mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-14 00:40:32 +00:00
353 lines
13 KiB
C
353 lines
13 KiB
C
//B_local.h
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//re-added by MCG
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#ifndef __B_LOCAL_H__
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#define __B_LOCAL_H__
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#include "g_local.h"
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#include "say.h"
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#include "ai.h"
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#define AI_TIMERS 0//turn on to see print-outs of AI/nav timing
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//
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// Navigation susbsystem
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//
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#define NAVF_DUCK 0x00000001
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#define NAVF_JUMP 0x00000002
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#define NAVF_HOLD 0x00000004
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#define NAVF_SLOW 0x00000008
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#define DEBUG_LEVEL_DETAIL 4
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#define DEBUG_LEVEL_INFO 3
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#define DEBUG_LEVEL_WARNING 2
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#define DEBUG_LEVEL_ERROR 1
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#define DEBUG_LEVEL_NONE 0
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#define MAX_GOAL_REACHED_DIST_SQUARED 256//16 squared
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#define MIN_ANGLE_ERROR 0.01f
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#define MIN_ROCKET_DIST_SQUARED 16384//128*128
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//
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// NPC.cpp
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//
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// ai debug cvars
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void SetNPCGlobals( gentity_t *ent );
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void SaveNPCGlobals();
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void RestoreNPCGlobals();
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extern cvar_t *debugNPCAI; // used to print out debug info about the NPC AI
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extern cvar_t *debugNPCFreeze; // set to disable NPC ai and temporarily freeze them in place
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extern cvar_t *debugNPCName;
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extern cvar_t *d_JediAI;
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extern cvar_t *d_saberCombat;
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extern void NPC_Think ( gentity_t *self);
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extern void pitch_roll_for_slope( gentity_t *forwhom, vec3_t pass_slope = NULL, vec3_t storeAngles = NULL, qboolean keepPitch = qfalse );
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//NPC_reactions.cpp
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extern void NPC_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, vec3_t point, int damage, int mod ,int hitLoc);
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extern void NPC_Touch( gentity_t *self, gentity_t *other, trace_t *trace );
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extern void NPC_Use( gentity_t *self, gentity_t *other, gentity_t *activator );
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extern float NPC_GetPainChance( gentity_t *self, int damage );
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//
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// NPC_misc.cpp
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//
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extern void Debug_Printf( cvar_t *cv, int level, char *fmt, ... );
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extern void Debug_NPCPrintf( gentity_t *printNPC, cvar_t *cv, int debugLevel, char *fmt, ... );
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//MCG - Begin============================================================
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//NPC_ai variables - shared by NPC.cpp andf the following modules
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extern gentity_t *NPC;
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extern gNPC_t *NPCInfo;
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extern gclient_t *client;
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extern usercmd_t ucmd;
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extern visibility_t enemyVisibility;
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//AI_Default
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extern qboolean NPC_CheckInvestigate( int alertEventNum );
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extern qboolean NPC_StandTrackAndShoot (gentity_t *NPC);
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extern void NPC_BSIdle( void );
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extern void NPC_BSPointShoot(qboolean shoot);
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extern void NPC_BSStandGuard (void);
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extern void NPC_BSPatrol (void);
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extern void NPC_BSHuntAndKill (void);
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extern void NPC_BSStandAndShoot (void);
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extern void NPC_BSRunAndShoot (void);
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extern void NPC_BSWait( void );
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extern void NPC_BSDefault( void );
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//NPC_behavior
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extern void NPC_BSAdvanceFight (void);
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extern void NPC_BSInvestigate (void);
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extern void NPC_BSSleep( void );
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extern void NPC_BSFollowLeader (void);
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extern void NPC_BSJump (void);
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extern void NPC_BSRemove (void);
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extern void NPC_BSSearch (void);
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extern void NPC_BSSearchStart (int homeWp, bState_t bState);
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extern void NPC_BSWander (void);
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extern qboolean NPC_BSFlee( void );
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extern void NPC_StartFlee( gentity_t *enemy, vec3_t dangerPoint, int dangerLevel, int fleeTimeMin, int fleeTimeMax );
