1503 lines
29 KiB
C++
1503 lines
29 KiB
C++
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//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Quake 2 Engine/Sin/code/game/steering.cpp $
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// $Revision:: 21 $
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// $Author:: Markd $
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// $Date:: 11/18/98 8:53p $
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//
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// Copyright (C) 1998 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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// $Log:: /Quake 2 Engine/Sin/code/game/steering.cpp $
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//
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// 21 11/18/98 8:53p Markd
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// backed out change for NearestNode
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//
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// 20 11/18/98 7:46p Markd
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// made it so if path finding fails on the first node it will try without the
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// current bounds and try again
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//
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// 19 10/26/98 2:19p Markd
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// Only jump if last_jump_time is less than level.time
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//
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// 18 10/25/98 4:58a Jimdose
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// added goalnode to chase so that when going to a pathnode we don't do a seek
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// to the node after the path is done
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// made chase's wander code check for ground
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//
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// 17 10/23/98 11:33p Markd
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// fixed some chase code stuff
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//
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// 16 10/23/98 6:24p Jimdose
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// FindCurrentNode wasn't advancing the node pointer, effectively duplicating
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// the second node, causing the guys to sometimes spin on their path
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//
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// 15 10/23/98 5:13a Jimdose
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// Fixed followpath so that they don't turn the wrong direction at the end of
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// the path
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//
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// 14 10/19/98 11:45p Jimdose
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// added FindCurrentNode to FollowPath
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//
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// 13 10/18/98 3:21a Jimdose
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// Simplified FollowPath
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//
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// 12 10/17/98 4:43p Markd
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// made ChooseRandomDirection choose backup as its default move
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//
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// 11 10/16/98 1:55a Jimdose
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// Added another NextNode function for finding the next node after the
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// specified node.
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// Made FollowPath check the node following the jump node to see if it should
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// jump
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//
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// 10 10/14/98 9:43p Markd
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// Bullet proofed nextnode stuff in AI_JUMP for steering
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//
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// 9 10/14/98 9:03p Markd
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// tweaked jumping stuff
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//
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// 8 10/14/98 5:21p Markd
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// Added Jumping to the Chase steering method
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//
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// 7 10/10/98 5:01p Markd
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// Changed trace masks to edict->clipmasks
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//
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// 6 10/10/98 4:35p Markd
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// Fixed some avoidvec behavior for the characters
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//
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// 5 10/04/98 5:31p Markd
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// Fixed chase problems
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//
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// 4 9/22/98 5:11p Jimdose
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// Added Turn
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// Added wander code to chase
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//
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// 3 9/22/98 1:56a Jimdose
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// Added ShowInfo
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// Added ObstacleAvoidance2 temporarily
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//
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// 2 9/18/98 10:57p Jimdose
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// Separated from Behavior.cpp
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//
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// 1 9/18/98 5:01p Jimdose
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//
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// DESCRIPTION:
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// Steering behaviors for AI.
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//
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#include "g_local.h"
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#include "steering.h"
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#include "actor.h"
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/****************************************************************************
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Steering Class Definition
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****************************************************************************/
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CLASS_DECLARATION( Listener, Steering, NULL );
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ResponseDef Steering::Responses[] =
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{
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{ NULL, NULL }
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};
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Steering::Steering()
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{
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steeringforce = vec_zero;
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origin = vec_zero;
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movedir = vec_zero;
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maxspeed = 320;
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}
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void Steering::ShowInfo
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(
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Actor &self
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)
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{
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gi.printf( "steeringforce: ( %f, %f, %f )\n", steeringforce.x, steeringforce.y, steeringforce.z );
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gi.printf( "origin: ( %f, %f, %f )\n", origin.x, origin.y, origin.z );
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gi.printf( "movedir: ( %f, %f, %f )\n", movedir.x, movedir.y, movedir.z );
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gi.printf( "maxspeed: %f\n", maxspeed );
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}
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void Steering::Begin
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(
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Actor &self
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)
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{
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}
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qboolean Steering::Evaluate
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(
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Actor &self
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)
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{
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return false;
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}
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void Steering::End
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(
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Actor &self
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)
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{
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}
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void Steering::DrawForces
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(
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void
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)
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{
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G_Color3f( 0.3, 0.5, 1 );
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G_BeginLine();
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G_Vertex( origin );
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G_Vertex( origin + steeringforce * FRAMETIME );
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G_EndLine();
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G_Color3f( 1, 0, 1 );
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G_BeginLine();
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G_Vertex( origin );
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G_Vertex( origin + movedir * maxspeed * FRAMETIME );
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G_EndLine();
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}
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void Steering::SetPosition
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(
