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https://github.com/ioquake/jedi-academy.git
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227 lines
6.3 KiB
C++
227 lines
6.3 KiB
C++
// leave this line at the top for all g_xxxx.cpp files...
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#include "g_headers.h"
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extern qboolean G_EntIsUnlockedDoor( int entityNum );
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extern qboolean FlyingCreature( gentity_t *ent );
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#define MIN_DOOR_BLOCK_DIST 16
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#define MIN_DOOR_BLOCK_DIST_SQR ( MIN_DOOR_BLOCK_DIST * MIN_DOOR_BLOCK_DIST )
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/*
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-------------------------
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NAV_HitNavGoal
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-------------------------
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*/
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qboolean NAV_HitNavGoal( vec3_t point, vec3_t mins, vec3_t maxs, vec3_t dest, int radius, qboolean flying )
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{
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vec3_t dmins, dmaxs, pmins, pmaxs;
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if ( radius )
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{
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radius;
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//NOTE: This needs to do a DistanceSquared on navgoals that had
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// a radius manually set! We can't do the smaller navgoals against
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// walls to get around this because player-sized traces to them
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// from angles will not work... - MCG
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if ( !flying )
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{//Allow for a little z difference
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vec3_t diff;
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VectorSubtract( point, dest, diff );
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if ( fabs(diff[2]) <= 24 )
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{
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diff[2] = 0;
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}
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return ( VectorLengthSquared( diff ) <= (radius*radius) );
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}
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else
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{//must hit exactly
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return ( DistanceSquared(dest, point) <= (radius*radius) );
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}
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//There is probably a better way to do this, either by preserving the original
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// mins and maxs of the navgoal and doing this check ONLY if the radius
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// is non-zero (like the original implementation) or some boolean to
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// tell us to do this check rather than the fake bbox overlap check...
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}
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else
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{
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//Construct a dummy bounding box from our radius value
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VectorSet( dmins, -radius, -radius, -radius );
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VectorSet( dmaxs, radius, radius, radius );
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//Translate it
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VectorAdd( dmins, dest, dmins );
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VectorAdd( dmaxs, dest, dmaxs );
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//Translate the starting box
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VectorAdd( point, mins, pmins );
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VectorAdd( point, maxs, pmaxs );
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//See if they overlap
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return G_BoundsOverlap( pmins, pmaxs, dmins, dmaxs );
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}
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}
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/*
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-------------------------
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NAV_CheckAhead
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-------------------------
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*/
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qboolean NAV_CheckAhead( gentity_t *self, vec3_t end, trace_t &trace, int clipmask )
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{
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vec3_t mins;
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//Offset the step height
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VectorSet( mins, self->mins[0], self->mins[1], self->mins[2] + STEPSIZE );
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gi.trace( &trace, self->currentOrigin, mins, self->maxs, end, self->s.number, clipmask );
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if ( trace.startsolid&&(trace.contents&CONTENTS_BOTCLIP) )
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{//started inside do not enter, so ignore them
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clipmask &= ~CONTENTS_BOTCLIP;
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gi.trace( &trace, self->currentOrigin, mins, self->maxs, end, self->s.number, clipmask );
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}
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//Do a simple check
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if ( ( trace.allsolid == qfalse ) && ( trace.startsolid == qfalse ) && ( trace.fraction == 1.0f ) )
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return qtrue;
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//See if we're too far above
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if ( fabs( self->currentOrigin[2] - end[2] ) > 48 )
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return qfalse;
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//This is a work around
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float radius = ( self->maxs[0] > self->maxs[1] ) ? self->maxs[0] : self->maxs[1];
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float dist = Distance( self->currentOrigin, end );
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float tFrac = 1.0f - ( radius / dist );
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if ( trace.fraction >= tFrac )
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return qtrue;
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//Do a special check for doors
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if ( trace.entityNum < ENTITYNUM_WORLD )
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{
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gentity_t *blocker = &g_entities[trace.entityNum];
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if VALIDSTRING( blocker->classname )
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{
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if ( G_EntIsUnlockedDoor( blocker->s.number ) )
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//if ( Q_stricmp( blocker->classname, "func_door" ) == 0 )
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{
