mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-28 23:12:04 +00:00
1107 lines
30 KiB
C++
1107 lines
30 KiB
C++
|
//NPC_senses.cpp
|
||
|
|
||
|
// leave this line at the top for all NPC_xxxx.cpp files...
|
||
|
#include "g_headers.h"
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
#include "b_local.h"
|
||
|
#ifdef _DEBUG
|
||
|
#include <float.h>
|
||
|
#endif
|
||
|
|
||
|
extern int eventClearTime;
|
||
|
/*
|
||
|
qboolean G_ClearLineOfSight(const vec3_t point1, const vec3_t point2, int ignore, int clipmask)
|
||
|
|
||
|
returns true if can see from point 1 to 2, even through glass (1 pane)- doesn't work with portals
|
||
|
*/
|
||
|
qboolean G_ClearLineOfSight(const vec3_t point1, const vec3_t point2, int ignore, int clipmask)
|
||
|
{
|
||
|
trace_t tr;
|
||
|
|
||
|
gi.trace ( &tr, point1, NULL, NULL, point2, ignore, clipmask );
|
||
|
if ( tr.fraction == 1.0 )
|
||
|
{
|
||
|
return qtrue;
|
||
|
}
|
||
|
|
||
|
gentity_t *hit = &g_entities[ tr.entityNum ];
|
||
|
if(EntIsGlass(hit))
|
||
|
{
|
||
|
vec3_t newpoint1;
|
||
|
VectorCopy(tr.endpos, newpoint1);
|
||
|
gi.trace (&tr, newpoint1, NULL, NULL, point2, hit->s.number, clipmask );
|
||
|
|
||
|
if ( tr.fraction == 1.0 )
|
||
|
{
|
||
|
return qtrue;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
CanSee
|
||
|
determine if NPC can see an entity
|
||
|
|
||
|
This is a straight line trace check. This function does not look at PVS or FOV,
|
||
|
or take any AI related factors (for example, the NPC's reaction time) into account
|
||
|
|
||
|
FIXME do we need fat and thin version of this?
|
||
|
*/
|
||
|
qboolean CanSee ( gentity_t *ent )
|
||
|
{
|
||
|
trace_t tr;
|
||
|
vec3_t eyes;
|
||
|
vec3_t spot;
|
||
|
|
||
|
CalcEntitySpot( NPC, SPOT_HEAD_LEAN, eyes );
|
||
|
|
||
|
CalcEntitySpot( ent, SPOT_ORIGIN, spot );
|
||
|
gi.trace ( &tr, eyes, NULL, NULL, spot, NPC->s.number, MASK_OPAQUE );
|
||
|
ShotThroughGlass (&tr, ent, spot, MASK_OPAQUE);
|
||
|
if ( tr.fraction == 1.0 )
|
||
|
{
|
||
|
return qtrue;
|
||
|
}
|
||
|
|
||
|
CalcEntitySpot( ent, SPOT_HEAD, spot );
|
||
|
gi.trace ( &tr, eyes, NULL, NULL, spot, NPC->s.number, MASK_OPAQUE );
|
||
|
ShotThroughGlass (&tr, ent, spot, MASK_OPAQUE);
|
||
|
if ( tr.fraction == 1.0 )
|
||
|
{
|
||
|
return qtrue;
|
||
|
}
|
||
|
|
||
|
CalcEntitySpot( ent, SPOT_LEGS, spot );
|
||
|
gi.trace ( &tr, eyes, NULL, NULL, spot, NPC->s.number, MASK_OPAQUE );
|
||
|
ShotThroughGlass (&tr, ent, spot, MASK_OPAQUE);
|
||
|
if ( tr.fraction == 1.0 )
|
||
|
{
|
||
|
return qtrue;
|
||
|
}
|
||
|
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
qboolean InFront( vec3_t spot, vec3_t from, vec3_t fromAngles, float threshHold = 0.0f )
|
||
|
{
|
||
|
vec3_t dir, forward, angles;
|
||
|
float dot;
|
||
|
|
||
|
VectorSubtract( spot, from, dir );
|
||
|
dir[2] = 0;
|
||
|
VectorNormalize( dir );
|
||
|
|
||
|
VectorCopy( fromAngles, angles );
|
||
|
angles[0] = 0;
|
||
|
AngleVectors( angles, forward, NULL, NULL );
|
||
|
|
||
|
dot = DotProduct( dir, forward );
|
||
|
|
||
|
return (dot > threshHold);
|
||
|
}
|
||
|
|
||
|
float DotToSpot( vec3_t spot, vec3_t from, vec3_t fromAngles )
|
||
|
{
|
||
|
vec3_t dir, forward, angles;
|
||
|
float dot;
|
||
|
|
||
|
VectorSubtract( spot, from, dir );
|
||
|
dir[2] = 0;
|
||
|
VectorNormalize( dir );
|
||
|
|
||
|
VectorCopy( fromAngles, angles );
|
||
|
angles[0] = 0;
|
||
|
AngleVectors( angles, forward, NULL, NULL );
|
||
|
|
||
|
dot = DotProduct( dir, forward );
|
||
|
|
||
|
return dot;
|
||
|
}
|
||
|
/*
|
||
|
InFOV
|
||
|
|
||
|
IDEA: further off to side of FOV range, higher chance of failing even if technically in FOV,
|
||
|
keep core of 50% to sides as always succeeding
|
||
