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actor.c
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actor.c
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//actor.c
//This file compiled with physobjet.c
#include <sl_def.h>
#include "def.h"
#include "pcmsys.h"
#include "sound.h"
#include "mymath.h"
#include "render.h"
#include "mloader.h"
#include "collision.h"
#include "particle.h"
#include "input.h"
#include "physobjet.h"
_actor spawned_actors[MAX_PHYS_PROXY];
_lineTable cur_actor_line_table;
_pathStepHost * pathStepHeap;
unsigned char * sectorPathHeap;
unsigned char * pathStackPtr;
unsigned char * pathStackMax;
/*
okay:
1. check endpoint LOS to navpoint
2. if not OK, start path tree
what are we doing in path tree?
- look at all sectors adjacent to target sector.
if any one is the sector the actor is in, we can conclude pathing linearly from there.
- if not, we have to use a recursive search program
- i need a static allocation for path searching, as opposed to path storage
- store in the path search tree the iteration number and the previous iteration number and the search result
- we are searching through every sector adjacent to every sector to find if it is the sector the actor is in
- the path search tree which first ends in the sector the actor is in is then rebuilt and saved as the search result
- the actor will then path through that tree backwards, from the sector they are in, to the target sector
*/
int actorLineOfSight(_actor * act, int * pos)
{
//Goal:
//Check line-of-sight from (actor) to (pos)
//This involves all collision-enabled proxies
static int vector_to_pos[3] = {0,0,0};
static int normal_to_pos[3] = {0,0,0};
static int vector_to_hit[3] = {0,0,0};
static int hit[3] = {0,0,0};
//static int nHit[3];
static int hitPly = 0;
int possibleObstruction = 0;
hit[X] = 0;
hit[Y] = 0;
hit[Z] = 0;
vector_to_pos[X] = (pos[X] - act->pos[X])>>4;
vector_to_pos[Y] = (pos[Y] - act->pos[Y])>>4;
vector_to_pos[Z] = (pos[Z] - act->pos[Z])>>4;
accurate_normalize(vector_to_pos, normal_to_pos);
//Methods needed:
//well i have them
/* for(int c = 0; c < MAX_PHYS_PROXY; c++)
{
//nbg_sprintf(0, 0, "(PHYS)"); //Debug ONLY
if(RBBs[c].status[1] != 'C') continue;
if(RBBs[c].boxID == act->box->boxID) continue;
unsigned short edata = dWorldObjects[activeObjects[c]].type.ext_dat;
unsigned short boxType = edata & (0xF000);
//Check if object # is a collision-approved type
switch(boxType)
{
case(OBJPOP):
case(SPAWNER):
possibleObstruction += hitscan_vector_from_position_box(normal_to_pos, act->pos, hit, nHit, &RBBs[c]);
break;
case(ITEM | OBJPOP):
break;
case(BUILD | OBJPOP):
possibleObstruction += hitscan_vector_from_position_building(normal_to_pos, act->pos, hit, &hitPly, &entities[dWorldObjects[activeObjects[c]].type.entity_ID], RBBs[c].pos, NULL);
break;
default:
break;
}
} */
//Check sectors for LOS
_sector * sct = §ors[act->curSector];
//Rather than check everything in the sector's PVS for collision,
//we will only check the sector itself + primary adjacents.
for(int s = 0; s < (sct->nbAdjacent+1); s++)
{
possibleObstruction += hitscan_vector_from_position_building(normal_to_pos, act->pos, hit, &hitPly, sct->ent, levelPos, §ors[sct->pvs[s]]);
if(possibleObstruction) break;
hit[X] = 0;
hit[Y] = 0;
hit[Z] = 0;
}
// nbg_sprintf(5, 10, "this(%i)", hitFloorPly);
// for(int f = 0; f < sct->ent->numFloor; f++)
// {
// if(sct->ent->paths[f].id == hitFloorPly)
// {
// nbg_sprintf(5, 11, "ad_ct(%i)", sct->ent->paths[f].numGuides);
// for(int g = 0; g < sct->ent->paths[f].numGuides; g++)
// {
// nbg_sprintf(5, 13+g, "id(%i)", sct->ent->paths[f].guides[g].floor_id);
// }
// }
// }
//What we should have returned now is the closest hit point to the actor (hit).
//We need to know if (hit) is between (actor) and (pos).
//What we will do is see if the hit is on the right side of pos using the normal to it.
