| 1 | /* |
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| 2 | * Copyright (C) 2008 Trinity <http://www.trinitycore.org/> |
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| 3 | * |
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| 4 | * Thanks to the original authors: MaNGOS <http://www.mangosproject.org/> |
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| 5 | * |
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| 6 | * This program is free software; you can redistribute it and/or modify |
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| 7 | * it under the terms of the GNU General Public License as published by |
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| 8 | * the Free Software Foundation; either version 2 of the License, or |
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| 9 | * (at your option) any later version. |
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| 10 | * |
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| 11 | * This program is distributed in the hope that it will be useful, |
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| 12 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 13 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 14 | * GNU General Public License for more details. |
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| 15 | * |
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| 16 | * You should have received a copy of the GNU General Public License |
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| 17 | * along with this program; if not, write to the Free Software |
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| 18 | * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA |
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| 19 | */ |
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| 20 | |
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| 21 | /* |
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| 22 | creature_movement Table |
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| 23 | |
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| 24 | alter table creature_movement add `text1` varchar(255) default NULL; |
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| 25 | alter table creature_movement add `text2` varchar(255) default NULL; |
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| 26 | alter table creature_movement add `text3` varchar(255) default NULL; |
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| 27 | alter table creature_movement add `text4` varchar(255) default NULL; |
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| 28 | alter table creature_movement add `text5` varchar(255) default NULL; |
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| 29 | alter table creature_movement add `emote` int(10) unsigned default '0'; |
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| 30 | alter table creature_movement add `spell` int(5) unsigned default '0'; |
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| 31 | alter table creature_movement add `wpguid` int(11) default '0'; |
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| 32 | |
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| 33 | */ |
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| 34 | |
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| 35 | #include <ctime> |
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| 36 | |
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| 37 | #include "WaypointMovementGenerator.h" |
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| 38 | #include "ObjectMgr.h" |
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| 39 | #include "Creature.h" |
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| 40 | #include "DestinationHolderImp.h" |
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| 41 | #include "CreatureAI.h" |
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| 42 | #include "WaypointManager.h" |
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| 43 | |
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| 44 | #include <cassert> |
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| 45 | |
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| 46 | //-----------------------------------------------// |
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| 47 | void |
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| 48 | WaypointMovementGenerator<Creature>::LoadPath(Creature &c) |
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| 49 | { |
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| 50 | sLog.outDetail("LoadPath: loading waypoint path for creature %d,%d", c.GetGUIDLow(), c.GetDBTableGUIDLow()); |
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| 51 | |
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| 52 | i_path = WaypointMgr.GetPath(c.GetDBTableGUIDLow()); |
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| 53 | if(!i_path) |
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| 54 | { |
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| 55 | sLog.outErrorDb("WaypointMovementGenerator::LoadPath: creature %s(%d) doesn't have waypoint path", c.GetName(), c.GetDBTableGUIDLow()); |
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| 56 | return; |
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| 57 | } |
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| 58 | |
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| 59 | uint32 node_count = i_path->size(); |
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| 60 | i_hasDone.resize(node_count); |
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| 61 | for(uint32 i = 0; i < node_count-1; i++) |
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| 62 | i_hasDone[i] = false; |
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| 63 | |
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| 64 | // to prevent a misbehaviour inside "update" |
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| 65 | // update is always called with the next wp - but the wpSys needs the current |
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| 66 | // so when the routine is called the first time, wpSys gets the last waypoint |
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| 67 | // and this prevents the system from performing text/emote, etc |
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| 68 | i_hasDone[node_count - 1] = true; |
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| 69 | } |
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| 70 | |
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| 71 | void |
