load( int numNodes, fileHandle_t file )
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{
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unsigned long header;
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gi.FS_Read( &header, sizeof(header), file );
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//Validate the header
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if ( header != NODE_HEADER_ID )
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return false;
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//Get the basic information
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for ( int i = 0; i < 3; i++ )
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gi.FS_Read( &m_position[i], sizeof( float ), file );
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gi.FS_Read( &m_flags, sizeof( m_flags ), file );
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gi.FS_Read( &m_ID, sizeof( m_ID ), file );
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gi.FS_Read( &m_radius, sizeof( m_radius ), file );
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//Get the edge information
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gi.FS_Read( &m_numEdges, sizeof( m_numEdges ), file );
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for ( i = 0; i < m_numEdges; i++ )
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{
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edge_t edge;
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gi.FS_Read( &edge, sizeof( edge_t ), file );
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STL_INSERT( m_edges, edge );
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}
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//Read the node ranks
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int numRanks;
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gi.FS_Read( &numRanks, sizeof( numRanks ), file );
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//Allocate the memory
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InitRanks( numRanks );
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for ( i = 0; i < numRanks; i++ )
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{
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gi.FS_Read( &m_ranks[i], sizeof( int ), file );
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}
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return true;
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}
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/*
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-------------------------
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CNavigator
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-------------------------
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*/
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CNavigator::CNavigator( void )
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{
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}
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CNavigator::~CNavigator( void )
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{
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}
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/*
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-------------------------
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FlagAllNodes
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-------------------------
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*/
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void CNavigator::FlagAllNodes( int newFlag )
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{
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node_v::iterator ni;
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STL_ITERATE( ni, m_nodes )
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{
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(*ni)->AddFlag( newFlag );
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}
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}
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/*
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-------------------------
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GetChar
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-------------------------
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*/
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char CNavigator::GetChar( fileHandle_t file )
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{
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char value;
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gi.FS_Read( &value, sizeof( value ), file );
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return value;
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}
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/*
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-------------------------
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GetInt
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-------------------------
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*/
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int CNavigator::GetInt( fileHandle_t file )
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{
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int value;
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gi.FS_Read( &value, sizeof( value ), file );
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return value;
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}
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/*
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-------------------------
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GetFloat
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-------------------------
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*/
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float CNavigator::GetFloat( fileHandle_t file )
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{
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float value;
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gi.FS_Read( &value, sizeof( value ), file );
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return value;
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}
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/*
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-------------------------
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GetLong
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-------------------------
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*/
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long CNavigator::GetLong( fileHandle_t file )
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{
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long value;
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gi.FS_Read( &value, sizeof( value ), file );
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return value;
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}
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/*
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-------------------------
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Init
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-------------------------
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*/
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void CNavigator::Init( void )
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{
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Free();
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}
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/*
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-------------------------
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Free
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-------------------------
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*/
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void CNavigator::Free( void )
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{
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node_v::iterator ni;
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STL_ITERATE( ni, m_nodes )
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{
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delete (*ni);
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}
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}
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/*
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-------------------------
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Load
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-------------------------
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*/
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bool CNavigator::Load( const char *filename, int checksum )
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{
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fileHandle_t file;
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//Attempt to load the file
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gi.FS_FOpenFile( va( "maps/%s.nav", filename ), &file, FS_READ );
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//See if we succeeded
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if ( file == NULL )
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return false;
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//Check the header id
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long navID = GetLong( file );
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if ( navID != NAV_HEADER_ID )
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{
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gi.FS_FCloseFile( file );
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return false;
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}
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//Check the checksum to see if this file is out of date
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int check = GetInt( file );
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if ( check != checksum )
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{
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gi.FS_FCloseFile( file );
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return false;
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}
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int numNodes = GetInt( file );
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for ( int i = 0; i < numNodes; i++ )
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{
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CNode *node = CNode::Create();
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if ( node->Load( numNodes, file ) == false )
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{
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gi.FS_FCloseFile( file );
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return false;
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}
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STL_INSERT( m_nodes, node );
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}
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//read in the failed edges
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gi.FS_Read( &failedEdges, sizeof( failedEdges ), file );
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for ( int j = 0; j < MAX_FAILED_EDGES; j++ )
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{
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m_edgeLookupMap.insert(pair<int, int>(failedEdges[j].startID, j));
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}
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gi.FS_FCloseFile( file );
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return true;
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}
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/*
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-------------------------
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Save
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-------------------------
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*/
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bool CNavigator::Save( const char *filename, int checksum )
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{
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fileHandle_t file;
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//Attempt to load the file
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gi.FS_FOpenFile( va( "maps/%s.nav", filename ), &file, FS_WRITE );
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if ( file == NULL )
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return false;
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//Write out the header id
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unsigned long id = NAV_HEADER_ID;
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gi.FS_Write( &id, sizeof (id), file );
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//Write out the checksum
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gi.FS_Write( &checksum, sizeof( checksum ), file );
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int numNodes = m_nodes.size();
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//Write out the number of nodes to follow
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gi.FS_Write( &numNodes, sizeof(numNodes), file );
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//Write out all the nodes
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node_v::iterator ni;
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STL_ITERATE( ni, m_nodes )
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{
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(*ni)->Save( numNodes, file );
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}
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//write out failed edges
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gi.FS_Write( &failedEdges, sizeof( failedEdges ), file );
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gi.FS_FCloseFile( file );
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return true;
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}
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|
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/*
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|
-------------------------
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AddRawPoint
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|
-------------------------
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*/
|
|
|
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int CNavigator::AddRawPoint( vec3_t point, int flags, int radius )
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{
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CNode *node = CNode::Create( point, flags, radius, m_nodes.size() );
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if ( node == NULL )
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{
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Com_Error( ERR_DROP, "Error adding node!\n" );
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return -1;
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}
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//TODO: Validate the position
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//TODO: Correct stuck waypoints
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STL_INSERT( m_nodes, node );
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return node->GetID();
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}
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|
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/*
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|
-------------------------
|
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GetEdgeCost
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|
-------------------------
|
|
*/
|
|
|
|
int CNavigator::GetEdgeCost( CNode *first, CNode *second )
|
|
{
|
|
trace_t trace;
|
|
vec3_t start, end;
|
|
vec3_t mins, maxs;
|
|
|
|
//Setup the player size
|
|
VectorSet( mins, -8, -8, -8 );
|
|
VectorSet( maxs, 8, 8, 8 );
|
|
|
|
//Setup the points
|
|
first->GetPosition( start );
|
|
second->GetPosition( end );
|
|
|
|
gi.trace( &trace, start, mins, maxs, end, ENTITYNUM_NONE, MASK_SOLID );
|
|
|
|
if ( trace.fraction < 1.0f || trace.allsolid || trace.startsolid )
|
|
return Q3_INFINITE; // return -1;
|
|
|
|
//Connection successful, return the cost
|
|
return Distance( start, end );
|
|
}
|
|
|
|
void CNavigator::SetEdgeCost( int ID1, int ID2, int cost )
|
|
{
|
|
if( (ID1 == -1) || (ID2 == -1) )
|
|
{//not valid nodes, must have come from the ClearAllFailedEdges initization-type calls
|
|
return;
|
|
}
|
|
|
|
CNode *node1 = m_nodes[ID1];
|
|
CNode *node2 = m_nodes[ID2];
|
|
|
|
if ( cost == -1 )
|
|
{//they want us to calc it
|
|
//FIXME: can we just remember this instead of recalcing every time?
