1 | /* |
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2 | * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/> |
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3 | * |
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4 | * This program is free software; you can redistribute it and/or modify |
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5 | * it under the terms of the GNU General Public License as published by |
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6 | * the Free Software Foundation; either version 2 of the License, or |
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7 | * (at your option) any later version. |
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8 | * |
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9 | * This program is distributed in the hope that it will be useful, |
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10 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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11 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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12 | * GNU General Public License for more details. |
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13 | * |
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14 | * You should have received a copy of the GNU General Public License |
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15 | * along with this program; if not, write to the Free Software |
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16 | * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA |
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17 | */ |
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18 | |
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19 | /* |
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20 | creature_movement Table |
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21 | |
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22 | alter table creature_movement add `text1` varchar(255) default NULL; |
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23 | alter table creature_movement add `text2` varchar(255) default NULL; |
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24 | alter table creature_movement add `text3` varchar(255) default NULL; |
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25 | alter table creature_movement add `text4` varchar(255) default NULL; |
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26 | alter table creature_movement add `text5` varchar(255) default NULL; |
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27 | alter table creature_movement add `emote` int(10) unsigned default '0'; |
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28 | alter table creature_movement add `spell` int(5) unsigned default '0'; |
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29 | alter table creature_movement add `wpguid` int(11) default '0'; |
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30 | |
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31 | */ |
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32 | |
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33 | #include <ctime> |
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34 | |
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35 | #include "WaypointMovementGenerator.h" |
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36 | #include "ObjectMgr.h" |
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37 | #include "Creature.h" |
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38 | #include "DestinationHolderImp.h" |
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39 | #include "CreatureAI.h" |
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40 | #include "WaypointManager.h" |
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41 | |
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42 | #include <cassert> |
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43 | |
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44 | //-----------------------------------------------// |
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45 | void |
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46 | WaypointMovementGenerator<Creature>::LoadPath(Creature &c) |
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47 | { |
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48 | sLog.outDetail("LoadPath: loading waypoint path for creature %d,%d", c.GetGUIDLow(), c.GetDBTableGUIDLow()); |
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49 | |
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50 | i_path = WaypointMgr.GetPath(c.GetDBTableGUIDLow()); |
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51 | if(!i_path) |
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52 | { |
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53 | sLog.outErrorDb("WaypointMovementGenerator::LoadPath: creature %s(%d) doesn't have waypoint path", c.GetName(), c.GetDBTableGUIDLow()); |
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54 | return; |
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55 | } |
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56 | |
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57 | uint32 node_count = i_path->size(); |
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58 | i_hasDone.resize(node_count); |
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59 | for(uint32 i = 0; i < node_count-1; i++) |
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60 | i_hasDone[i] = false; |
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61 | |
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62 | // to prevent a misbehaviour inside "update" |
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63 | // update is always called with the next wp - but the wpSys needs the current |
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64 | // so when the routine is called the first time, wpSys gets the last waypoint |
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65 | // and this prevents the system from performing text/emote, etc |
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66 | i_hasDone[node_count - 1] = true; |
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67 | } |
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68 | |
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69 | void |
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70 | WaypointMovementGenerator<Creature>::ClearWaypoints() |
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71 | { |
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72 | i_path = NULL; |
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73 | } |
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74 | |
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75 | void |
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76 | WaypointMovementGenerator<Creature>::Initialize() |
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77 | { |
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78 | } |
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79 | |