|
*/
|
||
|
|
||
|
//Position compares
|
||
|
|
||
|
qboolean InFOV( vec3_t spot, vec3_t from, vec3_t fromAngles, int hFOV, int vFOV )
|
||
|
{
|
||
|
vec3_t deltaVector, angles, deltaAngles;
|
||
|
|
||
|
VectorSubtract ( spot, from, deltaVector );
|
||
|
vectoangles ( deltaVector, angles );
|
||
|
|
||
|
deltaAngles[PITCH] = AngleDelta ( fromAngles[PITCH], angles[PITCH] );
|
||
|
deltaAngles[YAW] = AngleDelta ( fromAngles[YAW], angles[YAW] );
|
||
|
|
||
|
if ( fabs ( deltaAngles[PITCH] ) <= vFOV && fabs ( deltaAngles[YAW] ) <= hFOV )
|
||
|
{
|
||
|
return qtrue;
|
||
|
}
|
||
|
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
//NPC to position
|
||
|
|
||
|
qboolean InFOV( vec3_t origin, gentity_t *from, int hFOV, int vFOV )
|
||
|
{
|
||
|
vec3_t fromAngles, eyes;
|
||
|
|
||
|
if( from->client )
|
||
|
{
|
||
|
VectorCopy(from->client->ps.viewangles, fromAngles);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
VectorCopy(from->s.angles, fromAngles);
|
||
|
}
|
||
|
|
||
|
CalcEntitySpot( from, SPOT_HEAD, eyes );
|
||
|
|
||
|
return InFOV( origin, eyes, fromAngles, hFOV, vFOV );
|
||
|
}
|
||
|
|
||
|
//Entity to entity
|
||
|
qboolean InFOVFromPlayerView ( gentity_t *ent, int hFOV, int vFOV )
|
||
|
{
|
||
|
vec3_t eyes;
|
||
|
vec3_t spot;
|
||
|
vec3_t deltaVector;
|
||
|
vec3_t angles, fromAngles;
|
||
|
vec3_t deltaAngles;
|
||
|
|
||
|
if ( !player || !player->client )
|
||
|
{
|
||
|
return qfalse;
|
||
|
}
|
||
|
if ( cg.time )
|
||
|
{
|
||
|
VectorCopy( cg.refdefViewAngles, fromAngles );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
VectorCopy( player->client->ps.viewangles, fromAngles );
|
||
|
}
|
||
|
|
||
|
if( cg.time )
|
||
|
{
|
||
|
VectorCopy( cg.refdef.vieworg, eyes );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
CalcEntitySpot( player, SPOT_HEAD_LEAN, eyes );
|
||
|
}
|
||
|
|
||
|
CalcEntitySpot( ent, SPOT_ORIGIN, spot );
|
||
|
VectorSubtract ( spot, eyes, deltaVector);
|
||
|
|
||
|
vectoangles ( deltaVector, angles );
|
||
|
deltaAngles[PITCH] = AngleDelta ( fromAngles[PITCH], angles[PITCH] );
|
||
|
deltaAngles[YAW] = AngleDelta ( fromAngles[YAW], angles[YAW] );
|
||
|
if ( fabs ( deltaAngles[PITCH] ) <= vFOV && fabs ( deltaAngles[YAW] ) <= hFOV )
|
||
|
{
|
||
|
return qtrue;
|
||
|
}
|
||
|
|
||
|
CalcEntitySpot( ent, SPOT_HEAD, spot );
|
||
|
VectorSubtract ( spot, eyes, deltaVector);
|
||
|
vectoangles ( deltaVector, angles );
|
||
|
deltaAngles[PITCH] = AngleDelta ( fromAngles[PITCH], angles[PITCH] );
|
||
|
deltaAngles[YAW] = AngleDelta ( fromAngles[YAW], angles[YAW] );
|
||
|
if ( fabs ( deltaAngles[PITCH] ) <= vFOV && fabs ( deltaAngles[YAW] ) <= hFOV )
|
||
|
{
|
||
|
return qtrue;
|
||
|
}
|
||
|
|
||
|
CalcEntitySpot( ent, SPOT_LEGS, spot );
|
||
|
VectorSubtract ( spot, eyes, deltaVector);
|
||
|
vectoangles ( deltaVector, angles );
|
||
|
deltaAngles[PITCH] = AngleDelta ( fromAngles[PITCH], angles[PITCH] );
|
||
|
deltaAngles[YAW] = AngleDelta ( fromAngles[YAW], angles[YAW] );
|
||
|
if ( fabs ( deltaAngles[PITCH] ) <= vFOV && fabs ( deltaAngles[YAW] ) <= hFOV )
|
||
|
{
|
||
|
return qtrue;
|
||
|
}
|
||
|
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
qboolean InFOV ( gentity_t *ent, gentity_t *from, int hFOV, int vFOV )
|
||
|
{
|
||
|
vec3_t eyes;
|
||
|
vec3_t spot;
|
||
|
vec3_t deltaVector;
|
||
|
vec3_t angles, fromAngles;
|
||
|
vec3_t deltaAngles;
|
||
|
|
||
|
if( from->client )
|
||
|
{
|
||
|
if( from->client->NPC_class != CLASS_RANCOR
|
||
|
&& from->client->NPC_class != CLASS_WAMPA
|
||
|
&& !VectorCompare( from->client->renderInfo.eyeAngles, vec3_origin ) )
|
||
|
{//Actual facing of tag_head!
|
||
|
//NOTE: Stasis aliens may have a problem with this?