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| 72 | WaypointMovementGenerator<Creature>::ClearWaypoints() |
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| 73 | { |
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| 74 | i_path = NULL; |
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| 75 | } |
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| 76 | |
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| 77 | void |
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| 78 | WaypointMovementGenerator<Creature>::Initialize() |
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| 79 | { |
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| 80 | } |
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| 81 | |
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| 82 | bool |
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| 83 | WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff) |
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| 84 | { |
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| 85 | if(!&creature) |
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| 86 | return true; |
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| 87 | |
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| 88 | // Waypoint movement can be switched on/off |
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| 89 | // This is quite handy for escort quests and other stuff |
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| 90 | if(creature.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED)) |
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| 91 | return true; |
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| 92 | |
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| 93 | // prevent a crash at empty waypoint path. |
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| 94 | if(!i_path || i_path->empty()) |
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| 95 | return true; |
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| 96 | |
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| 97 | // i_path was modified by chat commands for example |
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| 98 | if(i_path->size() != i_hasDone.size()) |
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| 99 | i_hasDone.resize(i_path->size()); |
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| 100 | if(i_currentNode >= i_path->size()) |
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| 101 | i_currentNode = 0; |
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| 102 | |
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| 103 | CreatureTraveller traveller(creature); |
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| 104 | |
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| 105 | i_nextMoveTime.Update(diff); |
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| 106 | i_destinationHolder.UpdateTraveller(traveller, diff, false, true); |
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| 107 | |
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| 108 | // creature has been stoped in middle of the waypoint segment |
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| 109 | if (!i_destinationHolder.HasArrived() && creature.IsStopped()) |
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| 110 | { |
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| 111 | if( i_nextMoveTime.Passed()) // Timer has elapsed, meaning this part controlled it |
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| 112 | { |
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| 113 | SetStopedByPlayer(false); |
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| 114 | // Now we re-set destination to same node and start travel |
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| 115 | creature.addUnitState(UNIT_STAT_ROAMING); |
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| 116 | if (creature.canFly()) |
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| 117 | creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2); |
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| 118 | const WaypointNode &node = i_path->at(i_currentNode); |
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| 119 | i_destinationHolder.SetDestination(traveller, node.x, node.y, node.z); |
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| 120 | i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime()); |
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| 121 | } |
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| 122 | else // if( !i_nextMoveTime.Passed()) |
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| 123 | { // unexpected end of timer && creature stopped && not at end of segment |
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| 124 | if (!IsStopedByPlayer()) |
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| 125 | { // Put 30 seconds delay |
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| 126 | i_destinationHolder.IncreaseTravelTime(STOP_TIME_FOR_PLAYER); |
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| 127 | i_nextMoveTime.Reset(STOP_TIME_FOR_PLAYER); |
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| 128 | SetStopedByPlayer(true); // Mark we did it |
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| 129 | } |
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| 130 | } |
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| 131 | return true; // Abort here this update |
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| 132 | } |
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| 133 | |
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| 134 | if( creature.IsStopped()) |
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| 135 | { |
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| 136 | uint32 idx = i_currentNode > 0 ? i_currentNode-1 : i_path->size()-1; |
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| 137 | |
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| 138 | if (!i_hasDone[idx]) |
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| 139 | { |
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| 140 | if (i_path->at(idx).orientation !=100) |
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| 141 | creature.SetOrientation(i_path->at(idx).orientation); |
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| 142 | |
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| 143 | if(WaypointBehavior *behavior = i_path->at(idx).behavior) |
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| 144 | { |