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80 | bool |
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81 | WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff) |
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82 | { |
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83 | if(!&creature) |
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84 | return true; |
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85 | |
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86 | // Waypoint movement can be switched on/off |
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87 | // This is quite handy for escort quests and other stuff |
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88 | if(creature.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED)) |
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89 | return true; |
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90 | |
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91 | // prevent a crash at empty waypoint path. |
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92 | if(!i_path || i_path->empty()) |
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93 | return true; |
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94 | |
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95 | // i_path was modified by chat commands for example |
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96 | if(i_path->size() != i_hasDone.size()) |
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97 | i_hasDone.resize(i_path->size()); |
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98 | if(i_currentNode >= i_path->size()) |
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99 | i_currentNode = 0; |
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100 | |
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101 | CreatureTraveller traveller(creature); |
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102 | |
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103 | i_nextMoveTime.Update(diff); |
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104 | i_destinationHolder.UpdateTraveller(traveller, diff, false, true); |
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105 | |
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106 | // creature has been stoped in middle of the waypoint segment |
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107 | if (!i_destinationHolder.HasArrived() && creature.IsStopped()) |
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108 | { |
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109 | if( i_nextMoveTime.Passed()) // Timer has elapsed, meaning this part controlled it |
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110 | { |
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111 | SetStopedByPlayer(false); |
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112 | // Now we re-set destination to same node and start travel |
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113 | creature.addUnitState(UNIT_STAT_ROAMING); |
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114 | if (creature.canFly()) |
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115 | creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2); |
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116 | const WaypointNode &node = i_path->at(i_currentNode); |
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117 | i_destinationHolder.SetDestination(traveller, node.x, node.y, node.z); |
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118 | i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime()); |
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119 | } |
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120 | else // if( !i_nextMoveTime.Passed()) |
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121 | { // unexpected end of timer && creature stopped && not at end of segment |
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122 | if (!IsStopedByPlayer()) |
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123 | { // Put 30 seconds delay |
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124 | i_destinationHolder.IncreaseTravelTime(STOP_TIME_FOR_PLAYER); |
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125 | i_nextMoveTime.Reset(STOP_TIME_FOR_PLAYER); |
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126 | SetStopedByPlayer(true); // Mark we did it |
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127 | } |
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128 | } |
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129 | return true; // Abort here this update |
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130 | } |
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131 | |
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132 | if( creature.IsStopped()) |
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133 | { |
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134 | uint32 idx = i_currentNode > 0 ? i_currentNode-1 : i_path->size()-1; |
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135 | |
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136 | if (!i_hasDone[idx]) |
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137 | { |
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138 | if (i_path->at(idx).orientation !=100) |
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139 | creature.SetOrientation(i_path->at(idx).orientation); |
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140 | |
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141 | if(WaypointBehavior *behavior = i_path->at(idx).behavior) |
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142 | { |
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143 | if(behavior->emote != 0) |
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144 | creature.SetUInt32Value(UNIT_NPC_EMOTESTATE,behavior->emote); |
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145 | if(behavior->spell != 0) |
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146 | creature.CastSpell(&creature,behavior->spell, false); |
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147 | if(behavior->model1 != 0) |
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148 | creature.SetDisplayId(behavior->model1); |
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149 | if(!behavior->text[0].empty()) |
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150 | { |
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151 | // Only one text is set |
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152 | if( !behavior->text[1].empty() ) |
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153 | { |
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154 | // Select one from max 5 texts (0 and 1 laready checked) |
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155 | int i = 2; |
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156 | for( ; i < 5; ++i ) |
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157 | if( behavior->text[i].empty() ) |
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158 | break; |
