1717 lines
60 KiB
C++
1717 lines
60 KiB
C++
/*
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* Portions of this file are copyright Rebirth contributors and licensed as
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* described in COPYING.txt.
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* Portions of this file are copyright Parallax Software and licensed
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* according to the Parallax license below.
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* See COPYING.txt for license details.
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* AI path forming stuff.
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*
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*/
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#include <numeric>
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#include <random>
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#include <stdio.h> // for printf()
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#include <stdlib.h> // for d_rand() and qsort()
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#include <string.h> // for memset()
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#include "inferno.h"
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#include "console.h"
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#include "3d.h"
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#include "object.h"
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#include "dxxerror.h"
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#include "ai.h"
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#include "robot.h"
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#include "fvi.h"
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#include "gameseg.h"
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#include "physics.h"
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#include "wall.h"
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#if DXX_USE_EDITOR
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#include "editor/editor.h"
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#include "editor/esegment.h"
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#endif
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#include "player.h"
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#include "game.h"
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#include "compiler-range_for.h"
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#include "partial_range.h"
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#include "d_levelstate.h"
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// Length in segments of avoidance path
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#define AVOID_SEG_LENGTH 7
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#ifdef NDEBUG
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#define PATH_VALIDATION 0
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#else
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#define PATH_VALIDATION 1
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#endif
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namespace dsx {
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namespace {
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static void ai_path_set_orient_and_vel(const d_robot_info_array &Robot_info, object &objp, const vms_vector &goal_point
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#if defined(DXX_BUILD_DESCENT_II)
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, player_visibility_state player_visibility, const vms_vector *vec_to_player
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#endif
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);
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static void maybe_ai_path_garbage_collect(void);
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static void ai_path_garbage_collect(void);
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#if PATH_VALIDATION
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static void validate_all_paths();
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static int validate_path(int, point_seg* psegs, uint_fast32_t num_points);
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#endif
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// -----------------------------------------------------------------------------------------------------------
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// Insert the point at the center of the side connecting two segments between the two points.
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// 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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// at the end of the list and go backwards.
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static uint_fast32_t insert_center_points(segment_array &segments, point_seg *psegs, uint_fast32_t count)
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{
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auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
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auto &Vertices = LevelSharedVertexState.get_vertices();
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auto &vcsegptr = segments.vcptr;
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auto &vcsegptridx = segments.vcptridx;
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if (count < 2)
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return count;
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uint_fast32_t last_point = count - 1;
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for (uint_fast32_t i = last_point; i; --i)
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{
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psegs[2*i] = psegs[i];
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const auto &&seg1 = vcsegptr(psegs[i-1].segnum);
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auto connect_side = find_connect_side(vcsegptridx(psegs[i].segnum), seg1);
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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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if (connect_side == side_none) // Try to blow past the assert, this should at least prevent a hang.
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connect_side = sidenum_t::WLEFT;
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auto &vcvertptr = Vertices.vcptr;
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const auto &¢er_point = compute_center_point_on_side(vcvertptr, seg1, connect_side);
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auto new_point = vm_vec_sub(psegs[i-1].point, center_point);
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new_point.x /= 16;
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new_point.y /= 16;
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new_point.z /= 16;
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vm_vec_sub(psegs[2*i-1].point, center_point, new_point);
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#if defined(DXX_BUILD_DESCENT_II)
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const auto &&segp = segments.imptridx(psegs[2*i].segnum);
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const auto &&temp_segnum = find_point_seg(LevelSharedSegmentState, psegs[2*i-1].point, segp);
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if (temp_segnum == segment_none) {
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psegs[2*i-1].point = center_point;
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find_point_seg(LevelSharedSegmentState, psegs[2*i-1].point, segp);
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}
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#endif
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psegs[2*i-1].segnum = psegs[2*i].segnum;
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count++;
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}
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#if defined(DXX_BUILD_DESCENT_II)
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// Now, remove unnecessary center points.
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// A center point is unnecessary if it is close to the line between the two adjacent points.
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// MK, OPTIMIZE! Can get away with about half the math since every vector gets computed twice.
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for (uint_fast32_t i = 1; i < count - 1; i += 2)
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{
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vms_vector temp1, temp2;
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const auto 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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if (dot * 9/8 > fixmul(vm_vec_mag(temp1), vm_vec_mag(temp2)))
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psegs[i].segnum = segment_none;
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}
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// Now, scan for points with segnum == -1
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auto predicate = [](const point_seg &p) { return p.segnum == segment_none; };
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count = std::distance(psegs, std::remove_if(psegs, psegs + count, predicate));
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#endif
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return count;
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}
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#if defined(DXX_BUILD_DESCENT_II)
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// -----------------------------------------------------------------------------------------------------------
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// Move points halfway to outside of segment.
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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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{
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int i;
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std::array<point_seg, 200> new_psegs;
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assert(num_points < new_psegs.size());
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auto &Segments = LevelSharedSegmentState.get_segments();
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auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
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auto &Vertices = LevelSharedVertexState.get_vertices();
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auto &vcvertptr = Vertices.vcptr;
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for (i = 1; i < num_points - 1; ++i)
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{
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fix segment_size;
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segnum_t segnum;
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vms_vector e;
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int count;
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const auto &&temp_segnum = find_point_seg(LevelSharedSegmentState, psegs[i].point, Segments.vcptridx(psegs[i].segnum));
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Assert(temp_segnum != segment_none);
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psegs[i].segnum = temp_segnum;
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segnum = psegs[i].segnum;
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// I don't think we can use quick version here and this is _very_ rarely called. --MK, 07/03/95
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const auto a = vm_vec_normalized_quick(vm_vec_sub(psegs[i].point, psegs[i-1].point));
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const auto b = vm_vec_normalized_quick(vm_vec_sub(psegs[i+1].point, psegs[i].point));
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const auto c = vm_vec_sub(psegs[i+1].point, psegs[i-1].point);
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if (abs(vm_vec_dot(a, b)) > 3*F1_0/4 ) {
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if (abs(a.z) < F1_0/2) {
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if (rand_flag != create_path_random_flag::nonrandom)
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{
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e.x = (d_rand()-16384)/2;
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e.y = (d_rand()-16384)/2;
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e.z = abs(e.x) + abs(e.y) + 1;
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vm_vec_normalize_quick(e);
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} else {
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e.x = 0;
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e.y = 0;
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e.z = F1_0;
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}
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} else {
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if (rand_flag != create_path_random_flag::nonrandom)
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{
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e.y = (d_rand()-16384)/2;
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e.z = (d_rand()-16384)/2;
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e.x = abs(e.y) + abs(e.z) + 1;
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vm_vec_normalize_quick(e);
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} else {
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e.x = F1_0;
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e.y = 0;
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e.z = 0;
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}
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}
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} else {
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const auto d = vm_vec_cross(a, b);
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vm_vec_cross(e, c, d);
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vm_vec_normalize_quick(e);
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}
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if (vm_vec_mag_quick(e) < F1_0/2)
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Int3();
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const shared_segment &segp = *vcsegptr(segnum);
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segment_size = vm_vec_dist_quick(vcvertptr(segp.verts[segment_relative_vertnum::_0]), vcvertptr(segp.verts[segment_relative_vertnum::_6]));
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if (segment_size > F1_0*40)
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segment_size = F1_0*40;
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auto goal_pos = vm_vec_scale_add(psegs[i].point, e, segment_size/4);
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count = 3;
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while (count) {
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fvi_info hit_data;
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auto &p0 = psegs[i].point;
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const auto hit_type = find_vector_intersection(fvi_query{
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p0,
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goal_pos,
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fvi_query::unused_ignore_obj_list,
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fvi_query::unused_LevelUniqueObjectState,
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fvi_query::unused_Robot_info,
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0,
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objp,
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}, psegs[i].segnum, objp->size, hit_data);
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if (hit_type == fvi_hit_type::None)
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count = 0;
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else {
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if (count == 3 && hit_type == fvi_hit_type::BadP0)
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Int3();
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goal_pos.x = (p0.x + hit_data.hit_pnt.x)/2;
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goal_pos.y = (p0.y + hit_data.hit_pnt.y)/2;
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goal_pos.z = (p0.z + hit_data.hit_pnt.z)/2;
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count--;
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if (count == 0) { // Couldn't move towards outside, that's ok, sometimes things can't be moved.
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goal_pos = psegs[i].point;
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}
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}
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}
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// Only move towards outside if remained inside segment.
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const auto &&new_segnum = find_point_seg(LevelSharedSegmentState, goal_pos, Segments.vcptridx(psegs[i].segnum));
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if (new_segnum == psegs[i].segnum) {
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new_psegs[i].point = goal_pos;
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new_psegs[i].segnum = new_segnum;
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} else {
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new_psegs[i].point = psegs[i].point;
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new_psegs[i].segnum = psegs[i].segnum;
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}
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}
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for (i = 1; i < num_points - 1; ++i)
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psegs[i] = new_psegs[i];
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}
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#endif
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}
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// -----------------------------------------------------------------------------------------------------------
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// Create a path from objp->pos to the center of end_seg.
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// Return a list of (segment_num, point_locations) at psegs
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// Return number of points in *num_points.
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// if max_depth == -1, then there is no maximum depth.
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// If unable to create path, return -1, else return 0.
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// If random_flag !0, then introduce randomness into path by looking at sides in random order. This means
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// that a path between two segments won't always be the same, unless it is unique.