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| 145 | if(behavior->emote != 0) |
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| 146 | creature.SetUInt32Value(UNIT_NPC_EMOTESTATE,behavior->emote); |
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| 147 | if(behavior->spell != 0) |
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| 148 | creature.CastSpell(&creature,behavior->spell, false); |
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| 149 | if(behavior->model1 != 0) |
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| 150 | creature.SetDisplayId(behavior->model1); |
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| 151 | if(!behavior->text[0].empty()) |
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| 152 | { |
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| 153 | // Only one text is set |
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| 154 | if( !behavior->text[1].empty() ) |
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| 155 | { |
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| 156 | // Select one from max 5 texts (0 and 1 laready checked) |
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| 157 | int i = 2; |
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| 158 | for( ; i < 5; ++i ) |
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| 159 | if( behavior->text[i].empty() ) |
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| 160 | break; |
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| 161 | |
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| 162 | creature.Say(behavior->text[rand() % i].c_str(), 0, 0); |
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| 163 | |
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| 164 | } |
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| 165 | else |
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| 166 | creature.Say(behavior->text[0].c_str(), 0, 0); |
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| 167 | } |
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| 168 | |
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| 169 | i_hasDone[idx] = true; |
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| 170 | MovementInform(creature); |
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| 171 | } // wpBehaviour found |
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| 172 | } // HasDone == false |
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| 173 | } // i_creature.IsStopped() |
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| 174 | |
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| 175 | if( i_nextMoveTime.Passed() ) // This is at the end of waypoint segment or has been stopped by player |
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| 176 | { |
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| 177 | if( creature.IsStopped() ) // If stopped then begin a new move segment |
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| 178 | { |
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| 179 | creature.addUnitState(UNIT_STAT_ROAMING); |
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| 180 | if (creature.canFly()) |
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| 181 | creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2); |
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| 182 | const WaypointNode &node = i_path->at(i_currentNode); |
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| 183 | i_destinationHolder.SetDestination(traveller, node.x, node.y, node.z); |
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| 184 | i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime()); |
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| 185 | uint32 idx = i_currentNode > 0 ? i_currentNode-1 : i_path->size()-1; |
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| 186 | |
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| 187 | if (i_path->at(idx).orientation !=100) |
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| 188 | creature.SetOrientation(i_path->at(idx).orientation); |
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| 189 | |
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| 190 | if(WaypointBehavior *behavior = i_path->at(idx).behavior ) |
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| 191 | { |
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| 192 | i_hasDone[idx] = false; |
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| 193 | if(behavior->model2 != 0) |
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| 194 | creature.SetDisplayId(behavior->model2); |
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| 195 | |
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| 196 | creature.SetUInt32Value(UNIT_NPC_EMOTESTATE, 0); |
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| 197 | } |
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| 198 | } |
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| 199 | else // If not stopped then stop it and set the reset of TimeTracker to waittime |
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| 200 | { |
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| 201 | creature.StopMoving(); |
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| 202 | SetStopedByPlayer(false); |
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| 203 | i_nextMoveTime.Reset(i_path->at(i_currentNode).delay); |
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| 204 | ++i_currentNode; |
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| 205 | if( i_currentNode >= i_path->size() ) |
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| 206 | i_currentNode = 0; |
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| 207 | } |
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| 208 | } |
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| 209 | return true; |
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| 210 | } |
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| 211 | |
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| 212 | void WaypointMovementGenerator<Creature>::MovementInform(Creature &unit) |
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| 213 | { |
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| 214 | if(unit.AI()) |
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| 215 | unit.AI()->MovementInform(WAYPOINT_MOTION_TYPE, i_currentNode); |
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| 216 | } |
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| 217 | |
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| 218 | //----------------------------------------------------// |
