497 lines
13 KiB
C++
497 lines
13 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, FlyingCreature( NPC ) ) )
|
|
{
|
|
//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, dump 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;
|
|
}
|
|
|
|
void G_UcmdMoveForDir( gentity_t *self, usercmd_t *cmd, vec3_t dir )
|
|
{
|
|
vec3_t forward, right;
|
|
|
|
AngleVectors( self->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, self->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;
|
|
}
|
|
cmd->forwardmove = floor(fDot);
|
|
cmd->rightmove = floor(rDot);
|
|
|
|
/*
|
|
vec3_t wishvel;
|
|
for ( int i = 0 ; i < 3 ; i++ )
|
|
{
|
|
wishvel[i] = forward[i]*cmd->forwardmove + right[i]*cmd->rightmove;
|
|
}
|
|
VectorNormalize( wishvel );
|
|
if ( !VectorCompare( wishvel, dir ) )
|
|
{
|
|
Com_Printf( "PRECISION LOSS: %s != %s\n", vtos(wishvel), vtos(dir) );
|
|
}
|
|
*/
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
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
|
|
G_UcmdMoveForDir( NPC, &ucmd, 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] )
|
|
{
|
|
float scale = (dir[2] * distance);
|
|
if ( scale > 64 )
|
|
{
|
|
scale = 64;
|
|
}
|
|
else if ( scale < -64 )
|
|
{
|
|
scale = -64;
|
|
}
|
|
NPC->client->ps.velocity[2] = scale;
|
|
//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);
|
|
}
|
|
|