Exemple #1
0
qboolean NPC_GetMoveDirectionAltRoute( vec3_t out, float *distance, qboolean tryStraight )
{
	vec3_t		angles;

	NPCInfo->aiFlags &= ~NPCAI_BLOCKED;

	//Clear the struct
	memset( &frameNavInfo, 0, sizeof( frameNavInfo ) );

	//Get our movement, if any
	if ( NPC_GetMoveInformation( frameNavInfo.direction, &frameNavInfo.distance ) == qfalse )
		return qfalse;

	//Setup the return value
	*distance = frameNavInfo.distance;

	//For starters
	VectorCopy( frameNavInfo.direction, frameNavInfo.pathDirection );

	//If on a ladder, move appropriately
	if ( NPC->watertype & CONTENTS_LADDER )
	{
		NPC_LadderMove( frameNavInfo.direction );
		return qtrue;
	}

	//Attempt a straight move to goal
	if ( !tryStraight || NPC_ClearPathToGoal( frameNavInfo.direction, NPCInfo->goalEntity ) == qfalse )
	{//blocked
		//Can't get straight to goal, use macro nav
		if ( NAVNEW_MoveToGoal( NPC, &frameNavInfo ) == WAYPOINT_NONE )
		{
			//Can't reach goal, just face
			vectoangles( frameNavInfo.direction, angles );
			NPCInfo->desiredYaw	= AngleNormalize360( angles[YAW] );		
			VectorCopy( frameNavInfo.direction, out );
			*distance = frameNavInfo.distance;
			return qfalse;
		}
		//else we are on our way
		frameNavInfo.flags |= NIF_MACRO_NAV;
	}
	else
	{//we have no architectural problems, see if there are ents inthe way and try to go around them
		//not blocked
		if ( d_altRoutes.integer )
		{//try macro nav
			navInfo_t	tempInfo;
			memcpy( &tempInfo, &frameNavInfo, sizeof( tempInfo ) );
			if ( NAVNEW_AvoidCollision( NPC, NPCInfo->goalEntity, &tempInfo, qtrue, 5 ) == qfalse )
			{//revert to macro nav
				//Can't get straight to goal, dump tempInfo and use macro nav
				if ( NAVNEW_MoveToGoal( NPC, &frameNavInfo ) == WAYPOINT_NONE )
				{
					//Can't reach goal, just face
					vectoangles( frameNavInfo.direction, angles );
					NPCInfo->desiredYaw	= AngleNormalize360( angles[YAW] );		
					VectorCopy( frameNavInfo.direction, out );
					*distance = frameNavInfo.distance;
					return qfalse;
				}
				//else we are on our way
				frameNavInfo.flags |= NIF_MACRO_NAV;
			}
			else
			{//otherwise, either clear or can avoid
				memcpy( &frameNavInfo, &tempInfo, sizeof( frameNavInfo ) );
			}
		}
		else
		{//OR: just give up
			if ( NAVNEW_AvoidCollision( NPC, NPCInfo->goalEntity, &frameNavInfo, qtrue, 30 ) == qfalse )
			{//give up
				return qfalse;
			}
		}
	}

	//Setup the return values
	VectorCopy( frameNavInfo.direction, out );
	*distance = frameNavInfo.distance;

	return qtrue;
}
Exemple #2
0
/*
-------------------------
NAVNEW_MoveToGoal
-------------------------
*/
int	NAVNEW_MoveToGoal( gentity_t *self, navInfo_t *info )
{
	int			bestNode = WAYPOINT_NONE;
	qboolean	foundClearPath = qfalse;
	vec3_t		origin;
	navInfo_t	tempInfo;
	qboolean	setBlockedInfo = qtrue;
	qboolean	/*inBestWP, */inGoalWP/*, goalWPFailed = qfalse*/;
	int			numTries = 0;

	memcpy( &tempInfo, info, sizeof( tempInfo ) );

	//Must have a goal entity to move there
	if( self->NPC->goalEntity == NULL )
		return WAYPOINT_NONE;

	if ( self->waypoint == WAYPOINT_NONE && self->noWaypointTime > level.time )
	{//didn't have a valid one in about the past second, don't look again just yet
		return WAYPOINT_NONE;
	}
	if ( self->NPC->goalEntity->waypoint == WAYPOINT_NONE && self->NPC->goalEntity->noWaypointTime > level.time )
	{//didn't have a valid one in about the past second, don't look again just yet
		return WAYPOINT_NONE;
	}
	if ( self->noWaypointTime > level.time &&
		self->NPC->goalEntity->noWaypointTime > level.time )
	{//just use current waypoints
		bestNode = trap->Nav_GetBestNodeAltRoute2( self->waypoint, self->NPC->goalEntity->waypoint, bestNode );
	}
	//FIXME!!!!: this is making them wiggle back and forth between waypoints
	else if ( (bestNode = trap->Nav_GetBestPathBetweenEnts( (sharedEntity_t *)self, (sharedEntity_t *)self->NPC->goalEntity, NF_CLEAR_PATH )) == NODE_NONE )//!NAVNEW_GetWaypoints( self, qtrue ) )
	{//one of us didn't have a valid waypoint!
		if ( self->waypoint == NODE_NONE )
		{//don't even try to find one again for a bit
			self->noWaypointTime = level.time + Q_irand( 500, 1500 );
		}
		if ( self->NPC->goalEntity->waypoint == NODE_NONE )
		{//don't even try to find one again for a bit
			self->NPC->goalEntity->noWaypointTime = level.time + Q_irand( 500, 1500 );
		}
		return WAYPOINT_NONE;
	}
	else
	{
		if ( self->NPC->goalEntity->noWaypointTime < level.time )
		{
			self->NPC->goalEntity->noWaypointTime = level.time + Q_irand( 500, 1500 );
		}
	}

