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/*
===========================================================================
Copyright (C) 2015 the OpenMoHAA team
This file is part of OpenMoHAA source code.
OpenMoHAA source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
OpenMoHAA source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// gravpath.cpp: Gravity path - Used for underwater currents and wells.
#include "g_local.h"
#include "entity.h"
#include "gravpath.h"
#include "../corepp/container.h"
#include "navigate.h"
#include "misc.h"
#include "player.h"
#include "g_phys.h"
#include "debuglines.h"
GravPathManager gravPathManager;
CLASS_DECLARATION(Class, GravPathManager, NULL) {
{NULL, NULL}
};
GravPathManager::~GravPathManager()
{
Reset();
}
void GravPathManager::Reset(void)
{
while (pathList.NumObjects() > 0) {
delete (GravPath *)pathList.ObjectAt(1);
}
pathList.FreeObjectList();
}
void GravPathManager::AddPath(GravPath *p)
{
pathList.AddObject(p);
}
void GravPathManager::RemovePath(GravPath *p)
{
pathList.RemoveObject(p);
}
void GravPathManager::DrawGravPaths(void)
{
int i;
int num = pathList.NumObjects();
for (i = 1; i <= num; i++) {
GravPath *p = (GravPath *)pathList.ObjectAt(i);
p->DrawPath(1, 0, 0);
}
}
Vector GravPathManager::CalculateGravityPull(Entity& ent, Vector pos, qboolean *force, float *max_speed)
{
int i, num;
GravPath *p;
GravPathNode *node;
Vector point;
Vector newpoint;
Vector dir;
float bestdist = 99999;
float dist;
float speed;
float radius;
Vector velocity;
int bestpath = 0;
int entity_contents, grav_contents;
num = pathList.NumObjects();
if (!num) {
return vec_zero;
}
entity_contents = gi.pointcontents(ent.origin, 0);
for (i = 1; i <= num; i++) {
p = (GravPath *)pathList.ObjectAt(i);
if (!p) {
continue;
}
// Check to see if path is active
node = p->GetNode(1);
if (!node || !node->active) {
continue;
}
// Check to see if the contents are the same
grav_contents = gi.pointcontents(node->origin, 0);
// If grav node is in water, make sure ent is too.
if ((grav_contents & CONTENTS_WATER) && !(entity_contents & CONTENTS_WATER)) {
continue;
}
// Test to see if we are in this path's bounding box
if ((pos.x < p->maxs.x) && (pos.y < p->maxs.y) && (pos.z < p->maxs.z) && (pos.x > p->mins.x)
&& (pos.y > p->mins.y) && (pos.z > p->mins.z)) {
point = p->ClosestPointOnPath(pos, ent, &dist, &speed, &radius);
// If the closest distance on the path is greater than the radius, then
// do not consider this path.
if (dist > radius) {
continue;
} else if (dist < bestdist) {
bestpath = i;
bestdist = dist;
}
}
}
if (!bestpath) {
return vec_zero;
}
p = (GravPath *)pathList.ObjectAt(bestpath);
if (!p) {
return velocity;
}
*force = p->force;
dist = p->DistanceAlongPath(pos, &speed);
newpoint = p->PointAtDistance(pos, dist + speed, ent.isSubclassOf(Player), max_speed);
dir = newpoint - pos;
dir.normalize();
velocity = dir * speed;
//velocity *= .75;
return velocity;
}
/*****************************************************************************/
/*QUAKED info_grav_pathnode (0 0 .5) (-16 -16 0) (16 16 32) HEADNODE FORCE PULL_UPWARDS
"radius" Radius of the effect of the pull (Default is 256)
"speed" Speed of the pull (Use negative for a repulsion) (Default is 100)
Set HEADNODE to signify the head of the path.