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Vector pos
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)
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{
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origin = pos;
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}
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void Steering::SetDir
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(
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Vector dir
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)
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{
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movedir = dir;
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}
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void Steering::SetMaxSpeed
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(
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float speed
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)
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{
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maxspeed = speed;
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}
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void Steering::ResetForces
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(
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void
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)
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{
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steeringforce = vec_zero;
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}
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/****************************************************************************
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Seek Class Definition
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****************************************************************************/
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CLASS_DECLARATION( Steering, Seek, NULL );
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ResponseDef Seek::Responses[] =
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{
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{ NULL, NULL }
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};
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Seek::Seek()
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{
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targetposition = vec_zero;
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targetvelocity = vec_zero;
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}
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void Seek::SetTargetPosition
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(
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Vector pos
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)
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{
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targetposition = pos;
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}
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void Seek::SetTargetVelocity
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(
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Vector vel
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)
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{
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targetvelocity = vel;
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}
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void Seek::ShowInfo
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(
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Actor &self
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)
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{
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Steering::ShowInfo( self );
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gi.printf( "\ntargetposition: ( %f, %f, %f )\n", targetposition.x, targetposition.y, targetposition.z );
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gi.printf( "targetvelocity: ( %f, %f, %f )\n", targetvelocity.x, targetvelocity.y, targetvelocity.z );
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}
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qboolean Seek::Evaluate
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(
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Actor &self
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)
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{
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Vector predictedposition;
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Vector dir;
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Vector xydelta;
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Vector delta;
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Vector ang1;
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Vector ang2;
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float dist;
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float xydist;
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float l;
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ResetForces();
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delta = targetposition - origin;
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dist = delta.length();
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//
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// null out z component
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//
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delta.z = 0;
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xydist = delta.length();
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predictedposition = targetposition + targetvelocity * ( dist / maxspeed );
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dir = predictedposition - origin;
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dir.normalize();
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ang1 = dir.toAngles();
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ang2 = movedir.toAngles();
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steeringforce.x = ang1.x - ang2.x;
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if ( steeringforce.x <= -180 )
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{
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steeringforce.x += 360;
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}
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if ( steeringforce.x >= 180 )
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{
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steeringforce.x -= 360;
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}
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steeringforce.y = ang1.y - ang2.y;
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if ( steeringforce.y <= -180 )
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{
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steeringforce.y += 360;
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}
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if ( steeringforce.y >= 180 )
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{
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steeringforce.y -= 360;
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}
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// if we're nearly there, turn directly toward our goal
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if ( xydist > self.movespeed )
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{
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if ( fabs( steeringforce.x ) > 1 )
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{
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steeringforce.x *= 0.4;
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}
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if ( fabs( steeringforce.y ) > 1 )
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{
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steeringforce.y *= 0.4;
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}
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}
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else
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{
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l = self.total_delta.length();
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if ( xydist <= l )
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{
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//steeringforce = vec_zero;
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self.total_delta = self.animdir * xydist;
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return false;
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}
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}
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steeringforce.z = 0;
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return true;
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}
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/****************************************************************************
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ObstacleAvoidance Class Definition
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****************************************************************************/
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CLASS_DECLARATION( Steering, ObstacleAvoidance, NULL );
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ResponseDef ObstacleAvoidance::Responses[] =
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{
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{ NULL, NULL }
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};
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ObstacleAvoidance::ObstacleAvoidance()
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{
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avoidwalls = true;
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}
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void ObstacleAvoidance::AvoidWalls
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(
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qboolean avoid
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)
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{
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avoidwalls = avoid;
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}
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void ObstacleAvoidance::ShowInfo
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(
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Actor &self
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)
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{
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Steering::ShowInfo( self );
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gi.printf( "\navoidwalls: %d\n", avoidwalls );
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}
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qboolean ObstacleAvoidance::Evaluate
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(
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Actor &self