|
|
vec3_t pos1, pos2;
|
|
|
|
node1->GetPosition( pos1 );
|
|
node2->GetPosition( pos2 );
|
|
cost = Distance( pos1, pos2 );
|
|
}
|
|
|
|
//set it
|
|
node1->AddEdge( ID2, cost );
|
|
node2->AddEdge( ID1, cost );
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
AddNodeEdges
|
|
-------------------------
|
|
*/
|
|
|
|
void CNavigator::AddNodeEdges( CNode *node, int addDist, edge_l &edgeList, bool *checkedNodes )
|
|
{
|
|
//Add all edge
|
|
for ( int i = 0; i < node->GetNumEdges(); i++ )
|
|
{
|
|
//Make sure we don't add an old edge twice
|
|
if ( checkedNodes[ node->GetEdge( i ) ] == true )
|
|
continue;
|
|
|
|
//Get the node
|
|
CNode *nextNode = m_nodes[ node->GetEdge( i ) ];
|
|
|
|
//This node has now been checked
|
|
checkedNodes[ nextNode->GetID() ] = true;
|
|
|
|
//Add it to the list
|
|
STL_INSERT( edgeList, CEdge( nextNode->GetID(), node->GetID(), addDist + ( node->GetEdgeCost( i ) ) ) );
|
|
}
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
CalculatePath
|
|
-------------------------
|
|
*/
|
|
|
|
void CNavigator::CalculatePath( CNode *node )
|
|
{
|
|
int curRank = 0;
|
|
|
|
CPriorityQueue *pathList = new CPriorityQueue();
|
|
BYTE *checked;
|
|
|
|
//Init the completion table
|
|
checked = new BYTE[ m_nodes.size() ];
|
|
memset( checked, 0, m_nodes.size() );
|
|
|
|
//Mark this node as checked
|
|
checked[ node->GetID() ] = true;
|
|
node->AddRank( node->GetID(), curRank++ );
|
|
|
|
//Add all initial nodes
|
|
for ( int i = 0; i < node->GetNumEdges(); i++ )
|
|
{
|
|
CNode *nextNode = m_nodes[ node->GetEdge(i) ];
|
|
assert(nextNode);
|
|
|
|
checked[ nextNode->GetID() ] = true;
|
|
|
|
pathList->Push( new CEdge( nextNode->GetID(), nextNode->GetID(), node->GetEdgeCost(i) ) );
|
|
}
|
|
|
|
float minDist;
|
|
CEdge *test;
|
|
|
|
//Now flood fill all the others
|
|
while ( !pathList->Empty() )
|
|
{
|
|
minDist = Q3_INFINITE;
|
|
test = pathList->Pop();
|
|
|
|
CNode *testNode = m_nodes[ (*test).m_first ];
|
|
assert( testNode );
|
|
|
|
node->AddRank( testNode->GetID(), curRank++ );
|
|
|
|
//Add in all the new edges
|
|
for ( i = 0; i < testNode->GetNumEdges(); i++ )
|
|
{
|
|
CNode *addNode = m_nodes[ testNode->GetEdge(i) ];
|
|
assert( addNode );
|
|
|
|
if ( checked[ addNode->GetID() ] )
|
|
continue;
|
|
|
|
int newDist = (*test).m_cost + testNode->GetEdgeCost(i);
|
|
pathList->Push( new CEdge( addNode->GetID(), (*test).m_second, newDist ) );
|
|
|
|
checked[ addNode->GetID() ] = true;
|
|
}
|
|
delete test;
|
|
|
|
}
|
|
|
|
node->RemoveFlag( NF_RECALC );
|
|
|
|
delete pathList;
|
|
delete [] checked;
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
CalculatePaths
|
|
-------------------------
|
|
*/
|
|
extern void CP_FindCombatPointWaypoints( void );
|
|
void CNavigator::CalculatePaths( bool recalc )
|
|
{
|
|
#ifndef FINAL_BUILD
|
|
int startTime = GetTime(0);
|
|
#endif
|
|
#if _HARD_CONNECT
|
|
#else
|
|
#endif
|
|
|
|
for ( int i = 0; i < m_nodes.size(); i++ )
|
|
{
|
|
//Allocate the needed memory
|
|
m_nodes[i]->InitRanks( m_nodes.size() );
|
|
}
|
|
|
|
for ( i = 0; i < m_nodes.size(); i++ )
|
|
{
|
|
CalculatePath( m_nodes[i] );
|
|
}
|
|
|
|
#ifndef FINAL_BUILD
|
|
if ( pathsCalculated )
|
|
{
|
|
gi.Printf( S_COLOR_CYAN"%s recalced paths in %d ms\n", (NPC!=NULL?NPC->targetname:"NULL"), GetTime(startTime) );
|
|
}
|
|
#endif
|
|
|
|
if(!recalc) //Mike says doesn't need to happen on recalc
|
|
{
|
|
CP_FindCombatPointWaypoints();
|
|
}
|
|
|
|
pathsCalculated = qtrue;
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
ShowNodes
|
|
-------------------------
|
|
*/
|
|
|
|
void CNavigator::ShowNodes( void )
|
|
{
|
|
node_v::iterator ni;
|
|
|
|
vec3_t position;
|
|
qboolean showRadius;
|
|
float dist,
|
|
radius;
|
|
|
|
STL_ITERATE( ni, m_nodes )
|
|
{
|
|
(*ni)->GetPosition( position );
|
|
|
|
showRadius = qfalse;
|
|
if( NAVDEBUG_showRadius )
|
|
{
|
|
dist = DistanceSquared( g_entities[0].currentOrigin, position );
|
|
radius = (*ni)->GetRadius();
|
|
// if player within node radius or 256, draw radius (sometimes the radius is really small, so we check for 256 to catch everything)
|
|
if( (dist <= radius*radius) || dist <= 65536 )
|
|
{
|
|
showRadius = qtrue;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
dist = DistanceSquared( g_entities[0].currentOrigin, position );
|
|
}
|
|
if ( dist < 1048576 )
|
|
{
|
|
if ( gi.inPVS( g_entities[0].currentOrigin, position ) )
|
|
{
|
|
(*ni)->Draw(showRadius);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
ShowEdges
|
|
-------------------------
|
|
*/
|
|
|
|
typedef map < int, bool > drawMap_m;
|
|
|
|
void CNavigator::ShowEdges( void )
|
|
{
|
|
node_v::iterator ni;
|
|
vec3_t start, end;
|
|
|
|
drawMap_m *drawMap;
|
|
|
|
drawMap = new drawMap_m[ m_nodes.size() ];
|
|
|
|
STL_ITERATE( ni, m_nodes )
|
|
{
|
|
(*ni)->GetPosition( start );
|
|
if ( DistanceSquared( g_entities[0].currentOrigin, start ) >= 1048576 )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if ( !gi.inPVSIgnorePortals( g_entities[0].currentOrigin, start ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
//Attempt to draw each connection
|
|
for ( int i = 0; i < (*ni)->GetNumEdges(); i++ )
|
|
{
|
|
int id = (*ni)->GetEdge( i );
|
|
|
|
if ( id == -1 )
|
|
continue;
|
|
|
|
//Already drawn?
|
|
if ( drawMap[(*ni)->GetID()].find( id ) != drawMap[(*ni)->GetID()].end() )
|
|
continue;
|
|
|
|
BYTE flags = (*ni)->GetEdgeFlags( i );
|
|
|
|
CNode *node = m_nodes[id];
|
|
|
|
node->GetPosition( end );
|
|
|
|
//Set this as drawn
|
|
drawMap[id][(*ni)->GetID()] = true;
|
|
|
|
if ( DistanceSquared( g_entities[0].currentOrigin, end ) >= 1048576 )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if ( !gi.inPVSIgnorePortals( g_entities[0].currentOrigin, end ) )
|
|
continue;
|
|
|
|
if ( EdgeFailed( id, (*ni)->GetID() ) != -1 )//flags & EFLAG_FAILED )
|
|
CG_DrawEdge( start, end, EDGE_FAILED );
|
|
else if ( flags & EFLAG_BLOCKED )
|
|
CG_DrawEdge( start, end, EDGE_BLOCKED );
|
|
else
|
|
CG_DrawEdge( start, end, EDGE_NORMAL );
|
|
}
|
|
}
|
|
|
|
delete [] drawMap;
|
|
}
|
|
|
|
int CNavigator::GetNodeRadius( int nodeID )
|
|
{
|
|
if ( m_nodes.size() == 0 )
|
|
return 0;
|
|
return m_nodes[nodeID]->GetRadius();
|
|
}
|
|
|
|
void CNavigator::CheckBlockedEdges( void )
|
|
{
|
|
CNode *start, *end;
|
|
vec3_t p1, p2;
|
|
int flags, first, second;
|
|
trace_t trace;
|
|
qboolean failed;
|
|
int edgeNum;
|
|
node_v::iterator ni;
|
|
|
|
//Go through all edges and test the ones that were blocked
|
|
STL_ITERATE( ni, m_nodes )
|
|
{
|
|
//Attempt to draw each connection
|
|
for ( edgeNum = 0; edgeNum < (*ni)->GetNumEdges(); edgeNum++ )
|
|
{
|
|
flags = (*ni)->GetEdgeFlags( edgeNum );
|
|
if ( (flags&EFLAG_BLOCKED) )
|
|
{
|
|
first = (*ni)->GetID();
|
|
second = (*ni)->GetEdge( edgeNum );
|
|
start = m_nodes[first];
|
|
end = m_nodes[second];
|
|
failed = qfalse;
|
|
|
|
start->GetPosition( p1 );
|
|
end->GetPosition( p2 );
|
|
|
|
//FIXME: can't we just store the trace.entityNum from the HardConnect trace? So we don't have to do another trace here...
|
|
gi.trace( &trace, p1, wpMins, wpMaxs, p2, ENTITYNUM_NONE, MASK_SOLID|CONTENTS_MONSTERCLIP|CONTENTS_BOTCLIP );
|
|
|
|
if ( trace.entityNum < ENTITYNUM_WORLD && (trace.fraction < 1.0f || trace.startsolid == qtrue || trace.allsolid == qtrue) )
|
|
{//could be assumed, since failed before
|
|
if ( G_EntIsDoor( trace.entityNum ) )
|
|
{//door
|
|
if ( !G_EntIsUnlockedDoor( trace.entityNum ) )
|
|
{//locked door
|
|
failed = qtrue;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( G_EntIsBreakable( trace.entityNum ) )
|
|
{//do same for breakable brushes/models/glass?
|
|
failed = qtrue;
|
|
}
|
|
else if ( G_EntIsRemovableUsable( trace.entityNum ) )
|
|
{
|
|
failed = qtrue;
|
|
}
|
|
else if ( trace.allsolid || trace.startsolid )
|
|
{//FIXME: the entitynum would be none here, so how do we know if this is stuck inside an ent or the world?
|
|
}
|
|
else
|
|
{//FIXME: what about func_plats and scripted movers?
