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1 | pmbaty | 1 | /* |
2 | * Portions of this file are copyright Rebirth contributors and licensed as |
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3 | * described in COPYING.txt. |
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4 | * Portions of this file are copyright Parallax Software and licensed |
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5 | * according to the Parallax license below. |
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6 | * See COPYING.txt for license details. |
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7 | |||
8 | THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX |
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9 | SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO |
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10 | END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A |
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11 | ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS |
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12 | IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS |
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13 | SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE |
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14 | FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE |
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15 | CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS |
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16 | AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. |
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17 | COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. |
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18 | */ |
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19 | |||
20 | /* |
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21 | * |
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22 | * AI path forming stuff. |
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23 | * |
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24 | */ |
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25 | |||
26 | #include <stdio.h> // for printf() |
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27 | #include <stdlib.h> // for d_rand() and qsort() |
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28 | #include <string.h> // for memset() |
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29 | |||
30 | #include "inferno.h" |
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31 | #include "console.h" |
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32 | #include "3d.h" |
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33 | |||
34 | #include "object.h" |
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35 | #include "dxxerror.h" |
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36 | #include "ai.h" |
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37 | #include "robot.h" |
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38 | #include "fvi.h" |
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39 | #include "gameseg.h" |
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40 | #include "physics.h" |
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41 | #include "wall.h" |
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42 | #if DXX_USE_EDITOR |
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43 | #include "editor/editor.h" |
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44 | #include "editor/esegment.h" |
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45 | #endif |
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46 | #include "player.h" |
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47 | #include "fireball.h" |
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48 | #include "game.h" |
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49 | |||
50 | #include "compiler-range_for.h" |
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51 | #include "d_enumerate.h" |
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52 | |||
53 | // Length in segments of avoidance path |
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54 | #define AVOID_SEG_LENGTH 7 |
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55 | |||
56 | #ifdef NDEBUG |
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57 | #define PATH_VALIDATION 0 |
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58 | #else |
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59 | #define PATH_VALIDATION 1 |
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60 | #endif |
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61 | |||
62 | namespace dsx { |
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63 | static void ai_path_set_orient_and_vel(object &objp, const vms_vector &goal_point |
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64 | #if defined(DXX_BUILD_DESCENT_II) |
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65 | , player_visibility_state player_visibility, const vms_vector *vec_to_player |
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66 | #endif |
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67 | ); |
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68 | static void maybe_ai_path_garbage_collect(void); |
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69 | static void ai_path_garbage_collect(void); |
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70 | #if PATH_VALIDATION |
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71 | static void validate_all_paths(); |
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72 | static int validate_path(int, point_seg* psegs, uint_fast32_t num_points); |
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73 | #endif |
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74 | } |
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75 | |||
76 | // ------------------------------------------------------------------------ |
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77 | static void create_random_xlate(std::array<uint8_t, MAX_SIDES_PER_SEGMENT> &xt) |
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78 | { |
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79 | for (int i = 0; i<MAX_SIDES_PER_SEGMENT; i++) |
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80 | xt[i] = i; |
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81 | |||
82 | range_for (auto &i, xt) |
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83 | { |
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84 | uint_fast32_t j = (d_rand()*MAX_SIDES_PER_SEGMENT)/(D_RAND_MAX+1); |
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85 | Assert(j < xt.size()); |
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86 | using std::swap; |
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87 | swap(i, xt[j]); |
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88 | } |
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89 | } |
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90 | |||
91 | namespace dsx { |
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92 | |||
93 | // ----------------------------------------------------------------------------------------------------------- |
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94 | // Insert the point at the center of the side connecting two segments between the two points. |
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95 | // This is messy because we must insert into the list. The simplest (and not too slow) way to do this is to start |
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96 | // at the end of the list and go backwards. |
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97 | static uint_fast32_t insert_center_points(segment_array &segments, point_seg *psegs, uint_fast32_t count) |
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98 | { |
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99 | auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state(); |
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100 | auto &Vertices = LevelSharedVertexState.get_vertices(); |
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101 | auto &vcsegptr = segments.vcptr; |
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102 | auto &vcsegptridx = segments.vcptridx; |
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103 | if (count < 2) |
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104 | return count; |
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105 | uint_fast32_t last_point = count - 1; |
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106 | for (uint_fast32_t i = last_point; i; --i) |
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107 | { |
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108 | psegs[2*i] = psegs[i]; |
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109 | const auto &&seg1 = vcsegptr(psegs[i-1].segnum); |
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110 | auto connect_side = find_connect_side(vcsegptridx(psegs[i].segnum), seg1); |
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111 | Assert(connect_side != side_none); // Impossible! These two segments must be connected, they were created by create_path_points (which was created by mk!) |
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112 | if (connect_side == side_none) // Try to blow past the assert, this should at least prevent a hang. |
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113 | connect_side = 0; |
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114 | auto &vcvertptr = Vertices.vcptr; |
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115 | const auto &¢er_point = compute_center_point_on_side(vcvertptr, seg1, connect_side); |
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116 | auto new_point = vm_vec_sub(psegs[i-1].point, center_point); |
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117 | new_point.x /= 16; |
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118 | new_point.y /= 16; |
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119 | new_point.z /= 16; |
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120 | vm_vec_sub(psegs[2*i-1].point, center_point, new_point); |
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121 | #if defined(DXX_BUILD_DESCENT_II) |
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122 | const auto &&segp = segments.imptridx(psegs[2*i].segnum); |
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123 | const auto &&temp_segnum = find_point_seg(LevelSharedSegmentState, psegs[2*i-1].point, segp); |
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124 | if (temp_segnum == segment_none) { |
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125 | psegs[2*i-1].point = center_point; |
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126 | find_point_seg(LevelSharedSegmentState, psegs[2*i-1].point, segp); |
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127 | } |
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128 | #endif |
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129 | |||
130 | psegs[2*i-1].segnum = psegs[2*i].segnum; |
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131 | count++; |
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132 | } |
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133 | |||
134 | #if defined(DXX_BUILD_DESCENT_II) |
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135 | // Now, remove unnecessary center points. |
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136 | // A center point is unnecessary if it is close to the line between the two adjacent points. |