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)
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{
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Vector predictedposition;
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Vector normal;
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Vector angles;
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Vector dir;
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Vector right;
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Vector delta;
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float urgency;
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float dot;
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trace_t tracef;
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#if 0
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trace_t tracel;
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trace_t tracer;
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Vector leftposition;
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Vector rightposition;
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#endif
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Entity *ent;
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ResetForces();
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angles = self.movedir.toAngles();
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angles.AngleVectors( NULL, &right, NULL );
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origin = self.worldorigin;
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origin.z += 1;
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predictedposition = origin + self.movedir * self.movespeed;//maxspeed;
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#if 0
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leftposition = origin - right * 8;
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rightposition = origin + right * 8;
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#endif
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#if 0
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G_Color3f( 1, 1, 1 );
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G_BeginLine();
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G_Vertex( origin );
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G_Vertex( predictedposition );
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G_Vertex( origin );
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G_Vertex( leftposition );
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G_Vertex( origin );
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G_Vertex( rightposition );
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G_EndLine();
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#endif
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tracef = G_Trace( origin, self.mins, self.maxs, predictedposition, &self, self.edict->clipmask, "ObstacleAvoidance forward" );
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#if 0
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tracel = G_Trace( origin, self.mins, self.maxs, leftposition, &self, MASK_PLAYERSOLID, "ObstacleAvoidance left" );
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tracer = G_Trace( origin, self.mins, self.maxs, rightposition, &self, MASK_PLAYERSOLID, "ObstacleAvoidance right" );
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if ( tracel.fraction < 1 )
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{
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urgency = 1.1 - tracel.fraction;
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normal = tracel.plane.normal;
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ent = tracel.ent->entity;
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steeringforce = Vector( 0, -90, 0 );;
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}
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else if ( tracer.fraction < 1 )
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{
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urgency = 1.1 - tracer.fraction;
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normal = tracer.plane.normal;
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ent = tracer.ent->entity;
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steeringforce = Vector( 0, 90, 0 );;
|
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}
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else
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#endif
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if ( tracef.fraction < 1 )
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{
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urgency = 1.0 - tracef.fraction;
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normal = tracef.plane.normal;
|
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|
ent = tracef.ent->entity;
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|
if ( ent->getSolidType() != SOLID_BSP )
|
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|
{
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|
dot = -( right * ( ent->worldorigin - self.worldorigin ) );
|
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|
}
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|
else
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|
{
|
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|
if ( !avoidwalls )
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{
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return true;
|
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|
}
|
||
|
|
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|
dot = right * normal;
|
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|
}
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|
|
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|
if ( dot < 0 )
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|
{
|
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|
// turn left
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|
steeringforce = Vector( 0, 90, 0 );;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// turn right
|
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|
steeringforce = Vector( 0, -90, 0 );;
|
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|
}
|
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|
}
|
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|
else
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{
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|
return true;
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|
}
|
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|
|
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|
steeringforce *= urgency;
|
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|
|
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return true;
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|
}
|
||
|
|
||
|
/****************************************************************************
|
||
|
|
||
|
ObstacleAvoidance2 Class Definition
|
||
|
|
||
|
****************************************************************************/
|
||
|
|
||
|
CLASS_DECLARATION( Steering, ObstacleAvoidance2, NULL );
|
||
|
|
||
|
ResponseDef ObstacleAvoidance2::Responses[] =
|
||
|
{
|
||
|
{ NULL, NULL }
|
||
|
};
|
||
|
|
||
|
ObstacleAvoidance2::ObstacleAvoidance2()
|
||
|
{
|
||
|
avoidwalls = true;
|
||
|
}
|
||
|
|
||
|
void ObstacleAvoidance2::AvoidWalls
|
||
|
(
|
||
|
qboolean avoid
|
||
|
)
|
||
|
|
||
|
{
|
||
|
avoidwalls = avoid;
|
||
|
}
|
||
|
|
||
|
void ObstacleAvoidance2::ShowInfo
|
||
|
(
|
||
|
Actor &self
|
||
|
)
|
||
|
|
||
|
{
|
||
|
Steering::ShowInfo( self );
|
||
|
|
||
|
gi.printf( "\navoidwalls: %d\n", avoidwalls );
|
||
|
}
|
||
|
|
||
|
qboolean ObstacleAvoidance2::Evaluate
|
||
|
(
|
||
|
Actor &self
|
||
|
)
|
||
|
|
||
|
{
|
||
|
Vector predictedposition;
|
||
|
Vector normal;
|
||
|
Vector angles;
|
||
|
Vector dir;
|
||
|
Vector right;
|
||
|
Vector delta;
|
||
|
float urgency;
|
||
|
float dot;
|
||
|
trace_t tracef;
|
||
|
#if 0
|
||
|
trace_t tracel;
|
||
|
trace_t tracer;
|
||
|
Vector leftposition;
|
||
|
Vector rightposition;
|
||
|
#endif
|
||
|
Entity *ent;
|
||
|
|
||
|
ResetForces();
|
||
|
|
||
|
angles = self.movedir.toAngles();
|
||
|
angles.AngleVectors( NULL, &right, NULL );
|
||
|
|
||
|
origin = self.worldorigin;
|
||
|
origin.z += 1;
|
||
|
predictedposition = origin + self.movedir * self.movespeed;//maxspeed;
|
||
|
#if 0
|
||
|
leftposition = origin - right * 8;
|
||
|
rightposition = origin + right * 8;
|
||
|
#endif
|
||
|
|
||
|
#if 0
|
||
|
G_Color3f( 1, 1, 1 );
|
||
|
G_BeginLine();
|
||
|
G_Vertex( origin );
|
||
|
G_Vertex( predictedposition );
|
||
|
G_Vertex( origin );
|
||
|
G_Vertex( leftposition );
|
||
|
G_Vertex( origin );
|
||
|
G_Vertex( rightposition );
|
||
|
G_EndLine();
|
||
|
#endif
|
||
|
|
||
|
tracef = G_Trace( origin, self.mins, self.maxs, predictedposition, &self, self.edict->clipmask, "ObstacleAvoidance2 forward" );
|
||
|
#if 0
|
||
|
tracel = G_Trace( origin, self.mins, self.maxs, leftposition, &self, MASK_PLAYERSOLID, "ObstacleAvoidance2 left" );
|
||
|
tracer = G_Trace( origin, self.mins, self.maxs, rightposition, &self, MASK_PLAYERSOLID, "ObstacleAvoidance2 right" );
|
||
|
if ( tracel.fraction < 1 )
|
||
|
{
|
||
|
urgency = 1.1 - tracel.fraction;
|
||
|
normal = tracel.plane.normal;
|
||
|
ent = tracel.ent->entity;
|
||
|
steeringforce = Vector( 0, -90, 0 );;
|
||
|
}
|
||
|
else if ( tracer.fraction < 1 )
|
||
|
{
|
||
|
urgency = 1.1 - tracer.fraction;
|
||
|
normal = tracer.plane.normal;
|
||
|
ent = tracer.ent->entity;
|
||
|
steeringforce = Vector( 0, 90, 0 );;
|
||
|
}
|
||
|
else
|
||
|
#endif
|
||
|
if ( tracef.fraction < 1 )
|
||
|
{
|
||
|
urgency = 1.0 - tracef.fraction;
|
||
|
normal = tracef.plane.normal;
|
||
|
ent = tracef.ent->entity;
|
||
|
if ( ent->getSolidType() != SOLID_BSP )
|
||
|
{
|
||
|
dot = -( right * ( ent->worldorigin - self.worldorigin ) );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( !avoidwalls )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
dot = right * normal;
|
||
|
}
|
||
|
|
||
|
if ( dot < 0 )
|
||
|
{
|
||
|
// turn left
|
||
|
steeringforce = Vector( 0, 22, 0 ) * urgency;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// turn right
|
||
|
steeringforce = Vector( 0, 22, 0 ) * urgency;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
steeringforce *= urgency;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/****************************************************************************
|
||
|
|
||
|
FollowPath Class Definition
|
||
|
|
||
|
****************************************************************************/
|
||
|
|
||
|
CLASS_DECLARATION( Steering, FollowPath, NULL );
|
||
|
|
||
|
ResponseDef FollowPath::Responses[] =
|
||
|
{
|
||
|
{ NULL, NULL }
|
||
|
};
|
||
|
|
||
|
FollowPath::FollowPath()
|
||
|
{
|
||
|
path = NULL;
|
||
|
currentNode = NULL;
|
||
|
}
|
||
|
|
||
|
FollowPath::~FollowPath()
|
||
|
{
|
||
|
currentNode = NULL;
|
||
|
if ( path )
|
||
|
{
|
||
|
delete path;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void FollowPath::FindCurrentNode
|
||
|
(
|
||
|
Actor &self
|
||
|
)
|
||
|
|
||
|
{
|
||
|
// Sometimes the second node on the path is the proper node to start from.