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// If safety_flag is set, then additional points are added to "make sure" that points are reachable. I would
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// like to say that it ensures that the object can move between the points, but that would require knowing what
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// 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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// 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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std::pair<create_path_result, unsigned> create_path_points(const vmobjptridx_t objp, const robot_info *const robptr, 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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{
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#if defined(DXX_BUILD_DESCENT_II)
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auto &Objects = LevelUniqueObjectState.Objects;
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auto &vmobjptr = Objects.vmptr;
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#endif
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segnum_t cur_seg;
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int qtail = 0, qhead = 0;
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int i;
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std::array<seg_seg, MAX_SEGMENTS> seg_queue;
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int cur_depth;
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point_seg_array_t::iterator original_psegs = psegs;
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unsigned l_num_points = 0;
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#if PATH_VALIDATION
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validate_all_paths();
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#endif
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auto &obj = *objp;
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if (obj.type == OBJ_ROBOT && obj.ctype.ai_info.behavior == ai_behavior::AIB_RUN_FROM)
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{
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random_flag = create_path_random_flag::random;
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avoid_seg = ConsoleObject->segnum;
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// Int3();
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}
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visited_segment_bitarray_t visited;
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std::array<uint16_t, MAX_SEGMENTS> depth{};
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// If there is a segment we're not allowed to visit, mark it.
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if (avoid_seg != segment_none) {
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Assert(avoid_seg <= Highest_segment_index);
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if ((start_seg != avoid_seg) && (end_seg != avoid_seg)) {
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visited[avoid_seg] = true;
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}
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}
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cur_seg = start_seg;
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visited[cur_seg] = true;
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cur_depth = 0;
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auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
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auto &Vertices = LevelSharedVertexState.get_vertices();
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auto &vcvertptr = Vertices.vcptr;
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auto &Walls = LevelUniqueWallSubsystemState.Walls;
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auto &vcwallptr = Walls.vcptr;
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per_side_array<sidenum_t> side_traversal_translation;
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std::iota(side_traversal_translation.begin(), side_traversal_translation.end(), sidenum_t{});
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#if defined(DXX_BUILD_DESCENT_I)
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/* Descent 1 can only shuffle once, before the loop begins.
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* Descent 2 can shuffle on every pass of the loop.
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*/
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if (random_flag != create_path_random_flag::nonrandom)
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std::shuffle(side_traversal_translation.begin(), side_traversal_translation.end(), std::minstd_rand(d_rand()));
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#elif defined(DXX_BUILD_DESCENT_II)
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/* If shuffling is enabled, always shuffle on the first pass of the
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* loop.
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*/
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unsigned shuffle_random_flag = 0;
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std::minstd_rand mrd((random_flag != create_path_random_flag::nonrandom)
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? d_rand()
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: std::minstd_rand::default_seed
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);
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std::uniform_int_distribution uid03(0, 3);
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#endif
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while (cur_seg != end_seg) {
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const cscusegment &&segp = vcsegptr(cur_seg);
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#if defined(DXX_BUILD_DESCENT_II)
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/* If path randomness is enabled, conditionally shuffle based on
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* the value of shuffle_random_flag. Since shuffle_random_flag
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* is initialized to 0 above, it is guaranteed to shuffle on the
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* first iteration of the while loop. This is done since
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* side_traversal_translation was initialized via std::iota, and
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* is therefore predictable. However, if path randomness is
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* enabled by the caller, side_traversal_translation should be
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* unpredictable, and therefore a shuffle is needed.
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*
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* Each subsequent iteration may or may not shuffle, depending
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* on the value from d_rand in the most recent loop. Regardless
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* of whether a pass shuffles, it will reload the value so that
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* the next pass may shuffle. This is necessary to avoid
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* pinning the value in no-shuffle mode after the first time
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* d_rand returns a no-shuffle value.
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*/
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if (random_flag != create_path_random_flag::nonrandom && std::exchange(shuffle_random_flag, uid03(mrd)) == 0)
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{
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std::shuffle(side_traversal_translation.begin(), side_traversal_translation.end(), mrd);
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}
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#endif
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for (const auto snum : side_traversal_translation)
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{
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if (!IS_CHILD(segp.s.children[snum]))
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continue;
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#if defined(DXX_BUILD_DESCENT_I)
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#define AI_DOOR_OPENABLE_PLAYER_FLAGS
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#elif defined(DXX_BUILD_DESCENT_II)
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#define AI_DOOR_OPENABLE_PLAYER_FLAGS player_info.powerup_flags,
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auto &player_info = get_local_plrobj().ctype.player_info;
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#endif
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if ((WALL_IS_DOORWAY(GameBitmaps, Textures, vcwallptr, segp, snum) & WALL_IS_DOORWAY_FLAG::fly) || ai_door_is_openable(obj, robptr, AI_DOOR_OPENABLE_PLAYER_FLAGS segp, snum))
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#undef AI_DOOR_OPENABLE_PLAYER_FLAGS
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{
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const auto this_seg = segp.s.children[snum];
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#if defined(DXX_BUILD_DESCENT_II)
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Assert(this_seg != segment_none);
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if (((cur_seg == avoid_seg) || (this_seg == avoid_seg)) && (ConsoleObject->segnum == avoid_seg)) {
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const auto &¢er_point = compute_center_point_on_side(vcvertptr, segp, snum);
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fvi_info hit_data;
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const auto hit_type = find_vector_intersection(fvi_query{
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obj.pos,
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center_point,
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fvi_query::unused_ignore_obj_list,
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fvi_query::unused_LevelUniqueObjectState,
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fvi_query::unused_Robot_info,
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0,
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objp,
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}, obj.segnum, obj.size, hit_data);
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if (hit_type != fvi_hit_type::None)
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{
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goto dont_add;
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}
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}
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#endif
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if (!visited[this_seg]) {
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seg_queue[qtail].start = cur_seg;
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seg_queue[qtail].end = this_seg;
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visited[this_seg] = true;
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depth[qtail++] = cur_depth+1;
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if (depth[qtail-1] == max_depth) {
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end_seg = seg_queue[qtail-1].end;
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goto cpp_done1;
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} // end if (depth[...
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} // end if (!visited...
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} // if (WALL_IS_DOORWAY(...
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#if defined(DXX_BUILD_DESCENT_II)
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dont_add: ;
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#endif
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}
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if (qtail <= 0)
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break;
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if (qhead >= qtail) {
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// Couldn't get to goal, return a path as far as we got, which probably acceptable to the unparticular caller.
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end_seg = seg_queue[qtail-1].end;
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break;
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}
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|
|
cur_seg = seg_queue[qhead].end;
|
|
cur_depth = depth[qhead];
|
|
qhead++;
|
|
|
|
cpp_done1: ;
|
|
} // while (cur_seg ...
|
|
|
|
if (qtail > 0)
|
|
{
|
|
// Set qtail to the segment which ends at the goal.
|
|
while (seg_queue[--qtail].end != end_seg)
|
|
if (qtail < 0) {
|
|
return std::make_pair(create_path_result::early, l_num_points);
|
|
}
|
|
}
|
|
else
|
|
qtail = -1;
|
|
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
#if DXX_USE_EDITOR
|
|
Selected_segs.clear();
|
|
#endif
|
|
#endif
|
|
|
|
while (qtail >= 0) {
|
|
segnum_t parent_seg, this_seg;
|
|
|
|
this_seg = seg_queue[qtail].end;
|
|
parent_seg = seg_queue[qtail].start;
|
|
psegs->segnum = this_seg;
|
|
compute_segment_center(vcvertptr, psegs->point, vcsegptr(this_seg));
|
|
psegs++;
|
|
l_num_points++;
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
#if DXX_USE_EDITOR
|
|
Selected_segs.emplace_back(this_seg);
|
|
#endif
|
|
#endif
|
|
|
|
if (parent_seg == start_seg)
|
|
break;
|
|
|
|
while (seg_queue[--qtail].end != parent_seg)
|
|
Assert(qtail >= 0);
|
|
}
|
|
|
|
psegs->segnum = start_seg;
|
|
compute_segment_center(vcvertptr, psegs->point, vcsegptr(start_seg));
|
|
psegs++;
|
|
l_num_points++;
|
|
|
|
#if PATH_VALIDATION
|
|
validate_path(1, original_psegs, l_num_points);
|
|
#endif
|
|
|
|
// Now, reverse point_segs in place.
|
|
for (i=0; i< l_num_points/2; i++) {
|
|
point_seg temp_point_seg = *(original_psegs + i);
|
|
*(original_psegs + i) = *(original_psegs + l_num_points - i - 1);
|
|
*(original_psegs + l_num_points - i - 1) = temp_point_seg;
|
|
}
|
|
#if PATH_VALIDATION
|
|
validate_path(2, original_psegs, l_num_points);
|
|
#endif
|
|
|
|
// Now, if safety_flag set, then insert the point at the center of the side connecting two segments
|
|
// between the two points. This is messy because we must insert into the list. The simplest (and not too slow)
|
|
// way to do this is to start at the end of the list and go backwards.
|
|
if (safety_flag != create_path_safety_flag::unsafe) {
|
|
if (psegs - Point_segs + l_num_points + 2 > MAX_POINT_SEGS) {
|
|
// Ouch! Cannot insert center points in path. So return unsafe path.