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137 | // MK, OPTIMIZE! Can get away with about half the math since every vector gets computed twice. |
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138 | for (uint_fast32_t i = 1; i < count - 1; i += 2) |
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139 | { |
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140 | vms_vector temp1, temp2; |
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141 | fix dot; |
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142 | |||
143 | dot = vm_vec_dot(vm_vec_sub(temp1, psegs[i].point, psegs[i-1].point), vm_vec_sub(temp2, psegs[i+1].point, psegs[i].point)); |
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144 | |||
145 | if (dot * 9/8 > fixmul(vm_vec_mag(temp1), vm_vec_mag(temp2))) |
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146 | psegs[i].segnum = segment_none; |
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147 | |||
148 | } |
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149 | |||
150 | // Now, scan for points with segnum == -1 |
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151 | auto predicate = [](const point_seg &p) { return p.segnum == segment_none; }; |
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152 | count = std::distance(psegs, std::remove_if(psegs, psegs + count, predicate)); |
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153 | #endif |
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154 | return count; |
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155 | } |
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156 | |||
157 | #if defined(DXX_BUILD_DESCENT_II) |
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158 | // ----------------------------------------------------------------------------------------------------------- |
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159 | // Move points halfway to outside of segment. |
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160 | static void move_towards_outside(const d_level_shared_segment_state &LevelSharedSegmentState, point_seg *const psegs, const unsigned num_points, const vmobjptridx_t objp, const create_path_random_flag rand_flag) |
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161 | { |
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162 | int i; |
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163 | std::array<point_seg, 200> new_psegs; |
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164 | assert(num_points < new_psegs.size()); |
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165 | |||
166 | auto &Segments = LevelSharedSegmentState.get_segments(); |
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167 | auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state(); |
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168 | auto &Vertices = LevelSharedVertexState.get_vertices(); |
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169 | auto &vcvertptr = Vertices.vcptr; |
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170 | for (i = 1; i < num_points - 1; ++i) |
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171 | { |
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172 | fix segment_size; |
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173 | segnum_t segnum; |
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174 | vms_vector e; |
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175 | int count; |
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176 | const auto &&temp_segnum = find_point_seg(LevelSharedSegmentState, psegs[i].point, Segments.vcptridx(psegs[i].segnum)); |
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177 | Assert(temp_segnum != segment_none); |
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178 | psegs[i].segnum = temp_segnum; |
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179 | segnum = psegs[i].segnum; |
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180 | |||
181 | // I don't think we can use quick version here and this is _very_ rarely called. --MK, 07/03/95 |
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182 | const auto a = vm_vec_normalized_quick(vm_vec_sub(psegs[i].point, psegs[i-1].point)); |
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183 | const auto b = vm_vec_normalized_quick(vm_vec_sub(psegs[i+1].point, psegs[i].point)); |
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184 | const auto c = vm_vec_sub(psegs[i+1].point, psegs[i-1].point); |
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185 | if (abs(vm_vec_dot(a, b)) > 3*F1_0/4 ) { |
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186 | if (abs(a.z) < F1_0/2) { |
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187 | if (rand_flag != create_path_random_flag::nonrandom) |
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188 | { |
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189 | e.x = (d_rand()-16384)/2; |
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190 | e.y = (d_rand()-16384)/2; |
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191 | e.z = abs(e.x) + abs(e.y) + 1; |
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192 | vm_vec_normalize_quick(e); |
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193 | } else { |
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194 | e.x = 0; |
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195 | e.y = 0; |
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196 | e.z = F1_0; |
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197 | } |
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198 | } else { |
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199 | if (rand_flag != create_path_random_flag::nonrandom) |
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200 | { |
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201 | e.y = (d_rand()-16384)/2; |
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202 | e.z = (d_rand()-16384)/2; |
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203 | e.x = abs(e.y) + abs(e.z) + 1; |
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204 | vm_vec_normalize_quick(e); |
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205 | } else { |
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206 | e.x = F1_0; |
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207 | e.y = 0; |
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208 | e.z = 0; |
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209 | } |
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210 | } |
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211 | } else { |
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212 | const auto d = vm_vec_cross(a, b); |
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213 | vm_vec_cross(e, c, d); |
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214 | vm_vec_normalize_quick(e); |
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215 | } |
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216 | |||
217 | if (vm_vec_mag_quick(e) < F1_0/2) |
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218 | Int3(); |
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219 | |||
220 | const shared_segment &segp = *vcsegptr(segnum); |
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221 | segment_size = vm_vec_dist_quick(vcvertptr(segp.verts[0]), vcvertptr(segp.verts[6])); |
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222 | if (segment_size > F1_0*40) |
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223 | segment_size = F1_0*40; |
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224 | |||
225 | auto goal_pos = vm_vec_scale_add(psegs[i].point, e, segment_size/4); |
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226 | |||
227 | count = 3; |
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228 | while (count) { |
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229 | fvi_query fq; |
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230 | fvi_info hit_data; |
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231 | int hit_type; |
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232 | |||
233 | fq.p0 = &psegs[i].point; |
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234 | fq.startseg = psegs[i].segnum; |
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235 | fq.p1 = &goal_pos; |
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236 | fq.rad = objp->size; |
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237 | fq.thisobjnum = objp; |
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238 | fq.ignore_obj_list.first = nullptr; |
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239 | fq.flags = 0; |
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240 | |||
241 | hit_type = find_vector_intersection(fq, hit_data); |
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242 | |||
243 | if (hit_type == HIT_NONE) |
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244 | count = 0; |
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245 | else { |
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246 | if ((count == 3) && (hit_type == HIT_BAD_P0)) |
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247 | Int3(); |
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248 | goal_pos.x = (fq.p0->x + hit_data.hit_pnt.x)/2; |
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249 | goal_pos.y = (fq.p0->y + hit_data.hit_pnt.y)/2; |
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250 | goal_pos.z = (fq.p0->z + hit_data.hit_pnt.z)/2; |
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251 | count--; |
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252 | if (count == 0) { // Couldn't move towards outside, that's ok, sometimes things can't be moved. |
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253 | goal_pos = psegs[i].point; |
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254 | } |
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255 | } |
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256 | } |
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257 | |||
258 | // Only move towards outside if remained inside segment. |
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259 | const auto &&new_segnum = find_point_seg(LevelSharedSegmentState, goal_pos, Segments.vcptridx(psegs[i].segnum)); |
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260 | if (new_segnum == psegs[i].segnum) { |
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261 | new_psegs[i].point = goal_pos; |
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262 | new_psegs[i].segnum = new_segnum; |
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263 | } else { |
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264 | new_psegs[i].point = psegs[i].point; |
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265 | new_psegs[i].segnum = psegs[i].segnum; |
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266 | } |
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267 | |||
268 | } |
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269 | |||
270 | for (i = 1; i < num_points - 1; ++i) |
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271 | psegs[i] = new_psegs[i]; |
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272 | } |
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273 | #endif |
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274 | |||
275 | |||
276 | // ----------------------------------------------------------------------------------------------------------- |
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277 | // Create a path from objp->pos to the center of end_seg. |
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278 | // Return a list of (segment_num, point_locations) at psegs |