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| 219 | void |
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| 220 | FlightPathMovementGenerator::LoadPath(Player &) |
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| 221 | { |
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| 222 | objmgr.GetTaxiPathNodes(i_pathId, i_path,i_mapIds); |
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| 223 | } |
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| 224 | |
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| 225 | uint32 |
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| 226 | FlightPathMovementGenerator::GetPathAtMapEnd() const |
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| 227 | { |
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| 228 | if(i_currentNode >= i_mapIds.size()) |
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| 229 | return i_mapIds.size(); |
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| 230 | |
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| 231 | uint32 curMapId = i_mapIds[i_currentNode]; |
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| 232 | for(uint32 i = i_currentNode; i < i_mapIds.size(); ++i) |
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| 233 | { |
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| 234 | if(i_mapIds[i] != curMapId) |
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| 235 | return i; |
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| 236 | } |
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| 237 | |
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| 238 | return i_mapIds.size(); |
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| 239 | } |
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| 240 | |
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| 241 | void |
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| 242 | FlightPathMovementGenerator::Initialize(Player &player) |
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| 243 | { |
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| 244 | player.getHostilRefManager().setOnlineOfflineState(false); |
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| 245 | player.addUnitState(UNIT_STAT_IN_FLIGHT); |
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| 246 | player.SetFlag(UNIT_FIELD_FLAGS,UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_TAXI_FLIGHT); |
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| 247 | LoadPath(player); |
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| 248 | Traveller<Player> traveller(player); |
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| 249 | // do not send movement, it was sent already |
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| 250 | i_destinationHolder.SetDestination(traveller, i_path[i_currentNode].x, i_path[i_currentNode].y, i_path[i_currentNode].z, false); |
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| 251 | |
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| 252 | player.SendMonsterMoveByPath(GetPath(),GetCurrentNode(),GetPathAtMapEnd(),MOVEMENTFLAG_WALK_MODE|MOVEMENTFLAG_ONTRANSPORT); |
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| 253 | } |
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| 254 | |
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| 255 | void FlightPathMovementGenerator::Finalize(Player & player) |
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| 256 | { |
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| 257 | |
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| 258 | float x, y, z; |
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| 259 | i_destinationHolder.GetLocationNow(player.GetMapId(), x, y, z); |
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| 260 | player.SetPosition(x, y, z, player.GetOrientation()); |
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| 261 | |
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| 262 | player.clearUnitState(UNIT_STAT_IN_FLIGHT); |
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| 263 | player.Unmount(); |
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| 264 | player.RemoveFlag(UNIT_FIELD_FLAGS,UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_TAXI_FLIGHT); |
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| 265 | |
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| 266 | if(player.m_taxi.empty()) |
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| 267 | { |
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| 268 | player.getHostilRefManager().setOnlineOfflineState(true); |
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| 269 | if(player.pvpInfo.inHostileArea) |
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| 270 | player.CastSpell(&player, 2479, true); |
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| 271 | |
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| 272 | player.SetUnitMovementFlags(MOVEMENTFLAG_WALK_MODE); |
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| 273 | player.StopMoving(); |
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| 274 | } |
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| 275 | } |
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| 276 | |
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| 277 | bool |
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| 278 | FlightPathMovementGenerator::Update(Player &player, const uint32 &diff) |
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| 279 | { |
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| 280 | if( MovementInProgress() ) |
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| 281 | { |
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| 282 | Traveller<Player> traveller(player); |
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| 283 | if( i_destinationHolder.UpdateTraveller(traveller, diff, false) ) |
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| 284 | { |
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| 285 | i_destinationHolder.ResetUpdate(FLIGHT_TRAVEL_UPDATE); |
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| 286 | if( i_destinationHolder.HasArrived() ) |
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| 287 | { |
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| 288 | uint32 curMap = i_mapIds[i_currentNode]; |
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| 289 | ++i_currentNode; |
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| 290 | if( MovementInProgress() ) |
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| 291 | { |
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| 292 | DEBUG_LOG("loading node %u for player %s", i_currentNode, player.GetName()); |
