mirror of
https://github.com/ioquake/jedi-outcast.git
synced 2024-11-10 07:11:42 +00:00
274 lines
5.8 KiB
C++
274 lines
5.8 KiB
C++
//b_goal.cpp
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// leave this line at the top for all NPC_xxxx.cpp files...
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#include "g_headers.h"
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#include "b_local.h"
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#include "Q3_Interface.h"
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extern qboolean FlyingCreature( gentity_t *ent );
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/*
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SetGoal
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*/
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void SetGoal( gentity_t *goal, float rating )
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{
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NPCInfo->goalEntity = goal;
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// NPCInfo->goalEntityNeed = rating;
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NPCInfo->goalTime = level.time;
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// NAV_ClearLastRoute(NPC);
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if ( goal )
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{
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// Debug_NPCPrintf( NPC, debugNPCAI, DEBUG_LEVEL_INFO, "NPC_SetGoal: %s @ %s (%f)\n", goal->classname, vtos( goal->currentOrigin), rating );
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}
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else
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{
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// Debug_NPCPrintf( NPC, debugNPCAI, DEBUG_LEVEL_INFO, "NPC_SetGoal: NONE\n" );
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}
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}
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/*
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NPC_SetGoal
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*/
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void NPC_SetGoal( gentity_t *goal, float rating )
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{
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if ( goal == NPCInfo->goalEntity )
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{
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return;
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}
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if ( !goal )
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{
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// Debug_NPCPrintf( NPC, debugNPCAI, DEBUG_LEVEL_ERROR, "NPC_SetGoal: NULL goal\n" );
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return;
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}
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if ( goal->client )
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{
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// Debug_NPCPrintf( NPC, debugNPCAI, DEBUG_LEVEL_ERROR, "NPC_SetGoal: goal is a client\n" );
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return;
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}
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if ( NPCInfo->goalEntity )
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{
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// Debug_NPCPrintf( NPC, debugNPCAI, DEBUG_LEVEL_INFO, "NPC_SetGoal: push %s\n", NPCInfo->goalEntity->classname );
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NPCInfo->lastGoalEntity = NPCInfo->goalEntity;
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// NPCInfo->lastGoalEntityNeed = NPCInfo->goalEntityNeed;
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}
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SetGoal( goal, rating );
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}
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/*
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NPC_ClearGoal
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*/
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void NPC_ClearGoal( void )
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{
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gentity_t *goal;
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if ( !NPCInfo->lastGoalEntity )
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{
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SetGoal( NULL, 0.0 );
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return;
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}
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goal = NPCInfo->lastGoalEntity;
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NPCInfo->lastGoalEntity = NULL;
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// NAV_ClearLastRoute(NPC);
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if ( goal->inuse && !(goal->s.eFlags & EF_NODRAW) )
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{
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// Debug_NPCPrintf( NPC, debugNPCAI, DEBUG_LEVEL_INFO, "NPC_ClearGoal: pop %s\n", goal->classname );
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SetGoal( goal, 0 );//, NPCInfo->lastGoalEntityNeed
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return;
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}
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SetGoal( NULL, 0.0 );
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}
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/*
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-------------------------
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G_BoundsOverlap
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-------------------------
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*/
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qboolean G_BoundsOverlap(const vec3_t mins1, const vec3_t maxs1, const vec3_t mins2, const vec3_t maxs2)
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{//NOTE: flush up against counts as overlapping
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if(mins1[0]>maxs2[0])
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return qfalse;
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if(mins1[1]>maxs2[1])
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return qfalse;
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if(mins1[2]>maxs2[2])
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return qfalse;
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if(maxs1[0]<mins2[0])
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return qfalse;
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if(maxs1[1]<mins2[1])
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return qfalse;
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if(maxs1[2]<mins2[2])
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return qfalse;
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return qtrue;
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}
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void NPC_ReachedGoal( void )
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{
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// Debug_NPCPrintf( NPC, debugNPCAI, DEBUG_LEVEL_INFO, "UpdateGoal: reached goal entity\n" );
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NPC_ClearGoal();
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NPCInfo->goalTime = level.time;
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//MCG - Begin
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NPCInfo->aiFlags &= ~NPCAI_MOVING;
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ucmd.forwardmove = 0;
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//Return that the goal was reached
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Q3_TaskIDComplete( NPC, TID_MOVE_NAV );
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//MCG - End
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}
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/*
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ReachedGoal
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id removed checks against waypoints and is now checking surfaces
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*/
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//qboolean NAV_HitNavGoal( vec3_t point, vec3_t mins, vec3_t maxs, gentity_t *goal, qboolean flying );
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qboolean ReachedGoal( gentity_t *goal )
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{
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//FIXME: For script waypoints, need a special check
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/*
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int goalWpNum;
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vec3_t vec;
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//vec3_t angles;
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float delta;
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if ( goal->svFlags & SVF_NAVGOAL )
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{//waypoint_navgoal
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return NAV_HitNavGoal( NPC->currentOrigin, NPC->mins, NPC->maxs, goal, FlyingCreature( NPC ) );
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}
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if ( goal == NPCInfo->tempGoal && !(goal->svFlags & SVF_NAVGOAL))
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{//MUST touch waypoints, even if moving to it
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//This is odd, it just checks to see if they are on the same
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//surface and the tempGoal in in the FOV - does NOT check distance!