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279 | // Return number of points in *num_points. |
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280 | // if max_depth == -1, then there is no maximum depth. |
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281 | // If unable to create path, return -1, else return 0. |
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282 | // If random_flag !0, then introduce randomness into path by looking at sides in random order. This means |
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283 | // that a path between two segments won't always be the same, unless it is unique. |
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284 | // If safety_flag is set, then additional points are added to "make sure" that points are reachable. I would |
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285 | // like to say that it ensures that the object can move between the points, but that would require knowing what |
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286 | // the object is (which isn't passed, right?) and making fvi calls (slow, right?). So, consider it the more_or_less_safe_flag. |
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287 | // If end_seg == -2, then end seg will never be found and this routine will drop out due to depth (probably called by create_n_segment_path). |
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288 | std::pair<create_path_result, unsigned> create_path_points(const vmobjptridx_t objp, const vcsegidx_t start_seg, icsegidx_t end_seg, point_seg_array_t::iterator psegs, const unsigned max_depth, create_path_random_flag random_flag, const create_path_safety_flag safety_flag, icsegidx_t avoid_seg) |
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289 | { |
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290 | #if defined(DXX_BUILD_DESCENT_II) |
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291 | auto &Objects = LevelUniqueObjectState.Objects; |
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292 | auto &vmobjptr = Objects.vmptr; |
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293 | #endif |
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294 | segnum_t cur_seg; |
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295 | int qtail = 0, qhead = 0; |
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296 | int i; |
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297 | std::array<seg_seg, MAX_SEGMENTS> seg_queue; |
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298 | int cur_depth; |
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299 | std::array<uint8_t, MAX_SIDES_PER_SEGMENT> random_xlate; |
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300 | DXX_POISON_VAR(random_xlate, 0xcc); |
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301 | point_seg_array_t::iterator original_psegs = psegs; |
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302 | unsigned l_num_points = 0; |
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303 | |||
304 | #if PATH_VALIDATION |
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305 | validate_all_paths(); |
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306 | #endif |
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307 | |||
308 | if ((objp->type == OBJ_ROBOT) && (objp->ctype.ai_info.behavior == ai_behavior::AIB_RUN_FROM)) { |
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309 | random_flag = create_path_random_flag::random; |
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310 | avoid_seg = ConsoleObject->segnum; |
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311 | // Int3(); |
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312 | } |
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313 | |||
314 | visited_segment_bitarray_t visited; |
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315 | std::array<uint16_t, MAX_SEGMENTS> depth{}; |
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316 | |||
317 | // If there is a segment we're not allowed to visit, mark it. |
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318 | if (avoid_seg != segment_none) { |
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319 | Assert(avoid_seg <= Highest_segment_index); |
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320 | if ((start_seg != avoid_seg) && (end_seg != avoid_seg)) { |
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321 | visited[avoid_seg] = true; |
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322 | } |
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323 | } |
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324 | |||
325 | if (random_flag != create_path_random_flag::nonrandom) |
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326 | create_random_xlate(random_xlate); |
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327 | |||
328 | cur_seg = start_seg; |
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329 | visited[cur_seg] = true; |
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330 | cur_depth = 0; |
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331 | |||
332 | auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state(); |
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333 | auto &Vertices = LevelSharedVertexState.get_vertices(); |
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334 | auto &vcvertptr = Vertices.vcptr; |
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335 | auto &Walls = LevelUniqueWallSubsystemState.Walls; |
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336 | auto &vcwallptr = Walls.vcptr; |
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337 | while (cur_seg != end_seg) { |
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338 | const auto &&segp = vcsegptr(cur_seg); |
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339 | #if defined(DXX_BUILD_DESCENT_II) |
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340 | if (random_flag != create_path_random_flag::nonrandom) |
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341 | if (d_rand() < 8192) |
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342 | create_random_xlate(random_xlate); |
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343 | #endif |
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344 | |||
345 | range_for (const auto &&es, enumerate(random_xlate)) |
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346 | { |
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347 | const unsigned snum = (random_flag != create_path_random_flag::nonrandom) ? es.value : es.idx; |
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348 | |||
349 | if (!IS_CHILD(segp->children[snum])) |
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350 | continue; |
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351 | #if defined(DXX_BUILD_DESCENT_I) |
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352 | #define AI_DOOR_OPENABLE_PLAYER_FLAGS |
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353 | #elif defined(DXX_BUILD_DESCENT_II) |
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354 | #define AI_DOOR_OPENABLE_PLAYER_FLAGS player_info.powerup_flags, |
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355 | auto &player_info = get_local_plrobj().ctype.player_info; |
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356 | #endif |
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357 | if ((WALL_IS_DOORWAY(GameBitmaps, Textures, vcwallptr, segp, snum) & WID_FLY_FLAG) || ai_door_is_openable(objp, AI_DOOR_OPENABLE_PLAYER_FLAGS segp, snum)) |
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358 | #undef AI_DOOR_OPENABLE_PLAYER_FLAGS |
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359 | { |
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360 | const auto this_seg = segp->children[snum]; |
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361 | #if defined(DXX_BUILD_DESCENT_II) |
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362 | Assert(this_seg != segment_none); |
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363 | if (((cur_seg == avoid_seg) || (this_seg == avoid_seg)) && (ConsoleObject->segnum == avoid_seg)) { |
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364 | fvi_query fq; |
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365 | fvi_info hit_data; |
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366 | int hit_type; |
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367 | |||
368 | const auto &¢er_point = compute_center_point_on_side(vcvertptr, segp, snum); |
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369 | |||
370 | fq.p0 = &objp->pos; |
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371 | fq.startseg = objp->segnum; |
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372 | fq.p1 = ¢er_point; |
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373 | fq.rad = objp->size; |
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374 | fq.thisobjnum = objp; |
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375 | fq.ignore_obj_list.first = nullptr; |
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376 | fq.flags = 0; |
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377 | |||
378 | hit_type = find_vector_intersection(fq, hit_data); |
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379 | if (hit_type != HIT_NONE) { |
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380 | goto dont_add; |
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381 | } |
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382 | } |
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383 | #endif |
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384 | |||
385 | if (!visited[this_seg]) { |
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386 | seg_queue[qtail].start = cur_seg; |
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387 | seg_queue[qtail].end = this_seg; |
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388 | visited[this_seg] = true; |
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389 | depth[qtail++] = cur_depth+1; |
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390 | if (depth[qtail-1] == max_depth) { |
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391 | end_seg = seg_queue[qtail-1].end; |
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392 | goto cpp_done1; |
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393 | } // end if (depth[... |
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394 | } // end if (!visited... |
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395 | } // if (WALL_IS_DOORWAY(... |
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396 | #if defined(DXX_BUILD_DESCENT_II) |
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397 | dont_add: ; |
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398 | #endif |
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399 | } |
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400 | |||
401 | if (qtail <= 0) |
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402 | break; |
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403 | |||
404 | if (qhead >= qtail) { |
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405 | // Couldn't get to goal, return a path as far as we got, which probably acceptable to the unparticular caller. |
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406 | end_seg = seg_queue[qtail-1].end; |
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407 | break; |
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408 | } |
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409 | |||
410 | cur_seg = seg_queue[qhead].end; |
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411 | cur_depth = depth[qhead]; |