//Of course, if there was no hit, there is no obstruction to line-of-sight.
if(!possibleObstruction)
{
return 1;
}
vector_to_hit[X] = (pos[X] - hit[X]);
vector_to_hit[Y] = (pos[Y] - hit[Y]);
vector_to_hit[Z] = (pos[Z] - hit[Z]);
//(1<<16 being used as some tolerance in case the target position is exactly the hit position, as may sometimes happen)
if(fxdot(vector_to_hit, normal_to_pos) > (1<<16))
{
return 0;
}
//No obstruction conditions were met; line-of-sight is achieved.
return 1;
}
int actorCheckPathOK(_actor * act)
{
//Step 1: Create an arbitrary point some distance in the direction the actor is moving, scaled by velocity.
static int actorPathProxy[3];
static int towardsFloor[3] = {0, (1<<16), 0};
static int floorProxy[3];
//static int floorNorm[3];
static int hitFloorPly = 0;
static int losToProxy = 0;
//(we add the Z axis because that's forward)
actorPathProxy[X] = act->pos[X] + fxm(act->velocity[X]<<1, time_fixed_scale) + fxm(act->box->radius[Z]<<1, act->pathUV[X]);
actorPathProxy[Z] = act->pos[Z] + fxm(act->velocity[Z]<<1, time_fixed_scale) + fxm(act->box->radius[Z]<<1, act->pathUV[Z]);
//We are going to do something that in many circumstances we would not want to do.
//We are going to ignore the Y axis of the path proxy; it will retain the Y axis of the actor.
//This is a simplification of representing the allowable movement of the actor.
//You don't want them to think they can path to a point up a vertical wall; the wall should block them,
//and make them find another path.
actorPathProxy[Y] = act->pos[Y];
sprite_prep.info.drawMode = SPRITE_TYPE_BILLBOARD;
sprite_prep.info.drawOnce = 1;
sprite_prep.info.mesh = 0;
sprite_prep.info.sorted = 0;
static short sprSpan[3] = {10,10,10};
add_to_sprite_list(actorPathProxy, sprSpan, 'A', 5, sprite_prep, 0, 0);
//Step 2: Check line-of-sight to this point.
losToProxy = actorLineOfSight(act, actorPathProxy);
//If no line of sight, path is not ok.
if(!losToProxy) return 0;
//Step 3: Get a floor position/normal.
int possibleFloor = 0;
//Check sectors for LOS
_sector * sct = §ors[act->curSector];
//Rather than check everything in the sector's PVS for collision,
//we will only check the sector itself + primary adjacents.
for(int s = 0; s < (sct->nbAdjacent+1); s++)
{
possibleFloor += hitscan_vector_from_position_building(towardsFloor, actorPathProxy, floorProxy, &hitFloorPly, sct->ent, levelPos, §ors[sct->pvs[s]]);
//floorNorm[X] = sct->ent->pol->nmtbl[hitFloorPly][X];
//floorNorm[Y] = sct->ent->pol->nmtbl[hitFloorPly][Y];
//floorNorm[Z] = sct->ent->pol->nmtbl[hitFloorPly][Z];
}
//If there was no possible floor, path is not OK.
//if(!possibleFloor) return 0;
//If the floor height difference is outside the tolerance, path is not OK.
// I'll have to use some other method to validate whether or not the guidance point is on a floor or not.
//if(JO_ABS((act->pos[Y] + act->box->radius[Y]) - floorProxy[Y]) > (act->box->radius[Y]>>1)) return 0;
//If this wasn't actually a floor at all, path is not OK.
//if(floorNorm[Y] > (-32768)) return 0;
//Otherwise, path should be OK.
return 1;
}
//Handler function which will populate the goal position and goal floor ID.
void actorPopulateGoalInfo(_actor * act, int * goal, int target_sector)
{
act->pathGoal[X] = goal[X];
act->pathGoal[Y] = goal[Y];
act->pathGoal[Z] = goal[Z];
act->pathTarget[X] = goal[X];
act->pathTarget[Y] = goal[Y];
act->pathTarget[Z] = goal[Z];
act->curPathStep = 0;
act->goalSector = broad_phase_sector_finder(act->pathGoal, levelPos, §ors[target_sector]);
}
int actorMoveToPos(_actor * act, int * target, int rate, int gap)
{
static int target_dif[3];
static int dif_norm[3];
target_dif[X] = (target[X] - act->pos[X])>>4;
target_dif[Y] = (target[Y] - act->pos[Y])>>4;
target_dif[Z] = (target[Z] - act->pos[Z])>>4;
accurate_normalize(target_dif, dif_norm);
target_dif[X] = JO_ABS(target_dif[X]>>12);
target_dif[Y] = JO_ABS(target_dif[Y]>>12);
target_dif[Z] = JO_ABS(target_dif[Z]>>12);
if((target_dif[X] + target_dif[Y] + target_dif[Z]) < gap) return 1;
act->dV[X] += fxm(dif_norm[X], rate);
act->dV[Y] += fxm(dif_norm[Y], rate);
act->dV[Z] += fxm(dif_norm[Z], rate);
return 0;
}
void checkInPathSteps(int actor_id)
{
_actor * act = &spawned_actors[actor_id];
if(act->curPathStep == INVALID_SECTOR) return;
int * numSteps = &pathStepHeap->numStepsUsed[actor_id];
if(act->curPathStep > *numSteps) act->curPathStep = *numSteps;
//register which path we are looking at
_pathStep * stepList = &pathStepHeap->steps[actor_id][0];
//register the step
_pathStep * step = &stepList[act->curPathStep];
//simple test: if we are in the sector that this step is going towards, we should change steps.
