4833 lines
129 KiB
C++
4833 lines
129 KiB
C++
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/*
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===============================================================================
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AI_Move.cpp
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This file has all movement related functions. It and its sister H file were
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split from AI.h and AI.cpp in order to prevent merge conflicts and to make
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further changes to the system possible.
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===============================================================================
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*/
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#include "../../idlib/precompiled.h"
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#pragma hdrstop
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#include "../Game_local.h"
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#include "AI.h"
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#include "AI_Manager.h"
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#include "AI_Util.h"
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#include "AAS_Find.h"
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/*
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===============================================================================
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idMoveState
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===============================================================================
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*/
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/*
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=====================
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idMoveState::idMoveState
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=====================
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*/
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idMoveState::idMoveState() {
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moveType = MOVETYPE_ANIM;
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moveCommand = MOVE_NONE;
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moveStatus = MOVE_STATUS_DONE;
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moveDest.Zero();
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moveDir.Set( 1.0f, 0.0f, 0.0f );
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goalEntity = NULL;
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goalEntityOrigin.Zero();
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toAreaNum = 0;
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startTime = 0;
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duration = 0;
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speed = 0.0f;
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range = 0.0f;
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wanderYaw = 0;
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nextWanderTime = 0;
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blockTime = 0;
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obstacle = NULL;
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lastMoveOrigin = vec3_origin;
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lastMoveTime = 0;
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anim = 0;
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travelFlags = TFL_WALK|TFL_AIR;
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kickForce = 2048.0f;
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fl.ignoreObstacles = false;
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fl.allowAnimMove = false;
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fl.allowPrevAnimMove = false;
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fl.allowHiddenMove = false;
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blockedRadius = 0.0f;
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blockedMoveTime = 750;
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blockedAttackTime = 750;
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turnRate = 360.0f;
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turnVel = 0.0f;
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anim_turn_yaw = 0.0f;
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anim_turn_amount = 0.0f;
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anim_turn_angles = 0.0f;
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fly_offset = 0;
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fly_seek_scale = 1.0f;
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fly_roll_scale = 0.0f;
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fly_roll_max = 0.0f;
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fly_roll = 0.0f;
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fly_pitch_scale = 0.0f;
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fly_pitch_max = 0.0f;
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fly_pitch = 0.0f;
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fly_speed = 0.0f;
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fly_bob_strength = 0.0f;
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fly_bob_vert = 0.0f;
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fly_bob_horz = 0.0f;
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currentDirection = MOVEDIR_FORWARD;
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idealDirection = MOVEDIR_FORWARD;
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current_yaw = 0.0f;
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ideal_yaw = 0.0f;
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flyTiltJoint = INVALID_JOINT;
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addVelocity.Zero();
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}
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/*
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=====================
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idMoveState::Spawn
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=====================
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*/
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void idMoveState::Spawn( idDict &spawnArgs ) {
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memset ( &fl, 0, sizeof(fl) );
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fl.allowAnimMove = true;
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fl.allowPrevAnimMove = false;
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fl.allowHiddenMove = false;
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fl.noRun = spawnArgs.GetBool ( "forceWalk", "0" );
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fl.noWalk = spawnArgs.GetBool ( "forceRun", "0" );
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fl.noTurn = spawnArgs.GetBool ( "noTurn", "0" );
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fl.noGravity = spawnArgs.GetBool ( "animate_z", "0" );
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fl.noRangedInterrupt = spawnArgs.GetBool ( "noRangedInterrupt", "0" );
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fl.flyTurning = spawnArgs.GetBool ( "flyTurning", "0" );
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fl.allowDirectional = spawnArgs.GetBool ( "directionalMovement", "0" );
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fl.allowPushMovables = spawnArgs.GetBool( "af_push_moveables", "0" );
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fl.ignoreObstacles = spawnArgs.GetBool( "ignore_obstacles", "0" );
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fl.disabled = spawnArgs.GetBool ( "noMove", "0" );
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walkRange = spawnArgs.GetFloat ( "walkRange", "100" );
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walkTurn = spawnArgs.GetFloat ( "walkTurn", "45" );
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followRange = spawnArgs.GetVec2 ( "followRange", "70 250" );
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searchRange = spawnArgs.GetVec2 ( "searchRange", "0 1024" );
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attackPositionRange = spawnArgs.GetFloat ( "attackPositionRange", "0" );
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turnDelta = spawnArgs.GetFloat ( "turnDelta", "10" );
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blockTime = 0;
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spawnArgs.GetInt( "fly_offset", "100", fly_offset );
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spawnArgs.GetFloat( "fly_speed", "100", fly_speed );
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spawnArgs.GetFloat( "fly_bob_strength", "50", fly_bob_strength );
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spawnArgs.GetFloat( "fly_bob_vert", "2", fly_bob_horz );
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spawnArgs.GetFloat( "fly_bob_horz", "2.7", fly_bob_vert );
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spawnArgs.GetFloat( "fly_seek_scale", "4", fly_seek_scale );
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spawnArgs.GetFloat( "fly_roll_scale", "90", fly_roll_scale );
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spawnArgs.GetFloat( "fly_roll_max", "60", fly_roll_max );
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spawnArgs.GetFloat( "fly_pitch_scale", "45", fly_pitch_scale );
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spawnArgs.GetFloat( "fly_pitch_max", "30", fly_pitch_max );
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spawnArgs.GetFloat( "turn_rate", "360", turnRate );
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spawnArgs.GetFloat( "kick_force", "4096", kickForce );
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spawnArgs.GetFloat( "blockedRadius", "-1", blockedRadius );
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spawnArgs.GetInt( "blockedMoveTime", "750", blockedMoveTime );
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spawnArgs.GetInt( "blockedAttackTime", "750", blockedAttackTime );
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}
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/*
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=====================
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idMoveState::Save
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=====================
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*/
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void idMoveState::Save( idSaveGame *savefile ) const {
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int i;
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savefile->Write ( &fl, sizeof(fl) );
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savefile->WriteInt( (int)moveType );
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savefile->WriteInt( (int)moveCommand );
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savefile->WriteInt( (int)moveStatus );
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savefile->WriteVec3( moveDest );
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savefile->WriteVec3( moveDir );
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savefile->WriteInt( toAreaNum );
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savefile->WriteInt( startTime );
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savefile->WriteInt( duration );
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savefile->WriteFloat( speed );
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savefile->WriteFloat( range );
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savefile->WriteFloat( wanderYaw );
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savefile->WriteInt( nextWanderTime );
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savefile->WriteInt( blockTime );
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obstacle.Save( savefile );
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savefile->WriteVec3( lastMoveOrigin );
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savefile->WriteInt( lastMoveTime );
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savefile->WriteInt( anim );
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savefile->WriteInt( travelFlags );
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savefile->WriteFloat ( kickForce );
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savefile->WriteFloat ( blockedRadius );
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savefile->WriteInt ( blockedMoveTime );
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savefile->WriteInt ( blockedAttackTime );
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savefile->WriteFloat( ideal_yaw );
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savefile->WriteFloat( current_yaw );
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savefile->WriteFloat( turnRate );
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savefile->WriteFloat( turnVel );
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savefile->WriteFloat( anim_turn_yaw );
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savefile->WriteFloat( anim_turn_amount );
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savefile->WriteFloat( anim_turn_angles );
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savefile->WriteJoint( flyTiltJoint );
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savefile->WriteFloat( fly_speed );
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savefile->WriteFloat( fly_bob_strength );
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savefile->WriteFloat( fly_bob_vert );
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savefile->WriteFloat( fly_bob_horz );
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savefile->WriteInt( fly_offset );
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savefile->WriteFloat( fly_seek_scale );
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savefile->WriteFloat( fly_roll_scale );
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savefile->WriteFloat( fly_roll_max );
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savefile->WriteFloat( fly_roll );
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savefile->WriteFloat( fly_pitch_scale );
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savefile->WriteFloat( fly_pitch_max );
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savefile->WriteFloat( fly_pitch );
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savefile->WriteInt ( (int) currentDirection );
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savefile->WriteInt ( (int) idealDirection );
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savefile->WriteFloat( walkRange );
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savefile->WriteFloat( walkTurn );
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savefile->WriteVec2 ( followRange );
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savefile->WriteVec2 ( searchRange );
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savefile->WriteFloat( attackPositionRange );
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savefile->WriteFloat( turnDelta );
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savefile->WriteVec3 ( goalPos );
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savefile->WriteInt ( goalArea );
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goalEntity.Save( savefile );
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savefile->WriteVec3( goalEntityOrigin );
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savefile->WriteVec3( myPos ); // cnicholson: Added unsaved var
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savefile->WriteInt( myArea ); // cnicholson: Added unsaved var
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savefile->WriteVec3 ( seekPos );
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savefile->WriteInt( (int) MAX_PATH_LEN ); // cnicholson: Added unsaved vars
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for (i=0; i< MAX_PATH_LEN; ++i) {
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// TOSAVE: idReachability* reach;
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savefile->WriteVec3( path[i].seekPos );
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}
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savefile->WriteInt( pathLen ); // cnicholson: Added unsaved var
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savefile->WriteInt( pathArea ); // cnicholson: Added unsaved var
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savefile->WriteInt( pathTime ); // cnicholson: Added unsaved var
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savefile->WriteVec3( addVelocity );
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}
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/*
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=====================
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idMoveState::Restore
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=====================
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*/
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void idMoveState::Restore( idRestoreGame *savefile ) {
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int i, num;
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savefile->Read ( &fl, sizeof(fl) );
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savefile->ReadInt( (int&)moveType );
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savefile->ReadInt( (int&)moveCommand );
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savefile->ReadInt( (int&)moveStatus );
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savefile->ReadVec3( moveDest );
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savefile->ReadVec3( moveDir );
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savefile->ReadInt( toAreaNum );
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savefile->ReadInt( startTime );
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savefile->ReadInt( duration );
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savefile->ReadFloat( speed );
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savefile->ReadFloat( range );
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savefile->ReadFloat( wanderYaw );
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savefile->ReadInt( nextWanderTime );
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savefile->ReadInt( blockTime );
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obstacle.Restore ( savefile );
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savefile->ReadVec3( lastMoveOrigin );
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savefile->ReadInt( lastMoveTime );
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savefile->ReadInt( anim );
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savefile->ReadInt( travelFlags );
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savefile->ReadFloat ( kickForce );
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savefile->ReadFloat ( blockedRadius );
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savefile->ReadInt ( blockedMoveTime );
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savefile->ReadInt ( blockedAttackTime );
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savefile->ReadFloat( ideal_yaw );
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savefile->ReadFloat( current_yaw );
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savefile->ReadFloat( turnRate );
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savefile->ReadFloat( turnVel );
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savefile->ReadFloat( anim_turn_yaw );
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savefile->ReadFloat( anim_turn_amount );
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savefile->ReadFloat( anim_turn_angles );
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savefile->ReadJoint( flyTiltJoint );
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savefile->ReadFloat( fly_speed );
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savefile->ReadFloat( fly_bob_strength );
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savefile->ReadFloat( fly_bob_vert );
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savefile->ReadFloat( fly_bob_horz );
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savefile->ReadInt( fly_offset );
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savefile->ReadFloat( fly_seek_scale );
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savefile->ReadFloat( fly_roll_scale );
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savefile->ReadFloat( fly_roll_max );
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savefile->ReadFloat( fly_roll );
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savefile->ReadFloat( fly_pitch_scale );
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savefile->ReadFloat( fly_pitch_max );
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savefile->ReadFloat( fly_pitch );
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savefile->ReadInt ( (int&) currentDirection );
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savefile->ReadInt ( (int&) idealDirection );
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savefile->ReadFloat( walkRange );
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savefile->ReadFloat( walkTurn );
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savefile->ReadVec2 ( followRange );
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savefile->ReadVec2 ( searchRange );
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savefile->ReadFloat( attackPositionRange );
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savefile->ReadFloat( turnDelta );
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savefile->ReadVec3 ( goalPos );
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savefile->ReadInt ( goalArea );
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goalEntity.Restore ( savefile );
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savefile->ReadVec3( goalEntityOrigin );
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savefile->ReadVec3( myPos ); // cnicholson: Added unrestored var
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savefile->ReadInt( myArea ); // cnicholson: Added unrestored var
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savefile->ReadVec3 ( seekPos );
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savefile->ReadInt( num );
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for (i=0; i< num; ++i) {
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// TOSAVE: idReachability* reach;
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savefile->ReadVec3( path[i].seekPos );
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}
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savefile->ReadInt( pathLen ); // cnicholson: Added unrestored var
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savefile->ReadInt( pathArea ); // cnicholson: Added unrestored var
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savefile->ReadInt( pathTime ); // cnicholson: Added unrestored var
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savefile->ReadVec3( addVelocity );
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}
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/*
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============
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idAI::SetMoveType
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============
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*/
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void idAI::SetMoveType ( moveType_t moveType ) {
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if ( move.moveType == moveType ) {
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return;
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}
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StopSound ( SND_CHANNEL_HEART, false );
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switch ( moveType ) {
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case MOVETYPE_STATIC:
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move.travelFlags = 0;
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break;
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case MOVETYPE_FLY:
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move.travelFlags = TFL_FLY|TFL_WALK|TFL_AIR;
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StartSound ( "snd_fly", SND_CHANNEL_HEART, 0, false, NULL );
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break;
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case MOVETYPE_ANIM:
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move.travelFlags = TFL_WALK|TFL_AIR;
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break;
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case MOVETYPE_CUSTOM:
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move.travelFlags = TFL_WALK|TFL_AIR|TFL_WALKOFFLEDGE;
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break;
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}
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move.moveType = moveType;
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}
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/*
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=====================
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idAI::Event_SaveMove
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=====================
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*/
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void idAI::Event_SaveMove( void ) {
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savedMove = move;
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}
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/*
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=====================
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idAI::Event_RestoreMove
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=====================
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*/
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void idAI::Event_RestoreMove( void ) {
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idVec3 dest;
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switch( savedMove.moveCommand ) {
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case MOVE_NONE :
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StopMove( savedMove.moveStatus );
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break;
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case MOVE_FACE_ENEMY :
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FaceEnemy();
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break;
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case MOVE_FACE_ENTITY :
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FaceEntity( savedMove.goalEntity.GetEntity() );
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break;
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case MOVE_TO_ENEMY :
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MoveToEnemy();
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break;
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case MOVE_TO_ENTITY :
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MoveToEntity( savedMove.goalEntity.GetEntity(), savedMove.range );
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break;
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case MOVE_OUT_OF_RANGE :
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MoveOutOfRange( savedMove.goalEntity.GetEntity(), savedMove.range );
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break;
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case MOVE_TO_ATTACK:
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MoveToAttack ( savedMove.goalEntity.GetEntity(), savedMove.anim );
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break;
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case MOVE_TO_COVER :
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MoveToCover ( combat.attackRange[0], combat.attackRange[1], AITACTICAL_COVER );
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break;
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case MOVE_TO_POSITION :
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MoveTo ( savedMove.moveDest, savedMove.range );
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break;
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case MOVE_SLIDE_TO_POSITION :
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SlideToPosition( savedMove.moveDest, savedMove.duration );
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break;
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|
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case MOVE_WANDER :
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WanderAround();
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break;
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||
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}
|
||
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|
||
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if ( GetMovePos( move.seekPos ) ) {
|
||
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CheckObstacleAvoidance( move.seekPos, dest );
|
||
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}
|
||
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}
|
||
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|
||
|
/*
|
||
|
============
|
||
|
idAI::KickObstacles
|
||
|
============
|
||
|
*/
|
||
|
void idAI::KickObstacles( const idVec3 &dir, float force, idEntity *alwaysKick ) {
|
||
|
int i, numListedClipModels;
|
||
|
idBounds clipBounds;
|
||
|
idEntity *obEnt;
|
||
|
idClipModel *clipModel;
|
||
|
idClipModel *clipModelList[ MAX_GENTITIES ];
|
||
|
int clipmask;
|
||
|
idVec3 org;
|
||
|
idVec3 forceVec;
|
||
|
idVec3 delta;
|
||
|
idVec2 perpendicular;
|
||
|
|
||
|
org = physicsObj.GetOrigin();
|
||
|
|
||
|
// find all possible obstacles
|
||
|
clipBounds = physicsObj.GetAbsBounds();
|
||
|
clipBounds.TranslateSelf( dir * 32.0f );
|
||
|
clipBounds.ExpandSelf( 8.0f );
|
||
|
clipBounds.AddPoint( org );
|
||
|
clipmask = physicsObj.GetClipMask();
|
||
|
// RAVEN BEGIN
|
||
|
// ddynerman: multiple clip worlds
|
||
|
numListedClipModels = gameLocal.ClipModelsTouchingBounds( this, clipBounds, clipmask, clipModelList, MAX_GENTITIES );
|
||
|
// RAVEN END
|
||
|
for ( i = 0; i < numListedClipModels; i++ ) {
|
||
|
clipModel = clipModelList[i];
|
||
|
obEnt = clipModel->GetEntity();
|
||
|
if ( obEnt == alwaysKick ) {
|
||
|
// we'll kick this one outside the loop
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( !clipModel->IsTraceModel() ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Use accessor for static class type
|
||
|
if (( obEnt->IsType( idMoveable::GetClassType() ) || obEnt->IsType( idAFAttachment::GetClassType() )) && obEnt->GetPhysics()->IsPushable() ) {
|
||
|
// RAVEN END
|
||
|
delta = obEnt->GetPhysics()->GetOrigin() - org;
|
||
|
delta.NormalizeFast();
|
||
|
perpendicular.x = -delta.y;
|
||
|
perpendicular.y = delta.x;
|
||
|
delta.z += 0.5f;
|
||
|
delta.ToVec2() += perpendicular * gameLocal.random.CRandomFloat() * 0.5f;
|
||
|
forceVec = delta * force * obEnt->GetPhysics()->GetMass();
|
||
|
obEnt->ApplyImpulse( this, 0, obEnt->GetPhysics()->GetOrigin(), forceVec );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( alwaysKick ) {
|
||
|
delta = alwaysKick->GetPhysics()->GetOrigin() - org;
|
||
|
delta.NormalizeFast();
|
||
|
perpendicular.x = -delta.y;
|
||
|
perpendicular.y = delta.x;
|
||
|
delta.z += 0.5f;
|
||
|
delta.ToVec2() += perpendicular * gameLocal.random.CRandomFloat() * 0.5f;
|
||
|
forceVec = delta * force * alwaysKick->GetPhysics()->GetMass();
|
||
|
alwaysKick->ApplyImpulse( this, 0, alwaysKick->GetPhysics()->GetOrigin(), forceVec );
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
ValidForBounds
|
||
|
============
|
||
|
*/
|
||
|
bool ValidForBounds( const idAASSettings *settings, const idBounds &bounds ) {
|
||
|
int i;
|
||
|
|
||
|
for ( i = 0; i < 3; i++ ) {
|
||
|
if ( bounds[0][i] < settings->boundingBoxes[0][0][i] ) {
|
||
|
return false;
|
||
|
}
|
||
|
if ( bounds[1][i] > settings->boundingBoxes[0][1][i] ) {
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::SetAAS
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::SetAAS( void ) {
|
||
|
idStr use_aas;
|
||
|
|
||
|
spawnArgs.GetString( "use_aas", NULL, use_aas );
|
||
|
if ( !use_aas || !use_aas[0] ) {
|
||
|
//don't intend to use AAS at all?
|
||
|
//no warning - lack of AAS intentional
|
||
|
aas = NULL;
|
||
|
return;
|
||
|
}
|
||
|
aas = gameLocal.GetAAS( use_aas );
|
||
|
if ( aas ) {
|
||
|
const idAASSettings *settings = aas->GetSettings();
|
||
|
if ( settings ) {
|
||
|
if ( !ValidForBounds( settings, physicsObj.GetBounds() ) ) {
|
||
|
gameLocal.Error( "%s cannot use use_aas %s\n", name.c_str(), use_aas.c_str() );
|
||
|
}
|
||
|
float height = settings->maxStepHeight;
|
||
|
physicsObj.SetMaxStepHeight( height );
|
||
|
return;
|
||
|
} else {
|
||
|
aas = NULL;
|
||
|
}
|
||
|
}
|
||
|
gameLocal.Printf( "WARNING: %s has no AAS file\n", name.c_str() );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::ReachedPos
|
||
|
=====================
|
||
|
*/
|
||
|
bool idAI::ReachedPos( const idVec3 &pos, const aiMoveCommand_t moveCommand, float range ) const {
|
||
|
// When moving towards the enemy just see if our bounding box touches the desination
|
||
|
if ( moveCommand == MOVE_TO_ENEMY ) {
|
||
|
if ( !enemy.ent || physicsObj.GetAbsBounds().IntersectsBounds( enemy.ent->GetPhysics()->GetAbsBounds().Expand( range ) ) ) {
|
||
|
return true;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// Dont add vertical bias when using fly move
|
||
|
if ( move.moveType == MOVETYPE_FLY ) {
|
||
|
float offset;
|
||
|
if ( moveCommand == MOVE_TO_ENTITY ) {
|
||
|
offset = 0.0f;
|
||
|
} else {
|
||
|
offset = move.fly_offset;
|
||
|
}
|
||
|
|
||
|
idBounds bnds;
|
||
|
bnds = idBounds ( idVec3(-range,-range,-range), idVec3(range,range,range+offset) );
|
||
|
bnds.TranslateSelf( physicsObj.GetOrigin() );
|
||
|
return bnds.ContainsPoint( pos );
|
||
|
}
|
||
|
|
||
|
if ( moveCommand == MOVE_TO_TETHER )
|
||
|
{//if you're not actually in the tether, we don't want to stop early (for compliance with ai_trigger condition_tether)
|
||
|
if ( !IsWithinTether() )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Excluded z height when determining reached
|
||
|
if ( move.toAreaNum > 0 ) {
|
||
|
if ( PointReachableAreaNum( physicsObj.GetOrigin() ) == move.toAreaNum ) {
|
||
|
idBounds bnds;
|
||
|
bnds = idBounds ( idVec3(-range,-range,-4096.0f), idVec3(range,range,4096.0f) );
|
||
|
bnds.TranslateSelf( physicsObj.GetOrigin() );
|
||
|
return bnds.ContainsPoint( pos );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
idBounds bnds;
|
||
|
bnds = idBounds ( idVec3(-range,-range,-16.0f), idVec3(range,range,64.0f) );
|
||
|
bnds.TranslateSelf( physicsObj.GetOrigin() );
|
||
|
return bnds.ContainsPoint( pos );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::PointReachableAreaNum
|
||
|
=====================
|
||
|
*/
|
||
|
int idAI::PointReachableAreaNum( const idVec3 &pos, const float boundsScale ) const {
|
||
|
int areaNum;
|
||
|
idVec3 size;
|
||
|
idBounds bounds;
|
||
|
|
||
|
if ( !aas ) {
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
size = aas->GetSettings()->boundingBoxes[0][1] * boundsScale;
|
||
|
bounds[0] = -size;
|
||
|
size.z = 32.0f;
|
||
|
bounds[1] = size;
|
||
|
|
||
|
if ( move.moveType == MOVETYPE_FLY ) {
|
||
|
areaNum = aas->PointReachableAreaNum( pos, bounds, AREA_REACHABLE_WALK | AREA_REACHABLE_FLY );
|
||
|
} else {
|
||
|
areaNum = aas->PointReachableAreaNum( pos, bounds, AREA_REACHABLE_WALK );
|
||
|
}
|
||
|
|
||
|
return areaNum;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::PathToGoal
|
||
|
=====================
|
||
|
*/
|
||
|
bool idAI::PathToGoal( aasPath_t &path, int areaNum, const idVec3 &origin, int goalAreaNum, const idVec3 &goalOrigin ) const {
|
||
|
idVec3 org;
|
||
|
idVec3 goal;
|
||
|
|
||
|
if ( !aas ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
org = origin;
|
||
|
aas->PushPointIntoAreaNum( areaNum, org );
|
||
|
if ( !areaNum ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
goal = goalOrigin;
|
||
|
aas->PushPointIntoAreaNum( goalAreaNum, goal );
|
||
|
if ( !goalAreaNum ) {
|
||
|
return false;
|
||
|
}
|
||
|
//push goal back up if flying to a point way above an area
|
||
|
if ( move.moveType == MOVETYPE_FLY ) {
|
||
|
if ( areaNum == goalAreaNum ) {
|
||
|
if ( goalOrigin.z > goal.z ) {
|
||
|
float areaTop = aas->AreaCeiling( goalAreaNum ) - GetPhysics()->GetBounds()[1].z;
|
||
|
if ( goalOrigin.z > areaTop ) {
|
||
|
//crap, cap it...
