jkxr/Projects/Android/jni/OpenJK/codemp/game/NPC_move.c

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/*
===========================================================================
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
//
// NPC_move.cpp
//
#include "b_local.h"
#include "g_nav.h"
#include "anims.h"
void G_Cylinder( vec3_t start, vec3_t end, float radius, vec3_t color );
qboolean G_BoundsOverlap(const vec3_t mins1, const vec3_t maxs1, const vec3_t mins2, const vec3_t maxs2);
int NAV_Steer( gentity_t *self, vec3_t dir, float distance );
extern int GetTime ( int lastTime );
navInfo_t frameNavInfo;
extern qboolean FlyingCreature( gentity_t *ent );
extern qboolean PM_InKnockDown( playerState_t *ps );
/*
-------------------------
NPC_ClearPathToGoal
-------------------------
*/
qboolean NPC_ClearPathToGoal( vec3_t dir, gentity_t *goal )
{
trace_t trace;
float radius, dist, tFrac;
//FIXME: What does do about area portals? THIS IS BROKEN
//if ( trap->inPVS( NPC->r.currentOrigin, goal->r.currentOrigin ) == qfalse )
// return qfalse;
//Look ahead and see if we're clear to move to our goal position
if ( NAV_CheckAhead( NPCS.NPC, goal->r.currentOrigin, &trace, ( NPCS.NPC->clipmask & ~CONTENTS_BODY )|CONTENTS_BOTCLIP ) )
{
//VectorSubtract( goal->r.currentOrigin, NPC->r.currentOrigin, dir );
return qtrue;
}
if (!FlyingCreature(NPCS.NPC))
{
//See if we're too far above
if ( fabs( NPCS.NPC->r.currentOrigin[2] - goal->r.currentOrigin[2] ) > 48 )
return qfalse;
}
//This is a work around
radius = ( NPCS.NPC->r.maxs[0] > NPCS.NPC->r.maxs[1] ) ? NPCS.NPC->r.maxs[0] : NPCS.NPC->r.maxs[1];
dist = Distance( NPCS.NPC->r.currentOrigin, goal->r.currentOrigin );
tFrac = 1.0f - ( radius / dist );
if ( trace.fraction >= tFrac )
return qtrue;
//See if we're looking for a navgoal
if ( goal->flags & FL_NAVGOAL )
{
//Okay, didn't get all the way there, let's see if we got close enough:
if ( NAV_HitNavGoal( trace.endpos, NPCS.NPC->r.mins, NPCS.NPC->r.maxs, goal->r.currentOrigin, NPCS.NPCInfo->goalRadius, FlyingCreature( NPCS.NPC ) ) )
{
//VectorSubtract(goal->r.currentOrigin, NPC->r.currentOrigin, dir);
return qtrue;
}
}
return qfalse;
}
/*
-------------------------
NPC_CheckCombatMove
-------------------------
*/
static QINLINE qboolean NPC_CheckCombatMove( void )
{
//return NPCInfo->combatMove;
if ( ( NPCS.NPCInfo->goalEntity && NPCS.NPC->enemy && NPCS.NPCInfo->goalEntity == NPCS.NPC->enemy ) || ( NPCS.NPCInfo->combatMove ) )
{
return qtrue;
}
if ( NPCS.NPCInfo->goalEntity && NPCS.NPCInfo->watchTarget )
{
if ( NPCS.NPCInfo->goalEntity != NPCS.NPCInfo->watchTarget )
{
return qtrue;
}
}
return qfalse;
}
/*
-------------------------
NPC_LadderMove
-------------------------
*/
static void NPC_LadderMove( vec3_t dir )
{
//FIXME: this doesn't guarantee we're facing ladder
//ALSO: Need to be able to get off at top
//ALSO: Need to play an anim
//ALSO: Need transitionary anims?
if ( ( dir[2] > 0 ) || ( dir[2] < 0 && NPCS.NPC->client->ps.groundEntityNum == ENTITYNUM_NONE ) )
{
//Set our movement direction
NPCS.ucmd.upmove = (dir[2] > 0) ? 127 : -127;
//Don't move around on XY
NPCS.ucmd.forwardmove = NPCS.ucmd.rightmove = 0;
}
}
/*
-------------------------
NPC_GetMoveInformation
-------------------------
*/
static QINLINE qboolean NPC_GetMoveInformation( vec3_t dir, float *distance )
{
//NOTENOTE: Use path stacks!