if((act->curSector == step->toSector) && act->curPathStep > 0)
{
act->curPathStep--;
}
nbg_sprintf(3, 15, "stp(%i)", act->curPathStep);
nbg_sprintf(3, 16, "sc1(%i)", step->fromSector);
nbg_sprintf(3, 17, "sc2(%i)", step->toSector);
if(act->curPathStep > 0)
{
step = &stepList[act->curPathStep];
act->pathTarget[X] = levelPos[X] + step->pos[X];
act->pathTarget[Y] = levelPos[Y] + (step->pos[Y] - act->box->radius[Y]);
act->pathTarget[Z] = levelPos[Z] + step->pos[Z];
} else {
if(act->info.flags.losTarget)
{
act->pathTarget[X] = act->pathGoal[X];
act->pathTarget[Y] = act->pathGoal[Y];
act->pathTarget[Z] = act->pathGoal[Z];
actorMoveToPos(act, act->pathTarget, 32768, 33);
}
return;
}
//iterate towards the step
int onPathNode = actorMoveToPos(act, act->pathTarget, 32768, 33);
//if on the path node ( = 1), we need to do something else.
//each path node has a direction; we need to follow that direction until we are in the sector of the next node.
if(onPathNode && act->curSector != step->toSector)
{
act->dV[X] += fxm(step->dir[X], 32768);
act->dV[Y] += fxm(step->dir[Y], 32768);
act->dV[Z] += fxm(step->dir[Z], 32768);
}
}
void findPathTo(int targetSector, int actor_id)
{
_actor * act = &spawned_actors[actor_id];
_sector * sctA = §ors[act->curSector];
_sector * sctB = §ors[targetSector];
if(sctA->nbAdjacent == 0) return;
if(sctB->nbAdjacent == 0) return;
int * numSteps = &pathStepHeap->numStepsUsed[actor_id];
*numSteps = -1;
//register which path we are looking at
_pathStep * stepList = &pathStepHeap->steps[actor_id][0];
//reconciliation: the final path step is always to the pathGoal, so add it
stepList[0].fromSector = targetSector;
stepList[0].toSector = targetSector;
stepList[0].pos = &act->pathGoal[0];
stepList[0].dir = &act->dirUV[0];
stepList[0].actorID = actor_id;
*numSteps += 1;
//first a sanity check
//if sector A is adjacent to sector B, then our path table is one step
for(int i = 0; i < sctA->nbAdjacent; i++)
{
if(sctA->pvs[i+1] == targetSector)
{
if(!pathing->count[act->curSector][targetSector]) return;
//the target sector was found as adjacent to the actor's current sector
//add this to the path table
stepList[1].fromSector = act->curSector;
stepList[1].toSector = targetSector;
_pathNodes * path = pathing->guides[act->curSector][targetSector][0];
stepList[1].pos = path[0].nodes[0];
stepList[1].dir = path[0].dir[0];
stepList[1].actorID = actor_id;
*numSteps += 1;
act->curPathStep = *numSteps;
return;
}
}
//Objective:
//Iterate through each adjacent sector to find the targetSector.
//This process must be done in away where each iteration is limited such that every path is allowed to process up to the same limit.
//This is so that the shortest path is found within the limit, which increases every iteration.
int next_step = INVALID_SECTOR;
static int iterations = 0;
iterations = 0;
do{
for(int i = 0; i < sctA->nbAdjacent; i++)
{
if(actor_recursive_path_from_sector_to_sector(sctA->pvs[i+1], targetSector, 0, iterations))
{
next_step = sctA->pvs[i+1];
break;
}
}
iterations++;
}while(iterations <= MAX_PATHING_STEPS && next_step == INVALID_SECTOR);
//In case no valid path was found, make no changes to the path table.
if(next_step == INVALID_SECTOR) return;
//Otherwise, start pathing with the set sector as the next step.
//Note that within this function, we can only start a path; perhaps I need a code cleanup so there is:
//clearPath
//findPath (<- this function)
//runPath (<- will operate if toSector is not targetSector)
stepList[1].fromSector = act->curSector;
stepList[1].toSector = next_step;
_pathNodes * path = pathing->guides[act->curSector][next_step][0];
stepList[1].pos = path[0].nodes[0];
stepList[1].dir = path[0].dir[0];
stepList[1].actorID = actor_id;
*numSteps += 1;
act->curPathStep = *numSteps;
return;
}
void actor_hit_wall(_actor * act, int * wall_norm)
{
int deflectionFactor = -fxdot(act->velocity, wall_norm);
act->dV[X] += fxm(wall_norm[X], deflectionFactor + REBOUND_ELASTICITY);// - (normal[X]>>4);
act->dV[Y] += fxm(wall_norm[Y], deflectionFactor + REBOUND_ELASTICITY);// - (normal[Y]>>4);
act->dV[Z] += fxm(wall_norm[Z], deflectionFactor + REBOUND_ELASTICITY);// - (normal[Z]>>4);
//Small push to secure surface release
act->pos[X] += wall_norm[X]>>4;
act->pos[Y] += wall_norm[Y]>>4;
act->pos[Z] += wall_norm[Z]>>4;
act->info.flags.hitWall = 1;
}
void actor_per_polygon_collision(_actor * act, _lineTable * realTimeAxis, entity_t * ent, int * ent_pos)
{
//Plan:
// 1. Edge wind test the center-face with the plane being tested
// 2. Project the center-face to the plane being tested
// 3. Test the projected point to see if it is inside the actor
// 4. If it is inside the actor, conduct collision response.