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extern void G_StartFlee( gentity_t *self, gentity_t *enemy, vec3_t dangerPoint, int dangerLevel, int fleeTimeMin, int fleeTimeMax );
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//NPC_combat
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extern int ChooseBestWeapon( void );
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extern void NPC_ChangeWeapon( int newWeapon );
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extern void ShootThink( void );
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extern void WeaponThink( qboolean inCombat );
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extern qboolean HaveWeapon( int weapon );
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extern qboolean CanShoot ( gentity_t *ent, gentity_t *shooter );
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extern void NPC_CheckPossibleEnemy( gentity_t *other, visibility_t vis );
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extern gentity_t *NPC_PickEnemy (gentity_t *closestTo, int enemyTeam, qboolean checkVis, qboolean findPlayersFirst, qboolean findClosest);
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extern gentity_t *NPC_CheckEnemy (qboolean findNew, qboolean tooFarOk, qboolean setEnemy = qtrue );
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extern qboolean NPC_CheckAttack (float scale);
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extern qboolean NPC_CheckDefend (float scale);
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extern qboolean NPC_CheckCanAttack (float attack_scale, qboolean stationary);
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extern int NPC_AttackDebounceForWeapon (void);
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extern qboolean EntIsGlass (gentity_t *check);
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extern qboolean ShotThroughGlass (trace_t *tr, gentity_t *target, vec3_t spot, int mask);
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extern void G_ClearEnemy (gentity_t *self);
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extern void G_SetEnemy (gentity_t *self, gentity_t *enemy);
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extern gentity_t *NPC_PickAlly ( qboolean facingEachOther, float range, qboolean ignoreGroup, qboolean movingOnly );
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extern void NPC_LostEnemyDecideChase(void);
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extern float NPC_MaxDistSquaredForWeapon( void );
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extern qboolean NPC_EvaluateShot( int hit, qboolean glassOK );
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extern int NPC_ShotEntity( gentity_t *ent, vec3_t impactPos = NULL );
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//NPC_formation
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extern qboolean NPC_SlideMoveToGoal (void);
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extern float NPC_FindClosestTeammate (gentity_t *self);
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extern void NPC_CalcClosestFormationSpot(gentity_t *self);
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extern void G_MaintainFormations (gentity_t *self);
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extern void NPC_BSFormation (void);
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extern void NPC_CreateFormation (gentity_t *self);
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extern void NPC_DropFormation (gentity_t *self);
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extern void NPC_ReorderFormation (gentity_t *self);
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extern void NPC_InsertIntoFormation (gentity_t *self);
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extern void NPC_DeleteFromFormation (gentity_t *self);
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#define COLLISION_RADIUS 32
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#define NUM_POSITIONS 30
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//NPC spawnflags
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#define SFB_SMALLHULL 1
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#define SFB_RIFLEMAN 2
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#define SFB_OLDBORG 2//Borg
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#define SFB_PHASER 4
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#define SFB_GUN 4//Borg
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#define SFB_TRICORDER 8
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#define SFB_TASER 8//Borg
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#define SFB_DRILL 16//Borg
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#define SFB_CINEMATIC 32
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#define SFB_NOTSOLID 64
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#define SFB_STARTINSOLID 128
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#define SFB_TROOPERAI (1<<9)
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//NPC_goal
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extern void SetGoal( gentity_t *goal, float rating );
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extern void NPC_SetGoal( gentity_t *goal, float rating );
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extern void NPC_ClearGoal( void );
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extern void NPC_ReachedGoal( void );
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extern qboolean ReachedGoal( gentity_t *goal );
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extern gentity_t *UpdateGoal( void );
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extern qboolean NPC_MoveToGoal( qboolean tryStraight );
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//NPC_move
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qboolean NPC_Jumping( void );
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qboolean NPC_JumpBackingUp( void );
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qboolean NPC_TryJump( gentity_t *goal, float max_xy_dist = 0.0f, float max_z_diff = 0.0f );
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qboolean NPC_TryJump( const vec3_t& pos,float max_xy_dist = 0.0f, float max_z_diff = 0.0f );
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//NPC_reactions
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//NPC_senses
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#define ALERT_CLEAR_TIME 200
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#define CHECK_PVS 1
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#define CHECK_360 2
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#define CHECK_FOV 4
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#define CHECK_SHOOT 8
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#define CHECK_VISRANGE 16
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extern qboolean CanSee ( gentity_t *ent );
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extern qboolean InFOV ( gentity_t *ent, gentity_t *from, int hFOV, int vFOV );