//Make sure we have somewhere to go
if ( NPCS.NPCInfo->goalEntity == NULL )
return qfalse;
//Get our move info
VectorSubtract( NPCS.NPCInfo->goalEntity->r.currentOrigin, NPCS.NPC->r.currentOrigin, dir );
*distance = VectorNormalize( dir );
VectorCopy( NPCS.NPCInfo->goalEntity->r.currentOrigin, NPCS.NPCInfo->blockedDest );
return qtrue;
}
/*
-------------------------
NAV_GetLastMove
-------------------------
*/
void NAV_GetLastMove( navInfo_t *info )
{
*info = frameNavInfo;
}
/*
-------------------------
NPC_GetMoveDirection
-------------------------
*/
qboolean NPC_GetMoveDirection( vec3_t out, float *distance )
{
vec3_t angles;
//Clear the struct
memset( &frameNavInfo, 0, sizeof( frameNavInfo ) );
//Get our movement, if any
if ( NPC_GetMoveInformation( frameNavInfo.direction, &frameNavInfo.distance ) == qfalse )
return qfalse;
//Setup the return value
*distance = frameNavInfo.distance;
//For starters
VectorCopy( frameNavInfo.direction, frameNavInfo.pathDirection );
//If on a ladder, move appropriately
if ( NPCS.NPC->watertype & CONTENTS_LADDER )
{
NPC_LadderMove( frameNavInfo.direction );
return qtrue;
}
//Attempt a straight move to goal
if ( NPC_ClearPathToGoal( frameNavInfo.direction, NPCS.NPCInfo->goalEntity ) == qfalse )
{
//See if we're just stuck
if ( NAV_MoveToGoal( NPCS.NPC, &frameNavInfo ) == WAYPOINT_NONE )
{
//Can't reach goal, just face
vectoangles( frameNavInfo.direction, angles );
NPCS.NPCInfo->desiredYaw = AngleNormalize360( angles[YAW] );
VectorCopy( frameNavInfo.direction, out );
*distance = frameNavInfo.distance;
return qfalse;
}
frameNavInfo.flags |= NIF_MACRO_NAV;
}
//Avoid any collisions on the way
if ( NAV_AvoidCollision( NPCS.NPC, NPCS.NPCInfo->goalEntity, &frameNavInfo ) == qfalse )
{
//FIXME: Emit a warning, this is a worst case scenario
//FIXME: if we have a clear path to our goal (exluding bodies), but then this
// check (against bodies only) fails, shouldn't we fall back
// to macro navigation? Like so:
if ( !(frameNavInfo.flags&NIF_MACRO_NAV) )
{//we had a clear path to goal and didn't try macro nav, but can't avoid collision so try macro nav here
//See if we're just stuck
if ( NAV_MoveToGoal( NPCS.NPC, &frameNavInfo ) == WAYPOINT_NONE )
{
//Can't reach goal, just face
vectoangles( frameNavInfo.direction, angles );
NPCS.NPCInfo->desiredYaw = AngleNormalize360( angles[YAW] );
VectorCopy( frameNavInfo.direction, out );
*distance = frameNavInfo.distance;
return qfalse;
}
frameNavInfo.flags |= NIF_MACRO_NAV;
}
}
//Setup the return values
VectorCopy( frameNavInfo.direction, out );
*distance = frameNavInfo.distance;
return qtrue;
}
/*
-------------------------
NPC_GetMoveDirectionAltRoute
-------------------------
*/
extern int NAVNEW_MoveToGoal( gentity_t *self, navInfo_t *info );
extern qboolean NAVNEW_AvoidCollision( gentity_t *self, gentity_t *goal, navInfo_t *info, qboolean setBlockedInfo, int blockedMovesLimit );
qboolean NPC_GetMoveDirectionAltRoute( vec3_t out, float *distance, qboolean tryStraight )
{
vec3_t angles;
NPCS.NPCInfo->aiFlags &= ~NPCAI_BLOCKED;
//Clear the struct
memset( &frameNavInfo, 0, sizeof( frameNavInfo ) );
//Get our movement, if any
if ( NPC_GetMoveInformation( frameNavInfo.direction, &frameNavInfo.distance ) == qfalse )
return qfalse;
//Setup the return value
*distance = frameNavInfo.distance;
//For starters
VectorCopy( frameNavInfo.direction, frameNavInfo.pathDirection );
//If on a ladder, move appropriately
if ( NPCS.NPC->watertype & CONTENTS_LADDER )
{
