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https://github.com/ioquake/jedi-academy.git
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78 lines
2.5 KiB
C
78 lines
2.5 KiB
C
#ifndef __G_NAV_H__
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#define __G_NAV_H__
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//This file is shared by the exe nav code.
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//If you modify it without recompiling the exe with new code, there could be issues.
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#define WAYPOINT_NONE -1
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#define MAX_STORED_WAYPOINTS 512//???
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#define MAX_WAYPOINT_REACHED_DIST_SQUARED 1024 //32 squared
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#define MAX_COLL_AVOID_DIST 128
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#define NAVGOAL_USE_RADIUS 16384 //Used to force the waypoint_navgoals with a manually set radius to actually do a DistanceSquared check, not just bounds overlap
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#define MIN_STOP_DIST 64
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#define MIN_BLOCKED_SPEECH_TIME 4000
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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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#define SHOVE_SPEED 200
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#define SHOVE_LIFT 10
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#define MAX_RADIUS_CHECK 1024
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#define YAW_ITERATIONS 16
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// This is probably wrong - VVFIXME
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// Some kind of wacky code sharing going on here, but we need these things
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// in g_navnew.c -- which is now C++ code in the GAME on Xbox, so the
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// original test fails.
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#if !defined(__cplusplus) || (defined(_XBOX) && defined(QAGAME)) || (defined(__linux__) && defined(QAGAME))
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//rww - Rest of defines here are also shared in exe, do not modify.
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#define __NEWCOLLECT 1
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#define _HARD_CONNECT 1
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//Node flags
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#define NF_ANY 0
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//#define NF_CLEAR_LOS 0x00000001
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#define NF_CLEAR_PATH 0x00000002
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#define NF_RECALC 0x00000004
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//Edge flags
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#define EFLAG_NONE 0
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#define EFLAG_BLOCKED 0x00000001
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#define EFLAG_FAILED 0x00000002
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//Miscellaneous defines
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#define NODE_NONE -1
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#define NAV_HEADER_ID 'JNV5'
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#define NODE_HEADER_ID 'NODE'
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//this stuff is local and can be modified, don't even show it to the engine.
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extern qboolean navCalculatePaths;
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extern qboolean NAVDEBUG_showNodes;
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extern qboolean NAVDEBUG_showRadius;
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extern qboolean NAVDEBUG_showEdges;
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extern qboolean NAVDEBUG_showTestPath;
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extern qboolean NAVDEBUG_showEnemyPath;
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extern qboolean NAVDEBUG_showCombatPoints;
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extern qboolean NAVDEBUG_showNavGoals;
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extern qboolean NAVDEBUG_showCollision;
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extern int NAVDEBUG_curGoal;
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void NAV_Shutdown( void );
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void NAV_CalculatePaths( const char *filename, int checksum );
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void NAV_CalculateSquadPaths( const char *filename, int checksum );
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void NAV_ShowDebugInfo( void );
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int NAV_GetNearestNode( gentity_t *self, int lastNode );
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extern int NAV_TestBestNode( gentity_t *self, int startID, int endID, qboolean failEdge );
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qboolean NPC_GetMoveDirection( vec3_t out, float *distance );
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void NPC_MoveToGoalExt( vec3_t point );
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void NAV_FindPlayerWaypoint( int clNum );
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qboolean NAV_CheckAhead( gentity_t *self, vec3_t end, trace_t *trace, int clipmask );
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#endif
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#endif //#ifndef __G_NAV_H__
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