fteqw/engine/server/sv_move.c

1288 lines
34 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
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, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// sv_move.c -- monster movement
#include "quakedef.h"
#include "pr_common.h"
#if defined(CSQC_DAT) || !defined(CLIENTONLY)
/*
=============
SV_CheckBottom
Returns false if any part of the bottom of the entity is off an edge that
is not a staircase.
=============
*/
//int c_yes, c_no;
hull_t *Q1BSP_ChooseHull(model_t *model, int hullnum, vec3_t mins, vec3_t maxs, vec3_t offset);
//this function is axial. major axis determines ground. if it switches slightly, a new axis may become the ground...
qboolean World_CheckBottom (world_t *world, wedict_t *ent, vec3_t up)
{
vec3_t mins, maxs, start, stop;
trace_t trace;
int x, y;
float mid;
int a0,a1,a2; //logical x, y, z
int sign;
mins[0] = fabs(up[0]);
mins[1] = fabs(up[1]);
mins[2] = fabs(up[2]);
if (mins[2] > mins[0] && mins[2] > mins[1])
{
a0 = 0;
a1 = 1;
a2 = 2;
}
else
{
a2 = mins[1] > mins[0];
a0 = 1 - a2;
a1 = 2;
}
sign = (up[a2]>0)?1:-1;
VectorAdd (ent->v->origin, ent->v->mins, mins);
#ifdef Q1BSPS
if (world->worldmodel->fromgame == fg_quake || world->worldmodel->fromgame == fg_halflife)
{
//quake's hulls are weird. sizes are defined as from mins to mins+hullsize. the actual maxs is ignored other than for its size.
hull_t *hull;
hull = Q1BSP_ChooseHull(world->worldmodel, ent->xv->hull, ent->v->mins, ent->v->maxs, start);
VectorAdd (mins, start, mins);
VectorSubtract (mins, hull->clip_mins, maxs);
VectorAdd (maxs, hull->clip_maxs, maxs);
}
else
#endif
VectorAdd (ent->v->origin, ent->v->maxs, maxs);
// if all of the points under the corners are solid world, don't bother
// with the tougher checks
// the corners must be within 16 of the midpoint
start[a2] = (sign<0)?maxs[a2]:mins[a2] - sign;
for (x=0 ; x<=1 ; x++)
for (y=0 ; y<=1 ; y++)
{
start[a0] = x ? maxs[a0] : mins[a0];
start[a1] = y ? maxs[a1] : mins[a1];
if (!(World_PointContentsWorldOnly (world, start) & FTECONTENTS_SOLID))
goto realcheck;
}
// c_yes++;
return true; // we got out easy
realcheck:
// c_no++;
//
// check it for real...
//
start[a2] = (sign<0)?maxs[a2]:mins[a2];
// the midpoint must be within 16 of the bottom
start[a0] = stop[a0] = (mins[a0] + maxs[a0])*0.5;
start[a1] = stop[a1] = (mins[a1] + maxs[a1])*0.5;
stop[a2] = start[a2] - 2*movevars.stepheight*sign;
trace = World_Move (world, start, vec3_origin, vec3_origin, stop, true|MOVE_IGNOREHULL, ent);
if (trace.fraction == 1.0)
return false;
mid = trace.endpos[2];
mid = (mid-start[a2]-(movevars.stepheight*sign)) / (stop[a2]-start[a2]);
// the corners must be within 16 of the midpoint
for (x=0 ; x<=1 ; x++)
for (y=0 ; y<=1 ; y++)
{
start[a0] = stop[a0] = x ? maxs[a0] : mins[a0];
start[a1] = stop[a1] = y ? maxs[a1] : mins[a1];
trace = World_Move (world, start, vec3_origin, vec3_origin, stop, true|MOVE_IGNOREHULL, ent);
if (trace.fraction == 1.0 || trace.fraction > mid)//mid - trace.endpos[2] > movevars.stepheight)
return false;
}
// c_yes++;
return true;
}
/*
=============
SV_movestep
Called by monster program code.
The move will be adjusted for slopes and stairs, but if the move isn't
possible, no move is done, false is returned, and
pr_global_struct->trace_normal is set to the normal of the blocking wall
=============
*/
qboolean World_movestep (world_t *world, wedict_t *ent, vec3_t move, vec3_t axis[3], qboolean relink, qboolean noenemy, void (*set_move_trace)(pubprogfuncs_t *prinst, trace_t *trace))
{
float dz;
vec3_t oldorg, neworg, end;
trace_t trace;
int i;
wedict_t *enemy = world->edicts;
int eflags = ent->v->flags;
vec3_t eaxis[3];
if (!axis)
{
//fixme?
World_GetEntGravityAxis(ent, eaxis);
axis = eaxis;
}
// try the move
VectorCopy (ent->v->origin, oldorg);
VectorAdd (ent->v->origin, move, neworg);
// flying monsters don't step up
if ((eflags & (FL_SWIM | FL_FLY))
#if defined(HEXEN2) && defined(HAVE_SERVER)
//hexen2 has some extra logic for FLH2_HUNTFACE, but its buggy and thus never used.