Set FORCE if you want un-fightable gravity ( i.e. can't go backwards )
Set PULL_UPWARDS if you want the gravnodes to pull you upwards also
******************************************************************************/
#define PULL_UPWARDS (1 << 2)
Event EV_GravPath_Create
(
"gravpath_create",
EV_DEFAULT,
NULL,
NULL,
"Create the grav path.",
EV_NORMAL
);
Event EV_GravPath_Activate
(
"activate",
EV_DEFAULT,
NULL,
NULL,
"Activate the grav path.",
EV_NORMAL
);
Event EV_GravPath_Deactivate
(
"deactivate",
EV_DEFAULT,
NULL,
NULL,
"Deactivate the grav path.",
EV_NORMAL
);
Event EV_GravPath_SetSpeed
(
"speed",
EV_DEFAULT,
"f",
"speed",
"Set the speed of the grav path.",
EV_NORMAL
);
Event EV_GravPath_SetMaxSpeed
(
"maxspeed",
EV_DEFAULT,
"f",
"maxspeed",
"Set the max speed of the grav path.",
EV_NORMAL
);
Event EV_GravPath_SetRadius
(
"radius",
EV_DEFAULT,
"f",
"radius",
"Set the radius of the grav path.",
EV_NORMAL
);
CLASS_DECLARATION(Entity, GravPathNode, "info_grav_pathnode") {
{&EV_GravPath_Create, &GravPathNode::CreatePath },
{&EV_GravPath_Activate, &GravPathNode::Activate },
{&EV_GravPath_Deactivate, &GravPathNode::Deactivate },
{&EV_GravPath_SetSpeed, &GravPathNode::SetSpeed },
{&EV_GravPath_SetMaxSpeed, &GravPathNode::SetMaxSpeed},
{&EV_GravPath_SetRadius, &GravPathNode::SetRadius },
{NULL, NULL }
};
GravPathNode::GravPathNode()
{
if (LoadingSavegame) {
// all data will be setup by the archive function
return;
}
setMoveType(MOVETYPE_NONE);
setSolidType(SOLID_NOT);
hideModel();
speed = 100.0f;
max_speed = 200.0f;
radius = 256.0f;
headnode = spawnflags & 1;
active = true;
// This is the head of a new path, post an event to create the path
if (headnode) {
PostEvent(EV_GravPath_Create, 0);
}
}
void GravPathNode::SetSpeed(Event *ev)
{
speed = ev->GetFloat(1);
}
void GravPathNode::SetMaxSpeed(Event *ev)
{
max_speed = ev->GetFloat(1);
}
void GravPathNode::SetRadius(Event *ev)
{
radius = ev->GetFloat(1);
}
float GravPathNode::Speed(void)
{
if (active) {
return speed;
} else {
return 0;
}
}
float GravPathNode::MaxSpeed(void)
{
return max_speed;
}
void GravPathNode::Activate(Event *ev)
{
GravPathNode *node;
Entity *ent;
const char *target;
active = true;
node = this;
// Go through the entire path and activate it
target = node->Target();
while (target[0]) {
ent = (Entity *)G_FindTarget(NULL, target);
if (ent) {
node = (GravPathNode *)ent;
assert(node);
node->active = true;
} else {
gi.Error(ERR_DROP, "GravPathNode::CreatePath: target %s not found\n", target);
}
target = node->Target();
}
}
void GravPathNode::Deactivate(Event *ev)
{
GravPathNode *node;
Entity *ent;
const char *target;
active = false;
node = this;
// Go through the entire path and activate it
target = node->Target();
while (target[0]) {
ent = (Entity *)G_FindTarget(NULL, target);
if (ent) {
node = (GravPathNode *)ent;
assert(node);
node->active = false;
} else {
gi.Error(ERR_DROP, "GravPathNode::CreatePath: target %s not found\n", target);
}
target = node->Target();
}
}
void GravPathNode::CreatePath(Event *ev)
{
const char *target;
GravPath *path = new GravPath;
GravPathNode *node;
Entity *ent;
ClearBounds(path->mins, path->maxs);
// This node is the head of a path, create a new path in the path manager.