|
||
|
// This happens because instead of creating the shortest path from the actor,
|
||
|
// we create the shortest path from his nearest node. Often, this creates a
|
||
|
// path where he may already be further along the path than the first node,
|
||
|
// causing him to "go back" along the path. By checking if we can get to the
|
||
|
// second node, we get rid of the backtracking.
|
||
|
PathNode *node;
|
||
|
|
||
|
if ( !path )
|
||
|
{
|
||
|
currentNode = NULL;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
currentNode = path->NextNode();
|
||
|
if ( path->NumNodes() < 2 )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
node = path->GetNode( 2 );
|
||
|
if ( self.CanMoveTo( node->worldorigin ) )
|
||
|
{
|
||
|
currentNode = path->NextNode();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void FollowPath::SetPath
|
||
|
(
|
||
|
Path *newpath
|
||
|
)
|
||
|
|
||
|
{
|
||
|
if ( path )
|
||
|
{
|
||
|
delete path;
|
||
|
}
|
||
|
|
||
|
currentNode = NULL;
|
||
|
|
||
|
path = newpath;
|
||
|
}
|
||
|
|
||
|
Path *FollowPath::SetPath
|
||
|
(
|
||
|
Actor &self,
|
||
|
Vector from,
|
||
|
Vector to
|
||
|
)
|
||
|
|
||
|
{
|
||
|
PathNode *goal;
|
||
|
PathNode *node;
|
||
|
StandardMovePath find;
|
||
|
|
||
|
if ( path )
|
||
|
{
|
||
|
delete path;
|
||
|
path = NULL;
|
||
|
}
|
||
|
|
||
|
currentNode = NULL;
|
||
|
|
||
|
goal = PathManager.NearestNode( to, &self );
|
||
|
if ( !goal )
|
||
|
{
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
node = PathManager.NearestNode( from, &self );
|
||
|
if ( !node || ( goal == node ) )
|
||
|
{
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
find.heuristic.setSize( self.size );
|
||
|
find.heuristic.entnum = self.entnum;
|
||
|
|
||
|
path = find.FindPath( node, goal );
|
||
|
|
||
|
return path;
|
||
|
}
|
||
|
|
||
|
void FollowPath::DrawForces
|
||
|
(
|
||
|
void
|
||
|
)
|
||
|
|
||
|
{
|
||
|
seek.DrawForces();
|
||
|
}
|
||
|
|
||
|
qboolean FollowPath::DoneWithPath
|
||
|
(
|
||
|
Actor &self
|
||
|
)
|
||
|
|
||
|
{
|
||
|
if ( !path )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return ( currentNode == NULL );
|
||
|
}
|
||
|
|
||
|
void FollowPath::ShowInfo
|
||
|
(
|
||
|
Actor &self
|
||
|
)
|
||
|
|
||
|
{
|
||
|
Steering::ShowInfo( self );
|
||
|
|
||
|
if ( path )
|
||
|
{
|
||
|
gi.printf( "\npath : ( %f, %f, %f ) to ( %f, %f, %f )\n",
|
||
|
path->Start()->worldorigin.x, path->Start()->worldorigin.y, path->Start()->worldorigin.z,
|
||
|
path->End()->worldorigin.x, path->End()->worldorigin.y, path->End()->worldorigin.z );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
gi.printf( "\npath : NULL\n" );
|
||
|
}
|
||
|
|
||
|
gi.printf( "seek:\n" );
|
||
|
seek.ShowInfo( self );
|
||
|
|
||
|
if ( currentNode )
|
||
|
{
|
||
|
gi.printf( "currentNode: ( %f, %f, %f )\n",
|
||
|
currentNode->worldorigin.x, currentNode->worldorigin.y, currentNode->worldorigin.z );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
gi.printf( "currentNode: NULL\n" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void FollowPath::Begin
|
||
|
(
|
||
|
Actor &self
|
||
|
)
|
||
|
|
||
|
{
|
||
|
seek.Begin( self );
|
||
|
}
|
||
|
|
||
|
qboolean FollowPath::Evaluate
|
||
|
(
|
||
|
Actor &self
|
||
|
)
|
||
|
|
||
|
{
|
||
|
PathNode *lastnode;
|
||
|
Vector delta;
|
||
|
Vector targetpos;
|
||
|
|
||
|
ResetForces();
|
||
|
|
||
|
if ( !path )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// the first time we come through here with a path, currentNode is NULL.