|
||
|
goal.z = areaTop;
|
||
|
} else {
|
||
|
goal.z = goalOrigin.z;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
if ( move.moveType == MOVETYPE_FLY ) {
|
||
|
return aas->FlyPathToGoal( path, areaNum, org, goalAreaNum, goal, move.travelFlags );
|
||
|
} else {
|
||
|
return aas->WalkPathToGoal( path, areaNum, org, goalAreaNum, goal, move.travelFlags );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::TravelDistance
|
||
|
|
||
|
Returns the approximate travel distance from one position to the goal, or if no AAS, the straight line distance.
|
||
|
|
||
|
This is feakin' slow, so it's not good to do it too many times per frame. It also is slower the further you
|
||
|
are from the goal, so try to break the goals up into shorter distances.
|
||
|
=====================
|
||
|
*/
|
||
|
float idAI::TravelDistance( const idVec3 &start, const idVec3 &end ) const {
|
||
|
int fromArea;
|
||
|
int toArea;
|
||
|
float dist;
|
||
|
idVec2 delta;
|
||
|
aasPath_t path;
|
||
|
|
||
|
if ( !aas ) {
|
||
|
// no aas, so just take the straight line distance
|
||
|
delta = end.ToVec2() - start.ToVec2();
|
||
|
dist = delta.LengthFast();
|
||
|
|
||
|
if ( DebugFilter(ai_debugMove) ) { // Blue = Travel Distance
|
||
|
gameRenderWorld->DebugLine( colorBlue, start, end, gameLocal.msec, false );
|
||
|
gameRenderWorld->DrawText( va( "%d", ( int )dist ), ( start + end ) * 0.5f, 0.1f, colorWhite, gameLocal.GetLocalPlayer()->viewAngles.ToMat3() );
|
||
|
}
|
||
|
|
||
|
return dist;
|
||
|
}
|
||
|
|
||
|
fromArea = PointReachableAreaNum( start );
|
||
|
toArea = PointReachableAreaNum( end );
|
||
|
|
||
|
if ( !fromArea || !toArea ) {
|
||
|
// can't seem to get there
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
if ( fromArea == toArea ) {
|
||
|
// same area, so just take the straight line distance
|
||
|
delta = end.ToVec2() - start.ToVec2();
|
||
|
dist = delta.LengthFast();
|
||
|
|
||
|
if ( DebugFilter(ai_debugMove) ) { // Blue = Travel Distance
|
||
|
gameRenderWorld->DebugLine( colorBlue, start, end, gameLocal.msec, false );
|
||
|
gameRenderWorld->DrawText( va( "%d", ( int )dist ), ( start + end ) * 0.5f, 0.1f, colorWhite, gameLocal.GetLocalPlayer()->viewAngles.ToMat3() );
|
||
|
}
|
||
|
|
||
|
return dist;
|
||
|
}
|
||
|
|
||
|
idReachability *reach;
|
||
|
int travelTime;
|
||
|
if ( !aas->RouteToGoalArea( fromArea, start, toArea, move.travelFlags, travelTime, &reach ) ) {
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
if ( DebugFilter(ai_debugMove) ) { // Travel Distance, Fly Path & Walk Path
|
||
|
if ( move.moveType == MOVETYPE_FLY ) {
|
||
|
aas->ShowFlyPath( start, toArea, end );
|
||
|
} else {
|
||
|
aas->ShowWalkPath( start, toArea, end );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return travelTime;
|
||
|
}
|
||
|
|
||
|
float idAI::TravelDistance ( idEntity *ent ) const {
|
||
|
return TravelDistance ( physicsObj.GetOrigin(), ent->GetPhysics()->GetOrigin() );
|
||
|
}
|
||
|
|
||
|
float idAI::TravelDistance( idEntity* start, idEntity* end ) const {
|
||
|
assert( start );
|
||
|
assert( end );
|
||
|
return TravelDistance( start->GetPhysics()->GetOrigin(), end->GetPhysics()->GetOrigin() );
|
||
|
}
|
||
|
|
||
|
float idAI::TravelDistance( const idVec3 &pos ) const {
|
||
|
return TravelDistance( physicsObj.GetOrigin(), pos );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
idAI::ScriptedPlaybackMove
|
||
|
============
|
||
|
*/
|
||
|
void idAI::ScriptedPlaybackMove ( const char* playback, int flags, int numFrames ) {
|
||
|
// Start the scripted sequence
|
||
|
if ( !ScriptedBegin ( false ) ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Start the playback
|
||
|
if ( !mPlayback.Start( spawnArgs.GetString ( playback ), this, flags, numFrames ) ) {
|
||
|
ScriptedEnd ( );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
move.goalEntity = NULL;
|
||
|
move.moveCommand = MOVE_RV_PLAYBACK;
|
||
|
move.moveType = MOVETYPE_PLAYBACK;
|
||
|
move.fl.done = false;
|
||
|
|
||
|
// Wait till its done and mark it finished
|
||
|
SetState ( "State_ScriptedPlaybackMove" );
|
||
|
PostState ( "State_ScriptedStop" );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::FaceEnemy
|
||
|
|
||
|
Continually face the enemy's last known position. MoveDone is always true in this case.
|
||
|
=====================
|
||
|
*/
|
||
|
bool idAI::FaceEnemy( void ) {
|
||
|
idEntity *enemyEnt = enemy.ent;
|
||
|
if ( !enemyEnt ) {
|
||
|
StopMove( MOVE_STATUS_DEST_NOT_FOUND );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
TurnToward( enemy.lastKnownPosition );
|
||
|
move.goalEntity = enemyEnt;
|
||
|
move.moveDest = physicsObj.GetOrigin();
|
||
|
move.moveCommand = MOVE_FACE_ENEMY;
|
||
|
move.moveStatus = MOVE_STATUS_WAITING;
|
||
|
move.startTime = gameLocal.time;
|
||
|
move.speed = 0.0f;
|
||
|
|
||
|
move.fl.done = true;
|
||
|
move.fl.moving = false;
|
||
|
move.fl.goalUnreachable = false;
|
||
|
aifl.simpleThink = false;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::FaceEntity
|
||
|
|
||
|
Continually face the entity position. MoveDone will never be true in this case.
|
||
|
=====================
|
||
|
*/
|
||
|
bool idAI::FaceEntity( idEntity *ent ) {
|
||
|
if ( !ent ) {
|
||
|
StopMove( MOVE_STATUS_DEST_NOT_FOUND );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
idVec3 entityOrg = ent->GetPhysics()->GetOrigin();
|
||
|
TurnToward( entityOrg );
|
||
|
move.goalEntity = ent;
|
||
|
move.moveDest = physicsObj.GetOrigin();
|
||
|
move.moveCommand = MOVE_FACE_ENTITY;
|
||
|
move.moveStatus = MOVE_STATUS_WAITING;
|
||
|
move.startTime = gameLocal.time;
|
||
|
move.speed = 0.0f;
|
||
|
|
||
|
move.fl.done = false;
|
||
|
move.fl.moving = false;
|
||
|
move.fl.goalUnreachable = false;
|
||
|
aifl.simpleThink = false;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::StartMove
|
||
|
|
||
|
Initialize a new movement by setting up the movement structure
|
||
|
=====================
|
||
|
*/
|
||
|
bool idAI::StartMove ( aiMoveCommand_t command, const idVec3& goalOrigin, int goalArea, idEntity* goalEntity, aasFeature_t* feature, float range ) {
|
||
|
// If we are already there then we are done
|
||
|
if ( ReachedPos( goalOrigin, command ) ) {
|
||
|
StopMove( MOVE_STATUS_DONE );
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
move.lastMoveOrigin = physicsObj.GetOrigin ( );
|
||
|
|
||
|
move.seekPos = move.goalPos = move.moveDest = goalOrigin;
|
||
|
move.toAreaNum = goalArea;
|
||
|
move.goalEntity = goalEntity;
|
||
|
move.moveCommand = command;
|
||
|
move.moveStatus = MOVE_STATUS_MOVING;
|
||
|
move.speed = move.fly_speed;
|
||
|
move.startTime = gameLocal.time;
|
||
|
move.range = range;
|
||
|
|
||
|
move.fl.done = false;
|
||
|
move.fl.goalUnreachable = false;
|
||
|
move.fl.moving = true;
|
||
|
|
||
|
aasSensor->Reserve ( feature );
|
||
|
|
||
|
OnStartMoving ( );
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::StopMove
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::StopMove( moveStatus_t status ) {
|
||
|
aiMoveCommand_t oldCommand = move.moveCommand;
|
||
|
float saveZ = 0.0f;
|
||
|
|
||
|
move.fl.done = true;
|
||
|
move.fl.moving = false;
|
||
|
move.fl.goalUnreachable = false;
|
||
|
move.fl.obstacleInPath = false;
|
||
|
move.fl.blocked = false;
|
||
|
|
||
|
if ( move.moveType == MOVETYPE_FLY ) {
|
||
|
if ( move.moveCommand == MOVE_TO_ENEMY
|
||
|
|| move.moveCommand == MOVE_TO_ATTACK ) {
|
||
|
saveZ = (move.moveDest.z-physicsObj.GetOrigin().z);
|
||
|
}
|
||
|
}
|
||
|
move.moveCommand = MOVE_NONE;
|
||
|
move.moveStatus = status;
|
||
|
move.toAreaNum = 0;
|
||
|
move.goalEntity = NULL;
|
||
|
move.moveDest = physicsObj.GetOrigin();
|
||
|
move.moveDest.z += saveZ;
|
||
|
move.startTime = gameLocal.time;
|
||
|
move.duration = 0;
|
||
|
move.range = 0.0f;
|
||
|
move.speed = 0.0f;
|
||
|
move.anim = 0;
|
||
|
|
||
|
move.moveDir.Zero();
|
||
|
move.lastMoveOrigin.Zero();
|
||
|
move.lastMoveTime = gameLocal.time;
|
||
|
|
||
|
// Callback for handling stopping
|
||
|
if ( oldCommand != MOVE_NONE ) {
|
||
|
OnStopMoving ( oldCommand );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::MoveToTether
|
||
|
=====================
|
||
|
*/
|
||
|
bool idAI::MoveToTether ( rvAITether* tether ) {
|
||
|
aasGoal_t goal;
|
||
|
|
||
|
// find a goal using the currently active tether
|
||
|
if ( !aas || !tether ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( !tether->FindGoal ( this, goal ) ) {
|
||
|
//This is extremely bad - if 2 guys both try to get to the center of a tether, they get hosed.
|
||
|
return MoveTo ( tether->GetPhysics()->GetOrigin ( ), tether->GetOriginReachedRange() );
|
||
|
}
|
||
|
|
||
|
if ( move.moveType == MOVETYPE_FLY ) {
|
||
|
//Hmm... we shouldn't have to clamp as the area wouldn't have been valid unless the tether was in its bounds and height, but...?
|
||
|
//float areaTop = aas->AreaCeiling( goal.areaNum );
|
||
|
goal.origin.z = tether->GetPhysics()->GetOrigin().z;
|
||
|
}
|
||
|
|
||
|
return StartMove ( MOVE_TO_TETHER, goal.origin, goal.areaNum, NULL, NULL, AI_TETHER_MINRANGE );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::MoveToAttack
|
||
|
=====================
|
||
|
*/
|
||
|
bool idAI::MoveToAttack ( idEntity *ent, int attack_anim ) {
|
||
|
aasObstacle_t obstacle;
|
||
|
aasGoal_t goal;
|
||
|
idBounds bounds;
|
||
|
idVec3 pos;
|
||
|
|
||
|
if ( !aas || !ent ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
const idVec3 &org = physicsObj.GetOrigin();
|
||
|
obstacle.absBounds = ent->GetPhysics()->GetAbsBounds();
|
||
|
pos = LastKnownPosition ( ent );
|
||
|
|
||
|
// if we havent started a find yet or the current find is something other than a attack find then start a new one
|
||
|
if ( !aasFind || !dynamic_cast<rvAASFindGoalForAttack*>(aasFind) ) {
|
||
|
// Allocate the new aas find
|
||
|
delete aasFind;
|
||
|
aasFind = new rvAASFindGoalForAttack ( this );
|
||
|
|
||
|
// Find a goal that gives us a viable attack position on our enemy
|
||
|
aas->FindNearestGoal( goal, PointReachableAreaNum( org ), org, pos, move.travelFlags, IsTethered()?0:move.searchRange[0], move.searchRange[1], &obstacle, 1, *aasFind );
|
||
|
}
|
||
|
|
||
|
assert ( aasFind );
|
||
|
|
||
|
// Test some more points with the existing find
|
||
|
rvAASFindGoalForAttack* aasFindAttack = static_cast<rvAASFindGoalForAttack*>(aasFind);
|
||
|
if ( !aasFindAttack->TestCachedGoals ( aifl.simpleThink ? 1 : 4, goal ) ) {
|
||
|
delete aasFind;
|
||
|
aasFind = NULL;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// Havent found a goal yet but exhaused our trace count
|
||
|
if ( !goal.areaNum ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// Dont need the find anymore
|
||
|
delete aasFind;
|
||
|
aasFind = NULL;
|
||
|
|
||
|
if ( move.moveType == MOVETYPE_FLY ) {
|
||
|
//float up above the ground?
|
||
|
if ( aas && aas->GetFile() ) {
|
||
|
//we have AAS
|
||
|
float areaTop = aas->AreaCeiling(goal.areaNum)-GetPhysics()->GetBounds()[1][2];
|
||
|
if ( pos.z > areaTop ) {
|
||
|
goal.origin.z = areaTop;
|
||
|
} else if ( pos.z > goal.origin.z+1.0f ) {
|
||
|
goal.origin.z = pos.z;
|
||
|
} else if ( move.fly_offset > 0 ) {
|
||
|
if ( (goal.origin.z+move.fly_offset) > areaTop ) {
|
||
|
goal.origin.z = areaTop;
|
||
|
} else {
|
||
|
goal.origin.z += move.fly_offset;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return StartMove ( MOVE_TO_ATTACK, goal.origin, goal.areaNum, ent, NULL, move.attackPositionRange?move.attackPositionRange:8.0f );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::MoveToEnemy
|
||
|
=====================
|
||
|
*/
|
||
|
bool idAI::MoveToEnemy( void ) {
|
||
|
int areaNum;
|
||
|
aasPath_t path;
|
||
|
idVec3 pos;
|
||
|
|
||
|
if ( !enemy.ent ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// pos = LastKnownPosition ( enemy.ent );
|
||
|
pos = enemy.ent->GetPhysics()->GetOrigin ( );
|
||
|
|
||
|
// If we are already moving to the entity and its position hasnt changed then we are done
|
||
|
if ( move.moveCommand == MOVE_TO_ENEMY && move.goalEntity == enemy.ent && move.goalEntityOrigin == pos ) {
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// Early out if we are already there.
|
||
|
if ( ReachedPos( pos, MOVE_TO_ENEMY, 8.0f ) ) {
|
||
|
StopMove( MOVE_STATUS_DONE );
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// See if its posible to get where we want to go
|
||
|
areaNum = 0;
|
||
|
if ( aas ) {
|
||
|
areaNum = PointReachableAreaNum( pos );
|
||
|
aas->PushPointIntoAreaNum( areaNum, pos );
|
||
|
|
||
|
if ( !PathToGoal( path, PointReachableAreaNum( physicsObj.GetOrigin() ), physicsObj.GetOrigin(), areaNum, pos ) ) {
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
move.goalEntityOrigin = pos;
|
||
|
|
||
|
if ( move.moveType == MOVETYPE_FLY ) {
|
||
|
//float up above the ground?
|
||
|
if ( aas && aas->GetFile() ) {
|
||
|
//we have AAS
|
||
|
float areaTop = aas->AreaCeiling(areaNum)-GetPhysics()->GetBounds()[1][2];
|
||
|
if ( move.fly_offset > 0 ) {
|
||
|
if ( (pos.z+move.fly_offset) > areaTop ) {
|
||
|
pos.z = areaTop;
|
||
|
move.goalEntityOrigin.z = areaTop;
|
||
|
} else {
|
||
|
pos.z += move.fly_offset;
|
||
|
move.goalEntityOrigin.z += move.fly_offset;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// If we are already moving towards the given enemy then we have updated enough
|
||
|
if ( move.moveCommand == MOVE_TO_ENEMY && move.goalEntity == enemy.ent ) {
|
||
|
move.moveDest = pos;
|
||
|
move.toAreaNum = areaNum;
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return StartMove ( MOVE_TO_ENEMY, pos, areaNum, enemy.ent, NULL, 8.0f );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::MoveToEntity
|
||
|
=====================
|
||
|
*/
|
||
|
bool idAI::MoveToEntity( idEntity *ent, float range ) {
|
||
|
int areaNum;
|
||
|
aasPath_t path;
|
||
|
idVec3 pos;
|
||
|
|
||
|
if ( !ent ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// Where do we want to go?
|
||
|
pos = ent->GetPhysics()->GetOrigin();
|
||
|
|
||
|
// If we are already moving to the entity and its position hasnt changed then we are done
|
||
|
if ( move.moveCommand == MOVE_TO_ENTITY && move.goalEntity == ent && move.goalEntityOrigin == pos ) {
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// If we arent flying we should move to a position on the floor
|
||
|
if ( move.moveType != MOVETYPE_FLY ) {
|
||
|
ent->GetFloorPos( 64.0f, pos );
|
||
|
}
|
||
|
|
||
|
// Early out if we are already there.
|
||
|
if ( ReachedPos( pos, MOVE_TO_ENTITY, range ) ) {
|
||
|
StopMove( MOVE_STATUS_DONE );
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// See if its posible to get where we want to go
|
||
|
areaNum = 0;
|
||
|
if ( aas ) {
|
||
|
areaNum = PointReachableAreaNum( pos );
|
||
|
aas->PushPointIntoAreaNum( areaNum, pos );
|
||
|
|
||
|
if ( !PathToGoal( path, PointReachableAreaNum( physicsObj.GetOrigin() ), physicsObj.GetOrigin(), areaNum, pos ) ) {
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
move.goalEntityOrigin = ent->GetPhysics()->GetOrigin();
|
||
|
|
||
|
// If we are already moving towards the given enemy then we have updated enough
|
||
|
if ( move.moveCommand == MOVE_TO_ENTITY && move.goalEntity == ent ) {
|
||
|
move.moveDest = pos;
|
||
|
move.range = range <= 0.0f ? 8.0f : range;
|
||
|
move.toAreaNum = areaNum;
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return StartMove ( MOVE_TO_ENTITY, pos, areaNum, ent, NULL, range <= 0.0f ? 8.0f : range );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::MoveOutOfRange
|
||
|
=====================
|
||
|
*/
|
||
|
bool idAI::MoveOutOfRange( idEntity *ent, float range, float minRange ) {
|
||
|
aasObstacle_t obstacle;
|
||
|
aasGoal_t goal;
|
||
|
idBounds bounds;
|
||
|
idVec3 pos;
|
||
|
int obstacles;
|
||
|
|
||
|
if ( !aas || !ent ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
const idVec3 &org = physicsObj.GetOrigin();
|
||
|
|
||
|
// consider the entity the monster is getting close to as an obstacle
|
||
|
if ( ent != this ) {
|
||
|
obstacles = 1;
|
||
|
obstacle.absBounds = ent->GetPhysics()->GetAbsBounds();
|
||
|
} else {
|
||
|
obstacles = 0;
|
||
|
}
|
||
|
|
||
|
pos = LastKnownPosition ( ent );
|
||
|
|
||
|
// Find a goal out of range of where we are
|
||
|
rvAASFindGoalOutOfRange findGoal( this );
|
||
|
if ( !aas->FindNearestGoal( goal, PointReachableAreaNum( org ), org, pos, move.travelFlags, minRange, range, &obstacle, obstacles, findGoal ) ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return StartMove ( MOVE_OUT_OF_RANGE, goal.origin, goal.areaNum, ent, NULL, 8.0f );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::MoveTo
|
||
|
=====================
|
||
|
*/
|
||
|
bool idAI::MoveTo ( const idVec3 &pos, float range ) {
|
||
|
idVec3 org;
|
||
|
int areaNum;
|
||
|
aasPath_t path;
|
||
|
|
||
|
if ( !aas ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
org = pos;
|
||
|
areaNum = PointReachableAreaNum( org );
|
||
|
if ( !areaNum ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// Can we get to where we want to go?
