Clean up code and move recreated functions to game.cpp.

This commit is contained in:
JezuzLizard
2023-04-29 17:17:25 -07:00
parent 5a198c82db
commit 5d4f84e570
3 changed files with 127 additions and 105 deletions

View File

@ -672,6 +672,92 @@ namespace game
}
}
game::pathnode_t* Path_ConvertIndexToNode(int index)
{
return &(*game::gameWorldCurrent)->path.nodes[index];
}
unsigned int __cdecl Path_ConvertNodeToIndex(const game::pathnode_t* node)
{
return node - (*game::gameWorldCurrent)->path.nodes;
}
game::pathnode_t* Path_GetNegotiationNode(const game::path_t* pPath)
{
return Path_ConvertIndexToNode(pPath->pts[pPath->wNegotiationStartNode].iNodeNum);
}
void Path_IncrementNodeUserCount(game::path_t* pPath)
{
game::pathnode_t* negotiationNode; // [esp+4h] [ebp-4h]
negotiationNode = Path_GetNegotiationNode(pPath);
++negotiationNode->dynamic.userCount;
}
void Path_DecrementNodeUserCount(game::path_t* pPath)
{
game::pathnode_t* negotiationNode; // [esp+4h] [ebp-4h]
negotiationNode = Path_GetNegotiationNode(pPath);
--negotiationNode->dynamic.userCount;
}
void Path_Clear(game::path_t* pPath)
{
if (pPath->wNegotiationStartNode > 0)
{
Path_DecrementNodeUserCount(pPath);
pPath->wNegotiationStartNode = 0;
}
pPath->wPathLen = 0;
pPath->wOrigPathLen = 0;
}
float Vec2Length(const float* v)
{
return sqrt((*v * *v) + (v[1] * v[1]));
}
float Path_GetPathDir(float* delta, const float* vFrom, const float* vTo)
{
float fDist; // [esp+18h] [ebp-4h]
delta[0] = *vTo - vFrom[0];
delta[1] = vTo[1] - vFrom[1];
fDist = Vec2Length(delta);
delta[0] = (1.0 / fDist) * delta[0];
delta[1] = (1.0 / fDist) * delta[1];
return fDist;
}
float Vec3DistanceSq(const float* p1, const float* p2)
{
float vDiffY; // [esp+4h] [ebp-8h]
float vDiffZ; // [esp+8h] [ebp-4h]
vDiffY = p2[1] - p1[1];
vDiffZ = p2[2] - p1[2];
return vDiffZ * vDiffZ + vDiffY * vDiffY + (float)(*p2 - *p1) * (float)(*p2 - *p1);
}
float EvaluateHeuristic(game::CustomSearchInfo_FindPath* searchInfo, game::pathnode_t* pSuccessor, const float* vGoalPos)
{
float v[2]; // [esp+18h] [ebp-Ch] BYREF
float dist; // [esp+20h] [ebp-4h]
v[0] = *vGoalPos - pSuccessor->constant.vOrigin[0];
v[1] = vGoalPos[1] - pSuccessor->constant.vOrigin[1];
dist = Vec2Length(v);
dist = (pSuccessor->dynamic.userCount * searchInfo->negotiationOverlapCost) + dist;
if (pSuccessor->constant.minUseDistSq > 1.0
&& pSuccessor->constant.minUseDistSq > Vec3DistanceSq(pSuccessor->constant.vOrigin, searchInfo->startPos))
{
dist = dist + searchInfo->negotiationOverlapCost;
}
return dist;
}
void Sentient_GetVelocity(sentient_s* self, float* vVelOut)
{
static const auto call_addr = SELECT(0x0, 0x5662A0);

View File

@ -74,6 +74,17 @@ namespace game
void Path_UpdateLookahead(path_t* pPath, const float* vStartPos, int bReduceLookaheadAmount, int a4, int bAllowBacktrack);
void Path_AddTrimmedAmount(const float* a1, path_t* a2);
void Path_TransferLookahead(path_t* a1, const float* a2);
pathnode_t* Path_ConvertIndexToNode(int index);
unsigned int __cdecl Path_ConvertNodeToIndex(const game::pathnode_t* node);
pathnode_t* Path_GetNegotiationNode(const path_t* pPath);
void Path_IncrementNodeUserCount(path_t* pPath);
void Path_DecrementNodeUserCount(path_t* pPath);
void Path_Clear(path_t* pPath);
float Vec2Length(const float* v);
float Path_GetPathDir(float* delta, const float* vFrom, const float* vTo);
float Vec3DistanceSq(const float* p1, const float* p2);
float EvaluateHeuristic(CustomSearchInfo_FindPath* searchInfo, pathnode_t* pSuccessor, const float* vGoalPos);
void Sentient_GetVelocity(sentient_s* self, float* vVelOut);
template <typename T>