|
|
ai_reset_all_paths();
|
|
return std::make_pair(create_path_result::early, l_num_points);
|
|
} else {
|
|
l_num_points = insert_center_points(Segments, original_psegs, l_num_points);
|
|
}
|
|
}
|
|
|
|
#if PATH_VALIDATION
|
|
validate_path(3, original_psegs, l_num_points);
|
|
#endif
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
// -- MK, 10/30/95 -- This code causes apparent discontinuities in the path, moving a point
|
|
// into a new segment. It is not necessarily bad, but it makes it hard to track down actual
|
|
// discontinuity problems.
|
|
auto &Robot_info = LevelSharedRobotInfoState.Robot_info;
|
|
if (obj.type == OBJ_ROBOT)
|
|
if (Robot_info[get_robot_id(obj)].companion)
|
|
move_towards_outside(LevelSharedSegmentState, original_psegs, l_num_points, objp, create_path_random_flag::nonrandom);
|
|
#endif
|
|
|
|
#if PATH_VALIDATION
|
|
validate_path(4, original_psegs, l_num_points);
|
|
#endif
|
|
return std::make_pair(create_path_result::finished, l_num_points);
|
|
}
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
// -------------------------------------------------------------------------------------------------------
|
|
// polish_path
|
|
// Takes an existing path and makes it nicer.
|
|
// Drops as many leading points as possible still maintaining direct accessibility
|
|
// from current position to first point.
|
|
// Will not shorten path to fewer than 3 points.
|
|
// Returns number of points.
|
|
// Starting position in psegs doesn't change.
|
|
// Changed, MK, 10/18/95. I think this was causing robots to get hung up on walls.
|
|
// Only drop up to the first three points.
|
|
int polish_path(const vmobjptridx_t objp, point_seg *psegs, int num_points)
|
|
{
|
|
auto &BuddyState = LevelUniqueObjectState.BuddyState;
|
|
int i, first_point=0;
|
|
|
|
if (num_points <= 4)
|
|
return num_points;
|
|
|
|
// Prevent the buddy from polishing his path twice in one tick, which can cause him to get hung up. Pretty ugly, huh?
|
|
auto &Robot_info = LevelSharedRobotInfoState.Robot_info;
|
|
auto &obj = *objp;
|
|
if (Robot_info[get_robot_id(obj)].companion)
|
|
{
|
|
if (d_tick_count == BuddyState.Last_buddy_polish_path_tick)
|
|
return num_points;
|
|
else
|
|
BuddyState.Last_buddy_polish_path_tick = d_tick_count;
|
|
}
|
|
|
|
// -- MK: 10/18/95: for (i=0; i<num_points-3; i++)
|
|
for (i=0; i<2; i++) {
|
|
fvi_info hit_data;
|
|
const auto hit_type = find_vector_intersection(fvi_query{
|
|
obj.pos,
|
|
psegs[i].point,
|
|
fvi_query::unused_ignore_obj_list,
|
|
fvi_query::unused_LevelUniqueObjectState,
|
|
fvi_query::unused_Robot_info,
|
|
0,
|
|
objp,
|
|
}, obj.segnum, obj.size, hit_data);
|
|
|
|
if (hit_type == fvi_hit_type::None)
|
|
first_point = i+1;
|
|
else
|
|
break;
|
|
}
|
|
|
|
if (first_point) {
|
|
// Scrunch down all the psegs.
|
|
for (i=first_point; i<num_points; i++)
|
|
psegs[i-first_point] = psegs[i];
|
|
}
|
|
|
|
return num_points - first_point;
|
|
}
|
|
#endif
|
|
|
|
#ifndef NDEBUG
|
|
namespace {
|
|
// -------------------------------------------------------------------------------------------------------
|
|
// Make sure that there are connections between all segments on path.
|
|
// Note that if path has been optimized, connections may not be direct, so this function is useless, or worse.
|
|
// Return true if valid, else return false.
|
|
int validate_path(int, point_seg *psegs, uint_fast32_t num_points)
|
|
{
|
|
#if PATH_VALIDATION
|
|
auto curseg = psegs->segnum;
|
|
if (curseg > Highest_segment_index)
|
|
{
|
|
Int3(); // Contact Mike: Debug trap for elusive, nasty bug.
|
|
return 0;
|
|
}
|
|
|
|
range_for (const auto &ps, unchecked_partial_range(psegs, 1u, num_points))
|
|
{
|
|
auto nextseg = ps.segnum;
|
|
if (curseg != nextseg) {
|
|
const shared_segment &csegp = vcsegptr(curseg);
|
|
auto &children = csegp.children;
|
|
if (std::find(children.begin(), children.end(), nextseg) == children.end())
|
|
{
|
|
// Assert(sidenum != MAX_SIDES_PER_SEGMENT); // Hey, created path is not contiguous, why!?
|
|
Int3();
|
|
return 0;
|
|
}
|
|
curseg = nextseg;
|
|
}
|
|
}
|
|
#endif
|
|
return 1;
|
|
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------------------------------------
|
|
void validate_all_paths(void)
|
|
{
|
|
|
|
#if PATH_VALIDATION
|
|
auto &Objects = LevelUniqueObjectState.Objects;
|
|
auto &vmobjptr = Objects.vmptr;
|
|
range_for (const auto &&objp, vmobjptr)
|
|
{
|
|
auto &obj = *objp;
|
|
if (obj.type == OBJ_ROBOT) {
|
|
auto &aip = obj.ctype.ai_info;
|
|
if (obj.control_source == object::control_type::ai)
|
|
{
|
|
if ((aip.hide_index != -1) && (aip.path_length > 0))
|
|
if (!validate_path(4, &Point_segs[aip.hide_index], aip.path_length))
|
|
{
|
|
Int3(); // This path is bogus! Who corrupted it! Danger! Danger!
|
|
// Contact Mike, he caused this mess.
|
|
aip.path_length=0; // This allows people to resume without harm...
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
}
|
|
#endif
|
|
|
|
// -------------------------------------------------------------------------------------------------------
|
|
// Creates a path from the objects current segment (objp->segnum) to the specified segment for the object to
|
|
// hide in Ai_local_info[objnum].goal_segment.
|
|
// Sets objp->ctype.ai_info.hide_index, a pointer into Point_segs, the first point_seg of the path.
|
|
// objp->ctype.ai_info.path_length, length of path
|
|
// Point_segs_free_ptr global pointer into Point_segs array
|
|
void create_path_to_segment(const vmobjptridx_t objp, const robot_info &robptr, const unsigned max_length, const create_path_safety_flag safety_flag, const icsegidx_t goal_segment)
|
|
{
|
|
auto &obj = *objp;
|
|
ai_static *const aip = &obj.ctype.ai_info;
|
|
ai_local *const ailp = &obj.ctype.ai_info.ail;
|
|
|
|
ailp->time_player_seen = GameTime64; // Prevent from resetting path quickly.
|
|
ailp->goal_segment = goal_segment;
|
|
|
|
segnum_t start_seg;
|
|
start_seg = obj.segnum;
|
|
const auto end_seg = goal_segment;
|
|
|
|
if (end_seg == segment_none) {
|
|
;
|
|
} else {
|
|
aip->path_length = create_path_points(objp, &robptr, start_seg, end_seg, Point_segs_free_ptr, max_length, create_path_random_flag::random, safety_flag, segment_none).second;
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
aip->path_length = polish_path(objp, Point_segs_free_ptr, aip->path_length);
|
|
#endif
|
|
aip->hide_index = Point_segs_free_ptr - Point_segs;
|
|
aip->cur_path_index = 0;
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
#ifndef NDEBUG
|
|
validate_path(6, Point_segs_free_ptr, aip->path_length);
|
|
#endif
|
|
#endif
|
|
Point_segs_free_ptr += aip->path_length;
|
|
if (Point_segs_free_ptr - Point_segs + MAX_PATH_LENGTH*2 > MAX_POINT_SEGS) {
|
|
//Int3(); // Contact Mike: This is stupid. Should call maybe_ai_garbage_collect before the add.
|
|
ai_reset_all_paths();
|
|
return;
|
|
}
|
|
// Assert(Point_segs_free_ptr - Point_segs + MAX_PATH_LENGTH*2 < MAX_POINT_SEGS);
|
|
aip->PATH_DIR = 1; // Initialize to moving forward.
