#include "b_local.h" #include "g_nav.h" extern qboolean G_EntIsUnlockedDoor( int entityNum ); extern qboolean G_EntIsDoor( int entityNum ); extern qboolean G_EntIsBreakable( int entityNum ); extern qboolean G_EntIsRemovableUsable( int entNum ); extern qboolean G_FindClosestPointOnLineSegment( const vec3_t start, const vec3_t end, const vec3_t from, vec3_t result ); //For debug graphics //rwwFIXMEFIXME: Write these at some point for the sake of being able to debug visually void G_Line( vec3_t start, vec3_t end, vec3_t color, float alpha ) { } void G_Cube( vec3_t mins, vec3_t maxs, vec3_t color, float alpha ) { } void G_CubeOutline( vec3_t mins, vec3_t maxs, int time, unsigned int color, float alpha ) { } void G_DrawEdge( vec3_t start, vec3_t end, int type ) { } void G_DrawNode( vec3_t origin, int type ) { } void G_DrawCombatPoint( vec3_t origin, int type ) { } void TAG_ShowTags( int flags ) { } qboolean FlyingCreature( gentity_t *ent ) { if (ent->client && ent->client->ps.gravity <= 0) { return qtrue; } return qfalse; } qboolean NAV_CheckAhead( gentity_t *self, vec3_t end, trace_t *trace, int clipmask ); void NAV_StoreWaypoint( gentity_t *ent ); extern vec3_t NPCDEBUG_RED; /* ------------------------- NPC_Blocked ------------------------- */ void NPC_Blocked( gentity_t *self, gentity_t *blocker ) { if ( self->NPC == NULL ) return; //Don't do this too often if ( self->NPC->blockedSpeechDebounceTime > level.time ) return; //Attempt to run any blocked scripts if ( G_ActivateBehavior( self, BSET_BLOCKED ) ) { return; } //If this is one of our enemies, then just attack him if ( blocker->client && ( blocker->client->playerTeam == self->client->enemyTeam ) ) { G_SetEnemy( self, blocker ); return; } //Debug_Printf( debugNPCAI, DEBUG_LEVEL_WARNING, "%s: Excuse me, %s %s!\n", self->targetname, blocker->classname, blocker->targetname ); //If we're being blocked by the player, say something to them if ( ( blocker->s.number == 0 ) && ( ( blocker->client->playerTeam == self->client->playerTeam ) ) ) { //guys in formation are not trying to get to a critical point, //don't make them yell at the player (unless they have an enemy and //are in combat because BP thinks it sounds cool during battle) //NOTE: only imperials, misc crewmen and hazard team have these wav files now //G_AddVoiceEvent( self, Q_irand(EV_BLOCKED1, EV_BLOCKED3), 0 ); } self->NPC->blockedSpeechDebounceTime = level.time + MIN_BLOCKED_SPEECH_TIME + ( random() * 4000 ); self->NPC->blockingEntNum = blocker->s.number; } /* ------------------------- NPC_SetMoveGoal ------------------------- */ void NPC_SetMoveGoal( gentity_t *ent, vec3_t point, int radius, qboolean isNavGoal, int combatPoint, gentity_t *targetEnt ) { //Must be an NPC if ( ent->NPC == NULL ) { return; } if ( ent->NPC->tempGoal == NULL ) {//must still have a goal return; } //Copy the origin //VectorCopy( point, ent->NPC->goalPoint ); //FIXME: Make it use this, and this alone! VectorCopy( point, ent->NPC->tempGoal->r.currentOrigin ); //Copy the mins and maxs to the tempGoal VectorCopy( ent->r.mins, ent->NPC->tempGoal->r.mins ); VectorCopy( ent->r.mins, ent->NPC->tempGoal->r.maxs ); ent->NPC->tempGoal->target = NULL; ent->NPC->tempGoal->clipmask = ent->clipmask; ent->NPC->tempGoal->flags &= ~FL_NAVGOAL; if ( targetEnt && targetEnt->waypoint >= 0 ) { ent->NPC->tempGoal->waypoint = targetEnt->waypoint; } else { ent->NPC->tempGoal->waypoint = WAYPOINT_NONE; } ent->NPC->tempGoal->noWaypointTime = 0; if ( isNavGoal ) { assert(ent->NPC->tempGoal->parent); ent->NPC->tempGoal->flags |= FL_NAVGOAL; } ent->NPC->tempGoal->combatPoint = combatPoint; ent->NPC->tempGoal->enemy = targetEnt; ent->NPC->goalEntity = ent->NPC->tempGoal; ent->NPC->goalRadius = radius; trap_LinkEntity( ent->NPC->goalEntity ); } /* ------------------------- NAV_HitNavGoal ------------------------- */ qboolean NAV_HitNavGoal( vec3_t point, vec3_t mins, vec3_t maxs, vec3_t dest, int radius, qboolean flying ) { vec3_t dmins, dmaxs, pmins, pmaxs; if ( radius & NAVGOAL_USE_RADIUS ) { radius &= ~NAVGOAL_USE_RADIUS; //NOTE: This needs to do a DistanceSquared on navgoals that had // a radius manually set! We can't do the smaller navgoals against // walls to get around this because player-sized traces to them // from angles will not work... - MCG if ( !flying ) {//Allow for a little z difference vec3_t diff; VectorSubtract( point, dest, diff ); if ( fabs(diff[2]) <= 24 ) { diff[2] = 0; } return ( VectorLengthSquared( diff ) <= (radius*radius) ); } else {//must hit exactly return ( DistanceSquared(dest, point) <= (radius*radius) ); } //There is probably a better way to do this, either by preserving the original // mins and maxs of the navgoal and doing this check ONLY if the radius // is non-zero (like the original implementation) or some boolean to // tell us to do this check rather than the fake bbox overlap check... } else { //Construct a dummy bounding box from our radius value VectorSet( dmins, -radius, -radius, -radius ); VectorSet( dmaxs, radius, radius, radius ); //Translate it VectorAdd( dmins, dest, dmins ); VectorAdd( dmaxs, dest, dmaxs ); //Translate the starting box VectorAdd( point, mins, pmins ); VectorAdd( point, maxs, pmaxs ); //See if they overlap return G_BoundsOverlap( pmins, pmaxs, dmins, dmaxs ); } } /* ------------------------- NAV_ClearPathToPoint ------------------------- */ qboolean NAV_ClearPathToPoint( gentity_t *self, vec3_t pmins, vec3_t pmaxs, vec3_t point, int clipmask, int okToHitEntNum ) { // trace_t trace; // return NAV_CheckAhead( self, point, trace, clipmask|CONTENTS_BOTCLIP ); vec3_t mins, maxs; trace_t trace; //Test if they're even conceivably close to one another if ( !trap_InPVS( self->r.currentOrigin, point ) ) return qfalse; if ( self->flags & FL_NAVGOAL ) { if ( !self->parent ) { //SHOULD NEVER HAPPEN!!! assert(self->parent); return qfalse; } VectorCopy( self->parent->r.mins, mins ); VectorCopy( self->parent->r.maxs, maxs ); } else { VectorCopy( pmins, mins ); VectorCopy( pmaxs, maxs ); } if ( self->client || ( self->flags & FL_NAVGOAL ) ) { //Clients can step up things, or if this is a navgoal check, a client will be using this info mins[2] += STEPSIZE; //don't let box get inverted