//it would be nice to redefine the NOZ flag to instead force noenemy here, but that's not hexen2-compatible and FLH2_NOZ is bound to conflict with some quake mod.
&& (world != &sv.world || progstype != PROG_H2 || !(eflags & (FLH2_NOZ|FLH2_HUNTFACE)))
#endif
)
{
// try one move with vertical motion, then one without
for (i=0 ; i<2 ; i++)
{
VectorAdd (ent->v->origin, move, neworg);
if (!noenemy)
{
enemy = (wedict_t*)PROG_TO_EDICT(world->progs, ent->v->enemy);
if (i == 0 && enemy->entnum)
{
VectorSubtract(ent->v->origin, ((wedict_t*)PROG_TO_EDICT(world->progs, ent->v->enemy))->v->origin, end);
dz = DotProduct(end, axis[2]);
if (dz > 40)
VectorMA(neworg, -8, axis[2], neworg);
if (dz < 30)
VectorMA(neworg, 8, axis[2], neworg);
}
}
trace = World_Move (world, ent->v->origin, ent->v->mins, ent->v->maxs, neworg, false, ent);
if (set_move_trace)
set_move_trace(world->progs, &trace);
if (trace.fraction == 1)
{
if ( (eflags & FL_SWIM) && !(World_PointContentsWorldOnly(world, trace.endpos) & FTECONTENTS_FLUID))
continue; // swim monster left water
VectorCopy (trace.endpos, ent->v->origin);
if (relink)
World_LinkEdict (world, ent, true);
return true;
}
if (noenemy || !enemy->entnum)
break;
}
return false;
}
// push down from a step height above the wished position
VectorMA(neworg, movevars.stepheight, axis[2], neworg);
VectorMA(neworg, movevars.stepheight*-2, axis[2], end);
trace = World_Move (world, neworg, ent->v->mins, ent->v->maxs, end, false, ent);
if (set_move_trace)
set_move_trace(world->progs, &trace);
if (trace.allsolid)
return false;
if (trace.startsolid)
{
//move up by an extra step, if needed
VectorMA(neworg, -movevars.stepheight, axis[2], neworg);
trace = World_Move (world, neworg, ent->v->mins, ent->v->maxs, end, false, ent);
if (set_move_trace)
set_move_trace(world->progs, &trace);
if (trace.allsolid || trace.startsolid)
return false;
}
if (trace.fraction == 1)
{
// if monster had the ground pulled out, go ahead and fall
if ( (int)ent->v->flags & FL_PARTIALGROUND )
{
VectorAdd (ent->v->origin, move, ent->v->origin);
if (relink)
World_LinkEdict (world, ent, true);
ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
// Con_Printf ("fall down\n");
return true;
}
return false; // walked off an edge
}
// check point traces down for dangling corners
VectorCopy (trace.endpos, ent->v->origin);
if (!World_CheckBottom (world, ent, axis[2]))
{
if ( (int)ent->v->flags & FL_PARTIALGROUND )
{ // entity had floor mostly pulled out from underneath it
// and is trying to correct
if (relink)
World_LinkEdict (world, ent, true);
return true;
}
VectorCopy (oldorg, ent->v->origin);
return false;
}
if ( (int)ent->v->flags & FL_PARTIALGROUND )
{
// Con_Printf ("back on ground\n");
ent->v->flags = (int)ent->v->flags & ~FL_PARTIALGROUND;
}
ent->v->groundentity = EDICT_TO_PROG(world->progs, trace.ent);
// the move is ok
if (relink)
World_LinkEdict (world, ent, true);
return true;
}
//============================================================================
qboolean World_GetEntGravityAxis(wedict_t *ent, vec3_t axis[3])
{
if (ent->xv->gravitydir[0] || ent->xv->gravitydir[1] || ent->xv->gravitydir[2])
{
void PerpendicularVector( vec3_t dst, const vec3_t src );
VectorNegate(ent->xv->gravitydir, axis[2]);
VectorNormalize(axis[2]);
PerpendicularVector(axis[0], axis[2]);
VectorNormalize(axis[0]);
CrossProduct(axis[2], axis[0], axis[1]);
VectorNormalize(axis[1]);
return true;
}
else
{