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412 | qhead++; |
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413 | |||
414 | cpp_done1: ; |
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415 | } // while (cur_seg ... |
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416 | |||
417 | if (qtail > 0) |
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418 | { |
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419 | // Set qtail to the segment which ends at the goal. |
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420 | while (seg_queue[--qtail].end != end_seg) |
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421 | if (qtail < 0) { |
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422 | return std::make_pair(create_path_result::early, l_num_points); |
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423 | } |
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424 | } |
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425 | else |
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426 | qtail = -1; |
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427 | |||
428 | #if defined(DXX_BUILD_DESCENT_I) |
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429 | #if DXX_USE_EDITOR |
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430 | Selected_segs.clear(); |
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431 | #endif |
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432 | #endif |
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433 | |||
434 | while (qtail >= 0) { |
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435 | segnum_t parent_seg, this_seg; |
||
436 | |||
437 | this_seg = seg_queue[qtail].end; |
||
438 | parent_seg = seg_queue[qtail].start; |
||
439 | psegs->segnum = this_seg; |
||
440 | compute_segment_center(vcvertptr, psegs->point, vcsegptr(this_seg)); |
||
441 | psegs++; |
||
442 | l_num_points++; |
||
443 | #if defined(DXX_BUILD_DESCENT_I) |
||
444 | #if DXX_USE_EDITOR |
||
445 | Selected_segs.emplace_back(this_seg); |
||
446 | #endif |
||
447 | #endif |
||
448 | |||
449 | if (parent_seg == start_seg) |
||
450 | break; |
||
451 | |||
452 | while (seg_queue[--qtail].end != parent_seg) |
||
453 | Assert(qtail >= 0); |
||
454 | } |
||
455 | |||
456 | psegs->segnum = start_seg; |
||
457 | compute_segment_center(vcvertptr, psegs->point, vcsegptr(start_seg)); |
||
458 | psegs++; |
||
459 | l_num_points++; |
||
460 | |||
461 | #if PATH_VALIDATION |
||
462 | validate_path(1, original_psegs, l_num_points); |
||
463 | #endif |
||
464 | |||
465 | // Now, reverse point_segs in place. |
||
466 | for (i=0; i< l_num_points/2; i++) { |
||
467 | point_seg temp_point_seg = *(original_psegs + i); |
||
468 | *(original_psegs + i) = *(original_psegs + l_num_points - i - 1); |
||
469 | *(original_psegs + l_num_points - i - 1) = temp_point_seg; |
||
470 | } |
||
471 | #if PATH_VALIDATION |
||
472 | validate_path(2, original_psegs, l_num_points); |
||
473 | #endif |
||
474 | |||
475 | // Now, if safety_flag set, then insert the point at the center of the side connecting two segments |
||
476 | // between the two points. This is messy because we must insert into the list. The simplest (and not too slow) |
||
477 | // way to do this is to start at the end of the list and go backwards. |
||
478 | if (safety_flag != create_path_safety_flag::unsafe) { |
||
479 | if (psegs - Point_segs + l_num_points + 2 > MAX_POINT_SEGS) { |
||
480 | // Ouch! Cannot insert center points in path. So return unsafe path. |
||
481 | ai_reset_all_paths(); |
||
482 | return std::make_pair(create_path_result::early, l_num_points); |
||
483 | } else { |
||
484 | l_num_points = insert_center_points(Segments, original_psegs, l_num_points); |
||
485 | } |
||
486 | } |
||
487 | |||
488 | #if PATH_VALIDATION |
||
489 | validate_path(3, original_psegs, l_num_points); |
||
490 | #endif |
||
491 | |||
492 | #if defined(DXX_BUILD_DESCENT_II) |
||
493 | // -- MK, 10/30/95 -- This code causes apparent discontinuities in the path, moving a point |
||
494 | // into a new segment. It is not necessarily bad, but it makes it hard to track down actual |
||
495 | // discontinuity problems. |
||
496 | auto &Robot_info = LevelSharedRobotInfoState.Robot_info; |
||
497 | if (objp->type == OBJ_ROBOT) |
||
498 | if (Robot_info[get_robot_id(objp)].companion) |
||
499 | move_towards_outside(LevelSharedSegmentState, original_psegs, l_num_points, objp, create_path_random_flag::nonrandom); |
||
500 | #endif |
||
501 | |||
502 | #if PATH_VALIDATION |
||
503 | validate_path(4, original_psegs, l_num_points); |
||
504 | #endif |
||
505 | return std::make_pair(create_path_result::finished, l_num_points); |
||
506 | } |
||
507 | |||
508 | #if defined(DXX_BUILD_DESCENT_II) |
||
509 | // ------------------------------------------------------------------------------------------------------- |
||
510 | // polish_path |
||
511 | // Takes an existing path and makes it nicer. |
||
512 | // Drops as many leading points as possible still maintaining direct accessibility |
||
513 | // from current position to first point. |
||
514 | // Will not shorten path to fewer than 3 points. |
||
515 | // Returns number of points. |
||
516 | // Starting position in psegs doesn't change. |
||
517 | // Changed, MK, 10/18/95. I think this was causing robots to get hung up on walls. |
||
518 | // Only drop up to the first three points. |
||
519 | int polish_path(const vmobjptridx_t objp, point_seg *psegs, int num_points) |
||
520 | { |
||
521 | auto &BuddyState = LevelUniqueObjectState.BuddyState; |
||
522 | int i, first_point=0; |
||
523 | |||
524 | if (num_points <= 4) |
||
525 | return num_points; |
||
526 | |||
527 | // Prevent the buddy from polishing his path twice in one tick, which can cause him to get hung up. Pretty ugly, huh? |
||
528 | auto &Robot_info = LevelSharedRobotInfoState.Robot_info; |
||
529 | if (Robot_info[get_robot_id(objp)].companion) |
||
530 | { |
||
531 | if (d_tick_count == BuddyState.Last_buddy_polish_path_tick) |
||
532 | return num_points; |
||
533 | else |
||
534 | BuddyState.Last_buddy_polish_path_tick = d_tick_count; |
||
535 | } |
||
536 | |||
537 | // -- MK: 10/18/95: for (i=0; i<num_points-3; i++) |
||
538 | for (i=0; i<2; i++) { |
||
539 | fvi_query fq; |
||
540 | fvi_info hit_data; |
||
541 | int hit_type; |
||
542 | |||
543 | fq.p0 = &objp->pos; |
||
544 | fq.startseg = objp->segnum; |
||
545 | fq.p1 = &psegs[i].point; |
||
546 | fq.rad = objp->size; |
||
547 | fq.thisobjnum = objp; |
||
548 | fq.ignore_obj_list.first = nullptr; |
||
549 | fq.flags = 0; |
||
550 | |||
551 | hit_type = find_vector_intersection(fq, hit_data); |
||
552 | |||
553 | if (hit_type == HIT_NONE) |
||
554 | first_point = i+1; |
||
555 | else |
||
556 | break; |
||
557 | } |
||
558 | |||
559 | if (first_point) { |
||
560 | // Scrunch down all the psegs. |
||
561 | for (i=first_point; i<num_points; i++) |
||
562 | psegs[i-first_point] = psegs[i]; |
||
563 | } |
||
564 | |||
565 | return num_points - first_point; |
||
566 | } |
||
567 | #endif |
||
568 | |||
569 | #ifndef NDEBUG |
||
570 | // ------------------------------------------------------------------------------------------------------- |
||
571 | // Make sure that there are connections between all segments on path. |
||
572 | // Note that if path has been optimized, connections may not be direct, so this function is useless, or worse. |
||
573 | // Return true if valid, else return false. |
||
574 | int validate_path(int, point_seg *psegs, uint_fast32_t num_points) |
||
575 | { |
||
576 | #if PATH_VALIDATION |
||
577 | auto curseg = psegs->segnum; |
||
578 | if (curseg > Highest_segment_index) |
||
579 | { |
||
580 | //Int3(); // Contact Mike: Debug trap for elusive, nasty bug. |
||
581 | return 0; |
||
582 | } |
||
583 | |||
584 | range_for (const auto &ps, unchecked_partial_range(psegs, 1u, num_points)) |
||
585 | { |
||
586 | auto nextseg = ps.segnum; |
||
587 | if (curseg != nextseg) { |
||
588 | const auto &&csegp = vcsegptr(curseg); |
||
589 | const auto &children = csegp->children; |
||
590 | if (std::find(children.begin(), children.end(), nextseg) == children.end()) |
||
591 | { |
||
592 | // Assert(sidenum != MAX_SIDES_PER_SEGMENT); // Hey, created path is not contiguous, why!? |
||
593 | //Int3(); |
||
594 | return 0; |
||
595 | } |
||
596 | curseg = nextseg; |
||
597 | } |
||
598 | } |
||
599 | #endif |
||
600 | return 1; |
||
601 | |||
602 | } |
||
603 | |||
604 | // ----------------------------------------------------------------------------------------------------------- |
||
605 | void validate_all_paths(void) |
||
606 | { |
||
607 | |||
608 | #if PATH_VALIDATION |
||
609 | auto &Objects = LevelUniqueObjectState.Objects; |
||
610 | auto &vmobjptr = Objects.vmptr; |
||
611 | range_for (const auto &&objp, vmobjptr) |
||
612 | { |
||
613 | auto &obj = *objp; |
||
614 | if (obj.type == OBJ_ROBOT) { |
||
615 | auto &aip = obj.ctype.ai_info; |
||
616 | if (obj.control_type == CT_AI) { |
||
617 | if ((aip.hide_index != -1) && (aip.path_length > 0)) |
||
618 | if (!validate_path(4, &Point_segs[aip.hide_index], aip.path_length)) |
||
619 | { |
||
620 | //Int3(); // This path is bogus! Who corrupted it! Danger! Danger! |
||
621 | // Contact Mike, he caused this mess. |
||
622 | //force_dump_ai_objects_all("Error in validate_all_paths"); |
||
623 | aip.path_length=0; // This allows people to resume without harm... |
||
624 | } |
||
625 | } |
||
626 | } |
||
627 | } |
||
628 | #endif |
||
629 | |||
630 | } |
||
631 | #endif |
||
632 | |||
633 | // ------------------------------------------------------------------------------------------------------- |
||
634 | // Creates a path from the objects current segment (objp->segnum) to the specified segment for the object to |
||
635 | // hide in Ai_local_info[objnum].goal_segment. |
||
636 | // Sets objp->ctype.ai_info.hide_index, a pointer into Point_segs, the first point_seg of the path. |
||
637 | // objp->ctype.ai_info.path_length, length of path |
||
638 | // Point_segs_free_ptr global pointer into Point_segs array |
||
639 | void create_path_to_segment(const vmobjptridx_t objp, const unsigned max_length, const create_path_safety_flag safety_flag, const icsegidx_t goal_segment) |
||
640 | { |
||
641 | ai_static *aip = &objp->ctype.ai_info; |
||
642 | ai_local *ailp = &objp->ctype.ai_info.ail; |
||
643 | |||
644 | ailp->time_player_seen = GameTime64; // Prevent from resetting path quickly. |
||
645 | ailp->goal_segment = goal_segment; |
||
646 | |||
647 | segnum_t start_seg; |
||
648 | start_seg = objp->segnum; |
||
649 | const auto end_seg = goal_segment; |
||
650 | |||
651 | if (end_seg == segment_none) { |
||
652 | ; |
||
653 | } else { |
||
654 | aip->path_length = create_path_points(objp, start_seg, end_seg, Point_segs_free_ptr, max_length, create_path_random_flag::random, safety_flag, segment_none).second; |
||
655 | #if defined(DXX_BUILD_DESCENT_II) |
||
656 | aip->path_length = polish_path(objp, Point_segs_free_ptr, aip->path_length); |
||
657 | #endif |
||
658 | aip->hide_index = Point_segs_free_ptr - Point_segs; |
||
659 | aip->cur_path_index = 0; |
||
660 | #if defined(DXX_BUILD_DESCENT_I) |
||
661 | #ifndef NDEBUG |
||
662 | validate_path(6, Point_segs_free_ptr, aip->path_length); |
||
663 | #endif |
||
664 | #endif |
||
665 | Point_segs_free_ptr += aip->path_length; |
||
666 | if (Point_segs_free_ptr - Point_segs + MAX_PATH_LENGTH*2 > MAX_POINT_SEGS) { |
||
667 | //Int3(); // Contact Mike: This is stupid. Should call maybe_ai_garbage_collect before the add. |
||
668 | //force_dump_ai_objects_all("Error in create_path_to_player"); |
||
669 | ai_reset_all_paths(); |
||
670 | return; |
||
671 | } |
||
672 | // Assert(Point_segs_free_ptr - Point_segs + MAX_PATH_LENGTH*2 < MAX_POINT_SEGS); |
||
