483 lines
12 KiB
C++
483 lines
12 KiB
C++
//
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// NPC_move.cpp
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//
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// leave this line at the top for all NPC_xxxx.cpp files...
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#include "g_headers.h"
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#include "b_local.h"
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#include "g_nav.h"
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#include "anims.h"
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extern cvar_t *d_altRoutes;
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void CG_Cylinder( vec3_t start, vec3_t end, float radius, vec3_t color );
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qboolean G_BoundsOverlap(const vec3_t mins1, const vec3_t maxs1, const vec3_t mins2, const vec3_t maxs2);
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int NAV_Steer( gentity_t *self, vec3_t dir, float distance );
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extern int GetTime ( int lastTime );
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navInfo_t frameNavInfo;
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extern qboolean FlyingCreature( gentity_t *ent );
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extern qboolean PM_InKnockDown( playerState_t *ps );
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/*
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-------------------------
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NPC_ClearPathToGoal
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-------------------------
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*/
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qboolean NPC_ClearPathToGoal( vec3_t dir, gentity_t *goal )
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{
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trace_t trace;
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//FIXME: What does do about area portals? THIS IS BROKEN
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//if ( gi.inPVS( NPC->currentOrigin, goal->currentOrigin ) == qfalse )
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// return qfalse;
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//Look ahead and see if we're clear to move to our goal position
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if ( NAV_CheckAhead( NPC, goal->currentOrigin, trace, ( NPC->clipmask & ~CONTENTS_BODY )|CONTENTS_BOTCLIP ) )
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{
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//VectorSubtract( goal->currentOrigin, NPC->currentOrigin, dir );
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return qtrue;
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}
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if (!FlyingCreature(NPC))
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{
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//See if we're too far above
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if ( fabs( NPC->currentOrigin[2] - goal->currentOrigin[2] ) > 48 )
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return qfalse;
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}
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//This is a work around
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float radius = ( NPC->maxs[0] > NPC->maxs[1] ) ? NPC->maxs[0] : NPC->maxs[1];
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float dist = Distance( NPC->currentOrigin, goal->currentOrigin );
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float tFrac = 1.0f - ( radius / dist );
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if ( trace.fraction >= tFrac )
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return qtrue;
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//See if we're looking for a navgoal
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if ( goal->svFlags & SVF_NAVGOAL )
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{
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//Okay, didn't get all the way there, let's see if we got close enough:
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if ( NAV_HitNavGoal( trace.endpos, NPC->mins, NPC->maxs, goal->currentOrigin, NPCInfo->goalRadius ) )
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{
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//VectorSubtract(goal->currentOrigin, NPC->currentOrigin, dir);
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return qtrue;
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}
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}
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return qfalse;
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}
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/*
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-------------------------
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NPC_CheckCombatMove
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-------------------------
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*/
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inline qboolean NPC_CheckCombatMove( void )
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{
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//return NPCInfo->combatMove;
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if ( ( NPCInfo->goalEntity && NPC->enemy && NPCInfo->goalEntity == NPC->enemy ) || ( NPCInfo->combatMove ) )
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{
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return qtrue;
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}
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if ( NPCInfo->goalEntity && NPCInfo->watchTarget )
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{
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if ( NPCInfo->goalEntity != NPCInfo->watchTarget )
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{
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return qtrue;
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}
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}
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return qfalse;
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}
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/*
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-------------------------
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NPC_LadderMove
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-------------------------
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*/
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static void NPC_LadderMove( vec3_t dir )
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{
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//FIXME: this doesn't guarantee we're facing ladder
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//ALSO: Need to be able to get off at top
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//ALSO: Need to play an anim
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//ALSO: Need transitionary anims?
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if ( ( dir[2] > 0 ) || ( dir[2] < 0 && NPC->client->ps.groundEntityNum == ENTITYNUM_NONE ) )
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{
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//Set our movement direction
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ucmd.upmove = (dir[2] > 0) ? 127 : -127;
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//Don't move around on XY
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ucmd.forwardmove = ucmd.rightmove = 0;
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}
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}
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/*
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-------------------------
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NPC_GetMoveInformation
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-------------------------
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*/
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inline qboolean NPC_GetMoveInformation( vec3_t dir, float *distance )
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{
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//NOTENOTE: Use path stacks!