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159 | |
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160 | creature.Say(behavior->text[rand() % i].c_str(), 0, 0); |
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161 | |
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162 | } |
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163 | else |
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164 | creature.Say(behavior->text[0].c_str(), 0, 0); |
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165 | } |
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166 | |
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167 | i_hasDone[idx] = true; |
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168 | MovementInform(creature); |
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169 | } // wpBehaviour found |
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170 | } // HasDone == false |
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171 | } // i_creature.IsStopped() |
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172 | |
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173 | if( i_nextMoveTime.Passed() ) // This is at the end of waypoint segment or has been stopped by player |
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174 | { |
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175 | if( creature.IsStopped() ) // If stopped then begin a new move segment |
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176 | { |
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177 | creature.addUnitState(UNIT_STAT_ROAMING); |
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178 | if (creature.canFly()) |
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179 | creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2); |
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180 | const WaypointNode &node = i_path->at(i_currentNode); |
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181 | i_destinationHolder.SetDestination(traveller, node.x, node.y, node.z); |
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182 | i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime()); |
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183 | uint32 idx = i_currentNode > 0 ? i_currentNode-1 : i_path->size()-1; |
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184 | |
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185 | if (i_path->at(idx).orientation !=100) |
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186 | creature.SetOrientation(i_path->at(idx).orientation); |
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187 | |
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188 | if(WaypointBehavior *behavior = i_path->at(idx).behavior ) |
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189 | { |
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190 | i_hasDone[idx] = false; |
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191 | if(behavior->model2 != 0) |
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192 | creature.SetDisplayId(behavior->model2); |
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193 | |
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194 | creature.SetUInt32Value(UNIT_NPC_EMOTESTATE, 0); |
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195 | } |
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196 | } |
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197 | else // If not stopped then stop it and set the reset of TimeTracker to waittime |
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198 | { |
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199 | creature.StopMoving(); |
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200 | SetStopedByPlayer(false); |
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201 | i_nextMoveTime.Reset(i_path->at(i_currentNode).delay); |
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202 | ++i_currentNode; |
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203 | if( i_currentNode >= i_path->size() ) |
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204 | i_currentNode = 0; |
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205 | } |
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206 | } |
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207 | return true; |
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208 | } |
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209 | |
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210 | void WaypointMovementGenerator<Creature>::MovementInform(Creature &unit) |
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211 | { |
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212 | if(unit.AI()) |
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213 | unit.AI()->MovementInform(WAYPOINT_MOTION_TYPE, i_currentNode); |
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214 | } |
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215 | |
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216 | //----------------------------------------------------// |
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217 | void |
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218 | FlightPathMovementGenerator::LoadPath(Player &) |
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219 | { |
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220 | objmgr.GetTaxiPathNodes(i_pathId, i_path,i_mapIds); |
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221 | } |
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222 | |
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223 | uint32 |
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224 | FlightPathMovementGenerator::GetPathAtMapEnd() const |
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225 | { |
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226 | if(i_currentNode >= i_mapIds.size()) |
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227 | return i_mapIds.size(); |
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228 | |
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229 | uint32 curMapId = i_mapIds[i_currentNode]; |
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230 | for(uint32 i = i_currentNode; i < i_mapIds.size(); ++i) |
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231 | { |
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232 | if(i_mapIds[i] != curMapId) |
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233 | return i; |
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234 | } |
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235 | |
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236 | return i_mapIds.size(); |
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237 | } |
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238 | |
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239 | void |
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240 | FlightPathMovementGenerator::Initialize(Player &player) |
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241 | { |