// I'm using an axis-aligned box, this has to be simple.
// From the center-face projected point, I can add:
// the polygon normal multiplied by the radius of the box
// But what good does that do?
// There are two separate problems I am trying to solve:
// 1. Colliding with large surfaces as they are sloped on the edges of the box
// 2. Colliding with small surfaces that do not cross any center-face of the box
// With large surfaces, something like the Minkowski Difference can apply.
// For colliding with small surfaces like that, it needs every edge projected on the box.
// We want to project only the faces which are not being tested.
//If the entity is not loaded, cease the test.
if(ent->file_done != true) return;
GVPLY * mesh = ent->pol;
_boundBox * box = act->box;
static int plane_center[3];
static int plane_points[4][3];
static int anchor_to_plane[3];
static int used_normal[3];
static int potential_hit[3];
for(unsigned int i = 0; i < mesh->nbPolygon; i++)
{
//////////////////////////////////////////////////////////////
// Add the position of the mesh to the position of its points
// PDATA vector space is inverted, so we negate them
// "Get world-space point position"
//////////////////////////////////////////////////////////////
plane_center[X] = 0;
plane_center[Y] = 0;
plane_center[Z] = 0;
for(int u = 0; u < 4; u++)
{
plane_points[u][X] = (mesh->pntbl[mesh->pltbl[i].vertices[u]][X] + ent_pos[X] );
plane_points[u][Y] = (mesh->pntbl[mesh->pltbl[i].vertices[u]][Y] + ent_pos[Y] );
plane_points[u][Z] = (mesh->pntbl[mesh->pltbl[i].vertices[u]][Z] + ent_pos[Z] );
//Add to the plane's center
plane_center[X] += plane_points[u][X];
plane_center[Y] += plane_points[u][Y];
plane_center[Z] += plane_points[u][Z];
}
//Divide sum of plane points by 4 to average all the points
plane_center[X] >>=2;
plane_center[Y] >>=2;
plane_center[Z] >>=2;
used_normal[X] = mesh->nmtbl[i][X];
used_normal[Y] = mesh->nmtbl[i][Y];
used_normal[Z] = mesh->nmtbl[i][Z];
//Exceptor: if the plane is not single-plane (i.e. must collide on both sides), we need to find which side we're on.
if(!(mesh->attbl[i].render_data_flags & GV_FLAG_SINGLE))
{
anchor_to_plane[X] = (act->pos[X] - plane_center[X])>>16;
anchor_to_plane[Y] = (act->pos[Y] - plane_center[Y])>>16;
anchor_to_plane[Z] = (act->pos[Z] - plane_center[Z])>>16;
int anchor_scale = (anchor_to_plane[X] * mesh->nmtbl[i][X]) + (anchor_to_plane[Y] * mesh->nmtbl[i][Y]) + (anchor_to_plane[Z] * mesh->nmtbl[i][Z]);
if(anchor_scale < 0)
{
used_normal[X] = -mesh->nmtbl[i][X];
used_normal[Y] = -mesh->nmtbl[i][Y];
used_normal[Z] = -mesh->nmtbl[i][Z];
}
}
//Exceptor: if the plane is not physical (no collision), don't try to collide with it.