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//We're too close, try and avoid the door (most likely stuck on a lip)
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if ( DistanceSquared( self->currentOrigin, trace.endpos ) < MIN_DOOR_BLOCK_DIST_SQR )
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return qfalse;
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return qtrue;
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}
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}
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}
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return qfalse;
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}
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/*
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-------------------------
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NPC_ClearPathToGoal
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-------------------------
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*/
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qboolean NPC_ClearPathToGoal( vec3_t dir, gentity_t *goal )
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{
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trace_t trace;
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//FIXME: What does do about area portals? THIS IS BROKEN
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//if ( gi.inPVS( NPC->currentOrigin, goal->currentOrigin ) == qfalse )
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// return qfalse;
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//Look ahead and see if we're clear to move to our goal position
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if ( NAV_CheckAhead( NPC, goal->currentOrigin, trace, ( NPC->clipmask & ~CONTENTS_BODY )|CONTENTS_BOTCLIP ) )
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{
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//VectorSubtract( goal->currentOrigin, NPC->currentOrigin, dir );
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return qtrue;
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}
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if (!FlyingCreature(NPC))
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{
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//See if we're too far above
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if ( fabs( NPC->currentOrigin[2] - goal->currentOrigin[2] ) > 48 )
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return qfalse;
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}
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//This is a work around
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float radius = ( NPC->maxs[0] > NPC->maxs[1] ) ? NPC->maxs[0] : NPC->maxs[1];
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float dist = Distance( NPC->currentOrigin, goal->currentOrigin );
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float tFrac = 1.0f - ( radius / dist );
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if ( trace.fraction >= tFrac )
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return qtrue;
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//See if we're looking for a navgoal
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if ( goal->svFlags & SVF_NAVGOAL )
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{
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//Okay, didn't get all the way there, let's see if we got close enough:
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if ( NAV_HitNavGoal( trace.endpos, NPC->mins, NPC->maxs, goal->currentOrigin, NPCInfo->goalRadius, FlyingCreature( NPC ) ) )
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{
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//VectorSubtract(goal->currentOrigin, NPC->currentOrigin, dir);
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return qtrue;
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}
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}
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return qfalse;
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}
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qboolean NAV_DirSafe( gentity_t *self, vec3_t dir, float dist )
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{
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vec3_t mins, end;
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trace_t trace;
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VectorMA( self->currentOrigin, dist, dir, end );
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//Offset the step height
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VectorSet( mins, self->mins[0], self->mins[1], self->mins[2] + STEPSIZE );
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gi.trace( &trace, self->currentOrigin, mins, self->maxs, end, self->s.number, CONTENTS_BOTCLIP );
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//Do a simple check
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if ( ( trace.allsolid == qfalse ) && ( trace.startsolid == qfalse ) && ( trace.fraction == 1.0f ) )
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{
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return qtrue;
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}
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return qfalse;
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}
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qboolean NAV_MoveDirSafe( gentity_t *self, usercmd_t *cmd, float distScale = 1.0f )
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{
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vec3_t moveDir;
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if ( !self || !self->client )
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{
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return qtrue;
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}
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if ( !self->client->ps.speed )
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{
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return qtrue;
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}
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if ( FlyingCreature( self ) )
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{
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return qtrue;
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}
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if ( VectorCompare( self->client->ps.moveDir, vec3_origin ) )
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{//no movedir, build from cmd
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if ( !cmd->forwardmove && !cmd->rightmove )
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{//not moving at all
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return qtrue;
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}
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vec3_t fwd, right, fwdAngs = {0, self->currentAngles[YAW], 0};
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AngleVectors( fwdAngs, fwd, right, NULL );
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VectorScale( fwd, cmd->forwardmove, fwd );
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VectorScale( right, cmd->rightmove, right );
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VectorAdd( fwd, right, moveDir );
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VectorNormalize( moveDir );
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}
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else
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{
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VectorCopy( self->client->ps.moveDir, moveDir );
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}
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return (NAV_DirSafe( self, moveDir, (self->client->ps.speed/10.0f)*distScale ));
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}
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