|
||
|
aas->PushPointIntoAreaNum( areaNum, org );
|
||
|
if ( !PathToGoal( path, areaNum, physicsObj.GetOrigin(), PointReachableAreaNum( physicsObj.GetOrigin() ), org ) ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// Start moving
|
||
|
return StartMove ( MOVE_TO_POSITION, org, areaNum, NULL, NULL, range );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::MoveToCover
|
||
|
=====================
|
||
|
*/
|
||
|
bool idAI::MoveToCover( float minRange, float maxRange, aiTactical_t coverType ) {
|
||
|
idVec3 org;
|
||
|
int areaNum;
|
||
|
aasPath_t path;
|
||
|
aasFeature_t* feature = 0;
|
||
|
idVec3 featureOrigin;
|
||
|
|
||
|
if ( !aas ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// Look for nearby cover
|
||
|
switch ( coverType ) {
|
||
|
case AITACTICAL_HIDE: aasSensor->SearchHide(); break;
|
||
|
case AITACTICAL_COVER_FLANK: aasSensor->SearchFlank(); break;
|
||
|
case AITACTICAL_COVER_ADVANCE: aasSensor->SearchAdvance(); break;
|
||
|
case AITACTICAL_COVER_RETREAT: aasSensor->SearchRetreat(); break;
|
||
|
case AITACTICAL_COVER_AMBUSH: aasSensor->SearchAmbush(); break;
|
||
|
case AITACTICAL_COVER:
|
||
|
default:
|
||
|
aasSensor->SearchCover();
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if ( !aasSensor->FeatureCount ( ) ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
feature = aasSensor->Feature ( 0 );
|
||
|
featureOrigin = feature->Origin ( );
|
||
|
org = featureOrigin;
|
||
|
areaNum = 0;
|
||
|
|
||
|
// Find the aas area our cover point is in
|
||
|
areaNum = PointReachableAreaNum( org );
|
||
|
if ( !areaNum ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// See if there is a path to our goal or not
|
||
|
aas->PushPointIntoAreaNum( areaNum, org );
|
||
|
/*
|
||
|
if ( !PathToGoal( path, PointReachableAreaNum( physicsObj.GetOrigin() ), physicsObj.GetOrigin(), areaNum, org ) ) {
|
||
|
return false;
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
combat.coverValidTime = gameLocal.time;
|
||
|
|
||
|
// Start the move
|
||
|
return StartMove ( MOVE_TO_COVER, org, areaNum, enemy.ent, feature, AI_COVER_MINRANGE / 2.0f );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::MoveToHide
|
||
|
=====================
|
||
|
*/
|
||
|
bool idAI::MoveToHide ( void ) {
|
||
|
aasObstacle_t obstacle;
|
||
|
aasGoal_t goal;
|
||
|
idBounds bounds;
|
||
|
idVec3 pos;
|
||
|
|
||
|
// Need an enemy to hide from
|
||
|
if ( !aas || !enemy.ent ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
const idVec3& org = physicsObj.GetOrigin();
|
||
|
obstacle.absBounds = enemy.ent->GetPhysics()->GetAbsBounds();
|
||
|
pos = LastKnownPosition ( enemy.ent );
|
||
|
|
||
|
// Search aas for a suitable goal
|
||
|
rvAASFindGoalForHide findGoal( pos );
|
||
|
if ( !aas->FindNearestGoal( goal, PointReachableAreaNum( org ), org, pos, move.travelFlags, 0.0f, 0.0f, &obstacle, 1, findGoal ) ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// Start the movement
|
||
|
return StartMove ( MOVE_TO_HIDE, goal.origin, goal.areaNum, enemy.ent, NULL, 0.0f );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::SlideToPosition
|
||
|
=====================
|
||
|
*/
|
||
|
bool idAI::SlideToPosition( const idVec3 &pos, float time ) {
|
||
|
StopMove( MOVE_STATUS_DONE );
|
||
|
|
||
|
move.moveDest = pos;
|
||
|
move.goalEntity = NULL;
|
||
|
move.moveCommand = MOVE_SLIDE_TO_POSITION;
|
||
|
move.moveStatus = MOVE_STATUS_MOVING;
|
||
|
move.startTime = gameLocal.time;
|
||
|
move.duration = idPhysics::SnapTimeToPhysicsFrame( SEC2MS( time ) );
|
||
|
|
||
|
move.fl.done = false;
|
||
|
move.fl.goalUnreachable = false;
|
||
|
move.fl.moving = false;
|
||
|
aifl.simpleThink = false;
|
||
|
|
||
|
move.fl.allowAnimMove = false;
|
||
|
|
||
|
if ( move.duration > 0 ) {
|
||
|
move.moveDir = ( pos - physicsObj.GetOrigin() ) / MS2SEC( move.duration );
|
||
|
if ( move.moveType != MOVETYPE_FLY ) {
|
||
|
move.moveDir.z = 0.0f;
|
||
|
}
|
||
|
move.speed = move.moveDir.LengthFast();
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::WanderAround
|
||
|
=====================
|
||
|
*/
|
||
|
bool idAI::WanderAround( void ) {
|
||
|
idVec3 dest;
|
||
|
|
||
|
StopMove( MOVE_STATUS_DONE );
|
||
|
|
||
|
dest = physicsObj.GetOrigin() + viewAxis[ 0 ] * physicsObj.GetGravityAxis() * 256.0f;
|
||
|
if ( !NewWanderDir( dest ) ) {
|
||
|
StopMove( MOVE_STATUS_DEST_UNREACHABLE );
|
||
|
move.fl.goalUnreachable = true;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return StartMove ( MOVE_WANDER, dest, 0, NULL, NULL, 0.0f );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idAI::StepDirection
|
||
|
================
|
||
|
*/
|
||
|
bool idAI::StepDirection( float dir ) {
|
||
|
predictedPath_t path;
|
||
|
idVec3 org;
|
||
|
|
||
|
move.wanderYaw = dir;
|
||
|
move.moveDir = idAngles( 0, move.wanderYaw, 0 ).ToForward();
|
||
|
|
||
|
org = physicsObj.GetOrigin();
|
||
|
|
||
|
idAI::PredictPath( this, aas, org, move.moveDir * 48.0f, 1000, 1000, ( move.moveType == MOVETYPE_FLY ) ? SE_BLOCKED : ( SE_ENTER_OBSTACLE | SE_BLOCKED | SE_ENTER_LEDGE_AREA ), path );
|
||
|
|
||
|
if ( path.blockingEntity && ( ( move.moveCommand == MOVE_TO_ENEMY ) || ( move.moveCommand == MOVE_TO_ENTITY ) ) && ( path.blockingEntity == move.goalEntity.GetEntity() ) ) {
|
||
|
// don't report being blocked if we ran into our goal entity
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
if ( ( move.moveType == MOVETYPE_FLY ) && ( path.endEvent == SE_BLOCKED ) ) {
|
||
|
float z;
|
||
|
|
||
|
move.moveDir = path.endVelocity * 1.0f / 48.0f;
|
||
|
|
||
|
// trace down to the floor and see if we can go forward
|
||
|
idAI::PredictPath( this, aas, org, idVec3( 0.0f, 0.0f, -1024.0f ), 1000, 1000, SE_BLOCKED, path );
|
||
|
|
||
|
idVec3 floorPos = path.endPos;
|
||
|
idAI::PredictPath( this, aas, floorPos, move.moveDir * 48.0f, 1000, 1000, SE_BLOCKED, path );
|
||
|
if ( !path.endEvent ) {
|
||
|
move.moveDir.z = -1.0f;
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// trace up to see if we can go over something and go forward
|
||
|
idAI::PredictPath( this, aas, org, idVec3( 0.0f, 0.0f, 256.0f ), 1000, 1000, SE_BLOCKED, path );
|
||
|
|
||
|
idVec3 ceilingPos = path.endPos;
|
||
|
|
||
|
for( z = org.z; z <= ceilingPos.z + 64.0f; z += 64.0f ) {
|
||
|
idVec3 start;
|
||
|
if ( z <= ceilingPos.z ) {
|
||
|
start.x = org.x;
|
||
|
start.y = org.y;
|
||
|
start.z = z;
|
||
|
} else {
|
||
|
start = ceilingPos;
|
||
|
}
|
||
|
idAI::PredictPath( this, aas, start, move.moveDir * 48.0f, 1000, 1000, SE_BLOCKED, path );
|
||
|
if ( !path.endEvent ) {
|
||
|
move.moveDir.z = 1.0f;
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return ( path.endEvent == 0 );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idAI::NewWanderDir
|
||
|
================
|
||
|
*/
|
||
|
bool idAI::NewWanderDir( const idVec3 &dest ) {
|
||
|
float deltax, deltay;
|
||
|
float d[ 3 ];
|
||
|
float tdir, olddir, turnaround;
|
||
|
|
||
|
move.nextWanderTime = gameLocal.time + ( gameLocal.random.RandomFloat() * 500 + 500 );
|
||
|
|
||
|
olddir = idMath::AngleNormalize360( ( int )( move.current_yaw / 45 ) * 45 );
|
||
|
turnaround = idMath::AngleNormalize360( olddir - 180 );
|
||
|
|
||
|
idVec3 org = physicsObj.GetOrigin();
|
||
|
deltax = dest.x - org.x;
|
||
|
deltay = dest.y - org.y;
|
||
|
if ( deltax > 10 ) {
|
||
|
d[ 1 ]= 0;
|
||
|
} else if ( deltax < -10 ) {
|
||
|
d[ 1 ] = 180;
|
||
|
} else {
|
||
|
d[ 1 ] = DI_NODIR;
|
||
|
}
|
||
|
|
||
|
if ( deltay < -10 ) {
|
||
|
d[ 2 ] = 270;
|
||
|
} else if ( deltay > 10 ) {
|
||
|
d[ 2 ] = 90;
|
||
|
} else {
|
||
|
d[ 2 ] = DI_NODIR;
|
||
|
}
|
||
|
|
||
|
// try direct route
|
||
|
if ( d[ 1 ] != DI_NODIR && d[ 2 ] != DI_NODIR ) {
|
||
|
if ( d[ 1 ] == 0 ) {
|
||
|
tdir = d[ 2 ] == 90 ? 45 : 315;
|
||
|
} else {
|
||
|
tdir = d[ 2 ] == 90 ? 135 : 215;
|
||
|
}
|
||
|
|
||
|
if ( tdir != turnaround && StepDirection( tdir ) ) {
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// try other directions
|
||
|
if ( ( gameLocal.random.RandomInt() & 1 ) || abs( deltay ) > abs( deltax ) ) {
|
||
|
tdir = d[ 1 ];
|
||
|
d[ 1 ] = d[ 2 ];
|
||
|
d[ 2 ] = tdir;
|
||
|
}
|
||
|
|
||
|
if ( d[ 1 ] != DI_NODIR && d[ 1 ] != turnaround && StepDirection( d[1] ) ) {
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
if ( d[ 2 ] != DI_NODIR && d[ 2 ] != turnaround && StepDirection( d[ 2 ] ) ) {
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// there is no direct path to the player, so pick another direction
|
||
|
if ( olddir != DI_NODIR && StepDirection( olddir ) ) {
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// randomly determine direction of search
|
||
|
if ( gameLocal.random.RandomInt() & 1 ) {
|
||
|
for( tdir = 0; tdir <= 315; tdir += 45 ) {
|
||
|
if ( tdir != turnaround && StepDirection( tdir ) ) {
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
} else {
|
||
|
for ( tdir = 315; tdir >= 0; tdir -= 45 ) {
|
||
|
if ( tdir != turnaround && StepDirection( tdir ) ) {
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( turnaround != DI_NODIR && StepDirection( turnaround ) ) {
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// can't move
|
||
|
StopMove( MOVE_STATUS_DEST_UNREACHABLE );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::GetMovePos
|
||
|
=====================
|
||
|
*/
|
||
|
bool idAI::GetMovePos( idVec3 &seekPos, idReachability** seekReach ) {
|
||
|
int areaNum;
|
||
|
aasPath_t path;
|
||
|
bool result;
|
||
|
idVec3 org;
|
||
|
|
||
|
org = physicsObj.GetOrigin();
|
||
|
seekPos = org;
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// cdr: Alternate Routes Bug
|
||
|
if (seekReach) {
|
||
|
(*seekReach) = 0;
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
switch( move.moveCommand ) {
|
||
|
case MOVE_NONE :
|
||
|
seekPos = move.moveDest;
|
||
|
return false;
|
||
|
|
||
|
case MOVE_FACE_ENEMY :
|
||
|
case MOVE_FACE_ENTITY :
|
||
|
seekPos = move.moveDest;
|
||
|
return false;
|
||
|
|
||
|
case MOVE_TO_POSITION_DIRECT :
|
||
|
seekPos = move.moveDest;
|
||
|
if ( ReachedPos( move.moveDest, move.moveCommand ) ) {
|
||
|
StopMove( MOVE_STATUS_DONE );
|
||
|
}
|
||
|
return false;
|
||
|
|
||
|
case MOVE_SLIDE_TO_POSITION :
|
||
|
seekPos = org;
|
||
|
return false;
|
||
|
|
||
|
case MOVE_TO_ENTITY:
|
||
|
MoveToEntity( move.goalEntity.GetEntity(), move.range );
|
||
|
break;
|
||
|
|
||
|
case MOVE_TO_ENEMY:
|
||
|
if ( !MoveToEnemy() && combat.tacticalCurrent == AITACTICAL_MELEE ) {
|
||
|
StopMove( MOVE_STATUS_DEST_UNREACHABLE );
|
||
|
return false;
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if ( move.moveType == MOVETYPE_FLY && move.moveCommand >= NUM_NONMOVING_COMMANDS ) {
|
||
|
//flying
|
||
|
if ( DistanceTo( move.moveDest ) < 1024.0f ) {
|
||
|
//less than huge translation dist, which is actually 4096, but, just to be safe...
|
||
|
trace_t moveTrace;
|
||
|
gameLocal.Translation( this, moveTrace, org, move.moveDest, physicsObj.GetClipModel(), mat3_identity, MASK_MONSTERSOLID, this, move.goalEntity.GetEntity() );
|
||
|
if ( moveTrace.fraction >= 1.0f ) {
|
||
|
//can head straight for it, so do it.
|
||
|
seekPos = move.moveDest;
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
move.moveStatus = MOVE_STATUS_MOVING;
|
||
|
result = false;
|
||
|
|
||
|
if ( move.moveCommand == MOVE_WANDER ) {
|
||
|
move.moveDest = org + viewAxis[ 0 ] * physicsObj.GetGravityAxis() * 256.0f;
|
||
|
} else {
|
||
|
if ( ReachedPos( move.moveDest, move.moveCommand, move.range ) ) {
|
||
|
StopMove( MOVE_STATUS_DONE );
|
||
|
seekPos = org;
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( aas && move.toAreaNum ) {
|
||
|
areaNum = PointReachableAreaNum( org );
|
||
|
if ( PathToGoal( path, areaNum, org, move.toAreaNum, move.moveDest ) ) {
|
||
|
seekPos = path.moveGoal;
|
||
|
if ( aas->GetFile() ) {
|
||
|
//we have AAS
|
||
|
if ( move.fly_offset > 0 ) {
|
||
|
if ( (seekPos-move.moveDest).LengthSqr() > 10.0f ) {
|
||
|
//not heading to final dest, that already has offset in it
|
||
|
float areaTop = aas->AreaCeiling(path.moveAreaNum)-GetPhysics()->GetBounds()[1][2];
|
||
|
if ( (seekPos.z+move.fly_offset) > areaTop ) {
|
||
|
seekPos.z = areaTop;
|
||
|
} else {
|
||
|
seekPos.z += move.fly_offset;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// cdr: Alternate Routes Bug
|
||
|
if (seekReach) {
|
||
|
(*seekReach) = (idReachability*)(path.reachability);
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
result = true;
|
||
|
move.nextWanderTime = 0;
|
||
|
} else {
|
||
|
move.fl.goalUnreachable = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
if ( !result ) {
|
||
|
// wander around
|
||
|
if ( ( gameLocal.time > move.nextWanderTime ) || !StepDirection( move.wanderYaw ) ) {
|
||
|
result = NewWanderDir( move.moveDest );
|
||
|
if ( !result ) {
|
||
|
StopMove( MOVE_STATUS_DEST_UNREACHABLE );
|
||
|
move.fl.goalUnreachable = true;
|
||
|
seekPos = org;
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
} else {
|
||
|
result = true;
|
||
|
}
|
||
|
|
||
|
seekPos = org + move.moveDir * 2048.0f;
|
||
|
|
||
|
} else {
|
||
|
move.fl.goalUnreachable = false;
|
||
|
}
|
||
|
|
||
|
if ( DebugFilter(ai_debugMove) ) { // YELLOW = seekPos
|
||
|
gameRenderWorld->DebugLine( colorYellow, physicsObj.GetOrigin(), seekPos );
|
||
|
}
|
||
|
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::BlockedFailSafe
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::BlockedFailSafe( void ) {
|
||
|
/* move.fl.blocked = false;
|
||
|
|
||
|
if ( !ai_blockedFailSafe.GetBool() || move.blockedRadius < 0.0f ) {
|
||
|
return;
|
||
|
}
|
||
|
if ( !physicsObj.OnGround() || enemy.GetEntity() == NULL ||
|
||
|
( physicsObj.GetOrigin() - move.lastMoveOrigin ).LengthSqr() > Square( move.blockedRadius ) ) {
|
||
|
move.lastMoveOrigin = physicsObj.GetOrigin();
|
||
|
move.lastMoveTime = gameLocal.time;
|
||
|
}
|
||
|
if ( move.lastMoveTime < gameLocal.time - move.blockedMoveTime ) {
|
||
|
if ( lastAttackTime < gameLocal.time - move.blockedAttackTime ) {
|
||
|
move.fl.blocked = true;
|
||
|
move.lastMoveTime = gameLocal.time;
|
||
|
}
|
||
|
}*/
|
||
|
}
|
||
|
|
||
|
/***********************************************************************
|
||
|
|
||
|
turning
|
||
|
|
||
|
***********************************************************************/
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::TurnToward
|
||
|
=====================
|
||
|
*/
|
||
|
bool idAI::TurnToward( float yaw ) {
|
||
|
move.ideal_yaw = idMath::AngleNormalize180( yaw );
|
||
|
bool result = FacingIdeal();
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::TurnToward
|
||
|
=====================
|
||
|
*/
|
||
|
bool idAI::TurnToward( const idVec3 &pos ) {
|
||
|
idVec3 dir;
|
||
|
idVec3 local_dir;
|
||
|
float lengthSqr;
|
||
|
|
||
|
dir = pos - physicsObj.GetOrigin();
|
||
|
physicsObj.GetGravityAxis().ProjectVector( dir, local_dir );
|
||
|
local_dir.z = 0.0f;
|
||
|
lengthSqr = local_dir.LengthSqr();
|
||
|
if ( lengthSqr > Square( 2.0f ) || ( lengthSqr > Square( 0.1f ) && enemy.ent == NULL ) ) {
|
||
|
move.ideal_yaw = idMath::AngleNormalize180( local_dir.ToYaw() );
|
||
|
}
|
||
|
|
||
|
return FacingIdeal();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::TurnTowardLeader
|
||
|
=====================
|
||
|
*/
|
||
|
bool idAI::TurnTowardLeader( bool faceLeaderByDefault ) {
|
||
|
if ( !leader.GetEntity() ) {
|
||
|
return false;
|
||
|
}
|
||
|
//see if there's a wall in the direction the player's looking
|
||
|
trace_t tr;
|
||
|
|
||
|
idVec3 leaderLookDest = leader->GetPhysics()->GetOrigin() + (( (leader.GetEntity() && leader.GetEntity()->IsType( idPlayer::GetClassType() )) ? ((idPlayer*)leader.GetEntity())->intentDir:leader->viewAxis[0])*300.0f);
|
||
|
idVec3 myLookDir = leaderLookDest-GetPhysics()->GetOrigin();
|
||
|
myLookDir.Normalize();
|
||
|
idVec3 start = GetPhysics()->GetOrigin();
|
||
|
start.z += EyeHeight();
|
||
|
idVec3 end = start + (myLookDir*128.0f);
|
||
|
end.z = start.z;
|
||
|
idVec3 currentLookDir = viewAxis[0];
|
||
|
currentLookDir.Normalize();
|
||
|
|
||
|
if ( !GetEnemy() && (!leader->IsType(idPlayer::GetClassType()) || !((idPlayer*)leader.GetEntity())->IsFlashlightOn()) ) {
|
||
|
//Not in combat and leader isn't looking around with flashlight
|
||
|
if ( myLookDir*currentLookDir > 0.666f ) {
|
||
|
//new dir isn't different enough from current dir for me to care
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
gameLocal.TracePoint( this, tr, start, end, MASK_OPAQUE, this );
|
||
|
idEntity* traceEnt = gameLocal.entities[ tr.c.entityNum ];
|
||
|
if ( tr.fraction < 1.0f
|
||
|
&& (tr.fraction<0.5f||!traceEnt||!traceEnt->IsType(idDoor::GetClassType())) ) {
|
||
|
//wall there - NOTE: okay to look at doors
|
||
|
if ( faceLeaderByDefault//want to face leader by default
|
||
|
|| leader->viewAxis[0].ToYaw() == move.ideal_yaw ) {//a wall must have moved in front of us?