// and add it in, then add all of it's children in the path.
node = this;
path->AddNode(node);
path->force = spawnflags & 2;
// Make the path from the targetlist.
target = node->Target();
while (target[0]) {
ent = (Entity *)G_FindTarget(NULL, target);
if (ent) {
node = (GravPathNode *)ent;
assert(node);
path->AddNode(node);
} else {
gi.Error(ERR_DROP, "GravPathNode::CreatePath: target %s not found\n", target);
}
target = node->Target();
}
// Set the origin.
path->origin = path->mins + path->maxs;
path->origin *= 0.5f;
}
CLASS_DECLARATION(Listener, GravPath, NULL) {
{NULL, NULL}
};
GravPath::GravPath()
{
pathlength = 0;
from = NULL;
to = NULL;
nextnode = 1;
if (!LoadingSavegame) {
gravPathManager.AddPath(this);
}
}
GravPath::~GravPath()
{
pathlength = 0;
from = NULL;
to = NULL;
nextnode = 1;
gravPathManager.RemovePath(this);
}
void GravPath::Clear(void)
{
nextnode = 1;
pathlength = 0;
from = NULL;
to = NULL;
pathlist.FreeObjectList();
}
void GravPath::Reset(void)
{
nextnode = 1;
}
GravPathNode *GravPath::Start(void)
{
return from;
}
GravPathNode *GravPath::End(void)
{
return to;
}
void GravPath::AddNode(GravPathNode *node)
{
int num;
Vector r, addp;
if (!from) {
from = node;
}
to = node;
pathlist.AddObject(GravPathNodePtr(node));
num = NumNodes();
if (num > 1) {
pathlength += (node->origin - GetNode(num)->origin).length();
}
r.setXYZ(node->Radius(), node->Radius(), node->Radius());
addp = node->origin + r;
AddPointToBounds(addp, mins, maxs);
addp = node->origin - r;
AddPointToBounds(addp, mins, maxs);
}
GravPathNode *GravPath::GetNode(int num)
{
return pathlist.ObjectAt(num);
}
GravPathNode *GravPath::NextNode(void)
{
if (nextnode <= NumNodes()) {
return pathlist.ObjectAt(nextnode++);
}
return NULL;
}
Vector GravPath::ClosestPointOnPath(Vector pos, Entity& ent, float *ret_dist, float *speed, float *radius)
{
GravPathNode *s;
GravPathNode *e;
int num;
int i;
float bestdist;
Vector bestpoint;
float dist;
float segmentlength;
Vector delta;
Vector p1;
Vector p2;
Vector p3;
float t;
trace_t trace;
num = NumNodes();
s = GetNode(1);
trace =
G_Trace(pos, ent.mins, ent.maxs, s->origin, &ent, MASK_PLAYERSOLID, false, "GravPath::ClosestPointOnPath 1");
bestpoint = s->origin;
delta = bestpoint - pos;
bestdist = delta.length();
*speed = s->Speed();
*radius = s->Radius();
for (i = 2; i <= num; i++) {
e = GetNode(i);
// check if we're closest to the endpoint
delta = e->origin - pos;
dist = delta.length();
if (dist < bestdist) {
trace = G_Trace(
pos, ent.mins, ent.maxs, e->origin, &ent, MASK_PLAYERSOLID, false, "GravPath::ClosestPointOnPath 2"
);
bestdist = dist;
bestpoint = e->origin;
*speed = e->Speed();
*radius = e->Radius();
}
// check if we're closest to the segment
p1 = e->origin - s->origin;
segmentlength = p1.length();
p1 *= 1 / segmentlength;
p2 = pos - s->origin;
t = p1 * p2;
if ((t > 0) && (t < segmentlength)) {
p3 = (p1 * t) + s->origin;
delta = p3 - pos;
dist = delta.length();
if (dist < bestdist) {