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| 293 | if(i_mapIds[i_currentNode]==curMap) |
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| 294 | { |
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| 295 | // do not send movement, it was sent already |
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| 296 | i_destinationHolder.SetDestination(traveller, i_path[i_currentNode].x, i_path[i_currentNode].y, i_path[i_currentNode].z, false); |
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| 297 | } |
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| 298 | return true; |
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| 299 | } |
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| 300 | //else HasArrived() |
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| 301 | } |
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| 302 | else |
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| 303 | return true; |
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| 304 | } |
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| 305 | else |
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| 306 | return true; |
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| 307 | } |
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| 308 | |
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| 309 | // we have arrived at the end of the path |
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| 310 | return false; |
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| 311 | } |
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| 312 | |
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| 313 | void |
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| 314 | FlightPathMovementGenerator::SetCurrentNodeAfterTeleport() |
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| 315 | { |
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| 316 | if(i_mapIds.empty()) |
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| 317 | return; |
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| 318 | |
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| 319 | uint32 map0 = i_mapIds[0]; |
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| 320 | for(int i = 1; i < i_mapIds.size(); ++i) |
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| 321 | { |
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| 322 | if(i_mapIds[i]!=map0) |
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| 323 | { |
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| 324 | i_currentNode = i; |
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| 325 | return; |
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| 326 | } |
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| 327 | } |
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| 328 | } |
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| 329 | |
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| 330 | // |
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| 331 | // Unique1's ASTAR Pathfinding Code... For future use & reference... |
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| 332 | // |
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| 333 | |
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| 334 | #ifdef __PATHFINDING__ |
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| 335 | |
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| 336 | int GetFCost(int to, int num, int parentNum, float *gcost); // Below... |
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| 337 | |
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| 338 | int ShortenASTARRoute(short int *pathlist, int number) |
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| 339 | { // Wrote this to make the routes a little smarter (shorter)... No point looping back to the same places... Unique1 |
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| 340 | short int temppathlist[MAX_PATHLIST_NODES]; |
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| 341 | int count = 0; |
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| 342 | // int count2 = 0; |
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| 343 | int temp, temp2; |
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| 344 | int link; |
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| 345 | int upto = 0; |
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| 346 | |
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| 347 | for (temp = number; temp >= 0; temp--) |
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| 348 | { |
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| 349 | qboolean shortened = qfalse; |
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| 350 | |
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| 351 | for (temp2 = 0; temp2 < temp; temp2++) |
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| 352 | { |
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| 353 | for (link = 0; link < nodes[pathlist[temp]].enodenum; link++) |
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| 354 | { |
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| 355 | if (nodes[pathlist[temp]].links[link].flags & PATH_BLOCKED) |
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| 356 | continue; |
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| 357 | |
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| 358 | //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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| 359 | // continue; |
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| 360 | |
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| 361 | //if (nodes[nodes[pathlist[temp]].links[link].targetNode].origin[2] > nodes[pathlist[temp]].origin[2] + 32) |
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| 362 | // continue; |
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| 363 | |
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| 364 | if (nodes[pathlist[temp]].links[link].targetNode == pathlist[temp2]) |
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| 365 | { // Found a shorter route... |
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| 366 | //if (OrgVisible(nodes[pathlist[temp2]].origin, nodes[pathlist[temp]].origin, -1)) |
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| 367 | { |
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| 368 | temppathlist[count] = pathlist[temp2]; |
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| 369 | temp = temp2; |
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| 370 | ++count; |