if(!(mesh->attbl[i].render_data_flags & GV_FLAG_PHYS)) continue;
switch(mesh->maxtbl[i])
{
case(N_Yp):
//////////////////////////////////////////////////////////////
// Ceiling branch (treated as wall)
//////////////////////////////////////////////////////////////
if(edge_wind_test(plane_points[0], plane_points[1], plane_points[2], plane_points[3], realTimeAxis->yp0, mesh->maxtbl[i], 12))
{
ray_to_plane(box->UVY, act->nextPos, used_normal, plane_center, potential_hit);
if(isPointonSegment(potential_hit, realTimeAxis->yp0, realTimeAxis->yp1, 16384))
{
act->wallPos[X] = potential_hit[X];
act->wallPos[Y] = potential_hit[Y];
act->wallPos[Z] = potential_hit[Z];
actor_hit_wall(act, used_normal);
}
}
break;
case(N_Yn):
if(act->info.flags.hitFloor) break;
//////////////////////////////////////////////////////////////
// Floor branch
//////////////////////////////////////////////////////////////
if(edge_wind_test(plane_points[0], plane_points[1], plane_points[2], plane_points[3], realTimeAxis->yp0, mesh->maxtbl[i], 12))
{
ray_to_plane(box->UVY, act->nextPos, used_normal, plane_center, potential_hit);
if(isPointonSegment(potential_hit, realTimeAxis->yp0, realTimeAxis->yp1, 16384))
{
act->floorPos[X] = potential_hit[X];
act->floorPos[Y] = potential_hit[Y];
act->floorPos[Z] = potential_hit[Z];
act->info.flags.hitFloor = 1;
}
}
break;
case(N_Xp):
case(N_Xn):
if(edge_wind_test(plane_points[0], plane_points[1], plane_points[2], plane_points[3], realTimeAxis->xp1, mesh->maxtbl[i], 12))
{
ray_to_plane(box->UVX, act->nextPos, used_normal, plane_center, potential_hit);
if(isPointonSegment(potential_hit, realTimeAxis->xp0, realTimeAxis->xp1, 16384))
{
act->wallPos[X] = potential_hit[X];
act->wallPos[Y] = potential_hit[Y];
act->wallPos[Z] = potential_hit[Z];
actor_hit_wall(act, used_normal);
}
} else {
//if(edge_projection_test(plane_points[0], plane_points[1], plane_points[2], plane_points[3], realTimeAxis, act->box, N_Zp))
//{
// actor_hit_wall(act, used_normal);
//}
//
//if(edge_projection_test(plane_points[0], plane_points[1], plane_points[2], plane_points[3], realTimeAxis, act->box, N_Zn))
//{
// actor_hit_wall(act, used_normal);
//}
}
break;
case(N_Zp):
case(N_Zn):
if(edge_wind_test(plane_points[0], plane_points[1], plane_points[2], plane_points[3], realTimeAxis->zp1, mesh->maxtbl[i], 12))
{
ray_to_plane(box->UVZ, act->nextPos, used_normal, plane_center, potential_hit);
if(isPointonSegment(potential_hit, realTimeAxis->zp0, realTimeAxis->zp1, 16384))
{
act->wallPos[X] = potential_hit[X];
act->wallPos[Y] = potential_hit[Y];
act->wallPos[Z] = potential_hit[Z];
actor_hit_wall(act, used_normal);
}
} else {
//if(edge_projection_test(plane_points[0], plane_points[1], plane_points[2], plane_points[3], realTimeAxis, act->box, N_Xp))
//{
// actor_hit_wall(act, used_normal);
//}
//
//if(edge_projection_test(plane_points[0], plane_points[1], plane_points[2], plane_points[3], realTimeAxis, act->box, N_Xn))
//{
// actor_hit_wall(act, used_normal);
//}
}
break;
}
}
}
void actor_sector_collision(_actor * act, _lineTable * realTimeAxis, _sector * sct, int * ent_pos)
{
if(!sct->nbPolygon) return;
entity_t * ent = sct->ent;
GVPLY * mesh = ent->pol;
_boundBox * box = act->box;
static int plane_center[3];
static int plane_points[4][3];
static int anchor_to_plane[3];
static int used_normal[3];
static int potential_hit[3];
for(unsigned int i = 0; i < sct->nbPolygon; i++)
{
int alias = sct->pltbl[i];
//////////////////////////////////////////////////////////////
// Add the position of the mesh to the position of its points
// PDATA vector space is inverted, so we negate them
// "Get world-space point position"
//////////////////////////////////////////////////////////////
plane_center[X] = 0;
plane_center[Y] = 0;
plane_center[Z] = 0;
for(int u = 0; u < 4; u++)
{
plane_points[u][X] = (mesh->pntbl[mesh->pltbl[alias].vertices[u]][X] + ent_pos[X] );
plane_points[u][Y] = (mesh->pntbl[mesh->pltbl[alias].vertices[u]][Y] + ent_pos[Y] );
plane_points[u][Z] = (mesh->pntbl[mesh->pltbl[alias].vertices[u]][Z] + ent_pos[Z] );
//Add to the plane's center
plane_center[X] += plane_points[u][X];
plane_center[Y] += plane_points[u][Y];
plane_center[Z] += plane_points[u][Z];
}
//Divide sum of plane points by 4 to average all the points
plane_center[X] >>=2;
plane_center[Y] >>=2;
plane_center[Z] >>=2;
used_normal[X] = mesh->nmtbl[alias][X];
used_normal[Y] = mesh->nmtbl[alias][Y];
used_normal[Z] = mesh->nmtbl[alias][Z];
//Exceptor: if the plane is not single-plane (i.e. must collide on both sides), we need to find which side we're on.
if(!(mesh->attbl[alias].render_data_flags & GV_FLAG_SINGLE))
{
anchor_to_plane[X] = (act->pos[X] - plane_center[X])>>16;
anchor_to_plane[Y] = (act->pos[Y] - plane_center[Y])>>16;
anchor_to_plane[Z] = (act->pos[Z] - plane_center[Z])>>16;
int anchor_scale = (anchor_to_plane[X] * used_normal[X]) + (anchor_to_plane[Y] * used_normal[Y]) + (anchor_to_plane[Z] * used_normal[Z]);
if(anchor_scale < 0)
{
used_normal[X] = -mesh->nmtbl[alias][X];
used_normal[Y] = -mesh->nmtbl[alias][Y];
used_normal[Z] = -mesh->nmtbl[alias][Z];
}
}
//Exceptor: if the plane is not physical (no collision), don't try to collide with it.