|
||
|
VectorCopy( from->client->renderInfo.eyeAngles, fromAngles );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
VectorCopy( from->client->ps.viewangles, fromAngles );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
VectorCopy(from->s.angles, fromAngles);
|
||
|
}
|
||
|
|
||
|
CalcEntitySpot( from, SPOT_HEAD_LEAN, eyes );
|
||
|
|
||
|
CalcEntitySpot( ent, SPOT_ORIGIN, spot );
|
||
|
VectorSubtract ( spot, eyes, deltaVector);
|
||
|
|
||
|
vectoangles ( deltaVector, angles );
|
||
|
deltaAngles[PITCH] = AngleDelta ( fromAngles[PITCH], angles[PITCH] );
|
||
|
deltaAngles[YAW] = AngleDelta ( fromAngles[YAW], angles[YAW] );
|
||
|
if ( fabs ( deltaAngles[PITCH] ) <= vFOV && fabs ( deltaAngles[YAW] ) <= hFOV )
|
||
|
{
|
||
|
return qtrue;
|
||
|
}
|
||
|
|
||
|
CalcEntitySpot( ent, SPOT_HEAD, spot );
|
||
|
VectorSubtract ( spot, eyes, deltaVector);
|
||
|
vectoangles ( deltaVector, angles );
|
||
|
deltaAngles[PITCH] = AngleDelta ( fromAngles[PITCH], angles[PITCH] );
|
||
|
deltaAngles[YAW] = AngleDelta ( fromAngles[YAW], angles[YAW] );
|
||
|
if ( fabs ( deltaAngles[PITCH] ) <= vFOV && fabs ( deltaAngles[YAW] ) <= hFOV )
|
||
|
{
|
||
|
return qtrue;
|
||
|
}
|
||
|
|
||
|
CalcEntitySpot( ent, SPOT_LEGS, spot );
|
||
|
VectorSubtract ( spot, eyes, deltaVector);
|
||
|
vectoangles ( deltaVector, angles );
|
||
|
deltaAngles[PITCH] = AngleDelta ( fromAngles[PITCH], angles[PITCH] );
|
||
|
deltaAngles[YAW] = AngleDelta ( fromAngles[YAW], angles[YAW] );
|
||
|
if ( fabs ( deltaAngles[PITCH] ) <= vFOV && fabs ( deltaAngles[YAW] ) <= hFOV )
|
||
|
{
|
||
|
return qtrue;
|
||
|
}
|
||
|
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
qboolean InVisrange ( gentity_t *ent )
|
||
|
{//FIXME: make a calculate visibility for ents that takes into account
|
||
|
//lighting, movement, turning, crouch/stand up, other anims, hide brushes, etc.
|
||
|
vec3_t eyes;
|
||
|
vec3_t spot;
|
||
|
vec3_t deltaVector;
|
||
|
float visrange = (NPCInfo->stats.visrange*NPCInfo->stats.visrange);
|
||
|
|
||
|
CalcEntitySpot( NPC, SPOT_HEAD_LEAN, eyes );
|
||
|
|
||
|
CalcEntitySpot( ent, SPOT_ORIGIN, spot );
|
||
|
VectorSubtract ( spot, eyes, deltaVector);
|
||
|
|
||
|
/*if(ent->client)
|
||
|
{
|
||
|
float vel, avel;
|
||
|
if(ent->client->ps.velocity[0] || ent->client->ps.velocity[1] || ent->client->ps.velocity[2])
|
||
|
{
|
||
|
vel = VectorLength(ent->client->ps.velocity);
|
||
|
if(vel > 128)
|
||
|
{
|
||
|
visrange += visrange * (vel/256);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if(ent->avelocity[0] || ent->avelocity[1] || ent->avelocity[2])
|
||
|
{//FIXME: shouldn't they need to have line of sight to you to detect this?
|
||
|
avel = VectorLength(ent->avelocity);
|
||
|
if(avel > 15)
|
||
|
{
|
||
|
visrange += visrange * (avel/60);
|
||
|
}
|
||
|
}
|
||
|
}*/
|
||
|
|
||
|
if(VectorLengthSquared(deltaVector) > visrange)
|
||
|
{
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
return qtrue;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
NPC_CheckVisibility
|
||
|
*/
|
||
|
|
||
|
visibility_t NPC_CheckVisibility ( gentity_t *ent, int flags )
|
||
|
{
|
||
|
// flags should never be 0
|
||
|
if ( !flags )
|
||
|
{
|
||
|
return VIS_NOT;
|
||
|
}
|
||
|
|
||
|
// check PVS
|
||
|
if ( flags & CHECK_PVS )
|
||
|
{
|
||
|
if ( !gi.inPVS ( ent->currentOrigin, NPC->currentOrigin ) )
|
||
|
{
|
||
|
return VIS_NOT;
|
||
|
}
|
||
|
}
|
||
|
if ( !(flags & (CHECK_360|CHECK_FOV|CHECK_SHOOT)) )
|
||
|
{
|
||
|
return VIS_PVS;
|
||
|
}
|
||
|
|
||
|
// check within visrange
|
||
|
if (flags & CHECK_VISRANGE)
|
||
|
{
|
||
|
if( !InVisrange ( ent ) )
|
||
|
{
|
||
|
return VIS_PVS;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// check 360 degree visibility
|
||
|
//Meaning has to be a direct line of site
|
||
|
if ( flags & CHECK_360 )
|
||
|
{
|
||
|
if ( !CanSee ( ent ) )
|
||
|
{
|
||
|
return VIS_PVS;
|
||
|
}
|
||
|
}
|
||
|
if ( !(flags & (CHECK_FOV|CHECK_SHOOT)) )
|
||
|
{
|
||
|
return VIS_360;
|
||
|
}
|
||
|
|
||
|
// check FOV
|
||
|
if ( flags & CHECK_FOV )
|
||
|
{
|
||
|
if ( !InFOV ( ent, NPC, NPCInfo->stats.hfov, NPCInfo->stats.vfov) )
|
||
|
{
|
||
|
return VIS_360;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !(flags & CHECK_SHOOT) )
|
||
|
{
|
||
|
return VIS_FOV;
|
||
|
}
|
||
|
|
||
|
// check shootability
|
||
|
if ( flags & CHECK_SHOOT )
|
||
|
{
|
||
|
if ( !CanShoot ( ent, NPC ) )
|
||
|
{
|
||
|
return VIS_FOV;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return VIS_SHOOT;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
NPC_CheckSoundEvents
|
||
|
-------------------------
|
||
|
*/
|
||
|
static int G_CheckSoundEvents( gentity_t *self, float maxHearDist, int ignoreAlert, qboolean mustHaveOwner, int minAlertLevel, qboolean onGroundOnly )
|
||
|
{
|
||
|
int bestEvent = -1;
|
||
|
int bestAlert = -1;
|
||
|
int bestTime = -1;
|
||
|
float dist, radius;
|
||
|
|
||
|
maxHearDist *= maxHearDist;
|
||
|
|
||
|
for ( int i = 0; i < level.numAlertEvents; i++ )
|
||
|
{
|
||
|
//are we purposely ignoring this alert?