|
||
|
//face the leader
|
||
|
return TurnToward( leader->GetPhysics()->GetOrigin() );
|
||
|
}
|
||
|
//just keep looking in the last valid dir
|
||
|
if ( FacingIdeal() ) {
|
||
|
//make sure it's still valid
|
||
|
idVec3 end = start + (viewAxis[0]*128.0f);
|
||
|
end.z = start.z;
|
||
|
gameLocal.TracePoint( this, tr, start, end, MASK_OPAQUE, this );
|
||
|
traceEnt = gameLocal.entities[ tr.c.entityNum ];
|
||
|
if ( tr.fraction < 1.0f
|
||
|
&& (tr.fraction<0.5f||!traceEnt||!traceEnt->IsType(idDoor::GetClassType())) ) {
|
||
|
//a wall right in front of us - NOTE: okay to look at doors
|
||
|
//face the leader
|
||
|
return TurnToward( leader->GetPhysics()->GetOrigin() );
|
||
|
}
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
//opening, face leader's dir
|
||
|
return TurnToward( myLookDir.ToYaw() );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
idAI::DirectionalTurnToward
|
||
|
|
||
|
Turn toward the given point using directional movement
|
||
|
============
|
||
|
*/
|
||
|
bool idAI::DirectionalTurnToward ( const idVec3 &pos ) {
|
||
|
static float moveDirOffset [ MOVEDIR_MAX ] = {
|
||
|
0.0f, 180.0f, -90.0f, 90.0f
|
||
|
};
|
||
|
|
||
|
// Issue standard TurnToward if we are not currently eligible for directional movement
|
||
|
if ( combat.tacticalCurrent != AITACTICAL_MOVE_PLAYERPUSH ) {
|
||
|
//always move directionally when getting out of the player's way
|
||
|
if( !combat.fl.aware || focusType < AIFOCUS_USE_DIRECTIONAL_MOVE || !move.fl.moving || move.moveCommand == MOVE_TO_ENEMY || !move.fl.allowDirectional ) {
|
||
|
move.idealDirection = MOVEDIR_FORWARD;
|
||
|
return TurnToward ( pos );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Turn towards our desination
|
||
|
float moveYaw;
|
||
|
TurnToward ( pos );
|
||
|
moveYaw = move.ideal_yaw;
|
||
|
|
||
|
// Turn towards the goal entity and determine the angle difference
|
||
|
TurnToward ( currentFocusPos );
|
||
|
|
||
|
// Check for a direction change only when we can no longer see
|
||
|
// where we need to look and where we are looking is greater than 3/4ths the maximum look
|
||
|
if ( (pos - GetPhysics()->GetOrigin()).LengthFast ( ) > 8.0f )
|
||
|
if ( !FacingIdeal ( ) )
|
||
|
if ( fabs ( idMath::AngleNormalize180 ( move.ideal_yaw - move.current_yaw ) ) >= fabs(lookMax[YAW]) ||
|
||
|
fabs ( idMath::AngleNormalize180 ( idMath::AngleNormalize180 ( moveDirOffset[move.idealDirection] + moveYaw ) - move.current_yaw ) ) >= 80.0f ) {
|
||
|
|
||
|
float diffYaw;
|
||
|
diffYaw = idMath::AngleNormalize180 ( move.ideal_yaw - moveYaw );
|
||
|
|
||
|
if ( diffYaw > -45.0f && diffYaw < 45.0f ) {
|
||
|
move.idealDirection = MOVEDIR_FORWARD;
|
||
|
} else if ( diffYaw < -135.0f || diffYaw > 135.0f ) {
|
||
|
move.idealDirection = MOVEDIR_BACKWARD;
|
||
|
} else if ( diffYaw < 0.0f ) {
|
||
|
move.idealDirection = MOVEDIR_LEFT;
|
||
|
} else {
|
||
|
move.idealDirection = MOVEDIR_RIGHT;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return TurnToward( idMath::AngleNormalize180 ( moveDirOffset[move.idealDirection] + moveYaw ) );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::Turn
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::Turn( void ) {
|
||
|
float diff;
|
||
|
float diff2;
|
||
|
float turnAmount;
|
||
|
animFlags_t animflags;
|
||
|
|
||
|
// If cant turn or turning is disabled just bail
|
||
|
if ( !CanTurn ( ) ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// check if the animator has marked this anim as non-turning
|
||
|
if ( !legsAnim.Disabled() && !legsAnim.AnimDone( 0 ) ) {
|
||
|
animflags = legsAnim.GetAnimFlags();
|
||
|
} else {
|
||
|
animflags = torsoAnim.GetAnimFlags();
|
||
|
}
|
||
|
if ( animflags.ai_no_turn ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( move.anim_turn_angles && animflags.anim_turn ) {
|
||
|
idMat3 rotateAxis;
|
||
|
|
||
|
// set the blend between no turn and full turn
|
||
|
float frac = move.anim_turn_amount / move.anim_turn_angles;
|
||
|
animator.CurrentAnim( ANIMCHANNEL_LEGS )->SetSyncedAnimWeight( 0, 1.0f - frac );
|
||
|
animator.CurrentAnim( ANIMCHANNEL_LEGS )->SetSyncedAnimWeight( 1, frac );
|
||
|
animator.CurrentAnim( ANIMCHANNEL_TORSO )->SetSyncedAnimWeight( 0, 1.0f - frac );
|
||
|
animator.CurrentAnim( ANIMCHANNEL_TORSO )->SetSyncedAnimWeight( 1, frac );
|
||
|
|
||
|
// get the total rotation from the start of the anim
|
||
|
animator.GetDeltaRotation( 0, gameLocal.time, rotateAxis );
|
||
|
move.current_yaw = idMath::AngleNormalize180( move.anim_turn_yaw + rotateAxis[ 0 ].ToYaw() );
|
||
|
} else {
|
||
|
diff = idMath::AngleNormalize180( move.ideal_yaw - move.current_yaw );
|
||
|
|
||
|
if ( move.currentDirection != move.idealDirection ) {
|
||
|
move.turnVel += (AI_TURN_SCALE * 2.0f)* diff * MS2SEC( gameLocal.msec );
|
||
|
} else if ( move.fl.running ) {
|
||
|
move.turnVel += (AI_TURN_SCALE * 3.0f)* diff * MS2SEC( gameLocal.msec );
|
||
|
} else if ( move.fl.moving ) {
|
||
|
move.turnVel += (AI_TURN_SCALE * 1.5f)* diff * MS2SEC( gameLocal.msec );
|
||
|
} else {
|
||
|
move.turnVel += AI_TURN_SCALE * diff * MS2SEC( gameLocal.msec );
|
||
|
}
|
||
|
|
||
|
if ( move.turnVel > move.turnRate ) {
|
||
|
move.turnVel = move.turnRate;
|
||
|
} else if ( move.turnVel < -move.turnRate ) {
|
||
|
move.turnVel = -move.turnRate;
|
||
|
}
|
||
|
turnAmount = move.turnVel * MS2SEC( gameLocal.msec );
|
||
|
if ( ( diff >= 0.0f ) && ( turnAmount >= diff ) ) {
|
||
|
move.turnVel = diff / MS2SEC( gameLocal.msec );
|
||
|
turnAmount = diff;
|
||
|
} else if ( ( diff <= 0.0f ) && ( turnAmount <= diff ) ) {
|
||
|
move.turnVel = diff / MS2SEC( gameLocal.msec );
|
||
|
turnAmount = diff;
|
||
|
}
|
||
|
move.current_yaw = idMath::AngleNormalize180( move.current_yaw + turnAmount );
|
||
|
diff2 = idMath::AngleNormalize180( move.ideal_yaw - move.current_yaw );
|
||
|
|
||
|
if ( idMath::Fabs( diff2 ) < 0.1f ) {
|
||
|
move.current_yaw = move.ideal_yaw;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
viewAxis = idAngles( 0, move.current_yaw, 0 ).ToMat3();
|
||
|
|
||
|
// if ( DebugFilter(ai_debugMove) ) { // RED = ideal_yaw, GREEN = current_yaw, YELLOW = current+velocity
|
||
|
// const idVec3 &org = physicsObj.GetOrigin();
|
||
|
// gameRenderWorld->DebugLine( colorRed, org, org + idAngles( 0, move.ideal_yaw, 0 ).ToForward() * 64, gameLocal.msec );
|
||
|
// gameRenderWorld->DebugLine( colorGreen, org, org + idAngles( 0, move.current_yaw, 0 ).ToForward() * 48, gameLocal.msec );
|
||
|
// gameRenderWorld->DebugLine( colorYellow, org, org + idAngles( 0, move.current_yaw + move.turnVel, 0 ).ToForward() * 32, gameLocal.msec );
|
||
|
// if ( move.anim_turn_angles && animflags.anim_turn ) {
|
||
|
// gameRenderWorld->DebugLine( colorOrange, org, org + idAngles( 0, move.anim_turn_yaw, 0 ).ToForward() * 32, gameLocal.msec );
|
||
|
// }
|
||
|
// }
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::FacingIdeal
|
||
|
=====================
|
||
|
*/
|
||
|
bool idAI::FacingIdeal( void ) {
|
||
|
float diff;
|
||
|
|
||
|
if ( !move.turnRate ) {
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
diff = idMath::AngleDelta ( move.current_yaw, move.ideal_yaw );
|
||
|
if ( idMath::Fabs( diff ) < 0.01f ) {
|
||
|
// force it to be exact
|
||
|
move.current_yaw = move.ideal_yaw;
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idAI::AnimTurn
|
||
|
================
|
||
|
*/
|
||
|
void idAI::AnimTurn ( float angles, bool force ) {
|
||
|
move.turnVel = 0.0f;
|
||
|
move.anim_turn_angles = angles;
|
||
|
if ( angles ) {
|
||
|
move.anim_turn_yaw = move.current_yaw;
|
||
|
|
||
|
if ( force ) {
|
||
|
move.anim_turn_amount = angles;
|
||
|
} else {
|
||
|
move.anim_turn_amount = idMath::Fabs( idMath::AngleNormalize180( move.current_yaw - move.ideal_yaw ) );
|
||
|
if ( move.anim_turn_amount > move.anim_turn_angles ) {
|
||
|
move.anim_turn_amount = move.anim_turn_angles;
|
||
|
}
|
||
|
}
|
||
|
} else {
|
||
|
move.anim_turn_amount = 0.0f;
|
||
|
animator.CurrentAnim( ANIMCHANNEL_LEGS )->SetSyncedAnimWeight( 0, 1.0f );
|
||
|
animator.CurrentAnim( ANIMCHANNEL_LEGS )->SetSyncedAnimWeight( 1, 0.0f );
|
||
|
animator.CurrentAnim( ANIMCHANNEL_TORSO )->SetSyncedAnimWeight( 0, 1.0f );
|
||
|
animator.CurrentAnim( ANIMCHANNEL_TORSO )->SetSyncedAnimWeight( 1, 0.0f );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/***********************************************************************
|
||
|
|
||
|
Movement Helper Functions
|
||
|
|
||
|
***********************************************************************/
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idAI::ApplyImpulse
|
||
|
================
|
||
|
*/
|
||
|
void idAI::ApplyImpulse( idEntity *ent, int id, const idVec3 &point, const idVec3 &impulse, bool splash ) {
|
||
|
// FIXME: Jim take a look at this and see if this is a reasonable thing to do
|
||
|
// instead of a spawnArg flag.. Sabaoth is the only slide monster ( and should be the only one for D3 )
|
||
|
// and we don't want him taking physics impulses as it can knock him off the path
|
||
|
if ( move.moveType != MOVETYPE_STATIC && move.moveType != MOVETYPE_SLIDE ) {
|
||
|
idActor::ApplyImpulse( ent, id, point, impulse );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::GetAnimMoveDelta
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::GetAnimMoveDelta( const idMat3 &oldaxis, const idMat3 &axis, idVec3 &delta ) {
|
||
|
idVec3 oldModelOrigin;
|
||
|
idVec3 modelOrigin;
|
||
|
|
||
|
animator.GetDelta( gameLocal.time - gameLocal.msec, gameLocal.time, delta );
|
||
|
delta = axis * delta;
|
||
|
|
||
|
if ( modelOffset != vec3_zero ) {
|
||
|
// the pivot of the monster's model is around its origin, and not around the bounding
|
||
|
// box's origin, so we have to compensate for this when the model is offset so that
|
||
|
// the monster still appears to rotate around it's origin.
|
||
|
oldModelOrigin = modelOffset * oldaxis;
|
||
|
modelOrigin = modelOffset * axis;
|
||
|
delta += oldModelOrigin - modelOrigin;
|
||
|
}
|
||
|
|
||
|
delta *= physicsObj.GetGravityAxis();
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
TestTeammateCollisions
|
||
|
=====================
|
||
|
*/
|
||
|
|
||
|
void TestTeammateCollisions(idAI* owner) {
|
||
|
idActor* teammate;
|
||
|
idVec3 teammateDirection;
|
||
|
idVec3 teammateVelocity;
|
||
|
float teammateDirectionDot;
|
||
|
float teammateDistance;
|
||
|
float teammateSpeed;
|
||
|
const idVec3& myOrigin = owner->GetPhysics()->GetOrigin();
|
||
|
const idBounds& myBounds = owner->GetPhysics()->GetBounds();
|
||
|
idVec3 myVelocity = owner->GetPhysics()->GetLinearVelocity();
|
||
|
float mySpeed = myVelocity.NormalizeFast();
|
||
|
|
||
|
// Don't Bother, We're Blocked Or Not Moving
|
||
|
//---------------------------------------------
|
||
|
if (owner->move.blockTime>gameLocal.GetTime() || !owner->move.fl.moving || mySpeed<1.0f) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
|
||
|
for (teammate = aiManager.GetAllyTeam((aiTeam_t)owner->team); teammate; teammate = teammate->teamNode.Next()) {
|
||
|
if (teammate->fl.hidden || teammate == owner || teammate->health <= 0) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// If On Same Floor
|
||
|
//------------------
|
||
|
teammateDirection = teammate->GetPhysics()->GetOrigin() - myOrigin;
|
||
|
if (fabsf(teammateDirection[2])>myBounds.Size().z) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// If Close Enough
|
||
|
//-----------------
|
||
|
teammateDistance = teammateDirection.NormalizeFast();
|
||
|
if (teammateDistance>128.0f) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// Completely Ignore Dudes Directly Behind Me
|
||
|
//--------------------------------------------
|
||
|
teammateDirectionDot = teammateDirection*myVelocity;
|
||
|
if (teammateDirectionDot<-0.5f) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// Switch To Walk If I'm Heading For A Teammate
|
||
|
//----------------------------------------------
|
||
|
if (teammateDirectionDot>0.85f) {
|
||
|
owner->move.fl.obstacleInPath = true; // make him slow to a walk
|
||
|
|
||
|
if ( owner->DebugFilter(ai_debugMove) ) { // WHITE = Walk Teammate Near
|
||
|
gameRenderWorld->DebugArrow( colorWhite, myOrigin, teammate->GetPhysics()->GetOrigin(), 4, 250 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (teammateDistance<48.0f) {
|
||
|
|
||
|
teammateVelocity = teammate->GetPhysics()->GetLinearVelocity();
|
||
|
teammateSpeed = teammateVelocity.NormalizeFast();
|
||
|
|
||
|
if (teammateSpeed>50.0f) {
|
||
|
|
||
|
// If I'm Following Him, And I'm RIGHT Behind Him, Stop And Let Him Go A Bit Farther Ahead
|
||
|
//------------------------------------------------------------------------------------------
|
||
|
if (teammateDirectionDot>0.85f && teammateVelocity*myVelocity>0.4f) {
|
||
|
owner->move.blockTime = gameLocal.time + 1000; // Set Blocktime Timer
|
||
|
owner->move.fl.blocked = true;
|
||
|
|
||
|
if ( owner->DebugFilter(ai_debugMove) ) { // RED = Stop Teammate Near
|
||
|
gameRenderWorld->DebugArrow( colorRed, myOrigin, teammate->GetPhysics()->GetOrigin(), 8, 1000);
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
// Stop moving if my leader or a guy with a higher entity number is headed straight for me
|
||
|
//-----------------------------------------------------------------------------------------
|
||
|
else if (teammate->entityNumber<owner->entityNumber && teammateDirection*teammateVelocity<0.5f) {
|
||
|
owner->move.blockTime = gameLocal.time + 1500; // Set Blocktime Timer
|
||
|
owner->move.fl.blocked = true;
|
||
|
|
||
|
if ( owner->DebugFilter(ai_debugMove) ) { // RED = Stop Teammate Near
|
||
|
gameRenderWorld->DebugArrow( colorRed, myOrigin, teammate->GetPhysics()->GetOrigin(), 8, 1500);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::CheckObstacleAvoidance
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::CheckObstacleAvoidance( const idVec3 &goalPos, idVec3 &seekPos, idReachability* goalReach ) {
|
||
|
|
||
|
move.fl.blocked = false; // Makes Character Stop Moving
|
||
|
move.fl.obstacleInPath = false; // Makes Character Walk
|
||
|
move.obstacle = NULL;
|
||
|
seekPos = goalPos;
|
||
|
|
||
|
if (move.fl.ignoreObstacles) {
|
||
|
return;
|
||
|
}
|
||
|
if ( g_perfTest_aiNoObstacleAvoid.GetBool() ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Test For Path Around Obstacles
|
||
|
//--------------------------------
|
||
|
obstaclePath_t path;
|
||
|
move.fl.blocked = !FindPathAroundObstacles( &physicsObj, aas, move.moveCommand == MOVE_TO_ENEMY ? enemy.ent : NULL, physicsObj.GetOrigin(), goalPos, path );
|
||
|
move.fl.obstacleInPath = (path.firstObstacle || path.seekPosObstacle || path.startPosObstacle);
|
||
|
move.obstacle = (path.firstObstacle)?(path.firstObstacle):(path.seekPosObstacle);
|
||
|
seekPos = path.seekPos;
|
||
|
|
||
|
// Don't Worry About Obstacles Out Of Walk Range
|
||
|
//-----------------------------------------------
|
||
|
if (move.obstacle && DistanceTo(move.obstacle)>155.0f) {
|
||
|
move.fl.blocked = false;
|
||
|
move.fl.obstacleInPath = false;
|
||
|
move.obstacle = 0;
|
||
|
seekPos = goalPos;
|
||
|
}
|
||
|
|
||
|
// cdr: Alternate Routes Bug
|
||
|
// If An Obstacle Remains, And The Seek Pos Is Fairly Farr Off Of The Straight Line Path, Then Mark The Reach As Blocked
|
||
|
//-----------------------------------------------------------------------------------------------------------------------
|
||
|
if (move.fl.obstacleInPath && goalReach && !(goalReach->travelType&TFL_INVALID) && seekPos.Dist2XY(goalPos)>100.0f) {
|
||
|
float scale;
|
||
|
float dist;
|
||
|
|
||
|
dist = seekPos.DistToLineSeg(physicsObj.GetOrigin(), goalPos, scale);
|
||
|
if (scale<0.95f && dist>50.0f) {
|
||
|
aiManager.MarkReachBlocked(aas, goalReach, path.allObstacles);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
TestTeammateCollisions(this);
|
||
|
|
||
|
|
||
|
|
||
|
if ( DebugFilter(ai_showObstacleAvoidance) ) {
|
||
|
gameRenderWorld->DebugLine( colorBlue, goalPos + idVec3( 1.0f, 1.0f, 0.0f ), goalPos + idVec3( 1.0f, 1.0f, 64.0f ), gameLocal.msec );
|
||
|
gameRenderWorld->DebugLine( !move.fl.blocked ? colorYellow : colorRed, path.seekPos, path.seekPos + idVec3( 0.0f, 0.0f, 64.0f ), gameLocal.msec );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
idAI::TestAnimMove
|
||
|
============
|
||
|
*/
|
||
|
bool idAI::TestAnimMove ( int animNum, idEntity *ignore, idVec3 *pMoveVec ) {
|
||
|
const idAnim* anim;
|
||
|
predictedPath_t path;
|
||
|
idVec3 moveVec;
|
||
|
|
||
|
anim = GetAnimator()->GetAnim ( animNum );
|
||
|
assert ( anim );
|
||
|
|
||
|
// moveVec = anim->TotalMovementDelta() * idAngles( 0.0f, move.ideal_yaw, 0.0f ).ToMat3() * physicsObj.GetGravityAxis();
|
||
|
moveVec = anim->TotalMovementDelta() * idAngles( 0.0f, move.current_yaw, 0.0f ).ToMat3() * physicsObj.GetGravityAxis();
|
||
|
idAI::PredictPath( this, aas, physicsObj.GetOrigin(), moveVec / MS2SEC( anim->Length() ), anim->Length(), 200, SE_BLOCKED | SE_ENTER_LEDGE_AREA, path, ignore );
|
||
|
|
||
|
if ( DebugFilter(ai_debugMove) ) { // TestAnimMove
|
||
|
gameRenderWorld->DebugLine( colorGreen, physicsObj.GetOrigin(), physicsObj.GetOrigin() + moveVec, anim->Length() );
|
||
|
gameRenderWorld->DebugBounds( path.endEvent == 0 ? colorYellow : colorRed, physicsObj.GetBounds(), physicsObj.GetOrigin() + moveVec, anim->Length() );
|
||
|
}
|
||
|
if ( pMoveVec ) {
|
||
|
*pMoveVec = moveVec;
|
||
|
}
|
||
|
|
||
|
return ( path.endEvent == 0 );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
Seek
|
||
|
=====================
|
||
|
*/
|
||
|
idVec3 Seek( idVec3 &vel, const idVec3 &org, const idVec3 &goal, float prediction ) {
|
||
|
idVec3 predictedPos;
|
||
|
idVec3 goalDelta;
|
||
|
idVec3 seekVel;
|
||
|
|
||
|
// predict our position
|
||
|
predictedPos = org + vel * prediction;
|
||
|
goalDelta = goal - predictedPos;
|
||
|
// goalDelta = goal - org;
|
||
|
seekVel = goalDelta * MS2SEC( gameLocal.msec );
|
||
|
|
||
|
return seekVel;
|
||
|
}
|
||
|
|
||
|
/***********************************************************************
|
||
|
|
||
|
Movement
|
||
|
|
||
|
***********************************************************************/
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::DeadMove
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::DeadMove( void ) {
|
||
|
idVec3 delta;
|
||
|
monsterMoveResult_t moveResult;
|
||
|
|
||
|
DeathPush ( );
|
||
|
|
||
|
idVec3 org = physicsObj.GetOrigin();
|
||
|
|
||
|
GetAnimMoveDelta( viewAxis, viewAxis, delta );
|
||
|
physicsObj.SetDelta( delta );
|
||
|
|
||
|
RunPhysics();
|
||
|
|
||
|
moveResult = physicsObj.GetMoveResult();
|
||
|
move.fl.onGround = physicsObj.OnGround();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::AdjustFlyingAngles
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::AdjustFlyingAngles( void ) {
|
||
|
idVec3 vel;
|
||
|
float speed;
|
||
|
float roll;
|
||
|
float pitch;
|
||
|
|
||
|
vel = physicsObj.GetLinearVelocity();
|
||
|
|
||
|
speed = vel.Length();
|
||
|
if ( speed < 5.0f ) {
|
||
|
roll = 0.0f;
|
||
|
pitch = 0.0f;
|
||
|
} else {
|
||
|
roll = vel * viewAxis[ 1 ] * -move.fly_roll_scale / move.fly_speed;
|
||
|
if ( roll > move.fly_roll_max ) {
|
||
|
roll = move.fly_roll_max;
|
||
|
} else if ( roll < -move.fly_roll_max ) {
|
||
|
roll = -move.fly_roll_max;
|
||
|
}
|
||
|
|
||
|
pitch = vel * viewAxis[ 0 ] * -move.fly_pitch_scale / move.fly_speed;
|
||
|
if ( pitch > move.fly_pitch_max ) {
|
||
|
pitch = move.fly_pitch_max;
|
||
|
} else if ( pitch < -move.fly_pitch_max ) {
|
||
|
pitch = -move.fly_pitch_max;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
move.fly_roll = move.fly_roll * 0.95f + roll * 0.05f;
|
||
|
move.fly_pitch = move.fly_pitch * 0.95f + pitch * 0.05f;
|
||
|
|
||
|
if ( move.flyTiltJoint != INVALID_JOINT ) {
|
||
|
animator.SetJointAxis( move.flyTiltJoint, JOINTMOD_WORLD, idAngles( move.fly_pitch, 0.0f, move.fly_roll ).ToMat3() );
|
||
|
} else {
|
||
|
viewAxis = idAngles( move.fly_pitch, move.current_yaw, move.fly_roll ).ToMat3();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::AddFlyBob
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::AddFlyBob( idVec3 &vel ) {
|
||
|
idVec3 fly_bob_add;
|
||
|
float t;
|
||
|
|
||
|
if ( move.fly_bob_strength ) {
|
||
|
t = MS2SEC( gameLocal.time + entityNumber * 497 );
|
||
|
fly_bob_add = ( viewAxis[ 1 ] * idMath::Sin16( t * move.fly_bob_horz ) + viewAxis[ 2 ] * idMath::Sin16( t * move.fly_bob_vert ) ) * move.fly_bob_strength;
|
||
|
vel += fly_bob_add * MS2SEC( gameLocal.msec );
|
||
|
if ( DebugFilter(ai_debugMove) ) { // FlyBob
|
||
|
const idVec3 &origin = physicsObj.GetOrigin();
|
||
|
gameRenderWorld->DebugArrow( colorOrange, origin, origin + fly_bob_add, 0 );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::AdjustFlyHeight
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::AdjustFlyHeight( idVec3 &vel, const idVec3 &goalPos ) {
|
||
|
const idVec3 &origin = physicsObj.GetOrigin();
|
||
|
predictedPath_t path;
|
||
|
idVec3 end;
|
||
|
idVec3 dest;
|
||
|
trace_t trace;
|
||
|
bool goLower;
|
||
|
|
||
|
// make sure we're not flying too high to get through doors
|
||
|
// FIXME: with move to enemy this thinks we're going to hit
|
||
|
// the enemy and then says we need to go lower... but that's not quite right...
|
||
|
// if we're about to hit our enemy, then maintaining our height should be desirable..?
|
||
|
goLower = false;
|
||
|
if ( origin.z > goalPos.z ) {
|
||
|
dest = goalPos;
|
||
|
dest.z = origin.z + 128.0f;
|
||
|
idAI::PredictPath( this, aas, goalPos, dest - origin, 1000, 1000, SE_BLOCKED, path, move.goalEntity.GetEntity() );
|
||
|
if ( path.endPos.z < origin.z ) {
|
||
|
|
||
|
//Hmm, should we make sure the path.endPos is high enough off the ground?
