mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
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217 lines
7.1 KiB
C++
217 lines
7.1 KiB
C++
/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#pragma once
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// STL uses exceptions, but we are not compiling with them - ignore warning
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#pragma warning(disable : 4530)
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class CNavPath
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{
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public:
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CNavPath() { m_segmentCount = 0; }
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struct PathSegment
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{
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CNavArea *area; // the area along the path
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NavTraverseType how; // how to enter this area from the previous one
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Vector pos; // our movement goal position at this point in the path
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const CNavLadder *ladder; // if "how" refers to a ladder, this is it
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};
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const PathSegment *operator[](int i) { return (i >= 0 && i < m_segmentCount) ? &m_path[i] : nullptr; }
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int GetSegmentCount() const { return m_segmentCount; }
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const Vector &GetEndpoint() const { return m_path[m_segmentCount - 1].pos; }
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bool IsAtEnd(const Vector &pos) const; // return true if position is at the end of the path
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float GetLength() const; // return length of path from start to finish
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bool GetPointAlongPath(float distAlong, Vector *pointOnPath) const; // return point a given distance along the path - if distance is out of path bounds, point is clamped to start/end
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// return the node index closest to the given distance along the path without going over - returns (-1) if error
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int GetSegmentIndexAlongPath(float distAlong) const;
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bool IsValid() const { return (m_segmentCount > 0); }
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void Invalidate() { m_segmentCount = 0; }
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// draw the path for debugging
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void Draw();
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// compute closest point on path to given point
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bool FindClosestPointOnPath(const Vector *worldPos, int startIndex, int endIndex, Vector *close) const;
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void Optimize();
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// Compute shortest path from 'start' to 'goal' via A* algorithm
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template<typename CostFunctor>
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bool Compute(const Vector *start, const Vector *goal, CostFunctor &costFunc)
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{
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Invalidate();
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if (!start || !goal)
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return false;
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CNavArea *startArea = TheNavAreaGrid.GetNearestNavArea(start);
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if (!startArea)
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return false;
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CNavArea *goalArea = TheNavAreaGrid.GetNavArea(goal);
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// if we are already in the goal area, build trivial path
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if (startArea == goalArea)
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{
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BuildTrivialPath(start, goal);
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return true;
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}
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// make sure path end position is on the ground
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Vector pathEndPosition = *goal;
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if (goalArea)
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pathEndPosition.z = goalArea->GetZ(&pathEndPosition);
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else
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GetGroundHeight(&pathEndPosition, &pathEndPosition.z);
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// Compute shortest path to goal
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CNavArea *closestArea;
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bool pathToGoalExists = NavAreaBuildPath(startArea, goalArea, goal, costFunc, &closestArea);
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CNavArea *effectiveGoalArea = (pathToGoalExists) ? goalArea : closestArea;
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// Build path by following parent links
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int count = 0;
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CNavArea *area;
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for (area = effectiveGoalArea; area; area = area->GetParent())
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count++;
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// save room for endpoint
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if (count > MAX_PATH_SEGMENTS - 1)
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count = MAX_PATH_SEGMENTS - 1;
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if (count == 0)
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return false;
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if (count == 1)
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{
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BuildTrivialPath(start, goal);
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return true;
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}
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m_segmentCount = count;
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for (area = effectiveGoalArea; count && area; area = area->GetParent())
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{
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count--;
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m_path[count].area = area;
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m_path[count].how = area->GetParentHow();
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}
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// compute path positions
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if (ComputePathPositions() == false)
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{
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Invalidate();
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return false;
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}
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// append path end position
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m_path[m_segmentCount].area = effectiveGoalArea;
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m_path[m_segmentCount].pos = pathEndPosition;
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m_path[m_segmentCount].ladder = nullptr;
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m_path[m_segmentCount].how = NUM_TRAVERSE_TYPES;
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m_segmentCount++;
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return true;
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}
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private:
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enum { MAX_PATH_SEGMENTS = 256 };
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PathSegment m_path[MAX_PATH_SEGMENTS];
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int m_segmentCount;
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bool ComputePathPositions(); // determine actual path positions
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bool BuildTrivialPath(const Vector *start, const Vector *goal); // utility function for when start and goal are in the same area
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int FindNextOccludedNode(int anchor); // used by Optimize()
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};
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// Monitor improv movement and determine if it becomes stuck
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class CStuckMonitor
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{
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public:
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CStuckMonitor();
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void Reset();
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void Update(CImprov *improv);
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bool IsStuck() const { return m_isStuck; }
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float GetDuration() const { return m_isStuck ? m_stuckTimer.GetElapsedTime() : 0.0f; }
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private:
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bool m_isStuck; // if true, we are stuck
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Vector m_stuckSpot; // the location where we became stuck
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IntervalTimer m_stuckTimer; // how long we have been stuck
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enum { MAX_VEL_SAMPLES = 5 };
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float m_avgVel[MAX_VEL_SAMPLES];
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int m_avgVelIndex;
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int m_avgVelCount;
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Vector m_lastCentroid;
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float m_lastTime;
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};
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// The CNavPathFollower class implements path following behavior
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class CNavPathFollower
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{
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public:
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CNavPathFollower();
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void SetImprov(CImprov *improv) { m_improv = improv; }
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void SetPath(CNavPath *path) { m_path = path; }
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void Reset();
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void Update(float deltaT, bool avoidObstacles = true); // move improv along path
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void Debug(bool status) { m_isDebug = status; } // turn debugging on/off
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bool IsStuck() const { return m_stuckMonitor.IsStuck(); } // return true if improv is stuck
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void ResetStuck() { m_stuckMonitor.Reset(); }
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float GetStuckDuration() const { return m_stuckMonitor.GetDuration(); } // return how long we've been stuck
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void FeelerReflexAdjustment(Vector *goalPosition, float height = -1.0f); // adjust goal position if "feelers" are touched
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private:
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int FindOurPositionOnPath(Vector *close, bool local) const; // return the closest point to our current position on current path
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int FindPathPoint(float aheadRange, Vector *point, int *prevIndex); // compute a point a fixed distance ahead along our path.
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CImprov *m_improv; // who is doing the path following
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CNavPath *m_path; // the path being followed
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int m_segmentIndex; // the point on the path the improv is moving towards
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int m_behindIndex; // index of the node on the path just behind us
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Vector m_goal; // last computed follow goal
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bool m_isLadderStarted;
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bool m_isDebug;
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CStuckMonitor m_stuckMonitor;
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};
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