mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-22 20:31:26 +00:00
227 lines
6.1 KiB
C++
227 lines
6.1 KiB
C++
// leave this line at the top for all g_xxxx.cpp files...
|
|
#include "g_headers.h"
|
|
|
|
extern qboolean G_EntIsUnlockedDoor( int entityNum );
|
|
extern qboolean FlyingCreature( gentity_t *ent );
|
|
|
|
#define MIN_DOOR_BLOCK_DIST 16
|
|
#define MIN_DOOR_BLOCK_DIST_SQR ( MIN_DOOR_BLOCK_DIST * MIN_DOOR_BLOCK_DIST )
|
|
/*
|
|
-------------------------
|
|
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 )
|
|
{
|
|
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_CheckAhead
|
|
-------------------------
|
|
*/
|
|
|
|
qboolean NAV_CheckAhead( gentity_t *self, vec3_t end, trace_t &trace, int clipmask )
|
|
{
|
|
vec3_t mins;
|
|
|
|
//Offset the step height
|
|
VectorSet( mins, self->mins[0], self->mins[1], self->mins[2] + STEPSIZE );
|
|
|
|
gi.trace( &trace, self->currentOrigin, mins, self->maxs, end, self->s.number, clipmask );
|
|
|
|
if ( trace.startsolid&&(trace.contents&CONTENTS_BOTCLIP) )
|
|
{//started inside do not enter, so ignore them
|
|
clipmask &= ~CONTENTS_BOTCLIP;
|
|
gi.trace( &trace, self->currentOrigin, mins, self->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->currentOrigin[2] - end[2] ) > 48 )
|
|
return qfalse;
|
|
|
|
//This is a work around
|
|
float radius = ( self->maxs[0] > self->maxs[1] ) ? self->maxs[0] : self->maxs[1];
|
|
float dist = Distance( self->currentOrigin, end );
|
|
float 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->currentOrigin, trace.endpos ) < MIN_DOOR_BLOCK_DIST_SQR )
|
|
return qfalse;
|
|
|
|
return qtrue;
|
|
}
|
|
}
|
|
}
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_ClearPathToGoal
|
|
-------------------------
|
|
*/
|
|
|
|
qboolean NPC_ClearPathToGoal( vec3_t dir, gentity_t *goal )
|
|
{
|
|
trace_t trace;
|
|
|
|
//FIXME: What does do about area portals? THIS IS BROKEN
|
|
//if ( gi.inPVS( NPC->currentOrigin, goal->currentOrigin ) == qfalse )
|
|
// return qfalse;
|
|
|
|
//Look ahead and see if we're clear to move to our goal position
|
|
if ( NAV_CheckAhead( NPC, goal->currentOrigin, trace, ( NPC->clipmask & ~CONTENTS_BODY )|CONTENTS_BOTCLIP ) )
|
|
{
|
|
//VectorSubtract( goal->currentOrigin, NPC->currentOrigin, dir );
|
|
return qtrue;
|
|
}
|
|
|
|
if (!FlyingCreature(NPC))
|
|
{
|
|
//See if we're too far above
|
|
if ( fabs( NPC->currentOrigin[2] - goal->currentOrigin[2] ) > 48 )
|
|
return qfalse;
|
|
}
|
|
|
|
//This is a work around
|
|
float radius = ( NPC->maxs[0] > NPC->maxs[1] ) ? NPC->maxs[0] : NPC->maxs[1];
|
|
float dist = Distance( NPC->currentOrigin, goal->currentOrigin );
|
|
float tFrac = 1.0f - ( radius / dist );
|
|
|
|
if ( trace.fraction >= tFrac )
|
|
return qtrue;
|
|
|
|
//See if we're looking for a navgoal
|
|
if ( goal->svFlags & SVF_NAVGOAL )
|
|
{
|
|
//Okay, didn't get all the way there, let's see if we got close enough:
|
|
if ( NAV_HitNavGoal( trace.endpos, NPC->mins, NPC->maxs, goal->currentOrigin, NPCInfo->goalRadius, FlyingCreature( NPC ) ) )
|
|
{
|
|
//VectorSubtract(goal->currentOrigin, NPC->currentOrigin, dir);
|
|
return qtrue;
|
|
}
|
|
}
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean NAV_DirSafe( gentity_t *self, vec3_t dir, float dist )
|
|
{
|
|
vec3_t mins, end;
|
|
trace_t trace;
|
|
|
|
VectorMA( self->currentOrigin, dist, dir, end );
|
|
|
|
//Offset the step height
|
|
VectorSet( mins, self->mins[0], self->mins[1], self->mins[2] + STEPSIZE );
|
|
|
|
gi.trace( &trace, self->currentOrigin, mins, self->maxs, end, self->s.number, CONTENTS_BOTCLIP );
|
|
|
|
//Do a simple check
|
|
if ( ( trace.allsolid == qfalse ) && ( trace.startsolid == qfalse ) && ( trace.fraction == 1.0f ) )
|
|
{
|
|
return qtrue;
|
|
}
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean NAV_MoveDirSafe( gentity_t *self, usercmd_t *cmd, float distScale = 1.0f )
|
|
{
|
|
vec3_t moveDir;
|
|
|
|
if ( !self || !self->client )
|
|
{
|
|
return qtrue;
|
|
}
|
|
if ( !self->client->ps.speed )
|
|
{
|
|
return qtrue;
|
|
}
|
|
if ( FlyingCreature( self ) )
|
|
{
|
|
return qtrue;
|
|
}
|
|
if ( VectorCompare( self->client->ps.moveDir, vec3_origin ) )
|
|
{//no movedir, build from cmd
|
|
if ( !cmd->forwardmove && !cmd->rightmove )
|
|
{//not moving at all
|
|
return qtrue;
|
|
}
|
|
vec3_t fwd, right, fwdAngs = {0, self->currentAngles[YAW], 0};
|
|
AngleVectors( fwdAngs, fwd, right, NULL );
|
|
VectorScale( fwd, cmd->forwardmove, fwd );
|
|
VectorScale( right, cmd->rightmove, right );
|
|
VectorAdd( fwd, right, moveDir );
|
|
VectorNormalize( moveDir );
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( self->client->ps.moveDir, moveDir );
|
|
}
|
|
return (NAV_DirSafe( self, moveDir, (self->client->ps.speed/10.0f)*distScale ));
|
|
}
|