|
||
|
if ( move.fly_offset && (move.moveCommand == MOVE_TO_ENEMY || move.moveCommand == MOVE_TO_ATTACK) ) {
|
||
|
int pathArea = PointReachableAreaNum( path.endPos );
|
||
|
if ( aas && (aas->AreaFlags( pathArea )&AREA_FLOOR) ) {
|
||
|
path.endPos.z = aas->AreaBounds( pathArea )[0][2];
|
||
|
float areaTop = aas->AreaCeiling( pathArea ) - GetPhysics()->GetBounds()[1].z;
|
||
|
if ( path.endPos.z + move.fly_offset > areaTop ) {
|
||
|
path.endPos.z = areaTop;
|
||
|
} else {
|
||
|
path.endPos.z += move.fly_offset;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
idVec3 addVel = Seek( vel, origin, path.endPos, AI_SEEK_PREDICTION );
|
||
|
vel.z += addVel.z;
|
||
|
goLower = true;
|
||
|
}
|
||
|
|
||
|
if ( DebugFilter(ai_debugMove) ) { // Fly Height
|
||
|
gameRenderWorld->DebugBounds( goLower ? colorRed : colorGreen, physicsObj.GetBounds(), path.endPos, gameLocal.msec );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !goLower ) {
|
||
|
// make sure we don't fly too low
|
||
|
end = origin;
|
||
|
if ( move.moveCommand == MOVE_TO_ENEMY ) {
|
||
|
end.z = enemy.lastKnownPosition.z + move.fly_offset;
|
||
|
} else if ( move.moveCommand == MOVE_TO_ENTITY ) {
|
||
|
end.z = goalPos.z;
|
||
|
} else {
|
||
|
end.z = goalPos.z;// + move.fly_offset;
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// ddynerman: multiple collision world
|
||
|
idVec3 cappedEnd = (end-origin);
|
||
|
if ( cappedEnd.LengthFast() > 1024.0f ) {
|
||
|
//don't do translation predictions over 1024
|
||
|
cappedEnd.Normalize();
|
||
|
cappedEnd *= 1024.0f;
|
||
|
}
|
||
|
cappedEnd += origin;
|
||
|
gameLocal.Translation( this, trace, origin, cappedEnd, physicsObj.GetClipModel(), mat3_identity, MASK_MONSTERSOLID, this );
|
||
|
// RAVEN END
|
||
|
vel += Seek( vel, origin, trace.endpos, AI_SEEK_PREDICTION );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::FlySeekGoal
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::FlySeekGoal( idVec3 &vel, idVec3 &goalPos ) {
|
||
|
idVec3 seekVel;
|
||
|
|
||
|
// seek the goal position
|
||
|
seekVel = Seek( vel, physicsObj.GetOrigin(), goalPos, AI_SEEK_PREDICTION );
|
||
|
seekVel *= move.fly_seek_scale;
|
||
|
//seekVel.Normalize();
|
||
|
//vel = seekVel*move.speed;
|
||
|
vel += seekVel;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::AdjustFlySpeed
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::AdjustFlySpeed( idVec3 &vel ) {
|
||
|
float goalSpeed;
|
||
|
|
||
|
// Slow down movespeed when we close to goal (this is similar to how AnimMove ai will
|
||
|
// switch to walking when they are close, it allows for more fine control of movement)
|
||
|
if ( move.walkRange > 0.0f ) {
|
||
|
float distSqr;
|
||
|
distSqr = (physicsObj.GetOrigin ( ) - move.moveDest).LengthSqr ( );
|
||
|
goalSpeed = move.speed * idMath::ClampFloat ( 0.1f, 1.0f, distSqr / Square ( move.walkRange ) );
|
||
|
} else {
|
||
|
goalSpeed = move.speed;
|
||
|
}
|
||
|
|
||
|
// apply dampening as long as we arent within the walk range
|
||
|
// if ( goalSpeed != move.speed) {
|
||
|
float speed;
|
||
|
|
||
|
vel -= vel * AI_FLY_DAMPENING * MS2SEC( gameLocal.msec );
|
||
|
|
||
|
// gradually speed up/slow down to desired speed
|
||
|
speed = vel.Normalize();
|
||
|
speed += ( goalSpeed - speed ) * MS2SEC( gameLocal.msec );
|
||
|
if ( speed < 0.0f ) {
|
||
|
speed = 0.0f;
|
||
|
} else if (goalSpeed && ( speed > goalSpeed ) ) {
|
||
|
speed = goalSpeed;
|
||
|
}
|
||
|
|
||
|
vel *= speed;
|
||
|
// } else {
|
||
|
// vel.Normalize ( );
|
||
|
// vel *= goalSpeed;
|
||
|
// }
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::FlyTurn
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::FlyTurn( void ) {
|
||
|
if ( move.moveCommand == MOVE_FACE_ENEMY || ForceFaceEnemy() ) {
|
||
|
TurnToward( enemy.lastKnownPosition );
|
||
|
} else if ( ( move.moveCommand == MOVE_FACE_ENTITY ) && move.goalEntity.GetEntity() ) {
|
||
|
TurnToward( move.goalEntity.GetEntity()->GetPhysics()->GetOrigin() );
|
||
|
} else if ( focusType != AIFOCUS_NONE && move.fl.allowDirectional ) {
|
||
|
DirectionalTurnToward ( currentFocusPos );
|
||
|
} else if ( move.speed > 0.0f ) {
|
||
|
const idVec3 &vel = physicsObj.GetLinearVelocity();
|
||
|
if ( vel.ToVec2().LengthSqr() > 0.1f ) {
|
||
|
TurnToward( vel.ToYaw() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Turn();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::FlyMove
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::FlyMove( void ) {
|
||
|
idVec3 oldorigin;
|
||
|
idVec3 newDest;
|
||
|
|
||
|
move.fl.blocked = false;
|
||
|
if ( ( move.moveCommand >= NUM_NONMOVING_COMMANDS ) && ReachedPos( move.moveDest, move.moveCommand, move.range ) ) {
|
||
|
StopMove( MOVE_STATUS_DONE );
|
||
|
}
|
||
|
|
||
|
if ( DebugFilter(ai_debugMove) ) { // Fly Move
|
||
|
gameLocal.Printf( "%d: %s: %s, vel = %.2f, sp = %.2f, maxsp = %.2f\n", gameLocal.time, name.c_str(), aiMoveCommandString[ move.moveCommand ], physicsObj.GetLinearVelocity().Length(), move.speed, move.fly_speed );
|
||
|
}
|
||
|
|
||
|
// Dont move when movement is disabled
|
||
|
if ( !CanMove() || legsAnim.Disabled ( ) ) {
|
||
|
// Still allow turning though
|
||
|
FlyTurn ( );
|
||
|
|
||
|
if ( (aifl.action || aifl.scripted ) && legsAnim.Disabled () && move.fl.allowAnimMove ) {
|
||
|
idMat3 oldaxis = viewAxis;
|
||
|
idVec3 delta;
|
||
|
GetAnimMoveDelta( oldaxis, viewAxis, delta );
|
||
|
physicsObj.UseFlyMove( false );
|
||
|
if ( spawnArgs.GetBool( "alwaysBob" ) ) {
|
||
|
AddFlyBob( delta );
|
||
|
}
|
||
|
physicsObj.SetDelta( delta );
|
||
|
physicsObj.ForceDeltaMove( true );
|
||
|
|
||
|
RunPhysics();
|
||
|
} else if ( spawnArgs.GetBool( "alwaysBob" ) ) {
|
||
|
idVec3 vel = physicsObj.GetLinearVelocity();
|
||
|
AddFlyBob( vel );
|
||
|
physicsObj.SetLinearVelocity( vel );
|
||
|
|
||
|
// run the physics for this frame
|
||
|
oldorigin = physicsObj.GetOrigin();
|
||
|
physicsObj.UseFlyMove( true );
|
||
|
physicsObj.UseVelocityMove( false );
|
||
|
physicsObj.SetDelta( vec3_zero );
|
||
|
physicsObj.ForceDeltaMove( move.fl.noGravity );
|
||
|
RunPhysics();
|
||
|
}
|
||
|
|
||
|
UpdateAnimationControllers ( );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( move.moveCommand != MOVE_TO_POSITION_DIRECT ) {
|
||
|
idVec3 vel = physicsObj.GetLinearVelocity();
|
||
|
|
||
|
if ( GetMovePos( move.seekPos ) ) {
|
||
|
CheckObstacleAvoidance( move.seekPos, newDest );
|
||
|
move.seekPos.x = newDest.x;
|
||
|
move.seekPos.y = newDest.y;
|
||
|
}
|
||
|
|
||
|
if ( move.speed ) {
|
||
|
FlySeekGoal( vel, move.seekPos );
|
||
|
}
|
||
|
|
||
|
// add in bobbing
|
||
|
AddFlyBob( vel );
|
||
|
|
||
|
if ( ( move.moveCommand != MOVE_TO_POSITION ) ) {
|
||
|
AdjustFlyHeight( vel, move.seekPos );
|
||
|
}
|
||
|
|
||
|
AdjustFlySpeed( vel );
|
||
|
|
||
|
vel += move.addVelocity;
|
||
|
move.addVelocity.Zero();
|
||
|
|
||
|
physicsObj.SetLinearVelocity( vel );
|
||
|
}
|
||
|
|
||
|
// turn
|
||
|
FlyTurn();
|
||
|
|
||
|
// run the physics for this frame
|
||
|
oldorigin = physicsObj.GetOrigin();
|
||
|
physicsObj.UseFlyMove( true );
|
||
|
physicsObj.UseVelocityMove( false );
|
||
|
physicsObj.SetDelta( vec3_zero );
|
||
|
physicsObj.ForceDeltaMove( move.fl.noGravity );
|
||
|
RunPhysics();
|
||
|
|
||
|
monsterMoveResult_t moveResult = physicsObj.GetMoveResult();
|
||
|
idEntity *blockEnt = physicsObj.GetSlideMoveEntity();
|
||
|
if ( blockEnt && blockEnt->IsType( idMoveable::GetClassType() ) && blockEnt->GetPhysics()->IsPushable() ) {
|
||
|
KickObstacles( viewAxis[ 0 ], move.kickForce, blockEnt );
|
||
|
} else if ( moveResult == MM_BLOCKED ) {
|
||
|
move.blockTime = gameLocal.time + 500;
|
||
|
move.fl.blocked = true;
|
||
|
}
|
||
|
|
||
|
idVec3 org = physicsObj.GetOrigin();
|
||
|
if ( oldorigin != org ) {
|
||
|
TouchTriggers();
|
||
|
}
|
||
|
|
||
|
if ( DebugFilter(ai_debugMove) ) { // Fly Move
|
||
|
gameRenderWorld->DebugLine( colorCyan, oldorigin, physicsObj.GetOrigin(), 4000 );
|
||
|
gameRenderWorld->DebugBounds( colorOrange, physicsObj.GetBounds(), org, gameLocal.msec );
|
||
|
gameRenderWorld->DebugBounds( colorMagenta, physicsObj.GetBounds(), move.moveDest, gameLocal.msec );
|
||
|
gameRenderWorld->DebugLine( colorRed, org, org + physicsObj.GetLinearVelocity(), gameLocal.msec, true );
|
||
|
gameRenderWorld->DebugLine( colorBlue, org, move.seekPos, gameLocal.msec, true );
|
||
|
gameRenderWorld->DebugLine( colorYellow, GetEyePosition ( ), GetEyePosition ( ) + viewAxis[ 0 ] * physicsObj.GetGravityAxis() * 16.0f, gameLocal.msec, true );
|
||
|
DrawRoute();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
idAI::UpdatePlayback
|
||
|
============
|
||
|
*/
|
||
|
void idAI::UpdatePlayback ( idVec3 &goalPos, idVec3 &delta, idVec3 &oldorigin, idMat3 &oldaxis ) {
|
||
|
rvDeclPlaybackData pbd;
|
||
|
bool atDest;
|
||
|
|
||
|
// New playback stuff
|
||
|
if( !mPlayback.IsActive() ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
atDest = mPlayback.UpdateFrame( this, pbd );
|
||
|
|
||
|
goalPos = pbd.GetPosition();
|
||
|
SetOrigin( goalPos );
|
||
|
viewAxis = pbd.GetAngles().ToMat3();
|
||
|
|
||
|
// Keep the yaw updated
|
||
|
idVec3 local_dir;
|
||
|
physicsObj.GetGravityAxis().ProjectVector( viewAxis[ 0 ], local_dir );
|
||
|
move.current_yaw = local_dir.ToYaw();
|
||
|
move.ideal_yaw = idMath::AngleNormalize180( move.current_yaw );
|
||
|
|
||
|
OnUpdatePlayback ( pbd );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
idAI::
|
||
|
============
|
||
|
*/
|
||
|
|
||
|
void idAI::PlaybackMove( void ){
|
||
|
idVec3 goalPos;
|
||
|
idVec3 delta;
|
||
|
idVec3 goalDelta;
|
||
|
monsterMoveResult_t moveResult;
|
||
|
idVec3 newDest;
|
||
|
|
||
|
idVec3 oldorigin = physicsObj.GetOrigin();
|
||
|
idMat3 oldaxis = viewAxis;
|
||
|
|
||
|
move.fl.blocked = false;
|
||
|
|
||
|
move.obstacle = NULL;
|
||
|
|
||
|
goalPos = oldorigin;
|
||
|
|
||
|
UpdatePlayback( goalPos, delta, oldorigin, oldaxis );
|
||
|
|
||
|
if ( DebugFilter(ai_debugMove) ) { // Playback Move
|
||
|
gameRenderWorld->DebugLine( colorCyan, oldorigin, physicsObj.GetOrigin(), 5000 );
|
||
|
}
|
||
|
|
||
|
physicsObj.UseFlyMove( true );
|
||
|
physicsObj.UseVelocityMove( false );
|
||
|
physicsObj.SetLinearVelocity( vec3_zero );
|
||
|
physicsObj.SetDelta( vec3_zero );
|
||
|
physicsObj.ForceDeltaMove( true );
|
||
|
RunPhysics();
|
||
|
|
||
|
moveResult = physicsObj.GetMoveResult();
|
||
|
idEntity *blockEnt = physicsObj.GetSlideMoveEntity();
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Use accessor for static class type
|
||
|
if ( blockEnt && blockEnt->IsType( idMoveable::GetClassType() ) && blockEnt->GetPhysics()->IsPushable() ) {
|
||
|
// RAVEN END
|
||
|
KickObstacles( viewAxis[ 0 ], move.kickForce, blockEnt );
|
||
|
} else {
|
||
|
move.fl.blocked = true;
|
||
|
}
|
||
|
|
||
|
BlockedFailSafe();
|
||
|
|
||
|
move.fl.onGround = physicsObj.OnGround();
|
||
|
|
||
|
idVec3 org = physicsObj.GetOrigin();
|
||
|
if ( oldorigin != org ) {
|
||
|
TouchTriggers();
|
||
|
}
|
||
|
|
||
|
if ( DebugFilter(ai_debugMove) ) { // Playback Move
|
||
|
gameRenderWorld->DebugBounds( colorMagenta, physicsObj.GetBounds(), org );
|
||
|
gameRenderWorld->DebugBounds( colorMagenta, physicsObj.GetBounds(), move.moveDest );
|
||
|
gameRenderWorld->DebugLine( colorYellow, GetEyePosition(), GetEyePosition() + viewAxis[ 0 ] * physicsObj.GetGravityAxis() * 16.0f, gameLocal.msec, true );
|
||
|
DrawRoute();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::StaticMove
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::StaticMove( void ) {
|
||
|
idEntity* enemyEnt = enemy.ent;
|
||
|
|
||
|
if ( aifl.dead ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( ( move.moveCommand == MOVE_FACE_ENEMY || ForceFaceEnemy() ) && enemyEnt ) {
|
||
|
TurnToward( enemy.lastKnownPosition );
|
||
|
} else if ( ( move.moveCommand == MOVE_FACE_ENTITY ) && move.goalEntity.GetEntity() ) {
|
||
|
TurnToward( move.goalEntity.GetEntity()->GetPhysics()->GetOrigin() );
|
||
|
} else if ( move.moveCommand != MOVE_NONE ) {
|
||
|
TurnToward( move.moveDest );
|
||
|
}
|
||
|
Turn();
|
||
|
|
||
|
physicsObj.ForceDeltaMove( true ); // disable gravity
|
||
|
RunPhysics();
|
||
|
|
||
|
move.fl.onGround = false;
|
||
|
|
||
|
if ( DebugFilter(ai_debugMove) ) { // Static Move
|
||
|
const idVec3 &org = physicsObj.GetOrigin();
|
||
|
gameRenderWorld->DebugBounds( colorMagenta, physicsObj.GetBounds(), org, gameLocal.msec );
|
||
|
gameRenderWorld->DebugLine( colorBlue, org, move.moveDest, gameLocal.msec, true );
|
||
|
gameRenderWorld->DebugLine( colorYellow, GetEyePosition(), GetEyePosition() + viewAxis[ 0 ] * physicsObj.GetGravityAxis() * 16.0f, gameLocal.msec, true );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::SlideMove
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::SlideMove( void ) {
|
||
|
idVec3 delta;
|
||
|
idVec3 goalDelta;
|
||
|
float goalDist;
|
||
|
monsterMoveResult_t moveResult;
|
||
|
idVec3 newDest;
|
||
|
|
||
|
idVec3 oldorigin = physicsObj.GetOrigin();
|
||
|
idMat3 oldaxis = viewAxis;
|
||
|
|
||
|
move.fl.blocked = false;
|
||
|
|
||
|
if ( move.moveCommand < NUM_NONMOVING_COMMANDS ){
|
||
|
move.lastMoveOrigin.Zero();
|
||
|
move.lastMoveTime = gameLocal.time;
|
||
|
}
|
||
|
|
||
|
move.obstacle = NULL;
|
||
|
if ( ( move.moveCommand == MOVE_FACE_ENEMY || ForceFaceEnemy() ) && enemy.ent ) {
|
||
|
TurnToward( enemy.lastKnownPosition );
|
||
|
move.seekPos = move.moveDest;
|
||
|
} else if ( ( move.moveCommand == MOVE_FACE_ENTITY ) && move.goalEntity.GetEntity() ) {
|
||
|
TurnToward( move.goalEntity.GetEntity()->GetPhysics()->GetOrigin() );
|
||
|
move.seekPos = move.moveDest;
|
||
|
} else if ( GetMovePos( move.seekPos ) ) {
|
||
|
CheckObstacleAvoidance( move.seekPos, newDest );
|
||
|
TurnToward( newDest );
|
||
|
move.seekPos = newDest;
|
||
|
}
|
||
|
|
||
|
// FIXME: this stuff should really move to GetMovePos (Steering)
|
||
|
if ( move.moveCommand == MOVE_SLIDE_TO_POSITION ) {
|
||
|
if ( gameLocal.time < move.startTime + move.duration ) {
|
||
|
move.seekPos = move.moveDest - move.moveDir * MS2SEC( move.startTime + move.duration - gameLocal.time );
|
||
|
} else {
|
||
|
move.seekPos = move.moveDest;
|
||
|
move.fl.allowAnimMove = true;
|
||
|
move.fl.allowPrevAnimMove = false;
|
||
|
StopMove( MOVE_STATUS_DONE );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( move.moveCommand == MOVE_TO_POSITION ) {
|
||
|
goalDelta = move.moveDest - oldorigin;
|
||
|
goalDist = goalDelta.LengthFast();
|
||
|
if ( goalDist < delta.LengthFast() ) {
|
||
|
delta = goalDelta;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
idVec3 vel = physicsObj.GetLinearVelocity();
|
||
|
float z = vel.z;
|
||
|
idVec3 predictedPos = oldorigin + vel * AI_SEEK_PREDICTION;
|
||
|
|
||
|
// seek the goal position
|
||
|
goalDelta = move.seekPos - predictedPos;
|
||
|
vel -= vel * AI_FLY_DAMPENING * MS2SEC( gameLocal.msec );
|
||
|
vel += goalDelta * MS2SEC( gameLocal.msec );
|
||
|
|
||
|
// cap our speed
|
||
|
vel.Truncate( move.fly_speed );
|
||
|
vel.z = z;
|
||
|
physicsObj.SetLinearVelocity( vel );
|
||
|
physicsObj.UseVelocityMove( true );
|
||
|
RunPhysics();
|
||
|
|
||
|
if ( ( move.moveCommand == MOVE_FACE_ENEMY || ForceFaceEnemy() ) && enemy.ent ) {
|
||
|
TurnToward( enemy.lastKnownPosition );
|
||
|
} else if ( ( move.moveCommand == MOVE_FACE_ENTITY ) && move.goalEntity.GetEntity() ) {
|
||
|
TurnToward( move.goalEntity.GetEntity()->GetPhysics()->GetOrigin() );
|
||
|
} else {
|
||
|
if ( vel.ToVec2().LengthSqr() > 0.1f ) {
|
||
|
TurnToward( vel.ToYaw() );
|
||
|
}
|
||
|
}
|
||
|
Turn();
|
||
|
|
||
|
if ( DebugFilter(ai_debugMove) ) { // Slide Move
|
||
|
gameRenderWorld->DebugLine( colorCyan, oldorigin, physicsObj.GetOrigin(), 5000 );
|
||
|
}
|
||
|
|
||
|
moveResult = physicsObj.GetMoveResult();
|
||
|
idEntity *blockEnt = physicsObj.GetSlideMoveEntity();
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Use accessor for static class type
|
||
|
if ( blockEnt && blockEnt->IsType( idMoveable::GetClassType() ) && blockEnt->GetPhysics()->IsPushable() ) {
|
||
|
// RAVEN END
|
||
|
KickObstacles( viewAxis[ 0 ], move.kickForce, blockEnt );
|
||
|
}
|
||
|
|
||
|
BlockedFailSafe();
|
||
|
|
||
|
move.fl.onGround = physicsObj.OnGround();
|
||
|
|
||
|
idVec3 org = physicsObj.GetOrigin();
|
||
|
if ( oldorigin != org ) {
|
||
|
TouchTriggers();
|
||
|
}
|
||
|
|
||
|
if ( DebugFilter(ai_debugMove) ) { // SlideMove
|
||
|
gameRenderWorld->DebugBounds( colorMagenta, physicsObj.GetBounds(), org, gameLocal.msec );
|
||
|
gameRenderWorld->DebugBounds( colorMagenta, physicsObj.GetBounds(), move.moveDest, gameLocal.msec );
|
||
|
gameRenderWorld->DebugLine( colorYellow, GetEyePosition(), GetEyePosition() + viewAxis[ 0 ] * physicsObj.GetGravityAxis() * 16.0f, gameLocal.msec, true );
|
||
|
DrawRoute();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::AnimMove
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::AnimMove( void ) {
|
||
|
|
||
|
if ( ai_useRVMasterMove.GetBool ( ) ) {
|
||
|
RVMasterMove();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
idVec3 delta;
|
||
|
idVec3 goalDelta;
|
||
|
float goalDist;
|
||
|
monsterMoveResult_t moveResult;
|
||
|
idVec3 newDest;
|
||
|
// RAVEN BEGIN
|
||
|
// cdr: Alternate Routes Bug
|
||
|
idReachability* goalReach;
|
||
|
// RAVEN END
|
||
|
|
||
|
idVec3 oldorigin = physicsObj.GetOrigin();
|
||
|
idMat3 oldaxis = viewAxis;
|
||
|
|
||
|
if ( move.moveCommand < NUM_NONMOVING_COMMANDS ){
|
||
|
move.lastMoveOrigin.Zero();
|
||
|
//move.lastMoveTime = gameLocal.time;
|
||
|
}
|
||
|
|
||
|
move.obstacle = NULL;
|
||
|
if ( move.moveCommand == MOVE_FACE_ENEMY && enemy.ent ) {
|
||
|
TurnToward( enemy.lastKnownPosition );
|
||
|
move.goalPos = oldorigin;
|
||
|
move.seekPos = oldorigin;
|
||
|
} else if ( ( move.moveCommand == MOVE_FACE_ENTITY ) && move.goalEntity.GetEntity() ) {
|
||
|
TurnToward( move.goalEntity.GetEntity()->GetPhysics()->GetOrigin() );
|
||
|
move.goalPos = oldorigin;
|
||
|
move.seekPos = oldorigin;
|
||
|
} else if ( move.moveCommand >= NUM_NONMOVING_COMMANDS ) {
|
||
|
if ( ReachedPos( move.moveDest, move.moveCommand, move.range ) ) {
|
||
|
StopMove( MOVE_STATUS_DONE );
|
||
|
} else {
|
||
|
move.moveStatus = MOVE_STATUS_MOVING;
|
||
|
|
||
|
// Otherwise, Update The Seek Pos
|
||
|
if ( !aifl.simpleThink && GetMovePos( move.goalPos, &goalReach ) ) {
|
||
|
if ( move.moveCommand != MOVE_WANDER ) {
|
||
|
CheckObstacleAvoidance( move.goalPos, move.seekPos, goalReach );
|
||
|
} else {
|
||
|
move.seekPos = move.goalPos;
|
||
|
}
|
||
|
DirectionalTurnToward ( move.seekPos );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Turn();
|
||
|
|
||
|
goalDelta = move.seekPos - oldorigin;
|
||
|
goalDist = goalDelta.LengthFast();
|
||
|
|
||
|
// FIXME: this stuff should really move to GetMovePos (Steering)
|
||
|
if ( move.moveCommand == MOVE_SLIDE_TO_POSITION ) {