|
||
|
if ( level.alertEvents[i].ID == ignoreAlert )
|
||
|
continue;
|
||
|
//We're only concerned about sounds
|
||
|
if ( level.alertEvents[i].type != AET_SOUND )
|
||
|
continue;
|
||
|
//must be at least this noticable
|
||
|
if ( level.alertEvents[i].level < minAlertLevel )
|
||
|
continue;
|
||
|
//must have an owner?
|
||
|
if ( mustHaveOwner && !level.alertEvents[i].owner )
|
||
|
continue;
|
||
|
//must be on the ground?
|
||
|
if ( onGroundOnly && !level.alertEvents[i].onGround )
|
||
|
continue;
|
||
|
|
||
|
//Must be within range
|
||
|
dist = DistanceSquared( level.alertEvents[i].position, self->currentOrigin );
|
||
|
|
||
|
//can't hear it
|
||
|
if ( dist > maxHearDist )
|
||
|
continue;
|
||
|
|
||
|
if ( self->client && self->client->NPC_class != CLASS_SAND_CREATURE )
|
||
|
{//sand creatures hear all in within their earshot, regardless of quietness and alert sound radius!
|
||
|
radius = level.alertEvents[i].radius * level.alertEvents[i].radius;
|
||
|
if ( dist > radius )
|
||
|
continue;
|
||
|
|
||
|
if ( level.alertEvents[i].addLight )
|
||
|
{//a quiet sound, must have LOS to hear it
|
||
|
if ( G_ClearLOS( self, level.alertEvents[i].position ) == qfalse )
|
||
|
{//no LOS, didn't hear it
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//See if this one takes precedence over the previous one
|
||
|
if ( level.alertEvents[i].level >= bestAlert //higher alert level
|
||
|
|| (level.alertEvents[i].level==bestAlert&&level.alertEvents[i].timestamp >= bestTime) )//same alert level, but this one is newer
|
||
|
{//NOTE: equal is better because it's later in the array
|
||
|
bestEvent = i;
|
||
|
bestAlert = level.alertEvents[i].level;
|
||
|
bestTime = level.alertEvents[i].timestamp;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return bestEvent;
|
||
|
}
|
||
|
|
||
|
float G_GetLightLevel( vec3_t pos, vec3_t fromDir )
|
||
|
{
|
||
|
vec3_t ambient={0}, directed, lightDir;
|
||
|
float lightLevel;
|
||
|
|
||
|
cgi_R_GetLighting( pos, ambient, directed, lightDir );
|
||
|
|
||
|
lightLevel = VectorLength( ambient ) + (VectorLength( directed )*DotProduct( lightDir, fromDir ));
|
||
|
|
||
|
return lightLevel;
|
||
|
}
|
||
|
/*
|
||
|
-------------------------
|
||
|
NPC_CheckSightEvents
|
||
|
-------------------------
|
||
|
*/
|
||
|
static int G_CheckSightEvents( gentity_t *self, int hFOV, int vFOV, float maxSeeDist, int ignoreAlert, qboolean mustHaveOwner, int minAlertLevel )
|
||
|
{
|
||
|
int bestEvent = -1;
|
||
|
int bestAlert = -1;
|
||
|
int bestTime = -1;
|
||
|
float dist, radius;
|
||
|
|
||
|
maxSeeDist *= maxSeeDist;
|
||
|
for ( int i = 0; i < level.numAlertEvents; i++ )
|
||
|
{
|
||
|
//are we purposely ignoring this alert?
|
||
|
if ( level.alertEvents[i].ID == ignoreAlert )
|
||
|
continue;
|
||
|
//We're only concerned about sounds
|
||
|
if ( level.alertEvents[i].type != AET_SIGHT )
|
||
|
continue;
|
||
|
//must be at least this noticable
|
||
|
if ( level.alertEvents[i].level < minAlertLevel )
|
||
|
continue;
|
||
|
//must have an owner?
|
||
|
if ( mustHaveOwner && !level.alertEvents[i].owner )
|
||
|
continue;
|
||
|
|
||
|
//Must be within range
|
||
|
dist = DistanceSquared( level.alertEvents[i].position, self->currentOrigin );
|
||
|
|
||
|
//can't see it
|
||
|
if ( dist > maxSeeDist )
|
||
|
continue;
|
||
|
|
||
|
radius = level.alertEvents[i].radius * level.alertEvents[i].radius;
|
||
|
if ( dist > radius )
|
||
|
continue;
|
||
|
|
||
|
//Must be visible
|
||
|
if ( InFOV( level.alertEvents[i].position, self, hFOV, vFOV ) == qfalse )
|
||
|
continue;
|
||
|
|
||
|
if ( G_ClearLOS( self, level.alertEvents[i].position ) == qfalse )
|
||
|
continue;
|
||
|
|
||
|
//FIXME: possibly have the light level at this point affect the
|
||
|
// visibility/alert level of this event? Would also
|
||
|
// need to take into account how bright the event
|
||
|
// itself is. A lightsaber would stand out more
|
||
|
// in the dark... maybe pass in a light level that
|
||
|
// is added to the actual light level at this position?