|
||
|
if ( !currentNode )
|
||
|
{
|
||
|
FindCurrentNode( self );
|
||
|
if ( !currentNode )
|
||
|
{
|
||
|
delete path;
|
||
|
path = NULL;
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
targetpos = currentNode->worldorigin;
|
||
|
|
||
|
// check if the remaining distance is less than the
|
||
|
// distance we'll travel this frame.
|
||
|
delta = targetpos - self.worldorigin;
|
||
|
|
||
|
// check if the squared distance remaining is less than
|
||
|
// the squared distance we'll travel
|
||
|
if ( delta * delta <= self.frame_delta * self.frame_delta )
|
||
|
{
|
||
|
lastnode = currentNode;
|
||
|
currentNode = path->NextNode();
|
||
|
|
||
|
// check if we should jump to our next node
|
||
|
if ( currentNode && ( lastnode->nodeflags & AI_JUMP ) && ( currentNode->targetname == lastnode->target ) )
|
||
|
{
|
||
|
if ( self.last_jump_time < level.time )
|
||
|
{
|
||
|
self.SetVariable( "jumptarget", lastnode->target.c_str() );
|
||
|
self.ForceAction( "jump" );
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// if we're not done with the path, steer toward the next node
|
||
|
if ( currentNode )
|
||
|
{
|
||
|
targetpos = currentNode->worldorigin;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
delete path;
|
||
|
path = NULL;
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// steer toward our next path node
|
||
|
seek.SetTargetPosition( targetpos );
|
||
|
seek.SetTargetVelocity( vec_zero );
|
||
|
seek.SetMaxSpeed( self.movespeed );
|
||
|
seek.SetPosition( origin );
|
||
|
seek.SetDir( self.movedir );
|
||
|
seek.Evaluate( self );
|
||
|
|
||
|
steeringforce = seek.steeringforce;
|
||
|
|
||
|
return ( currentNode != NULL );
|
||
|
}
|
||
|
|
||
|
void FollowPath::End
|
||
|
(
|
||
|
Actor &self
|
||
|
)
|
||
|
|
||
|
{
|
||
|
seek.End( self );
|
||
|
}
|
||
|
|
||
|
/****************************************************************************
|
||
|
|
||
|
Turn Class Definition
|
||
|
|
||
|
****************************************************************************/
|
||
|
|
||
|
CLASS_DECLARATION( Steering, Turn, NULL );
|
||
|
|
||
|
ResponseDef Turn::Responses[] =
|
||
|
{
|
||
|
{ NULL, NULL }
|
||
|
};
|
||
|
|
||
|
Turn::Turn()
|
||
|
{
|
||
|
dir = Vector( 1, 0, 0 );
|
||
|
mode = 0;
|
||
|
ent = NULL;
|
||
|
}
|
||
|
|
||
|
void Turn::SetDirection
|
||
|
(
|
||
|
float yaw
|
||
|
)
|
||
|
|
||
|
{
|
||
|
Vector ang;
|
||
|
|
||
|
ang = Vector( 0, yaw, 0 );
|
||
|
this->yaw = anglemod( yaw );
|
||
|
ang.AngleVectors( &dir, NULL, NULL );
|
||
|
mode = 1;
|
||
|
}
|
||
|
|
||
|
void Turn::SetTarget
|
||
|
(
|
||
|
Entity *ent
|
||
|
)
|
||
|
|
||
|
{
|
||
|
this->ent = ent;
|
||
|
mode = 2;
|
||
|
}
|
||
|
|
||
|
void Turn::ShowInfo
|
||
|
(
|
||
|
Actor &self
|
||
|
)
|
||
|
|
||
|
{
|
||
|
Steering::ShowInfo( self );
|
||
|
|
||
|
gi.printf( "\nseek:\n" );
|
||
|
seek.ShowInfo( self );
|
||
|
|
||
|
if ( ent )
|
||
|
{
|
||
|
gi.printf( "\nent: #%d '%s'\n", ent->entnum, ent->targetname.c_str() );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
gi.printf( "\nent: NULL\n" );
|
||
|
}
|
||
|
|
||
|
gi.printf( "dir: ( %f, %f, %f )\n", dir.x, dir.y, dir.z );
|
||
|
gi.printf( "yaw: %f\n", yaw );
|
||
|
gi.printf( "mode: %d\n", mode );
|
||
|
}
|
||
|
|
||
|
void Turn::Begin
|
||
|
(
|
||
|
Actor &self
|
||
|
)
|
||
|
|
||
|
{
|
||
|
seek.Begin( self );
|
||
|
}
|
||
|
|
||
|
extern float angledist( float ang );
|
||
|
|
||
|
qboolean Turn::Evaluate
|
||
|
(
|
||
|
Actor &self
|
||
|
)
|
||
|
|
||
|
{
|
||
|
Vector delta;
|
||
|
float ang;
|
||
|
|
||
|
switch( mode )
|
||
|
{
|
||
|
case 1 :
|
||
|
ang = angledist( yaw - self.angles.yaw() );
|
||
|
if ( fabs( ang ) < 1 )
|
||
|
{
|
||
|
steeringforce = Vector( 0, ang, 0 );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
seek.SetTargetPosition( self.worldorigin + dir );
|
||