|
||
|
if ( gameLocal.time < move.startTime + move.duration ) {
|
||
|
move.goalPos = move.moveDest - move.moveDir * MS2SEC( move.startTime + move.duration - gameLocal.time );
|
||
|
delta = move.goalPos - oldorigin;
|
||
|
delta.z = 0.0f;
|
||
|
} else {
|
||
|
delta = move.moveDest - oldorigin;
|
||
|
delta.z = 0.0f;
|
||
|
move.fl.allowAnimMove = true;
|
||
|
move.fl.allowPrevAnimMove = false;
|
||
|
StopMove( MOVE_STATUS_DONE );
|
||
|
}
|
||
|
} else if ( move.fl.allowAnimMove ) {
|
||
|
GetAnimMoveDelta( oldaxis, viewAxis, delta );
|
||
|
} else if ( move.fl.allowPrevAnimMove ) {
|
||
|
GetAnimMoveDelta( oldaxis, viewAxis, delta );
|
||
|
float speed = delta.LengthFast();
|
||
|
delta = goalDelta;
|
||
|
delta.Normalize();
|
||
|
delta *= speed;
|
||
|
} else {
|
||
|
delta.Zero();
|
||
|
}
|
||
|
|
||
|
if ( move.moveCommand > NUM_NONMOVING_COMMANDS ) {
|
||
|
//actually *trying* to move to a goal
|
||
|
if ( goalDist < delta.LengthFast() ) {
|
||
|
delta = goalDelta;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
physicsObj.SetDelta( delta );
|
||
|
physicsObj.ForceDeltaMove( move.fl.noGravity );
|
||
|
|
||
|
RunPhysics();
|
||
|
|
||
|
|
||
|
moveResult = physicsObj.GetMoveResult();
|
||
|
idEntity *blockEnt = physicsObj.GetSlideMoveEntity();
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Use accessor for static class type
|
||
|
if ( blockEnt && blockEnt->IsType( idMoveable::GetClassType() ) && blockEnt->GetPhysics()->IsPushable() ) {
|
||
|
// RAVEN END
|
||
|
KickObstacles( viewAxis[ 0 ], move.kickForce, blockEnt );
|
||
|
}
|
||
|
|
||
|
BlockedFailSafe();
|
||
|
|
||
|
move.fl.onGround = physicsObj.OnGround();
|
||
|
|
||
|
const idVec3& org = physicsObj.GetOrigin();
|
||
|
if ( oldorigin != org ) {
|
||
|
TouchTriggers();
|
||
|
}
|
||
|
|
||
|
if ( DebugFilter(ai_debugMove) ) { // AnimMove : GREEN / RED Bounds & Move Dest
|
||
|
gameRenderWorld->DebugLine( colorCyan, oldorigin, org, 5000 );
|
||
|
gameRenderWorld->DebugBounds( (team==0)?(colorGreen):(colorRed), physicsObj.GetBounds(), org, gameLocal.msec );
|
||
|
if (!ReachedPos( move.moveDest, move.moveCommand, move.range )) {
|
||
|
gameRenderWorld->DebugBounds( (team==0)?(colorGreen):(colorRed), physicsObj.GetBounds(), move.moveDest, gameLocal.msec );
|
||
|
gameRenderWorld->DebugArrow( (team==0)?(colorGreen):(colorRed), org, move.moveDest, 4, gameLocal.msec );
|
||
|
}
|
||
|
DrawRoute();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::CustomMove
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::CustomMove( void ) {
|
||
|
// derived class must implement this
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
======================================================================================
|
||
|
NEW MOVE CODE BEGIN
|
||
|
======================================================================================
|
||
|
*/
|
||
|
|
||
|
struct rvObstacle;
|
||
|
|
||
|
const float REACHED_RADIUS = 4.0f;
|
||
|
const float REACHED_RADIUS_SQUARE = REACHED_RADIUS*REACHED_RADIUS;
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
LineIntersection2D
|
||
|
=====================
|
||
|
*/
|
||
|
bool LineIntersection2D(const idVec3& A, const idVec3& B, const idVec3& C, const idVec3& D, idVec3& contactPoint) {
|
||
|
|
||
|
// Test If Parallel
|
||
|
//------------------
|
||
|
float q = (((B.x-A.x)*(D.y-C.y))-((B.y-A.y)*(D.x-C.x)));
|
||
|
if (fabsf(q)<0.01f) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// Test CD Edge
|
||
|
//--------------
|
||
|
float s = (((A.y-C.y)*(B.x-A.x))-((A.x-C.x)*(B.y-A.y))) / q;
|
||
|
if (s<0.0f) {
|
||
|
return false;
|
||
|
}
|
||
|
if (s>1.0f) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// Test AB Edge
|
||
|
//--------------
|
||
|
float r = (((A.y-C.y)*(D.x-C.x))-((A.x-C.x)*(D.y-C.y))) / q;
|
||
|
if (r<0.0f) {
|
||
|
return false;
|
||
|
}
|
||
|
if (r>1.0f) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
contactPoint = A + r*(B-A);
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
rvWindingBox
|
||
|
|
||
|
Clockwise winding with a simple line intersection test
|
||
|
|
||
|
[1]---->[2]
|
||
|
^ |
|
||
|
| verts |
|
||
|
| V
|
||
|
[0]<----[3]
|
||
|
|
||
|
=====================
|
||
|
*/
|
||
|
struct rvWindingBox {
|
||
|
idVec3 verts[4];
|
||
|
aasArea_t* areas[4];
|
||
|
rvObstacle* obstacles[4]; // CDR_TODO: Should be a list of obstacles for each vertex
|
||
|
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
Initialize
|
||
|
=====================
|
||
|
*/
|
||
|
void Initialize() {
|
||
|
for (int i=0; i<4; i++) {
|
||
|
verts[i] = vec3_zero;
|
||
|
areas[i] = NULL;
|
||
|
obstacles[i] = NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
FromBounds
|
||
|
=====================
|
||
|
*/
|
||
|
void FromBounds(const idBounds& b) {
|
||
|
verts[0].x = b[0].x;
|
||
|
verts[0].y = b[0].y;
|
||
|
verts[0].z = b[0].z;
|
||
|
|
||
|
verts[1].x = b[0].x;
|
||
|
verts[1].y = b[1].y;
|
||
|
verts[1].z = b[0].z;
|
||
|
|
||
|
verts[2].x = b[1].x;
|
||
|
verts[2].y = b[1].y;
|
||
|
verts[2].z = b[0].z;
|
||
|
|
||
|
verts[3].x = b[1].x;
|
||
|
verts[3].y = b[0].y;
|
||
|
verts[3].z = b[0].z;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
LineIntersection
|
||
|
=====================
|
||
|
*/
|
||
|
bool LineIntersection(const idVec3& start, const idVec3& end, idVec3& contactPoint, int& v1, int& v2) const {
|
||
|
for (int i=0; i<4; i++) {
|
||
|
v1 = i;
|
||
|
v2 = (i<3)?(i+1):(0);
|
||
|
|
||
|
if (start.IsLeftOf(verts[v1], verts[v2]) && LineIntersection2D(start, end, verts[v1], verts[v2], contactPoint)) {
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
PointInside
|
||
|
=====================
|
||
|
*/
|
||
|
bool PointInside(const idVec3& point) const {
|
||
|
for (int i=0; i<4; i++) {
|
||
|
const idVec3& vert1 = verts[i];
|
||
|
const idVec3& vert2 = verts[(i<3)?(i+1):(0)];
|
||
|
|
||
|
if (point.IsLeftOf(vert1, vert2)) {
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
DrawDebugGraphics
|
||
|
=====================
|
||
|
*/
|
||
|
bool DrawDebugGraphics() const {
|
||
|
for (int i=0; i<4; i++) {
|
||
|
const idVec3& vert1 = verts[i];
|
||
|
const idVec3& vert2 = verts[(i<3)?(i+1):(0)];
|
||
|
|
||
|
gameRenderWorld->DebugLine(colorYellow, vert1, vert2, gameLocal.msec);
|
||
|
if (!areas[i] || obstacles[i]) {
|
||
|
gameRenderWorld->DebugLine(colorRed, vert1, vert1+idVec3(0.0f,0.0f,16.0f), gameLocal.msec);
|
||
|
} else if (areas[i]) {
|
||
|
// gameRenderWorld->DebugLine(colorYellow, vert1, areas[i]->center, gameLocal.msec);
|
||
|
}
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
rvMarker
|
||
|
|
||
|
A marker represents an obstacle within
|
||
|
an area. Any single obstacle can have
|
||
|
any number of markers in any number of
|
||
|
areas that it touches
|
||
|
=====================
|
||
|
*/
|
||
|
struct rvMarker {
|
||
|
rvObstacle* obstacle;
|
||
|
aasArea_t* area;
|
||
|
rvMarker* prev;
|
||
|
rvMarker* next;
|
||
|
};
|
||
|
rvPool<rvMarker, 255> markerPool;
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
rvObstacle
|
||
|
=====================
|
||
|
*/
|
||
|
struct rvObstacle {
|
||
|
static idAASFile* searchFile;
|
||
|
static idBounds searchBounds;
|
||
|
|
||
|
entityPointer_t entity;
|
||
|
idVec3 origin;
|
||
|
idVec3 originFuture;
|
||
|
int lastTimeMoved;
|
||
|
bool pendingUpdate;
|
||
|
|
||
|
rvWindingBox windings[3];
|
||
|
idList<rvMarker*> markers;
|
||
|
idList<aasArea_t*> areas;
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Initialize
|
||
|
============
|
||
|
*/
|
||
|
void Initialize(idEntity* ent) {
|
||
|
entity = ent;
|
||
|
origin = vec3_zero;
|
||
|
originFuture = vec3_zero;
|
||
|
lastTimeMoved = 0;
|
||
|
pendingUpdate = true;
|
||
|
|
||
|
for (int i=0; i<3; i++) {
|
||
|
windings[i].Initialize();
|
||
|
}
|
||
|
markers.Clear();
|
||
|
areas.Clear();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
DrawDebugGraphics
|
||
|
============
|
||
|
*/
|
||
|
void DrawDebugGraphics() {
|
||
|
if ((gameLocal.time - lastTimeMoved) < 1000) {
|
||
|
gameRenderWorld->DebugArrow(colorBrown, origin, originFuture, 3, gameLocal.msec);
|
||
|
}
|
||
|
|
||
|
windings[0].DrawDebugGraphics();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
RemoveMarkers
|
||
|
============
|
||
|
*/
|
||
|
void RemoveMarkers() {
|
||
|
static rvMarker* marker;
|
||
|
|
||
|
for (int i=0; i<markers.Num(); i++) {
|
||
|
marker = markers[i];
|
||
|
assert(marker->obstacle==this);
|
||
|
|
||
|
if (marker->area->firstMarker==marker) {
|
||
|
marker->area->firstMarker = marker->next;
|
||
|
}
|
||
|
if (marker->prev) {
|
||
|
marker->prev->next = marker->next;
|
||
|
}
|
||
|
if (marker->next) {
|
||
|
marker->next->prev = marker->prev;
|
||
|
}
|
||
|
|
||
|
marker->obstacle = NULL;
|
||
|
|
||
|
markerPool.free(marker);
|
||
|
}
|
||
|
markers.Clear();
|
||
|
}
|
||
|
/*
|
||
|
============
|
||
|
SearchAreas_r
|
||
|
============
|
||
|
*/
|
||
|
void SearchAreas_r( int nodeNum ) {
|
||
|
int side;
|
||
|
const aasNode_t *node;
|
||
|
|
||
|
while( nodeNum != 0 ) {
|
||
|
|
||
|
// Negative nodeNum signifies a Leaf Area
|
||
|
if ( nodeNum < 0 ) {
|
||
|
if ( searchFile->GetArea(-nodeNum).flags&AREA_REACHABLE_WALK ) {
|
||
|
areas.AddUnique( &searchFile->GetArea(-nodeNum) );
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
node = &searchFile->GetNode( nodeNum );
|
||
|
side = searchBounds.PlaneSide( searchFile->GetPlane( node->planeNum ) );
|
||
|
if ( side == PLANESIDE_BACK ) {
|
||
|
nodeNum = node->children[1];
|
||
|
}
|
||
|
else if ( side == PLANESIDE_FRONT ) {
|
||
|
nodeNum = node->children[0];
|
||
|
}
|
||
|
else {
|
||
|
SearchAreas_r( node->children[1] );
|
||
|
nodeNum = node->children[0];
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
PointInsideArea
|
||
|
============
|
||
|
*/
|
||
|
bool PointInsideArea( const idVec3& point, aasArea_t* area ) {
|
||
|
int i, faceNum;
|
||
|
|
||
|
for ( i = 0; i < area->numFaces; i++ ) {
|
||
|
faceNum = searchFile->GetFaceIndex(area->firstFace + i);
|
||
|
|
||
|
const aasFace_t& face = searchFile->GetFace(abs( faceNum ));
|
||
|
if (!(face.flags & FACE_FLOOR)) {
|
||
|
const idPlane& plane = searchFile->GetPlane(face.planeNum ^ INTSIGNBITSET( faceNum ));
|
||
|
if (plane.Side(point) == PLANESIDE_BACK) {
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
AddMarkers
|
||
|
============
|
||
|
*/
|
||
|
void AddMarkers() {
|
||
|
static rvMarker* marker;
|
||
|
|
||
|
for (int i=0; i<areas.Num() && !markerPool.full(); i++) {
|
||
|
|
||
|
// Allocate A Marker
|
||
|
//-------------------
|
||
|
marker = markerPool.alloc();
|
||
|
// assert(marker->obstacle==NULL);
|
||
|
|
||
|
// Setup The New Marker
|
||
|
//----------------------
|
||
|
marker->obstacle = this;
|
||
|
marker->area = areas[i];
|
||
|
marker->next = NULL;
|
||
|
marker->prev = NULL;
|
||
|
|
||
|
|
||
|
// Fixup Any Existing Linked List (First Marker)
|
||
|
//-----------------------------------------------
|
||
|
if (marker->area->firstMarker) {
|
||
|
marker->area->firstMarker->prev = marker;
|
||
|
marker->next = marker->area->firstMarker;
|
||
|
}
|
||
|
|
||
|
// Add This Marker At THe Area's Head
|
||
|
//------------------------------------
|
||
|
marker->area->firstMarker = marker;
|
||
|
|
||
|
markers.Append(marker);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Update
|
||
|
============
|
||
|
*/
|
||
|
bool Update() {
|
||
|
static rvMarker* marker;
|
||
|
static rvObstacle* obstacle;
|
||
|
static aasArea_t* area;
|
||
|
static idVec3 expand;
|
||
|
static float speed;
|
||
|
static float distance;
|
||
|
static idVec3 direction;
|
||
|
static int aasFileNum, t, v, a;
|
||
|
static idList<rvObstacle*> touched;
|
||
|
static rvWindingBox* myWinding;
|
||
|
|
||
|
|
||
|
pendingUpdate = false;
|
||
|
idEntity* ent = entity.GetEntity();
|
||
|
if (!ent || ent->health<=0 || ent->fl.hidden || !ent->GetPhysics()) {
|
||
|
RemoveMarkers();
|
||
|
return false; // Means This Obstacle Structure Should Be Retired
|
||
|
}
|
||
|
|
||
|
|
||
|
// Only Update If We've Moved Far Enough
|
||
|
//---------------------------------------
|
||
|
idPhysics* physics = ent->GetPhysics();
|
||
|
if (origin.Dist2XY(physics->GetOrigin())<100.0f) { // CDR_TODO: Scale This By Distance To Player, Other Obstacles Near...
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// Get The Obstacle's Seek Direction & Speed
|
||
|
//-------------------------------------------
|
||
|
if (ent->IsType(idAI::GetClassType())) {
|
||
|
speed = (((idAI*)ent)->move.fl.done)?(0.0f):(physics->GetLinearVelocity().LengthFast()) * 2.5f;
|
||
|
direction = (((idAI*)ent)->move.seekPos - physics->GetOrigin());
|
||
|
distance = direction.NormalizeFast();
|
||
|
|
||
|
// Cap The Projection To The Seek Position
|
||
|
if (speed > distance) {
|
||
|
speed = distance;
|
||
|
}
|
||
|
} else {
|
||
|
direction = physics->GetLinearVelocity();
|
||
|
speed = direction.NormalizeFast() * 2.5f;
|
||
|
}
|
||
|
|
||
|
origin = physics->GetOrigin();
|
||
|
originFuture = origin + (direction*speed); // 2.5 seconds into the future predicion
|
||
|
lastTimeMoved = gameLocal.time;
|
||
|
|
||
|
|
||
|
// Remove Old Markers
|
||
|
//--------------------
|
||
|
RemoveMarkers();
|
||
|
|
||
|
|
||
|
// Get The Entity's Bounds And Areas That These Bounds Cover
|
||
|
//-----------------------------------------------------------
|
||
|
for (aasFileNum=0; aasFileNum<gameLocal.GetNumAAS() && aasFileNum<3; aasFileNum++) {
|
||
|
if (!gameLocal.GetAAS(aasFileNum)) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
areas.Clear();
|
||
|
touched.Clear();
|
||
|
|
||
|
myWinding = &windings[aasFileNum];
|
||
|
searchFile = gameLocal.GetAAS(aasFileNum)->GetFile();
|
||
|
searchBounds = physics->GetAbsBounds();
|
||
|
expand = searchFile->GetSettings().boundingBoxes[0].Size();
|
||
|
expand[0] *= 0.5f;
|
||
|
expand[1] *= 0.5f;
|
||
|
expand[2] = 0;
|
||
|
expand[0] += REACHED_RADIUS;
|
||
|
expand[1] += REACHED_RADIUS;
|
||
|
|
||
|
searchBounds.ExpandSelf(expand);
|
||
|
SearchAreas_r(1);
|
||
|
|
||
|
// Setup The Winding From The Bounds
|
||
|
//-----------------------------------
|
||
|
myWinding->FromBounds(searchBounds);
|
||
|
|
||
|
// Setup Each Vertex On The Winding
|
||
|
//----------------------------------
|
||
|
for (v=0; v<4; v++) {
|
||
|
const idVec3& myVertex = myWinding->verts[v];
|
||
|
|
||
|
myWinding->areas[v] = NULL;
|
||
|
for (a=0; a<areas.Num(); a++) {
|
||
|
aasArea_t* area = areas[a];
|
||
|
if (PointInsideArea(myVertex, area)) {
|
||
|
myWinding->areas[v] = area;
|
||
|
|
||
|
|
||
|
// Search This Area For All Obstacles That May Contain This Vertex
|
||
|
//-----------------------------------------------------------------
|
||
|
obstacle = NULL;
|
||
|
for (marker=area->firstMarker; marker; marker=marker->next) {
|
||
|
if (marker->obstacle->windings[aasFileNum].PointInside(myVertex)) {
|
||
|
obstacle = marker->obstacle;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Update The Obstacle On The Winding
|
||
|
//------------------------------------
|
||
|
if (myWinding->obstacles[v] && myWinding->obstacles[v]!=obstacle) {
|
||
|
touched.AddUnique(myWinding->obstacles[v]);
|
||
|
}
|
||
|
if (obstacle) {
|
||
|
touched.AddUnique(obstacle);
|
||
|
}
|
||
|
|
||
|
myWinding->obstacles[v] = obstacle;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Touched Obstacles Need To Test Their Verts Against This Winding
|
||
|
//-----------------------------------------------------------------
|
||
|
for (t=0; t<touched.Num(); t++) {
|
||
|
obstacle = touched[t];
|
||
|
for (v=0; v<4; v++) {
|
||
|
if (myWinding->PointInside(obstacle->windings[aasFileNum].verts[v])) {
|
||
|
obstacle->windings[aasFileNum].obstacles[v] = this;
|
||
|
} else if (obstacle->windings[aasFileNum].obstacles[v]==this) {
|
||
|
obstacle->windings[aasFileNum].obstacles[v] = NULL;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// AddMarkers In Each Found Area
|
||
|
//-------------------------------
|
||
|
AddMarkers();
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
VertexValid
|
||
|
=====================
|
||
|
*/
|
||
|
static bool VertexValid(const rvWindingBox& bounds, int v, const aasArea_t* inArea, const idEntity* ignore) {
|
||
|
return (bounds.areas[v] && (bounds.obstacles[v]==NULL || bounds.obstacles[v]->entity.GetEntity()==ignore));
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
MovedRecently
|
||
|
============
|
||
|
*/
|
||
|
bool MovedRecently(int time=800) {
|
||
|
if ((gameLocal.time - lastTimeMoved) < time) {
|
||
|
return true;
|
||
|
}
|
||
|
// idEntity* ent = entity.GetEntity();
|
||
|
// if (ent && ent->IsType(idAI::GetClassType())) {
|
||
|
// return !((idAI*)ent)->move.fl.done;
|
||
|
// }
|
||
|
return false;
|
||
|
}
|
||
|
};
|
||
|
rvIndexPool<rvObstacle, 50, MAX_GENTITIES> obstaclePool;
|
||
|
|
||
|
idAASFile* rvObstacle::searchFile;
|
||
|
idBounds rvObstacle::searchBounds;
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
rvObstacleFinder
|
||
|
=====================
|
||
|
*/
|
||
|
struct rvObstacleFinder {
|
||
|
idList<rvObstacle*> obstaclesPendingUpdate;
|
||
|
int obstaclesUpdateTime;
|
||
|
|
||
|
|
||
|
struct traceResult_t {
|
||
|
rvObstacle* obstacle;
|
||
|
idVec3 endPoint;
|
||
|
float distance;
|
||
|
int v1;
|
||
|
int v2;
|
||
|
bool v1Valid;
|
||
|
bool v2Valid;
|
||
|
};
|
||
|
traceResult_t contact;
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Initialize
|
||
|
============
|
||
|
*/
|
||
|
void Initialize() {
|
||
|
markerPool.clear();
|
||
|
obstaclePool.clear();
|
||
|
|
||
|
obstaclesPendingUpdate.Clear();
|
||
|
obstaclesUpdateTime = 0;
|
||
|
memset(&contact, 0, sizeof(contact));
|
||
|
|
||
|
// Clear All The Marker Pointers In Any Areas
|
||
|
//--------------------------------------------
|
||
|
for (int i=0; i<gameLocal.GetNumAAS(); i++) {
|
||
|
if (gameLocal.GetAAS(i)) {
|
||
|
idAASFile* file = gameLocal.GetAAS(i)->GetFile();
|
||
|
for (int a=0; a<file->GetNumAreas(); a++) {
|
||
|
file->GetArea(a).firstMarker = NULL;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
DrawDebugGraphics
|
||
|
============
|
||
|
*/
|
||
|
void DrawDebugGraphics() {
|
||
|
static int nextDrawTime=0;
|
||
|
static rvObstacle* obstacle;
|
||
|
if (nextDrawTime>=gameLocal.time) {
|
||
|
return;
|
||
|
}
|
||
|
nextDrawTime = gameLocal.time;
|
||
|
|
||
|
for (int i=0; i<MAX_GENTITIES; i++) {
|
||
|
if (obstaclePool.valid(i)) {
|
||
|
obstaclePool[i]->DrawDebugGraphics();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
UpdateObstacles
|
||
|
============
|
||
|
*/
|
||
|
void UpdateObstacles() {
|
||
|
static rvObstacle* obstacle;
|
||
|
static float entityNum;
|
||
|
|
||
|
if (obstaclesUpdateTime < gameLocal.time && obstaclesPendingUpdate.Num()) {
|
||
|
obstaclesUpdateTime = gameLocal.time + 50;
|
||
|
|
||
|
// CDR_TODO: Priority Queue Of Updates? Track Last Update Time Perhaps?