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
aip->SUBMODE = AISM_GOHIDE; // This forces immediate movement.
|
|
#endif
|
|
ailp->mode = ai_mode::AIM_FOLLOW_PATH;
|
|
ailp->player_awareness_type = player_awareness_type_t::PA_NONE; // If robot too aware of player, will set mode to chase
|
|
}
|
|
maybe_ai_path_garbage_collect();
|
|
}
|
|
|
|
// Change, 10/07/95: Used to create path to ConsoleObject->pos. Now creates path to Believed_player_pos.
|
|
void create_path_to_believed_player_segment(const vmobjptridx_t objp, const robot_info &robptr, const unsigned max_length, const create_path_safety_flag safety_flag)
|
|
{
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
const auto goal_segment = ConsoleObject->segnum;
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
const auto goal_segment = Believed_player_seg;
|
|
#endif
|
|
create_path_to_segment(objp, robptr, max_length, safety_flag, goal_segment);
|
|
}
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
void create_path_to_guidebot_player_segment(const vmobjptridx_t objp, const robot_info &robptr, const unsigned max_length, const create_path_safety_flag safety_flag)
|
|
{
|
|
auto &BuddyState = LevelUniqueObjectState.BuddyState;
|
|
auto &Objects = LevelUniqueObjectState.Objects;
|
|
auto &plr = get_player_controlling_guidebot(BuddyState, Players);
|
|
if (plr.objnum == object_none)
|
|
return;
|
|
auto &plrobj = *Objects.vcptr(plr.objnum);
|
|
const auto goal_segment = plrobj.segnum;
|
|
create_path_to_segment(objp, robptr, max_length, safety_flag, goal_segment);
|
|
}
|
|
// -------------------------------------------------------------------------------------------------------
|
|
// Creates a path from the object's current segment (objp->segnum) to segment goalseg.
|
|
void create_path_to_segment(const vmobjptridx_t objp, const robot_info &robptr, segnum_t goalseg, const unsigned max_length, const create_path_safety_flag safety_flag)
|
|
{
|
|
ai_static *aip = &objp->ctype.ai_info;
|
|
ai_local *ailp = &objp->ctype.ai_info.ail;
|
|
|
|
ailp->time_player_seen = GameTime64; // Prevent from resetting path quickly.
|
|
ailp->goal_segment = goalseg;
|
|
|
|
segnum_t start_seg, end_seg;
|
|
start_seg = objp->segnum;
|
|
end_seg = ailp->goal_segment;
|
|
|
|
if (end_seg == segment_none) {
|
|
;
|
|
} else {
|
|
aip->path_length = create_path_points(objp, &robptr, start_seg, end_seg, Point_segs_free_ptr, max_length, create_path_random_flag::random, safety_flag, segment_none).second;
|
|
aip->hide_index = Point_segs_free_ptr - Point_segs;
|
|
aip->cur_path_index = 0;
|
|
Point_segs_free_ptr += aip->path_length;
|
|
if (Point_segs_free_ptr - Point_segs + MAX_PATH_LENGTH*2 > MAX_POINT_SEGS) {
|
|
ai_reset_all_paths();
|
|
return;
|
|
}
|
|
|
|
aip->PATH_DIR = 1; // Initialize to moving forward.
|
|
// -- UNUSED! aip->SUBMODE = AISM_GOHIDE; // This forces immediate movement.
|
|
ailp->player_awareness_type = player_awareness_type_t::PA_NONE; // If robot too aware of player, will set mode to chase
|
|
}
|
|
|
|
maybe_ai_path_garbage_collect();
|
|
|
|
}
|
|
#endif
|
|
|
|
// -------------------------------------------------------------------------------------------------------
|
|
// Creates a path from the objects current segment (objp->segnum) to the specified segment for the object to
|
|
// hide in Ai_local_info[objnum].goal_segment
|
|
// Sets objp->ctype.ai_info.hide_index, a pointer into Point_segs, the first point_seg of the path.
|
|
// objp->ctype.ai_info.path_length, length of path
|
|
// Point_segs_free_ptr global pointer into Point_segs array
|
|
void create_path_to_station(const vmobjptridx_t objp, const robot_info &robptr, int max_length)
|
|
{
|
|
auto &obj = *objp;
|
|
ai_static *const aip = &obj.ctype.ai_info;
|
|
ai_local *const ailp = &obj.ctype.ai_info.ail;
|
|
|
|
if (max_length == -1)
|
|
max_length = MAX_DEPTH_TO_SEARCH_FOR_PLAYER;
|
|
|
|
ailp->time_player_seen = GameTime64; // Prevent from resetting path quickly.
|
|
|
|
segnum_t start_seg, end_seg;
|
|
start_seg = obj.segnum;
|
|
end_seg = aip->hide_segment;
|
|
|
|
if (end_seg == segment_none) {
|
|
;
|
|
} else {
|
|
aip->path_length = create_path_points(objp, &robptr, start_seg, end_seg, Point_segs_free_ptr, max_length, create_path_random_flag::random, create_path_safety_flag::safe, segment_none).second;
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
aip->path_length = polish_path(objp, Point_segs_free_ptr, aip->path_length);
|
|
#endif
|
|
aip->hide_index = Point_segs_free_ptr - Point_segs;
|
|
aip->cur_path_index = 0;
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
#ifndef NDEBUG
|
|
validate_path(7, Point_segs_free_ptr, aip->path_length);
|
|
#endif
|
|
#endif
|
|
Point_segs_free_ptr += aip->path_length;
|
|
if (Point_segs_free_ptr - Point_segs + MAX_PATH_LENGTH*2 > MAX_POINT_SEGS) {
|
|
//Int3(); // Contact Mike: Stupid.
|
|
ai_reset_all_paths();
|
|
return;
|
|
}
|
|
// Assert(Point_segs_free_ptr - Point_segs + MAX_PATH_LENGTH*2 < MAX_POINT_SEGS);
|
|
aip->PATH_DIR = 1; // Initialize to moving forward.
|
|
// aip->SUBMODE = AISM_GOHIDE; // This forces immediate movement.
|
|
ailp->mode = ai_mode::AIM_FOLLOW_PATH;
|
|
ailp->player_awareness_type = player_awareness_type_t::PA_NONE;
|
|
}
|
|
|
|
|
|
maybe_ai_path_garbage_collect();
|
|
|
|
}
|
|
|
|
|
|
// -------------------------------------------------------------------------------------------------------
|
|
// Create a path of length path_length for an object, stuffing info in ai_info field.
|
|
void create_n_segment_path(const vmobjptridx_t objp, const robot_info &robptr, unsigned path_length, const imsegidx_t avoid_seg)
|
|
{
|
|
auto &obj = *objp;
|
|
ai_static *const aip = &obj.ctype.ai_info;
|
|
ai_local *const ailp = &obj.ctype.ai_info.ail;
|
|
|
|
const auto &&cr0 = create_path_points(objp, &robptr, obj.segnum, segment_exit, Point_segs_free_ptr, path_length, create_path_random_flag::random, create_path_safety_flag::unsafe, avoid_seg);
|
|
aip->path_length = cr0.second;
|
|
if (cr0.first == create_path_result::early)
|
|
{
|
|
Point_segs_free_ptr += aip->path_length;
|
|
for (;;)
|
|
{
|
|
const auto &&crf = create_path_points(objp, &robptr, obj.segnum, segment_exit, Point_segs_free_ptr, --path_length, create_path_random_flag::random, create_path_safety_flag::unsafe, segment_none);
|
|
aip->path_length = crf.second;
|
|
if (crf.first != create_path_result::early)
|
|
break;
|
|
}
|
|
assert(path_length);
|
|
}
|
|
|
|
aip->hide_index = Point_segs_free_ptr - Point_segs;
|
|
aip->cur_path_index = 0;
|
|
#if PATH_VALIDATION
|
|
validate_path(8, Point_segs_free_ptr, aip->path_length);
|
|
#endif
|
|
Point_segs_free_ptr += aip->path_length;
|
|
if (Point_segs_free_ptr - Point_segs + MAX_PATH_LENGTH*2 > MAX_POINT_SEGS) {
|
|
//Int3(); // Contact Mike: This is curious, though not deadly. /eip++;g
|
|
ai_reset_all_paths();
|
|
}
|
|
|
|
aip->PATH_DIR = 1; // Initialize to moving forward.
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
aip->SUBMODE = -1; // Don't know what this means.
|
|
#endif
|
|
ailp->mode = ai_mode::AIM_FOLLOW_PATH;
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
// If this robot is visible (player_visibility is not available) and it's running away, move towards outside with
|
|
// randomness to prevent a stream of bots from going away down the center of a corridor.
|
|
if (player_is_visible(ailp->previous_visibility))
|
|
{
|
|
if (aip->path_length) {
|
|
int t_num_points = aip->path_length;
|
|
move_towards_outside(LevelSharedSegmentState, &Point_segs[aip->hide_index], t_num_points, objp, create_path_random_flag::random);
|
|
aip->path_length = t_num_points;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
maybe_ai_path_garbage_collect();
|
|
|
|
}
|
|
|
|
// -------------------------------------------------------------------------------------------------------
|
|
void create_n_segment_path_to_door(const vmobjptridx_t objp, const robot_info &robptr, const unsigned path_length)
|
|
{
|
|
create_n_segment_path(objp, robptr, path_length, segment_none);
|
|
}
|
|
|
|
#define Int3_if(cond) if (!cond) Int3();
|
|
|
|
// -- too much work -- // ----------------------------------------------------------------------------------------------------------
|
|
// -- too much work -- // Return true if the object the companion wants to kill is reachable.
|
|
// -- too much work -- int attack_kill_object(object *objp)
|
|
// -- too much work -- {
|
|
// -- too much work -- object *kill_objp;
|
|
// -- too much work -- fvi_info hit_data;
|
|
// -- too much work -- int fate;
|
|
// -- too much work -- fvi_query fq;
|
|
// -- too much work --
|
|
// -- too much work -- if (Escort_kill_object == -1)
|
|
// -- too much work -- return 0;
|
|
// -- too much work --
|
|
// -- too much work -- kill_objp = &Objects[Escort_kill_object];
|
|
// -- too much work --
|
|
// -- too much work -- fq.p0 = &objp->pos;
|
|
// -- too much work -- fq.startseg = objp->segnum;
|
|
// -- too much work -- fq.p1 = &kill_objp->pos;
|
|
// -- too much work -- fq.rad = objp->size;
|
|
// -- too much work -- fq.thisobjnum = objp-Objects;
|
|
// -- too much work -- fq.ignore_obj_list = NULL;
|
|
// -- too much work -- fq.flags = 0;
|
|
// -- too much work --
|
|
// -- too much work -- fate = find_vector_intersection(&fq,&hit_data);
|
|
// -- too much work --
|
|
// -- too much work -- if (fate == HIT_NONE)
|
|
// -- too much work -- return 1;
|
|
// -- too much work -- else
|
|
// -- too much work -- return 0;
|
|
// -- too much work -- }
|
|
|
|
// -------------------------------------------------------------------------------------------------------
|
|
// Creates a path from the objects current segment (objp->segnum) to the specified segment for the object to
|
|
// hide in Ai_local_info[objnum].goal_segment.