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( failed )
|
|
{
|
|
//could add the EFLAG_FAILED to the two edges, but we stopped doing that since it was pointless
|
|
AddFailedEdge( ENTITYNUM_NONE, first, second );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#if _HARD_CONNECT
|
|
|
|
/*
|
|
-------------------------
|
|
HardConnect
|
|
-------------------------
|
|
*/
|
|
|
|
void CNavigator::HardConnect( int first, int second )
|
|
{
|
|
CNode *start, *end;
|
|
|
|
start = m_nodes[first];
|
|
end = m_nodes[second];
|
|
|
|
vec3_t p1, p2;
|
|
|
|
start->GetPosition( p1 );
|
|
end->GetPosition( p2 );
|
|
|
|
trace_t trace;
|
|
|
|
int flags = EFLAG_NONE;
|
|
|
|
gi.trace( &trace, p1, wpMins, wpMaxs, p2, ENTITYNUM_NONE, MASK_SOLID|CONTENTS_BOTCLIP|CONTENTS_MONSTERCLIP );
|
|
|
|
int cost = Distance( p1, p2 );
|
|
|
|
if ( trace.fraction != 1.0f || trace.startsolid == qtrue || trace.allsolid == qtrue )
|
|
{
|
|
flags |= EFLAG_BLOCKED;
|
|
}
|
|
|
|
start->AddEdge( second, cost, flags );
|
|
end->AddEdge( first, cost, flags );
|
|
}
|
|
|
|
#endif
|
|
|
|
/*
|
|
-------------------------
|
|
TestNodePath
|
|
-------------------------
|
|
*/
|
|
|
|
int CNavigator::TestNodePath( gentity_t *ent, int okToHitEntNum, vec3_t position, qboolean includeEnts )
|
|
{
|
|
int clipmask = ent->clipmask;
|
|
|
|
if ( !includeEnts )
|
|
{
|
|
clipmask &= ~CONTENTS_BODY;
|
|
}
|
|
//Check the path
|
|
if ( NAV_ClearPathToPoint( ent, ent->mins, ent->maxs, position, clipmask, okToHitEntNum ) == false )
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
TestNodeLOS
|
|
-------------------------
|
|
*/
|
|
|
|
int CNavigator::TestNodeLOS( gentity_t *ent, vec3_t position )
|
|
{
|
|
return NPC_ClearLOS( ent, position );
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
TestBestFirst
|
|
-------------------------
|
|
*/
|
|
|
|
int CNavigator::TestBestFirst( gentity_t *ent, int lastID, int flags )
|
|
{
|
|
//Must be a valid one to begin with
|
|
if ( lastID == NODE_NONE )
|
|
return NODE_NONE;
|
|
|
|
if ( lastID >= m_nodes.size() )
|
|
return NODE_NONE;
|
|
|
|
//Get the info
|
|
vec3_t nodePos;
|
|
CNode *node = m_nodes[ lastID ];
|
|
CNode *testNode;
|
|
int numEdges = node->GetNumEdges();
|
|
float dist;
|
|
|
|
node->GetPosition( nodePos );
|
|
|
|
//Setup our last node as our root, and search for a closer one according to its edges
|
|
int bestNode = ( TestNodePath( ent, ENTITYNUM_NONE, nodePos, qtrue ) ) ? lastID : NODE_NONE;
|
|
float bestDist = ( bestNode == NODE_NONE ) ? Q3_INFINITE : DistanceSquared( ent->currentOrigin, nodePos );
|
|
|
|
//Test all these edges first
|
|
for ( int i = 0; i < numEdges; i++ )
|
|
{
|
|
//Get this node and its distance
|
|
testNode = m_nodes[ node->GetEdge(i) ];
|
|
|
|
if ( NodeFailed( ent, testNode->GetID() ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
testNode->GetPosition( nodePos );
|
|
|
|
dist = DistanceSquared( ent->currentOrigin, nodePos );
|
|
|
|
//Test against current best
|
|
if ( dist < bestDist )
|
|
{
|
|
//See if this node is valid
|
|
if ( CheckedNode(testNode->GetID(),ent->s.number) == CHECKED_PASSED || TestNodePath( ent, ENTITYNUM_NONE, nodePos, qtrue ) )
|
|
{
|
|
bestDist = dist;
|
|
bestNode = testNode->GetID();
|
|
SetCheckedNode(testNode->GetID(),ent->s.number,CHECKED_PASSED);
|
|
}
|
|
else
|
|
{
|
|
SetCheckedNode(testNode->GetID(),ent->s.number,CHECKED_FAILED);
|
|
}
|
|
}
|
|
}
|
|
|
|
return bestNode;
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
CollectNearestNodes
|
|
-------------------------
|
|
*/
|
|
|
|
#define NODE_COLLECT_MAX 16 //Maximum # of nodes collected at any time
|
|
#define NODE_COLLECT_RADIUS 512 //Default radius to search for nodes in
|
|
#define NODE_COLLECT_RADIUS_SQR ( NODE_COLLECT_RADIUS * NODE_COLLECT_RADIUS )
|
|
|
|
int CNavigator::CollectNearestNodes( vec3_t origin, int radius, int maxCollect, nodeChain_l &nodeChain )
|
|
{
|
|
node_v::iterator ni;
|
|
float dist;
|
|
vec3_t position;
|
|
int collected = 0;
|
|
bool added = false;
|
|
|
|
//Get a distance rating for each node in the system
|
|
STL_ITERATE( ni, m_nodes )
|
|
{
|
|
//If we've got our quota, then stop looking
|
|
//Get the distance to the node
|
|
(*ni)->GetPosition( position );
|
|
dist = DistanceSquared( position, origin );
|
|
|
|
//Must be within our radius range
|
|
if ( dist > (float) ( radius * radius ) )
|
|
continue;
|
|
|
|
nodeList_t nChain;
|
|
nodeChain_l::iterator nci;
|
|
|
|
//Always add the first node
|
|
if ( nodeChain.size() == 0 )
|
|
{
|
|
nChain.nodeID = (*ni)->GetID();
|
|
nChain.distance = dist;
|
|
|
|
nodeChain.insert( nodeChain.begin(), nChain );
|
|
continue;
|
|
}
|
|
|
|
added = false;
|
|
|
|
//Compare it to what we already have
|
|
STL_ITERATE( nci, nodeChain )
|
|
{
|
|
//If we're less, than this entry, then insert before it
|
|
if ( dist < (*nci).distance )
|
|
{
|
|
nChain.nodeID = (*ni)->GetID();
|
|
nChain.distance = dist;
|
|
|
|
nodeChain.insert( nci, nChain );
|
|
collected = nodeChain.size();
|
|
added = true;
|
|
|
|
//If we've hit our collection limit, throw off the oldest one
|
|
if ( nodeChain.size() > maxCollect )
|
|
{
|
|
nodeChain.pop_back();
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
//Otherwise, always pad out the collection if possible so we don't miss anything
|
|
if ( ( added == false ) && ( nodeChain.size() < maxCollect ) )
|
|
{
|
|
nChain.nodeID = (*ni)->GetID();
|
|
nChain.distance = dist;
|
|
|
|
nodeChain.insert( nodeChain.end(), nChain );
|
|
}
|
|
}
|
|
|
|
return collected;
|
|
}
|
|
|
|
int CNavigator::GetBestPathBetweenEnts( gentity_t *ent, gentity_t *goal, int flags )
|
|
{
|
|
//Must have nodes
|
|
if ( m_nodes.size() == 0 )
|
|
return NODE_NONE;
|
|
|
|
#define MAX_Z_DELTA 18
|
|
|
|
nodeChain_l nodeChain;
|
|
nodeChain_l::iterator nci;
|
|
nodeChain_l nodeChain2;
|
|
nodeChain_l::iterator nci2;
|
|
|
|
//Collect all nodes within a certain radius
|
|
CollectNearestNodes( ent->currentOrigin, NODE_COLLECT_RADIUS, NODE_COLLECT_MAX, nodeChain );
|
|
CollectNearestNodes( goal->currentOrigin, NODE_COLLECT_RADIUS, NODE_COLLECT_MAX, nodeChain2 );
|
|
|
|
vec3_t position;
|
|
vec3_t position2;
|
|
int radius;
|
|
int cost, pathCost, bestCost = Q3_INFINITE;
|
|
CNode *node, *node2;
|
|
int nodeNum, nodeNum2;
|
|
int nextNode = NODE_NONE, bestNode = NODE_NONE;
|
|
int nodeFlags = 0;
|
|
// bool recalc = false;
|
|
|
|
ent->waypoint = NODE_NONE;
|
|
goal->waypoint = NODE_NONE;
|
|
|
|
//Look through all nodes
|
|
STL_ITERATE( nci, nodeChain )
|
|
{
|
|
node = m_nodes[(*nci).nodeID];
|
|
nodeNum = (*nci).nodeID;
|
|
|
|
node->GetPosition( position );
|
|
|
|
if ( CheckedNode(nodeNum,ent->s.number) == CHECKED_FAILED )
|
|
{//already checked this node against ent and it failed
|
|
continue;
|
|
}
|
|
if ( CheckedNode(nodeNum,ent->s.number) == CHECKED_PASSED )
|
|
{//already checked this node against ent and it passed
|
|
}
|
|
else
|
|
{//haven't checked this node against ent yet
|
|
if ( NodeFailed( ent, nodeNum ) )
|
|
{
|
|
SetCheckedNode( nodeNum, ent->s.number, CHECKED_FAILED );
|
|
continue;
|
|
}
|
|
//okay, since we only have to do this once, let's check to see if this node is even usable (could help us short-circuit a whole loop of the dest nodes)
|
|
radius = node->GetRadius();
|
|
|
|
//If we're not within the known clear radius of this node OR out of Z height range...
|
|
if ( (*nci).distance >= (radius*radius) || ( fabs( position[2] - ent->currentOrigin[2] ) >= MAX_Z_DELTA ) )
|
|
{
|
|
//We're not *within* this node, so check clear path, etc.
|
|
|
|
//FIXME: any way to call G_FindClosestPointOnLineSegment and see if I can at least get to the waypoint's path
|
|
if ( flags & NF_CLEAR_PATH )//|| flags & NF_CLEAR_LOS )
|
|
{//need a clear path or LOS
|
|
if ( !gi.inPVS( ent->currentOrigin, position ) )
|
|
{//not even potentially clear
|
|
SetCheckedNode( nodeNum, ent->s.number, CHECKED_FAILED );
|
|
continue;
|
|
}
|
|
}
|
|
|
|
//Do we need a clear path?