VectorSet(axis[0], 1, 0, 0);
VectorSet(axis[1], 0, 1, 0);
VectorSet(axis[2], 0, 0, 1);
return false;
}
}
/*
==============
PF_changeyaw
This was a major timewaster in progs, so it was converted to C
==============
*/
float World_changeyaw (wedict_t *ent)
{
float ideal, current, move, speed;
vec3_t surf[3];
if (World_GetEntGravityAxis(ent, surf))
{
//complex matrix stuff
float mat[16];
float surfm[16], invsurfm[16];
float viewm[16];
vec3_t view[4];
vec3_t vang;
/*calc current view matrix relative to the surface*/
AngleVectorsMesh(ent->v->angles, view[0], view[1], view[2]);
VectorNegate(view[1], view[1]);
World_GetEntGravityAxis(ent, surf);
Matrix4x4_RM_FromVectors(surfm, surf[0], surf[1], surf[2], vec3_origin);
Matrix3x4_InvertTo4x4_Simple(surfm, invsurfm);
/*calc current view matrix relative to the surface*/
Matrix4x4_RM_FromVectors(viewm, view[0], view[1], view[2], vec3_origin);
Matrix4_Multiply(viewm, invsurfm, mat);
/*convert that back to angles*/
Matrix3x4_RM_ToVectors(mat, view[0], view[1], view[2], view[3]);
VectorAngles(view[0], view[2], vang, true);
/*edit it*/
ideal = ent->v->ideal_yaw;
speed = ent->v->yaw_speed;
move = ideal - anglemod(vang[YAW]);
if (move > 180)
move -= 360;
else if (move < -180)
move += 360;
if (move > 0)
{
if (move > speed)
move = speed;
}
else
{
if (move < -speed)
move = -speed;
}
vang[YAW] = anglemod(vang[YAW] + move);
/*clamp pitch, kill roll. monsters don't pitch/roll.*/
vang[PITCH] = 0;
vang[ROLL] = 0;
move = ideal - vang[YAW];
/*turn those angles back to a matrix*/
AngleVectors(vang, view[0], view[1], view[2]);
VectorNegate(view[1], view[1]);
Matrix4x4_RM_FromVectors(mat, view[0], view[1], view[2], vec3_origin);
/*rotate back into world space*/
Matrix4_Multiply(mat, surfm, viewm);
/*and figure out the final result*/
Matrix3x4_RM_ToVectors(viewm, view[0], view[1], view[2], view[3]);
VectorAngles(view[0], view[2], ent->v->angles, true);
//make sure everything is sane
ent->v->angles[PITCH] = anglemod(ent->v->angles[PITCH]);
ent->v->angles[YAW] = anglemod(ent->v->angles[YAW]);
ent->v->angles[ROLL] = anglemod(ent->v->angles[ROLL]);
return move;
}
//FIXME: gravitydir. reorient the angles to change the yaw with respect to the current ground surface.
current = anglemod( ent->v->angles[1] );
ideal = ent->v->ideal_yaw;
speed = ent->v->yaw_speed;
if (current == ideal)
return 0;
move = ideal - current;
if (ideal > current)
{
if (move >= 180)
move = move - 360;
}
else
{
if (move <= -180)
move = move + 360;
}
if (move > 0)
{
if (move > speed)
move = speed;
}
else
{
if (move < -speed)
move = -speed;
}
ent->v->angles[1] = anglemod (current + move);
return ideal - ent->v->angles[1];
}
/*
======================
SV_StepDirection
Turns to the movement direction, and walks the current distance if
facing it.
======================
*/
qboolean World_StepDirection (world_t *world, wedict_t *ent, float yaw, float dist, vec3_t axis[3])
{
vec3_t move, oldorigin;
float delta, s;
ent->v->ideal_yaw = yaw;
delta = World_changeyaw(ent);
yaw = yaw*M_PI*2 / 360;
s = cos(yaw)*dist;
VectorScale(axis[0], s, move);
s = sin(yaw)*dist;
VectorMA(move, s, axis[1], move);
//FIXME: Hexen2: ent flags & FL_SET_TRACE
VectorCopy (ent->v->origin, oldorigin);
if (World_movestep (world, ent, move, axis, false, false, NULL))
{
delta = anglemod(delta);
if (delta > 45 && delta < 315)
{ // not turned far enough, so don't take the step
//FIXME: surely this is noticably inefficient?