|
seek.SetTargetVelocity( vec_zero );
|
||
|
break;
|
||
|
|
||
|
case 2 :
|
||
|
if ( !ent )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
delta = ent->worldorigin - self.worldorigin;
|
||
|
yaw = delta.toYaw();
|
||
|
//if ( self.angles.yaw() == yaw )
|
||
|
// {
|
||
|
// return false;
|
||
|
// }
|
||
|
|
||
|
seek.SetTargetPosition( ent->worldorigin );
|
||
|
seek.SetTargetVelocity( vec_zero );
|
||
|
break;
|
||
|
|
||
|
default :
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
seek.SetPosition( self.worldorigin );
|
||
|
seek.SetDir( self.movedir );
|
||
|
seek.SetMaxSpeed( self.movespeed );
|
||
|
seek.Evaluate( self );
|
||
|
//seek.DrawForces();
|
||
|
|
||
|
steeringforce = seek.steeringforce;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
void Turn::End
|
||
|
(
|
||
|
Actor &self
|
||
|
)
|
||
|
|
||
|
{
|
||
|
seek.End( self );
|
||
|
}
|
||
|
|
||
|
/****************************************************************************
|
||
|
|
||
|
Chase Class Definition
|
||
|
|
||
|
****************************************************************************/
|
||
|
|
||
|
CLASS_DECLARATION( Steering, Chase, NULL );
|
||
|
|
||
|
ResponseDef Chase::Responses[] =
|
||
|
{
|
||
|
{ NULL, NULL }
|
||
|
};
|
||
|
|
||
|
Chase::Chase()
|
||
|
{
|
||
|
goalent = NULL;
|
||
|
goal = vec_zero;
|
||
|
goalnode = NULL;
|
||
|
usegoal = false;
|
||
|
newpathrate = 2;
|
||
|
}
|
||
|
|
||
|
void Chase::SetPath
|
||
|
(
|
||
|
Path *newpath
|
||
|
)
|
||
|
|
||
|
{
|
||
|
follow.SetPath( newpath );
|
||
|
path = newpath;
|
||
|
}
|
||
|
|
||
|
void Chase::SetGoalPos
|
||
|
(
|
||
|
Vector goalpos
|
||
|
)
|
||
|
|
||
|
{
|
||
|
goal = goalpos;
|
||
|
usegoal = true;
|
||
|
goalent = NULL;
|
||
|
goalnode = NULL;
|
||
|
}
|
||
|
|
||
|
void Chase::SetGoal
|
||
|
(
|
||
|
PathNode *node
|
||
|
)
|
||
|
|
||
|
{
|
||
|
goalnode = node;
|
||
|
usegoal = false;
|
||
|
goalent = NULL;
|
||
|
}
|
||
|
|
||
|
void Chase::SetTarget
|
||
|
(
|
||
|
Entity *ent
|
||
|
)
|
||
|
|
||
|
{
|
||
|
goalent = ent;
|
||
|
goalnode = NULL;
|
||
|
usegoal = false;
|
||
|
}
|
||
|
|
||
|
void Chase::SetPathRate
|
||
|
(
|
||
|
float rate
|
||
|
)
|
||
|
|
||
|
{
|
||
|
newpathrate = rate;
|
||
|
}
|
||
|
|
||
|
void Chase::ShowInfo
|
||
|
(
|
||
|
Actor &self
|
||
|
)
|
||
|
|
||
|
{
|
||
|
Steering::ShowInfo( self );
|
||
|
|
||
|
gi.printf( "\nseek:\n" );
|
||
|
seek.ShowInfo( self );
|
||
|
|
||
|
gi.printf( "\nfollow:\n" );
|
||
|
follow.ShowInfo( self );
|
||
|
|
||
|
gi.printf( "\nnextpathtime: %f\n", nextpathtime );
|
||
|
|
||
|
if ( path )
|
||
|
{
|
||
|
gi.printf( "\npath : ( %f, %f, %f ) to ( %f, %f, %f )\n",
|
||
|
path->Start()->worldorigin.x, path->Start()->worldorigin.y, path->Start()->worldorigin.z,
|
||
|
path->End()->worldorigin.x, path->End()->worldorigin.y, path->End()->worldorigin.z );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
gi.printf( "\npath : NULL\n" );
|
||
|
}
|
||
|
|
||
|
gi.printf( "goal: ( %f, %f, %f )\n", goal.x, goal.y, goal.z );
|
||
|
|
||
|
if ( goalent )
|
||
|
{
|
||
|
gi.printf( "\ngoalent: #%d '%s'\n", goalent->entnum, goalent->targetname.c_str() );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
gi.printf( "\ngoalent: NULL\n" );
|
||
|
}
|
||
|
|
||
|
if ( goalnode )
|
||
|
{
|
||
|
gi.printf( "\ngoalnode: #%d '%s' ( %f, %f, %f )\n", goalnode->nodenum, goalnode->targetname.c_str(),
|
||
|
goalnode->worldorigin.x, goalnode->worldorigin.y, goalnode->worldorigin.z );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
gi.printf( "\ngoalnode: NULL\n" );
|
||
|
}
|
||
|
|
||
|
gi.printf( "avoid:\n" );
|
||
|
avoid.ShowInfo( self );
|
||
|
|
||
|
gi.printf( "\ntime: %f\n", avoidtime );
|
||
|
|
||
|
gi.printf( "usegoal: %d\n", usegoal );
|
||
|
gi.printf( "newpathrate: %f\n", newpathrate );
|
||
|
gi.printf( "wander: %d\n", wander );