|
|
if ( flags & NF_CLEAR_PATH )
|
|
{
|
|
if ( TestNodePath( ent, goal->s.number, position, qtrue ) == false )
|
|
{
|
|
SetCheckedNode( nodeNum, ent->s.number, CHECKED_FAILED );
|
|
continue;
|
|
}
|
|
}
|
|
}//otherwise, inside the node so it must be clear (?)
|
|
SetCheckedNode( nodeNum, ent->s.number, CHECKED_PASSED );
|
|
}
|
|
|
|
if ( d_altRoutes->integer )
|
|
{
|
|
//calc the paths for this node if they're out of date
|
|
nodeFlags = node->GetFlags();
|
|
if ( (nodeFlags&NF_RECALC) )
|
|
{
|
|
//gi.Printf( S_COLOR_CYAN"%d recalcing paths from node %d\n", level.time, nodeNum );
|
|
CalculatePath( node );
|
|
}
|
|
}
|
|
|
|
STL_ITERATE( nci2, nodeChain2 )
|
|
{
|
|
node2 = m_nodes[(*nci2).nodeID];
|
|
nodeNum2 = (*nci2).nodeID;
|
|
if ( d_altRoutes->integer )
|
|
{
|
|
//calc the paths for this node if they're out of date
|
|
nodeFlags = node2->GetFlags();
|
|
if ( (nodeFlags&NF_RECALC) )
|
|
{
|
|
//gi.Printf( S_COLOR_CYAN"%d recalcing paths from node %d\n", level.time, nodeNum2 );
|
|
CalculatePath( node2 );
|
|
}
|
|
}
|
|
|
|
node2->GetPosition( position2 );
|
|
//Okay, first get the entire path cost, including distance to first node from ents' positions
|
|
cost = floor(Distance( ent->currentOrigin, position ) + Distance( goal->currentOrigin, position2 ));
|
|
|
|
if ( d_altRoutes->integer )
|
|
{
|
|
nextNode = GetBestNodeAltRoute( (*nci).nodeID, (*nci2).nodeID, &pathCost, bestNode );
|
|
cost += pathCost;
|
|
}
|
|
else
|
|
{
|
|
cost += GetPathCost( (*nci).nodeID, (*nci2).nodeID );
|
|
}
|
|
|
|
if ( cost >= bestCost )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
//okay, this is the shortest path we've found yet, check clear path, etc.
|
|
if ( CheckedNode( nodeNum2, goal->s.number ) == CHECKED_FAILED )
|
|
{//already checked this node against goal and it failed
|
|
continue;
|
|
}
|
|
if ( CheckedNode( nodeNum2, goal->s.number ) == CHECKED_PASSED )
|
|
{//already checked this node against goal and it passed
|
|
}
|
|
else
|
|
{//haven't checked this node against goal yet
|
|
if ( NodeFailed( goal, nodeNum2 ) )
|
|
{
|
|
SetCheckedNode( nodeNum2, goal->s.number, CHECKED_FAILED );
|
|
continue;
|
|
}
|
|
radius = node2->GetRadius();
|
|
|
|
//If we're not within the known clear radius of this node OR out of Z height range...
|
|
if ( (*nci2).distance >= (radius*radius) || ( fabs( position2[2] - goal->currentOrigin[2] ) >= MAX_Z_DELTA ) )
|
|
{
|
|
//We're not *within* this node, so check clear path, etc.
|
|
|
|
if ( flags & NF_CLEAR_PATH )//|| flags & NF_CLEAR_LOS )
|
|
{//need a clear path or LOS
|
|
if ( !gi.inPVS( goal->currentOrigin, position2 ) )
|
|
{//not even potentially clear
|
|
SetCheckedNode( nodeNum2, goal->s.number, CHECKED_FAILED );
|
|
continue;
|
|
}
|
|
}
|
|
//Do we need a clear path?
|
|
if ( flags & NF_CLEAR_PATH )
|
|
{
|
|
if ( TestNodePath( goal, ent->s.number, position2, qfalse ) == false )//qtrue?
|
|
{
|
|
SetCheckedNode( nodeNum2, goal->s.number, CHECKED_FAILED );
|
|
continue;
|
|
}
|
|
}
|
|
}//otherwise, inside the node so it must be clear (?)
|
|
SetCheckedNode( nodeNum2, goal->s.number, CHECKED_PASSED );
|
|
}
|
|
|
|
bestCost = cost;
|
|
bestNode = nextNode;
|
|
ent->waypoint = (*nci).nodeID;
|
|
goal->waypoint = (*nci2).nodeID;
|
|
}
|
|
}
|
|
|
|
if ( !d_altRoutes->integer )
|
|
{//bestNode would not have been set by GetBestNodeAltRoute above, so get it here
|
|
if ( ent->waypoint != NODE_NONE && goal->waypoint != NODE_NONE )
|
|
{//have 2 valid waypoints which means a valid path
|
|
bestNode = GetBestNodeAltRoute( ent->waypoint, goal->waypoint, &bestCost, NODE_NONE );
|
|
}
|
|
}
|
|
return bestNode;
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
GetNearestWaypoint
|
|
-------------------------
|
|
*/
|
|
|
|
int CNavigator::GetNearestNode( gentity_t *ent, int lastID, int flags, int targetID )
|
|
{
|
|
int bestNode = NODE_NONE;
|
|
//Must have nodes
|
|
if ( m_nodes.size() == 0 )
|
|
return NODE_NONE;
|
|
|
|
if ( targetID == NODE_NONE )
|
|
{
|
|
//Try and find an early match using our last node
|
|
bestNode = TestBestFirst( ent, lastID, flags );
|
|
|
|
if ( bestNode != NODE_NONE )
|
|
return bestNode;
|
|
}//else can't rely on testing last, we want best to targetID
|
|
|
|
/////////////////////////////////////////////////
|
|
|
|
#define MAX_Z_DELTA 18
|
|
|
|
/////////////////////////////////////////////////
|
|
|
|
nodeChain_l nodeChain;
|
|
nodeChain_l::iterator nci;
|
|
|
|
//Collect all nodes within a certain radius
|
|
CollectNearestNodes( ent->currentOrigin, NODE_COLLECT_RADIUS, NODE_COLLECT_MAX, nodeChain );
|
|
|
|
vec3_t position;
|
|
int radius;
|
|
int dist, bestDist = Q3_INFINITE;
|
|
CNode *node;
|
|
|
|
//Look through all nodes
|
|
STL_ITERATE( nci, nodeChain )
|
|
{
|
|
node = m_nodes[(*nci).nodeID];
|
|
|
|
node->GetPosition( position );
|
|
|
|
radius = node->GetRadius();
|
|
|
|
if ( NodeFailed( ent, (*nci).nodeID ) )
|
|
{
|
|
continue;
|
|
}
|
|
//Are we within the known clear radius of this node?
|
|
if ( (*nci).distance < (radius*radius) )
|
|
{
|
|
//Do a z-difference sanity check
|
|
if ( fabs( position[2] - ent->currentOrigin[2] ) < MAX_Z_DELTA )
|
|
{
|
|
//Found one
|
|
return (*nci).nodeID;
|
|
}
|
|
}
|
|
|
|
//We're not *within* this node, so...
|
|
if ( CheckedNode((*nci).nodeID,ent->s.number) == CHECKED_FAILED )
|
|
{
|
|
continue;
|
|
}
|
|
else if ( CheckedNode((*nci).nodeID,ent->s.number) == CHECKED_FAILED )
|
|
{
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
//Do we need a clear path?
|
|
if ( flags & NF_CLEAR_PATH )
|
|
{
|
|
if ( TestNodePath( ent, ENTITYNUM_NONE, position, qfalse ) == false )//qtrue?
|
|
{
|
|
SetCheckedNode((*nci).nodeID,ent->s.number,CHECKED_FAILED);
|
|
continue;
|
|
}
|
|
}
|
|
|
|
//Do we need a clear line of sight?