|
|
// Sets objp->ctype.ai_info.hide_index, a pointer into Point_segs, the first point_seg of the path.
|
|
// objp->ctype.ai_info.path_length, length of path
|
|
// Point_segs_free_ptr global pointer into Point_segs array
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
namespace {
|
|
|
|
static void create_path(const vmobjptridx_t objp, const robot_info &robptr)
|
|
{
|
|
auto &obj = *objp;
|
|
ai_static *const aip = &obj.ctype.ai_info;
|
|
|
|
const auto start_seg = obj.segnum;
|
|
const auto end_seg = obj.ctype.ai_info.ail.goal_segment;
|
|
|
|
if (end_seg == segment_none)
|
|
create_n_segment_path(objp, robptr, 3, segment_none);
|
|
|
|
if (end_seg == segment_none) {
|
|
;
|
|
} else {
|
|
aip->path_length = create_path_points(objp, &robptr, start_seg, end_seg, Point_segs_free_ptr, MAX_PATH_LENGTH, create_path_random_flag::nonrandom, create_path_safety_flag::unsafe, segment_none).second;
|
|
aip->hide_index = Point_segs_free_ptr - Point_segs;
|
|
aip->cur_path_index = 0;
|
|
#ifndef NDEBUG
|
|
validate_path(5, Point_segs_free_ptr, aip->path_length);
|
|
#endif
|
|
Point_segs_free_ptr += aip->path_length;
|
|
if (Point_segs_free_ptr - Point_segs + MAX_PATH_LENGTH*2 > MAX_POINT_SEGS) {
|
|
//Int3(); // Contact Mike: This is curious, though not deadly. /eip++;g
|
|
ai_reset_all_paths();
|
|
}
|
|
aip->PATH_DIR = 1; // Initialize to moving forward.
|
|
aip->SUBMODE = AISM_HIDING; // Pretend we are hiding, so we sit here until bothered.
|
|
}
|
|
|
|
maybe_ai_path_garbage_collect();
|
|
}
|
|
}
|
|
#endif
|
|
|
|
|
|
// ----------------------------------------------------------------------------------------------------------
|
|
// Optimization: If current velocity will take robot near goal, don't change velocity
|
|
void ai_follow_path(const d_robot_info_array &Robot_info, const vmobjptridx_t objp, const player_visibility_state player_visibility, const vms_vector *const vec_to_player)
|
|
{
|
|
auto &obj = *objp;
|
|
ai_static *const aip = &obj.ctype.ai_info;
|
|
|
|
vms_vector goal_point, new_goal_point;
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
auto &BuddyState = LevelUniqueObjectState.BuddyState;
|
|
#endif
|
|
auto &robptr = Robot_info[get_robot_id(obj)];
|
|
int forced_break, original_dir, original_index;
|
|
ai_local *const ailp = &obj.ctype.ai_info.ail;
|
|
|
|
if ((aip->hide_index == -1) || (aip->path_length == 0))
|
|
{
|
|
if (ailp->mode == ai_mode::AIM_RUN_FROM_OBJECT) {
|
|
create_n_segment_path(objp, robptr, 5, segment_none);
|
|
//--Int3_if((aip->path_length != 0));
|
|
ailp->mode = ai_mode::AIM_RUN_FROM_OBJECT;
|
|
} else {
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
create_path(objp, robptr);
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
create_n_segment_path(objp, robptr, 5, segment_none);
|
|
#endif
|
|
//--Int3_if((aip->path_length != 0));
|
|
}
|
|
}
|
|
|
|
if ((aip->hide_index + aip->path_length > Point_segs_free_ptr - Point_segs) && (aip->path_length>0)) {
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
Int3(); // Contact Mike: Bad. Path goes into what is believed to be free space.
|
|
// This is debugging code. Figure out why garbage collection
|
|
// didn't compress this object's path information.
|
|
ai_path_garbage_collect();
|
|
#endif
|
|
ai_reset_all_paths();
|
|
}
|
|
|
|
if (aip->path_length < 2) {
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
if (ailp->mode == ai_mode::AIM_RUN_FROM_OBJECT)
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
if ((aip->behavior == ai_behavior::AIB_SNIPE) || (ailp->mode == ai_mode::AIM_RUN_FROM_OBJECT))
|
|
#endif
|
|
{
|
|
create_n_segment_path(objp, robptr, AVOID_SEG_LENGTH, ConsoleObject->segnum == obj.segnum ? segment_none : ConsoleObject->segnum); // Can't avoid segment player is in, robot is already in it! (That's what the -1 is for)
|
|
//--Int3_if((aip->path_length != 0));
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
if (aip->behavior == ai_behavior::AIB_SNIPE) {
|
|
if (robot_is_thief(robptr))
|
|
ailp->mode = ai_mode::AIM_THIEF_ATTACK; // It gets bashed in create_n_segment_path
|
|
else
|
|
ailp->mode = ai_mode::AIM_SNIPE_FIRE; // It gets bashed in create_n_segment_path
|
|
} else
|
|
#endif
|
|
{
|
|
ailp->mode = ai_mode::AIM_RUN_FROM_OBJECT; // It gets bashed in create_n_segment_path
|
|
}
|
|
}
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
else {
|
|
ailp->mode = ai_mode::AIM_STILL;
|
|
}
|
|
return;
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
else if (robot_is_companion(robptr) == 0) {
|
|
ailp->mode = ai_mode::AIM_STILL;
|
|
aip->path_length = 0;
|
|
return;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
Assert((aip->PATH_DIR == -1) || (aip->PATH_DIR == 1));
|
|
|
|
if ((aip->SUBMODE == AISM_HIDING) && (aip->behavior == ai_behavior::AIB_HIDE))
|
|
return;
|
|
#endif
|
|
|
|
goal_point = Point_segs[aip->hide_index + aip->cur_path_index].point;
|
|
auto dist_to_goal = vm_vec_dist_quick(goal_point, obj.pos);
|
|
|
|
// If running from player, only run until can't be seen.
|
|
if (ailp->mode == ai_mode::AIM_RUN_FROM_OBJECT) {
|
|
if (player_visibility == player_visibility_state::no_line_of_sight && ailp->player_awareness_type == player_awareness_type_t::PA_NONE)
|
|
{
|
|
fix vel_scale;
|
|
|
|
vel_scale = F1_0 - FrameTime/2;
|
|
if (vel_scale < F1_0/2)
|
|
vel_scale = F1_0/2;
|
|
|
|
vm_vec_scale(obj.mtype.phys_info.velocity, vel_scale);
|
|
|
|
return;
|
|
} else
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
if (!(d_tick_count ^ ((objp) & 0x07)))
|
|
#endif
|
|
{ // Done 1/8 ticks.
|
|
// If player on path (beyond point robot is now at), then create a new path.
|
|
point_seg *curpsp = &Point_segs[aip->hide_index];
|
|
auto player_segnum = ConsoleObject->segnum;
|
|
int i;
|
|
|
|
// This is probably being done every frame, which is wasteful.
|
|
for (i=aip->cur_path_index; i<aip->path_length; i++) {
|
|
if (curpsp[i].segnum == player_segnum) {
|
|
create_n_segment_path(objp, robptr, AVOID_SEG_LENGTH, player_segnum != obj.segnum ? player_segnum : segment_none);
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
Assert(aip->path_length != 0);
|
|
#endif
|
|
ailp->mode = ai_mode::AIM_RUN_FROM_OBJECT; // It gets bashed in create_n_segment_path
|
|
break;
|
|
}
|
|
}
|
|
if (player_is_visible(player_visibility))
|
|
{
|
|
ailp->player_awareness_type = player_awareness_type_t::PA_NEARBY_ROBOT_FIRED;
|
|
ailp->player_awareness_time = F1_0;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (aip->cur_path_index < 0) {
|
|
aip->cur_path_index = 0;
|
|
} else if (aip->cur_path_index >= aip->path_length) {
|
|
if (ailp->mode == ai_mode::AIM_RUN_FROM_OBJECT) {
|
|
create_n_segment_path(objp, robptr, AVOID_SEG_LENGTH, ConsoleObject->segnum);
|
|
ailp->mode = ai_mode::AIM_RUN_FROM_OBJECT; // It gets bashed in create_n_segment_path
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
Assert(aip->path_length != 0);
|
|
#endif
|
|
} else {
|
|
aip->cur_path_index = aip->path_length-1;
|
|
}
|
|
}
|
|
|
|
goal_point = Point_segs[aip->hide_index + aip->cur_path_index].point;
|
|
|
|
// If near goal, pick another goal point.
|
|
forced_break = 0; // Gets set for short paths.