|
||
|
while (obstaclesPendingUpdate.Num()) {
|
||
|
obstacle = obstaclesPendingUpdate.StackTop();
|
||
|
obstaclesPendingUpdate.StackPop();
|
||
|
|
||
|
if (!obstacle->Update()) {
|
||
|
obstaclePool.free(obstacle->entity.GetEntityNum());
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
MarkEntityForUpdate
|
||
|
============
|
||
|
*/
|
||
|
void MarkEntityForUpdate(idEntity* ent) {
|
||
|
|
||
|
// Ignore Non Physics Entities
|
||
|
//-----------------------------
|
||
|
if (!ent || !ent->GetPhysics()) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Ignore Obstacles That Are Already Pending
|
||
|
//--------------------------------------------
|
||
|
if (obstaclePool.valid(ent->entityNumber) && obstaclePool[ent->entityNumber]->pendingUpdate) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (!obstaclePool.valid(ent->entityNumber)) {
|
||
|
|
||
|
// If No More Obstacles Are Available, Ignore This One
|
||
|
//-----------------------------------------------------
|
||
|
if (obstaclePool.full()) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
obstaclePool.alloc(ent->entityNumber)->Initialize(ent);
|
||
|
}
|
||
|
|
||
|
|
||
|
obstaclePool[ent->entityNumber]->pendingUpdate = true;
|
||
|
obstaclesPendingUpdate.Append(obstaclePool[ent->entityNumber]);
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
RecordContact
|
||
|
============
|
||
|
*/
|
||
|
void RecordContact(float maxDistance, const idVec3& start, rvObstacle* obstacle, const idVec3& point, int vert1=-1, int vert2=-1) {
|
||
|
static float distance;
|
||
|
distance = point.DistXY(start);
|
||
|
if ((maxDistance==0.0f || distance<maxDistance) && (contact.distance > distance || !contact.obstacle)) {
|
||
|
contact.obstacle = obstacle;
|
||
|
contact.endPoint = point;
|
||
|
contact.distance = distance;
|
||
|
contact.v1 = vert1;
|
||
|
contact.v2 = vert2;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
RayTrace
|
||
|
============
|
||
|
*/
|
||
|
bool RayTrace(float maxDistance, const aasArea_t* area, const idVec3& start, const idVec3& stop, int aasNum, const idEntity* ignore1, const idEntity* ignore2=NULL, const idEntity* ignore3=NULL) {
|
||
|
static rvMarker* marker;
|
||
|
static idVec3 p;
|
||
|
static int v1;
|
||
|
static int v2;
|
||
|
static rvObstacle* ignoreA;
|
||
|
static rvObstacle* ignoreB;
|
||
|
static rvObstacle* ignoreC;
|
||
|
static idEntity* ent;
|
||
|
static idVec3 startBack;
|
||
|
static idVec3 direction;
|
||
|
static bool pulledBack;
|
||
|
|
||
|
ignoreA = (ignore1 && obstaclePool.valid(ignore1->entityNumber))?(obstaclePool[ignore1->entityNumber]):(NULL);
|
||
|
ignoreB = (ignore2 && obstaclePool.valid(ignore2->entityNumber))?(obstaclePool[ignore2->entityNumber]):(NULL);
|
||
|
ignoreC = (ignore3 && obstaclePool.valid(ignore3->entityNumber))?(obstaclePool[ignore3->entityNumber]):(NULL);
|
||
|
|
||
|
contact.obstacle = NULL;
|
||
|
pulledBack = false;
|
||
|
|
||
|
|
||
|
for (marker=area->firstMarker; marker; marker=marker->next) {
|
||
|
if (marker->obstacle==NULL || marker->obstacle==ignoreA || marker->obstacle==ignoreB || marker->obstacle==ignoreC) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// Handle Moving Obstacles Differently
|
||
|
//-------------------------------------
|
||
|
if (marker->obstacle->MovedRecently()) {
|
||
|
|
||
|
// Ignore Moving Actors With Higher Entity Numbers
|
||
|
//-------------------------------------------------
|
||
|
ent = marker->obstacle->entity.GetEntity();
|
||
|
if (ent && ignore1 && ent->entityNumber>ignore1->entityNumber && ent->IsType(idActor::GetClassType())) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// Pull The Start Back To Avoid Starting "In Solid"
|
||
|
//--------------------------------------------------
|
||
|
if (!pulledBack) {
|
||
|
pulledBack = true;
|
||
|
direction = stop - start;
|
||
|
direction.Normalize();
|
||
|
startBack = start - (direction*12.0f); // CDR_TODO: Use Radius
|
||
|
}
|
||
|
|
||
|
// Record Contact With The Moving Obstacle's Predicted Path
|
||
|
//----------------------------------------------------------
|
||
|
if (LineIntersection2D(startBack, stop, marker->obstacle->origin, marker->obstacle->originFuture, p)) {
|
||
|
RecordContact(maxDistance, startBack, marker->obstacle, p);
|
||
|
}
|
||
|
|
||
|
|
||
|
// Stationary Obstacles
|
||
|
//----------------------
|
||
|
} else {
|
||
|
|
||
|
// CDR_TODO: Special Line Intersection Test For Player Forward Aim And On Same Team
|
||
|
//----------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
// Pull The Start Back To Avoid Starting "In Solid"
|
||
|
//--------------------------------------------------
|
||
|
if (!pulledBack) {
|
||
|
pulledBack = true;
|
||
|
direction = stop - start;
|
||
|
direction.Normalize();
|
||
|
startBack = start - (direction*12.0f); // CDR_TODO: Use Radius
|
||
|
}
|
||
|
|
||
|
// Record Contact With The Stationary Obstacle's Position
|
||
|
//--------------------------------------------------------
|
||
|
if (marker->obstacle->windings[aasNum].LineIntersection(startBack, stop, p, v1, v2)) {
|
||
|
RecordContact(maxDistance, startBack, marker->obstacle, p, v1, v2);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (contact.obstacle) {
|
||
|
if (contact.obstacle->MovedRecently()) {
|
||
|
contact.v1Valid = true;
|
||
|
contact.v2Valid = true;
|
||
|
} else {
|
||
|
contact.v1Valid = rvObstacle::VertexValid(contact.obstacle->windings[aasNum], contact.v1, area, ignore1);
|
||
|
contact.v2Valid = rvObstacle::VertexValid(contact.obstacle->windings[aasNum], contact.v2, area, ignore1);
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
};
|
||
|
rvObstacleFinder obstacleFinder;
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
rvPathFinder
|
||
|
=====================
|
||
|
*/
|
||
|
class rvPathFinder {
|
||
|
public:
|
||
|
/*
|
||
|
=====================
|
||
|
visitNode
|
||
|
=====================
|
||
|
*/
|
||
|
struct visitNode {
|
||
|
float costToGoal;
|
||
|
float travelCost;
|
||
|
bool closed;
|
||
|
int vertexNum;
|
||
|
idReachability* reach;
|
||
|
visitNode* from;
|
||
|
|
||
|
float cost() {
|
||
|
return travelCost + costToGoal;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
static int visitSort( const void *a, const void *b ) {
|
||
|
return (int)( (*((visitNode**)b))->cost() - (*((visitNode**)a))->cost() );
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
enum {
|
||
|
MAX_VISITED = 512,
|
||
|
MAX_OPEN = 255,
|
||
|
MAX_PENDING = 60,
|
||
|
};
|
||
|
|
||
|
idAAS* myAAS;
|
||
|
float myRadius;
|
||
|
idMoveState* myMove;
|
||
|
int myTeam;
|
||
|
const idEntity* myIgnoreEntity;
|
||
|
const idEntity* myIgnoreEntity2;
|
||
|
bool drawVisitTree;
|
||
|
|
||
|
visitNode* next;
|
||
|
|
||
|
visitNode* open[MAX_OPEN];
|
||
|
int openCount;
|
||
|
bool openListUpdate;
|
||
|
|
||
|
visitNode* pending[MAX_PENDING];
|
||
|
visitNode* pendingBest;
|
||
|
int pendingCount;
|
||
|
|
||
|
visitNode visited[MAX_VISITED];
|
||
|
int visitedCount;
|
||
|
idHashIndex visitedIndexReach;
|
||
|
idHashIndex visitedIndexVert;
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
Initialize
|
||
|
=====================
|
||
|
*/
|
||
|
void Initialize() {
|
||
|
openCount = 0;
|
||
|
openListUpdate = false;
|
||
|
pendingCount = 0;
|
||
|
pendingBest = NULL;
|
||
|
visitedCount = 0;
|
||
|
visitedIndexReach.Clear();
|
||
|
visitedIndexVert.Clear();
|
||
|
next = NULL;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
Close
|
||
|
=====================
|
||
|
*/
|
||
|
void Close(visitNode* node) {
|
||
|
node->closed = true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
DrawVisitTree
|
||
|
=====================
|
||
|
*/
|
||
|
void DrawVisitTree() {
|
||
|
for (int i=0; i<visitedCount; i++) {
|
||
|
const idVec3& start = (visited[i].from)?(GetSeekPosition(visited[i].from)):(myMove->myPos);
|
||
|
const idVec3& stop = (GetSeekPosition(&visited[i]));
|
||
|
const idVec4& color = (visited[i].closed)?(colorOrange):(colorYellow);
|
||
|
const int duration = (visited[i].closed)?(3000):(500);
|
||
|
|
||
|
gameRenderWorld->DebugArrow(color, start, stop, 3, duration);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
XYLineIntersection
|
||
|
=====================
|
||
|
*/
|
||
|
bool XYLineIntersection(const idVec3& A, const idVec3& B, const idVec3& C, const idVec3& D, idVec3& P) {
|
||
|
float q = (((B.x-A.x)*(D.y-C.y))-((B.y-A.y)*(D.x-C.x)));
|
||
|
if (fabsf(q)>0.01f) {
|
||
|
float s = (((A.y-C.y)*(B.x-A.x))-((A.x-C.x)*(B.y-A.y))) / q;
|
||
|
if (s<0.0f || s>1.0f) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
float r = (((A.y-C.y)*(D.x-C.x))-((A.x-C.x)*(D.y-C.y))) / q;
|
||
|
if (r>1.0f) {
|
||
|
P = B;
|
||
|
return false;
|
||
|
}
|
||
|
if (r<0.0f) {
|
||
|
P = A;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
P = A + r*(B-A);
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// Lines Are Parallel, No Intersection
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
GetSeekPosition
|
||
|
=====================
|
||
|
*/
|
||
|
const idVec3& GetSeekPosition(idReachability* reach, int vertexNum) {
|
||
|
return ((vertexNum)?(myAAS->GetFile()->GetVertex(vertexNum)):(reach->start));
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
GetSeekPosition
|
||
|
=====================
|
||
|
*/
|
||
|
const idVec3& GetSeekPosition(visitNode* node) {
|
||
|
return GetSeekPosition(node->reach, node->vertexNum);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
Success
|
||
|
=====================
|
||
|
*/
|
||
|
bool Success(visitNode* node) {
|
||
|
static idVec3 edgeA;
|
||
|
static idVec3 edgeB;
|
||
|
static idVec3 intersect;
|
||
|
static idVec3 direction;
|
||
|
static idVec3 smoothedPos;
|
||
|
static int at;
|
||
|
static int count;
|
||
|
static rvMarker* marker;
|
||
|
static bool isCorner;
|
||
|
|
||
|
// Always Add The Goal Pos At The End Of The Path
|
||
|
//------------------------------------------------
|
||
|
myMove->path[myMove->pathLen].reach = NULL;
|
||
|
myMove->path[myMove->pathLen].seekPos = myMove->goalPos;
|
||
|
myMove->pathLen ++;
|
||
|
|
||
|
// Build The Path
|
||
|
//----------------
|
||
|
while (node && myMove->pathLen<MAX_PATH_LEN) {
|
||
|
myMove->path[myMove->pathLen].reach = node->reach;
|
||
|
myMove->path[myMove->pathLen].seekPos = GetSeekPosition(node);
|
||
|
|
||
|
myMove->pathLen ++;
|
||
|
node = node->from;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Additional Path Point Modifications
|
||
|
//-------------------------------------
|
||
|
count = myMove->pathLen-1;
|
||
|
for (at=count; at>0; at--) {
|
||
|
pathSeek_t& pathPrev = myMove->path[at+1];
|
||
|
pathSeek_t& pathAt = myMove->path[at];
|
||
|
pathSeek_t& pathNext = myMove->path[at-1];
|
||
|
|
||
|
myAAS->GetEdge(pathAt.reach->edgeNum, edgeA, edgeB);
|
||
|
|
||
|
// Smooth The Path One Pass
|
||
|
//--------------------------
|
||
|
if (pathAt.reach->travelType==TFL_WALK) {
|
||
|
const idVec3& walkA = (at==count) ? (myMove->myPos) :(pathPrev.seekPos);
|
||
|
const idVec3& walkB = (at==0) ? (myMove->goalPos) :(pathNext.seekPos);
|
||
|
|
||
|
isCorner = !XYLineIntersection(edgeA, edgeB, walkA, walkB, smoothedPos);
|
||
|
|
||
|
|
||
|
// If The Smoothed Position Is Not Blocked By An Obstacle
|
||
|
//--------------------------------------------------------
|
||
|
aasArea_t* area = &myAAS->GetFile()->GetArea(pathAt.reach->toAreaNum);
|
||
|
for (marker=area->firstMarker; marker; marker=marker->next) {
|
||
|
if (!marker->obstacle || marker->obstacle->entity.GetEntity()==myIgnoreEntity || marker->obstacle->entity.GetEntity()==myIgnoreEntity2) {
|
||
|
continue;
|
||
|
}
|
||
|
if (marker->obstacle->windings[0/*CDR_TODO: use aasNum*/].PointInside(smoothedPos)) {
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
if (!marker) {
|
||
|
pathAt.seekPos = smoothedPos;
|
||
|
|
||
|
// Push Away From The Corner A Bit
|
||
|
//---------------------------------
|
||
|
if (isCorner) {
|
||
|
smoothedPos.ProjectToLineSeg(walkA, walkB);
|
||
|
direction = pathAt.seekPos - smoothedPos;
|
||
|
direction.NormalizeFast();
|
||
|
pathAt.seekPos += direction * (REACHED_RADIUS+1.0f);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// CDR_TODO: Record Statistics Here
|
||
|
if (drawVisitTree) {
|
||
|
DrawVisitTree();
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
Failure
|
||
|
=====================
|
||
|
*/
|
||
|
bool Failure() {
|
||
|
|
||
|
// CDR_TODO: Record Statistics Here
|
||
|
if (drawVisitTree) {
|
||
|
DrawVisitTree();
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
ErrorCondition
|
||
|
=====================
|
||
|
*/
|
||
|
bool ErrorCondition() {
|
||
|
assert(0);
|
||
|
// Stats?
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
SelectNextVisitedNode
|
||
|
=====================
|
||
|
*/
|
||
|
visitNode* SelectNextVisitedNode() {
|
||
|
if (pendingBest && (!openCount || open[openCount-1]->cost() > pendingBest->cost())) {
|
||
|
next = pendingBest;
|
||
|
pendingBest = NULL;
|
||
|
openListUpdate = true;
|
||
|
return next;
|
||
|
}
|
||
|
|
||
|
if (openCount) {
|
||
|
openCount--;
|
||
|
return open[openCount];
|
||
|
}
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
Open
|
||
|
=====================
|
||
|
*/
|
||
|
void Open(visitNode* node) {
|
||
|
node->closed = false;
|
||
|
|
||
|
// If This Node Is Cheaper Than The Existing Best Open Node, Add It To The End Of The Open List
|
||
|
//----------------------------------------------------------------------------------------------
|
||
|
if (openCount<MAX_OPEN) {
|
||
|
if (!openCount || (node->cost() < open[openCount-1]->cost())) {
|
||
|
open[openCount] = node;
|
||
|
openCount++;
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Otherwise, Add It To The Pending List
|
||
|
//---------------------------------------
|
||
|
if (pendingCount<MAX_PENDING) {
|
||
|
pending[pendingCount] = node;
|
||
|
pendingCount++;
|
||
|
|
||
|
if (!pendingBest || (node->cost() < pendingBest->cost())) {
|
||
|
pendingBest = node;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
UpdateOpenList
|
||
|
=====================
|
||
|
*/
|
||
|
void UpdateOpenList() {
|
||
|
|
||
|
// List Is Updated Now, So Remove The Flag
|
||
|
//-----------------------------------------
|
||
|
openListUpdate = false;
|
||
|
|
||
|
// Add All Pending Nodes To The Open List
|
||
|
//----------------------------------------
|
||
|
for (int i=0; i<pendingCount; i++) {
|
||
|
if (openCount<MAX_OPEN && pending[i] && !pending[i]->closed) {
|
||
|
open[openCount] = pending[i];
|
||
|
openCount ++;
|
||
|
}
|
||
|
}
|
||
|
pendingCount = 0;
|
||
|
pendingBest = NULL;
|
||
|
|
||
|
|
||
|
// Sort The Open List
|
||
|
//--------------------
|
||
|
qsort( (void*)open, (size_t)openCount, (size_t)sizeof(visitNode*), visitSort );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
WasVisited
|
||
|
=====================
|
||
|
*/
|
||
|
visitNode* WasVisited(idReachability* reach) {
|
||
|
for (int i=visitedIndexReach.First(abs(reach->edgeNum)); i>=0; i=visitedIndexReach.Next(i)) {
|
||
|
if (visited[i].reach==reach) {
|
||
|
return &visited[i];
|
||
|
}
|
||
|
}
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
WasVisited
|
||
|
=====================
|
||
|
*/
|
||
|
visitNode* WasVisited(int vertexNum) {
|
||
|
for (int i=visitedIndexVert.First(vertexNum); i>=0; i=visitedIndexVert.Next(i)) {
|
||
|
if (visited[i].vertexNum==vertexNum) {
|
||
|
return &visited[i];
|
||
|
}
|
||
|
}
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
TravelCost
|
||
|
=====================
|
||
|
*/
|
||
|
float TravelCost(idReachability* reach, int vertexNum, visitNode* from) {
|
||
|
static float distance;
|
||
|
|
||
|
const idVec3& start = (from)?(GetSeekPosition(from)):(myMove->myPos);
|
||
|
const idVec3& stop = GetSeekPosition(reach, vertexNum);
|
||
|
|
||
|
|
||
|
// Test For Any Obstacles In The Way
|
||
|
//-----------------------------------
|
||
|
const aasArea_t* area = &myAAS->GetFile()->GetArea((from)?(from->reach->toAreaNum):(myMove->myArea));
|
||
|
if (obstacleFinder.RayTrace(0.0f, area, start, stop, 0/*CDR_TODO: Get myAASNum*/, myIgnoreEntity, myIgnoreEntity2)) {
|
||
|
|
||
|
// If It Is Not Possible To Steer Around, Then This Edge Is Completely Invalid
|
||
|
//-----------------------------------------------------------------------------
|
||
|
if (!obstacleFinder.contact.v1Valid && !obstacleFinder.contact.v2Valid) {
|
||
|
return 0.0f;
|
||
|
}
|
||
|
|
||
|
// Completely Disable Any Points Completely Covered By An Obstacle
|
||
|
//-----------------------------------------------------------------
|
||
|
if (obstacleFinder.contact.obstacle->windings[0/*CDR_TODO: Get myAASNum*/].PointInside(stop)) {
|
||
|
return 0.0f;
|
||
|
}
|
||
|
distance += 128.0f;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Compute Standard Distance
|
||
|
//---------------------------
|
||
|
distance = start.Dist(stop);
|
||
|
if (from) {
|
||
|
distance += from->travelCost + from->reach->travelTime;
|
||
|
}
|
||
|
|
||
|
return distance;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
Visit
|
||
|
=====================
|
||
|
*/
|
||
|
void Visit(idReachability* reach, int vertexNum, visitNode* from) {
|
||
|
static visitNode* visit;
|
||
|
static float travelCost;
|
||
|
|
||
|
// If Full, Stop Visiting Anything
|
||
|
//---------------------------------
|
||
|
if (visitedCount>=MAX_VISITED) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Compute Travel Cost, And Test To See If This Edge Is Blocked
|
||
|
//--------------------------------------------------------------
|
||
|
travelCost = TravelCost(reach, vertexNum, from);
|
||
|
if (travelCost==0.0f) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// If The Visited Version Is Already Less Costly, Then Ignore This Reach
|
||
|
//-----------------------------------------------------------------------
|
||
|
visit = (vertexNum)?(WasVisited(vertexNum)):(WasVisited(reach));
|
||
|
if (visit && visit->travelCost<=travelCost) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
// Reopen Any Nodes That Were Closed
|
||
|
//-----------------------------------
|
||
|
if (visit && visit->closed) {
|
||
|
Open(visit);
|
||
|
|
||
|
// Otherwise, If The Node Is Already In The Open List, Just Change The Cost And Mark The List For Resorting
|
||
|
//----------------------------------------------------------------------------------------------------------
|
||
|
} else if (visit) {
|
||
|
visit->from = from;
|
||
|
visit->travelCost = travelCost;
|
||
|
openListUpdate = true;
|
||
|
|
||
|
// Must Never Have Visited This Node Before, So Make A Whole New One
|
||
|
//-------------------------------------------------------------------
|
||
|
} else {
|
||
|
|
||
|
const idVec3& pos = GetSeekPosition(reach, vertexNum);
|
||
|
|
||
|
// Constant Data (Will Never Change)
|
||
|
//-----------------------------------
|
||
|
visit = &visited[visitedCount];
|
||
|
visit->reach = reach;
|
||
|
visit->vertexNum = vertexNum;
|
||
|
visit->costToGoal = pos.Dist(myMove->goalPos);
|
||
|
|
||
|
// Temporary Data
|
||
|
//----------------
|
||
|
visit->from = from;
|
||
|
visit->travelCost = travelCost;
|
||
|
visit->closed = false;
|
||
|
|
||
|
// Add It To The Hash Table To Be Found Later
|
||
|
//--------------------------------------------
|
||
|
if (!vertexNum) {
|
||
|
visitedIndexReach.Add(abs(reach->edgeNum), visitedCount);
|
||
|
} else {
|
||
|
visitedIndexVert.Add(vertexNum, visitedCount);
|
||
|
}
|
||
|
visitedCount++;
|
||
|
|
||
|
// Mark It As Open
|
||
|
//-----------------
|
||
|
Open(visit);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
VisitReach
|
||
|
|
||
|
This function first visits the center of the reachability, and then if
|
||
|
the edge is long enough and close enough to the start or end of the
|
||
|
path, it visits the verts as well
|
||
|
=====================
|
||
|
*/
|
||
|
void VisitReach(idReachability *reach, visitNode* from) {
|
||
|
static int verts[2];
|
||
|
static int vertexNum;
|
||
|
static idVec3 start;
|
||
|
static idVec3 stop;
|
||
|
|
||
|
|
||
|
// If Full, Stop Visiting Anything
|
||
|
//---------------------------------
|
||
|
if (visitedCount>=MAX_VISITED) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Ignore Any Reach To The Area We Came From
|
||
|
//-------------------------------------------
|
||
|
if (from && from->reach->fromAreaNum==reach->toAreaNum) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Ignore Any Reach That Does Not Match Our Travel Flags
|
||
|
//-------------------------------------------------------
|
||
|
if (reach->travelType&TFL_INVALID || !(reach->travelType&myMove->travelFlags)) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Visit The Center Of The Reach
|
||
|
//-------------------------------
|
||
|
Visit(reach, 0, from);
|
||
|
|
||
|
|
||
|
// If Running Low On Visit Space, Stop Adding Verts
|
||
|
//--------------------------------------------------
|
||
|
if (visitedCount>=(int)((float)MAX_VISITED * 0.85f)) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// If Edge Is Far From Start and Goal, Don't Add Verts
|
||
|
//-----------------------------------------------------
|
||
|
if (!reach->fromAreaNum!=myMove->myArea &&
|
||
|
!reach->toAreaNum!=myMove->myArea &&
|
||
|
!reach->fromAreaNum!=myMove->goalArea &&
|
||
|
!reach->toAreaNum!=myMove->goalArea &&
|
||
|
reach->start.Dist2XY(myMove->myPos)>22500.0f/*(250*250)*/ && reach->start.Dist2XY(myMove->goalPos)>22500.0f/*(250*250)*/) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// If This Edge Is Small Enough, Just Skip The Verts
|
||
|
//---------------------------------------------------
|
||
|
myAAS->GetEdge(reach->edgeNum, start, stop);
|
||
|
if (start.Dist2XY(stop)<6400.0f/*(80*80)*/) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Ok, So Visit The Verts Too
|
||
|
//----------------------------
|
||
|
myAAS->GetEdgeVertexNumbers(reach->edgeNum, verts);
|
||
|
for (int i=0; i<2 && visitedCount<MAX_VISITED; i++) {
|
||
|
Visit(reach, verts[i], from);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
VisitArea
|
||
|
=====================
|
||
|
*/
|
||
|
void VisitArea(int areaNum, visitNode* from=NULL) {
|
||
|
idReachability* reach;
|
||
|
const aasArea_t& area = myAAS->GetFile()->GetArea(areaNum);
|
||
|
|
||
|
// If Visiting From Another Node, Close That Node Now
|
||
|
//----------------------------------------------------
|
||
|
if (from) {
|
||
|
|
||
|
// If Already Closed
|
||
|
//-------------------
|
||
|
if (from->closed) {
|
||
|
if (openListUpdate) {
|
||
|
UpdateOpenList(); // this is kind of hacky...
