/* * Copyright (C) 2005-2009 MaNGOS * * This program 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. * * This program 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 this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ //Basic headers #include "WaypointMovementGenerator.h" #include "DestinationHolderImp.h" //Extended headers #include "ObjectMgr.h" #include "World.h" #include "MapManager.h" // for flightmaster grid preloading //Creature-specific headers #include "Creature.h" #include "CreatureAI.h" #include "CreatureGroups.h" //Player-specific #include "Player.h" template void WaypointMovementGenerator::Initialize(T &u){} template<> void WaypointMovementGenerator::Finalize(Creature &u){} template<> void WaypointMovementGenerator::Finalize(Player &u){} template void WaypointMovementGenerator::MovementInform(T &unit){} template<> void WaypointMovementGenerator::MovementInform(Creature &unit) { unit.AI()->MovementInform(WAYPOINT_MOTION_TYPE, i_currentNode); } template<> bool WaypointMovementGenerator::GetDestination(float &x, float &y, float &z) const { if (i_destinationHolder.HasArrived()) return false; i_destinationHolder.GetDestination(x, y, z); return true; } template<> bool WaypointMovementGenerator::GetDestination(float &x, float &y, float &z) const { return false; } template<> void WaypointMovementGenerator::Reset(Creature &unit) { StopedByPlayer = true; i_nextMoveTime.Reset(0); } template<> void WaypointMovementGenerator::Reset(Player &unit){} template<> void WaypointMovementGenerator::InitTraveller(Creature &unit, const WaypointData &node) { node.run ? unit.RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE): unit.AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE); unit.SetUInt32Value(UNIT_NPC_EMOTESTATE, 0); unit.SetUInt32Value(UNIT_FIELD_BYTES_1, 0); unit.addUnitState(UNIT_STAT_ROAMING); } template<> void WaypointMovementGenerator::Initialize(Creature &u) { u.StopMoving(); //i_currentNode = -1; // uint32, become 0 in the first update //i_nextMoveTime.Reset(0); StopedByPlayer = false; if (!path_id) path_id = u.GetWaypointPath(); waypoints = WaypointMgr.GetPath(path_id); i_currentNode = 0; if (waypoints && waypoints->size()) { node = waypoints->front(); Traveller traveller(u); InitTraveller(u, *node); i_destinationHolder.SetDestination(traveller, node->x, node->y, node->z); i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime()); //Call for creature group update if (u.GetFormation() && u.GetFormation()->getLeader() == &u) u.GetFormation()->LeaderMoveTo(node->x, node->y, node->z); } else node = NULL; } template<> void WaypointMovementGenerator::InitTraveller(Player &unit, const WaypointData &node){} template bool WaypointMovementGenerator::Update(T &unit, const uint32 &diff) { return false; } template<> bool WaypointMovementGenerator::Update(Creature &unit, const uint32 &diff) { if (!&unit) return true; if (!path_id) return false; // Waypoint movement can be switched on/off // This is quite handy for escort quests and other stuff if (unit.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED)) return true; // Clear the generator if the path doesn't exist if (!waypoints || !waypoints->size()) return false; Traveller traveller(unit); i_nextMoveTime.Update(diff); i_destinationHolder.UpdateTraveller(traveller, diff, true); if (i_nextMoveTime.Passed()) { if (unit.IsStopped()) { if (StopedByPlayer) { assert(node); InitTraveller(unit, *node); i_destinationHolder.SetDestination(traveller, node->x, node->y, node->z); i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime()); StopedByPlayer = false; return true; } if (i_currentNode == waypoints->size() - 1) // If that's our last waypoint { if (repeating) // If the movement is repeating i_currentNode = 0; // Start moving all over again else { unit.SetHomePosition(node->x, node->y, node->z, unit.GetOrientation()); unit.GetMotionMaster()->Initialize(); return false; // Clear the waypoint movement } } else ++i_currentNode; node = waypoints->at(i_currentNode); InitTraveller(unit, *node); i_destinationHolder.SetDestination(traveller, node->x, node->y, node->z); i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime()); //Call for creature group update if (unit.GetFormation() && unit.GetFormation()->getLeader() == &unit) unit.GetFormation()->LeaderMoveTo(node->x, node->y, node->z); } else { //Determine waittime if (node->delay) i_nextMoveTime.Reset(node->delay); //note: disable "start" for mtmap if (node->event_id && urand(0,99) < node->event_chance) unit.GetMap()->ScriptsStart(sWaypointScripts, node->event_id, &unit, NULL/*, false*/); MovementInform(unit); unit.UpdateWaypointID(i_currentNode); unit.clearUnitState(UNIT_STAT_ROAMING); unit.Relocate(node->x, node->y, node->z); } } else { if (unit.IsStopped() && !i_destinationHolder.HasArrived()) { if (!StopedByPlayer) { i_destinationHolder.IncreaseTravelTime(STOP_TIME_FOR_PLAYER); i_nextMoveTime.Reset(STOP_TIME_FOR_PLAYER); StopedByPlayer = true; } } } return true; } template void WaypointMovementGenerator::Initialize(Player &); template bool WaypointMovementGenerator::Update(Player &, const uint32 &); template void WaypointMovementGenerator::MovementInform(Player &); //----------------------------------------------------// void FlightPathMovementGenerator::LoadPath(Player &) { objmgr.GetTaxiPathNodes(i_pathId, i_path,i_mapIds); } uint32 FlightPathMovementGenerator::GetPathAtMapEnd() const { if (i_currentNode >= i_mapIds.size()) return i_mapIds.size(); uint32 curMapId = i_mapIds[i_currentNode]; for (uint32 i = i_currentNode; i < i_mapIds.size(); ++i) { if (i_mapIds[i] != curMapId) return i; } return i_mapIds.size(); } void FlightPathMovementGenerator::Initialize(Player &player) { player.getHostilRefManager().setOnlineOfflineState(false); player.addUnitState(UNIT_STAT_IN_FLIGHT); player.SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_TAXI_FLIGHT); LoadPath(player); Traveller traveller(player); // do not send movement, it was sent already i_destinationHolder.SetDestination(traveller, i_path[i_currentNode].x, i_path[i_currentNode].y, i_path[i_currentNode].z, false); player.SendMonsterMoveByPath(GetPath(), GetCurrentNode(), GetPathAtMapEnd()); // Storage to preload flightmaster grid at end of flight. For multi-stop flights, this will // be reinitialized for each flightmaster at the end of each spline (or stop) in the flight. uint32 nodeCount = i_mapIds.size(); // Get the number of nodes in the path. i_path and i_mapIds are the // same size when loaded in ObjectMgr::GetTaxiPathNodes, called from LoadPath() m_endMapId = i_mapIds[nodeCount -1]; // Get the map ID from the last node m_preloadTargetNode = nodeCount / 2; // Split the number of nodes in half to preload the flightmaster half-way through the flight m_endGridX = i_path[nodeCount -1].x; // Get the X position from the last node m_endGridY = i_path[nodeCount -1].y; // Get tye Y position from the last node } void FlightPathMovementGenerator::Finalize(Player & player) { player.clearUnitState(UNIT_STAT_IN_FLIGHT); float x, y, z; i_destinationHolder.GetLocationNow(player.GetBaseMap(), x, y, z); player.SetPosition(x, y, z, player.GetOrientation()); } bool FlightPathMovementGenerator::Update(Player &player, const uint32 &diff) { if (MovementInProgress()) { Traveller traveller(player); if (i_destinationHolder.UpdateTraveller(traveller, diff)) { i_destinationHolder.ResetUpdate(FLIGHT_TRAVEL_UPDATE); if (i_destinationHolder.HasArrived()) { uint32 curMap = i_mapIds[i_currentNode]; ++i_currentNode; if (MovementInProgress()) { DEBUG_LOG("loading node %u for player %s", i_currentNode, player.GetName()); if (i_mapIds[i_currentNode] == curMap) { // do not send movement, it was sent already i_destinationHolder.SetDestination(traveller, i_path[i_currentNode].x, i_path[i_currentNode].y, i_path[i_currentNode].z, false); } // check if it's time to preload the flightmaster grid at path end if (i_currentNode == m_preloadTargetNode) PreloadEndGrid(); return true; } //else HasArrived() } else return true; } else return true; } // we have arrived at the end of the path return false; } void FlightPathMovementGenerator::SetCurrentNodeAfterTeleport() { if (i_mapIds.empty()) return; uint32 map0 = i_mapIds[0]; for (size_t i = 1; i < i_mapIds.size(); ++i) { if(i_mapIds[i] != map0) { i_currentNode = i; return; } } } void FlightPathMovementGenerator::PreloadEndGrid() { // used to preload the final grid where the flightmaster is Map *endMap = MapManager::Instance().FindMap(m_endMapId); // Load the grid if (endMap) { sLog.outDetail("Preloading flightmaster at grid (%f, %f) for map %u", m_endGridX, m_endGridY, m_endMapId); endMap->LoadGrid(m_endGridX, m_endGridY); } else sLog.outDetail("Unable to determine map to preload flightmaster grid"); } // // Unique1's ASTAR Pathfinding Code... For future use & reference... // #ifdef __PATHFINDING__ int GetFCost(int to, int num, int parentNum, float *gcost); // Below... int