|
|
original_dir = aip->PATH_DIR;
|
|
original_index = aip->cur_path_index;
|
|
const vm_distance threshold_distance{fixmul(vm_vec_mag_quick(obj.mtype.phys_info.velocity), FrameTime)*2 + F1_0*2};
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
new_goal_point = Point_segs[aip->hide_index + aip->cur_path_index].point;
|
|
|
|
//--Int3_if(((aip->cur_path_index >= 0) && (aip->cur_path_index < aip->path_length)));
|
|
#endif
|
|
|
|
while ((dist_to_goal < threshold_distance) && !forced_break) {
|
|
|
|
// Advance to next point on path.
|
|
aip->cur_path_index += aip->PATH_DIR;
|
|
|
|
// See if next point wraps past end of path (in either direction), and if so, deal with it based on mode.
|
|
if ((aip->cur_path_index >= aip->path_length) || (aip->cur_path_index < 0)) {
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
// Buddy bot. If he's in mode to get away from player and at end of line,
|
|
// if player visible, then make a new path, else just return.
|
|
if (robot_is_companion(robptr)) {
|
|
if (BuddyState.Escort_special_goal == ESCORT_GOAL_SCRAM)
|
|
{
|
|
if (player_is_visible(player_visibility))
|
|
{
|
|
create_n_segment_path(objp, robptr, 16 + d_rand() * 16, segment_none);
|
|
aip->path_length = polish_path(objp, &Point_segs[aip->hide_index], aip->path_length);
|
|
Assert(aip->path_length != 0);
|
|
ailp->mode = ai_mode::AIM_WANDER; // Special buddy mode.
|
|
//--Int3_if(((aip->cur_path_index >= 0) && (aip->cur_path_index < aip->path_length)));
|
|
return;
|
|
} else {
|
|
ailp->mode = ai_mode::AIM_WANDER; // Special buddy mode.
|
|
obj.mtype.phys_info.velocity = {};
|
|
obj.mtype.phys_info.rotvel = {};
|
|
//!!Assert((aip->cur_path_index >= 0) && (aip->cur_path_index < aip->path_length));
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
if (ailp->mode == ai_mode::AIM_HIDE) {
|
|
ailp->mode = ai_mode::AIM_STILL;
|
|
return; // Stay here until bonked or hit by player.
|
|
}
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
if (aip->behavior == ai_behavior::AIB_FOLLOW) {
|
|
create_n_segment_path(objp, robptr, 10, ConsoleObject->segnum);
|
|
//--Int3_if(((aip->cur_path_index >= 0) && (aip->cur_path_index < aip->path_length)));
|
|
}
|
|
#endif
|
|
else if (aip->behavior == ai_behavior::AIB_STATION) {
|
|
create_path_to_station(objp, robptr, 15);
|
|
if ((aip->hide_segment != Point_segs[aip->hide_index+aip->path_length-1].segnum)
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
|| (aip->path_length == 0)
|
|
#endif
|
|
) {
|
|
ailp->mode = ai_mode::AIM_STILL;
|
|
}
|
|
return;
|
|
} else if (ailp->mode == ai_mode::AIM_FOLLOW_PATH
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
&& (aip->behavior != ai_behavior::AIB_FOLLOW_PATH)
|
|
#endif
|
|
) {
|
|
create_path_to_believed_player_segment(objp, robptr, 10, create_path_safety_flag::safe);
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
if (aip->hide_segment != Point_segs[aip->hide_index+aip->path_length-1].segnum) {
|
|
ailp->mode = ai_mode::AIM_STILL;
|
|
return;
|
|
}
|
|
#endif
|
|
} else if (ailp->mode == ai_mode::AIM_RUN_FROM_OBJECT) {
|
|
create_n_segment_path(objp, robptr, AVOID_SEG_LENGTH, ConsoleObject->segnum);
|
|
ailp->mode = ai_mode::AIM_RUN_FROM_OBJECT; // It gets bashed in create_n_segment_path
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
if (aip->path_length < 1) {
|
|
create_n_segment_path(objp, robptr, AVOID_SEG_LENGTH, ConsoleObject->segnum);
|
|
ailp->mode = ai_mode::AIM_RUN_FROM_OBJECT; // It gets bashed in create_n_segment_path
|
|
if (aip->path_length < 1) {
|
|
aip->behavior = ai_behavior::AIB_NORMAL;
|
|
ailp->mode = ai_mode::AIM_STILL;
|
|
return;
|
|
}
|
|
}
|
|
//--Int3_if(((aip->cur_path_index >= 0) && (aip->cur_path_index < aip->path_length)));
|
|
#endif
|
|
} else {
|
|
// Reached end of the line. First see if opposite end point is reachable, and if so, go there.
|
|
// If not, turn around.
|
|
int opposite_end_index;
|
|
fvi_info hit_data;
|
|
|
|
// See which end we're nearer and look at the opposite end point.
|
|
if (abs(aip->cur_path_index - aip->path_length) < aip->cur_path_index) {
|
|
// Nearer to far end (ie, index not 0), so try to reach 0.
|
|
opposite_end_index = 0;
|
|
} else {
|
|
// Nearer to 0 end, so try to reach far end.
|
|
opposite_end_index = aip->path_length-1;
|
|
}
|
|
|
|
const auto fate = find_vector_intersection(fvi_query{
|
|
obj.pos,
|
|
Point_segs[aip->hide_index + opposite_end_index].point,
|
|
fvi_query::unused_ignore_obj_list,
|
|
fvi_query::unused_LevelUniqueObjectState,
|
|
fvi_query::unused_Robot_info,
|
|
0, //what about trans walls???
|
|
objp,
|
|
}, obj.segnum, obj.size, hit_data);
|
|
if (fate != fvi_hit_type::Wall)
|
|
{
|
|
// We can be circular! Do it!
|
|
// Path direction is unchanged.
|
|
aip->cur_path_index = opposite_end_index;
|
|
} else {
|
|
aip->PATH_DIR = -aip->PATH_DIR;
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
aip->cur_path_index += aip->PATH_DIR;
|
|
#endif
|
|
}
|
|
}
|
|
break;
|
|
} else {
|
|
new_goal_point = Point_segs[aip->hide_index + aip->cur_path_index].point;
|
|
goal_point = new_goal_point;
|
|
dist_to_goal = vm_vec_dist_quick(goal_point, obj.pos);
|
|
}
|
|
|
|
// If went all the way around to original point, in same direction, then get out of here!
|
|
if ((aip->cur_path_index == original_index) && (aip->PATH_DIR == original_dir)) {
|
|
create_path_to_believed_player_segment(objp, robptr, 3, create_path_safety_flag::safe);
|
|
forced_break = 1;
|
|
}
|
|
} // end while
|
|
|
|
// Set velocity (objp->mtype.phys_info.velocity) and orientation (objp->orient) for this object.
|
|
ai_path_set_orient_and_vel(Robot_info, objp, goal_point
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
, player_visibility, vec_to_player
|
|
#endif
|
|
);
|
|
}
|
|
|
|
}
|
|
|
|
namespace {
|
|
|
|
int Last_tick_garbage_collected;
|
|
|
|
struct obj_path {
|
|
short path_start;
|
|
objnum_t objnum;
|
|
};
|
|
|
|
static int path_index_compare(const void *const v1, const void *const v2)
|
|
{
|
|
const auto i1 = reinterpret_cast<const obj_path *>(v1);
|
|
const auto i2 = reinterpret_cast<const obj_path *>(v2);
|
|
if (i1->path_start < i2->path_start)
|
|
return -1;
|
|
else if (i1->path_start == i2->path_start)
|
|
return 0;
|
|
else
|
|
return 1;
|
|
}
|
|
|
|
}
|
|
|
|
namespace dsx {
|
|
namespace {
|
|
|
|
// ----------------------------------------------------------------------------------------------------------
|
|
// Set orientation matrix and velocity for objp based on its desire to get to a point.
|
|
void ai_path_set_orient_and_vel(const d_robot_info_array &Robot_info, object &objp, const vms_vector &goal_point
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
, const player_visibility_state player_visibility, const vms_vector *const vec_to_player
|
|
#endif
|
|
)
|
|
{
|
|
vms_vector cur_vel = objp.mtype.phys_info.velocity;
|
|
vms_vector cur_pos = objp.pos;
|
|
fix speed_scale;
|
|
fix dot;
|
|
auto &robptr = Robot_info[get_robot_id(objp)];
|
|
fix max_speed;
|
|
|
|
// If evading player, use highest difficulty level speed, plus something based on diff level
|
|
const auto Difficulty_level = GameUniqueState.Difficulty_level;
|
|
max_speed = robptr.max_speed[Difficulty_level];
|
|
ai_local *ailp = &objp.ctype.ai_info.ail;
|
|
if (ailp->mode == ai_mode::AIM_RUN_FROM_OBJECT
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
|| objp.ctype.ai_info.behavior == ai_behavior::AIB_SNIPE
|
|
#endif
|
|
)
|
|
max_speed = max_speed*3/2;
|
|
|
|
auto norm_vec_to_goal = vm_vec_normalized_quick(vm_vec_sub(goal_point, cur_pos));
|
|
auto norm_cur_vel = vm_vec_normalized_quick(cur_vel);
|
|
const auto norm_fvec = vm_vec_normalized_quick(objp.orient.fvec);
|
|
|
|
dot = vm_vec_dot(norm_vec_to_goal, norm_fvec);
|
|
|
|
// If very close to facing opposite desired vector, perturb vector
|
|
if (dot < -15*F1_0/16) {
|
|
norm_cur_vel = norm_vec_to_goal;
|
|
} else {
|
|
norm_cur_vel.x += norm_vec_to_goal.x/2/(static_cast<float>(DESIGNATED_GAME_FRAMETIME)/FrameTime);
|
|
norm_cur_vel.y += norm_vec_to_goal.y/2/(static_cast<float>(DESIGNATED_GAME_FRAMETIME)/FrameTime);
|
|
norm_cur_vel.z += norm_vec_to_goal.z/2/(static_cast<float>(DESIGNATED_GAME_FRAMETIME)/FrameTime);
|
|
}
|
|
|
|
vm_vec_normalize_quick(norm_cur_vel);
|
|
|
|
// Set speed based on this robot type's maximum allowed speed and how hard it is turning.