|
||
|
|
||
|
//See if this one takes precedence over the previous one
|
||
|
if ( level.alertEvents[i].level >= bestAlert //higher alert level
|
||
|
|| (level.alertEvents[i].level==bestAlert&&level.alertEvents[i].timestamp >= bestTime) )//same alert level, but this one is newer
|
||
|
{//NOTE: equal is better because it's later in the array
|
||
|
bestEvent = i;
|
||
|
bestAlert = level.alertEvents[i].level;
|
||
|
bestTime = level.alertEvents[i].timestamp;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return bestEvent;
|
||
|
}
|
||
|
|
||
|
qboolean G_RememberAlertEvent( gentity_t *self, int alertIndex )
|
||
|
{
|
||
|
if ( !self || !self->NPC )
|
||
|
{//not a valid ent
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
if ( alertIndex == -1 )
|
||
|
{//not a valid event
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
// Get The Event Struct
|
||
|
//----------------------
|
||
|
alertEvent_t& at = level.alertEvents[alertIndex];
|
||
|
|
||
|
if ( at.ID == self->NPC->lastAlertID )
|
||
|
{//already know this one
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
if (at.owner==self)
|
||
|
{//don't care about events that I made
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
self->NPC->lastAlertID = at.ID;
|
||
|
|
||
|
// Now, If It Is Dangerous Enough, We Want To Register This With The Pathfinding System
|
||
|
//--------------------------------------------------------------------------------------
|
||
|
bool IsDangerous = (at.level >= AEL_DANGER);
|
||
|
bool IsFromNPC = (at.owner && at.owner->client);
|
||
|
bool IsFromEnemy = (IsFromNPC && at.owner->client->playerTeam!=self->client->playerTeam);
|
||
|
|
||
|
if (IsDangerous && (!IsFromNPC || IsFromEnemy))
|
||
|
{
|
||
|
NAV::RegisterDangerSense(self, alertIndex);
|
||
|
}
|
||
|
|
||
|
return qtrue;
|
||
|
}
|
||
|
/*
|
||
|
-------------------------
|
||
|
NPC_CheckAlertEvents
|
||
|
|
||
|
NOTE: Should all NPCs create alertEvents too so they can detect each other?
|
||
|
-------------------------
|
||
|
*/
|
||
|
|
||
|
int G_CheckAlertEvents( gentity_t *self, qboolean checkSight, qboolean checkSound, float maxSeeDist, float maxHearDist, int ignoreAlert, qboolean mustHaveOwner, int minAlertLevel, qboolean onGroundOnly )
|
||
|
{
|
||
|
if ( &g_entities[0] == NULL || g_entities[0].health <= 0 )
|
||
|
{
|
||
|
//player is dead
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
int bestSoundEvent = -1;
|
||
|
int bestSightEvent = -1;
|
||
|
int bestSoundAlert = -1;
|
||
|
int bestSightAlert = -1;
|
||
|
|
||
|
if ( checkSound )
|
||
|
{
|
||
|
//get sound event
|
||
|
bestSoundEvent = G_CheckSoundEvents( self, maxHearDist, ignoreAlert, mustHaveOwner, minAlertLevel, onGroundOnly );
|
||
|
//get sound event alert level
|
||
|
if ( bestSoundEvent >= 0 )
|
||
|
{
|
||
|
bestSoundAlert = level.alertEvents[bestSoundEvent].level;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( checkSight )
|
||
|
{
|
||
|
//get sight event
|
||
|
if ( self->NPC )
|
||
|
{
|
||
|
bestSightEvent = G_CheckSightEvents( self, self->NPC->stats.hfov, self->NPC->stats.vfov, maxSeeDist, ignoreAlert, mustHaveOwner, minAlertLevel );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
bestSightEvent = G_CheckSightEvents( self, 80, 80, maxSeeDist, ignoreAlert, mustHaveOwner, minAlertLevel );//FIXME: look at cg_view to get more accurate numbers?
|
||
|
}
|
||
|
//get sight event alert level
|
||
|
if ( bestSightEvent >= 0 )
|
||
|
{
|
||
|
bestSightAlert = level.alertEvents[bestSightEvent].level;
|
||
|
}
|
||
|
|
||
|
//return the one that has a higher alert (or sound if equal)
|
||
|
//FIXME: This doesn't take the distance of the event into account
|
||
|
|
||
|
if ( bestSightEvent >= 0 && bestSightAlert > bestSoundAlert )
|
||
|
{//valid best sight event, more important than the sound event
|
||
|
//get the light level of the alert event for this checker
|
||
|
vec3_t eyePoint, sightDir;
|
||
|
//get eye point
|
||
|
CalcEntitySpot( self, SPOT_HEAD_LEAN, eyePoint );
|
||
|
VectorSubtract( level.alertEvents[bestSightEvent].position, eyePoint, sightDir );
|
||
|
level.alertEvents[bestSightEvent].light = level.alertEvents[bestSightEvent].addLight + G_GetLightLevel( level.alertEvents[bestSightEvent].position, sightDir );
|
||
|
//return the sight event
|
||
|
if ( G_RememberAlertEvent( self, bestSightEvent ) )
|
||
|
{
|
||
|
return bestSightEvent;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
//return the sound event
|
||
|
if ( G_RememberAlertEvent( self, bestSoundEvent ) )
|
||
|
{
|
||
|
return bestSoundEvent;
|
||
|
}
|
||
|
//no event or no new event
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
int NPC_CheckAlertEvents( qboolean checkSight, qboolean checkSound, int ignoreAlert, qboolean mustHaveOwner, int minAlertLevel, qboolean onGroundOnly )
|
||
|
{
|
||
|
return G_CheckAlertEvents( NPC, checkSight, checkSound, NPCInfo->stats.visrange, NPCInfo->stats.earshot, ignoreAlert, mustHaveOwner, minAlertLevel, onGroundOnly );
|
||
|
}
|
||
|
|
||
|
extern void WP_ForcePowerStop( gentity_t *self, forcePowers_t forcePower );
|
||
|
|
||
|
qboolean G_CheckForDanger( gentity_t *self, int alertEvent )
|
||
|
{//FIXME: more bStates need to call this?
|
||
|
if ( alertEvent == -1 )
|
||
|
{
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
if ( level.alertEvents[alertEvent].level >= AEL_DANGER )
|
||
|
{//run away!