VectorCopy (oldorigin, ent->v->origin);
}
World_LinkEdict (world, ent, true);
return true;
}
World_LinkEdict (world, ent, true);
return false;
}
/*
======================
SV_FixCheckBottom
======================
*/
void World_FixCheckBottom (wedict_t *ent)
{
// Con_Printf ("SV_FixCheckBottom\n");
ent->v->flags = (int)ent->v->flags | FL_PARTIALGROUND;
}
/*
================
SV_NewChaseDir
================
*/
#define DI_NODIR -1
void World_NewChaseDir (world_t *world, wedict_t *actor, wedict_t *enemy, float dist, vec3_t axis[3])
{
float deltax,deltay;
float d[3];
float tdir, olddir, turnaround;
olddir = anglemod( (int)(actor->v->ideal_yaw/45)*45 );
turnaround = anglemod(olddir - 180);
VectorSubtract(enemy->v->origin, actor->v->origin, d);
deltax = DotProduct(d, axis[0]);
deltay = DotProduct(d, axis[1]);
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 && World_StepDirection(world, actor, tdir, dist, axis))
return;
}
// try other directions
if ( ((rand()&3) & 1) || fabs(deltay)>fabs(deltax))
{
tdir=d[1];
d[1]=d[2];
d[2]=tdir;
}
if (d[1]!=DI_NODIR && d[1]!=turnaround
&& World_StepDirection(world, actor, d[1], dist, axis))
return;
if (d[2]!=DI_NODIR && d[2]!=turnaround
&& World_StepDirection(world, actor, d[2], dist, axis))
return;
/* there is no direct path to the player, so pick another direction */
if (olddir!=DI_NODIR && World_StepDirection(world, actor, olddir, dist, axis))
return;
if (rand()&1) /*randomly determine direction of search*/
{
for (tdir=0 ; tdir<=315 ; tdir += 45)
if (tdir!=turnaround && World_StepDirection(world, actor, tdir, dist, axis) )
return;
}
else
{
for (tdir=315 ; tdir >=0 ; tdir -= 45)
if (tdir!=turnaround && World_StepDirection(world, actor, tdir, dist, axis) )
return;
}
if (turnaround != DI_NODIR && World_StepDirection(world, actor, turnaround, dist, axis) )
return;
actor->v->ideal_yaw = olddir; // can't move
// if a bridge was pulled out from underneath a monster, it may not have
// a valid standing position at all
if (!World_CheckBottom (world, actor, axis[2]))
World_FixCheckBottom (actor);
}
/*
======================
SV_CloseEnough
======================
*/
qboolean World_CloseEnough (wedict_t *ent, wedict_t *goal, float dist)
{
int i;
for (i=0 ; i<3 ; i++)
{
if (goal->v->absmin[i] > ent->v->absmax[i] + dist)
return false;
if (goal->v->absmax[i] < ent->v->absmin[i] - dist)
return false;
}
return true;
}
/*
======================
SV_MoveToGoal
======================
*/
qboolean World_MoveToGoal (world_t *world, wedict_t *ent, float dist)
{
wedict_t *goal;
vec3_t axis[3];
ent = (wedict_t*)PROG_TO_EDICT(world->progs, *world->g.self);
goal = (wedict_t*)PROG_TO_EDICT(world->progs, ent->v->goalentity);
if ( !( (int)ent->v->flags & (FL_ONGROUND|FL_FLY|FL_SWIM) ) )
{
return false;
}
// if the next step hits the enemy, return immediately
if ( PROG_TO_EDICT(world->progs, ent->v->enemy) != (edict_t*)world->edicts && World_CloseEnough (ent, goal, dist) )
return true;
World_GetEntGravityAxis(ent, axis);
// bump around...
if ( (rand()&3)==1 ||
!World_StepDirection (world, ent, ent->v->ideal_yaw, dist, axis))
{
World_NewChaseDir (world, ent, goal, dist, axis);
}
return true;
}
#ifdef ENGINE_ROUTING
#ifdef HAVE_CLIENT
static cvar_t route_shownodes = CVAR("route_shownodes", "0");
#endif
#define LF_EDGE 0x00000001
#define LF_JUMP 0x00000002
#define LF_CROUCH 0x00000004
#define LF_TELEPORT 0x00000008
#define LF_USER 0x7fffff00
#define LF_DESTINATION 0x80000000 //You have reached your destination...
struct waypointnetwork_s
{
size_t refs;
size_t numwaypoints;
model_t *worldmodel;
struct resultnodes_s
{
vec3_t pos;
int linkflags;
float radius;
} *displaynode;
size_t displaynodes;
struct waypoint_s
{
vec3_t org;
float radius; //used for picking the closest waypoint. aka proximity weight. also relaxes routes inside the area.
struct wpneighbour_s
{
int node;
float linkcost;//might be much lower in the case of teleports, or expensive if someone wanted it to be a lower priority link.
int linkflags; //LF_*
} *neighbour;
size_t neighbours;
} waypoints[1];
};
void WayNet_Done(struct waypointnetwork_s *net)
{
if (net)
if (0 == --net->refs)
{
Z_Free(net);
}
}
static qboolean WayNet_TokenizeLine(char **linestart)
{
char *end = *linestart;
if (!*end)
{ //clear it out...
Cmd_TokenizeString("", false, false);
return false;
}
for (; *end; end++)
{
if (*end == '\n')
{
*end++ = 0;
break;
}
}
Cmd_TokenizeString(*linestart, false, false);
*linestart = end;
return true;
}
static struct waypointnetwork_s *WayNet_Begin(void **ctxptr, model_t *worldmodel)
{
struct waypointnetwork_s *net = *ctxptr;
if (!net)
{
char *wf = NULL, *l, *e;
int numwaypoints, maxlinks, numlinks;
struct wpneighbour_s *nextlink;
if (!worldmodel)
return NULL;
if (!wf && !strncmp(worldmodel->name, "maps/", 5))
{
char n[MAX_QPATH];
COM_StripExtension(worldmodel->name+5, n, sizeof(n));
wf = FS_MallocFile(va("data/%s.way", n), FS_GAME, NULL);
}
if (!wf)
wf = FS_MallocFile(va("%s.way", worldmodel->name), FS_GAME, NULL);
if (!wf)
return NULL;
l = wf;
//read the number of waypoints
WayNet_TokenizeLine(&l);
numwaypoints = atoi(Cmd_Argv(0));
//count lines and guess the link count.