|
|
// How hard it is turning is based on the dot product of (vector to goal) and (current velocity vector)
|
|
// Note that since 3*F1_0/4 is added to dot product, it is possible for the robot to back up.
|
|
|
|
// Set speed and orientation.
|
|
if (dot < 0)
|
|
dot /= -4;
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
// If in snipe mode, can move fast even if not facing that direction.
|
|
if (objp.ctype.ai_info.behavior == ai_behavior::AIB_SNIPE)
|
|
if (dot < F1_0/2)
|
|
dot = (dot + F1_0)/2;
|
|
#endif
|
|
|
|
speed_scale = fixmul(max_speed, dot);
|
|
vm_vec_scale(norm_cur_vel, speed_scale);
|
|
objp.mtype.phys_info.velocity = norm_cur_vel;
|
|
|
|
fix rate;
|
|
if (ailp->mode == ai_mode::AIM_RUN_FROM_OBJECT
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
|| robot_is_companion(robptr) == 1 || objp.ctype.ai_info.behavior == ai_behavior::AIB_SNIPE
|
|
#endif
|
|
) {
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
if (ailp->mode == ai_mode::AIM_SNIPE_RETREAT_BACKWARDS) {
|
|
if (player_is_visible(player_visibility) && vec_to_player)
|
|
norm_vec_to_goal = *vec_to_player;
|
|
else
|
|
vm_vec_negate(norm_vec_to_goal);
|
|
}
|
|
#endif
|
|
rate = robptr.turn_time[Difficulty_level_type::_4] / 2;
|
|
} else
|
|
rate = robptr.turn_time[Difficulty_level];
|
|
ai_turn_towards_vector(norm_vec_to_goal, objp, rate);
|
|
}
|
|
|
|
// ----------------------------------------------------------------------------------------------------------
|
|
// Garbage colledion -- Free all unused records in Point_segs and compress all paths.
|
|
void ai_path_garbage_collect()
|
|
{
|
|
int free_path_index = 0;
|
|
int num_path_objects = 0;
|
|
int objind;
|
|
obj_path object_list[MAX_OBJECTS];
|
|
|
|
auto &Objects = LevelUniqueObjectState.Objects;
|
|
auto &vcobjptridx = Objects.vcptridx;
|
|
auto &vmobjptridx = Objects.vmptridx;
|
|
|
|
Last_tick_garbage_collected = d_tick_count;
|
|
|
|
#if PATH_VALIDATION
|
|
validate_all_paths();
|
|
#endif
|
|
// Create a list of objects which have paths of length 1 or more.
|
|
range_for (const auto &&objp, vcobjptridx)
|
|
{
|
|
if (objp->type == OBJ_ROBOT && (objp->control_source == object::control_type::ai
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
|| objp->control_source == object::control_type::morph
|
|
#endif
|
|
)) {
|
|
const auto &aip = objp->ctype.ai_info;
|
|
if (aip.path_length) {
|
|
object_list[num_path_objects].path_start = aip.hide_index;
|
|
object_list[num_path_objects++].objnum = objp;
|
|
}
|
|
}
|
|
}
|
|
|
|
qsort(object_list, num_path_objects, sizeof(object_list[0]),
|
|
path_index_compare);
|
|
|
|
for (objind=0; objind < num_path_objects; objind++) {
|
|
ai_static *aip;
|
|
int i;
|
|
int old_index;
|
|
|
|
auto objnum = object_list[objind].objnum;
|
|
object &objp = vmobjptridx(objnum);
|
|
aip = &objp.ctype.ai_info;
|
|
old_index = aip->hide_index;
|
|
|
|
aip->hide_index = free_path_index;
|
|
for (i=0; i<aip->path_length; i++)
|
|
Point_segs[free_path_index++] = Point_segs[old_index++];
|
|
}
|
|
|
|
Point_segs_free_ptr = Point_segs.begin() + free_path_index;
|
|
|
|
#ifndef NDEBUG
|
|
{
|
|
auto &vcobjptr = Objects.vcptr;
|
|
range_for (const auto &&objp, vcobjptr)
|
|
{
|
|
auto &obj = *objp;
|
|
const auto &aip = obj.ctype.ai_info;
|
|
|
|
if (obj.type == OBJ_ROBOT && obj.control_source == object::control_type::ai)
|
|
if ((aip.hide_index + aip.path_length > Point_segs_free_ptr - Point_segs) && (aip.path_length>0))
|
|
Int3(); // Contact Mike: Debug trap for nasty, elusive bug.
|
|
}
|
|
|
|
validate_all_paths();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------
|
|
// Do garbage collection if not been done for awhile, or things getting really critical.
|
|
void maybe_ai_path_garbage_collect(void)
|
|
{
|
|
if (Point_segs_free_ptr - Point_segs > MAX_POINT_SEGS - MAX_PATH_LENGTH) {
|
|
if (Last_tick_garbage_collected+1 >= d_tick_count) {
|
|
// This is kind of bad. Garbage collected last frame or this frame.
|
|
// Just destroy all paths. Too bad for the robots. They are memory wasteful.
|
|
ai_reset_all_paths();
|
|
} else {
|
|
// We are really close to full, but didn't just garbage collect, so maybe this is recoverable.
|
|
ai_path_garbage_collect();
|
|
}
|
|
} else if (Point_segs_free_ptr - Point_segs > 3*MAX_POINT_SEGS/4) {
|
|
if (Last_tick_garbage_collected + 16 < d_tick_count) {
|
|
ai_path_garbage_collect();
|
|
}
|
|
} else if (Point_segs_free_ptr - Point_segs > MAX_POINT_SEGS/2) {
|
|
if (Last_tick_garbage_collected + 256 < d_tick_count) {
|
|
ai_path_garbage_collect();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------
|
|
// Reset all paths. Do garbage collection.
|
|
// Should be called at the start of each level.
|
|
void ai_reset_all_paths(void)
|
|
{
|
|
auto &Objects = LevelUniqueObjectState.Objects;
|
|
auto &vmobjptr = Objects.vmptr;
|
|
range_for (const auto &&objp, vmobjptr)
|
|
{
|
|
auto &obj = *objp;
|
|
if (obj.type == OBJ_ROBOT && obj.control_source == object::control_type::ai)
|
|
{
|
|
obj.ctype.ai_info.hide_index = -1;
|
|
obj.ctype.ai_info.path_length = 0;
|
|
}
|
|
}
|
|
|
|
ai_path_garbage_collect();
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------------------------------------
|
|
// Probably called because a robot bashed a wall, getting a bunch of retries.
|
|
// Try to resume path.
|
|
void attempt_to_resume_path(const d_robot_info_array &Robot_info, const vmobjptridx_t objp)
|
|
{
|
|
ai_static *aip = &objp->ctype.ai_info;
|
|
int new_path_index;
|
|
auto &robptr = Robot_info[get_robot_id(objp)];
|
|
|
|
if (aip->behavior == ai_behavior::AIB_STATION
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
&& robptr.companion != 1
|
|
#endif
|
|
)
|
|
if (d_rand() > 8192) {
|
|
ai_local *ailp = &objp->ctype.ai_info.ail;
|
|
|
|
aip->hide_segment = objp->segnum;
|
|
ailp->mode = ai_mode::AIM_STILL;
|
|
}
|
|
|
|
new_path_index = aip->cur_path_index - aip->PATH_DIR;
|
|
|
|
if ((new_path_index >= 0) && (new_path_index < aip->path_length)) {
|
|
aip->cur_path_index = new_path_index;
|
|
} else {
|
|
// At end of line and have nowhere to go.
|
|
move_towards_segment_center(Robot_info, LevelSharedSegmentState, objp);
|
|
create_path_to_station(objp, robptr, 15);
|
|
}
|
|
}
|
|
|
|
// ----------------------------------------------------------------------------------------------------------
|
|
// DEBUG FUNCTIONS FOLLOW
|
|
// ----------------------------------------------------------------------------------------------------------
|
|
|
|
#if DXX_USE_EDITOR
|
|
namespace {
|
|
|
|
__attribute_used
|
|
static void test_create_path_many(fvmobjptridx &vmobjptridx, fimsegptridx &imsegptridx)
|
|
{
|
|
std::array<point_seg, 200> point_segs;
|
|
int i;
|
|
|
|
const unsigned Test_size = 1000;
|
|
for (i=0; i<Test_size; i++) {
|
|
Cursegp = imsegptridx(static_cast<segnum_t>((d_rand() * (Highest_segment_index + 1)) / D_RAND_MAX));
|
|
Markedsegp = imsegptridx(static_cast<segnum_t>((d_rand() * (Highest_segment_index + 1)) / D_RAND_MAX));
|
|
create_path_points(vmobjptridx(object_first), create_path_unused_robot_info, Cursegp, Markedsegp, point_segs.begin(), MAX_PATH_LENGTH, create_path_random_flag::nonrandom, create_path_safety_flag::unsafe, segment_none);
|
|
}
|
|
}
|
|
|
|
__attribute_used
|
|
static void test_create_path(fvmobjptridx &vmobjptridx)
|
|
{
|
|
std::array<point_seg, 200> point_segs;
|
|
|
|
create_path_points(vmobjptridx(object_first), create_path_unused_robot_info, Cursegp, Markedsegp, point_segs.begin(), MAX_PATH_LENGTH, create_path_random_flag::nonrandom, create_path_safety_flag::unsafe, segment_none);
|
|
}
|
|
|
|
// For all segments in mine, create paths to all segments in mine, print results.