if ( mins[2] > maxs[2] ) { mins[2] = maxs[2]; } } if ( self->flags & FL_NAVGOAL ) { //Trace from point to navgoal trap_Trace( &trace, point, mins, maxs, self->r.currentOrigin, self->parent->s.number, (clipmask|CONTENTS_MONSTERCLIP|CONTENTS_BOTCLIP)&~CONTENTS_BODY ); if ( trace.startsolid&&(trace.contents&CONTENTS_BOTCLIP) ) {//started inside do not enter, so ignore them clipmask &= ~CONTENTS_BOTCLIP; trap_Trace( &trace, point, mins, maxs, self->r.currentOrigin, self->parent->s.number, (clipmask|CONTENTS_MONSTERCLIP)&~CONTENTS_BODY ); } if ( trace.startsolid || trace.allsolid ) { return qfalse; } //Made it if ( trace.fraction == 1.0 ) { return qtrue; } if ( okToHitEntNum != ENTITYNUM_NONE && trace.entityNum == okToHitEntNum ) { return qtrue; } //Okay, didn't get all the way there, let's see if we got close enough: if ( NAV_HitNavGoal( self->r.currentOrigin, self->parent->r.mins, self->parent->r.maxs, trace.endpos, NPCInfo->goalRadius, FlyingCreature( self->parent ) ) ) { return qtrue; } else { if ( NAVDEBUG_showCollision ) { if ( trace.entityNum < ENTITYNUM_WORLD && (&g_entities[trace.entityNum] != NULL) && g_entities[trace.entityNum].s.eType != ET_MOVER ) { vec3_t p1, p2; G_DrawEdge( point, trace.endpos, EDGE_PATH ); VectorAdd(g_entities[trace.entityNum].r.mins, g_entities[trace.entityNum].r.currentOrigin, p1); VectorAdd(g_entities[trace.entityNum].r.maxs, g_entities[trace.entityNum].r.currentOrigin, p2); G_CubeOutline( p1, p2, FRAMETIME, 0x0000ff, 0.5 ); } //FIXME: if it is a bmodel, light up the surf? } } } else { trap_Trace( &trace, self->r.currentOrigin, mins, maxs, point, self->s.number, clipmask|CONTENTS_MONSTERCLIP|CONTENTS_BOTCLIP); if ( trace.startsolid&&(trace.contents&CONTENTS_BOTCLIP) ) {//started inside do not enter, so ignore them clipmask &= ~CONTENTS_BOTCLIP; trap_Trace( &trace, self->r.currentOrigin, mins, maxs, point, self->s.number, clipmask|CONTENTS_MONSTERCLIP); } if( ( ( trace.startsolid == qfalse ) && ( trace.allsolid == qfalse ) ) && ( trace.fraction == 1.0f ) ) {//FIXME: check for drops return qtrue; } if ( okToHitEntNum != ENTITYNUM_NONE && trace.entityNum == okToHitEntNum ) { return qtrue; } if ( NAVDEBUG_showCollision ) { if ( trace.entityNum < ENTITYNUM_WORLD && (&g_entities[trace.entityNum] != NULL) && g_entities[trace.entityNum].s.eType != ET_MOVER ) { vec3_t p1, p2; G_DrawEdge( self->r.currentOrigin, trace.endpos, EDGE_PATH ); VectorAdd(g_entities[trace.entityNum].r.mins, g_entities[trace.entityNum].r.currentOrigin, p1); VectorAdd(g_entities[trace.entityNum].r.maxs, g_entities[trace.entityNum].r.currentOrigin, p2); G_CubeOutline( p1, p2, FRAMETIME, 0x0000ff, 0.5 ); } //FIXME: if it is a bmodel, light up the surf? } } return qfalse; } /* ------------------------- NAV_FindClosestWaypointForEnt ------------------------- */ int NAV_FindClosestWaypointForEnt( gentity_t *ent, int targWp ) { //FIXME: Take the target into account return trap_Nav_GetNearestNode( ent, ent->waypoint, NF_CLEAR_PATH, targWp ); } int NAV_FindClosestWaypointForPoint( gentity_t *ent, vec3_t point ) { int bestWP; //FIXME: can we make this a static ent? gentity_t *marker = G_Spawn(); if ( !marker ) { return WAYPOINT_NONE; } G_SetOrigin( marker, point ); VectorCopy( ent->r.mins, marker->r.mins );//stepsize? VectorCopy( ent->r.mins, marker->r.maxs );//crouching? marker->clipmask = ent->clipmask; marker->waypoint = WAYPOINT_NONE; bestWP = trap_Nav_GetNearestNode( marker, marker->waypoint, NF_CLEAR_PATH, WAYPOINT_NONE ); G_FreeEntity( marker ); return bestWP; } int NAV_FindClosestWaypointForPoint2( vec3_t point ) { int bestWP; //FIXME: can we make this a static ent? gentity_t *marker = G_Spawn(); if ( !marker ) { return WAYPOINT_NONE; } G_SetOrigin( marker, point ); VectorSet( marker->r.mins, -16, -16, -6 );//includes stepsize VectorSet( marker->r.maxs, 16, 16, 32 ); marker->clipmask = MASK_NPCSOLID; marker->waypoint = WAYPOINT_NONE; bestWP = trap_Nav_GetNearestNode( marker, marker->waypoint, NF_CLEAR_PATH, WAYPOINT_NONE ); G_FreeEntity( marker ); return bestWP; } /* ------------------------- NAV_ClearBlockedInfo ------------------------- */ void NAV_ClearBlockedInfo( gentity_t *self ) { self->NPC->aiFlags &= ~NPCAI_BLOCKED; self->NPC->blockingEntNum = ENTITYNUM_WORLD; } /* ------------------------- NAV_SetBlockedInfo ------------------------- */ void NAV_SetBlockedInfo( gentity_t *self, int entId ) { self->NPC->aiFlags |= NPCAI_BLOCKED; self->NPC->blockingEntNum = entId; } /* ------------------------- NAV_Steer ------------------------- */ int NAV_Steer( gentity_t *self, vec3_t dir, float distance ) { vec3_t right_test, left_test; vec3_t deviation; trace_t tr; float right_push; float left_push; float right_ang = dir[YAW] + 45; float left_ang = dir[YAW] - 45; //Get the steering angles VectorCopy( dir, deviation ); deviation[YAW] = right_ang; AngleVectors( deviation, right_test, NULL, NULL ); deviation[YAW] = left_ang; AngleVectors( deviation, left_test, NULL, NULL ); //Find the end positions VectorMA( self->r.currentOrigin, distance, right_test, right_test ); VectorMA( self->r.currentOrigin, distance, left_test, left_test ); //Draw for debug purposes if ( NAVDEBUG_showCollision ) { G_DrawEdge( self->r.currentOrigin, right_test, EDGE_PATH ); G_DrawEdge( self->r.currentOrigin, left_test, EDGE_PATH ); } //Find the right influence NAV_CheckAhead( self, right_test, &tr, self->clipmask|CONTENTS_BOTCLIP ); right_push = -45 * ( 1.0f - tr.fraction ); //Find the left influence NAV_CheckAhead( self, left_test, &tr, self->clipmask|CONTENTS_BOTCLIP ); left_push = 45 * ( 1.0f - tr.fraction ); //Influence the mover to respond to the steering VectorCopy( dir, deviation ); deviation[YAW] += ( left_push + right_push ); return deviation[YAW]; } /* ------------------------- NAV_CheckAhead ------------------------- */ qboolean NAV_CheckAhead( gentity_t *self, vec3_t end, trace_t *trace, int clipmask ) { vec3_t mins; float radius; float dist; float tFrac; //Offset the step height VectorSet( mins, self->r.mins[0], self->r.mins[1], self->r.mins[2] + STEPSIZE ); trap_Trace( trace, self->r.currentOrigin, mins, self->r.maxs, end, self->s.number, clipmask ); if ( trace->startsolid&&(trace->contents&CONTENTS_BOTCLIP) ) {//started