// leave this line at the top for all g_xxxx.cpp files... #include "g_headers.h" #include "b_local.h" #include "g_nav.h" #include "g_navigator.h" //Global navigator //CNavigator navigator; extern qboolean G_EntIsUnlockedDoor( int entityNum ); extern qboolean G_EntIsDoor( int entityNum ); extern qboolean G_EntIsRemovableUsable( int entNum ); extern qboolean G_FindClosestPointOnLineSegment( const vec3_t start, const vec3_t end, const vec3_t from, vec3_t result ); extern void G_AddVoiceEvent( gentity_t *self, int event, int speakDebounceTime ); //For debug graphics extern void CG_Line( vec3_t start, vec3_t end, vec3_t color, float alpha ); extern void CG_Cube( vec3_t mins, vec3_t maxs, vec3_t color, float alpha ); extern void CG_CubeOutline( vec3_t mins, vec3_t maxs, int time, unsigned int color, float alpha ); extern qboolean FlyingCreature( gentity_t *ent ); extern vec3_t NPCDEBUG_RED; /* ------------------------- NPC_SetMoveGoal ------------------------- */ void NPC_SetMoveGoal( gentity_t *ent, vec3_t point, int radius, qboolean isNavGoal, int combatPoint, gentity_t *targetEnt ) { //Must be an NPC if ( ent->NPC == NULL ) { return; } if ( ent->NPC->tempGoal == NULL ) {//must still have a goal return; } //Copy the origin //VectorCopy( point, ent->NPC->goalPoint ); //FIXME: Make it use this, and this alone! VectorCopy( point, ent->NPC->tempGoal->currentOrigin ); //Copy the mins and maxs to the tempGoal VectorCopy( ent->mins, ent->NPC->tempGoal->mins ); VectorCopy( ent->mins, ent->NPC->tempGoal->maxs ); //FIXME: TESTING let's try making sure the tempGoal isn't stuck in the ground? if ( 0 ) { trace_t trace; vec3_t bottom = {ent->NPC->tempGoal->currentOrigin[0],ent->NPC->tempGoal->currentOrigin[1],ent->NPC->tempGoal->currentOrigin[2]+ent->NPC->tempGoal->mins[2]}; gi.trace( &trace, ent->NPC->tempGoal->currentOrigin, vec3_origin, vec3_origin, bottom, ent->s.number, ent->clipmask ); if ( trace.fraction < 1.0f ) {//in the ground, raise it up ent->NPC->tempGoal->currentOrigin[2] -= ent->NPC->tempGoal->mins[2]*(1.0f-trace.fraction)-0.125f; } } ent->NPC->tempGoal->target = NULL; ent->NPC->tempGoal->clipmask = ent->clipmask; ent->NPC->tempGoal->svFlags &= ~SVF_NAVGOAL; if ( targetEnt && targetEnt->waypoint >= 0 ) { ent->NPC->tempGoal->waypoint = targetEnt->waypoint; } else { ent->NPC->tempGoal->waypoint = WAYPOINT_NONE; } ent->NPC->tempGoal->noWaypointTime = 0; if ( isNavGoal ) { assert(ent->NPC->tempGoal->owner); ent->NPC->tempGoal->svFlags |= SVF_NAVGOAL; } ent->NPC->tempGoal->combatPoint = combatPoint; ent->NPC->tempGoal->enemy = targetEnt; ent->NPC->goalEntity = ent->NPC->tempGoal; ent->NPC->goalRadius = radius; ent->NPC->aiFlags &= ~NPCAI_STOP_AT_LOS; gi.linkentity( ent->NPC->goalEntity ); } /* ------------------------- waypoint_testDirection ------------------------- */ static float waypoint_testDirection( vec3_t origin, float yaw, float minDist ) { vec3_t trace_dir, test_pos; vec3_t maxs, mins; trace_t tr; //Setup the mins and max VectorSet( maxs, DEFAULT_MAXS_0, DEFAULT_MAXS_1, DEFAULT_MAXS_2 ); VectorSet( mins, DEFAULT_MINS_0, DEFAULT_MINS_1, DEFAULT_MINS_2 + STEPSIZE ); //Get our test direction vec3_t angles = { 0, yaw, 0 }; AngleVectors( angles, trace_dir, NULL, NULL ); //Move ahead VectorMA( origin, minDist, trace_dir, test_pos ); gi.trace( &tr, origin, mins, maxs, test_pos, ENTITYNUM_NONE, ( CONTENTS_SOLID | CONTENTS_MONSTERCLIP | CONTENTS_BOTCLIP ) ); return ( minDist * tr.fraction ); //return actual dist completed } /* ------------------------- waypoint_getRadius ------------------------- */ static float waypoint_getRadius( gentity_t *ent ) { float minDist = MAX_RADIUS_CHECK + 1; // (unsigned int) -1; float dist; for ( int i = 0; i < YAW_ITERATIONS; i++ ) { dist = waypoint_testDirection( ent->currentOrigin, ((360.0f/YAW_ITERATIONS) * i), minDist ); if ( dist < minDist ) minDist = dist; } return minDist + DEFAULT_MAXS_0; } /*QUAKED waypoint (0.7 0.7 0) (-20 -20 -24) (20 20 45) SOLID_OK DROP_TO_FLOOR a place to go. SOLID_OK - only use if placing inside solid is unavoidable in map, but may be clear in-game (ie: at the bottom of a tall, solid lift that starts at the top position) DROP_TO_FLOOR - will cause the point to auto drop to the floor radius is automatically calculated in-world. "targetJump" is a special edge that only guys who can jump will cross (so basically Jedi) */ extern int delayedShutDown; void SP_waypoint ( gentity_t *ent ) { VectorSet(ent->mins, DEFAULT_MINS_0, DEFAULT_MINS_1, DEFAULT_MINS_2); VectorSet(ent->maxs, DEFAULT_MAXS_0, DEFAULT_MAXS_1, DEFAULT_MAXS_2); ent->contents = CONTENTS_TRIGGER; ent->clipmask = MASK_DEADSOLID; gi.linkentity( ent ); ent->count = -1; ent->classname = "waypoint"; if (ent->spawnflags&2) { ent->currentOrigin[2] += 128.0f; } if( !(ent->spawnflags&1) && G_CheckInSolid (ent, qtrue)) {//if not SOLID_OK, and in solid ent->maxs[2] = CROUCH_MAXS_2; if(G_CheckInSolid (ent, qtrue)) { gi.Printf(S_COLOR_RED"ERROR: Waypoint %s at %s in solid!\n", ent->targetname, vtos(ent->currentOrigin)); assert(0 && "Waypoint in solid!"); // if (!g_entities[ENTITYNUM_WORLD].s.radius){ //not a region // G_Error("Waypoint %s at %s in solid!\n", ent->targetname, vtos(ent->currentOrigin)); // } delayedShutDown = level.time + 100; G_FreeEntity(ent); return; } } //G_SpawnString("targetJump", "", &ent->targetJump); ent->radius = waypoint_getRadius( ent ); NAV::SpawnedPoint(ent); G_FreeEntity(ent); return; } /*QUAKED waypoint_small (0.7 0.7 0) (-2 -2 -24) (2 2 32) SOLID_OK SOLID_OK - only use if placing inside solid is unavoidable in map, but may be clear in-game (ie: at the bottom of a tall, solid lift that starts at the top position) DROP_TO_FLOOR - will cause the point to auto drop to the floor */ void SP_waypoint_small (gentity_t *ent) { VectorSet(ent->mins, -2, -2, DEFAULT_MINS_2); VectorSet(ent->maxs, 2, 2, DEFAULT_MAXS_2); ent->contents = CONTENTS_TRIGGER; ent->clipmask = MASK_DEADSOLID; gi.linkentity( ent ); ent->count = -1; ent->classname = "waypoint"; if ( !(ent->spawnflags&1) && G_CheckInSolid( ent, qtrue ) ) { ent->maxs[2] = CROUCH_MAXS_2; if ( G_CheckInSolid( ent, qtrue ) ) { gi.Printf(S_COLOR_RED"ERROR: Waypoint_small %s at %s in solid!\n", ent->targetname, vtos(ent->currentOrigin)); assert(0); #ifndef FINAL_BUILD if (!g_entities[ENTITYNUM_WORLD].s.radius){ //not a region G_Error("Waypoint_small %s at %s in solid!\n", ent->targetname, vtos(ent->currentOrigin)); } #endif G_FreeEntity(ent); return; } } ent->radius = 2; // radius NAV::SpawnedPoint(ent); G_FreeEntity(ent); return; } /*QUAKED waypoint_navgoal (0.3 1 0.3) (-20 -20 -24) (20 20 40) SOLID_OK DROP_TO_FLOOR NO_AUTO_CONNECT A waypoint for script navgoals Not included in navigation data DROP_TO_FLOOR - will cause the point to auto drop to the floor NO_AUTO_CONNECT - will not automatically connect to any other points, you must then connect it by hand SOLID_OK - only use if placing inside solid is unavoidable in map, but may be clear in-game (ie: at the bottom of a tall, solid lift that starts at the top position) targetname - name you would use in script when setting a navgoal (like so:) For example: if you give this waypoint a targetname of "console", make an NPC go to it in a script like so: set ("navgoal", "console"); radius - how far from the navgoal an ent can be before it thinks it reached it - default is "0" which means no radius check, just have to touch it */ void SP_waypoint_navgoal( gentity_t *ent ) { int radius = ( ent->radius ) ? (ent->radius) : 12; VectorSet( ent->mins, -16, -16, -24 ); VectorSet( ent->maxs, 16, 16, 32 ); ent->s.origin[2] += 0.125; if ( !