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- /*
- ** Command & Conquer Renegade(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** 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 3 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, see <http://www.gnu.org/licenses/>.
- */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : WWPhys *
- * *
- * $Archive:: /Commando/Code/wwphys/pathmgr.cpp $*
- * *
- * Author:: Patrick Smith *
- * *
- * $Modtime:: 12/10/01 12:40p $*
- * *
- * $Revision:: 8 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "pathmgr.h"
- #include "pathsolve.h"
- #include "chunkio.h"
- #include "win.h"
- #include "wwmemlog.h"
- #include "systimer.h"
- ////////////////////////////////////////////////////////////////
- // Save/Load constants
- ////////////////////////////////////////////////////////////////
- enum
- {
- CHUNKID_PATH_SOLVE_OBJECT = 0x11070935,
- };
- /////////////////////////////////////////////////////////////////////////
- // Static member initialization
- /////////////////////////////////////////////////////////////////////////
- DynamicVectorClass<PathSolveClass *> PathMgrClass::AvailablePathList;
- DynamicVectorClass<PathSolveClass *> PathMgrClass::UsedPathList;
- PathSolveClass * PathMgrClass::ActivePath = NULL;
- __int64 PathMgrClass::TicksPerMilliSec = 0;
- /////////////////////////////////////////////////////////////////////////
- // Constants
- /////////////////////////////////////////////////////////////////////////
- static const int DEFAULT_OBJ_COUNT = 15;
- /////////////////////////////////////////////////////////////////////////
- //
- // Initialize
- //
- /////////////////////////////////////////////////////////////////////////
- void
- PathMgrClass::Initialize (void)
- {
- Allocate_Objects ();
- //
- // Determine what the resolution of our timer is
- //
- if (TicksPerMilliSec == 0) {
- ::QueryPerformanceFrequency ((LARGE_INTEGER *)&TicksPerMilliSec);
- TicksPerMilliSec /= 1000;
- }
- return ;
- }
- /////////////////////////////////////////////////////////////////////////
- //
- // Shutdown
- //
- /////////////////////////////////////////////////////////////////////////
- void
- PathMgrClass::Shutdown (void)
- {
- Free_Objects ();
- return ;
- }
- /////////////////////////////////////////////////////////////////////////
- //
- // Free_Objects
- //
- /////////////////////////////////////////////////////////////////////////
- void
- PathMgrClass::Free_Objects (void)
- {
- if (ActivePath != NULL) {
- ActivePath->Unlink_Pathfind_Hooks ();
- ActivePath = NULL;
- }
- //
- // Free the list of available objects
- //
- for (int index = 0; index < AvailablePathList.Count (); index ++) {
- PathSolveClass *path = AvailablePathList[index];
- REF_PTR_RELEASE (path);
- }
- //
- // Free the list of used objects
- //
- for (index = 0; index < UsedPathList.Count (); index ++) {
- PathSolveClass *path = UsedPathList[index];
- REF_PTR_RELEASE (path);
- }
- //
- // Reset the lists
- //
- AvailablePathList.Delete_All ();
- UsedPathList.Delete_All ();
- return ;
- }
- /////////////////////////////////////////////////////////////////////////
- //
- // Allocate_Objects
- //
- /////////////////////////////////////////////////////////////////////////
- void
- PathMgrClass::Allocate_Objects (void)
- {
- Free_Objects ();
- //
- // Allocate a default number of path objects
- //
- for (int index = 0; index < DEFAULT_OBJ_COUNT; index ++) {
- AvailablePathList.Add (new PathSolveClass);
- }
- return ;
- }
- /////////////////////////////////////////////////////////////////////////
- //
- // Request_Path_Object
- //
- /////////////////////////////////////////////////////////////////////////
- PathSolveClass *
- PathMgrClass::Request_Path_Object (void)
- {
- WWMEMLOG(MEM_PATHFIND);
- PathSolveClass *path_object = NULL;
- int avail_count = AvailablePathList.Count ();
- if (avail_count > 0) {
- //
- // Return the path object from the end of the list. Note: this is a
- // little more efficient when working with DynamicVectorClass objects.
- //
- path_object = AvailablePathList[avail_count - 1];
- AvailablePathList.Delete (avail_count - 1);
- } else {
- //
- // Allocate a new object (note: we should get this object back later so
- // it will be added to our internal list at that time).