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extern qboolean InFOV( vec3_t origin, gentity_t *from, int hFOV, int vFOV );
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extern qboolean InFOV( vec3_t spot, vec3_t from, vec3_t fromAngles, int hFOV, int vFOV );
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extern visibility_t NPC_CheckVisibility ( gentity_t *ent, int flags );
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extern qboolean InVisrange ( gentity_t *ent );
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//NPC_sounds
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//extern void NPC_AngerSound(void);
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//NPC_spawn
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extern void NPC_Spawn( gentity_t *self );
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//NPC_stats
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extern int NPC_ReactionTime ( void );
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extern qboolean NPC_ParseParms( const char *NPCName, gentity_t *NPC );
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extern void NPC_LoadParms( void );
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//NPC_utils
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extern int teamNumbers[TEAM_NUM_TEAMS];
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extern int teamStrength[TEAM_NUM_TEAMS];
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extern int teamCounter[TEAM_NUM_TEAMS];
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extern void CalcEntitySpot ( const gentity_t *ent, const spot_t spot, vec3_t point );
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extern qboolean NPC_UpdateAngles ( qboolean doPitch, qboolean doYaw );
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extern void NPC_UpdateShootAngles (vec3_t angles, qboolean doPitch, qboolean doYaw );
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extern qboolean NPC_UpdateFiringAngles ( qboolean doPitch, qboolean doYaw );
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extern void SetTeamNumbers (void);
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extern qboolean G_ActivateBehavior (gentity_t *self, int bset );
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extern void NPC_AimWiggle( vec3_t enemy_org );
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extern void NPC_SetLookTarget( gentity_t *self, int entNum, int clearTime );
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//other modules
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extern void CalcMuzzlePoint ( gentity_t *const ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint, float lead_in );
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//g_combat
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extern void ExplodeDeath( gentity_t *self );
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extern void ExplodeDeath_Wait( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath,int dFlags,int hitLoc );
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extern void GoExplodeDeath( gentity_t *self, gentity_t *other, gentity_t *activator);
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extern float IdealDistance ( gentity_t *self );
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//g_client
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extern qboolean SpotWouldTelefrag( gentity_t *spot, team_t checkteam );
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//g_squad
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extern void NPC_SetSayState (gentity_t *self, gentity_t *to, int saying);
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//g_utils
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extern qboolean G_CheckInSolid (gentity_t *self, qboolean fix);
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extern qboolean infront(gentity_t *from, gentity_t *to);
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//MCG - End============================================================
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// NPC.cpp
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extern void NPC_SetAnim(gentity_t *ent,int setAnimParts,int anim,int setAnimFlags, int iBlend = SETANIM_BLEND_DEFAULT);
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extern qboolean NPC_EnemyTooFar(gentity_t *enemy, float dist, qboolean toShoot);
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// ==================================================================
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inline qboolean NPC_ClearLOS( const vec3_t start, const vec3_t end )
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{
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return G_ClearLOS( NPC, start, end );
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}
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inline qboolean NPC_ClearLOS( const vec3_t end )
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{
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return G_ClearLOS( NPC, end );
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}
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inline qboolean NPC_ClearLOS( gentity_t *ent )
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{
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return G_ClearLOS( NPC, ent );
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}
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inline qboolean NPC_ClearLOS( const vec3_t start, gentity_t *ent )
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{
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return G_ClearLOS( NPC, start, ent );
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}
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inline qboolean NPC_ClearLOS( gentity_t *ent, const vec3_t end )
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{
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return G_ClearLOS( NPC, ent, end );
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}
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extern qboolean NPC_ClearShot( gentity_t *ent );
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extern int NPC_FindCombatPoint( const vec3_t position, const vec3_t avoidPosition, vec3_t enemyPosition, const int flags, const float avoidDist, const int ignorePoint = -1 );
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extern int NPC_FindCombatPointRetry( const vec3_t position,
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const vec3_t avoidPosition,
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vec3_t enemyPosition,
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int *cpFlags,
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float avoidDist,
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const int ignorePoint );
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extern qboolean NPC_ReserveCombatPoint( int combatPointID );