	while( !foundClearPath )
	{
		/*inBestWP = */inGoalWP = qfalse;
		/*
		bestNode = trap->Nav_GetBestNodeAltRoute( self->waypoint, self->NPC->goalEntity->waypoint, bestNode );
		*/

		if ( bestNode == WAYPOINT_NONE )
		{
			goto failed;
		}

		//see if we can get directly to the next node off bestNode en route to goal's node...
		//NOTE: shouldn't be necc. now
		/*
		int oldBestNode = bestNode;
		bestNode = NAV_TestBestNode( self, self->waypoint, bestNode, qtrue );//, self->NPC->goalEntity->waypoint );// 
		//NOTE: Guaranteed to return something
		if ( bestNode != oldBestNode )
		{//we were blocked somehow
			if ( setBlockedInfo )
			{
				self->NPC->aiFlags |= NPCAI_BLOCKED;
				trap->Nav_GetNodePosition( oldBestNode, NPCInfo->blockedDest );
			}
		}
		*/
		trap->Nav_GetNodePosition( bestNode, origin );
		/*
		if ( !goalWPFailed )
		{//we haven't already tried to go straight to goal or goal's wp
			if ( bestNode == self->NPC->goalEntity->waypoint )
			{//our bestNode is the goal's wp
				if ( NAV_HitNavGoal( self->r.currentOrigin, self->r.mins, self->r.maxs, origin, trap->Nav_GetNodeRadius( bestNode ), FlyingCreature( self ) ) )
				{//we're in the goal's wp
					inGoalWP = qtrue;
					//we're in the goalEntity's waypoint already
					//so head for the goalEntity since we know it's clear of architecture
					//FIXME: this is pretty stupid because the NPCs try to go straight
					//		towards their goal before then even try macro_nav...
					VectorCopy( self->NPC->goalEntity->r.currentOrigin, origin );
				}
			}
		}
		*/
		if ( !inGoalWP )
		{//not heading straight for goal
			if ( bestNode == self->waypoint )
			{//we know it's clear or architecture
				//trap->Nav_GetNodePosition( self->waypoint, origin );
				/*
				if ( NAV_HitNavGoal( self->r.currentOrigin, self->r.mins, self->r.maxs, origin, trap->Nav_GetNodeRadius( bestNode ), FlyingCreature( self ) ) )
				{//we're in the wp we're heading for already
					inBestWP = qtrue;
				}
				*/
			}
			else
			{//heading to an edge off our confirmed clear waypoint... make sure it's clear
				//it it's not, bestNode will fall back to our waypoint
				int oldBestNode = bestNode;
				bestNode = NAV_TestBestNode( self, self->waypoint, bestNode, qtrue );
				if ( bestNode == self->waypoint )
				{//we fell back to our waypoint, reset the origin
					self->NPC->aiFlags |= NPCAI_BLOCKED;
					trap->Nav_GetNodePosition( oldBestNode, NPCS.NPCInfo->blockedDest );
					trap->Nav_GetNodePosition( bestNode, origin );
				}
			}
		}
		//Com_Printf( "goalwp = %d, mywp = %d, node = %d, origin = %s\n", self->NPC->goalEntity->waypoint, self->waypoint, bestNode, vtos(origin) );

		memcpy( &tempInfo, info, sizeof( tempInfo ) );
		VectorSubtract( origin, self->r.currentOrigin, tempInfo.direction );
		VectorNormalize( tempInfo.direction );

		//NOTE: One very important thing NAVNEW_AvoidCollision does is
		//		it actually CHANGES the value of "direction" - it changes it to
		//		whatever dir you need to go in to avoid the obstacle...
		foundClearPath = NAVNEW_AvoidCollision( self, self->NPC->goalEntity, &tempInfo, setBlockedInfo, 5 );

		if ( !foundClearPath )
		{//blocked by an ent
			if ( inGoalWP )
			{//we were heading straight for the goal, head for the goal's wp instead
				trap->Nav_GetNodePosition( bestNode, origin );
				foundClearPath = NAVNEW_AvoidCollision( self, self->NPC->goalEntity, &tempInfo, setBlockedInfo, 5 );
			}
		}

