mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-12-11 12:51:00 +00:00
267 lines
5.8 KiB
C
267 lines
5.8 KiB
C
//b_goal.cpp
|
|
#include "b_local.h"
|
|
#include "../icarus/Q3_Interface.h"
|
|
|
|
extern qboolean FlyingCreature( gentity_t *ent );
|
|
/*
|
|
SetGoal
|
|
*/
|
|
|
|
void SetGoal( gentity_t *goal, float rating )
|
|
{
|
|
NPCInfo->goalEntity = goal;
|
|
// NPCInfo->goalEntityNeed = rating;
|
|
NPCInfo->goalTime = level.time;
|
|
// NAV_ClearLastRoute(NPC);
|
|
if ( goal )
|
|
{
|
|
// Debug_NPCPrintf( NPC, debugNPCAI, DEBUG_LEVEL_INFO, "NPC_SetGoal: %s @ %s (%f)\n", goal->classname, vtos( goal->currentOrigin), rating );
|
|
}
|
|
else
|
|
{
|
|
// Debug_NPCPrintf( NPC, debugNPCAI, DEBUG_LEVEL_INFO, "NPC_SetGoal: NONE\n" );
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
NPC_SetGoal
|
|
*/
|
|
|
|
void NPC_SetGoal( gentity_t *goal, float rating )
|
|
{
|
|
if ( goal == NPCInfo->goalEntity )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( !goal )
|
|
{
|
|
// Debug_NPCPrintf( NPC, debugNPCAI, DEBUG_LEVEL_ERROR, "NPC_SetGoal: NULL goal\n" );
|
|
return;
|
|
}
|
|
|
|
if ( goal->client )
|
|
{
|
|
// Debug_NPCPrintf( NPC, debugNPCAI, DEBUG_LEVEL_ERROR, "NPC_SetGoal: goal is a client\n" );
|
|
return;
|
|
}
|
|
|
|
if ( NPCInfo->goalEntity )
|
|
{
|
|
// Debug_NPCPrintf( NPC, debugNPCAI, DEBUG_LEVEL_INFO, "NPC_SetGoal: push %s\n", NPCInfo->goalEntity->classname );
|
|
NPCInfo->lastGoalEntity = NPCInfo->goalEntity;
|
|
// NPCInfo->lastGoalEntityNeed = NPCInfo->goalEntityNeed;
|
|
}
|
|
|
|
SetGoal( goal, rating );
|
|
}
|
|
|
|
|
|
/*
|
|
NPC_ClearGoal
|
|
*/
|
|
|
|
void NPC_ClearGoal( void )
|
|
{
|
|
gentity_t *goal;
|
|
|
|
if ( !NPCInfo->lastGoalEntity )
|
|
{
|
|
SetGoal( NULL, 0.0 );
|
|
return;
|
|
}
|
|
|
|
goal = NPCInfo->lastGoalEntity;
|
|
NPCInfo->lastGoalEntity = NULL;
|
|
// NAV_ClearLastRoute(NPC);
|
|
if ( goal->inuse && !(goal->s.eFlags & EF_NODRAW) )
|
|
{
|
|
// Debug_NPCPrintf( NPC, debugNPCAI, DEBUG_LEVEL_INFO, "NPC_ClearGoal: pop %s\n", goal->classname );
|
|
SetGoal( goal, 0 );//, NPCInfo->lastGoalEntityNeed
|
|
return;
|
|
}
|
|
|
|
SetGoal( NULL, 0.0 );
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
G_BoundsOverlap
|
|
-------------------------
|
|
*/
|
|
|
|
qboolean G_BoundsOverlap(const vec3_t mins1, const vec3_t maxs1, const vec3_t mins2, const vec3_t maxs2)
|
|
{//NOTE: flush up against counts as overlapping
|
|
if(mins1[0]>maxs2[0])
|
|
return qfalse;
|
|
|
|
if(mins1[1]>maxs2[1])
|
|
return qfalse;
|
|
|
|
if(mins1[2]>maxs2[2])
|
|
return qfalse;
|
|
|
|
if(maxs1[0]<mins2[0])
|
|
return qfalse;
|
|
|
|
if(maxs1[1]<mins2[1])
|
|
return qfalse;
|
|
|
|
if(maxs1[2]<mins2[2])
|
|
return qfalse;
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
void NPC_ReachedGoal( void )
|
|
{
|
|
// Debug_NPCPrintf( NPC, debugNPCAI, DEBUG_LEVEL_INFO, "UpdateGoal: reached goal entity\n" );
|
|
NPC_ClearGoal();
|
|
NPCInfo->goalTime = level.time;
|
|
|
|
//MCG - Begin
|
|
NPCInfo->aiFlags &= ~NPCAI_MOVING;
|
|
ucmd.forwardmove = 0;
|
|
//Return that the goal was reached
|
|
trap_ICARUS_TaskIDComplete( NPC, TID_MOVE_NAV );
|
|
//MCG - End
|
|
}
|
|
/*
|
|
ReachedGoal
|
|
|
|
id removed checks against waypoints and is now checking surfaces
|
|
*/
|
|
//qboolean NAV_HitNavGoal( vec3_t point, vec3_t mins, vec3_t maxs, gentity_t *goal, qboolean flying );
|
|
qboolean ReachedGoal( gentity_t *goal )
|
|
{
|
|
//FIXME: For script waypoints, need a special check
|
|
/*
|
|
int goalWpNum;
|
|
vec3_t vec;
|
|
//vec3_t angles;
|
|
float delta;
|
|
|
|
if ( goal->flags & FL_NAVGOAL )
|
|
{//waypoint_navgoal
|
|
return NAV_HitNavGoal( NPC->currentOrigin, NPC->mins, NPC->maxs, goal, FlyingCreature( NPC ) );
|
|
}
|
|
|
|
if ( goal == NPCInfo->tempGoal && !(goal->flags & FL_NAVGOAL))
|
|
{//MUST touch waypoints, even if moving to it
|
|
//This is odd, it just checks to see if they are on the same
|
|
//surface and the tempGoal in in the FOV - does NOT check distance!