673 | aip->PATH_DIR = 1; // Initialize to moving forward. |
||
674 | #if defined(DXX_BUILD_DESCENT_I) |
||
675 | aip->SUBMODE = AISM_GOHIDE; // This forces immediate movement. |
||
676 | #endif |
||
677 | ailp->mode = ai_mode::AIM_FOLLOW_PATH; |
||
678 | ailp->player_awareness_type = player_awareness_type_t::PA_NONE; // If robot too aware of player, will set mode to chase |
||
679 | } |
||
680 | maybe_ai_path_garbage_collect(); |
||
681 | } |
||
682 | |||
683 | // Change, 10/07/95: Used to create path to ConsoleObject->pos. Now creates path to Believed_player_pos. |
||
684 | void create_path_to_believed_player_segment(const vmobjptridx_t objp, const unsigned max_length, const create_path_safety_flag safety_flag) |
||
685 | { |
||
686 | #if defined(DXX_BUILD_DESCENT_I) |
||
687 | const auto goal_segment = ConsoleObject->segnum; |
||
688 | #elif defined(DXX_BUILD_DESCENT_II) |
||
689 | const auto goal_segment = Believed_player_seg; |
||
690 | #endif |
||
691 | create_path_to_segment(objp, max_length, safety_flag, goal_segment); |
||
692 | } |
||
693 | |||
694 | #if defined(DXX_BUILD_DESCENT_II) |
||
695 | void create_path_to_guidebot_player_segment(const vmobjptridx_t objp, const unsigned max_length, const create_path_safety_flag safety_flag) |
||
696 | { |
||
697 | auto &BuddyState = LevelUniqueObjectState.BuddyState; |
||
698 | auto &Objects = LevelUniqueObjectState.Objects; |
||
699 | auto &plr = get_player_controlling_guidebot(BuddyState, Players); |
||
700 | if (plr.objnum == object_none) |
||
701 | return; |
||
702 | auto &plrobj = *Objects.vcptr(plr.objnum); |
||
703 | const auto goal_segment = plrobj.segnum; |
||
704 | create_path_to_segment(objp, max_length, safety_flag, goal_segment); |
||
705 | } |
||
706 | // ------------------------------------------------------------------------------------------------------- |
||
707 | // Creates a path from the object's current segment (objp->segnum) to segment goalseg. |
||
708 | void create_path_to_segment(const vmobjptridx_t objp, segnum_t goalseg, const unsigned max_length, const create_path_safety_flag safety_flag) |
||
709 | { |
||
710 | ai_static *aip = &objp->ctype.ai_info; |
||
711 | ai_local *ailp = &objp->ctype.ai_info.ail; |
||
712 | |||
713 | ailp->time_player_seen = GameTime64; // Prevent from resetting path quickly. |
||
714 | ailp->goal_segment = goalseg; |
||
715 | |||
716 | segnum_t start_seg, end_seg; |
||
717 | start_seg = objp->segnum; |
||
718 | end_seg = ailp->goal_segment; |
||
719 | |||
720 | if (end_seg == segment_none) { |
||
721 | ; |
||
722 | } else { |
||
723 | aip->path_length = create_path_points(objp, start_seg, end_seg, Point_segs_free_ptr, max_length, create_path_random_flag::random, safety_flag, segment_none).second; |
||
724 | aip->hide_index = Point_segs_free_ptr - Point_segs; |
||
725 | aip->cur_path_index = 0; |
||
726 | Point_segs_free_ptr += aip->path_length; |
||
727 | if (Point_segs_free_ptr - Point_segs + MAX_PATH_LENGTH*2 > MAX_POINT_SEGS) { |
||
728 | ai_reset_all_paths(); |
||
729 | return; |
||
730 | } |
||
731 | |||
732 | aip->PATH_DIR = 1; // Initialize to moving forward. |
||
733 | // -- UNUSED! aip->SUBMODE = AISM_GOHIDE; // This forces immediate movement. |
||
734 | ailp->player_awareness_type = player_awareness_type_t::PA_NONE; // If robot too aware of player, will set mode to chase |
||
735 | } |
||
736 | |||
737 | maybe_ai_path_garbage_collect(); |
||
738 | |||
739 | } |
||
740 | #endif |
||
741 | |||
742 | // ------------------------------------------------------------------------------------------------------- |
||
743 | // Creates a path from the objects current segment (objp->segnum) to the specified segment for the object to |
||
744 | // hide in Ai_local_info[objnum].goal_segment |
||
745 | // Sets objp->ctype.ai_info.hide_index, a pointer into Point_segs, the first point_seg of the path. |
||
746 | // objp->ctype.ai_info.path_length, length of path |
||
747 | // Point_segs_free_ptr global pointer into Point_segs array |
||
748 | void create_path_to_station(const vmobjptridx_t objp, int max_length) |
||
749 | { |
||
750 | ai_static *aip = &objp->ctype.ai_info; |
||
751 | ai_local *ailp = &objp->ctype.ai_info.ail; |
||
752 | |||
753 | if (max_length == -1) |
||
754 | max_length = MAX_DEPTH_TO_SEARCH_FOR_PLAYER; |
||
755 | |||
756 | ailp->time_player_seen = GameTime64; // Prevent from resetting path quickly. |
||
757 | |||
758 | segnum_t start_seg, end_seg; |
||
759 | start_seg = objp->segnum; |
||
760 | end_seg = aip->hide_segment; |
||
761 | |||
762 | if (end_seg == segment_none) { |
||
763 | ; |
||
764 | } else { |
||
765 | aip->path_length = create_path_points(objp, start_seg, end_seg, Point_segs_free_ptr, max_length, create_path_random_flag::random, create_path_safety_flag::safe, segment_none).second; |
||
766 | #if defined(DXX_BUILD_DESCENT_II) |
||
767 | aip->path_length = polish_path(objp, Point_segs_free_ptr, aip->path_length); |
||
768 | #endif |
||
769 | aip->hide_index = Point_segs_free_ptr - Point_segs; |
||
770 | aip->cur_path_index = 0; |
||
771 | #if defined(DXX_BUILD_DESCENT_I) |
||
772 | #ifndef NDEBUG |
||
773 | validate_path(7, Point_segs_free_ptr, aip->path_length); |
||
774 | #endif |
||
775 | #endif |
||
776 | Point_segs_free_ptr += aip->path_length; |
||
777 | if (Point_segs_free_ptr - Point_segs + MAX_PATH_LENGTH*2 > MAX_POINT_SEGS) { |
||
778 | //Int3(); // Contact Mike: Stupid. |
||
779 | //force_dump_ai_objects_all("Error in create_path_to_station"); |
||
780 | ai_reset_all_paths(); |
||
781 | return; |
||
782 | } |
||
783 | // Assert(Point_segs_free_ptr - Point_segs + MAX_PATH_LENGTH*2 < MAX_POINT_SEGS); |
||
784 | aip->PATH_DIR = 1; // Initialize to moving forward. |
||
785 | // aip->SUBMODE = AISM_GOHIDE; // This forces immediate movement. |
||
786 | ailp->mode = ai_mode::AIM_FOLLOW_PATH; |
||
787 | ailp->player_awareness_type = player_awareness_type_t::PA_NONE; |
||
788 | } |
||
789 | |||
790 | |||
791 | maybe_ai_path_garbage_collect(); |
||
792 | |||
793 | } |
||
794 | |||
795 | |||
796 | // ------------------------------------------------------------------------------------------------------- |
||
797 | // Create a path of length path_length for an object, stuffing info in ai_info field. |
||
798 | void create_n_segment_path(const vmobjptridx_t objp, unsigned path_length, const imsegidx_t avoid_seg) |
||
799 | { |
||
800 | ai_static *aip=&objp->ctype.ai_info; |
||
801 | ai_local *ailp = &objp->ctype.ai_info.ail; |
||
802 | |||
803 | const auto &&cr0 = create_path_points(objp, objp->segnum, segment_exit, Point_segs_free_ptr, path_length, create_path_random_flag::random, create_path_safety_flag::unsafe, avoid_seg); |
||
804 | aip->path_length = cr0.second; |
||
805 | if (cr0.first == create_path_result::early) |
||
806 | { |
||
807 | Point_segs_free_ptr += aip->path_length; |
||
808 | for (;;) |
||
809 | { |
||
810 | const auto &&crf = create_path_points(objp, objp->segnum, segment_exit, Point_segs_free_ptr, --path_length, create_path_random_flag::random, create_path_safety_flag::unsafe, segment_none); |
||
811 | aip->path_length = crf.second; |
||
812 | if (crf.first != create_path_result::early) |
||
813 | break; |
||
814 | } |
||
815 | assert(path_length); |
||
816 | } |
||
817 | |||
818 | aip->hide_index = Point_segs_free_ptr - Point_segs; |
||
819 | aip->cur_path_index = 0; |
||
820 | #if PATH_VALIDATION |
||
821 | validate_path(8, Point_segs_free_ptr, aip->path_length); |
||
822 | #endif |
||
823 | Point_segs_free_ptr += aip->path_length; |
||
824 | if (Point_segs_free_ptr - Point_segs + MAX_PATH_LENGTH*2 > MAX_POINT_SEGS) { |
||
825 | //Int3(); // Contact Mike: This is curious, though not deadly. /eip++;g |
||
826 | //force_dump_ai_objects_all("Error in crete_n_segment_path 2"); |
||
827 | ai_reset_all_paths(); |
||
828 | } |
||
829 | |||
830 | aip->PATH_DIR = 1; // Initialize to moving forward. |
||
831 | #if defined(DXX_BUILD_DESCENT_I) |
||
832 | aip->SUBMODE = -1; // Don't know what this means. |
||
833 | #endif |
||
834 | ailp->mode = ai_mode::AIM_FOLLOW_PATH; |
||
835 | |||
836 | #if defined(DXX_BUILD_DESCENT_II) |
||
837 | // If this robot is visible (player_visibility is not available) and it's running away, move towards outside with |
||
838 | // randomness to prevent a stream of bots from going away down the center of a corridor. |
||
839 | if (player_is_visible(ailp->previous_visibility)) |
||
840 | { |
||
841 | if (aip->path_length) { |
||
842 | int t_num_points = aip->path_length; |
||
843 | move_towards_outside(LevelSharedSegmentState, &Point_segs[aip->hide_index], t_num_points, objp, create_path_random_flag::random); |
||
844 | aip->path_length = t_num_points; |
||
845 | } |
||
846 | } |
||
847 | #endif |
||
848 | |||
849 | maybe_ai_path_garbage_collect(); |
||
850 | |||
851 | } |
||
852 | |||
853 | // ------------------------------------------------------------------------------------------------------- |
||
854 | void create_n_segment_path_to_door(const vmobjptridx_t objp, const unsigned path_length) |
||
855 | { |
||
856 | create_n_segment_path(objp, path_length, segment_none); |
||
857 | } |
||
858 | |||
859 | #define Int3_if(cond) if (!cond) Int3(); |
||
860 | |||
861 | // -- too much work -- // ---------------------------------------------------------------------------------------------------------- |
||
862 | // -- too much work -- // Return true if the object the companion wants to kill is reachable. |
||
863 | // -- too much work -- int attack_kill_object(object *objp) |
||
864 | // -- too much work -- { |
||
865 | // -- too much work -- object *kill_objp; |
||
866 | // -- too much work -- fvi_info hit_data; |
||
867 | // -- too much work -- int fate; |
||
868 | // -- too much work -- fvi_query fq; |
||
869 | // -- too much work -- |
||
870 | // -- too much work -- if (Escort_kill_object == -1) |
||
871 | // -- too much work -- return 0; |
||
872 | // -- too much work -- |
||
873 | // -- too much work -- kill_objp = &Objects[Escort_kill_object]; |
||
874 | // -- too much work -- |
||
875 | // -- too much work -- fq.p0 = &objp->pos; |
||
876 | // -- too much work -- fq.startseg = objp->segnum; |
||
877 | // -- too much work -- fq.p1 = &kill_objp->pos; |
||
878 | // -- too much work -- fq.rad = objp->size; |
||
879 | // -- too much work -- fq.thisobjnum = objp-Objects; |
||
880 | // -- too much work -- fq.ignore_obj_list = NULL; |
||
881 | // -- too much work -- fq.flags = 0; |
||
882 | // -- too much work -- |
||
883 | // -- too much work -- fate = find_vector_intersection(&fq,&hit_data); |
||
884 | // -- too much work -- |
||
885 | // -- too much work -- if (fate == HIT_NONE) |
||
886 | // -- too much work -- return 1; |
||
887 | // -- too much work -- else |
||
888 | // -- too much work -- return 0; |
||
889 | // -- too much work -- } |
||
890 | |||
891 | // ------------------------------------------------------------------------------------------------------- |
||
892 | // Creates a path from the objects current segment (objp->segnum) to the specified segment for the object to |
||
893 | // hide in Ai_local_info[objnum].goal_segment. |
||
894 | // Sets objp->ctype.ai_info.hide_index, a pointer into Point_segs, the first point_seg of the path. |
||
895 | // objp->ctype.ai_info.path_length, length of path |
||
896 | // Point_segs_free_ptr global pointer into Point_segs array |
||
897 | #if defined(DXX_BUILD_DESCENT_I) |
||
898 | static void create_path(const vmobjptridx_t objp) |
||
899 | { |
||
900 | ai_static *aip = &objp->ctype.ai_info; |
||
901 | ai_local *ailp = &objp->ctype.ai_info.ail; |
||
902 | segnum_t start_seg, end_seg; |
||
903 | |||
904 | start_seg = objp->segnum; |
||
905 | end_seg = ailp->goal_segment; |
||
906 | |||
907 | if (end_seg == segment_none) |
||
908 | create_n_segment_path(objp, 3, segment_none); |
||
909 | |||
910 | if (end_seg == segment_none) { |