|
|
/*
|
|
if ( flags & NF_CLEAR_LOS )
|
|
{
|
|
if ( TestNodeLOS( ent, position ) == false )
|
|
{
|
|
nodeChecked[(*nci).nodeID][ent->s.number] = CHECKED_FAILED;
|
|
continue;
|
|
}
|
|
}
|
|
*/
|
|
SetCheckedNode((*nci).nodeID,ent->s.number,CHECKED_PASSED);
|
|
}
|
|
|
|
if ( targetID != WAYPOINT_NONE )
|
|
{//we want to find the one with the shortest route here
|
|
dist = GetPathCost( (*nci).nodeID, targetID );
|
|
if ( dist < bestDist )
|
|
{
|
|
bestDist = dist;
|
|
bestNode = (*nci).nodeID;
|
|
}
|
|
}
|
|
else
|
|
{//first one we find is fine
|
|
bestNode = (*nci).nodeID;
|
|
break;
|
|
}
|
|
}
|
|
|
|
//Found one, we're done
|
|
return bestNode;
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
ShowPath
|
|
-------------------------
|
|
*/
|
|
|
|
void CNavigator::ShowPath( int start, int end )
|
|
{
|
|
//Validate the start position
|
|
if ( ( start < 0 ) || ( start >= m_nodes.size() ) )
|
|
return;
|
|
|
|
//Validate the end position
|
|
if ( ( end < 0 ) || ( end >= m_nodes.size() ) )
|
|
return;
|
|
|
|
CNode *startNode = m_nodes[ start ];
|
|
CNode *endNode = m_nodes[ end ];
|
|
|
|
CNode *moveNode = startNode;
|
|
CNode *testNode = NULL;
|
|
|
|
int bestNode;
|
|
vec3_t startPos, endPos;
|
|
|
|
int runAway = 0;
|
|
|
|
//Draw out our path
|
|
while ( moveNode != endNode )
|
|
{
|
|
bestNode = GetBestNode( moveNode->GetID(), end );
|
|
|
|
//Some nodes may be fragmented
|
|
if ( bestNode == -1 )
|
|
{
|
|
Com_Printf("No connection possible between node %d and %d\n", start, end );
|
|
return;
|
|
}
|
|
|
|
//This is our next node on the path
|
|
testNode = m_nodes[ bestNode ];
|
|
|
|
//Get their origins
|
|
moveNode->GetPosition( startPos );
|
|
testNode->GetPosition( endPos );
|
|
|
|
//Draw the edge
|
|
CG_DrawEdge( startPos, endPos, EDGE_PATH );
|
|
|
|
//Take a new best node
|
|
moveNode = testNode;
|
|
|
|
if ( runAway++ > 64 )
|
|
{
|
|
Com_Printf("Potential Run-away path!\n");
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
static map<int,byte> CheckedNodes;
|
|
void CNavigator::ClearCheckedNodes( void )
|
|
{
|
|
CheckedNodes.clear();
|
|
}
|
|
|
|
byte CNavigator::CheckedNode(int wayPoint,int ent)
|
|
{
|
|
assert(wayPoint>=0&&wayPoint<MAX_STORED_WAYPOINTS);
|
|
assert(ent>=0&&ent<MAX_GENTITIES);
|
|
map<int,byte>::iterator f=CheckedNodes.find(wayPoint*MAX_GENTITIES+ent);
|
|
if (f!=CheckedNodes.end())
|
|
{
|
|
return (*f).second;
|
|
}
|
|
return CHECKED_NO;
|
|
}
|
|
|
|
void CNavigator::SetCheckedNode(int wayPoint,int ent,byte value)
|
|
{
|
|
assert(wayPoint>=0&&wayPoint<MAX_STORED_WAYPOINTS);
|
|
assert(ent>=0&&ent<MAX_GENTITIES);
|
|
assert(value==CHECKED_FAILED||value==CHECKED_PASSED);
|
|
CheckedNodes[wayPoint*MAX_GENTITIES+ent]=value;
|
|
}
|
|
|
|
#define CHECK_FAILED_EDGE_INTERVAL 1000
|
|
#define CHECK_FAILED_EDGE_INTITIAL 5000//10000
|
|
|
|
void CNavigator::CheckFailedNodes( gentity_t *ent )
|
|
{
|
|
vec3_t nodePos;
|
|
int j;
|
|
|
|
//Must have nodes
|
|
if ( m_nodes.size() == 0 )
|
|
return;
|
|
|
|
if ( ent->failedWaypointCheckTime && ent->failedWaypointCheckTime < level.time )
|
|
{
|
|
int failed = 0;
|
|
//do this only once every 1 second
|
|
for ( j = 0; j < MAX_FAILED_NODES; j++ )
|
|
{
|
|
if ( ent->failedWaypoints[j] != 0 )
|
|
{
|
|
failed++;
|
|
//-1 because 0 is a valid node but also the default, so we add one when we add one
|
|
m_nodes[ent->failedWaypoints[j]-1]->GetPosition( nodePos );
|
|
if ( !NAV_ClearPathToPoint( ent, ent->mins, ent->maxs, nodePos, (CONTENTS_SOLID|CONTENTS_MONSTERCLIP|CONTENTS_BOTCLIP), ENTITYNUM_NONE ) )
|
|
{//no path clear of architecture, so clear this since we can't check against entities
|
|
ent->failedWaypoints[j] = 0;
|
|
failed--;
|
|
}
|
|
//have clear architectural path, now check against ents only
|
|
else if ( NAV_ClearPathToPoint( ent, ent->mins, ent->maxs, nodePos, CONTENTS_BODY, ENTITYNUM_NONE ) )
|
|
{//clear of ents, too, so all clear, clear this one out
|
|
ent->failedWaypoints[j] = 0;
|
|
failed--;
|
|
}
|
|
}
|
|
}
|
|
if ( !failed )
|
|
{
|
|
ent->failedWaypointCheckTime = 0;
|
|
}
|
|
else
|
|
{
|
|
ent->failedWaypointCheckTime = level.time + CHECK_FAILED_EDGE_INTERVAL + Q_irand( 0, 1000 );
|
|
}
|
|
}
|
|
}
|
|
|
|
void CNavigator::AddFailedNode( gentity_t *ent, int nodeID )
|
|
{
|
|
int j;
|
|
for ( j = 0; j < MAX_FAILED_NODES; j++ )
|
|
{
|
|
if ( ent->failedWaypoints[j] == 0 )
|
|
{
|
|
ent->failedWaypoints[j] = nodeID+1;//+1 because 0 is the default value and that's a valid node, so we take the +1 out when we check the node above
|
|
if ( !ent->failedWaypointCheckTime )
|
|
{
|
|
ent->failedWaypointCheckTime = level.time + CHECK_FAILED_EDGE_INTITIAL;
|
|
}
|
|
return;
|
|
}
|
|
if ( ent->failedWaypoints[j] == nodeID+1 )
|
|
{//already have this one marked as failed
|
|
return;
|
|
}
|
|
}
|
|
if ( j == MAX_FAILED_NODES )//check not needed, but...
|
|
{//ran out of failed nodes, get rid of first one, shift rest up
|
|
for ( j = 0; j < MAX_FAILED_NODES-1; j++ )
|
|
{
|
|
ent->failedWaypoints[j] = ent->failedWaypoints[j+1];
|
|
}
|
|
}
|
|
ent->failedWaypoints[MAX_FAILED_NODES-1] = nodeID+1;
|
|
if ( !ent->failedWaypointCheckTime )
|
|
{
|
|
ent->failedWaypointCheckTime = level.time + CHECK_FAILED_EDGE_INTITIAL;
|
|
}
|
|
}
|
|
|
|
qboolean CNavigator::NodeFailed( gentity_t *ent, int nodeID )
|
|
{
|
|
for ( int j = 0; j < MAX_FAILED_NODES; j++ )
|
|
{
|
|
if ( (ent->failedWaypoints[j]-1) == nodeID )
|
|
{
|
|
return qtrue;
|
|
}
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean CNavigator::NodesAreNeighbors( int startID, int endID )
|
|
{//See if these 2 are neighbors
|
|
if ( startID == endID )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
CNode *start = m_nodes[startID];
|
|
int nextID = -1;
|
|
//NOTE: we only check start because we assume all connections are 2-way
|
|
for ( int i = 0; i < start->GetNumEdges(); i++ )
|
|
{
|
|
nextID = start->GetEdge(i);
|
|
if ( nextID == endID )
|
|
{
|
|
return qtrue;
|
|
}
|
|
}
|
|
//not neighbors
|
|
return qfalse;
|
|
}
|
|
|
|
void CNavigator::ClearFailedEdge( failedEdge_t *failedEdge )
|
|
{
|
|
if ( !failedEdge )
|
|
{
|
|
return;
|
|
}
|
|
|
|
//clear the edge failed flags
|
|
/*
|
|
CNode *node = m_nodes[failedEdge->startID];
|
|
int edgeNum = node->GetEdgeNumToNode( failedEdge->endID );
|
|
int flags;
|
|
if ( edgeNum != -1 )
|
|
{
|
|
flags = node->GetEdgeFlags( edgeNum )&~EFLAG_FAILED;
|
|
node->SetEdgeFlags( edgeNum, flags );
|
|
}
|
|
node = m_nodes[failedEdge->endID];
|
|
edgeNum = node->GetEdgeNumToNode( failedEdge->startID );
|
|
if ( edgeNum != -1 )
|
|
{
|
|
flags = node->GetEdgeFlags( edgeNum )&~EFLAG_FAILED;
|
|
node->SetEdgeFlags( edgeNum, flags );
|
|
}
|
|
*/
|
|
//clear failedEdge info
|
|
SetEdgeCost( failedEdge->startID, failedEdge->endID, -1 );
|
|
failedEdge->startID = failedEdge->endID = WAYPOINT_NONE;
|
|
failedEdge->entID = ENTITYNUM_NONE;
|
|
failedEdge->checkTime = 0;
|
|
}
|
|
|
|
void CNavigator::ClearAllFailedEdges( void )
|
|
{
|
|
memset( &failedEdges, WAYPOINT_NONE, sizeof( failedEdges ) );
|
|
for ( int j = 0; j < MAX_FAILED_EDGES; j++ )
|
|
{
|
|
ClearFailedEdge( &failedEdges[j] );
|
|
}
|
|
}
|
|
|
|
int CNavigator::EdgeFailed( int startID, int endID )
|
|
{
|
|
//OPTIMIZED WAY (bjg 01/02)
|
|
//find in lookup map
|
|
pair <EdgeMultimapIt, EdgeMultimapIt> findValue;
|
|
findValue = m_edgeLookupMap.equal_range(startID);
|
|
while ( findValue.first != findValue.second )
|
|
{
|
|
if( failedEdges[findValue.first->second].endID == endID)
|
|
{
|
|
return findValue.first->second;
|
|
}
|
|
++findValue.first;
|
|
}
|
|
findValue = m_edgeLookupMap.equal_range(endID);
|
|
while ( findValue.first != findValue.second )
|
|
{
|
|
if( failedEdges[findValue.first->second].endID == startID)
|
|
{
|
|
return findValue.first->second;
|
|
}
|
|
++findValue.first;
|
|
}
|
|
|
|
return -1;
|
|
|
|
//Old way (linear search)
|
|
/*
|
|
for ( int j = 0; j < MAX_FAILED_EDGES; j++ )
|
|
{
|
|
if ( failedEdges[j].startID == startID )
|
|
{
|
|
if ( failedEdges[j].endID == endID )
|
|
{
|
|
return j;
|
|
}
|
|
}
|
|
else if ( failedEdges[j].startID == endID )
|
|
{
|
|
if ( failedEdges[j].endID == startID )
|
|
{
|
|
return j;
|
|
}
|
|
}
|
|
}
|
|
return -1;
|
|
*/
|
|
}
|
|
|
|
void CNavigator::AddFailedEdge( int entID, int startID, int endID )
|
|
{
|
|
int j;//, nextID;
|
|
|
|
//Must have nodes
|
|
if ( m_nodes.size() == 0 )
|
|
return;
|
|
|
|
if ( d_patched->integer )
|
|
{//use patch-style navigation
|
|
if ( startID == endID )
|
|
{//not an edge!