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242 | player.getHostilRefManager().setOnlineOfflineState(false); |
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243 | player.addUnitState(UNIT_STAT_IN_FLIGHT); |
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244 | player.SetFlag(UNIT_FIELD_FLAGS,UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_TAXI_FLIGHT); |
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245 | LoadPath(player); |
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246 | Traveller<Player> traveller(player); |
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247 | // do not send movement, it was sent already |
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248 | i_destinationHolder.SetDestination(traveller, i_path[i_currentNode].x, i_path[i_currentNode].y, i_path[i_currentNode].z, false); |
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249 | |
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250 | player.SendMonsterMoveByPath(GetPath(),GetCurrentNode(),GetPathAtMapEnd(),MOVEMENTFLAG_WALK_MODE|MOVEMENTFLAG_ONTRANSPORT); |
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251 | } |
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252 | |
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253 | void FlightPathMovementGenerator::Finalize(Player & player) |
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254 | { |
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255 | |
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256 | float x, y, z; |
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257 | i_destinationHolder.GetLocationNow(player.GetMapId(), x, y, z); |
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258 | player.SetPosition(x, y, z, player.GetOrientation()); |
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259 | |
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260 | player.clearUnitState(UNIT_STAT_IN_FLIGHT); |
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261 | player.Unmount(); |
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262 | player.RemoveFlag(UNIT_FIELD_FLAGS,UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_TAXI_FLIGHT); |
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263 | |
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264 | if(player.m_taxi.empty()) |
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265 | { |
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266 | player.getHostilRefManager().setOnlineOfflineState(true); |
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267 | if(player.pvpInfo.inHostileArea) |
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268 | player.CastSpell(&player, 2479, true); |
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269 | |
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270 | player.SetUnitMovementFlags(MOVEMENTFLAG_WALK_MODE); |
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271 | player.StopMoving(); |
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272 | } |
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273 | } |
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274 | |
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275 | bool |
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276 | FlightPathMovementGenerator::Update(Player &player, const uint32 &diff) |
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277 | { |
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278 | if( MovementInProgress() ) |
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279 | { |
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280 | Traveller<Player> traveller(player); |
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281 | if( i_destinationHolder.UpdateTraveller(traveller, diff, false) ) |
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282 | { |
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283 | i_destinationHolder.ResetUpdate(FLIGHT_TRAVEL_UPDATE); |
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284 | if( i_destinationHolder.HasArrived() ) |
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285 | { |
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286 | uint32 curMap = i_mapIds[i_currentNode]; |
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287 | ++i_currentNode; |
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288 | if( MovementInProgress() ) |
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289 | { |
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290 | DEBUG_LOG("loading node %u for player %s", i_currentNode, player.GetName()); |
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291 | if(i_mapIds[i_currentNode]==curMap) |
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292 | { |
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293 | // do not send movement, it was sent already |
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294 | i_destinationHolder.SetDestination(traveller, i_path[i_currentNode].x, i_path[i_currentNode].y, i_path[i_currentNode].z, false); |
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295 | } |
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296 | return true; |
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297 | } |
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298 | //else HasArrived() |
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299 | } |
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300 | else |
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301 | return true; |
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302 | } |
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303 | else |
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304 | return true; |
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305 | } |
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306 | |
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307 | // we have arrived at the end of the path |
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308 | return false; |
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309 | } |
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310 | |
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311 | void |
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312 | FlightPathMovementGenerator::SetCurrentNodeAfterTeleport() |
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313 | { |
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314 | if(i_mapIds.empty()) |
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315 | return; |
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316 | |
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317 | uint32 map0 = i_mapIds[0]; |
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318 | for(int i = 1; i < i_mapIds.size(); ++i) |
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319 | { |
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320 | if(i_mapIds[i]!=map0) |
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321 | { |
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322 | i_currentNode = i; |
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323 | return; |