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// are we on same surface?
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//FIXME: NPC->waypoint reset every frame, need to find it first
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//Should we do that here? (Still will do it only once per frame)
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if ( NPC->waypoint >= 0 && NPC->waypoint < num_waypoints )
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{
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goalWpNum = NAV_FindWaypointAt ( goal->currentOrigin );
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if ( NPC->waypoint != goalWpNum )
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{
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return qfalse;
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}
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}
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VectorSubtract ( NPCInfo->tempGoal->currentOrigin, NPC->currentOrigin, vec);
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//Who cares if it's in our FOV?!
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/*
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// is it in our FOV
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vectoangles ( vec, angles );
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delta = AngleDelta ( NPC->client->ps.viewangles[YAW], angles[YAW] );
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if ( fabs ( delta ) > NPCInfo->stats.hfov )
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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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//If in the same waypoint as tempGoal, we're there, right?
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if ( goal->waypoint >= 0 && goal->waypoint < num_waypoints )
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{
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if ( NPC->waypoint == goal->waypoint )
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{
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return qtrue;
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}
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}
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*/
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/*
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if ( VectorLengthSquared( vec ) < (64*64) )
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{//Close enough
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return qtrue;
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}
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return qfalse;
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}
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*/
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if ( NPCInfo->aiFlags & NPCAI_TOUCHED_GOAL )
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{
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NPCInfo->aiFlags &= ~NPCAI_TOUCHED_GOAL;
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return qtrue;
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}
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/*
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if ( goal->s.eFlags & EF_NODRAW )
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{
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goalWpNum = NAV_FindWaypointAt( goal->currentOrigin );
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if ( NPC->waypoint == goalWpNum )
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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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if(goal->client && goal->health <= 0)
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{//trying to get to dead guy
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goalWpNum = NAV_FindWaypointAt( goal->currentOrigin );
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if ( NPC->waypoint == goalWpNum )
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{
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VectorSubtract(NPC->currentOrigin, goal->currentOrigin, vec);
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vec[2] = 0;
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delta = VectorLengthSquared(vec);
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if(delta <= 800)
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{//with 20-30 of other guy's origin
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return qtrue;
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}
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}
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}
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*/
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return NAV_HitNavGoal( NPC->currentOrigin, NPC->mins, NPC->maxs, goal->currentOrigin, NPCInfo->goalRadius, FlyingCreature( NPC ) );
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}
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/*
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static gentity_t *UpdateGoal( void )
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Id removed a lot of shit here... doesn't seem to handle waypoints independantly of goalentity
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In fact, doesn't seem to be any waypoint info on entities at all any more?
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MCG - Since goal is ALWAYS goalEntity, took out a lot of sending goal entity pointers around for no reason
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*/
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gentity_t *UpdateGoal( void )
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{
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gentity_t *goal;
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if ( !NPCInfo->goalEntity )
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{
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return NULL;
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}
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if ( !NPCInfo->goalEntity->inuse )
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{//Somehow freed it, but didn't clear it
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NPC_ClearGoal();
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return NULL;
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}
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goal = NPCInfo->goalEntity;
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if ( ReachedGoal( goal ) )
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{
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NPC_ReachedGoal();
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goal = NULL;//so they don't keep trying to move to it
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}//else if fail, need to tell script so?
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return goal;
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}
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