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//Make sure we have somewhere to go
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if ( NPCInfo->goalEntity == NULL )
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return qfalse;
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//Get our move info
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VectorSubtract( NPCInfo->goalEntity->currentOrigin, NPC->currentOrigin, dir );
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*distance = VectorNormalize( dir );
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VectorCopy( NPCInfo->goalEntity->currentOrigin, NPCInfo->blockedDest );
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return qtrue;
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}
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/*
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-------------------------
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NAV_GetLastMove
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-------------------------
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*/
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void NAV_GetLastMove( navInfo_t &info )
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{
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info = frameNavInfo;
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}
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/*
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-------------------------
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NPC_GetMoveDirection
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-------------------------
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*/
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qboolean NPC_GetMoveDirection( vec3_t out, float *distance )
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{
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vec3_t angles;
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//Clear the struct
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memset( &frameNavInfo, 0, sizeof( frameNavInfo ) );
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//Get our movement, if any
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if ( NPC_GetMoveInformation( frameNavInfo.direction, &frameNavInfo.distance ) == qfalse )
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return qfalse;
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//Setup the return value
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*distance = frameNavInfo.distance;
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//For starters
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VectorCopy( frameNavInfo.direction, frameNavInfo.pathDirection );
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//If on a ladder, move appropriately
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if ( NPC->watertype & CONTENTS_LADDER )
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{
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NPC_LadderMove( frameNavInfo.direction );
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return qtrue;
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}
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//Attempt a straight move to goal
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if ( NPC_ClearPathToGoal( frameNavInfo.direction, NPCInfo->goalEntity ) == qfalse )
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{
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//See if we're just stuck
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if ( NAV_MoveToGoal( NPC, frameNavInfo ) == WAYPOINT_NONE )
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{
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//Can't reach goal, just face
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vectoangles( frameNavInfo.direction, angles );
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NPCInfo->desiredYaw = AngleNormalize360( angles[YAW] );
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VectorCopy( frameNavInfo.direction, out );
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*distance = frameNavInfo.distance;
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return qfalse;
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}
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frameNavInfo.flags |= NIF_MACRO_NAV;
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}
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//Avoid any collisions on the way
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if ( NAV_AvoidCollision( NPC, NPCInfo->goalEntity, frameNavInfo ) == qfalse )
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{
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//FIXME: Emit a warning, this is a worst case scenario
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//FIXME: if we have a clear path to our goal (exluding bodies), but then this
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// check (against bodies only) fails, shouldn't we fall back
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// to macro navigation? Like so:
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if ( !(frameNavInfo.flags&NIF_MACRO_NAV) )
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{//we had a clear path to goal and didn't try macro nav, but can't avoid collision so try macro nav here
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//See if we're just stuck
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if ( NAV_MoveToGoal( NPC, frameNavInfo ) == WAYPOINT_NONE )
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{
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//Can't reach goal, just face
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vectoangles( frameNavInfo.direction, angles );
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NPCInfo->desiredYaw = AngleNormalize360( angles[YAW] );
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VectorCopy( frameNavInfo.direction, out );
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*distance = frameNavInfo.distance;
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return qfalse;
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}
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frameNavInfo.flags |= NIF_MACRO_NAV;
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}
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}
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//Setup the return values
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VectorCopy( frameNavInfo.direction, out );
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*distance = frameNavInfo.distance;
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return qtrue;
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}
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/*
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-------------------------
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NPC_GetMoveDirectionAltRoute
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-------------------------
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*/
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extern int NAVNEW_MoveToGoal( gentity_t *self, navInfo_t &info );
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extern qboolean NAVNEW_AvoidCollision( gentity_t *self, gentity_t *goal, navInfo_t &info, qboolean setBlockedInfo, int blockedMovesLimit );
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qboolean NPC_GetMoveDirectionAltRoute( vec3_t out, float *distance, qboolean tryStraight )
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{