|
|
__attribute_used
|
|
static void test_create_all_paths(fvmobjptridx &vmobjptridx, fvcsegptridx &vcsegptridx)
|
|
{
|
|
Point_segs_free_ptr = Point_segs.begin();
|
|
|
|
range_for (const auto &&segp0, vcsegptridx)
|
|
{
|
|
const shared_segment &sseg0 = segp0;
|
|
if (sseg0.segnum != segment_none)
|
|
{
|
|
for (const auto &&segp1 : partial_range(vcsegptridx, segp0.get_unchecked_index(), vcsegptridx.count()))
|
|
{
|
|
const shared_segment &sseg1 = segp1;
|
|
if (sseg1.segnum != segment_none)
|
|
{
|
|
create_path_points(vmobjptridx(object_first), create_path_unused_robot_info, segp0, segp1, Point_segs_free_ptr, MAX_PATH_LENGTH, create_path_random_flag::nonrandom, create_path_safety_flag::unsafe, segment_none);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
short Player_path_length=0;
|
|
int Player_hide_index=-1;
|
|
int Player_cur_path_index=0;
|
|
int Player_following_path_flag=0;
|
|
|
|
// ------------------------------------------------------------------------------------------------------------------
|
|
// Set orientation matrix and velocity for objp based on its desire to get to a point.
|
|
static void player_path_set_orient_and_vel(object &objp, const vms_vector &goal_point)
|
|
{
|
|
const auto &cur_vel = objp.mtype.phys_info.velocity;
|
|
const auto &cur_pos = objp.pos;
|
|
fix speed_scale;
|
|
fix dot;
|
|
|
|
const fix max_speed = F1_0*50;
|
|
|
|
const auto norm_vec_to_goal = vm_vec_normalized_quick(vm_vec_sub(goal_point, cur_pos));
|
|
auto norm_cur_vel = vm_vec_normalized_quick(cur_vel);
|
|
const auto &&norm_fvec = vm_vec_normalized_quick(objp.orient.fvec);
|
|
|
|
dot = vm_vec_dot(norm_vec_to_goal, norm_fvec);
|
|
|
|
// If very close to facing opposite desired vector, perturb vector
|
|
if (dot < -15*F1_0/16) {
|
|
norm_cur_vel = norm_vec_to_goal;
|
|
} else {
|
|
norm_cur_vel.x += norm_vec_to_goal.x/2/(static_cast<float>(DESIGNATED_GAME_FRAMETIME)/FrameTime);
|
|
norm_cur_vel.y += norm_vec_to_goal.y/2/(static_cast<float>(DESIGNATED_GAME_FRAMETIME)/FrameTime);
|
|
norm_cur_vel.z += norm_vec_to_goal.z/2/(static_cast<float>(DESIGNATED_GAME_FRAMETIME)/FrameTime);
|
|
}
|
|
|
|
vm_vec_normalize_quick(norm_cur_vel);
|
|
|
|
// Set speed based on this robot type's maximum allowed speed and how hard it is turning.
|
|
// How hard it is turning is based on the dot product of (vector to goal) and (current velocity vector)
|
|
// Note that since 3*F1_0/4 is added to dot product, it is possible for the robot to back up.
|
|
|
|
// Set speed and orientation.
|
|
if (dot < 0)
|
|
dot /= 4;
|
|
|
|
speed_scale = fixmul(max_speed, dot);
|
|
vm_vec_scale(norm_cur_vel, speed_scale);
|
|
objp.mtype.phys_info.velocity = norm_cur_vel;
|
|
physics_turn_towards_vector(norm_vec_to_goal, objp, F1_0);
|
|
}
|
|
|
|
}
|
|
|
|
// ----------------------------------------------------------------------------------------------------------
|
|
// Optimization: If current velocity will take robot near goal, don't change velocity
|
|
void player_follow_path(object &objp)
|
|
{
|
|
vms_vector goal_point;
|
|
int count, forced_break, original_index;
|
|
int goal_seg;
|
|
|
|
if (!Player_following_path_flag)
|
|
return;
|
|
|
|
if (Player_hide_index == -1)
|
|
return;
|
|
|
|
if (Player_path_length < 2)
|
|
return;
|
|
|
|
goal_point = Point_segs[Player_hide_index + Player_cur_path_index].point;
|
|
goal_seg = Point_segs[Player_hide_index + Player_cur_path_index].segnum;
|
|
Assert((goal_seg >= 0) && (goal_seg <= Highest_segment_index));
|
|
(void)goal_seg;
|
|
auto dist_to_goal = vm_vec_dist_quick(goal_point, objp.pos);
|
|
|
|
if (Player_cur_path_index < 0)
|
|
Player_cur_path_index = 0;
|
|
else if (Player_cur_path_index >= Player_path_length)
|
|
Player_cur_path_index = Player_path_length-1;
|
|
|
|
goal_point = Point_segs[Player_hide_index + Player_cur_path_index].point;
|
|
|
|
count=0;
|
|
|
|
// If near goal, pick another goal point.
|
|
forced_break = 0; // Gets set for short paths.
|
|
//original_dir = 1;
|
|
original_index = Player_cur_path_index;
|
|
const vm_distance threshold_distance{fixmul(vm_vec_mag_quick(objp.mtype.phys_info.velocity), FrameTime)*2 + F1_0*2};
|
|
|
|
while ((dist_to_goal < threshold_distance) && !forced_break) {
|
|
|
|
// ----- Debug stuff -----
|
|
if (count++ > 20) {
|
|
break;
|
|
}
|
|
|
|
// Advance to next point on path.
|
|
Player_cur_path_index += 1;
|
|
|
|
// See if next point wraps past end of path (in either direction), and if so, deal with it based on mode.
|
|
if ((Player_cur_path_index >= Player_path_length) || (Player_cur_path_index < 0)) {
|
|
Player_following_path_flag = 0;
|
|
forced_break = 1;
|
|
}
|
|
|
|
// If went all the way around to original point, in same direction, then get out of here!
|
|
if (Player_cur_path_index == original_index) {
|
|
Player_following_path_flag = 0;
|
|
forced_break = 1;
|
|
}
|
|
|
|
goal_point = Point_segs[Player_hide_index + Player_cur_path_index].point;
|
|
dist_to_goal = vm_vec_dist_quick(goal_point, objp.pos);
|
|
|
|
} // end while
|
|
|
|
// Set velocity (objp->mtype.phys_info.velocity) and orientation (objp->orient) for this object.
|
|
player_path_set_orient_and_vel(objp, goal_point);
|
|
}
|
|
|
|
namespace {
|
|
|
|
// ------------------------------------------------------------------------------------------------------------------
|
|
// Create path for player from current segment to goal segment.
|
|
static void create_player_path_to_segment(fvmobjptridx &vmobjptridx, segnum_t segnum)
|
|
{
|
|
const auto objp = vmobjptridx(ConsoleObject);
|
|
Player_hide_index=-1;
|
|
Player_cur_path_index=0;
|
|
Player_following_path_flag=0;
|
|
|
|
auto &&cr = create_path_points(objp, create_path_unused_robot_info, objp->segnum, segnum, Point_segs_free_ptr, 100, create_path_random_flag::nonrandom, create_path_safety_flag::unsafe, segment_none);
|
|
Player_path_length = cr.second;
|
|
if (cr.first == create_path_result::early)
|
|
con_printf(CON_DEBUG,"Unable to form path of length %i for myself", 100);
|
|
|
|
Player_following_path_flag = 1;
|
|
|
|
Player_hide_index = Point_segs_free_ptr - Point_segs;
|
|
Player_cur_path_index = 0;
|
|
Point_segs_free_ptr += Player_path_length;
|
|
if (Point_segs_free_ptr - Point_segs + MAX_PATH_LENGTH*2 > MAX_POINT_SEGS) {
|
|
//Int3(); // Contact Mike: This is curious, though not deadly. /eip++;g
|
|
ai_reset_all_paths();
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
segnum_t Player_goal_segment = segment_none;
|
|
|
|
void check_create_player_path(void)
|
|
{
|
|
auto &Objects = LevelUniqueObjectState.Objects;
|
|
auto &vmobjptridx = Objects.vmptridx;
|
|
if (Player_goal_segment != segment_none)
|
|
create_player_path_to_segment(vmobjptridx, Player_goal_segment);
|
|
|
|
Player_goal_segment = segment_none;
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
// ----------------------------------------------------------------------------------------------------------
|
|
// DEBUG FUNCTIONS ENDED
|
|
// ----------------------------------------------------------------------------------------------------------
|
|
|