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324 | } |
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325 | } |
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326 | } |
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327 | |
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328 | // |
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329 | // Unique1's ASTAR Pathfinding Code... For future use & reference... |
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330 | // |
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331 | |
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332 | #ifdef __PATHFINDING__ |
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333 | |
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334 | int GetFCost(int to, int num, int parentNum, float *gcost); // Below... |
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335 | |
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336 | int ShortenASTARRoute(short int *pathlist, int number) |
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337 | { // Wrote this to make the routes a little smarter (shorter)... No point looping back to the same places... Unique1 |
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338 | short int temppathlist[MAX_PATHLIST_NODES]; |
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339 | int count = 0; |
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340 | // int count2 = 0; |
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341 | int temp, temp2; |
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342 | int link; |
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343 | int upto = 0; |
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344 | |
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345 | for (temp = number; temp >= 0; temp--) |
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346 | { |
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347 | qboolean shortened = qfalse; |
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348 | |
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349 | for (temp2 = 0; temp2 < temp; temp2++) |
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350 | { |
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351 | for (link = 0; link < nodes[pathlist[temp]].enodenum; link++) |
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352 | { |
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353 | if (nodes[pathlist[temp]].links[link].flags & PATH_BLOCKED) |
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354 | continue; |
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355 | |
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356 | //if ((bot->client->ps.eFlags & EF_TANK) && nodes[bot->current_node].links[link].flags & PATH_NOTANKS) //if this path is blocked, skip it |
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357 | // continue; |
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358 | |
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359 | //if (nodes[nodes[pathlist[temp]].links[link].targetNode].origin[2] > nodes[pathlist[temp]].origin[2] + 32) |
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360 | // continue; |
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361 | |
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362 | if (nodes[pathlist[temp]].links[link].targetNode == pathlist[temp2]) |
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363 | { // Found a shorter route... |
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364 | //if (OrgVisible(nodes[pathlist[temp2]].origin, nodes[pathlist[temp]].origin, -1)) |
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365 | { |
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366 | temppathlist[count] = pathlist[temp2]; |
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367 | temp = temp2; |
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368 | ++count; |
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369 | shortened = qtrue; |
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370 | } |
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371 | } |
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372 | } |
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373 | } |
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374 | |
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375 | if (!shortened) |
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376 | { |
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377 | temppathlist[count] = pathlist[temp]; |
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378 | ++count; |
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379 | } |
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380 | } |
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381 | |
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382 | upto = count; |
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383 | |
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384 | for (temp = 0; temp < count; temp++) |
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385 | { |
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386 | pathlist[temp] = temppathlist[upto]; |
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387 | --upto; |
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388 | } |
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389 | |
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390 | G_Printf("ShortenASTARRoute: Path size reduced from %i to %i nodes...n", number, count); |
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391 | return count; |
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392 | } |
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393 | |
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394 | /* |
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395 | =========================================================================== |
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396 | CreatePathAStar |
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397 | This function uses the A* pathfinding algorithm to determine the |
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398 | shortest path between any two nodes. |
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399 | It's fairly complex, so I'm not really going to explain it much. |
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400 | Look up A* and binary heaps for more info. |
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401 | pathlist stores the ideal path between the nodes, in reverse order, |
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402 | and the return value is the number of nodes in that path |
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403 | =========================================================================== |
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404 | */ |
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405 | int CreatePathAStar(gentity_t *bot, int from, int to, short int *pathlist) |
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406 | { |