for (e = l, maxlinks=0; *e; e++)
if (*e == '\n')
maxlinks++;
maxlinks -= numwaypoints;
net = Z_Malloc(sizeof(*net)-sizeof(net->waypoints) + (numwaypoints*sizeof(struct waypoint_s)) + (maxlinks*sizeof(struct wpneighbour_s)));
net->refs = 1;
net->worldmodel = worldmodel;
*ctxptr = net;
nextlink = (struct wpneighbour_s*)(net->waypoints+numwaypoints);
while (WayNet_TokenizeLine(&l) && net->numwaypoints < numwaypoints)
{
if (!Cmd_Argc())
continue; //a comment line?
net->waypoints[net->numwaypoints].org[0] = atof(Cmd_Argv(0));
net->waypoints[net->numwaypoints].org[1] = atof(Cmd_Argv(1));
net->waypoints[net->numwaypoints].org[2] = atof(Cmd_Argv(2));
net->waypoints[net->numwaypoints].radius = atof(Cmd_Argv(3));
numlinks = bound(0, atoi(Cmd_Argv(4)), maxlinks);
//make sure the links are valid, and clamp to avoid problems (even if we're then going to mis-parse.
net->waypoints[net->numwaypoints].neighbour = nextlink;
while (numlinks-- > 0 && WayNet_TokenizeLine(&l))
{
if (!Cmd_Argc())
continue; //a comment line?
nextlink[net->waypoints[net->numwaypoints].neighbours].node = atoi(Cmd_Argv(0));
nextlink[net->waypoints[net->numwaypoints].neighbours].linkcost = atof(Cmd_Argv(1));
nextlink[net->waypoints[net->numwaypoints].neighbours++].linkflags = atoi(Cmd_Argv(2));
}
maxlinks -= net->waypoints[net->numwaypoints].neighbours;
nextlink += net->waypoints[net->numwaypoints++].neighbours;
}
BZ_Free(wf);
}
net->refs++;
return net;
}
struct waydist_s
{
int node;
float sdist;
};
int QDECL WayNet_Prioritise(const void *a, const void *b)
{
const struct waydist_s *w1 = a, *w2 = b;
if (w1->sdist < w2->sdist)
return -1;
if (w1->sdist == w2->sdist)
return 0;
return 1;
}
int WayNet_FindNearestNode(struct waypointnetwork_s *net, vec3_t pos)
{
if (net && net->numwaypoints)
{
//we qsort the possible nodes, in an attempt to reduce traces.
struct waydist_s *sortedways = alloca(sizeof(*sortedways) * net->numwaypoints);
size_t u;
vec3_t disp;
float sradius;
trace_t tr;
for (u = 0; u < net->numwaypoints; u++)
{
sortedways[u].node = u;
VectorSubtract(net->waypoints[u].org, pos, disp);
sortedways[u].sdist = DotProduct(disp, disp);
sradius = net->waypoints[u].radius*net->waypoints[u].radius;
if (sortedways[u].sdist < sradius)
sortedways[u].sdist -= sradius; //if we're inside the waypoint's radius, push inwards resulting in negatives, so these are always highly prioritised
}
qsort(sortedways, net->numwaypoints, sizeof(struct waydist_s), WayNet_Prioritise);
//can't trace yet...
if (net->worldmodel->loadstate != MLS_LOADED)
return sortedways[0].node;
for (u = 0; u < net->numwaypoints; u++)
{
if (sortedways[u].sdist > 0)
{ //if we're outside the node, we need to do a trace to make sure we can actually reach it.
net->worldmodel->funcs.NativeTrace(net->worldmodel, 0, NULL, NULL, pos, net->waypoints[sortedways[u].node].org, vec3_origin, vec3_origin, false, MASK_WORLDSOLID, &tr);
if (tr.fraction < 1)
continue; //this node is blocked. just move on to the next.
}
return sortedways[u].node;
}
}
return -1;
}
struct routecalc_s
{
world_t *world;
wedict_t *ed;
int spawncount; //so we don't confuse stuff if the map gets restarted.
// float spawnid; //so the route fails if the ent is removed.