NPC_LadderMove( frameNavInfo.direction );
return qtrue;
}
//Attempt a straight move to goal
if ( !tryStraight || NPC_ClearPathToGoal( frameNavInfo.direction, NPCS.NPCInfo->goalEntity ) == qfalse )
{//blocked
//Can't get straight to goal, use macro nav
if ( NAVNEW_MoveToGoal( NPCS.NPC, &frameNavInfo ) == WAYPOINT_NONE )
{
//Can't reach goal, just face
vectoangles( frameNavInfo.direction, angles );
NPCS.NPCInfo->desiredYaw = AngleNormalize360( angles[YAW] );
VectorCopy( frameNavInfo.direction, out );
*distance = frameNavInfo.distance;
return qfalse;
}
//else we are on our way
frameNavInfo.flags |= NIF_MACRO_NAV;
}
else
{//we have no architectural problems, see if there are ents inthe way and try to go around them
//not blocked
if ( d_altRoutes.integer )
{//try macro nav
navInfo_t tempInfo;
memcpy( &tempInfo, &frameNavInfo, sizeof( tempInfo ) );
if ( NAVNEW_AvoidCollision( NPCS.NPC, NPCS.NPCInfo->goalEntity, &tempInfo, qtrue, 5 ) == qfalse )
{//revert to macro nav
//Can't get straight to goal, dump tempInfo and use macro nav
if ( NAVNEW_MoveToGoal( NPCS.NPC, &frameNavInfo ) == WAYPOINT_NONE )
{
//Can't reach goal, just face
vectoangles( frameNavInfo.direction, angles );
NPCS.NPCInfo->desiredYaw = AngleNormalize360( angles[YAW] );
VectorCopy( frameNavInfo.direction, out );
*distance = frameNavInfo.distance;
return qfalse;
}
//else we are on our way
frameNavInfo.flags |= NIF_MACRO_NAV;
}
else
{//otherwise, either clear or can avoid
memcpy( &frameNavInfo, &tempInfo, sizeof( frameNavInfo ) );
}
}
else
{//OR: just give up
if ( NAVNEW_AvoidCollision( NPCS.NPC, NPCS.NPCInfo->goalEntity, &frameNavInfo, qtrue, 30 ) == qfalse )
{//give up
return qfalse;
}
}
}
//Setup the return values
VectorCopy( frameNavInfo.direction, out );
*distance = frameNavInfo.distance;
return qtrue;
}
void G_UcmdMoveForDir( gentity_t *self, usercmd_t *cmd, vec3_t dir )
{
vec3_t forward, right;
float fDot, rDot;
AngleVectors( self->r.currentAngles, forward, right, NULL );
dir[2] = 0;
VectorNormalize( dir );
//NPCs cheat and store this directly because converting movement into a ucmd loses precision
VectorCopy( dir, self->client->ps.moveDir );
fDot = DotProduct( forward, dir ) * 127.0f;
rDot = DotProduct( right, dir ) * 127.0f;
//Must clamp this because DotProduct is not guaranteed to return a number within -1 to 1, and that would be bad when we're shoving this into a signed byte
if ( fDot > 127.0f )
{
fDot = 127.0f;
}
if ( fDot < -127.0f )
{
fDot = -127.0f;
}
if ( rDot > 127.0f )
{
rDot = 127.0f;
}
if ( rDot < -127.0f )
{
rDot = -127.0f;
}
cmd->forwardmove = floor(fDot);
cmd->rightmove = floor(rDot);
/*
vec3_t wishvel;
for ( int i = 0 ; i < 3 ; i++ )
{
wishvel[i] = forward[i]*cmd->forwardmove + right[i]*cmd->rightmove;
}
VectorNormalize( wishvel );
if ( !VectorCompare( wishvel, dir ) )
{
Com_Printf( "PRECISION LOSS: %s != %s\n", vtos(wishvel), vtos(dir) );
}
*/
}
/*
-------------------------
NPC_MoveToGoal
Now assumes goal is goalEntity, was no reason for it to be otherwise
-------------------------
*/
#if AI_TIMERS
extern int navTime;
#endif// AI_TIMERS
qboolean NPC_MoveToGoal( qboolean tryStraight )
{
float distance;
vec3_t dir;
#if AI_TIMERS
int startTime = GetTime(0);
#endif// AI_TIMERS
//If taking full body pain, don't move
if ( PM_InKnockDown( &NPCS.NPC->client->ps ) || ( ( NPCS.NPC->s.legsAnim >= BOTH_PAIN1 ) && ( NPCS.NPC->s.legsAnim <= BOTH_PAIN18 ) ) )
{
return qtrue;
}
/*
if( NPC->s.eFlags & EF_LOCKED_TO_WEAPON )
{//If in an emplaced gun, never try to navigate!