|
|
// are we on same surface?
|
|
|
|
//FIXME: NPC->waypoint reset every frame, need to find it first
|
|
//Should we do that here? (Still will do it only once per frame)
|
|
if ( NPC->waypoint >= 0 && NPC->waypoint < num_waypoints )
|
|
{
|
|
goalWpNum = NAV_FindWaypointAt ( goal->currentOrigin );
|
|
if ( NPC->waypoint != goalWpNum )
|
|
{
|
|
return qfalse;
|
|
}
|
|
}
|
|
|
|
VectorSubtract ( NPCInfo->tempGoal->currentOrigin, NPC->currentOrigin, vec);
|
|
//Who cares if it's in our FOV?!
|
|
/*
|
|
// is it in our FOV
|
|
vectoangles ( vec, angles );
|
|
delta = AngleDelta ( NPC->client->ps.viewangles[YAW], angles[YAW] );
|
|
if ( fabs ( delta ) > NPCInfo->stats.hfov )
|
|
{
|
|
return qfalse;
|
|
}
|
|
*/
|
|
|
|
/*
|
|
//If in the same waypoint as tempGoal, we're there, right?
|
|
if ( goal->waypoint >= 0 && goal->waypoint < num_waypoints )
|
|
{
|
|
if ( NPC->waypoint == goal->waypoint )
|
|
{
|
|
return qtrue;
|
|
}
|
|
}
|
|
*/
|
|
|
|
/*
|
|
if ( VectorLengthSquared( vec ) < (64*64) )
|
|
{//Close enough
|
|
return qtrue;
|
|
}
|
|
|
|
return qfalse;
|
|
}
|
|
*/
|
|
if ( NPCInfo->aiFlags & NPCAI_TOUCHED_GOAL )
|
|
{
|
|
NPCInfo->aiFlags &= ~NPCAI_TOUCHED_GOAL;
|
|
return qtrue;
|
|
}
|
|
/*
|
|
if ( goal->s.eFlags & EF_NODRAW )
|
|
{
|
|
goalWpNum = NAV_FindWaypointAt( goal->currentOrigin );
|
|
if ( NPC->waypoint == goalWpNum )
|
|
{
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
if(goal->client && goal->health <= 0)
|
|
{//trying to get to dead guy
|
|
goalWpNum = NAV_FindWaypointAt( goal->currentOrigin );
|
|
if ( NPC->waypoint == goalWpNum )
|
|
{
|
|
VectorSubtract(NPC->currentOrigin, goal->currentOrigin, vec);
|
|
vec[2] = 0;
|
|
delta = VectorLengthSquared(vec);
|
|
if(delta <= 800)
|
|
{//with 20-30 of other guy's origin
|
|
return qtrue;
|
|
}
|
|
}
|
|
}
|
|
*/
|
|
return NAV_HitNavGoal( NPC->r.currentOrigin, NPC->r.mins, NPC->r.maxs, goal->r.currentOrigin, NPCInfo->goalRadius, FlyingCreature( NPC ) );
|
|
}
|
|
|
|
/*
|
|
static gentity_t *UpdateGoal( void )
|
|
|
|
Id removed a lot of shit here... doesn't seem to handle waypoints independantly of goalentity
|
|
|
|
In fact, doesn't seem to be any waypoint info on entities at all any more?
|
|
|
|
MCG - Since goal is ALWAYS goalEntity, took out a lot of sending goal entity pointers around for no reason
|
|
*/
|
|
|
|
gentity_t *UpdateGoal( void )
|
|
{
|
|
gentity_t *goal;
|
|
|
|
if ( !NPCInfo->goalEntity )
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
if ( !NPCInfo->goalEntity->inuse )
|
|
{//Somehow freed it, but didn't clear it
|
|
NPC_ClearGoal();
|
|
return NULL;
|
|
}
|
|
|
|
goal = NPCInfo->goalEntity;
|
|
|
|
if ( ReachedGoal( goal ) )
|
|
{
|
|
NPC_ReachedGoal();
|
|
goal = NULL;//so they don't keep trying to move to it
|
|
}//else if fail, need to tell script so?
|
|
|
|
return goal;
|
|
}
|