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| 371 | shortened = qtrue; |
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| 372 | } |
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| 373 | } |
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| 374 | } |
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| 375 | } |
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| 376 | |
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| 377 | if (!shortened) |
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| 378 | { |
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| 379 | temppathlist[count] = pathlist[temp]; |
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| 380 | ++count; |
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| 381 | } |
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| 382 | } |
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| 383 | |
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| 384 | upto = count; |
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| 385 | |
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| 386 | for (temp = 0; temp < count; temp++) |
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| 387 | { |
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| 388 | pathlist[temp] = temppathlist[upto]; |
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| 389 | --upto; |
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| 390 | } |
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| 391 | |
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| 392 | G_Printf("ShortenASTARRoute: Path size reduced from %i to %i nodes...n", number, count); |
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| 393 | return count; |
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| 394 | } |
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| 395 | |
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| 396 | /* |
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| 397 | =========================================================================== |
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| 398 | CreatePathAStar |
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| 399 | This function uses the A* pathfinding algorithm to determine the |
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| 400 | shortest path between any two nodes. |
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| 401 | It's fairly complex, so I'm not really going to explain it much. |
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| 402 | Look up A* and binary heaps for more info. |
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| 403 | pathlist stores the ideal path between the nodes, in reverse order, |
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| 404 | and the return value is the number of nodes in that path |
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| 405 | =========================================================================== |
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| 406 | */ |
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| 407 | int CreatePathAStar(gentity_t *bot, int from, int to, short int *pathlist) |
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| 408 | { |
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| 409 | //all the data we have to hold...since we can't do dynamic allocation, has to be MAX_NODES |
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| 410 | //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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| 411 | 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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| 412 | float gcost[MAX_NODES]; |
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| 413 | int fcost[MAX_NODES]; |
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| 414 | 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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| 415 | short int parent[MAX_NODES]; |
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| 416 | |
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| 417 | short int numOpen = 0; |
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| 418 | short int atNode, temp, newnode=-1; |
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| 419 | qboolean found = qfalse; |
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| 420 | int count = -1; |
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| 421 | float gc; |
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| 422 | int i, u, v, m; |
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| 423 | vec3_t vec; |
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| 424 | |
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| 425 | //clear out all the arrays |
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| 426 | memset(openlist, 0, sizeof(short int)*(MAX_NODES+1)); |
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| 427 | memset(fcost, 0, sizeof(int)*MAX_NODES); |
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| 428 | memset(list, 0, sizeof(char)*MAX_NODES); |
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| 429 | memset(parent, 0, sizeof(short int)*MAX_NODES); |
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| 430 | memset(gcost, -1, sizeof(float)*MAX_NODES); |
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| 431 | |
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| 432 | //make sure we have valid data before calculating everything |
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| 433 | if ((from == NODE_INVALID) || (to == NODE_INVALID) || (from >= MAX_NODES) || (to >= MAX_NODES) || (from == to)) |
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| 434 | return -1; |
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| 435 | |
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| 436 | openlist[1] = from; //add the starting node to the open list |
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| 437 | ++numOpen; |
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| 438 | gcost[from] = 0; //its f and g costs are obviously 0 |
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| 439 | fcost[from] = 0; |
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| 440 | |
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| 441 | while (1) |
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| 442 | { |
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| 443 | if (numOpen != 0) //if there are still items in the open list |
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| 444 | { |