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extern qboolean NPC_FreeCombatPoint( int combatPointID, qboolean failed = qfalse );
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extern qboolean NPC_SetCombatPoint( int combatPointID );
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#define CP_ANY 0 //No flags
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#define CP_COVER 0x00000001 //The enemy cannot currently shoot this position
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#define CP_CLEAR 0x00000002 //This cover point has a clear shot to the enemy
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#define CP_FLEE 0x00000004 //This cover point is marked as a flee point
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#define CP_DUCK 0x00000008 //This cover point is marked as a duck point
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#define CP_NEAREST 0x00000010 //Find the nearest combat point
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#define CP_AVOID_ENEMY 0x00000020 //Avoid our enemy
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#define CP_INVESTIGATE 0x00000040 //A special point worth enemy investigation if searching
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#define CP_SQUAD 0x00000080 //Squad path
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#define CP_AVOID 0x00000100 //Avoid supplied position
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#define CP_APPROACH_ENEMY 0x00000200 //Try to get closer to enemy
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#define CP_CLOSEST 0x00000400 //Take the closest combatPoint to the enemy that's available
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#define CP_FLANK 0x00000800 //Pick a combatPoint behind the enemy
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#define CP_HAS_ROUTE 0x00001000 //Pick a combatPoint that we have a route to
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#define CP_SNIPE 0x00002000 //Pick a combatPoint that is marked as a sniper spot
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#define CP_SAFE 0x00004000 //Pick a combatPoint that is not have dangerTime
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#define CP_HORZ_DIST_COLL 0x00008000 //Collect combat points within *horizontal* dist
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#define CP_NO_PVS 0x00010000 //A combat point out of the PVS of enemy pos
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#define CP_RETREAT 0x00020000 //Try to get farther from enemy
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#define CP_SHORTEST_PATH 0x0004000 //Shortest path from me to combat point to enemy
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#define CP_TRYFAR 0x00080000
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#define CPF_NONE 0
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#define CPF_DUCK 0x00000001
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#define CPF_FLEE 0x00000002
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#define CPF_INVESTIGATE 0x00000004
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#define CPF_SQUAD 0x00000008
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#define CPF_LEAN 0x00000010
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#define CPF_SNIPE 0x00000020
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#define MAX_COMBAT_POINT_CHECK 32
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extern int NPC_ValidEnemy( gentity_t *ent );
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extern int NPC_CheckEnemyExt( qboolean checkAlerts = qfalse );
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extern qboolean NPC_FindPlayer( void );
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extern qboolean NPC_CheckCanAttackExt( void );
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extern int NPC_CheckAlertEvents( qboolean checkSight, qboolean checkSound, int ignoreAlert = -1, qboolean mustHaveOwner = qfalse, int minAlertLevel = AEL_MINOR, qboolean onGroundOnly = qfalse );
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extern qboolean NPC_CheckForDanger( int alertEvent );
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extern void G_AlertTeam( gentity_t *victim, gentity_t *attacker, float radius, float soundDist );
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extern int NPC_FindSquadPoint( vec3_t position );
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extern void ClearPlayerAlertEvents( void );
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extern qboolean G_BoundsOverlap(const vec3_t mins1, const vec3_t maxs1, const vec3_t mins2, const vec3_t maxs2);
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extern void NPC_SetMoveGoal( gentity_t *ent, vec3_t point, int radius, qboolean isNavGoal = qfalse, int combatPoint = -1, gentity_t *targetEnt = NULL );
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extern void NPC_ApplyWeaponFireDelay(void);
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//NPC_FaceXXX suite
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extern qboolean NPC_FacePosition( vec3_t position, qboolean doPitch = qtrue );
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extern qboolean NPC_FaceEntity( gentity_t *ent, qboolean doPitch = qtrue );
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extern qboolean NPC_FaceEnemy( qboolean doPitch = qtrue );
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//Skill level cvar
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extern cvar_t *g_spskill;
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#define NIF_NONE 0x00000000
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#define NIF_FAILED 0x00000001 //failed to find a way to the goal
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#define NIF_MACRO_NAV 0x00000002 //using macro navigation
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#define NIF_COLLISION 0x00000004 //resolving collision with an entity
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#define NIF_BLOCKED 0x00000008 //blocked from moving
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/*
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-------------------------
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struct navInfo_s
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-------------------------
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*/
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typedef struct navInfo_s
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{
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gentity_t *blocker;
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vec3_t direction;
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vec3_t pathDirection;
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float distance;
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trace_t trace;
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int flags;
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} navInfo_t;
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#endif
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