ShortenASTARRoute(short int *pathlist, int number) { // Wrote this to make the routes a little smarter (shorter)... No point looping back to the same places... Unique1 short int temppathlist[MAX_PATHLIST_NODES]; int count = 0; // int count2 = 0; int temp, temp2; int link; int upto = 0; for (temp = number; temp >= 0; temp--) { qboolean shortened = qfalse; for (temp2 = 0; temp2 < temp; temp2++) { for (link = 0; link < nodes[pathlist[temp]].enodenum; link++) { if (nodes[pathlist[temp]].links[link].flags & PATH_BLOCKED) continue; //if ((bot->client->ps.eFlags & EF_TANK) && nodes[bot->current_node].links[link].flags & PATH_NOTANKS) //if this path is blocked, skip it // continue; //if (nodes[nodes[pathlist[temp]].links[link].targetNode].origin[2] > nodes[pathlist[temp]].origin[2] + 32) // continue; if (nodes[pathlist[temp]].links[link].targetNode == pathlist[temp2]) { // Found a shorter route... //if (OrgVisible(nodes[pathlist[temp2]].origin, nodes[pathlist[temp]].origin, -1)) { temppathlist[count] = pathlist[temp2]; temp = temp2; ++count; shortened = qtrue; } } } } if (!shortened) { temppathlist[count] = pathlist[temp]; ++count; } } upto = count; for (temp = 0; temp < count; temp++) { pathlist[temp] = temppathlist[upto]; --upto; } G_Printf("ShortenASTARRoute: Path size reduced from %i to %i nodes...n", number, count); return count; } /* =========================================================================== CreatePathAStar This function uses the A* pathfinding algorithm to determine the shortest path between any two nodes. It's fairly complex, so I'm not really going to explain it much. Look up A* and binary heaps for more info. pathlist stores the ideal path between the nodes, in reverse order, and the return value is the number of nodes in that path =========================================================================== */ int CreatePathAStar(gentity_t *bot, int from, int to, short int *pathlist) { //all the data we have to hold...since we can't do dynamic allocation, has to be MAX_NODES //we can probably lower this later - eg, the open list should never have more than at most a few dozen items on it short int openlist[MAX_NODES+1]; //add 1 because it's a binary heap, and they don't use 0 - 1 is the first used index float gcost[MAX_NODES]; int fcost[MAX_NODES]; char list[MAX_NODES]; //0 is neither, 1 is open, 2 is closed - char because it's the smallest data type short int parent[MAX_NODES]; short int numOpen = 0; short int atNode, temp, newnode=-1; qboolean found = qfalse; int count = -1; float gc; int i, u, v, m; vec3_t vec; //clear out all the arrays memset(openlist, 0, sizeof(short int)*(MAX_NODES+1)); memset(fcost, 0, sizeof(int)*MAX_NODES); memset(list, 0, sizeof(char)*MAX_NODES); memset(parent, 0, sizeof(short int)*MAX_NODES); memset(gcost, -1, sizeof(float)*MAX_NODES); //make sure we have valid data before calculating everything if ((from == NODE_INVALID) || (to == NODE_INVALID) || (from >= MAX_NODES) || (to >= MAX_NODES) || (from == to)) return -1; openlist[1] = from; //add the starting node to the open list ++numOpen; gcost[from] = 0; //its f and g costs are obviously 0 fcost[from] = 0; while (1) { if (numOpen != 0) //if there are still items in the open list { //pop the top item off of the list atNode = openlist[1]; list[atNode] = 2; //put the node on the closed list so we don't check it again --numOpen; openlist[1] = openlist[numOpen+1]; //move the last item in the list to the top position v = 1; //this while loop reorders the list so that the new lowest fcost is at the top again while (1) { u = v; if ((2*u+1) < numOpen) //if both children exist { if (fcost[openlist[u]] >= fcost[openlist[2*u]]) v = 2*u; if (fcost[openlist[v]] >= fcost[openlist[2*u+1]]) v = 2*u+1; } else { if ((2*u) < numOpen) //if only one child exists { if (fcost[openlist[u]] >= fcost[openlist[2*u]]) v = 2*u; } } if (u != v) //if they're out of order, swap this item with its parent { temp = openlist[u]; openlist[u] = openlist[v]; openlist[v] = temp; } else break; } for (i = 0; i < nodes[atNode].enodenum; ++i) //loop through all the links for this node { newnode = nodes[atNode].links[i].targetNode; //if this path is blocked, skip it if (nodes[atNode].links[i].flags & PATH_BLOCKED) continue; //if this path is blocked, skip it if (bot->client && (bot->client->ps.eFlags & EF_TANK) && nodes[atNode].links[i].flags & PATH_NOTANKS) continue; //skip any unreachable nodes if (bot->client && (nodes[newnode].type & NODE_ALLY_UNREACHABLE) && (bot->client->sess.sessionTeam == TEAM_ALLIES)) continue; if (bot->client && (nodes[newnode].type & NODE_AXIS_UNREACHABLE) && (bot->client->sess.sessionTeam == TEAM_AXIS)) continue; if (list[newnode] == 2) //if this node is on the closed list, skip it continue; if (list[newnode] != 1) //if this node is not already on the open list { openlist[++numOpen] = newnode; //add the new node to the open list list[newnode] = 1; parent[newnode] = atNode; //record the node's parent if (newnode == to) //if we've found the goal, don't keep computing paths! break; //this will break the 'for' and go all the way to 'if (list[to] == 1)' //store it's f cost value fcost[newnode] = GetFCost(to, newnode, parent[newnode], gcost); //this loop re-orders the heap so that the lowest fcost is at the top m = numOpen; while (m != 1) //while this item isn't at the top of the heap already { //if it has a lower fcost than its parent if (fcost[openlist[m]] <= fcost[openlist[m/2]]) { temp = openlist[m/2]; openlist[m/2] = openlist[m]; openlist[m] = temp; //swap them m /= 2; } else break; } } else //if this node is already on the open list { gc = gcost[atNode]; VectorSubtract(nodes[newnode].origin, nodes[atNode].origin, vec); gc += VectorLength(vec); //calculate what the gcost would be if we reached this node along the current path if (gc < gcost[newnode]) //if the new gcost is less (ie, this path is shorter than what we had before) { parent[newnode] = atNode; //set the new parent for this node gcost[newnode] = gc; //and the new g cost for (i = 1; i < numOpen; ++i) //loop through all the items on the open list { if (openlist[i] == newnode) //find this node in the list { //calculate the new fcost and store it fcost[newnode] = GetFCost(to, newnode, parent[newnode], gcost); //reorder the list again, with the lowest fcost item on top m = i; while (m != 1) { //if the item has a lower fcost than it's parent if (fcost[openlist[m]] < fcost[openlist[m/2]]) { temp = openlist[m/2]; openlist[m/2] = openlist[m]; openlist[m] = temp; //swap them m /= 2; } else break; } break; //exit the 'for' loop because we already changed this node } //if } //for } //if (gc < gcost[newnode]) } //if (list[newnode] != 1) --> else } //for (loop through links) } //if (numOpen != 0) else { found = qfalse; //there is no path between these nodes break; } if (list[to] == 1) //if the destination node is on the open list, we're done { found = qtrue; break; } } //while (1) if (found == qtrue) //if we found a path { //G_Printf("%s - path found!n", bot->client->pers.netname); count = 0; temp = to; //start at the end point while (temp != from) //travel along the path (backwards) until we reach the starting point { pathlist[count++] = temp; //add the node to the pathlist and increment the count temp = parent[temp]; //move to the parent of this node to continue the path } pathlist[count++] = from; //add the beginning node to the end of the pathlist #ifdef __BOT_SHORTEN_ROUTING__ count = ShortenASTARRoute(pathlist, count); // This isn't working... Dunno why.. Unique1 #endif //__BOT_SHORTEN_ROUTING__ } else { //G_Printf("^1*** ^4BOT DEBUG^5: (CreatePathAStar) There is no route between node ^7%i^5 and node ^7%i^5.n", from, to); count = CreateDumbRoute(from, to, pathlist); if (count > 0) { #ifdef __BOT_SHORTEN_ROUTING__ count = ShortenASTARRoute(pathlist, count); // This isn't working... Dunno why.. Unique1 #endif //__BOT_SHORTEN_ROUTING__ return count; } } return count; //return the number of nodes in the path, -1 if not found } /* =========================================================================== GetFCost Utility function used by A* pathfinding to calculate the cost to move between nodes towards a goal. Using the A* algorithm F = G + H, G here is the distance along the node paths the bot must travel, and H is the straight-line distance to the goal node. Returned as an int because more precision is unnecessary and it will slightly speed up heap access =========================================================================== */ int GetFCost(int to, int num, int parentNum, float *gcost) { float gc = 0; float hc = 0; vec3_t v; if (gcost[num] == -1) { if (parentNum != -1) { gc = gcost[parentNum]; VectorSubtract(nodes[num].origin, nodes[parentNum].origin, v); gc += VectorLength(v); } gcost[num] = gc; } else gc = gcost[num]; VectorSubtract(nodes[to].origin, nodes[num].origin, v); hc = VectorLength(v); return (int)(gc + hc); } #endif //__PATHFINDING__