- //
- path_object = new PathSolveClass;
- }
- //
- // Add this object to the used path list
- //
- if (path_object != NULL) {
- UsedPathList.Add (path_object);
- }
- //
- // Return the path object to the caller
- //
- return path_object;
- }
- /////////////////////////////////////////////////////////////////////////
- //
- // Return_Path_Object
- //
- /////////////////////////////////////////////////////////////////////////
- void
- PathMgrClass::Return_Path_Object (PathSolveClass *path)
- {
- WWASSERT (path != NULL);
- if (path != NULL) {
- //
- // Make sure the object doesn't already exist in our list
- //
- int index = AvailablePathList.ID (path);
- WWASSERT (index == -1);
- if (index == -1) {
- //
- // Find out where the object exists in the used list
- //
- int used_index = UsedPathList.ID (path);
- WWASSERT (used_index != -1);
- if (used_index != -1) {
- //
- // Reset our active path pointer (if necessary)
- //
- if (path == ActivePath) {
- ActivePath->Unlink_Pathfind_Hooks ();
- ActivePath = NULL;
- }
- //
- // Remove the object from the used list
- //
- UsedPathList.Delete (used_index);
- //
- // Add the path object to our list (its assumed we
- // will inherit the ref-count from the caller)
- //
- path->Reset_Lists ();
- AvailablePathList.Add (path);
- }
- }
- }
- return ;
- }
- ////////////////////////////////////////////////////////////////////////////////////////////
- //
- // Save
- //
- ////////////////////////////////////////////////////////////////////////////////////////////
- void
- PathMgrClass::Save (ChunkSaveClass &csave)
- {
- //
- // Save each of the path objects
- //
- for (int index = 0; index < UsedPathList.Count (); index ++) {
- PathSolveClass *path = UsedPathList[index];
- csave.Begin_Chunk (CHUNKID_PATH_SOLVE_OBJECT);
- path->Save (csave);
- csave.End_Chunk ();
- }
- return ;
- }
- ////////////////////////////////////////////////////////////////////////////////////////////
- //
- // Load
- //
- ////////////////////////////////////////////////////////////////////////////////////////////
- void
- PathMgrClass::Load (ChunkLoadClass &cload)
- {
- Free_Objects ();
- while (cload.Open_Chunk ()) {
- switch (cload.Cur_Chunk_ID ()) {
- case CHUNKID_PATH_SOLVE_OBJECT:
- {
- //
- // Allocate the path object, load its state, and add it to our list
- //
- PathSolveClass *path_object = new PathSolveClass;
- path_object->Load (cload);
- UsedPathList.Add (path_object);
- }
- break;
- }
- cload.Close_Chunk ();
- }
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // Get_Time
- //
- ///////////////////////////////////////////////////////////////////////////
- static inline __int64
- Get_Time (void)
- {
- __int64 curr_time = 0;
- ::QueryPerformanceCounter ((LARGE_INTEGER *)&curr_time);
- return curr_time;
- }
- ////////////////////////////////////////////////////////////////////////////////////////////
- //
- // Resolve_Paths
- //
- ////////////////////////////////////////////////////////////////////////////////////////////
- void
- PathMgrClass::Resolve_Paths (const Vector3 &camera_pos, uint32 milliseconds)
- {
- __int64 start_time = Get_Time ();
- __int64 end_time = start_time + (((__int64)milliseconds) * TicksPerMilliSec);
- WWMEMLOG(MEM_PATHFIND);
- //
- // Keep processing path's until we've used up our timeslice
- //
- do
- {
- //
- // Find a path that needs to be solved
- //
- if (ActivePath == NULL) {
- Activate_New_Priority_Path (camera_pos);
- }
- //
- // Do we have any paths to solve?
- //
- if (ActivePath != NULL) {
- //
- // Let this path think for (up to) the remainder of our timeslice
- //
- uint32 time_slice = uint32((end_time - Get_Time ()) / TicksPerMilliSec);
- PathSolveClass::STATE_DESC result = ActivePath->Timestep (time_slice);
- //
- // If the path finished solving, then reset the active path
- //
- if (result != PathSolveClass::THINKING) {
- ActivePath->Unlink_Pathfind_Hooks ();
- ActivePath = NULL;
- }
- } else {
- break;
- }
- } while (Get_Time () < end_time);
- return ;
- }
- ////////////////////////////////////////////////////////////////////////////////////////////
- //
- // Activate_New_Priority_Path
- //
- ////////////////////////////////////////////////////////////////////////////////////////////
- void
- PathMgrClass::Activate_New_Priority_Path (const Vector3 &camera_pos)
- {
- ActivePath = NULL;
- float best_priority = 0;
- //
- // Find the highest priority path that needs solving
- //
- for (int index = 0; index < UsedPathList.Count (); index ++) {
- PathSolveClass *path = UsedPathList[index];
- //
- // Don't bother with paths that are already solved
- //
- if (path->Get_State () == PathSolveClass::THINKING) {
- //
- // Get the different priority factors for this path
- //
- float dist = (path->Get_Start_Pos () - camera_pos).Length ();
- float pos_priority = 1.0F - WWMath::Clamp (dist / 20.0F, 0.0F, 1.0F);
- float path_priority = WWMath::Clamp (path->Get_Priority (), 0.0F, 1.0F);
- float time_priority = (TIMEGETTIME () - path->Get_Birth_Time ()) / 5000.0F;
- //
- // Calculate a final priority based on these factors
- //
- float priority = (path_priority * 0.5F) + (pos_priority * 0.5F) + time_priority;
- //
- // If this is best path so far, then choose it
- //
- if (priority > best_priority) {
- best_priority = priority ;
- ActivePath = path;
- }
- }
- }
- //
- // Kick off the pathfind
- //
- if (ActivePath != NULL) {
- ActivePath->Process_Initial_Sector ();
- }
- return ;
- }
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