||
911 | ; |
||
912 | } else { |
||
913 | aip->path_length = create_path_points(objp, start_seg, end_seg, Point_segs_free_ptr, MAX_PATH_LENGTH, create_path_random_flag::nonrandom, create_path_safety_flag::unsafe, segment_none).second; |
||
914 | aip->hide_index = Point_segs_free_ptr - Point_segs; |
||
915 | aip->cur_path_index = 0; |
||
916 | #ifndef NDEBUG |
||
917 | validate_path(5, Point_segs_free_ptr, aip->path_length); |
||
918 | #endif |
||
919 | Point_segs_free_ptr += aip->path_length; |
||
920 | if (Point_segs_free_ptr - Point_segs + MAX_PATH_LENGTH*2 > MAX_POINT_SEGS) { |
||
921 | //Int3(); // Contact Mike: This is curious, though not deadly. /eip++;g |
||
922 | //force_dump_ai_objects_all("Error in create_path"); |
||
923 | ai_reset_all_paths(); |
||
924 | } |
||
925 | aip->PATH_DIR = 1; // Initialize to moving forward. |
||
926 | aip->SUBMODE = AISM_HIDING; // Pretend we are hiding, so we sit here until bothered. |
||
927 | } |
||
928 | |||
929 | maybe_ai_path_garbage_collect(); |
||
930 | |||
931 | } |
||
932 | #endif |
||
933 | |||
934 | |||
935 | // ---------------------------------------------------------------------------------------------------------- |
||
936 | // Optimization: If current velocity will take robot near goal, don't change velocity |
||
937 | void ai_follow_path(const vmobjptridx_t objp, const player_visibility_state player_visibility, const vms_vector *const vec_to_player) |
||
938 | { |
||
939 | ai_static *aip = &objp->ctype.ai_info; |
||
940 | |||
941 | vms_vector goal_point, new_goal_point; |
||
942 | #if defined(DXX_BUILD_DESCENT_II) |
||
943 | auto &BuddyState = LevelUniqueObjectState.BuddyState; |
||
944 | auto &Robot_info = LevelSharedRobotInfoState.Robot_info; |
||
945 | auto &robptr = Robot_info[get_robot_id(objp)]; |
||
946 | #endif |
||
947 | int forced_break, original_dir, original_index; |
||
948 | ai_local *ailp = &objp->ctype.ai_info.ail; |
||
949 | |||
950 | |||
951 | if ((aip->hide_index == -1) || (aip->path_length == 0)) |
||
952 | { |
||
953 | if (ailp->mode == ai_mode::AIM_RUN_FROM_OBJECT) { |
||
954 | create_n_segment_path(objp, 5, segment_none); |
||
955 | //--Int3_if((aip->path_length != 0)); |
||
956 | ailp->mode = ai_mode::AIM_RUN_FROM_OBJECT; |
||
957 | } else { |
||
958 | #if defined(DXX_BUILD_DESCENT_I) |
||
959 | create_path(objp); |
||
960 | #elif defined(DXX_BUILD_DESCENT_II) |
||
961 | create_n_segment_path(objp, 5, segment_none); |
||
962 | #endif |
||
963 | //--Int3_if((aip->path_length != 0)); |
||
964 | } |
||
965 | } |
||
966 | |||
967 | if ((aip->hide_index + aip->path_length > Point_segs_free_ptr - Point_segs) && (aip->path_length>0)) { |
||
968 | #if defined(DXX_BUILD_DESCENT_II) |
||
969 | Int3(); // Contact Mike: Bad. Path goes into what is believed to be free space. |
||
970 | // This is debugging code. Figure out why garbage collection |
||
971 | // didn't compress this object's path information. |
||
972 | ai_path_garbage_collect(); |
||
973 | #endif |
||
974 | ai_reset_all_paths(); |
||
975 | } |
||
976 | |||
977 | if (aip->path_length < 2) { |
||
978 | #if defined(DXX_BUILD_DESCENT_I) |
||
979 | if (ailp->mode == ai_mode::AIM_RUN_FROM_OBJECT) |
||
980 | #elif defined(DXX_BUILD_DESCENT_II) |
||
981 | if ((aip->behavior == ai_behavior::AIB_SNIPE) || (ailp->mode == ai_mode::AIM_RUN_FROM_OBJECT)) |
||
982 | #endif |
||
983 | { |
||
984 | create_n_segment_path(objp, AVOID_SEG_LENGTH, ConsoleObject->segnum == objp->segnum ? segment_none : ConsoleObject->segnum); // Can't avoid segment player is in, robot is already in it! (That's what the -1 is for) |
||
985 | //--Int3_if((aip->path_length != 0)); |
||
986 | #if defined(DXX_BUILD_DESCENT_II) |
||
987 | if (aip->behavior == ai_behavior::AIB_SNIPE) { |
||
988 | if (robot_is_thief(robptr)) |
||
989 | ailp->mode = ai_mode::AIM_THIEF_ATTACK; // It gets bashed in create_n_segment_path |
||
990 | else |
||
991 | ailp->mode = ai_mode::AIM_SNIPE_FIRE; // It gets bashed in create_n_segment_path |
||
992 | } else |
||
993 | #endif |
||
994 | { |
||
995 | ailp->mode = ai_mode::AIM_RUN_FROM_OBJECT; // It gets bashed in create_n_segment_path |
||
996 | } |
||
997 | } |
||
998 | #if defined(DXX_BUILD_DESCENT_I) |
||
999 | else { |
||
1000 | ailp->mode = ai_mode::AIM_STILL; |
||
1001 | } |
||
1002 | return; |
||
1003 | #elif defined(DXX_BUILD_DESCENT_II) |
||
1004 | else if (robot_is_companion(robptr) == 0) { |
||
1005 | ailp->mode = ai_mode::AIM_STILL; |
||
1006 | aip->path_length = 0; |
||
1007 | return; |
||
1008 | } |
||
1009 | #endif |
||
1010 | } |
||
1011 | |||
1012 | #if defined(DXX_BUILD_DESCENT_I) |
||
1013 | Assert((aip->PATH_DIR == -1) || (aip->PATH_DIR == 1)); |
||
1014 | |||
1015 | if ((aip->SUBMODE == AISM_HIDING) && (aip->behavior == ai_behavior::AIB_HIDE)) |
||
1016 | return; |
||
1017 | #endif |
||
1018 | |||
1019 | goal_point = Point_segs[aip->hide_index + aip->cur_path_index].point; |
||
1020 | auto dist_to_goal = vm_vec_dist_quick(goal_point, objp->pos); |
||
1021 | |||
1022 | // If running from player, only run until can't be seen. |
||
1023 | if (ailp->mode == ai_mode::AIM_RUN_FROM_OBJECT) { |
||
1024 | if (player_visibility == player_visibility_state::no_line_of_sight && ailp->player_awareness_type == player_awareness_type_t::PA_NONE) |
||
1025 | { |
||
1026 | fix vel_scale; |
||
1027 | |||
1028 | vel_scale = F1_0 - FrameTime/2; |
||
1029 | if (vel_scale < F1_0/2) |
||
1030 | vel_scale = F1_0/2; |
||
1031 | |||
1032 | vm_vec_scale(objp->mtype.phys_info.velocity, vel_scale); |
||
1033 | |||
1034 | return; |
||
1035 | } else |
||
1036 | #if defined(DXX_BUILD_DESCENT_II) |
||
1037 | if (!(d_tick_count ^ ((objp) & 0x07))) |
||
1038 | #endif |
||
1039 | { // Done 1/8 ticks. |
||
1040 | // If player on path (beyond point robot is now at), then create a new path. |
||
1041 | point_seg *curpsp = &Point_segs[aip->hide_index]; |
||
1042 | auto player_segnum = ConsoleObject->segnum; |
||
1043 | int i; |
||
1044 | |||
1045 | // This is probably being done every frame, which is wasteful. |
||
1046 | for (i=aip->cur_path_index; i<aip->path_length; i++) { |
||
1047 | if (curpsp[i].segnum == player_segnum) { |
||
1048 | create_n_segment_path(objp, AVOID_SEG_LENGTH, player_segnum != objp->segnum ? player_segnum : segment_none); |
||
1049 | #if defined(DXX_BUILD_DESCENT_I) |
||
1050 | Assert(aip->path_length != 0); |
||
1051 | #endif |
||
1052 | ailp->mode = ai_mode::AIM_RUN_FROM_OBJECT; // It gets bashed in create_n_segment_path |
||
1053 | break; |
||
1054 | } |
||
1055 | } |
||
1056 | if (player_is_visible(player_visibility)) |
||
1057 | { |
||
1058 | ailp->player_awareness_type = player_awareness_type_t::PA_NEARBY_ROBOT_FIRED; |
||
1059 | ailp->player_awareness_time = F1_0; |
||
1060 | } |
||
1061 | } |
||
1062 | } |
||
1063 | |||
1064 | if (aip->cur_path_index < 0) { |
||
1065 | aip->cur_path_index = 0; |
||
1066 | } else if (aip->cur_path_index >= aip->path_length) { |
||
1067 | if (ailp->mode == ai_mode::AIM_RUN_FROM_OBJECT) { |
||
1068 | create_n_segment_path(objp, AVOID_SEG_LENGTH, ConsoleObject->segnum); |
||
1069 | ailp->mode = ai_mode::AIM_RUN_FROM_OBJECT; // It gets bashed in create_n_segment_path |
||
1070 | #if defined(DXX_BUILD_DESCENT_II) |
||
1071 | Assert(aip->path_length != 0); |
||
1072 | #endif |
||
1073 | } else { |
||
1074 | aip->cur_path_index = aip->path_length-1; |
||
1075 | } |
||
1076 | } |
||
1077 | |||
1078 | goal_point = Point_segs[aip->hide_index + aip->cur_path_index].point; |
||
1079 | |||
1080 | // If near goal, pick another goal point. |
||
1081 | forced_break = 0; // Gets set for short paths. |
||
1082 | original_dir = aip->PATH_DIR; |
||
1083 | original_index = aip->cur_path_index; |
||
1084 | const vm_distance threshold_distance{fixmul(vm_vec_mag_quick(objp->mtype.phys_info.velocity), FrameTime)*2 + F1_0*2}; |
||
1085 | |||
1086 | #if defined(DXX_BUILD_DESCENT_II) |
||
1087 | new_goal_point = Point_segs[aip->hide_index + aip->cur_path_index].point; |
||
1088 | |||
1089 | //--Int3_if(((aip->cur_path_index >= 0) && (aip->cur_path_index < aip->path_length))); |
||
1090 | #endif |
||
1091 | |||
1092 | while ((dist_to_goal < threshold_distance) && !forced_break) { |
||
1093 | |||
1094 | // Advance to next point on path. |
||
1095 | aip->cur_path_index += aip->PATH_DIR; |
||
1096 | |||
1097 | // See if next point wraps past end of path (in either direction), and if so, deal with it based on mode. |
||
1098 | if ((aip->cur_path_index >= aip->path_length) || (aip->cur_path_index < 0)) { |
||
1099 | #if defined(DXX_BUILD_DESCENT_II) |
||
1100 | // Buddy bot. If he's in mode to get away from player and at end of line, |
||
1101 | // if player visible, then make a new path, else just return. |
||
1102 | if (robot_is_companion(robptr)) { |
||
1103 | if (BuddyState.Escort_special_goal == ESCORT_GOAL_SCRAM) |
||
1104 | { |
||
1105 | if (player_is_visible(player_visibility)) |
||
1106 | { |
||
1107 | create_n_segment_path(objp, 16 + d_rand() * 16, segment_none); |
||
1108 | aip->path_length = polish_path(objp, &Point_segs[aip->hide_index], aip->path_length); |
||
1109 | Assert(aip->path_length != 0); |
||
1110 | ailp->mode = ai_mode::AIM_WANDER; // Special buddy mode. |
||
1111 | //--Int3_if(((aip->cur_path_index >= 0) && (aip->cur_path_index < aip->path_length))); |
||
1112 | return; |
||
1113 | } else { |
||
1114 | ailp->mode = ai_mode::AIM_WANDER; // Special buddy mode. |
||
1115 | vm_vec_zero(objp->mtype.phys_info.velocity); |
||
1116 | vm_vec_zero(objp->mtype.phys_info.rotvel); |
||
1117 | //!!Assert((aip->cur_path_index >= 0) && (aip->cur_path_index < aip->path_length)); |
||
1118 | return; |
||
1119 | } |
||
1120 | } |
||
1121 | } |
||
1122 | #endif |
||
1123 | |||
1124 | #if defined(DXX_BUILD_DESCENT_I) |
||
1125 | if (ailp->mode == ai_mode::AIM_HIDE) { |
||
1126 | ailp->mode = ai_mode::AIM_STILL; |
||
1127 | return; // Stay here until bonked or hit by player. |
||
1128 | } |
||
1129 | #elif defined(DXX_BUILD_DESCENT_II) |
||
1130 | if (aip->behavior == ai_behavior::AIB_FOLLOW) { |
||
1131 | create_n_segment_path(objp, 10, ConsoleObject->segnum); |
||
1132 | //--Int3_if(((aip->cur_path_index >= 0) && (aip->cur_path_index < aip->path_length))); |
||
1133 | } |
||
1134 | #endif |
||
1135 | else if (aip->behavior == ai_behavior::AIB_STATION) { |
||
1136 | create_path_to_station(objp, 15); |
||
1137 | if ((aip->hide_segment != Point_segs[aip->hide_index+aip->path_length-1].segnum) |
||
1138 | #if defined(DXX_BUILD_DESCENT_II) |
||
1139 | || (aip->path_length == 0) |
||
1140 | #endif |
||
1141 | ) { |
||
1142 | ailp->mode = ai_mode::AIM_STILL; |
||
1143 | } |
||
1144 | return; |
||
1145 | } else if (ailp->mode == ai_mode::AIM_FOLLOW_PATH |
||
1146 | #if defined(DXX_BUILD_DESCENT_I) |
||
1147 | && (aip->behavior != ai_behavior::AIB_FOLLOW_PATH) |
||
1148 | #endif |
||
1149 | ) { |
||
1150 | create_path_to_believed_player_segment(objp, 10, create_path_safety_flag::safe); |
||
1151 | #if defined(DXX_BUILD_DESCENT_II) |
||
1152 | if (aip->hide_segment != Point_segs[aip->hide_index+aip->path_length-1].segnum) { |
||
1153 | ailp->mode = ai_mode::AIM_STILL; |
||
1154 | return; |
||
1155 | } |
||
1156 | #endif |
||
1157 | } else if (ailp->mode == ai_mode::AIM_RUN_FROM_OBJECT) { |
||
1158 | create_n_segment_path(objp, AVOID_SEG_LENGTH, ConsoleObject->segnum); |
||
1159 | ailp->mode = ai_mode::AIM_RUN_FROM_OBJECT; // It gets bashed in create_n_segment_path |
||
1160 | #if defined(DXX_BUILD_DESCENT_II) |
||
1161 | if (aip->path_length < 1) { |
||
1162 | create_n_segment_path(objp, AVOID_SEG_LENGTH, ConsoleObject->segnum); |
||
1163 | ailp->mode = ai_mode::AIM_RUN_FROM_OBJECT; // It gets bashed in create_n_segment_path |
||
1164 | if (aip->path_length < 1) { |
||
1165 | aip->behavior = ai_behavior::AIB_NORMAL; |
||
1166 | ailp->mode = ai_mode::AIM_STILL; |
||
1167 | return; |