func_t callback;
vec3_t start;
vec3_t end;
int denylinkflags;
int startn;
int endn;
int numresultnodes;
struct resultnodes_s *resultnodes;
struct waypointnetwork_s *waynet;
};
//main thread
void Route_Calculated(void *ctx, void *data, size_t a, size_t b)
{
struct routecalc_s *route = data;
pubprogfuncs_t *prinst = route->world->progs;
//let the gamecode know the results
if (!route->callback)
{
BZ_Free(route->waynet->displaynode);
route->waynet->displaynode = BZ_Malloc(sizeof(struct resultnodes_s) * route->numresultnodes);
route->waynet->displaynodes = route->numresultnodes;
memcpy(route->waynet->displaynode, route->resultnodes, sizeof(struct resultnodes_s) * route->numresultnodes);
}
else if (route->callback && route->world->spawncount == route->spawncount/* && route->spawnid == route->ed->xv->uniquespawnid*/)
{
struct globalvars_s * pr_globals = PR_globals(prinst, PR_CURRENT);
struct resultnodes_s *ptr = prinst->AddressableAlloc(prinst, sizeof(struct resultnodes_s) * route->numresultnodes);
memcpy(ptr, route->resultnodes, sizeof(struct resultnodes_s) * route->numresultnodes);
G_INT(OFS_PARM0) = EDICT_TO_PROG(prinst, route->ed);
VectorCopy(route->end, G_VECTOR(OFS_PARM1));
G_INT(OFS_PARM2) = route->numresultnodes;
G_INT(OFS_PARM3) = (char*)ptr-prinst->stringtable;
PR_ExecuteProgram(prinst, route->callback);
}
//and we're done. destroy everything.
WayNet_Done(route->waynet);
Z_Free(route->resultnodes);
Z_Free(route);
}
//#define FLOODALL
#define COST_INFINITE FLT_MAX
typedef struct
{
int id;
int flags;
} nodefrom_t;
static qboolean Route_Completed(struct routecalc_s *r, nodefrom_t *nodecamefrom)
{
size_t u;
struct waypointnetwork_s *n = r->waynet;
r->resultnodes = Z_Malloc(sizeof(*r->resultnodes)*(n->numwaypoints+1)*3);
r->numresultnodes = 0;
//target point is first. yay.
VectorCopy(r->end, r->resultnodes[0].pos);
r->resultnodes[0].linkflags = LF_DESTINATION;
r->resultnodes[0].radius = 32;
r->numresultnodes++;
u = r->endn;
for (;;)
{
VectorCopy(n->waypoints[u].org, r->resultnodes[r->numresultnodes].pos);
r->resultnodes[r->numresultnodes].linkflags = nodecamefrom[u].flags;
r->resultnodes[r->numresultnodes].radius = n->waypoints[u].radius;
r->numresultnodes++;
if (u == r->startn)
break;
u = nodecamefrom[u].id;
}
//and include the start point, because we can
VectorCopy(r->start, r->resultnodes[r->numresultnodes].pos);
r->resultnodes[r->numresultnodes].linkflags = 0;
r->resultnodes[r->numresultnodes].radius = 32;
r->numresultnodes++;
return true;
}
#if 1
static float Route_GuessCost(struct routecalc_s *r, float *fromorg)
{ //if we want to guarentee the shortest route, then we MUST always return a value <= to the actual cost here.
//unfortunately we don't know how many teleporters are between the two points.
//on the plus side, a little randomness here means we'll find alternative (longer) routes some times, which will reduce flash points and help flag carriers...
vec3_t disp;
VectorSubtract(r->end, fromorg, disp);
return sqrt(DotProduct(disp,disp));
}
static qboolean Route_Process(struct routecalc_s *r)
{
struct waypointnetwork_s *n = r->waynet;
int opennodes = 0;
int u, j;
float guesscost;
struct opennode_s {
int node;
float cost;
} *open = alloca(sizeof(*open)*n->numwaypoints);
float *nodecost = alloca(sizeof(*nodecost)*n->numwaypoints);
nodefrom_t *nodecamefrom = alloca(sizeof(*nodecamefrom)*n->numwaypoints);
for(u = 0; u < n->numwaypoints; u++)
nodecost[u] = COST_INFINITE;
if (r->startn >= 0)
{
nodecost[r->startn] = 0;
open[0].node = r->startn;
open[0].cost = 0;
opennodes++;
}
while(opennodes)
{
int nodeidx = open[--opennodes].node;
struct waypoint_s *wp = &n->waypoints[nodeidx];
#ifdef _DEBUG
if (nodeidx < 0 || nodeidx >= n->numwaypoints)
{
Con_Printf("Bad node index in open list\n");
return false;
}
#endif
if (nodeidx == r->endn)
{ //we found the end!
return Route_Completed(r, nodecamefrom);
}
for (u = 0; u < wp->neighbours; u++)
{
struct wpneighbour_s *l = &wp->neighbour[u];
int linkidx = l->node;
float realcost = nodecost[nodeidx] + l->linkcost;
#ifdef _DEBUG
if (linkidx < 0 || linkidx >= n->numwaypoints)
{
Con_Printf("Bad node link index in routing table\n");
return false;
}
#endif
if (realcost >= nodecost[linkidx])
continue;
nodecamefrom[linkidx].id = nodeidx;
nodecamefrom[linkidx].flags = l->linkflags;
nodecost[linkidx] = realcost;
for (j = opennodes-1; j >= 0; j--)
{
if (open[j].node == linkidx)
break;
}
guesscost = realcost + Route_GuessCost(r, n->waypoints[linkidx].org);
if (j < 0)
{ //not already in the list
//tbh, we should probably just directly bubble in this loop instead of doing the memcpy (with its internal second loop).