|
||
|
if ( !level.alertEvents[alertEvent].owner || !level.alertEvents[alertEvent].owner->client || (level.alertEvents[alertEvent].owner!=self&&level.alertEvents[alertEvent].owner->client->playerTeam!=self->client->playerTeam) )
|
||
|
{
|
||
|
if ( self->NPC )
|
||
|
{
|
||
|
if ( self->NPC->scriptFlags & SCF_DONT_FLEE )
|
||
|
{//can't flee
|
||
|
return qfalse;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( level.alertEvents[alertEvent].level >= AEL_DANGER_GREAT || self->s.weapon == WP_NONE || self->s.weapon == WP_MELEE )
|
||
|
{//flee for a longer period of time
|
||
|
NPC_StartFlee( level.alertEvents[alertEvent].owner, level.alertEvents[alertEvent].position, level.alertEvents[alertEvent].level, 3000, 6000 );
|
||
|
}
|
||
|
else if ( !Q_irand( 0, 10 ) )//FIXME: base on rank? aggression?
|
||
|
{//just normal danger and I have a weapon, so just a 25% chance of fleeing only for a few seconds
|
||
|
//FIXME: used to just find a better combat point, need that functionality back
|
||
|
NPC_StartFlee( level.alertEvents[alertEvent].owner, level.alertEvents[alertEvent].position, level.alertEvents[alertEvent].level, 1000, 3000 );
|
||
|
}
|
||
|
else
|
||
|
{//didn't flee
|
||
|
TIMER_Set( NPC, "duck", 2000); // something dangerous going on...
|
||
|
return qfalse;
|
||
|
}
|
||
|
return qtrue;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return qtrue;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
return qfalse;
|
||
|
}
|
||
|
qboolean NPC_CheckForDanger( int alertEvent )
|
||
|
{//FIXME: more bStates need to call this?
|
||
|
return G_CheckForDanger( NPC, alertEvent );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
AddSoundEvent
|
||
|
-------------------------
|
||
|
*/
|
||
|
qboolean RemoveOldestAlert( void );
|
||
|
void AddSoundEvent( gentity_t *owner, vec3_t position, float radius, alertEventLevel_e alertLevel, qboolean needLOS, qboolean onGround )
|
||
|
{
|
||
|
//FIXME: Handle this in another manner?
|
||
|
if ( level.numAlertEvents >= MAX_ALERT_EVENTS )
|
||
|
{
|
||
|
if ( !RemoveOldestAlert() )
|
||
|
{//how could that fail?
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( owner == NULL && alertLevel < AEL_DANGER ) //allows un-owned danger alerts
|
||
|
return;
|
||
|
|
||
|
//FIXME: why are Sand creatures suddenly crashlanding?
|
||
|
if ( owner && owner->client && owner->client->NPC_class == CLASS_SAND_CREATURE )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
//FIXME: if owner is not a player or player ally, and there are no player allies present,
|
||
|
// perhaps we don't need to store the alert... unless we want the player to
|
||
|
// react to enemy alert events in some way?
|
||
|
|
||
|
#ifdef _DEBUG
|
||
|
assert( !_isnan(position[0]) && !_isnan(position[1]) && !_isnan(position[2]) );
|
||
|
#endif
|
||
|
VectorCopy( position, level.alertEvents[ level.numAlertEvents ].position );
|
||
|
|
||
|
level.alertEvents[ level.numAlertEvents ].radius = radius;
|
||
|
level.alertEvents[ level.numAlertEvents ].level = alertLevel;
|
||
|
level.alertEvents[ level.numAlertEvents ].type = AET_SOUND;
|
||
|
level.alertEvents[ level.numAlertEvents ].owner = owner;
|
||
|
if ( needLOS )
|
||
|
{//a very low-level sound, when check this sound event, check for LOS
|
||
|
level.alertEvents[ level.numAlertEvents ].addLight = 1; //will force an LOS trace on this sound
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
level.alertEvents[ level.numAlertEvents ].addLight = 0; //will force an LOS trace on this sound
|
||
|
}
|
||
|
level.alertEvents[ level.numAlertEvents ].onGround = onGround;
|
||
|
|
||
|
level.alertEvents[ level.numAlertEvents ].ID = ++level.curAlertID;
|
||
|
level.alertEvents[ level.numAlertEvents ].timestamp = level.time;
|
||
|
level.numAlertEvents++;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
AddSightEvent
|
||
|
-------------------------
|
||
|
*/
|
||
|
|
||
|
void AddSightEvent( gentity_t *owner, vec3_t position, float radius, alertEventLevel_e alertLevel, float addLight )
|
||
|
{
|
||
|
//FIXME: Handle this in another manner?
|
||
|
if ( level.numAlertEvents >= MAX_ALERT_EVENTS )
|
||
|
{
|
||
|
if ( !RemoveOldestAlert() )
|
||
|
{//how could that fail?
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( owner == NULL && alertLevel < AEL_DANGER ) //allows un-owned danger alerts
|
||
|
return;
|
||
|
|
||
|
//FIXME: if owner is not a player or player ally, and there are no player allies present,
|
||
|
// perhaps we don't need to store the alert... unless we want the player to
|
||
|
// react to enemy alert events in some way?