|
||
|
}
|
||
|
|
||
|
// Don't Bother To Look At These Reaches
|
||
|
//---------------------------------------
|
||
|
return;
|
||
|
|
||
|
// Otherwise, Close It
|
||
|
//---------------------
|
||
|
} else {
|
||
|
Close(from);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Ok, Iterate All Reachabilities Within This Area
|
||
|
//-------------------------------------------------
|
||
|
for (reach=area.reach; reach && visitedCount<MAX_VISITED; reach=reach->next) {
|
||
|
VisitReach(reach, from);
|
||
|
}
|
||
|
|
||
|
// Finally, If Necessary, Update The Open List Now
|
||
|
//-------------------------------------------------
|
||
|
if (openListUpdate) {
|
||
|
UpdateOpenList();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
FindPath
|
||
|
=====================
|
||
|
*/
|
||
|
bool FindPath(idAAS* aas, idMoveState& move, float radius, bool inDebugMode, idEntity* ignoreEntity, idEntity* ignoreEntity2) {
|
||
|
myAAS = aas;
|
||
|
myMove = &move;
|
||
|
myRadius = radius;
|
||
|
drawVisitTree = inDebugMode;
|
||
|
myIgnoreEntity = ignoreEntity;
|
||
|
myIgnoreEntity2 = ignoreEntity2;
|
||
|
|
||
|
myMove->pathArea = myMove->goalArea;
|
||
|
myMove->pathTime = gameLocal.GetTime();
|
||
|
myMove->pathLen = 0;
|
||
|
|
||
|
openCount = 0;
|
||
|
openListUpdate = false;
|
||
|
pendingCount = 0;
|
||
|
pendingBest = NULL;
|
||
|
visitedCount = 0;
|
||
|
visitedIndexReach.Clear();
|
||
|
visitedIndexVert.Clear();
|
||
|
|
||
|
|
||
|
|
||
|
if (!myMove->myArea) {
|
||
|
return ErrorCondition();
|
||
|
}
|
||
|
const aasArea_t* myArea = &myAAS->GetFile()->GetArea(myMove->myArea);
|
||
|
const aasArea_t* goalArea = &myAAS->GetFile()->GetArea(myMove->goalArea);
|
||
|
|
||
|
|
||
|
// Special Case For Starting In The Goal Area
|
||
|
//--------------------------------------------
|
||
|
if (myMove->myArea==myMove->goalArea) {
|
||
|
|
||
|
// Test For Any Obstacles In The Way
|
||
|
//-----------------------------------
|
||
|
if (!obstacleFinder.RayTrace(0.0f, myArea, myMove->myPos, myMove->goalPos, 0/*CDR_TODO: Get myAASNum*/, myIgnoreEntity, myIgnoreEntity2)) {
|
||
|
return Success(NULL);
|
||
|
}
|
||
|
|
||
|
// If There Is An Obstacle But We Think We Can Steer Around It, Then We've Still Succeeded
|
||
|
//-----------------------------------------------------------------------------------------
|
||
|
if (obstacleFinder.contact.v1Valid || obstacleFinder.contact.v2Valid) {
|
||
|
return Success(NULL);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
// Start With My Area
|
||
|
//--------------------
|
||
|
VisitArea(myMove->myArea);
|
||
|
|
||
|
|
||
|
// While Reachabilities Are Still Pending
|
||
|
//----------------------------------------
|
||
|
while (openCount || pendingCount) {
|
||
|
|
||
|
// Select Next Visited Node
|
||
|
//--------------------------
|
||
|
next = SelectNextVisitedNode();
|
||
|
if (!next) {
|
||
|
return ErrorCondition();
|
||
|
}
|
||
|
|
||
|
// If This Node Reaches Our Target Destination, We've Succeeded
|
||
|
//--------------------------------------------------------------
|
||
|
if (next->reach->toAreaNum==myMove->goalArea) {
|
||
|
next->closed = true;
|
||
|
|
||
|
// Test For Any Obstacles In The Way
|
||
|
//-----------------------------------
|
||
|
if (!obstacleFinder.RayTrace(0.0f, goalArea, GetSeekPosition(next), myMove->goalPos, 0/*CDR_TODO: Get myAASNum*/, myIgnoreEntity, myIgnoreEntity2)) {
|
||
|
return Success(next);
|
||
|
}
|
||
|
|
||
|
// Or If There Is An Obstacle, But One Of The Verts Is Valid, Then This Is Still A Safe Course
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
if (obstacleFinder.contact.v1Valid || obstacleFinder.contact.v2Valid) {
|
||
|
return Success(next);
|
||
|
}
|
||
|
|
||
|
// Visit All Reaches In The Next Area
|
||
|
//-------------------------------------
|
||
|
} else {
|
||
|
VisitArea(next->reach->toAreaNum, next);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return Failure();
|
||
|
}
|
||
|
};
|
||
|
|
||
|
rvPathFinder pathFinder;
|
||
|
|
||
|
|
||
|
|
||
|
void AI_EntityMoved(idEntity* ent) {
|
||
|
obstacleFinder.MarkEntityForUpdate(ent);
|
||
|
}
|
||
|
void AI_MoveInitialize() {
|
||
|
pathFinder.Initialize();
|
||
|
obstacleFinder.Initialize();
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::NewCombinedMove
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::RVMasterMove( void ) {
|
||
|
static idVec3 mySeekDelta;
|
||
|
static idVec3 mySeekDirection;
|
||
|
static float mySeekDistance;
|
||
|
|
||
|
static float moveDistance;
|
||
|
static idVec3 moveDelta;
|
||
|
static idEntity* moveBlockEnt;
|
||
|
static monsterMoveResult_t moveResult;
|
||
|
|
||
|
|
||
|
//====================================================================
|
||
|
// UPDATE DATA
|
||
|
// A simple first step for movement is to get data from the command
|
||
|
// and goal arguments and compute changes if necessary.
|
||
|
//====================================================================
|
||
|
bool seekMove = CanMove() && move.moveCommand>=NUM_NONMOVING_COMMANDS;
|
||
|
bool seekTurn = CanTurn() && move.moveCommand> MOVE_NONE;
|
||
|
|
||
|
idMat3 myAxis = viewAxis;
|
||
|
const idVec3& myPos = physicsObj.GetOrigin();
|
||
|
const idBounds& myBounds = physicsObj.GetBounds();
|
||
|
float myRadius = myBounds.Size().x / 2.0f;
|
||
|
idVec3 myPosOld = move.myPos; // only used for debug graphics
|
||
|
bool myPosMoved = false; // only used for debug graphics
|
||
|
|
||
|
const idEntity* goalEntity = move.goalEntity.GetEntity();
|
||
|
const idVec3& goalPos = (goalEntity)?(LastKnownPosition(goalEntity)):(move.moveDest);
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
// Update My Position And Area
|
||
|
//-----------------------------
|
||
|
if (move.myArea==0 || move.myPos.Dist2XY(myPos)>20.0f) {
|
||
|
move.myPos = myPos;
|
||
|
move.myArea = PointReachableAreaNum(move.myPos);
|
||
|
myPosMoved = true;
|
||
|
}
|
||
|
aasArea_t* myArea = &aas->GetFile()->GetArea(move.myArea);
|
||
|
|
||
|
// Update Goal Position And Area
|
||
|
//-------------------------------
|
||
|
if ((seekMove || seekTurn) && move.goalPos.Dist2XY(goalPos)>20.0f) {
|
||
|
move.goalPos = goalPos;
|
||
|
move.goalArea = PointReachableAreaNum(move.goalPos);
|
||
|
}
|
||
|
|
||
|
// If Reached The Goal Position, Then Stop Moving
|
||
|
//------------------------------------------------
|
||
|
if (seekMove && ReachedPos( move.goalPos, move.moveCommand, move.range )) {
|
||
|
StopMove( MOVE_STATUS_DONE );
|
||
|
seekMove = false;
|
||
|
move.pathLen = 0;
|
||
|
}
|
||
|
|
||
|
// Update The Obstacle Markers
|
||
|
//-----------------------------
|
||
|
obstacleFinder.UpdateObstacles();
|
||
|
|
||
|
|
||
|
|
||
|
//====================================================================
|
||
|
// PATH FINDING
|
||
|
// If the goal area is not the same as myArea, then we need to run
|
||
|
// a pathfinding search to get to the goal area. This operation
|
||
|
// will alter the seek position
|
||
|
//====================================================================
|
||
|
if (seekMove) {
|
||
|
|
||
|
// If No Path Exists, Find One
|
||
|
//-----------------------------
|
||
|
if (move.pathArea!=move.goalArea || (!move.pathLen && move.pathTime < (gameLocal.time-10000))) {
|
||
|
pathFinder.FindPath(aas, move, myRadius, DebugFilter(ai_debugMove), this, move.goalEntity.GetEntity());
|
||
|
}
|
||
|
|
||
|
|
||
|
// Set The SeekPos
|
||
|
//-----------------
|
||
|
if (move.pathLen) {
|
||
|
move.seekPos = move.path[move.pathLen-1].seekPos;
|
||
|
|
||
|
// If We've Reached The Next Path Pos, Pop It Off The List And Continue
|
||
|
//----------------------------------------------------------------------
|
||
|
if (move.seekPos.Dist2XY(move.myPos)<REACHED_RADIUS_SQUARE) {
|
||
|
// CDR_TODO: Reached Callback Here
|
||
|
|
||
|
move.pathLen--;
|
||
|
if (move.pathLen) {
|
||
|
move.seekPos = move.path[move.pathLen-1].seekPos;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
} else {
|
||
|
|
||
|
// Pathfinding Failure! Stand Here And Retry In A Few Seconds
|
||
|
//-------------------------------------------------------------
|
||
|
seekMove = false;
|
||
|
move.seekPos = move.myPos;
|
||
|
move.blockTime = gameLocal.time + 1600;
|
||
|
}
|
||
|
|
||
|
} else {
|
||
|
move.seekPos = move.goalPos;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
//====================================================================
|
||
|
// STEERING
|
||
|
// The seek target is where AI will attempt to turn and move toward
|
||
|
// With simple commands the seek origin is just the goal origin,
|
||
|
// however with pathfinding and obsticle avoidance the seek origin
|
||
|
// will usually be somewhere between the actor and his goal.
|
||
|
//====================================================================
|
||
|
move.fl.obstacleInPath = false; // Makes Character Walk
|
||
|
move.fl.blocked = false; // Makes Character Stop Moving
|
||
|
|
||
|
if (seekMove) {
|
||
|
mySeekDelta = move.seekPos - move.myPos;
|
||
|
mySeekDirection = mySeekDelta;
|
||
|
mySeekDistance = mySeekDirection.NormalizeFast();
|
||
|
|
||
|
|
||
|
// Test For Obstacles In The Path
|
||
|
//--------------------------------
|
||
|
move.fl.obstacleInPath = obstacleFinder.RayTrace(128.0f, myArea, move.myPos, move.seekPos, 0/*CDR_TODO: Get actual aasNumber*/, this, goalEntity);
|
||
|
if (move.fl.obstacleInPath) {
|
||
|
rvObstacleFinder::traceResult_t& tr = obstacleFinder.contact;
|
||
|
|
||
|
move.obstacle = tr.obstacle->entity;
|
||
|
const rvWindingBox& bounds = tr.obstacle->windings[0/*CDR_TODO: Get actual aasNumber*/];
|
||
|
|
||
|
// Is The Obstacle Standing On Seek Position
|
||
|
//-------------------------------------------
|
||
|
if (bounds.PointInside(move.seekPos)) {
|
||
|
if (move.myArea!=move.goalArea) {
|
||
|
move.fl.blocked = true;
|
||
|
move.blockTime = gameLocal.time + 1150;
|
||
|
move.pathArea = 0; // force a refind path next update
|
||
|
} else {
|
||
|
|
||
|
// Otherwise, Stop And Wait For It To Move
|
||
|
//-----------------------------------------
|
||
|
move.fl.blocked = true;
|
||
|
move.blockTime = gameLocal.time + 1050;
|
||
|
// CDR_TODO: Issue MoveDestInvalid() Callback Here
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Is The Obstacle About To Cross My Path?
|
||
|
//-----------------------------------------
|
||
|
else if (tr.v1==-1) { // CDR_TODO: -1 is an obtouse way to detect this
|
||
|
move.fl.blocked = true;
|
||
|
move.blockTime = gameLocal.time + 1500;
|
||
|
}
|
||
|
|
||
|
// Ok, So Let's Try To Steer Around The Obstacle
|
||
|
//-----------------------------------------------
|
||
|
else {
|
||
|
|
||
|
// If Neither Vertex Is Valid, Need To Refind Path
|
||
|
//-------------------------------------------------
|
||
|
if (!tr.v1Valid && !tr.v2Valid) {
|
||
|
move.fl.blocked = true;
|
||
|
move.blockTime = gameLocal.time + 3250;
|
||
|
move.pathArea = 0; // force a refind path next update
|
||
|
|
||
|
} else {
|
||
|
|
||
|
int vertex;
|
||
|
|
||
|
// Otherwise, Choose The Best Valid Vertex
|
||
|
//-----------------------------------------
|
||
|
if (!tr.v2Valid || bounds.areas[tr.v2]!=myArea) {
|
||
|
vertex = tr.v1;
|
||
|
} else if (!tr.v1Valid || bounds.areas[tr.v2]!=myArea) {
|
||
|
vertex = tr.v2;
|
||
|
} else {
|
||
|
// CDRTODO: Record clockwise / counter clockwise and only test this once.
|
||
|
vertex = (tr.obstacle->origin.IsLeftOf(move.myPos, move.seekPos))?(tr.v2):(tr.v1);
|
||
|
}
|
||
|
|
||
|
|
||
|
// Get Close The Contact Point if The Choosen Vertex Is Not In This Area, Before Going Toward The Vertex
|
||
|
//-------------------------------------------------------------------------------------------------------
|
||
|
if (bounds.areas[vertex]!=myArea && move.myPos.Dist2XY(tr.endPoint)>400.0f /*20*20*/) {
|
||
|
move.seekPos = tr.endPoint;
|
||
|
} else {
|
||
|
move.seekPos = bounds.verts[vertex];
|
||
|
}
|
||
|
|
||
|
|
||
|
// And Recompute The Seek Vectors
|
||
|
//--------------------------------
|
||
|
mySeekDelta = move.seekPos - move.myPos;
|
||
|
mySeekDirection = mySeekDelta;
|
||
|
mySeekDistance = mySeekDirection.NormalizeFast();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
//====================================================================
|
||
|
// TURNING
|
||
|
// Having finialized our seek position, it is now time to turn
|
||
|
// toward it.
|
||
|
//====================================================================
|
||
|
if (seekTurn) {
|
||
|
DirectionalTurnToward(move.seekPos);
|
||
|
}
|
||
|
Turn();
|
||
|
|
||
|
|
||
|
|
||
|
//====================================================================
|
||
|
// VELOCITY
|
||
|
// Now we need to get the instantanious velocity vector, which will
|
||
|
// usually come right from the animation
|
||
|
//====================================================================
|
||
|
if (move.moveType == MOVETYPE_ANIM) {
|
||
|
if ( move.fl.allowAnimMove || move.fl.allowPrevAnimMove ) {
|
||
|
GetAnimMoveDelta( myAxis, viewAxis, moveDelta );
|
||
|
} else {
|
||
|
moveDelta.Zero();
|
||
|
}
|
||
|
} else {
|
||
|
// CDR_TODO: Other movetypes here
|
||
|
}
|
||
|
|
||
|
// If Doing Seek Move, Cap The Delta To Avoid Overshooting The Seek Position
|
||
|
//---------------------------------------------------------------------------
|
||
|
if (seekMove && moveDelta!=vec3_zero) {
|
||
|
moveDistance = moveDelta.LengthFast();
|
||
|
|
||
|
if (mySeekDistance<0.5f) {
|
||
|
moveDelta = vec3_zero;
|
||
|
} else if (mySeekDistance<moveDistance) {
|
||
|
moveDelta = mySeekDelta;
|
||
|
} else if (mySeekDistance<64.0f || (!move.fl.allowAnimMove && move.fl.allowPrevAnimMove)) {
|
||
|
moveDelta = mySeekDelta * (moveDistance/mySeekDistance);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//====================================================================
|
||
|
// PHYSICS SIMULATION
|
||
|
// Now we need to get the instantanious velocity vector, which will
|
||
|
// usually come right from the animation
|
||
|
//====================================================================
|
||
|
physicsObj.SetDelta( moveDelta );
|
||
|
physicsObj.ForceDeltaMove( move.fl.noGravity );
|
||
|
RunPhysics();
|
||
|
|
||
|
// Record The Results
|
||
|
//--------------------
|
||
|
move.fl.onGround = physicsObj.OnGround();
|
||
|
moveResult = physicsObj.GetMoveResult();
|
||
|
moveBlockEnt = physicsObj.GetSlideMoveEntity();
|
||
|
|
||
|
// Push Things Out Of The Way
|
||
|
//----------------------------
|
||
|
if (moveBlockEnt && moveBlockEnt->IsType( idMoveable::GetClassType() ) && moveBlockEnt->GetPhysics()->IsPushable()) {
|
||
|
KickObstacles( viewAxis[ 0 ], move.kickForce, moveBlockEnt );
|
||
|
}
|
||
|
|
||
|
// Touch Triggers
|
||
|
//----------------
|
||
|
if (moveDelta!=vec3_zero ) {
|
||
|
if (moveResult!=MM_BLOCKED) {
|
||
|
TouchTriggers();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//====================================================================
|
||
|
// DEBUG GRAPHICS
|
||
|
//====================================================================
|
||
|
idVec3 origin = physicsObj.GetOrigin();
|
||
|
if (DebugFilter(ai_debugMove)) {
|
||
|
static const idVec3 upPole(0.0f, 0.0f, 60.0f);
|
||
|
static const idVec3 upSeek(0.0f, 0.0f, 3.0f);
|
||
|
|
||
|
gameRenderWorld->DebugBounds(colorMagenta, physicsObj.GetBounds(), origin, gameLocal.msec); // Bounds: MAGENTA
|
||
|
gameRenderWorld->DebugArrow(colorGreen, origin+upSeek, move.seekPos + upSeek, 5, gameLocal.msec); // Seek: GREEN
|
||
|
gameRenderWorld->DebugLine(colorPurple, move.goalPos, move.goalPos + upPole, gameLocal.msec); // Goal: PURPLE
|
||
|
|
||
|
if (myPosMoved) {
|
||
|
gameRenderWorld->DebugLine(colorCyan, myPosOld, move.myPos, 800); // Trail: CYAN
|
||
|
}
|
||
|
|
||
|
if (move.pathLen) {
|
||
|
for (int i=move.pathLen-1; i>=0; i--) {
|
||
|
gameRenderWorld->DebugLine(colorBlue, origin, move.path[i].seekPos, gameLocal.msec); // FoundPath: BLUE
|
||
|
origin = move.path[i].seekPos;
|
||
|
}
|
||
|
}
|
||
|
// PathVisited: ORANGE
|
||
|
// PathOpened: YELLOW
|
||
|
}
|
||
|
|
||
|
if (DebugFilter(ai_showObstacleAvoidance)) {
|
||
|
static const idVec3 upSeek(0.0f, 0.0f, 3.0f);
|
||
|
const idVec3& obstaclePos = (move.obstacle.GetEntity())?(move.obstacle->GetPhysics()->GetOrigin()):(move.seekPos);
|
||
|
|
||
|
if (!DebugFilter(ai_debugMove)) {
|
||
|
gameRenderWorld->DebugArrow(colorGreen, origin+upSeek, move.seekPos + upSeek, 5, gameLocal.msec); // Seek: GREEN
|
||
|
}
|
||
|
|
||
|
if (move.blockTime>gameLocal.time) {
|
||
|
gameRenderWorld->DebugArrow(colorRed, move.myPos, obstaclePos, 3, gameLocal.msec); // Blocked Obstacle: RED
|
||
|
} else if (move.fl.obstacleInPath) {
|
||
|
gameRenderWorld->DebugArrow(colorWhite, move.myPos, obstaclePos, 3, gameLocal.msec); // Walk Obstacle: WHITE
|
||
|
}
|
||
|
// ObstacleBox: YELLOW
|
||
|
// VertexInvalid: RED
|
||
|
// FuturePosition: BROWN
|
||
|
obstacleFinder.DrawDebugGraphics();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::Move
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::Move ( void ) {
|
||
|
if ( ai_speeds.GetBool ( ) ) {
|
||
|
aiManager.timerMove.Start ( );
|
||
|
}
|
||
|
|
||
|
switch( move.moveType ) {
|
||
|
case MOVETYPE_DEAD:
|
||
|
DeadMove();
|
||
|
break;
|
||
|
case MOVETYPE_FLY :
|
||
|
FlyMove();
|
||
|
break;
|
||
|
case MOVETYPE_STATIC :
|
||
|
StaticMove();
|
||
|
break;
|
||
|
case MOVETYPE_ANIM :
|
||
|
AnimMove();
|
||
|
break;
|
||
|
case MOVETYPE_SLIDE :
|
||
|
SlideMove();
|
||
|
break;
|
||
|
case MOVETYPE_PLAYBACK:
|
||
|
PlaybackMove();
|
||
|
break;
|
||
|
case MOVETYPE_CUSTOM:
|
||
|
CustomMove();
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if ( ai_speeds.GetBool ( ) ) {
|
||
|
aiManager.timerMove.Stop ( );
|
||
|
}
|
||
|
}
|
||
|
|