for (j = opennodes-1; j >= 0; j--)
if (guesscost <= open[j].cost)
break;
j++;
//move them up
memmove(&open[j+1], &open[j], sizeof(*open)*(opennodes-j));
open[j].node = linkidx;
open[j].cost = guesscost;
opennodes++;
}
else if (guesscost < open[j].cost)
{ //if it got cheaper, be prepared to move the node towards the higher addresses (these will be checked first).
for (; j+1 < opennodes && open[j+1].cost > guesscost; j++)
open[j] = open[j+1];
//okay, so we can't keep going... this is our new slot!
open[j].node = linkidx;
open[j].cost = guesscost;
}
//otherwise it got more expensive, and we don't care about that
}
}
return false;
}
#else
static qboolean Route_Process(struct routecalc_s *r)
{
struct waypointnetwork_s *n = r->waynet;
int opennodes = 0;
int u, j;
//we use an open list in a desperate attempt to avoid recursing the entire network
int *open = alloca(sizeof(*open)*n->numwaypoints);
float *nodecost = alloca(sizeof(*nodecost)*n->numwaypoints);
nodefrom_t *nodecamefrom = alloca(sizeof(*nodecamefrom)*n->numwaypoints);
for(u = 0; u < n->numwaypoints; u++)
nodecost[u] = COST_INFINITE;
nodecost[r->startn] = 0;
open[opennodes++] = r->startn;
while(opennodes)
{
int nodeidx = open[--opennodes];
struct waypoint_s *wp = &n->waypoints[nodeidx];
// if (nodeidx < 0 || nodeidx >= n->numwaypoints)
// return false;
for (u = 0; u < wp->neighbours; u++)
{
struct wpneighbour_s *l = &wp->neighbour[u];
int linkidx = l->node;
float realcost = nodecost[nodeidx] + l->linkcost;
// if (linkidx < 0 || linkidx >= n->numwaypoints)
// return false;
if (realcost >= nodecost[linkidx])
continue;
nodecamefrom[linkidx].id = nodeidx;
nodecamefrom[linkidx].flags = l->linkflags;
nodecost[linkidx] = realcost;
for (j = 0; j < opennodes; j++)
{
if (open[j] == linkidx)
break;
}
if (j == opennodes) //not already queued
open[opennodes++] = linkidx;
}
}
if (r->endn >= 0 && nodecost[r->endn] < COST_INFINITE)
{ //we found the end! we can build the route from end to start.
return Route_Completed(r, nodecamefrom);
}
return false;
}
#endif
//worker thread
void Route_Calculate(void *ctx, void *data, size_t a, size_t b)
{
struct routecalc_s *route = data;
//first thing is to find the start+end nodes.
if (route->waynet && route->startn >= 0 && route->endn >= 0 && Route_Process(route))
;
else
{
route->numresultnodes = 0;
route->resultnodes = Z_Malloc(sizeof(*route->resultnodes)*2);
VectorCopy(route->end, route->resultnodes[0].pos);
route->resultnodes[0].linkflags = LF_DESTINATION;
route->numresultnodes++;
VectorCopy(route->start, route->resultnodes[route->numresultnodes].pos);
route->resultnodes[route->numresultnodes].linkflags = 0;
route->numresultnodes++;
}
COM_AddWork(WG_MAIN, Route_Calculated, NULL, route, 0, 0);
}
//void route_linkitem(entity item, int ittype) //-1 to unlink
//void route_choosedest(entity ent, int numitemtypes, float *itemweights)
/*
=============
PF_route_calculate
engine reads+caches the nodes from a file.
the route's nodes must be memfreed on completion.
the first node in the nodelist is the destination.
typedef struct {
vector dest;
int linkflags;
//float anglehint;
} nodeslist_t;
void(entity ent, vector dest, int denylinkflags, void(entity ent, vector dest, int numnodes, nodeslist_t *nodelist) callback) route_calculate = #0;
=============
*/
void QCBUILTIN PF_route_calculate (pubprogfuncs_t *prinst, struct globalvars_s *pr_globals)
{
struct routecalc_s *route = Z_Malloc(sizeof(*route));
float *end;
route->world = prinst->parms->user;
route->spawncount = route->world->spawncount;
route->ed = G_WEDICT(prinst, OFS_PARM0);
// route->spawnid = route->ed->xv->uniquespawnid;
end = G_VECTOR(OFS_PARM1);
route->denylinkflags = G_INT(OFS_PARM2);
route->callback = G_INT(OFS_PARM3);
VectorCopy(route->ed->v->origin, route->start);
VectorCopy(end, route->end);
route->waynet = WayNet_Begin(&route->world->waypoints, route->world->worldmodel);
//tracelines use some sequence info to avoid retracing the same brush multiple times.
// this means that we can't reliably trace on worker threads (would break the main thread occasionally).
// so we have to do this here.