|
||
|
gi.printf( "stuck: %d\n", stuck );
|
||
|
gi.printf( "avoidvec : ( %f, %f, %f )\n", avoidvec.x, avoidvec.y, avoidvec.z );
|
||
|
}
|
||
|
|
||
|
void Chase::Begin
|
||
|
(
|
||
|
Actor &self
|
||
|
)
|
||
|
|
||
|
{
|
||
|
nextpathtime = 0;
|
||
|
path = NULL;
|
||
|
seek.Begin( self );
|
||
|
follow.Begin( self );
|
||
|
avoid.AvoidWalls( false );
|
||
|
avoid.Begin( self );
|
||
|
turnto.Begin( self );
|
||
|
anim = self.animname;
|
||
|
stuck = 0;
|
||
|
wander = 0;
|
||
|
}
|
||
|
|
||
|
Vector Chase::ChooseRandomDirection
|
||
|
(
|
||
|
Actor &self
|
||
|
)
|
||
|
|
||
|
{
|
||
|
Vector dir;
|
||
|
Vector ang;
|
||
|
Vector bestdir;
|
||
|
float bestfraction;
|
||
|
trace_t trace;
|
||
|
trace_t groundtrace;
|
||
|
int i;
|
||
|
int j;
|
||
|
int t;
|
||
|
int u;
|
||
|
Vector s;
|
||
|
Vector start;
|
||
|
Vector end;
|
||
|
Vector groundend;
|
||
|
|
||
|
s = Vector( 0, 0, STEPSIZE );
|
||
|
start = self.worldorigin + s;
|
||
|
|
||
|
// quantize to nearest 45 degree
|
||
|
u = ( ( int )( self.worldangles.y * ( 1 / 45 ) + 22.5 ) ) * 45;
|
||
|
bestfraction = -1;
|
||
|
//
|
||
|
// in case we don't find anything!
|
||
|
//
|
||
|
bestdir = self.worldorigin - ( Vector( self.orientation[ 0 ] ) * 100 );
|
||
|
|
||
|
for( i = 0; i <= 180; i += 20 )
|
||
|
{
|
||
|
if ( rand() < 0.3 )
|
||
|
{
|
||
|
i += 20;
|
||
|
}
|
||
|
t = i;
|
||
|
if ( rand() < 0.5 )
|
||
|
{
|
||
|
// sometimes we choose left first, other times right.
|
||
|
t = -t;
|
||
|
}
|
||
|
for( j = -1; j < 2; j += 2 )
|
||
|
{
|
||
|
if ( ( j == 1 ) && ( i == 180 ) )
|
||
|
{
|
||
|
ang.y = self.worldangles.y + ( t * j );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ang.y = u + t * j;
|
||
|
}
|
||
|
|
||
|
ang.AngleVectors( &dir, NULL, NULL );
|
||
|
|
||
|
end = self.worldorigin + dir * 140 + s;
|
||
|
trace = G_Trace( start, self.mins, self.maxs, end, &self,
|
||
|
self.edict->clipmask, "Chase::ChooseRandomDirection 1" );
|
||
|
if ( ( trace.fraction > bestfraction ) && ( !trace.startsolid ) && !( trace.allsolid ) )
|
||
|
{
|
||
|
if ( trace.endpos != avoidvec )
|
||
|
{
|
||
|
// check if we're near the ground
|
||
|
end = self.worldorigin + dir * 32 + s;
|
||
|
groundend = end;
|
||
|
groundend.z -= STEPSIZE * 2;
|
||
|
groundtrace = G_Trace( end, self.mins, self.maxs, groundend, &self,
|
||
|
self.edict->clipmask, "Chase::ChooseRandomDirection 2" );
|
||
|
if ( groundtrace.fraction != 1 )
|
||
|
{
|
||
|
bestdir = trace.endpos;
|
||
|
bestfraction = trace.fraction;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( i == 0 )
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return bestdir;
|
||
|
}
|
||
|
|
||
|
qboolean Chase::Evaluate
|
||
|
(
|
||
|
Actor &self
|
||
|
)
|
||
|
|
||
|
{
|
||
|
qboolean result;
|
||
|
trace_t trace;
|
||
|
|
||
|
if ( !usegoal && !goalnode && ( !goalent || goalent->deadflag ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
ResetForces();
|
||
|
|
||
|
if ( !wander )
|
||
|
{
|
||
|
if ( self.lastmove == STEPMOVE_OK )
|
||
|
{
|
||
|
stuck = 0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
stuck++;
|
||
|
if ( stuck >= 2 )
|
||
|
{
|
||
|
stuck = 3;
|
||
|
wander = 1;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
switch( wander )
|
||
|
{
|
||
|
case 1 :
|
||
|
stuck--;
|
||
|
if ( !stuck )
|
||
|
{
|
||
|
wander = 0;
|
||
|
nextpathtime = 0;
|
||
|
path = NULL;
|
||
|
break;
|
||
|
}
|
||
|
wanderstart = self.worldorigin;
|
||
|
avoidvec = ChooseRandomDirection( self );
|
||
|
wandertime = level.time + 1;
|
||
|
wander = 2;
|
||
|
|
||
|
case 2 :
|
||
|
seek.SetTargetPosition( avoidvec );
|
||
|
seek.SetTargetVelocity( vec_zero );
|
||
|
seek.SetPosition( self.worldorigin );
|
||
|
seek.SetDir( self.movedir );
|
||
|
seek.SetMaxSpeed( self.movespeed );
|
||
|
result = seek.Evaluate( self );
|
||
|
if ( result )
|
||