||
1168 | } |
||
1169 | } |
||
1170 | //--Int3_if(((aip->cur_path_index >= 0) && (aip->cur_path_index < aip->path_length))); |
||
1171 | #endif |
||
1172 | } else { |
||
1173 | // Reached end of the line. First see if opposite end point is reachable, and if so, go there. |
||
1174 | // If not, turn around. |
||
1175 | int opposite_end_index; |
||
1176 | vms_vector *opposite_end_point; |
||
1177 | fvi_info hit_data; |
||
1178 | int fate; |
||
1179 | fvi_query fq; |
||
1180 | |||
1181 | // See which end we're nearer and look at the opposite end point. |
||
1182 | if (abs(aip->cur_path_index - aip->path_length) < aip->cur_path_index) { |
||
1183 | // Nearer to far end (ie, index not 0), so try to reach 0. |
||
1184 | opposite_end_index = 0; |
||
1185 | } else { |
||
1186 | // Nearer to 0 end, so try to reach far end. |
||
1187 | opposite_end_index = aip->path_length-1; |
||
1188 | } |
||
1189 | |||
1190 | opposite_end_point = &Point_segs[aip->hide_index + opposite_end_index].point; |
||
1191 | |||
1192 | fq.p0 = &objp->pos; |
||
1193 | fq.startseg = objp->segnum; |
||
1194 | fq.p1 = opposite_end_point; |
||
1195 | fq.rad = objp->size; |
||
1196 | fq.thisobjnum = objp; |
||
1197 | fq.ignore_obj_list.first = nullptr; |
||
1198 | fq.flags = 0; //what about trans walls??? |
||
1199 | |||
1200 | fate = find_vector_intersection(fq, hit_data); |
||
1201 | |||
1202 | if (fate != HIT_WALL) { |
||
1203 | // We can be circular! Do it! |
||
1204 | // Path direction is unchanged. |
||
1205 | aip->cur_path_index = opposite_end_index; |
||
1206 | } else { |
||
1207 | aip->PATH_DIR = -aip->PATH_DIR; |
||
1208 | #if defined(DXX_BUILD_DESCENT_II) |
||
1209 | aip->cur_path_index += aip->PATH_DIR; |
||
1210 | #endif |
||
1211 | } |
||
1212 | } |
||
1213 | break; |
||
1214 | } else { |
||
1215 | new_goal_point = Point_segs[aip->hide_index + aip->cur_path_index].point; |
||
1216 | goal_point = new_goal_point; |
||
1217 | dist_to_goal = vm_vec_dist_quick(goal_point, objp->pos); |
||
1218 | } |
||
1219 | |||
1220 | // If went all the way around to original point, in same direction, then get out of here! |
||
1221 | if ((aip->cur_path_index == original_index) && (aip->PATH_DIR == original_dir)) { |
||
1222 | create_path_to_believed_player_segment(objp, 3, create_path_safety_flag::safe); |
||
1223 | forced_break = 1; |
||
1224 | } |
||
1225 | } // end while |
||
1226 | |||
1227 | // Set velocity (objp->mtype.phys_info.velocity) and orientation (objp->orient) for this object. |
||
1228 | ai_path_set_orient_and_vel(objp, goal_point |
||
1229 | #if defined(DXX_BUILD_DESCENT_II) |
||
1230 | , player_visibility, vec_to_player |
||
1231 | #endif |
||
1232 | ); |
||
1233 | |||
1234 | } |
||
1235 | |||
1236 | } |
||
1237 | |||
1238 | namespace { |
||
1239 | |||
1240 | int Last_tick_garbage_collected; |
||
1241 | |||
1242 | struct obj_path { |
||
1243 | short path_start; |
||
1244 | objnum_t objnum; |
||
1245 | }; |
||
1246 | |||
1247 | static int path_index_compare(const void *const v1, const void *const v2) |
||
1248 | { |
||
1249 | const auto i1 = reinterpret_cast<const obj_path *>(v1); |
||
1250 | const auto i2 = reinterpret_cast<const obj_path *>(v2); |
||
1251 | if (i1->path_start < i2->path_start) |
||
1252 | return -1; |
||
1253 | else if (i1->path_start == i2->path_start) |
||
1254 | return 0; |
||
1255 | else |
||
1256 | return 1; |
||
1257 | } |
||
1258 | |||
1259 | } |
||
1260 | |||
1261 | namespace dsx { |
||
1262 | |||
1263 | // ---------------------------------------------------------------------------------------------------------- |
||
1264 | // Set orientation matrix and velocity for objp based on its desire to get to a point. |
||
1265 | void ai_path_set_orient_and_vel(object &objp, const vms_vector &goal_point |
||
1266 | #if defined(DXX_BUILD_DESCENT_II) |
||
1267 | , const player_visibility_state player_visibility, const vms_vector *const vec_to_player |
||
1268 | #endif |
||
1269 | ) |
||
1270 | { |
||
1271 | vms_vector cur_vel = objp.mtype.phys_info.velocity; |
||
1272 | vms_vector cur_pos = objp.pos; |
||
1273 | fix speed_scale; |
||
1274 | fix dot; |
||
1275 | auto &Robot_info = LevelSharedRobotInfoState.Robot_info; |
||
1276 | auto &robptr = Robot_info[get_robot_id(objp)]; |
||
1277 | fix max_speed; |
||
1278 | |||
1279 | // If evading player, use highest difficulty level speed, plus something based on diff level |
||
1280 | const auto Difficulty_level = GameUniqueState.Difficulty_level; |
||
1281 | max_speed = robptr.max_speed[Difficulty_level]; |
||
1282 | ai_local *ailp = &objp.ctype.ai_info.ail; |
||
1283 | if (ailp->mode == ai_mode::AIM_RUN_FROM_OBJECT |
||
1284 | #if defined(DXX_BUILD_DESCENT_II) |
||
1285 | || objp.ctype.ai_info.behavior == ai_behavior::AIB_SNIPE |
||
1286 | #endif |
||
1287 | ) |
||
1288 | max_speed = max_speed*3/2; |
||
1289 | |||
1290 | auto norm_vec_to_goal = vm_vec_normalized_quick(vm_vec_sub(goal_point, cur_pos)); |
||
1291 | auto norm_cur_vel = vm_vec_normalized_quick(cur_vel); |
||
1292 | const auto norm_fvec = vm_vec_normalized_quick(objp.orient.fvec); |
||
1293 | |||
1294 | dot = vm_vec_dot(norm_vec_to_goal, norm_fvec); |
||
1295 | |||
1296 | // If very close to facing opposite desired vector, perturb vector |
||
1297 | if (dot < -15*F1_0/16) { |
||
1298 | norm_cur_vel = norm_vec_to_goal; |
||
1299 | } else { |
||
1300 | norm_cur_vel.x += norm_vec_to_goal.x/2/(static_cast<float>(DESIGNATED_GAME_FRAMETIME)/FrameTime); |
||
1301 | norm_cur_vel.y += norm_vec_to_goal.y/2/(static_cast<float>(DESIGNATED_GAME_FRAMETIME)/FrameTime); |
||
1302 | norm_cur_vel.z += norm_vec_to_goal.z/2/(static_cast<float>(DESIGNATED_GAME_FRAMETIME)/FrameTime); |
||
1303 | } |
||
1304 | |||
1305 | vm_vec_normalize_quick(norm_cur_vel); |
||
1306 | |||
1307 | // Set speed based on this robot type's maximum allowed speed and how hard it is turning. |
||
1308 | // How hard it is turning is based on the dot product of (vector to goal) and (current velocity vector) |
||
1309 | // Note that since 3*F1_0/4 is added to dot product, it is possible for the robot to back up. |
||
1310 | |||
1311 | // Set speed and orientation. |
||
1312 | if (dot < 0) |
||
1313 | dot /= -4; |
||
1314 | |||
1315 | #if defined(DXX_BUILD_DESCENT_II) |
||
1316 | // If in snipe mode, can move fast even if not facing that direction. |
||
1317 | if (objp.ctype.ai_info.behavior == ai_behavior::AIB_SNIPE) |
||
1318 | if (dot < F1_0/2) |
||
1319 | dot = (dot + F1_0)/2; |
||
1320 | #endif |
||
1321 | |||
1322 | speed_scale = fixmul(max_speed, dot); |
||
1323 | vm_vec_scale(norm_cur_vel, speed_scale); |
||
1324 | objp.mtype.phys_info.velocity = norm_cur_vel; |
||
1325 | |||
1326 | fix rate; |
||
1327 | if (ailp->mode == ai_mode::AIM_RUN_FROM_OBJECT |
||
1328 | #if defined(DXX_BUILD_DESCENT_II) |
||
1329 | || robot_is_companion(robptr) == 1 || objp.ctype.ai_info.behavior == ai_behavior::AIB_SNIPE |
||
1330 | #endif |
||
1331 | ) { |
||
1332 | #if defined(DXX_BUILD_DESCENT_II) |
||
1333 | if (ailp->mode == ai_mode::AIM_SNIPE_RETREAT_BACKWARDS) { |
||
1334 | if (player_is_visible(player_visibility) && vec_to_player) |
||
1335 | norm_vec_to_goal = *vec_to_player; |
||
1336 | else |
||
1337 | vm_vec_negate(norm_vec_to_goal); |
||
1338 | } |
||
1339 | #endif |
||
1340 | rate = robptr.turn_time[NDL - 1] / 2; |
||
1341 | } else |
||
1342 | rate = robptr.turn_time[Difficulty_level]; |
||
1343 | ai_turn_towards_vector(norm_vec_to_goal, objp, rate); |
||
1344 | } |
||
1345 | |||
1346 | // ---------------------------------------------------------------------------------------------------------- |
||
1347 | // Garbage colledion -- Free all unused records in Point_segs and compress all paths. |
||
1348 | void ai_path_garbage_collect() |
||
1349 | { |
||
1350 | int free_path_index = 0; |
||
1351 | int num_path_objects = 0; |
||
1352 | int objind; |
||
1353 | obj_path object_list[MAX_OBJECTS]; |
||
1354 | |||
1355 | auto &Objects = LevelUniqueObjectState.Objects; |
||
1356 | auto &vcobjptridx = Objects.vcptridx; |
||
1357 | auto &vmobjptridx = Objects.vmptridx; |
||
1358 | #ifndef NDEBUG |
||
1359 | force_dump_ai_objects_all("***** Start ai_path_garbage_collect *****"); |
||
1360 | #endif |
||
1361 | |||
1362 | Last_tick_garbage_collected = d_tick_count; |
||
1363 | |||
1364 | #if PATH_VALIDATION |
||
1365 | validate_all_paths(); |
||
1366 | #endif |
||
1367 | // Create a list of objects which have paths of length 1 or more. |
||
1368 | range_for (const auto &&objp, vcobjptridx) |
||
1369 | { |
||
1370 | if ((objp->type == OBJ_ROBOT) && ((objp->control_type == CT_AI) |
||
1371 | #if defined(DXX_BUILD_DESCENT_II) |
||
1372 | || (objp->control_type == CT_MORPH) |
||
1373 | #endif |
||
1374 | )) { |
||
1375 | const auto &aip = objp->ctype.ai_info; |
||
1376 | if (aip.path_length) { |
||
1377 | object_list[num_path_objects].path_start = aip.hide_index; |
||
1378 | object_list[num_path_objects++].objnum = objp; |
||
1379 | } |
||
1380 | } |
||
1381 | } |
||
1382 | |||
1383 | qsort(object_list, num_path_objects, sizeof(object_list[0]), |
||
1384 | path_index_compare); |
||
1385 | |||
1386 | for (objind=0; objind < num_path_objects; objind++) { |
||
1387 | ai_static *aip; |
||
1388 | int i; |
||
1389 | int old_index; |
||
1390 | |||
1391 | auto objnum = object_list[objind].objnum; |
||
1392 | object &objp = vmobjptridx(objnum); |
||
1393 | aip = &objp.ctype.ai_info; |
||
1394 | old_index = aip->hide_index; |
||
1395 | |||
1396 | aip->hide_index = free_path_index; |
||
1397 | for (i=0; i<aip->path_length; i++) |
||
1398 | Point_segs[free_path_index++] = Point_segs[old_index++]; |
||
1399 | } |
||
1400 | |||
1401 | Point_segs_free_ptr = Point_segs.begin() + free_path_index; |
||
1402 | |||
1403 | #ifndef NDEBUG |
||
1404 | { |
||
1405 | force_dump_ai_objects_all("***** Finish ai_path_garbage_collect *****"); |
||
1406 | |||
1407 | auto &vcobjptr = Objects.vcptr; |
||
1408 | range_for (const auto &&objp, vcobjptr) |
||
1409 | { |
||
1410 | auto &obj = *objp; |
||
1411 | const auto &aip = obj.ctype.ai_info; |
||
1412 | |||
1413 | if (obj.type == OBJ_ROBOT && obj.control_type == CT_AI) |
||
1414 | if ((aip.hide_index + aip.path_length > Point_segs_free_ptr - Point_segs) && (aip.path_length>0)) |
||
1415 | Int3(); // Contact Mike: Debug trap for nasty, elusive bug. |
||
1416 | } |
||
1417 | |||
1418 | validate_all_paths(); |
||
1419 | } |
||
1420 | #endif |
||
1421 | |||
1422 | } |
||
1423 | |||
1424 | // ----------------------------------------------------------------------------- |
||
1425 | // Do garbage collection if not been done for awhile, or things getting really critical. |
||
1426 | void maybe_ai_path_garbage_collect(void) |
||
1427 | { |
||
1428 | if (Point_segs_free_ptr - Point_segs > MAX_POINT_SEGS - MAX_PATH_LENGTH) { |
||
1429 | if (Last_tick_garbage_collected+1 >= d_tick_count) { |
||
1430 | // This is kind of bad. Garbage collected last frame or this frame. |
||
1431 | // Just destroy all paths. Too bad for the robots. They are memory wasteful. |
||
1432 | ai_reset_all_paths(); |
||
1433 | } else { |
||
1434 | // We are really close to full, but didn't just garbage collect, so maybe this is recoverable. |
||
1435 | ai_path_garbage_collect(); |
||
1436 | } |
||
1437 | } else if (Point_segs_free_ptr - Point_segs > 3*MAX_POINT_SEGS/4) { |
||
1438 | if (Last_tick_garbage_collected + 16 < d_tick_count) { |
||
1439 | ai_path_garbage_collect(); |
||
1440 | } |
||
1441 | } else if (Point_segs_free_ptr - Point_segs > MAX_POINT_SEGS/2) { |
||
1442 | if (Last_tick_garbage_collected + 256 < d_tick_count) { |
||
1443 | ai_path_garbage_collect(); |
||
1444 | } |
||
1445 | } |
||
1446 | } |
||
1447 | |||
1448 | // ----------------------------------------------------------------------------- |
||
1449 | // Reset all paths. Do garbage collection. |
||
1450 | // Should be called at the start of each level. |