inside do not enter, so ignore them clipmask &= ~CONTENTS_BOTCLIP; trap_Trace( trace, self->r.currentOrigin, mins, self->r.maxs, end, self->s.number, clipmask ); } //Do a simple check if ( ( trace->allsolid == qfalse ) && ( trace->startsolid == qfalse ) && ( trace->fraction == 1.0f ) ) return qtrue; //See if we're too far above if ( fabs( self->r.currentOrigin[2] - end[2] ) > 48 ) return qfalse; //This is a work around radius = ( self->r.maxs[0] > self->r.maxs[1] ) ? self->r.maxs[0] : self->r.maxs[1]; dist = Distance( self->r.currentOrigin, end ); tFrac = 1.0f - ( radius / dist ); if ( trace->fraction >= tFrac ) return qtrue; //Do a special check for doors if ( trace->entityNum < ENTITYNUM_WORLD ) { gentity_t *blocker = &g_entities[trace->entityNum]; if VALIDSTRING( blocker->classname ) { if ( G_EntIsUnlockedDoor( blocker->s.number ) ) //if ( Q_stricmp( blocker->classname, "func_door" ) == 0 ) { //We're too close, try and avoid the door (most likely stuck on a lip) if ( DistanceSquared( self->r.currentOrigin, trace->endpos ) < MIN_DOOR_BLOCK_DIST_SQR ) return qfalse; return qtrue; } } } return qfalse; } /* ------------------------- NAV_TestBypass ------------------------- */ static qboolean NAV_TestBypass( gentity_t *self, float yaw, float blocked_dist, vec3_t movedir ) { trace_t tr; vec3_t avoidAngles; vec3_t block_test, block_pos; VectorClear( avoidAngles ); avoidAngles[YAW] = yaw; AngleVectors( avoidAngles, block_test, NULL, NULL ); VectorMA( self->r.currentOrigin, blocked_dist, block_test, block_pos ); if ( NAVDEBUG_showCollision ) { G_DrawEdge( self->r.currentOrigin, block_pos, EDGE_BLOCKED ); } //See if we're clear to move in that direction if ( NAV_CheckAhead( self, block_pos, &tr, ( self->clipmask & ~CONTENTS_BODY )|CONTENTS_BOTCLIP ) ) { VectorCopy( block_test, movedir ); return qtrue; } return qfalse; } /* ------------------------- NAV_Bypass ------------------------- */ qboolean NAV_Bypass( gentity_t *self, gentity_t *blocker, vec3_t blocked_dir, float blocked_dist, vec3_t movedir ) { float dot, yaw, avoidRadius, arcAngle; vec3_t right; //Draw debug info if requested if ( NAVDEBUG_showCollision ) { G_DrawEdge( self->r.currentOrigin, blocker->r.currentOrigin, EDGE_NORMAL ); } AngleVectors( self->r.currentAngles, NULL, right, NULL ); //Get the blocked direction yaw = vectoyaw( blocked_dir ); //Get the avoid radius avoidRadius = sqrt( ( blocker->r.maxs[0] * blocker->r.maxs[0] ) + ( blocker->r.maxs[1] * blocker->r.maxs[1] ) ) + sqrt( ( self->r.maxs[0] * self->r.maxs[0] ) + ( self->r.maxs[1] * self->r.maxs[1] ) ); //See if we're inside our avoidance radius arcAngle = ( blocked_dist <= avoidRadius ) ? 135 : ( ( avoidRadius / blocked_dist ) * 90 ); //FIXME: Although the below code will cause the NPC to take the "better" route, it can cause NPCs to become stuck on // one another in certain situations where both decide to take the same direction. //Check to see what dir the other guy is moving in (if any) and pick the opposite dir if ( blocker->client && !VectorCompare( blocker->client->ps.velocity, vec3_origin ) ) { vec3_t blocker_movedir; VectorNormalize2( blocker->client->ps.velocity, blocker_movedir ); dot = DotProduct( blocker_movedir, blocked_dir ); if ( dot < 0.35f && dot > -0.35f ) {//he's moving to the side of me vec3_t block_pos; trace_t tr; VectorScale( blocker_movedir, -1, blocker_movedir ); VectorMA( self->r.currentOrigin, blocked_dist, blocker_movedir, block_pos ); if ( NAV_CheckAhead( self, block_pos, &tr, ( self->clipmask & ~CONTENTS_BODY )|CONTENTS_BOTCLIP ) ) { VectorCopy( blocker_movedir, movedir ); return qtrue; } } } //FIXME: this makes NPCs stack up and ping-pong like crazy. // Need to keep track of this and stop trying after a while dot = DotProduct( blocked_dir, right ); //Go right on the first try if that works better if ( dot < 0.0f ) arcAngle *= -1; //Test full, best position first if ( NAV_TestBypass( self, AngleNormalize360( yaw + arcAngle ), blocked_dist, movedir ) ) return qtrue; //Try a smaller arc if ( NAV_TestBypass( self, AngleNormalize360( yaw + ( arcAngle * 0.5f ) ), blocked_dist, movedir ) ) return qtrue; //Try the other direction if ( NAV_TestBypass( self, AngleNormalize360( yaw + ( arcAngle * -1 ) ), blocked_dist, movedir ) ) return qtrue; //Try the other direction more precisely if ( NAV_TestBypass( self, AngleNormalize360( yaw + ( ( arcAngle * -1 ) * 0.5f ) ), blocked_dist, movedir ) ) return qtrue; //Unable to go around return qfalse; } /* ------------------------- NAV_MoveBlocker ------------------------- */ qboolean NAV_MoveBlocker( gentity_t *self, vec3_t shove_dir ) { //FIXME: This is a temporary method for making blockers move //FIXME: This will, of course, push blockers off of cliffs, into walls and all over the place vec3_t temp_dir, forward; vectoangles( shove_dir, temp_dir ); temp_dir[YAW] += 45; AngleVectors( temp_dir, forward, NULL, NULL ); VectorScale( forward, SHOVE_SPEED, self->client->ps.velocity ); self->client->ps.velocity[2] += SHOVE_LIFT; //self->NPC->shoveDebounce = level.time + 100; return qtrue; } /* ------------------------- NAV_ResolveBlock ------------------------- */ qboolean NAV_ResolveBlock( gentity_t *self, gentity_t *blocker, vec3_t blocked_dir ) { //Stop double waiting if ( ( blocker->NPC ) && ( blocker->NPC->blockingEntNum == self->s.number ) ) return qtrue; //For now, just complain about it NPC_Blocked( self, blocker ); NPC_FaceEntity( blocker, qtrue ); return qfalse; } /* ------------------------- NAV_TrueCollision ------------------------- */ qboolean NAV_TrueCollision( gentity_t *self, gentity_t *blocker, vec3_t movedir, vec3_t blocked_dir ) { vec3_t velocityDir; float speed, dot; vec3_t testPos; vec3_t ptmins, ptmaxs, tmins, tmaxs; //TODO: Handle all ents if ( blocker->client == NULL ) return qfalse; //Get the player's move direction and speed speed = VectorNormalize2( self->client->ps.velocity, velocityDir ); //See if it's even feasible dot = DotProduct( movedir, velocityDir ); if ( dot < 0.85 ) return qfalse; VectorMA( self->r.currentOrigin, speed*FRAMETIME, velocityDir, testPos ); VectorAdd( blocker->r.currentOrigin, blocker->r.mins, tmins ); VectorAdd( blocker->r.currentOrigin, blocker->r.maxs, tmaxs ); VectorAdd( testPos, self->r.mins, ptmins ); VectorAdd( testPos, self->r.maxs, ptmaxs ); if ( G_BoundsOverlap( ptmins, ptmaxs, tmins, tmaxs ) ) { VectorCopy( velocityDir, blocked_dir ); return qtrue; } return qfalse; } /* ------------------------- NAV_StackedCanyon ------------------------- */ qboolean NAV_StackedCanyon( gentity_t *self, gentity_t *blocker, vec3_t pathDir ) { vec3_t perp, cross, test; float avoidRadius; int extraClip = CONTENTS_BOTCLIP; trace_t tr; PerpendicularVector( perp, pathDir ); CrossProduct( pathDir, perp, cross ); avoidRadius = sqrt( ( blocker->r.maxs[0] * blocker->r.maxs[0] ) + ( blocker->r.maxs[1] * blocker->r.maxs[1] ) ) + sqrt( ( self->r.maxs[0] * self->r.maxs[0] ) + ( self->r.maxs[1] * self->r.maxs[1] ) ); VectorMA( blocker->r.currentOrigin, avoidRadius, cross, test ); trap_Trace( &tr, test, self->r.mins, self->r.maxs, test, self->s.number, self->clipmask|extraClip ); if ( tr.startsolid&&(tr.contents&CONTENTS_BOTCLIP) ) {//started inside do not enter, so ignore them extraClip &= ~CONTENTS_BOTCLIP; trap_Trace( &tr, test, self->r.mins, self->r.maxs, test, self->s.number, self->clipmask|extraClip ); } if ( NAVDEBUG_showCollision ) { vec3_t mins, maxs; vec3_t RED = { 1.0f, 0.0f, 0.0f }; VectorAdd( test, self->r.mins, mins ); VectorAdd( test, self->r.maxs, maxs ); G_Cube( mins, maxs, RED, 0.25 ); } if ( tr.startsolid == qfalse && tr.allsolid == qfalse ) return qfalse; VectorMA( blocker->r.currentOrigin, -avoidRadius, cross, test ); trap_Trace( &tr, test, self->r.mins, self->r.maxs, test, self->s.number, self->clipmask|extraClip ); if ( tr.startsolid&&(tr.contents&CONTENTS_BOTCLIP) ) {//started inside do not enter, so ignore them extraClip &= ~CONTENTS_BOTCLIP; trap_Trace( &tr, test, self->r.mins, self->r.maxs, test, self->s.number, self->clipmask|extraClip ); } if ( tr.startsolid == qfalse && tr.allsolid == qfalse ) return qfalse; if ( NAVDEBUG_showCollision ) { vec3_t mins, maxs; vec3_t RED = { 1.0f, 0.0f, 0.0f }; VectorAdd( test, self->r.mins, mins ); VectorAdd( test, self->r.maxs, maxs ); G_Cube( mins, maxs, RED, 0.25 ); } return qtrue; } /* ------------------------- NAV_ResolveEntityCollision ------------------------- */ qboolean NAV_ResolveEntityCollision( gentity_t *self, gentity_t *blocker, vec3_t movedir, vec3_t pathDir ) { vec3_t blocked_dir; float blocked_dist; //Doors are ignored if ( G_EntIsUnlockedDoor( blocker->s.number ) ) //if ( Q_stricmp( blocker->classname, "func_door" ) == 0 ) { if ( DistanceSquared( self->r.currentOrigin, blocker->r.currentOrigin ) > MIN_DOOR_BLOCK_DIST_SQR ) return qtrue; } VectorSubtract( blocker->r.currentOrigin, self->r.currentOrigin, blocked_dir ); blocked_dist = VectorNormalize( blocked_dir ); //Make sure an actual collision is going to happen // if ( NAV_PredictCollision( self, blocker, movedir, blocked_dir ) == qfalse ) // return qtrue; //See if we can get around the blocker at all (only for player!) if ( blocker->s.number == 0 ) { if ( NAV_StackedCanyon( self, blocker, pathDir ) ) { NPC_Blocked( self, blocker ); NPC_FaceEntity( blocker, qtrue ); return qfalse; } } //First, attempt to walk around the blocker if ( NAV_Bypass( self, blocker, blocked_dir, blocked_dist, movedir ) ) return qtrue; //Second, attempt to calculate a good move position for the blocker if ( NAV_ResolveBlock( self, blocker, blocked_dir ) ) return qtrue; return qfalse; } /* ------------------------- NAV_TestForBlocked ------------------------- */ qboolean NAV_TestForBlocked( gentity_t *self, gentity_t *goal, gentity_t *blocker, float distance, int *flags ) { if ( goal == NULL ) return qfalse; if ( blocker->s.eType == ET_ITEM ) return qfalse; if ( NAV_HitNavGoal( blocker->r.currentOrigin, blocker->r.mins, blocker->r.maxs, goal->r.currentOrigin, 12, qfalse ) ) { *flags |= NIF_BLOCKED; if ( distance <= MIN_STOP_DIST ) { NPC_Blocked( self, blocker ); NPC_FaceEntity( blocker, qtrue ); return qtrue; } } return qfalse; } /* ------------------------- NAV_AvoidCollsion ------------------------- */ qboolean NAV_AvoidCollision( gentity_t *self, gentity_t *goal, navInfo_t *info ) { vec3_t movedir; vec3_t movepos; //Clear our block info for this frame NAV_ClearBlockedInfo( NPC ); //Cap our distance if ( info->distance > MAX_COLL_AVOID_DIST ) { info->distance = MAX_COLL_AVOID_DIST; } //Get an end position VectorMA( self->r.currentOrigin, info->distance, info->direction, movepos ); VectorCopy( info->direction, movedir ); if ( self && self->NPC && (self->NPC->aiFlags&NPCAI_NO_COLL_AVOID) ) {//pretend there's no-one in the way return qtrue; } //Now test against entities if ( NAV_CheckAhead( self, movepos, &info->trace, CONTENTS_BODY ) == qfalse ) { //Get the blocker info->blocker = &g_entities[ info->trace.entityNum ]; info->flags |= NIF_COLLISION; //Ok to hit our goal entity if ( goal == info->blocker ) return qtrue; //See if we're moving along with them //if ( NAV_TrueCollision( self, info.blocker, movedir, info.direction ) == qfalse ) // return qtrue; //Test for blocking by standing on goal if ( NAV_TestForBlocked( self, goal, info->blocker, info->distance, &info->flags ) == qtrue ) return qfalse; //If the above function said we're blocked, don't do the extra checks if ( info->flags & NIF_BLOCKED ) return qtrue; //See if we can get that entity to move out of our way if ( NAV_ResolveEntityCollision( self, info->blocker, movedir, info->pathDirection ) == qfalse ) return qfalse; VectorCopy( movedir, info->direction ); return qtrue; } //Our path is clear, just move there if ( NAVDEBUG_showCollision ) { G_DrawEdge( self->r.currentOrigin, movepos, EDGE_PATH ); } return qtrue; } /* ------------------------- NAV_TestBestNode ------------------------- */ int NAV_TestBestNode( gentity_t *self, int startID, int endID, qboolean failEdge ) {//check only against architectrure vec3_t end; trace_t trace; vec3_t mins; int clipmask = (NPC->clipmask&~CONTENTS_BODY)|CONTENTS_BOTCLIP; //get the position for the test choice trap_Nav_GetNodePosition( endID, end ); //Offset the step height VectorSet( mins, self->r.mins[0], self->r.mins[1], self->r.mins[2] + STEPSIZE ); trap_Trace( &trace, self->r.currentOrigin, mins, self->r.maxs, end, self->s.number, clipmask ); if ( trace.startsolid&&(trace.contents&CONTENTS_BOTCLIP) ) {//started inside do not enter, so ignore them clipmask &= ~CONTENTS_BOTCLIP; trap_Trace( &trace, self->r.currentOrigin, mins, self->r.maxs, end, self->s.number, clipmask ); } //Do a simple check if ( ( trace.allsolid == qfalse ) && ( trace.startsolid == qfalse ) && ( trace.fraction == 1.0f ) ) {//it's clear return endID; } //See if we're too far above if ( self->s.weapon != WP_SABER && fabs( self->r.currentOrigin[2] - end[2] ) > 48 ) { } else { //This is a work around float radius = ( self->r.maxs[0] > self->r.maxs[1] ) ? self->r.maxs[0] : self->r.maxs[1]; float dist = Distance( self->r.currentOrigin, end ); float tFrac = 1.0f - ( radius / dist ); if ( trace.fraction >= tFrac ) {//it's clear return endID; } } //Do a special check for doors if ( trace.entityNum < ENTITYNUM_WORLD ) { gentity_t *blocker = &g_entities[trace.entityNum]; if VALIDSTRING( blocker->classname ) {//special case: doors are architecture, but are dynamic, like entitites if ( G_EntIsUnlockedDoor( blocker->s.number ) ) //if ( Q_stricmp( blocker->classname, "func_door" ) == 0 ) {//it's unlocked, go for it //We're too close, try and avoid the door (most likely stuck on a lip) if ( DistanceSquared( self->r.currentOrigin, trace.endpos ) < MIN_DOOR_BLOCK_DIST_SQR ) { return startID; } //we can keep heading to the door, it should open if ( self->s.weapon != WP_SABER && fabs( self->r.currentOrigin[2] - end[2] ) > 48 ) {//too far above } else { return endID; } } else if ( G_EntIsDoor( blocker->s.number ) ) {//a locked door! //path is blocked by a locked door, mark it as such if instructed to do so if ( failEdge ) { trap_Nav_AddFailedEdge( self->s.number, startID, endID ); } } else if ( G_EntIsBreakable( blocker->s.number ) ) {//do same for breakable brushes/models/glass? //path is blocked by a breakable, mark it as such if instructed to do so if ( failEdge ) { trap_Nav_AddFailedEdge( self->s.number, startID, endID ); } } else if ( G_EntIsRemovableUsable( blocker->s.number ) ) {//and removable usables //path is blocked by a removable usable, mark it as such if instructed to do so if ( failEdge ) { trap_Nav_AddFailedEdge( self->s.number, startID, endID ); } } else if ( blocker->targetname && blocker->s.solid == SOLID_BMODEL && ((blocker->r.contents&CONTENTS_MONSTERCLIP)|| (blocker->r.contents&CONTENTS_BOTCLIP)) ) {//some other kind of do not enter entity brush that will probably be removed //path is blocked by a removable brushent, mark it as such if instructed to do so if ( failEdge ) { trap_Nav_AddFailedEdge( self->s.number, startID, endID ); } } } } //path is blocked //use the fallback choice return startID; } /* ------------------------- NAV_GetNearestNode ------------------------- */ int NAV_GetNearestNode( gentity_t *self, int lastNode ) { return trap_Nav_GetNearestNode( self, lastNode, NF_CLEAR_PATH, WAYPOINT_NONE ); } /* ------------------------- NAV_MicroError ------------------------- */ qboolean NAV_MicroError( vec3_t start, vec3_t end ) { if ( VectorCompare( start, end ) ) { if ( DistanceSquared( NPC->r.currentOrigin, start ) < (8*8) ) { return qtrue; } } return qfalse; } /* ------------------------- NAV_MoveToGoal ------------------------- */ int NAV_MoveToGoal( gentity_t *self, navInfo_t *info ) { int bestNode; vec3_t origin, end; //Must have a goal entity to move there if( self->NPC->goalEntity == NULL ) return WAYPOINT_NONE; //Check special player optimizations if ( self->NPC->goalEntity->s.number == 0 ) { //If we couldn't find the point, then we won't be able to this turn if ( self->NPC->goalEntity->waypoint == WAYPOINT_NONE ) return WAYPOINT_NONE; //NOTENOTE: Otherwise trust this waypoint for the whole frame (reduce all unnecessary calculations) } else { //Find the target's waypoint if ( ( self->NPC->goalEntity->waypoint = NAV_GetNearestNode( self->NPC->goalEntity, self->NPC->goalEntity->waypoint ) ) == WAYPOINT_NONE ) return WAYPOINT_NONE; } //Find our waypoint if ( ( self->waypoint = NAV_GetNearestNode( self, self->lastWaypoint ) ) == WAYPOINT_NONE ) return WAYPOINT_NONE; bestNode = trap_Nav_GetBestNode( self->waypoint, self->NPC->goalEntity->waypoint, NODE_NONE ); if ( bestNode == WAYPOINT_NONE ) { if ( NAVDEBUG_showEnemyPath ) { vec3_t origin, torigin; trap_Nav_GetNodePosition( self->NPC->goalEntity->waypoint, torigin ); trap_Nav_GetNodePosition( self->waypoint, origin ); G_DrawNode( torigin, NODE_GOAL ); G_DrawNode( origin, NODE_GOAL ); G_DrawNode( self->NPC->goalEntity->r.currentOrigin, NODE_START ); } return WAYPOINT_NONE; } //Check this node bestNode = NAV_TestBestNode( self, bestNode, self->NPC->goalEntity->waypoint, qfalse ); //trace_t trace; //Get this position trap_Nav_GetNodePosition( bestNode, origin ); trap_Nav_GetNodePosition( self->waypoint, end ); //Basically, see if the path we have isn't helping //if ( NAV_MicroError( origin, end ) ) // return WAYPOINT_NONE; //Test the path connection from our current position to the best node if ( NAV_CheckAhead( self, origin, &info->trace, (self->clipmask&~CONTENTS_BODY)|CONTENTS_BOTCLIP ) == qfalse ) { //First attempt to move to the closest point on the line between the waypoints G_FindClosestPointOnLineSegment( origin, end, self->r.currentOrigin, origin ); //See if we can go there if ( NAV_CheckAhead( self, origin, &info->trace, (self->clipmask&~CONTENTS_BODY)|CONTENTS_BOTCLIP ) == qfalse ) { //Just move towards our current waypoint bestNode = self->waypoint; trap_Nav_GetNodePosition( bestNode, origin ); } } //Setup our new move information VectorSubtract( origin, self->r.currentOrigin, info->direction ); info->distance = VectorNormalize( info->direction ); VectorSubtract( end, origin, info->pathDirection ); VectorNormalize( info->pathDirection ); //Draw any debug info, if requested if ( NAVDEBUG_showEnemyPath ) { vec3_t dest, start; //Get the positions trap_Nav_GetNodePosition( self->NPC->goalEntity->waypoint, dest ); trap_Nav_GetNodePosition( bestNode, start ); //Draw the route G_DrawNode( start, NODE_START ); G_DrawNode( dest, NODE_GOAL ); trap_Nav_ShowPath( self->waypoint, self->NPC->goalEntity->waypoint ); } return bestNode; } /* ------------------------- waypoint_testDirection ------------------------- */ unsigned int waypoint_testDirection( vec3_t origin, float yaw, unsigned int minDist ) { vec3_t trace_dir, test_pos; vec3_t maxs, mins; vec3_t angles; trace_t tr; //Setup the mins and max VectorSet( maxs, 15, 15, DEFAULT_MAXS_2 ); VectorSet( mins, -15, -15, DEFAULT_MINS_2 + STEPSIZE ); //Get our test direction VectorSet(angles, 0, yaw, 0 ); AngleVectors( angles, trace_dir, NULL, NULL ); //Move ahead // VectorMA( origin, MAX_RADIUS_CHECK, trace_dir, test_pos ); VectorMA( origin, minDist, trace_dir, test_pos ); trap_Trace( &tr, origin, mins, maxs, test_pos, ENTITYNUM_NONE, ( CONTENTS_SOLID | CONTENTS_MONSTERCLIP | CONTENTS_BOTCLIP ) ); //return (unsigned int) ( (float) MAX_RADIUS_CHECK * tr.fraction ); return (unsigned int) ( (float) minDist * tr.fraction ); } /* ------------------------- waypoint_getRadius ------------------------- */ unsigned int waypoint_getRadius( gentity_t *ent ) { unsigned int minDist = MAX_RADIUS_CHECK + 1; // (unsigned int) -1; unsigned int dist; int i; for ( i = 0; i < YAW_ITERATIONS; i++ ) { dist = waypoint_testDirection( ent->r.currentOrigin, ((360.0f/YAW_ITERATIONS) * i), minDist ); if ( dist < minDist ) minDist = dist; } return minDist; } /*QUAKED waypoint (0.7 0.7 0) (-16 -16 -24) (16 16 32) SOLID_OK a place to go. SOLID_OK - only use if placing inside solid is unavoidable in map, but may be clear in-game (ie: at the bottom of a tall, solid lift that starts at the top position) radius is automatically calculated in-world. */ void SP_waypoint ( gentity_t *ent ) { if ( navCalculatePaths ) { unsigned int radius; VectorSet(ent->r.mins, -15, -15, DEFAULT_MINS_2); VectorSet(ent->r.maxs, 15, 15, DEFAULT_MAXS_2); ent->r.contents = CONTENTS_TRIGGER; ent->clipmask = MASK_DEADSOLID; trap_LinkEntity( ent ); ent->count = -1; ent->classname = "waypoint"; if( !(ent->spawnflags&1) && G_CheckInSolid (ent, qtrue)) {//if not SOLID_OK, and in solid ent->r.maxs[2] = CROUCH_MAXS_2; if(G_CheckInSolid (ent, qtrue)) { Com_Printf(S_COLOR_RED"ERROR: Waypoint %s at %s in solid!\n", ent->targetname, vtos(ent->r.currentOrigin)); assert(0 && "Waypoint in solid!"); G_FreeEntity(ent); return; } } radius = waypoint_getRadius( ent ); ent->health = trap_Nav_AddRawPoint( ent->r.currentOrigin, ent->spawnflags, radius ); NAV_StoreWaypoint( ent ); G_FreeEntity(ent); return; } G_FreeEntity(ent); } /*QUAKED waypoint_small (0.7 0.7 0) (-2 -2 -24) (2 2 32) SOLID_OK SOLID_OK - only use if placing inside solid is unavoidable in map, but may be clear in-game (ie: at the bottom of a tall, solid lift that starts at the top position) */ void SP_waypoint_small (gentity_t *ent) { if ( navCalculatePaths ) { VectorSet(ent->r.mins, -2, -2, DEFAULT_MINS_2); VectorSet(ent->r.maxs, 2, 2, DEFAULT_MAXS_2); ent->r.contents = CONTENTS_TRIGGER; ent->clipmask = MASK_DEADSOLID; trap_LinkEntity( ent ); ent->count = -1; ent->classname = "waypoint"; if ( !(ent->spawnflags&1) && G_CheckInSolid( ent, qtrue ) ) { ent->r.maxs[2] = CROUCH_MAXS_2; if ( G_CheckInSolid( ent, qtrue ) ) { Com_Printf(S_COLOR_RED"ERROR: Waypoint_small %s at %s in solid!\n", ent->targetname, vtos(ent->r.currentOrigin)); assert(0); G_FreeEntity(ent); return; } } ent->health = trap_Nav_AddRawPoint( ent->r.currentOrigin, ent->spawnflags, 2 ); NAV_StoreWaypoint( ent ); G_FreeEntity(ent); return; } G_FreeEntity(ent); } /*QUAKED waypoint_navgoal (0.3 1 0.3) (-16 -16 -24) (16 16 32) SOLID_OK A waypoint for script navgoals Not included in navigation data SOLID_OK - only use if placing inside solid is unavoidable in map, but may be clear in-game (ie: at the bottom of a tall, solid lift that starts at the top position) targetname - name you would use in script when setting a navgoal (like so:) For example: if you give this waypoint a targetname of "console", make an NPC go to it in a script like so: set ("navgoal", "console"); radius - how far from the navgoal an ent can be before it thinks it reached it - default is "0" which means no radius check, just have to touch it */ void SP_waypoint_navgoal( gentity_t *ent ) { int radius = ( ent->radius ) ? (((int)ent->radius)|NAVGOAL_USE_RADIUS) : 12; VectorSet( ent->r.mins, -16, -16, -24 ); VectorSet( ent->r.maxs, 16, 16, 32 ); ent->s.origin[2] += 0.125; if ( !(ent->spawnflags&1) && G_CheckInSolid( ent, qfalse ) ) { Com_Printf(S_COLOR_RED"ERROR: Waypoint_navgoal %s at %s in solid!\n", ent->targetname, vtos(ent->r.currentOrigin)); assert(0); } TAG_Add( ent->targetname, NULL, ent->s.origin, ent->s.angles, radius, RTF_NAVGOAL ); ent->classname = "navgoal"; G_FreeEntity( ent );//can't do this, they need to be found later by some functions, though those could be fixed, maybe? } /*QUAKED waypoint_navgoal_8 (0.3 1 0.3) (-8 -8 -24) (8 8 32) SOLID_OK A waypoint for script navgoals, 8 x 8 size Not included in navigation data SOLID_OK - only use if placing inside solid is unavoidable in map, but may be clear in-game (ie: at the bottom of a tall, solid lift that starts at the top position) targetname - name you would use in script when setting a navgoal (like so:) For example: if you give this waypoint a targetname of "console", make an NPC go to it in a script like so: set ("navgoal", "console"); You CANNOT set a radius on these navgoals, they are touch-reach ONLY */ void SP_waypoint_navgoal_8( gentity_t *ent ) { VectorSet( ent->r.mins, -8, -8, -24 ); VectorSet( ent->r.maxs, 8, 8, 32 ); ent->s.origin[2] += 0.125; if ( !(ent->spawnflags&1) && G_CheckInSolid( ent, qfalse ) ) { Com_Printf(S_COLOR_RED"ERROR: Waypoint_navgoal_8 %s at %s in solid!\n", ent->targetname, vtos(ent->r.currentOrigin)); assert(0); } TAG_Add( ent->targetname, NULL, ent->s.origin, ent->s.angles, 8, RTF_NAVGOAL ); ent->classname = "navgoal"; G_FreeEntity( ent );//can't do this, they need to be found later by some functions, though those could be fixed, maybe? } /*QUAKED waypoint_navgoal_4 (0.3 1 0.3) (-4 -4 -24) (4 4 32) SOLID_OK A waypoint for script navgoals, 4 x 4 size Not included in navigation data SOLID_OK - only use if placing inside solid is unavoidable in map, but may be clear in-game (ie: at the bottom of a tall, solid lift that starts at the top position) targetname - name you would use in script when setting a navgoal (like so:) For example: if you give this waypoint a targetname of "console", make an NPC go to it in a script like so: set ("navgoal", "console"); You CANNOT set a radius on these navgoals, they are touch-reach ONLY */ void SP_waypoint_navgoal_4( gentity_t *ent ) { VectorSet( ent->r.mins, -4, -4, -24 ); VectorSet( ent->r.maxs, 4, 4, 32 ); ent->s.origin[2] += 0.125; if ( !