(ent->spawnflags&1) && G_CheckInSolid( ent, qfalse ) ) { gi.Printf(S_COLOR_RED"ERROR: Waypoint_navgoal %s at %s in solid!\n", ent->targetname, vtos(ent->currentOrigin)); assert(0); #ifndef FINAL_BUILD if (!g_entities[ENTITYNUM_WORLD].s.radius){ //not a region G_Error("Waypoint_navgoal %s at %s in solid!\n", ent->targetname, vtos(ent->currentOrigin)); } #endif } TAG_Add( ent->targetname, NULL, ent->s.origin, ent->s.angles, radius, RTF_NAVGOAL ); ent->classname = "navgoal"; NAV::SpawnedPoint(ent, NAV::PT_GOALNODE); G_FreeEntity( ent );//can't do this, they need to be found later by some functions, though those could be fixed, maybe? } /* ------------------------- Svcmd_Nav_f ------------------------- */ void Svcmd_Nav_f( void ) { char *cmd = gi.argv( 1 ); if ( Q_stricmp( cmd, "show" ) == 0 ) { cmd = gi.argv( 2 ); if ( Q_stricmp( cmd, "all" ) == 0 ) { NAVDEBUG_showNodes = !NAVDEBUG_showNodes; //NOTENOTE: This causes the two states to sync up if they aren't already NAVDEBUG_showCollision = NAVDEBUG_showNavGoals = NAVDEBUG_showCombatPoints = NAVDEBUG_showEnemyPath = NAVDEBUG_showEdges = NAVDEBUG_showNearest = NAVDEBUG_showRadius = NAVDEBUG_showNodes; } else if ( Q_stricmp( cmd, "nodes" ) == 0 ) { NAVDEBUG_showNodes = !NAVDEBUG_showNodes; } else if ( Q_stricmp( cmd, "radius" ) == 0 ) { NAVDEBUG_showRadius = !NAVDEBUG_showRadius; } else if ( Q_stricmp( cmd, "edges" ) == 0 ) { NAVDEBUG_showEdges = !NAVDEBUG_showEdges; } else if ( Q_stricmp( cmd, "testpath" ) == 0 ) { NAVDEBUG_showTestPath = !NAVDEBUG_showTestPath; } else if ( Q_stricmp( cmd, "enemypath" ) == 0 ) { NAVDEBUG_showEnemyPath = !NAVDEBUG_showEnemyPath; } else if ( Q_stricmp( cmd, "combatpoints" ) == 0 ) { NAVDEBUG_showCombatPoints = !NAVDEBUG_showCombatPoints; } else if ( Q_stricmp( cmd, "navgoals" ) == 0 ) { NAVDEBUG_showNavGoals = !NAVDEBUG_showNavGoals; } else if ( Q_stricmp( cmd, "collision" ) == 0 ) { NAVDEBUG_showCollision = !NAVDEBUG_showCollision; } else if ( Q_stricmp( cmd, "grid" ) == 0 ) { NAVDEBUG_showGrid = !NAVDEBUG_showGrid; } else if ( Q_stricmp( cmd, "nearest" ) == 0 ) { NAVDEBUG_showNearest = !NAVDEBUG_showNearest; } else if ( Q_stricmp( cmd, "lines" ) == 0 ) { NAVDEBUG_showPointLines = !NAVDEBUG_showPointLines; } } else if ( Q_stricmp( cmd, "set" ) == 0 ) { cmd = gi.argv( 2 ); if ( Q_stricmp( cmd, "testgoal" ) == 0 ) { // NAVDEBUG_curGoal = navigator.GetNearestNode( &g_entities[0], g_entities[0].waypoint, NF_CLEAR_PATH, WAYPOINT_NONE ); } } else if ( Q_stricmp( cmd, "goto" ) == 0 ) { cmd = gi.argv( 2 ); NAV::TeleportTo(&(g_entities[0]), cmd); } else if ( Q_stricmp( cmd, "gotonum" ) == 0 ) { cmd = gi.argv( 2 ); NAV::TeleportTo(&(g_entities[0]), atoi(cmd)); } else if ( Q_stricmp( cmd, "totals" ) == 0 ) { NAV::ShowStats(); } else { //Print the available commands Com_Printf("nav - valid commands\n---\n" ); Com_Printf("show\n - nodes\n - edges\n - testpath\n - enemypath\n - combatpoints\n - navgoals\n---\n"); Com_Printf("goto\n ---\n" ); Com_Printf("gotonum\n ---\n" ); Com_Printf("totals\n ---\n" ); Com_Printf("set\n - testgoal\n---\n" ); } } // //JWEIER ADDITIONS START bool navCalculatePaths = false; bool NAVDEBUG_showNodes = false; bool NAVDEBUG_showRadius = false; bool NAVDEBUG_showEdges = false; bool NAVDEBUG_showTestPath = false; bool NAVDEBUG_showEnemyPath = false; bool NAVDEBUG_showCombatPoints = false; bool NAVDEBUG_showNavGoals = false; bool NAVDEBUG_showCollision = false; int NAVDEBUG_curGoal = 0; bool NAVDEBUG_showGrid = false; bool NAVDEBUG_showNearest = false; bool NAVDEBUG_showPointLines = false; // //JWEIER ADDITIONS END