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134 lines
4 KiB
C++
134 lines
4 KiB
C++
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//-----------------------------------------------------------------------------
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//
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// $Logfile:: /EF2/Code/DLLs/game/FollowPathToEntity.cpp $
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// $Revision:: 12 $
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// $Author:: Singlis $
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// $Date:: 9/26/03 2:36p $
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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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//
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//
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// DESCRIPTION:
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// Specialization of FollowPath used to follow moving entities
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//
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#include "_pch_cpp.h"
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#include "actor.h"
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#include "FollowPathToEntity.h"
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//------------------------- CLASS ------------------------------
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//
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// Name: FollowPathToEntity
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// Base Class: FollowPath
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//
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// Description: FollowPathToEntity is a specialization of
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// FollowPath used when the Actor must move to a moving Entity
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//
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// Method of Use: Behaviors Aggregate FollowPath classes to
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// handle long term motion to a goal
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//
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//--------------------------------------------------------------
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CLASS_DECLARATION( FollowPath, FollowPathToEntity, NULL )
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{
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{ NULL, NULL }
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};
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//----------------------------------------------------------------
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// Name: FollowPathToEntity
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// Class: FollowPathToEntity
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//
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// Description: default constructor
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//
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// Parameters: None
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//
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// Returns: None
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//----------------------------------------------------------------
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FollowPathToEntity::FollowPathToEntity():
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_targetEntity(NULL),
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_oldGoalPosition(0,0,0)
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{
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}
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//----------------------------------------------------------------
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// Name: SetGoal
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// Class: FollowPathToEntity
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//
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// Description: sets goal entity and creates a path to it
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//
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// Parameters:
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// Entity entity - goal entity
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// float radius - how close actor needs to get to goal
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// Actor self - the Actor trying to get to the goal
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//
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// Returns: None
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//----------------------------------------------------------------
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void FollowPathToEntity::SetGoal(Entity *entity, const float radius, Actor &self)
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{
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SetRadius(radius);
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if (
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( _targetEntity == NULL ) ||
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( _targetEntity->entnum != entity->entnum)
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)
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{
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_targetEntity = entity;
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_oldGoalPosition = GetGoalPosition();
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GetPath().SetPath(self, self.origin, GetGoalPosition());
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}
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}
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//----------------------------------------------------------------
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// Name: ClearTraceToGoal
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// Class: FollowPathToEntity
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//
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// Description: test to determine if Actor can move directly
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// to the goal
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//
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// Parameters:
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// Actor self - the Actor trying to get to the goal
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// trace_t trace - trace that travels from the
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// Actor to the goal
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//
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// Returns: bool that is true if the trace reaches the goal
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//----------------------------------------------------------------
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const bool FollowPathToEntity::ClearTraceToGoal( Actor &self, const trace_t &traceToGoal, const float radius ) const
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{
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assert (_targetEntity != NULL);
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// Path is only obstructed by the goal object itself
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bool traceHitGoal = (
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(_targetEntity->entnum == traceToGoal.entityNum) &&
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(traceToGoal.entityNum != ENTITYNUM_NONE)
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);
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return ( FollowPath::ClearTraceToGoal( self, traceToGoal, radius ) || (!traceToGoal.startsolid && traceHitGoal ) );
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}
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//----------------------------------------------------------------
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// Name: Evaluate
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// Class: FollowPathToEntity
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//
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// Description: attempts to move the Actor to the goal position
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//
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// Parameters:
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// Actor self - the actor following the path
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//
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// Returns: Steering::ReturnValue returns reason for failure
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//----------------------------------------------------------------
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const Steering::ReturnValue FollowPathToEntity::Evaluate( Actor &self)
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{
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if (Vector::Distance( _oldGoalPosition, GetGoalPosition()) > GetAvoidanceDistance() )
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{
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_oldGoalPosition = GetGoalPosition();
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GetPath().SetPath(self, self.origin, GetGoalPosition() );
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}
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return FollowPath::Evaluate( self);
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}
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