(ent->spawnflags&1) && G_CheckInSolid( ent, qfalse ) ) { Com_Printf(S_COLOR_RED"ERROR: Waypoint_navgoal_4 %s at %s in solid!\n", ent->targetname, vtos(ent->r.currentOrigin)); assert(0); } TAG_Add( ent->targetname, NULL, ent->s.origin, ent->s.angles, 4, RTF_NAVGOAL ); ent->classname = "navgoal"; G_FreeEntity( ent );//can't do this, they need to be found later by some functions, though those could be fixed, maybe? } /*QUAKED waypoint_navgoal_2 (0.3 1 0.3) (-2 -2 -24) (2 2 32) SOLID_OK A waypoint for script navgoals, 2 x 2 size Not included in navigation data SOLID_OK - only use if placing inside solid is unavoidable in map, but may be clear in-game (ie: at the bottom of a tall, solid lift that starts at the top position) targetname - name you would use in script when setting a navgoal (like so:) For example: if you give this waypoint a targetname of "console", make an NPC go to it in a script like so: set ("navgoal", "console"); You CANNOT set a radius on these navgoals, they are touch-reach ONLY */ void SP_waypoint_navgoal_2( gentity_t *ent ) { VectorSet( ent->r.mins, -2, -2, -24 ); VectorSet( ent->r.maxs, 2, 2, 32 ); ent->s.origin[2] += 0.125; if ( !(ent->spawnflags&1) && G_CheckInSolid( ent, qfalse ) ) { Com_Printf(S_COLOR_RED"ERROR: Waypoint_navgoal_2 %s at %s in solid!\n", ent->targetname, vtos(ent->r.currentOrigin)); assert(0); } TAG_Add( ent->targetname, NULL, ent->s.origin, ent->s.angles, 2, RTF_NAVGOAL ); ent->classname = "navgoal"; G_FreeEntity( ent );//can't do this, they need to be found later by some functions, though those could be fixed, maybe? } /*QUAKED waypoint_navgoal_1 (0.3 1 0.3) (-1 -1 -24) (1 1 32) SOLID_OK A waypoint for script navgoals, 1 x 1 size Not included in navigation data SOLID_OK - only use if placing inside solid is unavoidable in map, but may be clear in-game (ie: at the bottom of a tall, solid lift that starts at the top position) targetname - name you would use in script when setting a navgoal (like so:) For example: if you give this waypoint a targetname of "console", make an NPC go to it in a script like so: set ("navgoal", "console"); You CANNOT set a radius on these navgoals, they are touch-reach ONLY */ void SP_waypoint_navgoal_1( gentity_t *ent ) { VectorSet( ent->r.mins, -1, -1, -24 ); VectorSet( ent->r.maxs, 1, 1, 32 ); ent->s.origin[2] += 0.125; if ( !(ent->spawnflags&1) && G_CheckInSolid( ent, qfalse ) ) { Com_Printf(S_COLOR_RED"ERROR: Waypoint_navgoal_1 %s at %s in solid!\n", ent->targetname, vtos(ent->r.currentOrigin)); assert(0); } TAG_Add( ent->targetname, NULL, ent->s.origin, ent->s.angles, 1, RTF_NAVGOAL ); ent->classname = "navgoal"; G_FreeEntity( ent );//can't do this, they need to be found later by some functions, though those could be fixed, maybe? } /* ------------------------- Svcmd_Nav_f ------------------------- */ void Svcmd_Nav_f( void ) { char cmd[1024]; trap_Argv( 1, cmd, 1024 ); if ( Q_stricmp( cmd, "show" ) == 0 ) { trap_Argv(2, cmd, 1024); if ( Q_stricmp( cmd, "all" ) == 0 ) { NAVDEBUG_showNodes = !NAVDEBUG_showNodes; //NOTENOTE: This causes the two states to sync up if they aren't already NAVDEBUG_showCollision = NAVDEBUG_showNavGoals = NAVDEBUG_showCombatPoints = NAVDEBUG_showEnemyPath = NAVDEBUG_showEdges = NAVDEBUG_showRadius = NAVDEBUG_showNodes; } else if ( Q_stricmp( cmd, "nodes" ) == 0 ) { NAVDEBUG_showNodes = !NAVDEBUG_showNodes; } else if ( Q_stricmp( cmd, "radius" ) == 0 ) { NAVDEBUG_showRadius = !NAVDEBUG_showRadius; } else if ( Q_stricmp( cmd, "edges" ) == 0 ) { NAVDEBUG_showEdges = !NAVDEBUG_showEdges; } else if ( Q_stricmp( cmd, "testpath" ) == 0 ) { NAVDEBUG_showTestPath = !NAVDEBUG_showTestPath; } else if ( Q_stricmp( cmd, "enemypath" ) == 0 ) { NAVDEBUG_showEnemyPath = !NAVDEBUG_showEnemyPath; } else if ( Q_stricmp( cmd, "combatpoints" ) == 0 ) { NAVDEBUG_showCombatPoints = !NAVDEBUG_showCombatPoints; } else if ( Q_stricmp( cmd, "navgoals" ) == 0 ) { NAVDEBUG_showNavGoals = !NAVDEBUG_showNavGoals; } else if ( Q_stricmp( cmd, "collision" ) == 0 ) { NAVDEBUG_showCollision = !NAVDEBUG_showCollision; } } else if ( Q_stricmp( cmd, "set" ) == 0 ) { trap_Argv( 2, cmd, 1024 ); if ( Q_stricmp( cmd, "testgoal" ) == 0 ) { NAVDEBUG_curGoal = trap_Nav_GetNearestNode( &g_entities[0], g_entities[0].waypoint, NF_CLEAR_PATH, WAYPOINT_NONE ); } } else if ( Q_stricmp( cmd, "totals" ) == 0 ) { Com_Printf("Navigation Totals:\n"); Com_Printf("------------------\n"); Com_Printf("Total Nodes: %d\n", trap_Nav_GetNumNodes() ); Com_Printf("Total Combat Points: %d\n", level.numCombatPoints ); } else { //Print the available commands Com_Printf("nav - valid commands\n---\n" ); Com_Printf("show\n - nodes\n - edges\n - testpath\n - enemypath\n - combatpoints\n - navgoals\n---\n"); Com_Printf("set\n - testgoal\n---\n" ); } } // //JWEIER ADDITIONS START qboolean navCalculatePaths = qfalse; qboolean NAVDEBUG_showNodes = qfalse; qboolean NAVDEBUG_showRadius = qfalse; qboolean NAVDEBUG_showEdges = qfalse; qboolean NAVDEBUG_showTestPath = qfalse; qboolean NAVDEBUG_showEnemyPath = qfalse; qboolean NAVDEBUG_showCombatPoints = qfalse; qboolean NAVDEBUG_showNavGoals = qfalse; qboolean NAVDEBUG_showCollision = qfalse; int NAVDEBUG_curGoal = 0; /* ------------------------- NAV_CalculatePaths ------------------------- */ #ifndef FINAL_BUILD int fatalErrors = 0; char *fatalErrorPointer = NULL; char fatalErrorString[4096]; qboolean NAV_WaypointsTooFar( gentity_t *wp1, gentity_t *wp2 ) { if ( Distance( wp1->r.currentOrigin, wp2->r.currentOrigin ) > 1024 ) { char temp[1024]; int len; fatalErrors++; if ( !wp1->targetname && !wp2->targetname ) { Com_sprintf( temp, sizeof(temp), S_COLOR_RED"Waypoint conn %s->%s > 1024\n", vtos( wp1->r.currentOrigin ), vtos( wp2->r.currentOrigin ) ); } else if ( !wp1->targetname ) { Com_sprintf( temp, sizeof(temp), S_COLOR_RED"Waypoint conn %s->%s > 1024\n", vtos( wp1->r.currentOrigin ), wp2->targetname ); } else if ( !wp2->targetname ) { Com_sprintf( temp, sizeof(temp), S_COLOR_RED"Waypoint conn %s->%s > 1024\n", wp1->targetname, vtos( wp2->r.currentOrigin ) ); } else {//they both have valid targetnames Com_sprintf( temp, sizeof(temp), S_COLOR_RED"Waypoint conn %s->%s > 1024\n", wp1->targetname, wp2->targetname ); } len = strlen( temp ); if ( (fatalErrorPointer-fatalErrorString)+len >= sizeof( fatalErrorString ) ) { Com_Error( ERR_DROP, "%s%s%dTOO MANY FATAL NAV ERRORS!!!