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407 | //all the data we have to hold...since we can't do dynamic allocation, has to be MAX_NODES |
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408 | //we can probably lower this later - eg, the open list should never have more than at most a few dozen items on it |
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409 | short int openlist[MAX_NODES+1]; //add 1 because it's a binary heap, and they don't use 0 - 1 is the first used index |
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410 | float gcost[MAX_NODES]; |
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411 | int fcost[MAX_NODES]; |
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412 | char list[MAX_NODES]; //0 is neither, 1 is open, 2 is closed - char because it's the smallest data type |
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413 | short int parent[MAX_NODES]; |
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414 | |
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415 | short int numOpen = 0; |
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416 | short int atNode, temp, newnode=-1; |
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417 | qboolean found = qfalse; |
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418 | int count = -1; |
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419 | float gc; |
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420 | int i, u, v, m; |
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421 | vec3_t vec; |
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422 | |
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423 | //clear out all the arrays |
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424 | memset(openlist, 0, sizeof(short int)*(MAX_NODES+1)); |
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425 | memset(fcost, 0, sizeof(int)*MAX_NODES); |
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426 | memset(list, 0, sizeof(char)*MAX_NODES); |
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427 | memset(parent, 0, sizeof(short int)*MAX_NODES); |
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428 | memset(gcost, -1, sizeof(float)*MAX_NODES); |
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429 | |
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430 | //make sure we have valid data before calculating everything |
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431 | if ((from == NODE_INVALID) || (to == NODE_INVALID) || (from >= MAX_NODES) || (to >= MAX_NODES) || (from == to)) |
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432 | return -1; |
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433 | |
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434 | openlist[1] = from; //add the starting node to the open list |
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435 | ++numOpen; |
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436 | gcost[from] = 0; //its f and g costs are obviously 0 |
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437 | fcost[from] = 0; |
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438 | |
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439 | while (1) |
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440 | { |
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441 | if (numOpen != 0) //if there are still items in the open list |
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442 | { |
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443 | //pop the top item off of the list |
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444 | atNode = openlist[1]; |
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445 | list[atNode] = 2; //put the node on the closed list so we don't check it again |
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446 | --numOpen; |
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447 | |
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448 | openlist[1] = openlist[numOpen+1]; //move the last item in the list to the top position |
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449 | v = 1; |
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450 | |
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451 | //this while loop reorders the list so that the new lowest fcost is at the top again |
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452 | while (1) |
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453 | { |
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454 | u = v; |
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455 | if ((2*u+1) < numOpen) //if both children exist |
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456 | { |
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457 | if (fcost[openlist[u]] >= fcost[openlist[2*u]]) |
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458 | v = 2*u; |
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459 | if (fcost[openlist[v]] >= fcost[openlist[2*u+1]]) |
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460 | v = 2*u+1; |
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461 | } |
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462 | else |
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463 | { |
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464 | if ((2*u) < numOpen) //if only one child exists |
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465 | { |
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466 | if (fcost[openlist[u]] >= fcost[openlist[2*u]]) |
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467 | v = 2*u; |
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468 | } |
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469 | } |
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470 | |
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471 | if (u != v) //if they're out of order, swap this item with its parent |
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472 | { |
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473 | temp = openlist[u]; |
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474 | openlist[u] = openlist[v]; |
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475 | openlist[v] = temp; |
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476 | } |
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477 | else |
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478 | break; |
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479 | } |
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480 | |
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481 | for (i = 0; i < nodes[atNode].enodenum; i++) //loop through all the links for this node |
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482 | { |
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483 | newnode = nodes[atNode].links[i].targetNode; |
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484 | |
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485 | //if this path is blocked, skip it |
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486 | if (nodes[atNode].links[i].flags & PATH_BLOCKED) |