		if ( foundClearPath )
		{//clear!
			//If we got set to blocked, clear it
			NPC_ClearBlocked( self );
			//Take the dir
			memcpy( info, &tempInfo, sizeof( *info ) );
			if ( self->s.weapon == WP_SABER )
			{//jedi
				if ( info->direction[2] * info->distance > 64 )
				{
					self->NPC->aiFlags |= NPCAI_BLOCKED;
					VectorCopy( origin, NPCS.NPCInfo->blockedDest );
					goto failed;
				}
			}
		}
		else
		{//blocked by ent!
			if ( setBlockedInfo )
			{
				self->NPC->aiFlags |= NPCAI_BLOCKED;
				trap->Nav_GetNodePosition( bestNode, NPCS.NPCInfo->blockedDest );
			}
			//Only set blocked info first time
			setBlockedInfo = qfalse;

			if ( inGoalWP )
			{//we headed for our goal and failed and our goal's WP and failed
				if ( self->waypoint == self->NPC->goalEntity->waypoint )
				{//our waypoint is our goal's waypoint, nothing we can do
					//remember that this node is blocked
					trap->Nav_AddFailedNode( (sharedEntity_t *)self, self->waypoint );
					goto failed;
				}
				else
				{//try going for our waypoint this time
					inGoalWP = qfalse;
				}
			}
			else if ( bestNode != self->waypoint )
			{//we headed toward our next waypoint (instead of our waypoint) and failed
				if ( d_altRoutes.integer )
				{//mark this edge failed and try our waypoint
					//NOTE: don't assume there is something blocking the direct path
					//			between my waypoint and the bestNode... I could be off
					//			that path because of collision avoidance...
					if ( d_patched.integer &&//use patch-style navigation
 						( !trap->Nav_NodesAreNeighbors( self->waypoint, bestNode )
						|| NAVNEW_TestNodeConnectionBlocked( self->waypoint, bestNode, self, self->NPC->goalEntity->s.number, qfalse, qtrue ) ) )
					{//the direct path between these 2 nodes is blocked by an ent
						trap->Nav_AddFailedEdge( self->s.number, self->waypoint, bestNode );
					}
					bestNode = self->waypoint;
				}
				else
				{
					//we should stop
					goto failed;
				}
			}
			else 
			{//we headed for *our* waypoint and couldn't get to it
				if ( d_altRoutes.integer )
				{
					//remember that this node is blocked
					trap->Nav_AddFailedNode( (sharedEntity_t *)self, self->waypoint );
					//Now we should get our waypoints again
					//FIXME: cache the trace-data for subsequent calls as only the route info would have changed
					//if ( (bestNode = trap->Nav_GetBestPathBetweenEnts( self, self->NPC->goalEntity, NF_CLEAR_PATH )) == NODE_NONE )//!NAVNEW_GetWaypoints( self, qfalse ) )
					{//one of our waypoints is WAYPOINT_NONE now
						goto failed;
					}
				}
				else
				{
					//we should stop
					goto failed;
				}
			}

			if ( ++numTries >= 10 )
			{
				goto failed;
			}
		}
	}

//finish:
	//Draw any debug info, if requested
	if ( NAVDEBUG_showEnemyPath )
	{
		vec3_t	dest, start;

		//Get the positions
		trap->Nav_GetNodePosition( self->NPC->goalEntity->waypoint, dest );
		trap->Nav_GetNodePosition( bestNode, start );

		//Draw the route
		G_DrawNode( start, NODE_START );
		if ( bestNode != self->waypoint )
		{
			vec3_t	wpPos;
			trap->Nav_GetNodePosition( self->waypoint, wpPos );
			G_DrawNode( wpPos, NODE_NAVGOAL );
		}
		G_DrawNode( dest, NODE_GOAL );
		G_DrawEdge( dest, self->NPC->goalEntity->r.currentOrigin, EDGE_PATH );
		G_DrawNode( self->NPC->goalEntity->r.currentOrigin, NODE_GOAL );
		trap->Nav_ShowPath( bestNode, self->NPC->goalEntity->waypoint );
	}

	self->NPC->shoveCount = 0;

	//let me keep this waypoint for a while
	if ( self->noWaypointTime < level.time )
	{
		self->noWaypointTime = level.time + Q_irand( 500, 1500 );
	}
	return bestNode;

failed:
	//FIXME: What we should really do here is have a list of the goal's and our
	//		closest clearpath waypoints, ranked.  If the first set fails, try the rest
	//		until there are no alternatives.

	trap->Nav_GetNodePosition( self->waypoint, origin );

	//do this to avoid ping-ponging?
	return WAYPOINT_NONE;
	/*
	//this was causing ping-ponging
	if ( DistanceSquared( origin, self->r.currentOrigin ) < 16 )//woo, magic number
	{//We're right up on our waypoint, so that won't help, return none
		//Or maybe find the nextbest here?
		return WAYPOINT_NONE;
	}
	else
	{//Try going to our waypoint
		bestNode = self->waypoint;

		VectorSubtract( origin, self->r.currentOrigin, info.direction );
		VectorNormalize( info.direction );
	}
	
	goto finish;
	*/
}