0ad/source/simulation/EntityStateProcessing.cpp
2004-06-10 22:24:03 +00:00

207 lines
5.8 KiB
C++
Executable File

// Entity state-machine processing code.
#include "precompiled.h"
#include "Entity.h"
#include "Model.h"
#include "Collision.h"
#include "PathfindEngine.h"
bool CEntity::processGotoNoPathing( CEntityOrder* current, float timestep )
{
CVector2D delta;
delta.x = (float)current->m_data[0].location.x - m_position.X;
delta.y = (float)current->m_data[0].location.y - m_position.Z;
float len = delta.length();
// ... 'Are we there yet?' ...
if( len < 0.1f )
{
if( current->m_type == CEntityOrder::ORDER_GOTO_COLLISION )
{
repath();
}
else
m_orderQueue.pop_front();
return( false );
}
// Curve smoothing.
// Here there be trig.
if( current->m_type != CEntityOrder::ORDER_GOTO_SMOOTHED )
{
// We can only really attempt to smooth paths the pathfinder
// has flagged for us. If the turning-radius calculations are
// applied to other types of waypoint, wierdness happens.
// Things like an entity trying to walk to a point inside
// his turning radius (which he can't do directly, so he'll
// orbit the point indefinately), or just massive deviations
// making the paths we calculate useless.
// It's also painful trying to watch two entities resolve their
// collision when they're both bound by turning constraints.
m_ahead = delta / len;
m_orientation = atan2( m_ahead.x, m_ahead.y );
}
else
{
m_targetorientation = atan2( delta.x, delta.y );
float deltatheta = m_targetorientation - (float)m_orientation;
while( deltatheta > PI ) deltatheta -= 2 * PI;
while( deltatheta < -PI ) deltatheta += 2 * PI;
if( fabs( deltatheta ) > 0.01f )
{
float maxTurningSpeed = ( m_speed / m_turningRadius ) * timestep;
if( deltatheta > 0 )
{
m_orientation = m_orientation + MIN( deltatheta, maxTurningSpeed );
}
else
m_orientation = m_orientation + MAX( deltatheta, -maxTurningSpeed );
m_ahead.x = sin( m_orientation );
m_ahead.y = cos( m_orientation );
}
else
{
m_ahead = delta / len;
m_orientation = atan2( m_ahead.x, m_ahead.y );
}
}
if( m_bounds->m_type == CBoundingObject::BOUND_OABB )
((CBoundingBox*)m_bounds)->setOrientation( m_ahead );
float scale = m_speed * timestep;
if( scale > len )
scale = len;
delta = m_ahead * scale;
m_position.X += delta.x;
m_position.Z += delta.y;
m_bounds->setPosition( m_position.X, m_position.Z );
HEntity collide = getCollisionObject( this );
if( collide )
{
// Hit something. Take a step back.
m_position.X -= delta.x;
m_position.Z -= delta.y;
m_bounds->setPosition( m_position.X, m_position.Z );
// Are we still hitting it?
if( collide->m_bounds->intersects( m_bounds ) )
{
// Oh dear. Most likely explanation is that this unit was created
// within the bounding area of another entity.
// Try a little boost of speed, to help resolve the situation more quickly.
m_position.X += delta.x * 2.0f;
m_position.Z += delta.y * 2.0f;
m_bounds->setPosition( m_position.X, m_position.Z );
return( false );
}
if( collide->m_bounds->m_type == CBoundingObject::BOUND_OABB )
{
// And it's square.
// TODO: Implement this case properly.
// HACK: See if this thing we've hit is likely to be our destination. If so, just skip to our next waypoint.
// Otherwise, turn right (as with circle collisions)
if( len < collide->m_bounds->m_radius * 2.0f )
{
m_orderQueue.pop_front();
return( false );
}
else
{
CEntityOrder avoidance;
avoidance.m_type = CEntityOrder::ORDER_GOTO_COLLISION;
CVector2D right;
right.x = m_ahead.y; right.y = -m_ahead.x;
CVector2D avoidancePosition = collide->m_bounds->m_pos + right * ( collide->m_bounds->m_radius + m_bounds->m_radius * 2.5f );
avoidance.m_data[0].location = avoidancePosition;
if( current->m_type == CEntityOrder::ORDER_GOTO_COLLISION )
m_orderQueue.pop_front();
m_orderQueue.push_front( avoidance );
return( false );
}
}
else
{
// A circle.
// TODO: Implement this properly.
// Work out if our path goes to the left or to the right
// of this obstacle. Go that way.
// Weight a little to the right, too (helps unit-unit collisions)
CEntityOrder avoidance;
avoidance.m_type = CEntityOrder::ORDER_GOTO_COLLISION;
CVector2D right;
right.x = m_ahead.y; right.y = -m_ahead.x;
CVector2D avoidancePosition;
if( ( collide->m_bounds->m_pos - m_bounds->m_pos ).dot( right ) < 1 )
{
// Turn right.
avoidancePosition = collide->m_bounds->m_pos + right * ( collide->m_bounds->m_radius + m_bounds->m_radius * 2.5f );
}
else
{
// Turn left.
avoidancePosition = collide->m_bounds->m_pos - right * ( collide->m_bounds->m_radius + m_bounds->m_radius * 2.5f );
}
avoidance.m_data[0].location = avoidancePosition;
if( current->m_type == CEntityOrder::ORDER_GOTO_COLLISION )
m_orderQueue.pop_front();
m_orderQueue.push_front( avoidance );
return( false );
}
}
snapToGround();
updateActorTransforms();
return( false );
}
bool CEntity::processGoto( CEntityOrder* current, float timestep )
{
CVector2D path_to = current->m_data[0].location;
m_orderQueue.pop_front();
if( m_actor->GetModel()->GetAnimation() != m_actor->GetObject()->m_WalkAnim )
{
m_actor->GetModel()->SetAnimation( m_actor->GetObject()->m_WalkAnim );
m_actor->GetModel()->Update( ( rand() * 1000.0f ) / 1000.0f );
}
g_Pathfinder.requestPath( me, path_to );
return( true );
}
bool CEntity::processPatrol( CEntityOrder* current, float timestep )
{
CEntityOrder this_segment;
CEntityOrder repeat_patrol;
this_segment.m_type = CEntityOrder::ORDER_GOTO;
this_segment.m_data[0] = current->m_data[0];
repeat_patrol.m_type = CEntityOrder::ORDER_PATROL;
repeat_patrol.m_data[0] = current->m_data[0];
m_orderQueue.pop_front();
m_orderQueue.push_front( this_segment );
m_orderQueue.push_back( repeat_patrol );
return( true );
}