|
{
|
||
|
if ( ( level.time > wandertime ) && ( self.lastmove != STEPMOVE_OK ) )
|
||
|
{
|
||
|
wander = 0;
|
||
|
stuck = 0;
|
||
|
}
|
||
|
self.Accelerate( seek.steeringforce );
|
||
|
return true;
|
||
|
}
|
||
|
wander = 0;
|
||
|
nextpathtime = 0;
|
||
|
path = NULL;
|
||
|
break;
|
||
|
|
||
|
//self.SetAnim( "idle" );
|
||
|
turnto.SetDirection( ( wanderstart - self.worldorigin ).toYaw() );
|
||
|
wander = 3;
|
||
|
wandertime = level.time + 1;
|
||
|
|
||
|
case 3 :
|
||
|
if ( level.time < wandertime )
|
||
|
{
|
||
|
turnto.Evaluate( self );
|
||
|
self.Accelerate( turnto.steeringforce );
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//self.SetAnim( anim );
|
||
|
wander = 0;
|
||
|
nextpathtime = 0;
|
||
|
path = NULL;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if ( path && follow.DoneWithPath( self ) )
|
||
|
{
|
||
|
path = NULL;
|
||
|
nextpathtime = 0;
|
||
|
}
|
||
|
|
||
|
if ( goalent && ( goalent->edict->solid != SOLID_NOT ) && ( goalent->edict->solid != SOLID_TRIGGER ) )
|
||
|
{
|
||
|
trace = G_Trace( self.worldorigin, self.mins, self.maxs, self.worldorigin +
|
||
|
Vector( self.orientation[ 0 ] ) * self.movespeed * 0.1, &self, self.edict->clipmask, "Chase" );
|
||
|
if ( trace.ent->entity == goalent )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( nextpathtime < level.time )
|
||
|
{
|
||
|
nextpathtime = level.time + newpathrate;
|
||
|
if ( goalnode )
|
||
|
{
|
||
|
path = follow.SetPath( self, self.worldorigin, goalnode->worldorigin );
|
||
|
}
|
||
|
else if ( goalent )
|
||
|
{
|
||
|
path = follow.SetPath( self, self.worldorigin, goalent->worldorigin );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
path = follow.SetPath( self, self.worldorigin, goal );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !path )
|
||
|
{
|
||
|
if ( goalnode )
|
||
|
{
|
||
|
seek.SetTargetPosition( goalnode->worldorigin );
|
||
|
seek.SetTargetVelocity( vec_zero );
|
||
|
}
|
||
|
else if ( goalent )
|
||
|
{
|
||
|
seek.SetTargetPosition( goalent->worldorigin );
|
||
|
seek.SetTargetVelocity( goalent->velocity );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
seek.SetTargetPosition( goal );
|
||
|
seek.SetTargetVelocity( vec_zero );
|
||
|
}
|
||
|
|
||
|
seek.SetPosition( self.worldorigin );
|
||
|
seek.SetDir( self.movedir );
|
||
|
seek.SetMaxSpeed( self.movespeed );
|
||
|
result = seek.Evaluate( self );
|
||
|
//seek.DrawForces();
|
||
|
|
||
|
steeringforce = seek.steeringforce;
|
||
|
|
||
|
if ( !result )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
follow.SetPosition( self.worldorigin );
|
||
|
follow.SetDir( self.movedir );
|
||
|
follow.SetMaxSpeed( self.movespeed );
|
||
|
if ( !follow.Evaluate( self ) )
|
||
|
{
|
||
|
nextpathtime = 0;
|
||
|
if ( goalnode )
|
||
|
{
|
||
|
self.frame_delta = goalnode->worldorigin - self.worldorigin;
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
//follow.DrawForces();
|
||
|
steeringforce = follow.steeringforce;
|
||
|
}
|
||
|
|
||
|
if ( avoidtime < level.time )
|
||
|
{
|
||
|
avoid.SetMaxSpeed( self.movespeed );
|
||
|
avoid.SetPosition( self.worldorigin );
|
||
|
avoid.SetDir( self.movedir );
|
||
|
avoid.Evaluate( self );
|
||
|
|
||
|
if ( avoid.steeringforce == vec_zero )
|
||
|
{
|
||
|
avoidtime = level.time + 0.1;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
steeringforce += avoid.steeringforce;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
self.Accelerate( steeringforce );
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
void Chase::End
|
||
|
(
|
||
|
Actor &self
|
||
|
)
|
||
|
|
||
|
{
|
||
|
//if ( wander && ( self.newanimnum != -1 ) )
|
||
|
//{
|
||
|
//self.SetAnim( anim );
|
||
|
//}
|
||
|
seek.End( self );
|
||
|
follow.End( self );
|
||
|
avoid.End( self );
|
||
|
path = NULL;
|
||
|
turnto.End( self );
|
||
|
}
|