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vec3_t angles;
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NPCInfo->aiFlags &= ~NPCAI_BLOCKED;
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//Clear the struct
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memset( &frameNavInfo, 0, sizeof( frameNavInfo ) );
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//Get our movement, if any
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if ( NPC_GetMoveInformation( frameNavInfo.direction, &frameNavInfo.distance ) == qfalse )
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return qfalse;
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//Setup the return value
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*distance = frameNavInfo.distance;
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//For starters
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VectorCopy( frameNavInfo.direction, frameNavInfo.pathDirection );
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//If on a ladder, move appropriately
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if ( NPC->watertype & CONTENTS_LADDER )
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{
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NPC_LadderMove( frameNavInfo.direction );
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return qtrue;
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}
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//Attempt a straight move to goal
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if ( !tryStraight || NPC_ClearPathToGoal( frameNavInfo.direction, NPCInfo->goalEntity ) == qfalse )
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{//blocked
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//Can't get straight to goal, use macro nav
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if ( NAVNEW_MoveToGoal( NPC, frameNavInfo ) == WAYPOINT_NONE )
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{
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//Can't reach goal, just face
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vectoangles( frameNavInfo.direction, angles );
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NPCInfo->desiredYaw = AngleNormalize360( angles[YAW] );
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VectorCopy( frameNavInfo.direction, out );
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*distance = frameNavInfo.distance;
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return qfalse;
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}
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//else we are on our way
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frameNavInfo.flags |= NIF_MACRO_NAV;
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}
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else
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{//we have no architectural problems, see if there are ents inthe way and try to go around them
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//not blocked
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if ( d_altRoutes->integer )
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{//try macro nav
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navInfo_t tempInfo;
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memcpy( &tempInfo, &frameNavInfo, sizeof( tempInfo ) );
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if ( NAVNEW_AvoidCollision( NPC, NPCInfo->goalEntity, tempInfo, qtrue, 5 ) == qfalse )
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{//revert to macro nav
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//Can't get straight to goal, deump tempInfo and use macro nav
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if ( NAVNEW_MoveToGoal( NPC, frameNavInfo ) == WAYPOINT_NONE )
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{
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//Can't reach goal, just face
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vectoangles( frameNavInfo.direction, angles );
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NPCInfo->desiredYaw = AngleNormalize360( angles[YAW] );
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VectorCopy( frameNavInfo.direction, out );
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*distance = frameNavInfo.distance;
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return qfalse;
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}
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//else we are on our way
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frameNavInfo.flags |= NIF_MACRO_NAV;
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}
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else
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{//otherwise, either clear or can avoid
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memcpy( &frameNavInfo, &tempInfo, sizeof( frameNavInfo ) );
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}
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}
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else
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{//OR: just give up
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if ( NAVNEW_AvoidCollision( NPC, NPCInfo->goalEntity, frameNavInfo, qtrue, 30 ) == qfalse )
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{//give up
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return qfalse;
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}
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}
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}
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//Setup the return values
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VectorCopy( frameNavInfo.direction, out );
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*distance = frameNavInfo.distance;
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return qtrue;
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}
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/*
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-------------------------
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NPC_MoveToGoal
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Now assumes goal is goalEntity, was no reason for it to be otherwise
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-------------------------
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*/
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#if AI_TIMERS
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extern int navTime;
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#endif// AI_TIMERS
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qboolean NPC_MoveToGoal( qboolean tryStraight )
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{
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#if AI_TIMERS
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int startTime = GetTime(0);
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#endif// AI_TIMERS
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//If taking full body pain, don't move
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if ( PM_InKnockDown( &NPC->client->ps ) || ( ( NPC->s.legsAnim >= BOTH_PAIN1 ) && ( NPC->s.legsAnim <= BOTH_PAIN19 ) ) )
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{
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return qtrue;
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}
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if( NPC->s.eFlags & EF_LOCKED_TO_WEAPON )
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{//If in an emplaced gun, never try to navigate!