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487 | continue; |
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488 | //if this path is blocked, skip it |
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489 | if (bot->client && (bot->client->ps.eFlags & EF_TANK) && nodes[atNode].links[i].flags & PATH_NOTANKS) |
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490 | continue; |
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491 | //skip any unreachable nodes |
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492 | if (bot->client && (nodes[newnode].type & NODE_ALLY_UNREACHABLE) && (bot->client->sess.sessionTeam == TEAM_ALLIES)) |
---|
493 | continue; |
---|
494 | if (bot->client && (nodes[newnode].type & NODE_AXIS_UNREACHABLE) && (bot->client->sess.sessionTeam == TEAM_AXIS)) |
---|
495 | continue; |
---|
496 | |
---|
497 | if (list[newnode] == 2) //if this node is on the closed list, skip it |
---|
498 | continue; |
---|
499 | |
---|
500 | if (list[newnode] != 1) //if this node is not already on the open list |
---|
501 | { |
---|
502 | openlist[++numOpen] = newnode; //add the new node to the open list |
---|
503 | list[newnode] = 1; |
---|
504 | parent[newnode] = atNode; //record the node's parent |
---|
505 | |
---|
506 | if (newnode == to) //if we've found the goal, don't keep computing paths! |
---|
507 | break; //this will break the 'for' and go all the way to 'if (list[to] == 1)' |
---|
508 | |
---|
509 | //store it's f cost value |
---|
510 | fcost[newnode] = GetFCost(to, newnode, parent[newnode], gcost); |
---|
511 | |
---|
512 | //this loop re-orders the heap so that the lowest fcost is at the top |
---|
513 | m = numOpen; |
---|
514 | while (m != 1) //while this item isn't at the top of the heap already |
---|
515 | { |
---|
516 | //if it has a lower fcost than its parent |
---|
517 | if (fcost[openlist[m]] <= fcost[openlist[m/2]]) |
---|
518 | { |
---|
519 | temp = openlist[m/2]; |
---|
520 | openlist[m/2] = openlist[m]; |
---|
521 | openlist[m] = temp; //swap them |
---|
522 | m /= 2; |
---|
523 | } |
---|
524 | else |
---|
525 | break; |
---|
526 | } |
---|
527 | } |
---|
528 | else //if this node is already on the open list |
---|
529 | { |
---|
530 | gc = gcost[atNode]; |
---|
531 | VectorSubtract(nodes[newnode].origin, nodes[atNode].origin, vec); |
---|
532 | gc += VectorLength(vec); //calculate what the gcost would be if we reached this node along the current path |
---|
533 | |
---|
534 | if (gc < gcost[newnode]) //if the new gcost is less (ie, this path is shorter than what we had before) |
---|
535 | { |
---|
536 | parent[newnode] = atNode; //set the new parent for this node |
---|
537 | gcost[newnode] = gc; //and the new g cost |
---|
538 | |
---|
539 | for (i = 1; i < numOpen; i++) //loop through all the items on the open list |
---|
540 | { |
---|
541 | if (openlist[i] == newnode) //find this node in the list |
---|
542 | { |
---|
543 | //calculate the new fcost and store it |
---|
544 | fcost[newnode] = GetFCost(to, newnode, parent[newnode], gcost); |
---|
545 | |
---|
546 | //reorder the list again, with the lowest fcost item on top |
---|
547 | m = i; |
---|
548 | while (m != 1) |
---|
549 | { |
---|
550 | //if the item has a lower fcost than it's parent |
---|
551 | if (fcost[openlist[m]] < fcost[openlist[m/2]]) |
---|
552 | { |
---|
553 | temp = openlist[m/2]; |
---|
554 | openlist[m/2] = openlist[m]; |
---|
555 | openlist[m] = temp; //swap them |
---|
556 | m /= 2; |
---|
557 | } |
---|
558 | else |
---|
559 | break; |
---|
560 | } |
---|
561 | break; //exit the 'for' loop because we already changed this node |
---|
562 | } //if |
---|
563 | } //for |
---|
564 | } //if (gc < gcost[newnode]) |
---|
565 | } //if (list[newnode] != 1) --> else |
---|
566 | } //for (loop through links) |
---|
567 | } //if (numOpen != 0) |
---|
568 | else |
---|
569 | { |
---|
570 | found = qfalse; //there is no path between these nodes |
---|
571 | break; |
---|
572 | } |
---|
573 | |
---|
574 | if (list[to] == 1) //if the destination node is on the open list, we're done |
---|
575 | { |
---|
576 | found = qtrue; |
---|
577 | break; |
---|
578 | } |
---|
579 | } //while (1) |
---|
580 | |
---|
581 | if (found == qtrue) //if we found a path |
---|
582 | { |
---|
583 | //G_Printf("%s - path found!n", bot->client->pers.netname); |
---|
584 | count = 0; |
---|
585 | |
---|
586 | temp = to; //start at the end point |
---|
587 | while (temp != from) //travel along the path (backwards) until we reach the starting point |
---|
588 | { |
---|
589 | pathlist[count++] = temp; //add the node to the pathlist and increment the count |
---|
590 | temp = parent[temp]; //move to the parent of this node to continue the path |
---|
591 | } |
---|
592 | |
---|
593 | pathlist[count++] = from; //add the beginning node to the end of the pathlist |
---|
594 | |
---|
595 | #ifdef __BOT_SHORTEN_ROUTING__ |
---|
596 | count = ShortenASTARRoute(pathlist, count); // This isn't working... Dunno why.. Unique1 |
---|
597 | #endif //__BOT_SHORTEN_ROUTING__ |
---|
598 | } |
---|
599 | else |
---|
600 | { |
---|
601 | //G_Printf("^1*** ^4BOT DEBUG^5: (CreatePathAStar) There is no route between node ^7%i^5 and node ^7%i^5.n", from, to); |
---|
602 | count = CreateDumbRoute(from, to, pathlist); |
---|
603 | |
---|
604 | if (count > 0) |
---|
605 | { |
---|
606 | #ifdef __BOT_SHORTEN_ROUTING__ |
---|
607 | count = ShortenASTARRoute(pathlist, count); // This isn't working... Dunno why.. Unique1 |
---|
608 | #endif //__BOT_SHORTEN_ROUTING__ |
---|
609 | return count; |
---|
610 | } |
---|
611 | } |
---|
612 | |
---|
613 | return count; //return the number of nodes in the path, -1 if not found |
---|
614 | } |
---|
615 | |
---|
616 | /* |
---|
617 | =========================================================================== |
---|
618 | GetFCost |
---|
619 | Utility function used by A* pathfinding to calculate the |
---|
620 | cost to move between nodes towards a goal. Using the A* |
---|
621 | algorithm F = G + H, G here is the distance along the node |
---|
622 | paths the bot must travel, and H is the straight-line distance |
---|
623 | to the goal node. |
---|
624 | Returned as an int because more precision is unnecessary and it |
---|
625 | will slightly speed up heap access |
---|
626 | =========================================================================== |
---|
627 | */ |
---|
628 | int GetFCost(int to, int num, int parentNum, float *gcost) |
---|
629 | { |
---|
630 | float gc = 0; |
---|
631 | float hc = 0; |
---|
632 | vec3_t v; |
---|
633 | |
---|
634 | if (gcost[num] == -1) |
---|
635 | { |
---|
636 | if (parentNum != -1) |
---|
637 | { |
---|
638 | gc = gcost[parentNum]; |
---|
639 | VectorSubtract(nodes[num].origin, nodes[parentNum].origin, v); |
---|
640 | gc += VectorLength(v); |
---|
641 | } |
---|
642 | gcost[num] = gc; |
---|
643 | } |
---|
644 | else |
---|
645 | gc = gcost[num]; |
---|
646 | |
---|
647 | VectorSubtract(nodes[to].origin, nodes[num].origin, v); |
---|
648 | hc = VectorLength(v); |
---|
649 | |
---|
650 | return (int)(gc + hc); |
---|
651 | } |
---|
652 | #endif //__PATHFINDING__ |
---|