File: navigation_legacy_path.cpp

package info (click to toggle)
openmohaa 0.82.1%2Bdfsg-1
  • links: PTS, VCS
  • area: contrib
  • in suites: forky, sid
  • size: 34,192 kB
  • sloc: cpp: 315,720; ansic: 275,789; sh: 312; xml: 246; asm: 141; makefile: 7
file content (151 lines) | stat: -rw-r--r-- 4,001 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
/*
===========================================================================
Copyright (C) 2025 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
===========================================================================
*/

/**
 * @file navigation_legacy_path.cpp
 * @brief Legacy navigation system, use an ActorPath.
 *
 * This implementation uses the old navigation system that use pathnodes and basic path-finding algorithm.
 * Nodes have to be placed manually.
 */

#include "navigation_legacy_path.h"

void LegacyPather::FindPath(const Vector& start, const Vector& end, const PathSearchParameter& parameters)
{
    path.SetFallHeight(parameters.fallHeight);
    path.FindPath((float *)(Vector&)start, (float *)(Vector&)end, parameters.entity, 0, NULL, 0);
}

void LegacyPather::FindPathNear(
    const Vector& start, const Vector& end, float radius, const PathSearchParameter& parameters
)
{
    path.SetFallHeight(parameters.fallHeight);
    path.FindPathNear((float *)(Vector&)start, (float *)(Vector&)end, parameters.entity, 0, radius, NULL, 0);
}

void LegacyPather::FindPathAway(
    const Vector&              start,
    const Vector&              avoid,
    const Vector&              preferredDir,
    float                      radius,
    const PathSearchParameter& parameters
)
{
    path.SetFallHeight(parameters.fallHeight);
    path.FindPathAway(
        (float *)(Vector&)start,
        (float *)(Vector&)avoid,
        (float *)(Vector&)preferredDir,
        parameters.entity,
        radius,
        NULL,
        0
    );
}

bool LegacyPather::TestPath(const Vector& start, const Vector& end, const PathSearchParameter& parameters)
{
    return PathSearch::FindPath(start, end, parameters.entity, 0, NULL, 0, parameters.fallHeight) != 0;
}

void LegacyPather::UpdatePos(const Vector& origin)
{
    path.UpdatePos((float *)(Vector&)origin, 8);
}

void LegacyPather::Clear()
{
    path.Clear();
    path.ForceShortLookahead();
}

PathNav LegacyPather::GetNode(unsigned int index) const
{
    PathNav nav;

    const PathInfo *currentNode = path.CurrentNode();
    if (!currentNode) {
        // no path
        return nav;
    }

    if (currentNode < path.LastNode() + index) {
        // out of range
        return nav;
    }

    if (currentNode > path.StartNode() + index) {
        // out of range
        return nav;
    }

    const PathInfo *node = currentNode - index;

    nav.dir[0] = node->dir[0];
    nav.dir[1] = node->dir[1];
    nav.dist   = node->dist;
    nav.origin = node->point;

    return nav;
}

int LegacyPather::GetNodeCount() const
{
    if (!path.CurrentNode()) {
        return 0;
    }

    return path.CurrentNode() - path.LastNode() + 1;
}

Vector LegacyPather::GetCurrentDelta() const
{
    const float *delta = path.CurrentDelta();
    return Vector(delta[0], delta[1], 0);
}

Vector LegacyPather::GetCurrentDirection() const
{
    const float *delta = path.CurrentDelta();
    return Vector(delta[0], delta[1], 0);
}

Vector LegacyPather::GetDestination() const
{
    if (!path.CurrentNode()) {
        return {};
    }

    return path.LastNode()->point;
}

bool LegacyPather::HasReachedGoal(const Vector& origin) const
{
    return path.Complete(origin);
}

bool LegacyPather::IsQuerying() const
{
    return false;
}