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return qtrue;
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}
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float distance;
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vec3_t dir;
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//FIXME: if can't get to goal & goal is a target (enemy), try to find a waypoint that has line of sight to target, at least?
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//Get our movement direction
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#if 1
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if ( NPC_GetMoveDirectionAltRoute( dir, &distance, tryStraight ) == qfalse )
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#else
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if ( NPC_GetMoveDirection( dir, &distance ) == qfalse )
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#endif
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return qfalse;
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NPCInfo->distToGoal = distance;
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//Convert the move to angles
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vectoangles( dir, NPCInfo->lastPathAngles );
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//FIXME: still getting ping-ponging in certain cases... !!! Nav/avoidance error? WTF???!!!
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//If in combat move, then move directly towards our goal
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if ( NPC_CheckCombatMove() )
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{//keep current facing
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vec3_t forward, right;
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AngleVectors( NPC->currentAngles, forward, right, NULL );
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dir[2] = 0;
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VectorNormalize( dir );
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//NPCs cheat and store this directly because converting movement into a ucmd loses precision
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VectorCopy( dir, NPC->client->ps.moveDir );
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float fDot = DotProduct( forward, dir ) * 127.0f;
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float rDot = DotProduct( right, dir ) * 127.0f;
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//Must clamp this because DotProduct is not guaranteed to return a number within -1 to 1, and that would be bad when we're shoving this into a signed byte
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if ( fDot > 127.0f )
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{
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fDot = 127.0f;
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}
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if ( fDot < -127.0f )
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{
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fDot = -127.0f;
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}
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if ( rDot > 127.0f )
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{
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rDot = 127.0f;
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}
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if ( rDot < -127.0f )
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{
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rDot = -127.0f;
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}
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ucmd.forwardmove = floor(fDot);
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ucmd.rightmove = floor(rDot);
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/*
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vec3_t wishvel;
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for ( int i = 0 ; i < 3 ; i++ )
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{
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wishvel[i] = forward[i]*ucmd.forwardmove + right[i]*ucmd.rightmove;
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}
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VectorNormalize( wishvel );
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if ( !VectorCompare( wishvel, dir ) )
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{
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Com_Printf( "PRECISION LOSS: %s != %s\n", vtos(wishvel), vtos(dir) );
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}
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*/
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}
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else
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{//face our goal
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//FIXME: strafe instead of turn if change in dir is small and temporary
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NPCInfo->desiredPitch = 0.0f;
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NPCInfo->desiredYaw = AngleNormalize360( NPCInfo->lastPathAngles[YAW] );
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//Pitch towards the goal and also update if flying or swimming
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if ( NPCInfo->stats.moveType == MT_FLYSWIM )
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{
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NPCInfo->desiredPitch = AngleNormalize360( NPCInfo->lastPathAngles[PITCH] );
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if ( dir[2] )
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{
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// ucmd.upmove = (dir[2] > 0) ? 64 : -64;
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NPC->client->ps.velocity[2] = (dir[2] > 0) ? 64 : -64;
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}
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}
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//Set any final info
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ucmd.forwardmove = 127;
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}
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#if AI_TIMERS
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navTime += GetTime( startTime );
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#endif// AI_TIMERS
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return qtrue;
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}
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/*
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-------------------------
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void NPC_SlideMoveToGoal( void )
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Now assumes goal is goalEntity, if want to use tempGoal, you set that before calling the func
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-------------------------
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*/
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qboolean NPC_SlideMoveToGoal( void )
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{
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float saveYaw = NPC->client->ps.viewangles[YAW];
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NPCInfo->combatMove = qtrue;
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qboolean ret = NPC_MoveToGoal( qtrue );
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NPCInfo->desiredYaw = saveYaw;
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return ret;
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}
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/*
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-------------------------
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NPC_ApplyRoff
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-------------------------
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*/
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void NPC_ApplyRoff(void)
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{
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PlayerStateToEntityState( &NPC->client->ps, &NPC->s );
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VectorCopy ( NPC->currentOrigin, NPC->lastOrigin );
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// use the precise origin for linking
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gi.linkentity(NPC);
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}
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