//FIXME: find a safe way to NOT do this here.
route->startn = WayNet_FindNearestNode(route->waynet, route->start);
route->endn = WayNet_FindNearestNode(route->waynet, route->end);
COM_AddWork(WG_LOADER, Route_Calculate, NULL, route, 0, 0);
}
#ifdef HAVE_CLIENT
static void Route_Visualise_f(void)
{
extern world_t csqc_world;
vec3_t targ = {atof(Cmd_Argv(1)),atof(Cmd_Argv(2)),atof(Cmd_Argv(3))};
struct routecalc_s *route = Z_Malloc(sizeof(*route));
route->world = &csqc_world;
route->spawncount = route->world->spawncount;
route->ed = route->world->edicts;
// route->spawnid = route->ed->xv->uniquespawnid;
VectorCopy(r_refdef.vieworg, route->start);
VectorCopy(targ, route->end);
route->waynet = WayNet_Begin(&route->world->waypoints, route->world->worldmodel);
//tracelines use some sequence info to avoid retracing the same brush multiple times.
// this means that we can't reliably trace on worker threads (would break the main thread occasionally).
// so we have to do this here.
//FIXME: find a safe way to NOT do this here.
route->startn = WayNet_FindNearestNode(route->waynet, route->start);
route->endn = WayNet_FindNearestNode(route->waynet, route->end);
COM_AddWork(WG_LOADER, Route_Calculate, NULL, route, 0, 0);
}
#include "shader.h"
void PR_Route_Visualise (void)
{
extern world_t csqc_world;
world_t *w = &csqc_world;
struct waypointnetwork_s *wn;
size_t u;
wn = (w && (w->waypoints || route_shownodes.ival))?WayNet_Begin(&w->waypoints, w->worldmodel):NULL;
if (wn)
{
if (route_shownodes.ival)
{
float mat[12] = {1,0,0,0, 0,1,0,0, 0,0,1,0};
shader_t *shader_out = R_RegisterShader("waypointvolume_out", SUF_NONE,
"{\n"
"polygonoffset\n"
"nodepth\n"
"{\n"
"map $whiteimage\n"
"blendfunc add\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"}\n"
"}\n");
shader_t *shader_in = R_RegisterShader("waypointvolume_in", SUF_NONE,
"{\n"
"polygonoffset\n"
"cull disable\n"
"nodepth\n"
"{\n"
"map $whiteimage\n"
"blendfunc add\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"}\n"
"}\n");
float radius;
vec3_t dir;
//should probably use a different colour for the node you're inside.
for (u = 0; u < wn->numwaypoints; u++)
{
mat[3] = wn->waypoints[u].org[0];
mat[7] = wn->waypoints[u].org[1];
mat[11] = wn->waypoints[u].org[2];
radius = wn->waypoints[u].radius;
if (radius <= 0)
radius = 1; //waypoints shouldn't really have a radius of 0, but if they do we'll still want to draw something.
VectorSubtract(wn->waypoints[u].org, r_refdef.vieworg, dir);
if (DotProduct(dir,dir) < radius*radius)
CLQ1_AddOrientedSphere(shader_in, radius, mat, 0.0, 0.1, 0, 1);
else
CLQ1_AddOrientedSphere(shader_out, radius, mat, 0.2, 0.0, 0, 1);
}
for (u = 0; u < wn->numwaypoints; u++)
{
size_t n;
for (n = 0; n < wn->waypoints[u].neighbours; n++)
{
struct waypoint_s *r = wn->waypoints + wn->waypoints[u].neighbour[n].node;
CLQ1_DrawLine(shader_out, wn->waypoints[u].org, r->org, 0, 0, 1, 1);
}
}
}
if (wn->displaynodes)
{ //FIXME: we should probably use beams here
shader_t *shader_route = R_RegisterShader("waypointroute", SUF_NONE,
"{\n"
"polygonoffset\n"
"nodepth\n"
"{\n"
"map $whiteimage\n"
"blendfunc add\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"}\n"
"}\n");
for (u = wn->displaynodes-1; u > 0; u--)
{
vec_t *start = wn->displaynode[u].pos;
vec_t *end = wn->displaynode[u-1].pos;
CLQ1_DrawLine(shader_route, start, end, 0.5, 0.5, 0.5, 1);
}
}
}
WayNet_Done(wn);
}
#endif
//destroys the routing waypoint cache.
void PR_Route_Shutdown (world_t *world)
{
WayNet_Done(world->waypoints);
world->waypoints = NULL;
}
static void Route_Reload_f(void)
{
#if defined(HAVE_CLIENT) && defined(CSQC_DAT)
extern world_t csqc_world;
PR_Route_Shutdown(&csqc_world);
#endif
#ifdef HAVE_SERVER
PR_Route_Shutdown(&sv.world);
#endif
}
void PR_Route_Init (void)
{
#if defined(HAVE_CLIENT) && defined(CSQC_DAT)
Cvar_Register(&route_shownodes, NULL);
Cmd_AddCommand("route_visualise", Route_Visualise_f);
#endif
Cmd_AddCommand("route_reload", Route_Reload_f);
}
//route_force
//COM_WorkerPartialSync
#endif
#endif