||
1451 | void ai_reset_all_paths(void) |
||
1452 | { |
||
1453 | auto &Objects = LevelUniqueObjectState.Objects; |
||
1454 | auto &vmobjptr = Objects.vmptr; |
||
1455 | range_for (const auto &&objp, vmobjptr) |
||
1456 | { |
||
1457 | auto &obj = *objp; |
||
1458 | if (obj.type == OBJ_ROBOT && obj.control_type == CT_AI) |
||
1459 | { |
||
1460 | obj.ctype.ai_info.hide_index = -1; |
||
1461 | obj.ctype.ai_info.path_length = 0; |
||
1462 | } |
||
1463 | } |
||
1464 | |||
1465 | ai_path_garbage_collect(); |
||
1466 | |||
1467 | } |
||
1468 | |||
1469 | // --------------------------------------------------------------------------------------------------------- |
||
1470 | // Probably called because a robot bashed a wall, getting a bunch of retries. |
||
1471 | // Try to resume path. |
||
1472 | void attempt_to_resume_path(const vmobjptridx_t objp) |
||
1473 | { |
||
1474 | ai_static *aip = &objp->ctype.ai_info; |
||
1475 | int new_path_index; |
||
1476 | #if defined(DXX_BUILD_DESCENT_II) |
||
1477 | auto &Robot_info = LevelSharedRobotInfoState.Robot_info; |
||
1478 | #endif |
||
1479 | |||
1480 | if (aip->behavior == ai_behavior::AIB_STATION |
||
1481 | #if defined(DXX_BUILD_DESCENT_II) |
||
1482 | && Robot_info[get_robot_id(objp)].companion != 1 |
||
1483 | #endif |
||
1484 | ) |
||
1485 | if (d_rand() > 8192) { |
||
1486 | ai_local *ailp = &objp->ctype.ai_info.ail; |
||
1487 | |||
1488 | aip->hide_segment = objp->segnum; |
||
1489 | ailp->mode = ai_mode::AIM_STILL; |
||
1490 | } |
||
1491 | |||
1492 | new_path_index = aip->cur_path_index - aip->PATH_DIR; |
||
1493 | |||
1494 | if ((new_path_index >= 0) && (new_path_index < aip->path_length)) { |
||
1495 | aip->cur_path_index = new_path_index; |
||
1496 | } else { |
||
1497 | // At end of line and have nowhere to go. |
||
1498 | move_towards_segment_center(LevelSharedSegmentState, objp); |
||
1499 | create_path_to_station(objp, 15); |
||
1500 | } |
||
1501 | } |
||
1502 | |||
1503 | // ---------------------------------------------------------------------------------------------------------- |
||
1504 | // DEBUG FUNCTIONS FOLLOW |
||
1505 | // ---------------------------------------------------------------------------------------------------------- |
||
1506 | |||
1507 | #if DXX_USE_EDITOR |
||
1508 | |||
1509 | __attribute_used |
||
1510 | static void test_create_path_many(fvmobjptridx &vmobjptridx, fimsegptridx &imsegptridx) |
||
1511 | { |
||
1512 | std::array<point_seg, 200> point_segs; |
||
1513 | int i; |
||
1514 | |||
1515 | const unsigned Test_size = 1000; |
||
1516 | for (i=0; i<Test_size; i++) { |
||
1517 | Cursegp = imsegptridx(static_cast<segnum_t>((d_rand() * (Highest_segment_index + 1)) / D_RAND_MAX)); |
||
1518 | Markedsegp = imsegptridx(static_cast<segnum_t>((d_rand() * (Highest_segment_index + 1)) / D_RAND_MAX)); |
||
1519 | create_path_points(vmobjptridx(object_first), Cursegp, Markedsegp, point_segs.begin(), MAX_PATH_LENGTH, create_path_random_flag::nonrandom, create_path_safety_flag::unsafe, segment_none); |
||
1520 | } |
||
1521 | } |
||
1522 | |||
1523 | __attribute_used |
||
1524 | static void test_create_path(fvmobjptridx &vmobjptridx) |
||
1525 | { |
||
1526 | std::array<point_seg, 200> point_segs; |
||
1527 | |||
1528 | create_path_points(vmobjptridx(object_first), Cursegp, Markedsegp, point_segs.begin(), MAX_PATH_LENGTH, create_path_random_flag::nonrandom, create_path_safety_flag::unsafe, segment_none); |
||
1529 | } |
||
1530 | |||
1531 | // For all segments in mine, create paths to all segments in mine, print results. |
||
1532 | __attribute_used |
||
1533 | static void test_create_all_paths(fvmobjptridx &vmobjptridx, fvcsegptridx &vcsegptridx) |
||
1534 | { |
||
1535 | Point_segs_free_ptr = Point_segs.begin(); |
||
1536 | |||
1537 | range_for (const auto &&segp0, vcsegptridx) |
||
1538 | { |
||
1539 | if (segp0->segnum != segment_none) |
||
1540 | { |
||
1541 | range_for (const auto &&segp1, partial_range(vcsegptridx, static_cast<segnum_t>(segp0), vcsegptridx.count())) |
||
1542 | { |
||
1543 | if (segp1->segnum != segment_none) |
||
1544 | { |
||
1545 | create_path_points(vmobjptridx(object_first), segp0, segp1, Point_segs_free_ptr, MAX_PATH_LENGTH, create_path_random_flag::nonrandom, create_path_safety_flag::unsafe, segment_none); |
||
1546 | } |
||
1547 | } |
||
1548 | } |
||
1549 | } |
||
1550 | } |
||
1551 | |||
1552 | short Player_path_length=0; |
||
1553 | int Player_hide_index=-1; |
||
1554 | int Player_cur_path_index=0; |
||
1555 | int Player_following_path_flag=0; |
||
1556 | |||
1557 | // ------------------------------------------------------------------------------------------------------------------ |
||
1558 | // Set orientation matrix and velocity for objp based on its desire to get to a point. |
||
1559 | static void player_path_set_orient_and_vel(object &objp, const vms_vector &goal_point) |
||
1560 | { |
||
1561 | const auto &cur_vel = objp.mtype.phys_info.velocity; |
||
1562 | const auto &cur_pos = objp.pos; |
||
1563 | fix speed_scale; |
||
1564 | fix dot; |
||
1565 | |||
1566 | const fix max_speed = F1_0*50; |
||
1567 | |||
1568 | const auto norm_vec_to_goal = vm_vec_normalized_quick(vm_vec_sub(goal_point, cur_pos)); |
||
1569 | auto norm_cur_vel = vm_vec_normalized_quick(cur_vel); |
||
1570 | const auto &&norm_fvec = vm_vec_normalized_quick(objp.orient.fvec); |
||
1571 | |||
1572 | dot = vm_vec_dot(norm_vec_to_goal, norm_fvec); |
||
1573 | |||
1574 | // If very close to facing opposite desired vector, perturb vector |
||
1575 | if (dot < -15*F1_0/16) { |
||
1576 | norm_cur_vel = norm_vec_to_goal; |
||
1577 | } else { |
||
1578 | norm_cur_vel.x += norm_vec_to_goal.x/2/(static_cast<float>(DESIGNATED_GAME_FRAMETIME)/FrameTime); |
||
1579 | norm_cur_vel.y += norm_vec_to_goal.y/2/(static_cast<float>(DESIGNATED_GAME_FRAMETIME)/FrameTime); |
||
1580 | norm_cur_vel.z += norm_vec_to_goal.z/2/(static_cast<float>(DESIGNATED_GAME_FRAMETIME)/FrameTime); |
||
1581 | } |
||
1582 | |||
1583 | vm_vec_normalize_quick(norm_cur_vel); |
||
1584 | |||
1585 | // Set speed based on this robot type's maximum allowed speed and how hard it is turning. |
||
1586 | // How hard it is turning is based on the dot product of (vector to goal) and (current velocity vector) |
||
1587 | // Note that since 3*F1_0/4 is added to dot product, it is possible for the robot to back up. |
||
1588 | |||
1589 | // Set speed and orientation. |
||
1590 | if (dot < 0) |
||
1591 | dot /= 4; |
||
1592 | |||
1593 | speed_scale = fixmul(max_speed, dot); |
||
1594 | vm_vec_scale(norm_cur_vel, speed_scale); |
||
1595 | objp.mtype.phys_info.velocity = norm_cur_vel; |
||
1596 | physics_turn_towards_vector(norm_vec_to_goal, objp, F1_0); |
||
1597 | } |
||
1598 | |||
1599 | // ---------------------------------------------------------------------------------------------------------- |
||
1600 | // Optimization: If current velocity will take robot near goal, don't change velocity |
||
1601 | void player_follow_path(object &objp) |
||
1602 | { |
||
1603 | vms_vector goal_point; |
||
1604 | int count, forced_break, original_index; |
||
1605 | int goal_seg; |
||
1606 | |||
1607 | if (!Player_following_path_flag) |
||
1608 | return; |
||
1609 | |||
1610 | if (Player_hide_index == -1) |
||
1611 | return; |
||
1612 | |||
1613 | if (Player_path_length < 2) |
||
1614 | return; |
||
1615 | |||
1616 | goal_point = Point_segs[Player_hide_index + Player_cur_path_index].point; |
||
1617 | goal_seg = Point_segs[Player_hide_index + Player_cur_path_index].segnum; |
||
1618 | Assert((goal_seg >= 0) && (goal_seg <= Highest_segment_index)); |
||
1619 | (void)goal_seg; |
||
1620 | auto dist_to_goal = vm_vec_dist_quick(goal_point, objp.pos); |
||
1621 | |||
1622 | if (Player_cur_path_index < 0) |
||
1623 | Player_cur_path_index = 0; |
||
1624 | else if (Player_cur_path_index >= Player_path_length) |
||
1625 | Player_cur_path_index = Player_path_length-1; |
||
1626 | |||
1627 | goal_point = Point_segs[Player_hide_index + Player_cur_path_index].point; |
||
1628 | |||
1629 | count=0; |
||
1630 | |||
1631 | // If near goal, pick another goal point. |
||
1632 | forced_break = 0; // Gets set for short paths. |
||
1633 | //original_dir = 1; |
||
1634 | original_index = Player_cur_path_index; |
||
1635 | const vm_distance threshold_distance{fixmul(vm_vec_mag_quick(objp.mtype.phys_info.velocity), FrameTime)*2 + F1_0*2}; |
||
1636 | |||
1637 | while ((dist_to_goal < threshold_distance) && !forced_break) { |
||
1638 | |||
1639 | // ----- Debug stuff ----- |
||
1640 | if (count++ > 20) { |
||
1641 | break; |
||
1642 | } |
||
1643 | |||
1644 | // Advance to next point on path. |
||
1645 | Player_cur_path_index += 1; |
||
1646 | |||
1647 | // See if next point wraps past end of path (in either direction), and if so, deal with it based on mode. |
||
1648 | if ((Player_cur_path_index >= Player_path_length) || (Player_cur_path_index < 0)) { |
||
1649 | Player_following_path_flag = 0; |
||
1650 | forced_break = 1; |
||
1651 | } |
||
1652 | |||
1653 | // If went all the way around to original point, in same direction, then get out of here! |
||
1654 | if (Player_cur_path_index == original_index) { |
||
1655 | Player_following_path_flag = 0; |
||
1656 | forced_break = 1; |
||
1657 | } |
||
1658 | |||
1659 | goal_point = Point_segs[Player_hide_index + Player_cur_path_index].point; |
||
1660 | dist_to_goal = vm_vec_dist_quick(goal_point, objp.pos); |
||
1661 | |||
1662 | } // end while |
||
1663 | |||
1664 | // Set velocity (objp->mtype.phys_info.velocity) and orientation (objp->orient) for this object. |
||
1665 | player_path_set_orient_and_vel(objp, goal_point); |
||
1666 | } |
||
1667 | |||
1668 | |||
1669 | // ------------------------------------------------------------------------------------------------------------------ |
||
1670 | // Create path for player from current segment to goal segment. |
||
1671 | static void create_player_path_to_segment(fvmobjptridx &vmobjptridx, segnum_t segnum) |
||
1672 | { |
||
1673 | const auto objp = vmobjptridx(ConsoleObject); |
||
1674 | Player_hide_index=-1; |
||
1675 | Player_cur_path_index=0; |
||
1676 | Player_following_path_flag=0; |
||
1677 | |||
1678 | auto &&cr = create_path_points(objp, objp->segnum, segnum, Point_segs_free_ptr, 100, create_path_random_flag::nonrandom, create_path_safety_flag::unsafe, segment_none); |
||
1679 | Player_path_length = cr.second; |
||
1680 | if (cr.first == create_path_result::early) |
||
1681 | con_printf(CON_DEBUG,"Unable to form path of length %i for myself", 100); |
||
1682 | |||
1683 | Player_following_path_flag = 1; |
||
1684 | |||
1685 | Player_hide_index = Point_segs_free_ptr - Point_segs; |
||
1686 | Player_cur_path_index = 0; |
||
1687 | Point_segs_free_ptr += Player_path_length; |
||
1688 | if (Point_segs_free_ptr - Point_segs + MAX_PATH_LENGTH*2 > MAX_POINT_SEGS) { |
||
1689 | //Int3(); // Contact Mike: This is curious, though not deadly. /eip++;g |
||
1690 | ai_reset_all_paths(); |
||
1691 | } |
||
1692 | |||
1693 | } |
||
1694 | segnum_t Player_goal_segment = segment_none; |
||
1695 | |||
1696 | void check_create_player_path(void) |
||
1697 | { |
||
1698 | auto &Objects = LevelUniqueObjectState.Objects; |
||
1699 | auto &vmobjptridx = Objects.vmptridx; |
||
1700 | if (Player_goal_segment != segment_none) |
||
1701 | create_player_path_to_segment(vmobjptridx, Player_goal_segment); |
||
1702 | |||
1703 | Player_goal_segment = segment_none; |
||
1704 | } |
||
1705 | |||
1706 | #endif |
||
1707 | |||
1708 | } |
||
1709 | |||
1710 | // ---------------------------------------------------------------------------------------------------------- |
||
1711 | // DEBUG FUNCTIONS ENDED |
||
1712 | // ---------------------------------------------------------------------------------------------------------- |
||
1713 |