|
|
return;
|
|
}
|
|
}
|
|
|
|
//Validate the ent number
|
|
if ( ( entID < 0 ) || ( entID > ENTITYNUM_NONE ) )
|
|
{
|
|
#ifndef FINAL_BUILD
|
|
gi.Printf( S_COLOR_RED"NAV ERROR: envalid ent %d\n", entID );
|
|
assert(0&&"invalid entID");
|
|
#endif
|
|
return;
|
|
}
|
|
|
|
//Validate the start position
|
|
if ( ( startID < 0 ) || ( startID >= m_nodes.size() ) )
|
|
{
|
|
#ifndef FINAL_BUILD
|
|
gi.Printf( S_COLOR_RED"NAV ERROR: tried to fail invalid waypoint %d\n", startID );
|
|
assert(0&&"invalid failed edge");
|
|
#endif
|
|
return;
|
|
}
|
|
|
|
//Validate the end position
|
|
if ( ( endID < 0 ) || ( endID >= m_nodes.size() ) )
|
|
{
|
|
#ifndef FINAL_BUILD
|
|
gi.Printf( S_COLOR_RED"NAV ERROR: tried to fail invalid waypoint %d\n", endID );
|
|
assert(0&&"invalid failed edge");
|
|
#endif
|
|
return;
|
|
}
|
|
|
|
//First see if we already have this one
|
|
if ( (j = EdgeFailed( startID, endID )) != -1 )
|
|
{
|
|
//just remember this guy instead
|
|
failedEdges[j].entID = entID;
|
|
return;
|
|
}
|
|
|
|
//Okay, new one, find an empty slot
|
|
for ( j = 0; j < MAX_FAILED_EDGES; j++ )
|
|
{
|
|
if ( failedEdges[j].startID == WAYPOINT_NONE )
|
|
{
|
|
failedEdges[j].startID = startID;
|
|
failedEdges[j].endID = endID;
|
|
//Check one second from now to see if it's clear
|
|
failedEdges[j].checkTime = level.time + CHECK_FAILED_EDGE_INTERVAL + Q_irand( 0, 1000 );
|
|
|
|
m_edgeLookupMap.insert(pair<int, int>(startID, j));
|
|
|
|
/*
|
|
//DISABLED this for now, makes people stand around too long when
|
|
// collision avoidance just wasn't at it's best but path is clear
|
|
CNode *start = m_nodes[startID];
|
|
CNode *end = m_nodes[endID];
|
|
|
|
for ( int i = 0; i < start->GetNumEdges(); i++ )
|
|
{
|
|
nextID = start->GetEdge(i);
|
|
|
|
if ( EdgeFailed( startID, nextID ) != -1 )
|
|
{
|
|
//This edge blocked, check next
|
|
continue;
|
|
}
|
|
|
|
if ( nextID == endID || end->GetRank( nextID ) >= 0 )
|
|
{//neighbor of or route to end
|
|
//There's an alternate route, so don't check this one for 10 seconds
|
|
failedEdges[j].checkTime = level.time + CHECK_FAILED_EDGE_INTITIAL;
|
|
break;
|
|
}
|
|
}
|
|
*/
|
|
|
|
//Remember who needed it
|
|
failedEdges[j].entID = entID;
|
|
|
|
//set the edge failed flags
|
|
/*
|
|
CNode *node = m_nodes[startID];
|
|
int edgeNum = node->GetEdgeNumToNode( endID );
|
|
int flags;
|
|
if ( edgeNum != -1 )
|
|
{
|
|
flags = node->GetEdgeFlags( edgeNum )|EFLAG_FAILED;
|
|
node->SetEdgeFlags( edgeNum, flags );
|
|
}
|
|
node = m_nodes[endID];
|
|
edgeNum = node->GetEdgeNumToNode( startID );
|
|
if ( edgeNum != -1 )
|
|
{
|
|
flags = node->GetEdgeFlags( edgeNum )|EFLAG_FAILED;
|
|
node->SetEdgeFlags( edgeNum, flags );
|
|
}
|
|
*/
|
|
|
|
//stuff the index to this one in our lookup map
|
|
|
|
//now recalc all the paths!
|
|
if ( pathsCalculated )
|
|
{
|
|
//reconnect the nodes and mark every node's flag NF_RECALC
|
|
//gi.Printf( S_COLOR_CYAN"%d marking all nodes for recalc\n", level.time );
|
|
SetEdgeCost( startID, endID, Q3_INFINITE );
|
|
FlagAllNodes( NF_RECALC );
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
#ifndef FINAL_BUILD
|
|
gi.Printf( S_COLOR_RED"NAV ERROR: too many blocked waypoint connections (%d)!!!\n", j );
|
|
#endif
|
|
}
|
|
|
|
qboolean CNavigator::CheckFailedEdge( failedEdge_t *failedEdge )
|
|
{
|
|
if ( !failedEdge )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
//Every 1 second, see if our failed edges are clear
|
|
if ( failedEdge->checkTime < level.time )
|
|
{
|
|
if ( failedEdge->startID != WAYPOINT_NONE )
|
|
{
|
|
vec3_t start, end, mins, maxs;
|
|
int ignore, clipmask;
|
|
gentity_t *ent = (failedEdge->entID<ENTITYNUM_WORLD)?&g_entities[failedEdge->entID]:NULL;
|
|
int hitEntNum;
|
|
|
|
if ( !ent )
|
|
{
|
|
VectorSet( mins, DEFAULT_MINS_0, DEFAULT_MINS_1, DEFAULT_MINS_2+STEPSIZE );
|
|
VectorSet( maxs, DEFAULT_MAXS_0, DEFAULT_MAXS_1, DEFAULT_MAXS_2 );
|
|
ignore = ENTITYNUM_NONE;
|
|
clipmask = MASK_NPCSOLID;
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( ent->mins, mins );
|
|
mins[2] += STEPSIZE;
|
|
VectorCopy( ent->maxs, maxs );
|
|
ignore = failedEdge->entID;
|
|
clipmask = ent->clipmask;
|
|
}
|
|
|
|
if ( maxs[2] < mins[2] )
|
|
{//don't invert bounding box
|
|
maxs[2] = mins[2];
|
|
}
|
|
|
|
m_nodes[failedEdge->startID]->GetPosition( start );
|
|
m_nodes[failedEdge->endID]->GetPosition( end );
|
|
|
|
//See if it's NAV_ClearPath...
|
|
#if 0
|
|
hitEntNum = NAVNEW_ClearPathBetweenPoints( start, end, mins, maxs, ignore, clipmask|CONTENTS_MONSTERCLIP|CONTENTS_BOTCLIP );//NOTE: should we really always include monsterclip (physically blocks NPCs) and botclip (do not enter)?
|
|
#else
|
|
trace_t trace;
|
|
|
|
//Test if they're even conceivably close to one another
|
|
if ( !gi.inPVSIgnorePortals( start, end ) )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
gi.trace( &trace, start, mins, maxs, end, ignore, clipmask|CONTENTS_MONSTERCLIP|CONTENTS_BOTCLIP );//NOTE: should we really always include monsterclip (physically blocks NPCs) and botclip (do not enter)?