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| 445 | //pop the top item off of the list |
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| 446 | atNode = openlist[1]; |
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| 447 | list[atNode] = 2; //put the node on the closed list so we don't check it again |
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| 448 | --numOpen; |
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| 449 | |
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| 450 | openlist[1] = openlist[numOpen+1]; //move the last item in the list to the top position |
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| 451 | v = 1; |
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| 452 | |
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| 453 | //this while loop reorders the list so that the new lowest fcost is at the top again |
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| 454 | while (1) |
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| 455 | { |
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| 456 | u = v; |
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| 457 | if ((2*u+1) < numOpen) //if both children exist |
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| 458 | { |
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| 459 | if (fcost[openlist[u]] >= fcost[openlist[2*u]]) |
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| 460 | v = 2*u; |
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| 461 | if (fcost[openlist[v]] >= fcost[openlist[2*u+1]]) |
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| 462 | v = 2*u+1; |
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| 463 | } |
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| 464 | else |
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| 465 | { |
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| 466 | if ((2*u) < numOpen) //if only one child exists |
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| 467 | { |
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| 468 | if (fcost[openlist[u]] >= fcost[openlist[2*u]]) |
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| 469 | v = 2*u; |
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| 470 | } |
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| 471 | } |
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| 472 | |
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| 473 | if (u != v) //if they're out of order, swap this item with its parent |
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| 474 | { |
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| 475 | temp = openlist[u]; |
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| 476 | openlist[u] = openlist[v]; |
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| 477 | openlist[v] = temp; |
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| 478 | } |
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| 479 | else |
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| 480 | break; |
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| 481 | } |
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| 482 | |
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| 483 | for (i = 0; i < nodes[atNode].enodenum; i++) //loop through all the links for this node |
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| 484 | { |
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| 485 | newnode = nodes[atNode].links[i].targetNode; |
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| 486 | |
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| 487 | //if this path is blocked, skip it |
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| 488 | if (nodes[atNode].links[i].flags & PATH_BLOCKED) |
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| 489 | continue; |
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| 490 | //if this path is blocked, skip it |
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| 491 | if (bot->client && (bot->client->ps.eFlags & EF_TANK) && nodes[atNode].links[i].flags & PATH_NOTANKS) |
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| 492 | continue; |
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| 493 | //skip any unreachable nodes |
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| 494 | if (bot->client && (nodes[newnode].type & NODE_ALLY_UNREACHABLE) && (bot->client->sess.sessionTeam == TEAM_ALLIES)) |
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| 495 | continue; |
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| 496 | if (bot->client && (nodes[newnode].type & NODE_AXIS_UNREACHABLE) && (bot->client->sess.sessionTeam == TEAM_AXIS)) |
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| 497 | continue; |
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| 498 | |
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| 499 | if (list[newnode] == 2) //if this node is on the closed list, skip it |
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| 500 | continue; |
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| 501 | |
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| 502 | if (list[newnode] != 1) //if this node is not already on the open list |
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| 503 | { |
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| 504 | openlist[++numOpen] = newnode; //add the new node to the open list |
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| 505 | list[newnode] = 1; |
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| 506 | parent[newnode] = atNode; //record the node's parent |
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| 507 | |
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| 508 | if (newnode == to) //if we've found the goal, don't keep computing paths! |
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| 509 | break; //this will break the 'for' and go all the way to 'if (list[to] == 1)' |
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| 510 | |
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| 511 | //store it's f cost value |
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| 512 | fcost[newnode] = GetFCost(to, newnode, parent[newnode], gcost); |
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| 513 | |
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| 514 | //this loop re-orders the heap so that the lowest fcost is at the top |
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| 515 | m = numOpen; |
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| 516 | while (m != 1) //while this item isn't at the top of the heap already |