if(!(mesh->attbl[alias].render_data_flags & GV_FLAG_PHYS)) continue;
switch(mesh->maxtbl[alias])
{
case(N_Yp):
//////////////////////////////////////////////////////////////
// Ceiling branch (treated as wall)
//////////////////////////////////////////////////////////////
if(edge_wind_test(plane_points[0], plane_points[1], plane_points[2], plane_points[3], realTimeAxis->yp1, mesh->maxtbl[alias], 12))
{
ray_to_plane(box->UVY, act->nextPos, used_normal, plane_center, potential_hit);
if(isPointonSegment(potential_hit, realTimeAxis->yp0, realTimeAxis->yp1, 16384))
{
act->wallPos[X] = potential_hit[X];
act->wallPos[Y] = potential_hit[Y];
act->wallPos[Z] = potential_hit[Z];
actor_hit_wall(act, used_normal);
}
}
break;
case(N_Yn):
if(act->info.flags.hitFloor) break;
//////////////////////////////////////////////////////////////
// Floor branch
//////////////////////////////////////////////////////////////
if(edge_wind_test(plane_points[0], plane_points[1], plane_points[2], plane_points[3], realTimeAxis->yp0, mesh->maxtbl[alias], 12))
{
ray_to_plane(box->UVY, act->nextPos, used_normal, plane_center, potential_hit);
if(isPointonSegment(potential_hit, realTimeAxis->yp0, realTimeAxis->yp1, 16384))
{
act->floorPos[X] = potential_hit[X];
act->floorPos[Y] = potential_hit[Y];
act->floorPos[Z] = potential_hit[Z];
act->info.flags.hitFloor = 1;
}
}
break;
case(N_Xp):
case(N_Xn):
if(edge_wind_test(plane_points[0], plane_points[1], plane_points[2], plane_points[3], realTimeAxis->xp1, mesh->maxtbl[alias], 12))
{
ray_to_plane(box->UVX, act->nextPos, used_normal, plane_center, potential_hit);
if(isPointonSegment(potential_hit, realTimeAxis->xp0, realTimeAxis->xp1, 16384))
{
act->wallPos[X] = potential_hit[X];
act->wallPos[Y] = potential_hit[Y];
act->wallPos[Z] = potential_hit[Z];
actor_hit_wall(act, used_normal);
}
}
break;
case(N_Zp):
case(N_Zn):
if(edge_wind_test(plane_points[0], plane_points[1], plane_points[2], plane_points[3], realTimeAxis->zp1, mesh->maxtbl[alias], 12))
{
ray_to_plane(box->UVZ, act->nextPos, used_normal, plane_center, potential_hit);
if(isPointonSegment(potential_hit, realTimeAxis->zp0, realTimeAxis->zp1, 16384))
{
act->wallPos[X] = potential_hit[X];
act->wallPos[Y] = potential_hit[Y];
act->wallPos[Z] = potential_hit[Z];
actor_hit_wall(act, used_normal);
}
}
break;
}
}
}
int create_actor_from_spawner(_declaredObject * spawner, int boxID)
{
//First, check the spawner to make sure it's actually a spawner.
unsigned short * edata = &spawner->type.ext_dat;
int actor_number = -1;
if(GET_ETYPE(*edata) != SPAWNER) return actor_number;
if(*edata & SPAWNER_ACTIVE) return actor_number;
if(*edata & SPAWNER_DISABLED) return actor_number;
//Next, check the active actor list to see if there are any open slots.
for(int i = 0; i < MAX_PHYS_PROXY; i++)
{
if(spawned_actors[i].info.flags.active)
{
continue;
} else {
actor_number = i;
}
}
//In the case where no open slot was found, the actor number will be -1. Exit the function.
if(actor_number == -1) return actor_number;
//Otherwise, we will continue setting up the new actor.