trace = G_Trace(
pos, ent.mins, ent.maxs, p3, &ent, MASK_PLAYERSOLID, false, "GravPath::ClosestPointOnPath 3"
);
bestdist = dist;
bestpoint = p3;
*speed = (e->Speed() * t) + (s->Speed() * (1.0f - t));
*radius = (e->Radius() * t) + (s->Radius() * (1.0f - t));
}
}
s = e;
}
*ret_dist = bestdist;
return bestpoint;
}
float GravPath::DistanceAlongPath(Vector pos, float *speed)
{
GravPathNode *s;
GravPathNode *e;
int num;
int i;
float bestdist;
float dist;
float segmentlength;
Vector delta;
Vector segment;
Vector p1;
Vector p2;
Vector p3;
float t;
float pathdist;
float bestdistalongpath;
float oosl;
pathdist = 0;
num = NumNodes();
s = GetNode(1);
delta = s->origin - pos;
bestdist = delta.length();
bestdistalongpath = 0;
*speed = s->Speed();
for (i = 2; i <= num; i++) {
e = GetNode(i);
segment = e->origin - s->origin;
segmentlength = segment.length();
// check if we're closest to the endpoint
delta = e->origin - pos;
dist = delta.length();
if (dist < bestdist) {
bestdist = dist;
bestdistalongpath = pathdist + segmentlength;
*speed = e->Speed();
}
// check if we're closest to the segment
oosl = (1 / segmentlength);
p1 = segment * oosl;
p1.normalize();
p2 = pos - s->origin;
t = p1 * p2;
if ((t > 0) && (t < segmentlength)) {
p3 = (p1 * t) + s->origin;
delta = p3 - pos;
dist = delta.length();
if (dist < bestdist) {
bestdist = dist;
bestdistalongpath = pathdist + t;
t *= oosl;
*speed = (e->Speed() * t) + (s->Speed() * (1.0f - t));
}
}
s = e;
pathdist += segmentlength;
}
return bestdistalongpath;
}
Vector GravPath::PointAtDistance(Vector pos, float dist, qboolean is_player, float *max_speed)
{
GravPathNode *s;
GravPathNode *e;
int num;
int i;
Vector delta;
Vector p1;
float t;
float pathdist;
float segmentlength;
num = NumNodes();
s = GetNode(1);
pathdist = 0;
for (i = 2; i <= num; i++) {
e = GetNode(i);
delta = e->origin - s->origin;
segmentlength = delta.length();
if ((pathdist + segmentlength) > dist) {
t = dist - pathdist;
p1 = delta * (t / segmentlength);
// return p1 + s->origin;
if (e->spawnflags & PULL_UPWARDS && is_player) {
p1.z = p1.length() / 2;
}
*max_speed = e->MaxSpeed();
return p1 + pos;
}
s = e;
pathdist += segmentlength;
}
*max_speed = s->MaxSpeed();
// cap it off at start or end of path
return s->origin;
}
void GravPath::DrawPath(float r, float g, float b)
{
Vector s;
Vector e;
Vector offset;
GravPathNode *node;
int num;
int i;
num = NumNodes();
node = GetNode(1);
s = node->origin;
G_DebugBBox(s, Vector(8, 8, 8), Vector(-8, -8, -8), 0, 1, 0, 1);
offset = Vector(r, g, b) * 4 + Vector(0, 0, 0);
offset = Vector(0, 0, 0);
for (i = 2; i <= num; i++) {
node = GetNode(i);
e = node->origin;
G_DebugLine(s + offset, e + offset, r, g, b, 1);
G_DebugBBox(e, Vector(8, 8, 8), Vector(-8, -8, -8), 0, 1, 0, 1);
s = e;
}
G_DebugBBox(origin, mins - origin, maxs - origin, 1, 0, 0, 1);
}
int GravPath::NumNodes(void)
{
return pathlist.NumObjects();
}
float GravPath::Length(void)
{
return pathlength;
}