return qtrue;
}
*/
//rwwFIXMEFIXME: emplaced support
//FIXME: if can't get to goal & goal is a target (enemy), try to find a waypoint that has line of sight to target, at least?
//Get our movement direction
#if 1
if ( NPC_GetMoveDirectionAltRoute( dir, &distance, tryStraight ) == qfalse )
#else
if ( NPC_GetMoveDirection( dir, &distance ) == qfalse )
#endif
return qfalse;
NPCS.NPCInfo->distToGoal = distance;
//Convert the move to angles
vectoangles( dir, NPCS.NPCInfo->lastPathAngles );
if ( (NPCS.ucmd.buttons&BUTTON_WALKING) )
{
NPCS.NPC->client->ps.speed = NPCS.NPCInfo->stats.walkSpeed;
}
else
{
NPCS.NPC->client->ps.speed = NPCS.NPCInfo->stats.runSpeed;
}
//FIXME: still getting ping-ponging in certain cases... !!! Nav/avoidance error? WTF???!!!
//If in combat move, then move directly towards our goal
if ( NPC_CheckCombatMove() )
{//keep current facing
G_UcmdMoveForDir( NPCS.NPC, &NPCS.ucmd, dir );
}
else
{//face our goal
//FIXME: strafe instead of turn if change in dir is small and temporary
NPCS.NPCInfo->desiredPitch = 0.0f;
NPCS.NPCInfo->desiredYaw = AngleNormalize360( NPCS.NPCInfo->lastPathAngles[YAW] );
//Pitch towards the goal and also update if flying or swimming
if ( (NPCS.NPC->client->ps.eFlags2&EF2_FLYING) )//moveType == MT_FLYSWIM )
{
NPCS.NPCInfo->desiredPitch = AngleNormalize360( NPCS.NPCInfo->lastPathAngles[PITCH] );
if ( dir[2] )
{
float scale = (dir[2] * distance);
if ( scale > 64 )
{
scale = 64;
}
else if ( scale < -64 )
{
scale = -64;
}
NPCS.NPC->client->ps.velocity[2] = scale;
//NPC->client->ps.velocity[2] = (dir[2] > 0) ? 64 : -64;
}
}
//Set any final info
NPCS.ucmd.forwardmove = 127;
}
#if AI_TIMERS
navTime += GetTime( startTime );
#endif// AI_TIMERS
return qtrue;
}
/*
-------------------------
void NPC_SlideMoveToGoal( void )
Now assumes goal is goalEntity, if want to use tempGoal, you set that before calling the func
-------------------------
*/
qboolean NPC_SlideMoveToGoal( void )
{
float saveYaw = NPCS.NPC->client->ps.viewangles[YAW];
qboolean ret;
NPCS.NPCInfo->combatMove = qtrue;
ret = NPC_MoveToGoal( qtrue );
NPCS.NPCInfo->desiredYaw = saveYaw;
return ret;
}
/*
-------------------------
NPC_ApplyRoff
-------------------------
*/
void NPC_ApplyRoff(void)
{
BG_PlayerStateToEntityState( &NPCS.NPC->client->ps, &NPCS.NPC->s, qfalse );
//VectorCopy ( NPC->r.currentOrigin, NPC->lastOrigin );
//rwwFIXMEFIXME: Any significance to this?
// use the precise origin for linking
trap->LinkEntity((sharedEntity_t *)NPCS.NPC);
}