_actor * act = &spawned_actors[actor_number];
act->pos[X] = spawner->pos[X];
act->pos[Y] = spawner->pos[Y];
act->pos[Z] = spawner->pos[Z];
act->nextPos[X] = spawner->pos[X];
act->nextPos[Y] = spawner->pos[Y];
act->nextPos[Z] = spawner->pos[Z];
act->dV[X] = 0;
act->dV[Y] = 0;
act->dV[Z] = 0;
act->velocity[X] = 0;
act->velocity[Y] = 0;
act->velocity[Z] = 0;
act->dirUV[X] = 0;
act->dirUV[Y] = -(1<<16);
act->dirUV[Z] = 0;
act->lifetime = 0;
act->floorPos[X] = 0;
act->floorPos[Y] = 0;
act->floorPos[Z] = 0;
act->wallPos[X] = 0;
act->wallPos[Y] = 0;
act->wallPos[Z] = 0;
act->rot[X] = 0;
act->rot[Y] = spawner->rot[Y];
act->rot[Z] = 0;
act->dRot[X] = 0;
act->dRot[Y] = 0;
act->dRot[Z] = 0;
act->totalFriction = 0;
act->curSector = spawner->curSector;
act->curPathStep = INVALID_SECTOR;
act->pathGoal[X] = 0;
act->pathGoal[Y] = 0;
act->pathGoal[Z] = 0;
act->goalSector = INVALID_SECTOR;
act->spawner = spawner;
act->entity_ID = spawner->type.entity_ID;
act->info.flags.active = 1;
act->info.flags.alive = 1;
act->info.flags.hitWall = 0;
act->info.flags.hitFloor = 0;
act->type = GET_SPAWNED_TYPE(*edata);
act->boxID = boxID;
act->spawner->type.ext_dat |= SPAWNER_ACTIVE;
switch(act->type)
{
case(SPAWNER_T_EXAMPLE):
act->maxHealth = 1;
act->health = 1;
break;
default:
break;
}
return actor_number;
}
void manage_actors(void)
{
//Goal:
//Check each actor in the actor list
//If an actor is within a certain distance from the player, mark it active. Else, mark inactive, and continue.
//If an actor's health is 0, mark it as not alive.
//If an actor is not alive, mark it as not active.
//If an actor is alive and active --
// 1. Add the dV / dRot to velocity / rot, according to the timescale
// 2. Add the velocity to the position, according to the timescale
// 2a. Adjudicate the sector (grid) location of the actor
// 3. Generate valid bounding box / rendering parameters for it
// 4. Collision test the actor with the types that this type of actor should collide with
// 5. Instigate the necessary collision response
_actor * act;
for(int i = 0; i < MAX_PHYS_PROXY; i++)
{
act = &spawned_actors[i];
act->prevSector = act->curSector;
if(sectorIsVisible[act->curSector])
{
//Mark as active
act->info.flags.active = 1;
if(act->health == 0) act->info.flags.alive = 0;
if(!act->info.flags.alive)
{
act->info.flags.active = 0;
act->spawner->type.ext_dat |= SPAWNER_DISABLED;
continue;
}
//nbg_sprintf(5, 11, "ac_sct(%i)", act->curSector);
///////////////////////////////////////////////
//At this point, an actor should be alive and active.
///////////////////////////////////////////////
// Increase the velocity by the velocity change, multiplied by the timescale
///////////////////////////////////////////////
act->dV[X] -= fxm(act->velocity[X], act->totalFriction);
act->dV[Y] -= fxm(act->velocity[Y], act->totalFriction);
act->dV[Z] -= fxm(act->velocity[Z], act->totalFriction);
act->velocity[X] += fxm(act->dV[X], time_fixed_scale);
act->velocity[Y] += fxm(act->dV[Y], time_fixed_scale);
act->velocity[Z] += fxm(act->dV[Z], time_fixed_scale);
act->dV[X] = 0;
act->dV[Y] = 0;
act->dV[Z] = 0;
///////////////////////////////////////////////
// Position change
///////////////////////////////////////////////
act->pos[X] += fxm(act->velocity[X], time_fixed_scale);
act->pos[Y] += fxm(act->velocity[Y], time_fixed_scale);
act->pos[Z] += fxm(act->velocity[Z], time_fixed_scale);
act->nextPos[X] = act->pos[X] + fxm(act->velocity[X], time_fixed_scale);
act->nextPos[Y] = act->pos[Y] + fxm(act->velocity[Y], time_fixed_scale);
act->nextPos[Z] = act->pos[Z] + fxm(act->velocity[Z], time_fixed_scale);
///////////////////////////////////////////////
// Rotation change
///////////////////////////////////////////////
act->rot[X] += act->dRot[X] * framerate;
act->rot[Y] += act->dRot[Y] * framerate;
act->rot[Z] += act->dRot[Z] * framerate;
act->dRot[X] = 0;
act->dRot[Y] = 0;
act->dRot[Z] = 0;
act->lifetime += delta_time;
///////////////////////////////////////////////
// (Rendered) Bound Box Generation
///////////////////////////////////////////////
if(objUP < MAX_PHYS_PROXY)
{
bound_box_starter.modified_box = &RBBs[objUP];
bound_box_starter.x_location = act->pos[X];
bound_box_starter.y_location = act->pos[Y];
bound_box_starter.z_location = act->pos[Z];
bound_box_starter.x_rotation = act->rot[X];
bound_box_starter.y_rotation = act->rot[Y];
bound_box_starter.z_rotation = act->rot[Z];
bound_box_starter.x_radius = act->spawner->type.radius[X]<<16;
bound_box_starter.y_radius = act->spawner->type.radius[Y]<<16;
bound_box_starter.z_radius = act->spawner->type.radius[Z]<<16;
RBBs[objUP].velocity[X] = act->velocity[X];
RBBs[objUP].velocity[Y] = act->velocity[Y];
RBBs[objUP].velocity[Z] = act->velocity[Z];
makeBoundBox(&bound_box_starter, EULER_OPTION_XZY);
RBBs[objUP].boxID = act->boxID;
act->box = &RBBs[objUP];
////////////////////////////////////////////////////
//Set the box status. This branch of the logic dictates the box is:
// 1. Render-able
// 2. Collidable
// 3. May or may not emit light
////////////////////////////////////////////////////
RBBs[objUP].status[0] = 'R';
RBBs[objUP].status[1] = 'C';
RBBs[objUP].status[2] = 'N';
//This array is meant on a list where iterative searches can find the right object in the entire declared list.