|
|
|
|
if( trace.startsolid == qtrue || trace.allsolid == qtrue )
|
|
{
|
|
return qfalse;
|
|
}
|
|
hitEntNum = trace.entityNum;
|
|
#endif
|
|
//if we did hit something, see if it's just an auto-door and allow it
|
|
if ( hitEntNum != ENTITYNUM_NONE && G_EntIsUnlockedDoor( hitEntNum ) )
|
|
{
|
|
hitEntNum = ENTITYNUM_NONE;
|
|
}
|
|
else if ( hitEntNum == failedEdge->entID )
|
|
{//don't hit the person who initially marked the edge failed
|
|
hitEntNum = ENTITYNUM_NONE;
|
|
}
|
|
if ( hitEntNum == ENTITYNUM_NONE )
|
|
{
|
|
//If so, clear it
|
|
ClearFailedEdge( failedEdge );
|
|
return qtrue;
|
|
}
|
|
else
|
|
{
|
|
//Check again in one second
|
|
failedEdge->checkTime = level.time + CHECK_FAILED_EDGE_INTERVAL + Q_irand( 0, 1000 );
|
|
}
|
|
}
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
void CNavigator::CheckAllFailedEdges( void )
|
|
{
|
|
failedEdge_t *failedEdge;
|
|
qboolean clearedAny = qfalse;
|
|
|
|
//Must have nodes
|
|
if ( m_nodes.size() == 0 )
|
|
return;
|
|
|
|
for ( int j = 0; j < MAX_FAILED_EDGES; j++ )
|
|
{
|
|
failedEdge = &failedEdges[j];
|
|
|
|
clearedAny = CheckFailedEdge( failedEdge )?qtrue:clearedAny;
|
|
}
|
|
if ( clearedAny )
|
|
{//need to recalc the paths
|
|
if ( pathsCalculated )
|
|
{
|
|
//reconnect the nodes and mark every node's flag NF_RECALC
|
|
//gi.Printf( S_COLOR_CYAN"%d marking all nodes for recalc\n", level.time );
|
|
FlagAllNodes( NF_RECALC );
|
|
}
|
|
}
|
|
}
|
|
|
|
qboolean CNavigator::RouteBlocked( int startID, int testEdgeID, int endID, int rejectRank )
|
|
{
|
|
int nextID, edgeID, lastID, bestNextID = NODE_NONE;
|
|
int bestRank = rejectRank;
|
|
int testRank;
|
|
qboolean allEdgesFailed;
|
|
CNode *end;
|
|
CNode *next;
|
|
|
|
|
|
if ( EdgeFailed( startID, testEdgeID ) != -1 )
|
|
{
|
|
return qtrue;
|
|
}
|
|
|
|
if ( testEdgeID == endID )
|
|
{//Neighbors, checked out, all clear
|
|
return qfalse;
|
|
}
|
|
|
|
//Okay, first edge is clear, now check rest of route!
|
|
end = m_nodes[ endID ];
|
|
nextID = testEdgeID;
|
|
lastID = startID;
|
|
|
|
while( 1 )
|
|
{
|
|
next = m_nodes[ nextID ];
|
|
allEdgesFailed = qtrue;
|
|
|
|
for ( int i = 0; i < next->GetNumEdges(); i++ )
|
|
{
|
|
edgeID = next->GetEdge(i);
|
|
|
|
if ( edgeID == lastID )
|
|
{//Don't backtrack
|
|
continue;
|
|
}
|
|
|
|
if ( edgeID == startID )
|
|
{//Don't loop around
|
|
continue;
|
|
}
|
|
|
|
if ( EdgeFailed( nextID, edgeID ) != -1 )
|
|
{
|
|
//This edge blocked, check next
|
|
continue;
|
|
}
|
|
|
|
if ( edgeID == endID )
|
|
{//We got there all clear!
|
|
return qfalse;
|
|
}
|
|
|
|
//Still going...
|
|
testRank = end->GetRank( edgeID );
|
|
|
|
if ( testRank < 0 )
|
|
{//No route this way
|
|
continue;
|
|
}
|
|
|
|
//Is the rank good enough?
|
|
if ( testRank < bestRank )
|
|
{
|
|
bestNextID = edgeID;
|
|
bestRank = testRank;
|
|
allEdgesFailed = qfalse;
|
|
}
|
|
}
|
|
|
|
if ( allEdgesFailed )
|
|
{
|
|
//This route has no clear way of getting to end
|
|
return qtrue;
|
|
}
|
|
else
|
|
{
|
|
lastID = nextID;
|
|
nextID = bestNextID;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
GetBestNodeAltRoute
|
|
-------------------------
|
|
*/
|
|
|
|
int CNavigator::GetBestNodeAltRoute( int startID, int endID, int *pathCost, int rejectID )
|
|
{
|
|
//Must have nodes
|
|
if ( m_nodes.size() == 0 )
|
|
return WAYPOINT_NONE;
|
|
|
|
//Validate the start position
|
|
if ( ( startID < 0 ) || ( startID >= m_nodes.size() ) )
|
|
return WAYPOINT_NONE;
|
|
|
|
//Validate the end position
|
|
if ( ( endID < 0 ) || ( endID >= m_nodes.size() ) )
|
|
return WAYPOINT_NONE;
|
|
|
|
//Is it the same node?
|
|
if ( startID == endID )
|
|
{
|
|
if ( !d_altRoutes->integer || EdgeFailed( startID, endID ) == -1 )
|
|
{
|
|
return startID;
|
|
}
|
|
else
|
|
{
|
|
return WAYPOINT_NONE;
|
|
}
|
|
}
|
|
|
|
CNode *start = m_nodes[ startID ];
|
|
|
|
int bestNode = -1;
|
|
int bestRank = Q3_INFINITE;
|
|
int testRank, rejectRank = Q3_INFINITE;
|
|
int bestCost = Q3_INFINITE;
|
|
|
|
*pathCost = 0;
|
|
|
|
//Find the minimum rank of the edge(s) we want to reject as paths
|
|
if ( rejectID != WAYPOINT_NONE )
|
|
{
|
|
for ( int i = 0; i < start->GetNumEdges(); i++ )
|
|
{
|
|
if ( start->GetEdge(i) == rejectID )
|
|
{
|
|
rejectRank = GetPathCost( startID, endID );//end->GetRank( start->GetEdge(i) );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
for ( int i = 0; i < start->GetNumEdges(); i++ )
|
|
{
|
|
int edgeID = start->GetEdge(i);
|
|
|
|
testRank = GetPathCost( edgeID, endID );//end->GetRank( edgeID );
|
|
|
|
//Make sure it's not worse than our reject rank
|
|
if ( testRank >= rejectRank )
|
|
continue;
|
|
|
|
//Found one
|
|
if ( edgeID == endID )
|
|
{
|
|
if ( !d_altRoutes->integer || !RouteBlocked( startID, edgeID, endID, rejectRank ) )
|
|
{
|
|
*pathCost += start->GetEdgeCost( i );
|
|
return edgeID;
|
|
}
|
|
else
|
|
{//this is blocked, can't consider it
|
|
continue;
|
|
}
|
|
}
|
|
|
|
//No possible connection
|
|
if ( testRank == NODE_NONE )
|
|
{
|
|
*pathCost = Q3_INFINITE;
|
|
return NODE_NONE;
|
|
}
|
|
|
|
//Found a better one
|
|
if ( testRank < bestRank )
|
|
{
|
|
//FIXME: make sure all the edges down from startID through edgeID to endID
|
|
// does NOT include a failedEdge...
|
|
if ( !d_altRoutes->integer || !RouteBlocked( startID, edgeID, endID, rejectRank ) )
|
|
{
|
|
bestNode = edgeID;
|
|
bestRank = testRank;
|
|
bestCost = start->GetEdgeCost(i)+testRank;
|
|
}
|
|
}
|
|
}
|
|
|
|
*pathCost = bestCost;
|
|
|
|
return bestNode;
|
|
}
|
|
/*
|
|
-------------------------
|
|
GetBestNodeAltRoute
|
|
overloaded so you don't have to pass a pathCost int pointer in
|
|
-------------------------
|
|
*/
|
|
|
|
int CNavigator::GetBestNodeAltRoute( int startID, int endID, int rejectID )
|
|
{
|
|
int junk;
|
|
return GetBestNodeAltRoute( startID, endID, &junk, rejectID );
|
|
}
|
|
/*
|
|
-------------------------
|
|
GetBestNode
|
|
-------------------------
|
|
*/
|
|
|
|
int CNavigator::GetBestNode( int startID, int endID, int rejectID )
|
|
{
|
|
//Validate the start position
|
|
if ( ( startID < 0 ) || ( startID >= m_nodes.size() ) )
|
|
return WAYPOINT_NONE;
|
|
|
|
//Validate the end position
|
|
if ( ( endID < 0 ) || ( endID >= m_nodes.size() ) )
|
|
return WAYPOINT_NONE;
|
|
|
|
if ( startID == endID )
|
|
return startID;
|
|
|
|
CNode *start = m_nodes[ startID ];
|
|
CNode *end = m_nodes[ endID ];
|
|
|
|
int bestNode = -1;
|
|
int bestRank = Q3_INFINITE;
|
|
int testRank, rejectRank = 0;
|
|
|
|
if ( rejectID != WAYPOINT_NONE )
|
|
{
|
|
for ( int i = 0; i < start->GetNumEdges(); i++ )
|
|
{
|
|
if ( start->GetEdge(i) == rejectID )
|
|
{
|
|
rejectRank = end->GetRank( start->GetEdge(i) );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
for ( int i = 0; i < start->GetNumEdges(); i++ )
|
|
{
|
|
int edgeID = start->GetEdge(i);
|
|
|
|
//Found one
|
|
if ( edgeID == endID )
|
|
return edgeID;
|
|
|
|
testRank = end->GetRank( edgeID );
|
|
|
|
//Found one
|
|
if ( testRank <= rejectRank )
|
|
continue;
|
|
|
|
//No possible connection
|
|
if ( testRank == NODE_NONE )
|
|
return NODE_NONE;
|
|
|
|
//Found a better one
|
|
if ( testRank < bestRank )
|
|
{
|
|
bestNode = edgeID;
|
|
bestRank = testRank;
|
|
}
|
|
}
|
|
|
|
return bestNode;
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
GetNodePosition
|
|
-------------------------
|
|
*/
|
|
|
|
int CNavigator::GetNodePosition( int nodeID, vec3_t out )
|
|
{
|
|
//Validate the number
|
|
if ( ( nodeID < 0 ) || ( nodeID >= m_nodes.size() ) )
|
|
return false;
|
|
|
|
CNode *node = m_nodes[ nodeID ];
|
|
|
|
node->GetPosition( out );
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
GetNodeNumEdges
|
|
-------------------------
|
|
*/
|
|
|
|
int CNavigator::GetNodeNumEdges( int nodeID )
|
|
{
|
|
if ( ( nodeID < 0 ) || ( nodeID >= m_nodes.size() ) )
|
|
return -1;
|
|
|
|
CNode *node = m_nodes[ nodeID ];
|
|
|
|
assert( node );
|
|
|
|
return node->GetNumEdges();
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
GetNodeEdge
|
|
-------------------------
|
|
*/
|
|
|
|
int CNavigator::GetNodeEdge( int nodeID, int edge )
|
|
{
|
|
if ( ( nodeID < 0 ) || ( nodeID >= m_nodes.size() ) )
|
|
return -1;
|
|
|
|
CNode *node = m_nodes[ nodeID ];
|
|
|
|
assert( node );
|
|
|
|
return node->GetEdge( edge );
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
Connected
|
|
-------------------------
|
|
*/
|
|
|
|
bool CNavigator::Connected( int startID, int endID )
|
|
{
|
|
//Validate the start position
|
|
if ( ( startID < 0 ) || ( startID >= m_nodes.size() ) )
|
|
return false;
|
|
|
|
//Validate the end position
|
|
if ( ( endID < 0 ) || ( endID >= m_nodes.size() ) )
|
|
return false;
|
|
|
|
if ( startID == endID )
|
|
return true;
|
|
|
|
CNode *start = m_nodes[ startID ];
|
|
CNode *end = m_nodes[ endID ];
|
|
|
|
for ( int i = 0; i < start->GetNumEdges(); i++ )
|
|
{
|
|
int edgeID = start->GetEdge(i);
|
|
|
|
//Found one
|
|
if ( edgeID == endID )
|
|
return true;
|
|
|
|
if ( ( end->GetRank( edgeID ) ) != NODE_NONE )
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
GetPathCost
|
|
-------------------------
|
|
*/
|
|
|
|
unsigned int CNavigator::GetPathCost( int startID, int endID )
|
|
{
|
|
//Validate the start position
|
|
if ( ( startID < 0 ) || ( startID >= m_nodes.size() ) )
|
|
return Q3_INFINITE; // return 0;
|
|
|
|
//Validate the end position
|
|
if ( ( endID < 0 ) || ( endID >= m_nodes.size() ) )
|
|
return Q3_INFINITE; // return 0;
|
|
|
|
CNode *startNode = m_nodes[ startID ];
|
|
|
|
if ( !startNode->GetNumEdges() )
|
|
{//WTF? Solitary waypoint! Bad designer!