\n", fatalErrorString, temp, fatalErrors ); return qtrue; } strcat( fatalErrorPointer, temp ); fatalErrorPointer += len; return qtrue; } else { return qfalse; } } #endif static int numStoredWaypoints = 0; //static waypointData_t *tempWaypointList=0; static waypointData_t tempWaypointList[MAX_STORED_WAYPOINTS]; //rwwFIXMEFIXME: Need.. dynamic.. memory void NAV_ClearStoredWaypoints(void) { numStoredWaypoints = 0; } void NAV_StoreWaypoint( gentity_t *ent ) { /* if ( !tempWaypointList ) { //tempWaypointList = (waypointData_t *) gi.Malloc(sizeof(waypointData_t)*MAX_STORED_WAYPOINTS, TAG_TEMP_WORKSPACE, qtrue); int size = sizeof(waypointData_t)*MAX_STORED_WAYPOINTS; trap_TrueMalloc((void **)&tempWaypointList, size); memset(tempWaypointList, 0, size); } */ if ( numStoredWaypoints >= MAX_STORED_WAYPOINTS ) { //G_Error( "Too many waypoints! (%d > %d)\n", numStoredWaypoints, MAX_STORED_WAYPOINTS ); //rwwFIXMEFIXME: commented this out so I can load some of the SP levels. return; } if ( ent->targetname ) { Q_strncpyz( tempWaypointList[numStoredWaypoints].targetname, ent->targetname, MAX_QPATH ); } if ( ent->target ) { Q_strncpyz( tempWaypointList[numStoredWaypoints].target, ent->target, MAX_QPATH ); } if ( ent->target2 ) { Q_strncpyz( tempWaypointList[numStoredWaypoints].target2, ent->target2, MAX_QPATH ); } if ( ent->target3 ) { Q_strncpyz( tempWaypointList[numStoredWaypoints].target3, ent->target3, MAX_QPATH ); } if ( ent->target4 ) { Q_strncpyz( tempWaypointList[numStoredWaypoints].target4, ent->target4, MAX_QPATH ); } tempWaypointList[numStoredWaypoints].nodeID = ent->health; numStoredWaypoints++; } int NAV_GetStoredWaypoint( char *targetname ) { int i; if ( !tempWaypointList || !targetname || !targetname[0] ) { return -1; } for ( i = 0; i < numStoredWaypoints; i++ ) { if ( tempWaypointList[i].targetname[0] ) { if ( !Q_stricmp( targetname, tempWaypointList[i].targetname ) ) { return i; } } } return -1; } void NAV_CalculatePaths( const char *filename, int checksum ) { int target = -1; int i; if ( !tempWaypointList ) { return; } #ifndef FINAL_BUILD fatalErrors = 0; memset( fatalErrorString, 0, sizeof( fatalErrorString ) ); fatalErrorPointer = &fatalErrorString[0]; #endif #if _HARD_CONNECT //Find all connections and hard connect them for ( i = 0; i < numStoredWaypoints; i++ ) { //Find the first connection target = NAV_GetStoredWaypoint( tempWaypointList[i].target ); if ( target != -1 ) { #ifndef FINAL_BUILD // if ( !NAV_WaypointsTooFar( ent, target ) ) #endif { trap_Nav_HardConnect( tempWaypointList[i].nodeID, tempWaypointList[target].nodeID ); } } //Find a possible second connection target = NAV_GetStoredWaypoint( tempWaypointList[i].target2 ); if ( target != -1 ) { #ifndef FINAL_BUILD // if ( !NAV_WaypointsTooFar( ent, target ) ) #endif { trap_Nav_HardConnect( tempWaypointList[i].nodeID, tempWaypointList[target].nodeID ); } } //Find a possible third connection target = NAV_GetStoredWaypoint( tempWaypointList[i].target3 ); if ( target != -1 ) { #ifndef FINAL_BUILD // if ( !NAV_WaypointsTooFar( ent, target ) ) #endif { trap_Nav_HardConnect( tempWaypointList[i].nodeID, tempWaypointList[target].nodeID ); } } //Find a possible fourth connection target = NAV_GetStoredWaypoint( tempWaypointList[i].target4 ); if ( target != -1 ) { #ifndef FINAL_BUILD // if ( !NAV_WaypointsTooFar( ent, target ) ) #endif { trap_Nav_HardConnect( tempWaypointList[i].nodeID, tempWaypointList[target].nodeID ); } } } #endif //Remove all waypoints now that they're done //gi.Free(tempWaypointList); /* trap_TrueFree((void **)&tempWaypointList); tempWaypointList=0; */ //Now check all blocked edges, mark failed ones trap_Nav_CheckBlockedEdges(); trap_Nav_SetPathsCalculated(qfalse); //navigator.pathsCalculated = qfalse; //Calculate the paths based on the supplied waypoints //trap_Nav_CalculatePaths(); //Save the resulting information /* if ( trap_Nav_Save( filename, checksum ) == qfalse ) { Com_Printf("Unable to save navigations data for map \"%s\" (checksum:%d)\n", filename, checksum ); } */ #ifndef FINAL_BUILD if ( fatalErrors ) { //Com_Error( ERR_DROP, "%s%d FATAL NAV ERRORS\n", fatalErrorString, fatalErrors ); Com_Printf( "%s%d FATAL NAV ERRORS\n", fatalErrorString, fatalErrors ); } #endif } /* ------------------------- NAV_Shutdown ------------------------- */ void NAV_Shutdown( void ) { trap_Nav_Free(); } /* ------------------------- NAV_ShowDebugInfo ------------------------- */ void NAV_ShowDebugInfo( void ) { int i; if ( NAVDEBUG_showNodes ) { trap_Nav_ShowNodes(); } if ( NAVDEBUG_showEdges ) { trap_Nav_ShowEdges(); } if ( NAVDEBUG_showTestPath ) { //Get the nearest node to the player int nearestNode = trap_Nav_GetNearestNode( &g_entities[0], g_entities[0].waypoint, NF_ANY, WAYPOINT_NONE ); int testNode = trap_Nav_GetBestNode( nearestNode, NAVDEBUG_curGoal, NODE_NONE ); vec3_t dest, start; nearestNode = NAV_TestBestNode( &g_entities[0], nearestNode, testNode, qfalse ); //Show the connection //Get the positions trap_Nav_GetNodePosition( NAVDEBUG_curGoal, dest ); trap_Nav_GetNodePosition( nearestNode, start ); G_DrawNode( start, NODE_START ); G_DrawNode( dest, NODE_GOAL ); trap_Nav_ShowPath( nearestNode, NAVDEBUG_curGoal ); } if ( NAVDEBUG_showCombatPoints ) { for ( i = 0; i < level.numCombatPoints; i++ ) { G_DrawCombatPoint( level.combatPoints[i].origin, 0 ); } } if ( NAVDEBUG_showNavGoals ) { TAG_ShowTags( RTF_NAVGOAL ); } } /* ------------------------- NAV_FindPlayerWaypoint ------------------------- */ void NAV_FindPlayerWaypoint( int clNum ) { g_entities[clNum].waypoint = trap_Nav_GetNearestNode( &g_entities[clNum], g_entities[clNum].lastWaypoint, NF_CLEAR_PATH, WAYPOINT_NONE ); } // //JWEIER ADDITIONS END