|
||
|
|
||
|
#ifdef _DEBUG
|
||
|
assert( !_isnan(position[0]) && !_isnan(position[1]) && !_isnan(position[2]) );
|
||
|
#endif
|
||
|
VectorCopy( position, level.alertEvents[ level.numAlertEvents ].position );
|
||
|
|
||
|
level.alertEvents[ level.numAlertEvents ].radius = radius;
|
||
|
level.alertEvents[ level.numAlertEvents ].level = alertLevel;
|
||
|
level.alertEvents[ level.numAlertEvents ].type = AET_SIGHT;
|
||
|
level.alertEvents[ level.numAlertEvents ].owner = owner;
|
||
|
level.alertEvents[ level.numAlertEvents ].addLight = addLight; //will get added to actual light at that point when it's checked
|
||
|
level.alertEvents[ level.numAlertEvents ].ID = level.curAlertID++;
|
||
|
level.alertEvents[ level.numAlertEvents ].timestamp = level.time;
|
||
|
|
||
|
level.numAlertEvents++;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
ClearPlayerAlertEvents
|
||
|
-------------------------
|
||
|
*/
|
||
|
|
||
|
void ClearPlayerAlertEvents( void )
|
||
|
{
|
||
|
int curNumAlerts = level.numAlertEvents;
|
||
|
//loop through them all (max 32)
|
||
|
for ( int i = 0; i < curNumAlerts; i++ )
|
||
|
{
|
||
|
//see if the event is old enough to delete
|
||
|
if ( level.alertEvents[i].timestamp && level.alertEvents[i].timestamp + ALERT_CLEAR_TIME < level.time )
|
||
|
{//this event has timed out
|
||
|
//drop the count
|
||
|
level.numAlertEvents--;
|
||
|
//shift the rest down
|
||
|
if ( level.numAlertEvents > 0 )
|
||
|
{//still have more in the array
|
||
|
if ( (i+1) < MAX_ALERT_EVENTS )
|
||
|
{
|
||
|
memmove( &level.alertEvents[i], &level.alertEvents[i+1], sizeof(alertEvent_t)*(MAX_ALERT_EVENTS-(i+1) ) );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{//just clear this one... or should we clear the whole array?
|
||
|
memset( &level.alertEvents[i], 0, sizeof( alertEvent_t ) );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
//make sure this never drops below zero... if it does, something very very bad happened
|
||
|
assert( level.numAlertEvents >= 0 );
|
||
|
|
||
|
if ( eventClearTime < level.time )
|
||
|
{//this is just a 200ms debouncer so things that generate constant alerts (like corpses and missiles) add an alert every 200 ms
|
||
|
eventClearTime = level.time + ALERT_CLEAR_TIME;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
qboolean RemoveOldestAlert( void )
|
||
|
{
|
||
|
int oldestEvent = -1, oldestTime = Q3_INFINITE;
|
||
|
//loop through them all (max 32)
|
||
|
for ( int i = 0; i < level.numAlertEvents; i++ )
|
||
|
{
|
||
|
//see if the event is old enough to delete
|
||
|
if ( level.alertEvents[i].timestamp < oldestTime )
|
||
|
{
|
||
|
oldestEvent = i;
|
||
|
oldestTime = level.alertEvents[i].timestamp;
|
||
|
}
|
||
|
}
|
||
|
if ( oldestEvent != -1 )
|
||
|
{
|
||
|
//drop the count
|
||
|
level.numAlertEvents--;
|
||
|
//shift the rest down
|
||
|
if ( level.numAlertEvents > 0 )
|
||
|
{//still have more in the array
|
||
|
if ( (oldestEvent+1) < MAX_ALERT_EVENTS )
|
||
|
{
|
||
|
memmove( &level.alertEvents[oldestEvent], &level.alertEvents[oldestEvent+1], sizeof(alertEvent_t)*(MAX_ALERT_EVENTS-(oldestEvent+1) ) );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{//just clear this one... or should we clear the whole array?
|
||
|
memset( &level.alertEvents[oldestEvent], 0, sizeof( alertEvent_t ) );
|
||
|
}
|
||
|
}
|
||
|
//make sure this never drops below zero... if it does, something very very bad happened
|
||
|
assert( level.numAlertEvents >= 0 );
|
||
|
//return true is have room for one now
|
||
|
return (level.numAlertEvents<MAX_ALERT_EVENTS);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
G_ClearLOS
|
||
|
-------------------------
|
||
|
*/
|
||
|
|
||
|
// Position to position
|
||
|
qboolean G_ClearLOS( gentity_t *self, const vec3_t start, const vec3_t end )
|
||
|
{
|
||
|
trace_t tr;
|
||
|
int traceCount = 0;
|
||
|
|
||
|
//FIXME: ENTITYNUM_NONE ok?
|
||
|
gi.trace ( &tr, start, NULL, NULL, end, ENTITYNUM_NONE, CONTENTS_OPAQUE/*CONTENTS_SOLID*//*(CONTENTS_SOLID|CONTENTS_MONSTERCLIP)*/ );
|
||
|
while ( tr.fraction < 1.0 && traceCount < 3 )
|
||
|
{//can see through 3 panes of glass
|
||
|
if ( tr.entityNum < ENTITYNUM_WORLD )
|
||
|
{
|
||
|
if ( &g_entities[tr.entityNum] != NULL && (g_entities[tr.entityNum].svFlags&SVF_GLASS_BRUSH) )
|
||
|
{//can see through glass, trace again, ignoring me
|
||
|
gi.trace ( &tr, tr.endpos, NULL, NULL, end, tr.entityNum, MASK_OPAQUE );
|
||
|
traceCount++;
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
if ( tr.fraction == 1.0 )
|
||
|
return qtrue;
|
||
|
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
//Entity to position
|
||
|
qboolean G_ClearLOS( gentity_t *self, gentity_t *ent, const vec3_t end )
|
||
|
{
|
||
|
vec3_t eyes;
|
||
|
|
||
|
