jedioutcast/code/game/NPC_move.cpp
2013-04-04 13:07:40 -05:00

483 lines
12 KiB
C++

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