activeObjects[objUP] = act->boxID;
//This array is meant as a list where iterative searches find the entity type drawn.
objPREP[objUP] = act->entity_ID;
objUP++;
} else {
continue;
}
////////////////////////////////////////////////////
//Before we progress to the rules applied to all actors,
//we need a part here where the behaviors of each actor is implemented.
//this also includes the collision tests and responses to them.
////////////////////////////////////////////////////
// Settle current actor's line table (for collision)
for(int s = 0; s < 3; s++)
{
cur_actor_line_table.xp0[s] = act->pos[s] + act->box->Xplus[s] + fxm(act->velocity[s], time_fixed_scale);
cur_actor_line_table.xp1[s] = act->pos[s] + act->box->Xneg[s] + fxm(act->velocity[s], time_fixed_scale);
cur_actor_line_table.yp0[s] = act->pos[s] + act->box->Yplus[s] + fxm(act->velocity[s], time_fixed_scale);
cur_actor_line_table.yp1[s] = act->pos[s] + act->box->Yneg[s] + fxm(act->velocity[s], time_fixed_scale);
cur_actor_line_table.zp0[s] = act->pos[s] + act->box->Zplus[s] + fxm(act->velocity[s], time_fixed_scale);
cur_actor_line_table.zp1[s] = act->pos[s] + act->box->Zneg[s] + fxm(act->velocity[s], time_fixed_scale);
}
if(act->box->status[3] != 'B')
{
finalize_collision_proxy(act->box);
accurate_normalize(act->velocity, act->dirUV);
//The path delta (guidance vector) uses 0 for the Y axis to represent the actor's inability to go up.
//A more graceful way to do this would be to multiply each input by the actor's traversal limitations.
int path_delta[3] = {(act->pathTarget[X] - act->pos[X])>>4, 0, (act->pathTarget[Z] - act->pos[Z])>>4};
accurate_normalize(path_delta, act->pathUV);
}
//Special note: The collision system is using next-frame position, so the sector system must also use next-frame position.
act->curSector = broad_phase_sector_finder(cur_actor_line_table.yp1, levelPos, §ors[act->curSector]);
//this is going to get very expensive, because we must:
//you know what, let's use this opportunity to develop the simplified collision system as axis-aligned collision
for(int c = 0; c < MAX_PHYS_PROXY; c++)
{
//nbg_sprintf(0, 0, "(PHYS)"); //Debug ONLY
if(RBBs[c].status[1] != 'C') continue;
if(dWorldObjects[activeObjects[c]].curSector != act->curSector) continue;
unsigned short edata = dWorldObjects[activeObjects[c]].type.ext_dat;
unsigned short boxType = edata & (0xF000);
//Check if object # is a collision-approved type
switch(boxType)
{
case(OBJPOP):
case(SPAWNER):
break;
case(ITEM | OBJPOP):
break;
case(BUILD | OBJPOP):
actor_per_polygon_collision(act, &cur_actor_line_table, &entities[dWorldObjects[activeObjects[c]].type.entity_ID], RBBs[c].pos);
break;
default:
break;
}
}
//Sector Collision
_sector * sct = §ors[act->curSector];
//Rather than check everything in the sector's PVS for collision,
//we will only check the sector itself + primary adjacents.
//for(int s = 0; s < (sct->nbAdjacent+1); s++)
//{
actor_sector_collision(act, &cur_actor_line_table, sct, levelPos);
//}
//Debug
// act->pathTarget[X] = act->pathGoal[X];
// act->pathTarget[Y] = act->pathGoal[Y];
// act->pathTarget[Z] = act->pathGoal[Z];
if(!act->info.flags.hitFloor)
{
act->dV[Y] += GRAVITY;
act->totalFriction = 1024;
} else {
act->velocity[Y] = 0;
act->pos[X] = act->floorPos[X];
act->pos[Y] = act->floorPos[Y] - (act->box->radius[Y] - (1<<16));
act->pos[Z] = act->floorPos[Z];
act->info.flags.losTarget = actorCheckPathOK(act);
if(!act->info.flags.losTarget)
{
findPathTo(act->goalSector, i);
}
nbg_sprintf(20, 16, "cur(%i)", act->curSector);