|
|
return Q3_INFINITE; // return 0;
|
|
}
|
|
|
|
CNode *endNode = m_nodes[ endID ];
|
|
|
|
CNode *moveNode = startNode;
|
|
|
|
int bestNode;
|
|
int pathCost = 0;
|
|
int bestCost;
|
|
|
|
int bestRank;
|
|
int testRank;
|
|
|
|
//Draw out our path
|
|
while ( moveNode != endNode )
|
|
{
|
|
bestRank = WORLD_SIZE;
|
|
bestNode = -1;
|
|
bestCost = 0;
|
|
|
|
for ( int i = 0; i < moveNode->GetNumEdges(); i++ )
|
|
{
|
|
int edgeID = moveNode->GetEdge(i);
|
|
|
|
//Done
|
|
if ( edgeID == endID )
|
|
{
|
|
return pathCost + moveNode->GetEdgeCost( i );
|
|
}
|
|
|
|
testRank = endNode->GetRank( edgeID );
|
|
|
|
//No possible connection
|
|
if ( testRank == NODE_NONE )
|
|
{
|
|
return Q3_INFINITE; // return 0;
|
|
}
|
|
|
|
//Found a better one
|
|
if ( testRank < bestRank )
|
|
{
|
|
bestNode = edgeID;
|
|
bestRank = testRank;
|
|
bestCost = moveNode->GetEdgeCost( i );
|
|
}
|
|
}
|
|
|
|
pathCost += bestCost;
|
|
|
|
//Take a new best node
|
|
moveNode = m_nodes[ bestNode ];
|
|
}
|
|
|
|
return pathCost;
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
GetEdgeCost
|
|
-------------------------
|
|
*/
|
|
|
|
unsigned int CNavigator::GetEdgeCost( int startID, int endID )
|
|
{
|
|
//Validate the start position
|
|
if ( ( startID < 0 ) || ( startID >= m_nodes.size() ) )
|
|
return Q3_INFINITE; // return 0;
|
|
|
|
//Validate the end position
|
|
if ( ( endID < 0 ) || ( endID >= m_nodes.size() ) )
|
|
return Q3_INFINITE; // return 0;
|
|
|
|
CNode *start = m_nodes[startID];
|
|
CNode *end = m_nodes[endID];
|
|
|
|
return GetEdgeCost( start, end );
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
GetProjectedNode
|
|
-------------------------
|
|
*/
|
|
|
|
int CNavigator::GetProjectedNode( vec3_t origin, int nodeID )
|
|
{
|
|
//Validate the start position
|
|
if ( ( nodeID < 0 ) || ( nodeID >= m_nodes.size() ) )
|
|
return NODE_NONE;
|
|
|
|
CNode *node = m_nodes[nodeID];
|
|
CNode *tempNode;
|
|
|
|
float bestDot = 0.0f;
|
|
int bestNode = NODE_NONE;
|
|
|
|
vec3_t targetDir, basePos, tempDir, tempPos;
|
|
float dot;
|
|
|
|
//Setup our target direction
|
|
node->GetPosition( basePos );
|
|
|
|
VectorSubtract( origin, basePos, targetDir );
|
|
VectorNormalize( targetDir );
|
|
|
|
//Go through all the edges
|
|
for ( int i = 0; i < node->GetNumEdges(); i++ )
|
|
{
|
|
tempNode = m_nodes[node->GetEdge(i)];
|
|
tempNode->GetPosition( tempPos );
|
|
|
|
VectorSubtract( tempPos, basePos, tempDir );
|
|
VectorNormalize( tempDir ); //FIXME: Retain the length here if you want it
|
|
|
|
dot = DotProduct( targetDir, tempDir );
|
|
|
|
if ( dot < 0.0f )
|
|
continue;
|
|
|
|
if ( dot > bestDot )
|
|
{
|
|
bestDot = dot;
|
|
bestNode = tempNode->GetID();
|
|
}
|
|
}
|
|
|
|
return bestNode;
|
|
}
|
|
|
|
// This is the PriorityQueue stuff for lists of connections
|
|
// better than linear (1/21/02 BJG)
|
|
//////////////////////////////////////////////////////////////////
|
|
// Helper pop_mHeap algorithm class
|
|
//////////////////////////////////////////////////////////////////
|
|
class NodeTotalGreater
|
|
{
|
|
public:
|
|
bool operator()( CEdge * first, CEdge * second ) const {
|
|
return( first->m_cost > second->m_cost );
|
|
}
|
|
};
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////
|
|
// Destructor - Deallocate any remaining pointers in the queue
|
|
//////////////////////////////////////////////////////////////////
|
|
CPriorityQueue::~CPriorityQueue()
|
|
{
|
|
while (!Empty())
|
|
{
|
|
delete Pop();
|
|
}
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////
|
|
// Standard Iterative Search
|
|
//////////////////////////////////////////////////////////////////
|
|
CEdge* CPriorityQueue::Find(int npNum)
|
|
{
|
|
for(vector<CEdge*>::iterator HeapIter=mHeap.begin(); HeapIter!=mHeap.end(); HeapIter++)
|
|
{
|
|
if ((*HeapIter)->m_first == npNum)
|
|
{
|
|
return *HeapIter;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////
|
|
// Remove Node And Resort
|
|
//////////////////////////////////////////////////////////////////
|
|
CEdge* CPriorityQueue::Pop()
|
|
{
|
|
CEdge *edge = mHeap.front();
|
|
|
|
//pop_mHeap will move the node at the front to the position N
|
|
//and then sort the mHeap to make positions 1 through N-1 correct
|
|
//(STL makes no assumptions about your data and doesn't want to change
|
|
//the size of the container.)
|
|
std::pop_heap(mHeap.begin(), mHeap.end(), NodeTotalGreater() );
|
|
|
|
//pop_back() will actually remove the last element from the mHeap
|
|
//now the mHeap is sorted for positions 1 through N
|
|
mHeap.pop_back();
|
|
|
|
return( edge );
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////
|
|
// Add New Node And Resort
|
|
//////////////////////////////////////////////////////////////////
|
|
void CPriorityQueue::Push(CEdge* theEdge )
|
|
{
|
|
//Pushes the node onto the back of the mHeap
|
|
mHeap.push_back( theEdge );
|
|
|
|
//Sorts the new element into the mHeap
|
|
std::push_heap( mHeap.begin(), mHeap.end(), NodeTotalGreater() );
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////
|
|
// Find The Node In Question And Resort mHeap Around It
|
|
//////////////////////////////////////////////////////////////////
|
|
void CPriorityQueue::Update( CEdge* edge )
|
|
{
|
|
for(vector<CEdge*>::iterator i=mHeap.begin(); i!=mHeap.end(); i++)
|
|
{
|
|
if( (*i)->m_first == edge->m_first )
|
|
{ //Found node - resort from this position in the mHeap
|
|
//(its total value was changed before this function was called)
|
|
std::push_heap( mHeap.begin(), i+1, NodeTotalGreater() );
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////
|
|
// Just a wrapper for stl empty function.
|
|
//////////////////////////////////////////////////////////////////
|
|
bool CPriorityQueue::Empty()
|
|
{
|
|
return( mHeap.empty() );
|
|
};
|
|
|