CalcEntitySpot( ent, SPOT_HEAD_LEAN, eyes );
|
||
|
|
||
|
return G_ClearLOS( self, eyes, end );
|
||
|
}
|
||
|
|
||
|
//Position to entity
|
||
|
qboolean G_ClearLOS( gentity_t *self, const vec3_t start, gentity_t *ent )
|
||
|
{
|
||
|
vec3_t spot;
|
||
|
|
||
|
//Look for the chest first
|
||
|
CalcEntitySpot( ent, SPOT_ORIGIN, spot );
|
||
|
|
||
|
if ( G_ClearLOS( self, start, spot ) )
|
||
|
return qtrue;
|
||
|
|
||
|
//Look for the head next
|
||
|
CalcEntitySpot( ent, SPOT_HEAD_LEAN, spot );
|
||
|
|
||
|
if ( G_ClearLOS( self, start, spot ) )
|
||
|
return qtrue;
|
||
|
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
//NPC's eyes to entity
|
||
|
qboolean G_ClearLOS( gentity_t *self, gentity_t *ent )
|
||
|
{
|
||
|
vec3_t eyes;
|
||
|
|
||
|
//Calculate my position
|
||
|
CalcEntitySpot( self, SPOT_HEAD_LEAN, eyes );
|
||
|
|
||
|
return G_ClearLOS( self, eyes, ent );
|
||
|
}
|
||
|
|
||
|
//NPC's eyes to position
|
||
|
qboolean G_ClearLOS( gentity_t *self, const vec3_t end )
|
||
|
{
|
||
|
vec3_t eyes;
|
||
|
|
||
|
//Calculate the my position
|
||
|
CalcEntitySpot( self, SPOT_HEAD_LEAN, eyes );
|
||
|
|
||
|
return G_ClearLOS( self, eyes, end );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
NPC_GetFOVPercentage
|
||
|
-------------------------
|
||
|
*/
|
||
|
|
||
|
float NPC_GetHFOVPercentage( vec3_t spot, vec3_t from, vec3_t facing, float hFOV )
|
||
|
{
|
||
|
vec3_t deltaVector, angles;
|
||
|
float delta;
|
||
|
|
||
|
VectorSubtract ( spot, from, deltaVector );
|
||
|
|
||
|
vectoangles ( deltaVector, angles );
|
||
|
|
||
|
delta = fabs( AngleDelta ( facing[YAW], angles[YAW] ) );
|
||
|
|
||
|
if ( delta > hFOV )
|
||
|
return 0.0f;
|
||
|
|
||
|
return ( ( hFOV - delta ) / hFOV );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
NPC_GetVFOVPercentage
|
||
|
-------------------------
|
||
|
*/
|
||
|
|
||
|
float NPC_GetVFOVPercentage( vec3_t spot, vec3_t from, vec3_t facing, float vFOV )
|
||
|
{
|
||
|
vec3_t deltaVector, angles;
|
||
|
float delta;
|
||
|
|
||
|
VectorSubtract ( spot, from, deltaVector );
|
||
|
|
||
|
vectoangles ( deltaVector, angles );
|
||
|
|
||
|
delta = fabs( AngleDelta ( facing[PITCH], angles[PITCH] ) );
|
||
|
|
||
|
if ( delta > vFOV )
|
||
|
return 0.0f;
|
||
|
|
||
|
return ( ( vFOV - delta ) / vFOV );
|
||
|
}
|
||
|
|
||
|
#define MAX_INTEREST_DIST ( 256 * 256 )
|
||
|
/*
|
||
|
-------------------------
|
||
|
NPC_FindLocalInterestPoint
|
||
|
-------------------------
|
||
|
*/
|
||
|
|
||
|
int G_FindLocalInterestPoint( gentity_t *self )
|
||
|
{
|
||
|
int i, bestPoint = ENTITYNUM_NONE;
|
||
|
float dist, bestDist = Q3_INFINITE;
|
||
|
vec3_t diffVec, eyes;
|
||
|
|
||
|
CalcEntitySpot( self, SPOT_HEAD_LEAN, eyes );
|
||
|
for ( i = 0; i < level.numInterestPoints; i++ )
|
||
|
{
|
||
|
//Don't ignore portals? If through a portal, need to look at portal!
|
||
|
if ( gi.inPVS( level.interestPoints[i].origin, eyes ) )
|
||
|
{
|
||
|
VectorSubtract( level.interestPoints[i].origin, eyes, diffVec );
|
||
|
if ( (fabs(diffVec[0]) + fabs(diffVec[1])) / 2 < 48 &&
|
||
|
fabs(diffVec[2]) > (fabs(diffVec[0]) + fabs(diffVec[1])) / 2 )
|
||
|
{//Too close to look so far up or down
|
||
|
continue;
|
||
|
}
|
||
|
dist = VectorLengthSquared( diffVec );
|
||
|
//Some priority to more interesting points
|
||
|
//dist -= ((int)level.interestPoints[i].lookMode * 5) * ((int)level.interestPoints[i].lookMode * 5);
|
||
|
if ( dist < MAX_INTEREST_DIST && dist < bestDist )
|
||
|
{
|
||
|
if ( G_ClearLineOfSight( eyes, level.interestPoints[i].origin, self->s.number, MASK_OPAQUE ) )
|
||
|
{
|
||
|
bestDist = dist;
|
||
|
bestPoint = i;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
if ( bestPoint != ENTITYNUM_NONE && level.interestPoints[bestPoint].target )
|
||
|
{
|
||
|
G_UseTargets2( self, self, level.interestPoints[bestPoint].target );
|
||
|
}
|
||
|
return bestPoint;
|
||
|
}
|
||
|
|
||
|
/*QUAKED target_interest (1 0.8 0.5) (-4 -4 -4) (4 4 4)
|
||
|
A point that a squadmate will look at if standing still
|
||
|
|
||
|
target - thing to fire when someone looks at this thing
|
||
|
*/
|
||
|
|
||
|
void SP_target_interest( gentity_t *self )
|
||
|
{//FIXME: rename point_interest
|
||
|
if(level.numInterestPoints >= MAX_INTEREST_POINTS)
|
||
|
{
|
||
|
gi.Printf("ERROR: Too many interest points, limit is %d\n", MAX_INTEREST_POINTS);
|
||
|
G_FreeEntity(self);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
VectorCopy(self->currentOrigin, level.interestPoints[level.numInterestPoints].origin);
|
||
|
|
||
|
if(self->target && self->target[0])
|
||
|
{
|
||
|
level.interestPoints[level.numInterestPoints].target = G_NewString( self->target );
|
||
|
}
|
||
|
|
||
|
level.numInterestPoints++;
|
||
|
|
||
|
G_FreeEntity(self);
|
||
|
}
|