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| 517 | { |
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| 518 | //if it has a lower fcost than its parent |
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| 519 | if (fcost[openlist[m]] <= fcost[openlist[m/2]]) |
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| 520 | { |
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| 521 | temp = openlist[m/2]; |
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| 522 | openlist[m/2] = openlist[m]; |
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| 523 | openlist[m] = temp; //swap them |
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| 524 | m /= 2; |
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| 525 | } |
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| 526 | else |
|---|
| 527 | break; |
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| 528 | } |
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| 529 | } |
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| 530 | else //if this node is already on the open list |
|---|
| 531 | { |
|---|
| 532 | gc = gcost[atNode]; |
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| 533 | VectorSubtract(nodes[newnode].origin, nodes[atNode].origin, vec); |
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| 534 | gc += VectorLength(vec); //calculate what the gcost would be if we reached this node along the current path |
|---|
| 535 | |
|---|
| 536 | if (gc < gcost[newnode]) //if the new gcost is less (ie, this path is shorter than what we had before) |
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| 537 | { |
|---|
| 538 | parent[newnode] = atNode; //set the new parent for this node |
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| 539 | gcost[newnode] = gc; //and the new g cost |
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| 540 | |
|---|
| 541 | for (i = 1; i < numOpen; i++) //loop through all the items on the open list |
|---|
| 542 | { |
|---|
| 543 | if (openlist[i] == newnode) //find this node in the list |
|---|
| 544 | { |
|---|
| 545 | //calculate the new fcost and store it |
|---|
| 546 | fcost[newnode] = GetFCost(to, newnode, parent[newnode], gcost); |
|---|
| 547 | |
|---|
| 548 | //reorder the list again, with the lowest fcost item on top |
|---|
| 549 | m = i; |
|---|
| 550 | while (m != 1) |
|---|
| 551 | { |
|---|
| 552 | //if the item has a lower fcost than it's parent |
|---|
| 553 | if (fcost[openlist[m]] < fcost[openlist[m/2]]) |
|---|
| 554 | { |
|---|
| 555 | temp = openlist[m/2]; |
|---|
| 556 | openlist[m/2] = openlist[m]; |
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| 557 | openlist[m] = temp; //swap them |
|---|
| 558 | m /= 2; |
|---|
| 559 | } |
|---|
| 560 | else |
|---|
| 561 | break; |
|---|
| 562 | } |
|---|
| 563 | break; //exit the 'for' loop because we already changed this node |
|---|
| 564 | } //if |
|---|
| 565 | } //for |
|---|
| 566 | } //if (gc < gcost[newnode]) |
|---|
| 567 | } //if (list[newnode] != 1) --> else |
|---|
| 568 | } //for (loop through links) |
|---|
| 569 | } //if (numOpen != 0) |
|---|
| 570 | else |
|---|
| 571 | { |
|---|
| 572 | found = qfalse; //there is no path between these nodes |
|---|
| 573 | break; |
|---|
| 574 | } |
|---|
| 575 | |
|---|
| 576 | if (list[to] == 1) //if the destination node is on the open list, we're done |
|---|
| 577 | { |
|---|
| 578 | found = qtrue; |
|---|
| 579 | break; |
|---|
| 580 | } |
|---|
| 581 | } //while (1) |
|---|
| 582 | |
|---|
| 583 | if (found == qtrue) //if we found a path |
|---|
| 584 | { |
|---|
| 585 | //G_Printf("%s - path found!n", bot->client->pers.netname); |
|---|
| 586 | count = 0; |
|---|
| 587 | |
|---|
| 588 | temp = to; //start at the end point |
|---|
| 589 | while (temp != from) //travel along the path (backwards) until we reach the starting point |
|---|
| 590 | { |
|---|
| 591 | pathlist[count++] = temp; //add the node to the pathlist and increment the count |
|---|
| 592 | temp = parent[temp]; //move to the parent of this node to continue the path |
|---|
| 593 | } |
|---|
| 594 | |
|---|
| 595 | pathlist[count++] = from; //add the beginning node to the end of the pathlist |
|---|
| 596 | |
|---|
| 597 | #ifdef __BOT_SHORTEN_ROUTING__ |
|---|
| 598 | count = ShortenASTARRoute(pathlist, count); // This isn't working... Dunno why.. Unique1 |
|---|
| 599 | #endif //__BOT_SHORTEN_ROUTING__ |
|---|
| 600 | } |
|---|
| 601 | else |
|---|
| 602 | { |
|---|
| 603 | //G_Printf("^1*** ^4BOT DEBUG^5: (CreatePathAStar) There is no route between node ^7%i^5 and node ^7%i^5.n", from, to); |
|---|
| 604 | count = CreateDumbRoute(from, to, pathlist); |
|---|
| 605 | |
|---|
| 606 | if (count > 0) |
|---|
| 607 | { |
|---|
| 608 | #ifdef __BOT_SHORTEN_ROUTING__ |
|---|
| 609 | count = ShortenASTARRoute(pathlist, count); // This isn't working... Dunno why.. Unique1 |
|---|
| 610 | #endif //__BOT_SHORTEN_ROUTING__ |
|---|
| 611 | return count; |
|---|
| 612 | } |
|---|
| 613 | } |
|---|
| 614 | |
|---|
| 615 | return count; //return the number of nodes in the path, -1 if not found |
|---|
| 616 | } |
|---|
| 617 | |
|---|
| 618 | /* |
|---|
| 619 | =========================================================================== |
|---|
| 620 | GetFCost |
|---|
| 621 | Utility function used by A* pathfinding to calculate the |
|---|
| 622 | cost to move between nodes towards a goal. Using the A* |
|---|
| 623 | algorithm F = G + H, G here is the distance along the node |
|---|
| 624 | paths the bot must travel, and H is the straight-line distance |
|---|
| 625 | to the goal node. |
|---|
| 626 | Returned as an int because more precision is unnecessary and it |
|---|
| 627 | will slightly speed up heap access |
|---|
| 628 | =========================================================================== |
|---|
| 629 | */ |
|---|
| 630 | int GetFCost(int to, int num, int parentNum, float *gcost) |
|---|
| 631 | { |
|---|
| 632 | float gc = 0; |
|---|
| 633 | float hc = 0; |
|---|
| 634 | vec3_t v; |
|---|
| 635 | |
|---|
| 636 | if (gcost[num] == -1) |
|---|
| 637 | { |
|---|
| 638 | if (parentNum != -1) |
|---|
| 639 | { |
|---|
| 640 | gc = gcost[parentNum]; |
|---|
| 641 | VectorSubtract(nodes[num].origin, nodes[parentNum].origin, v); |
|---|
| 642 | gc += VectorLength(v); |
|---|
| 643 | } |
|---|
| 644 | gcost[num] = gc; |
|---|
| 645 | } |
|---|
| 646 | else |
|---|
| 647 | gc = gcost[num]; |
|---|
| 648 | |
|---|
| 649 | VectorSubtract(nodes[to].origin, nodes[num].origin, v); |
|---|
| 650 | hc = VectorLength(v); |
|---|
| 651 | |
|---|
| 652 | return (int)(gc + hc); |
|---|
| 653 | } |
|---|
| 654 | #endif //__PATHFINDING__ |
|---|