jedioutcast/code/game/g_nav.h

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#ifndef __G_NAV_H__
#define __G_NAV_H__
#define WAYPOINT_NONE -1
#define MAX_STORED_WAYPOINTS 512//???
#define MAX_WAYPOINT_REACHED_DIST_SQUARED 1024 //32 squared
#define MAX_COLL_AVOID_DIST 128
#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
#define MIN_STOP_DIST 64
#define MIN_BLOCKED_SPEECH_TIME 4000
#define MIN_DOOR_BLOCK_DIST 16
#define MIN_DOOR_BLOCK_DIST_SQR ( MIN_DOOR_BLOCK_DIST * MIN_DOOR_BLOCK_DIST )
#define SHOVE_SPEED 200
#define SHOVE_LIFT 10
#define MAX_RADIUS_CHECK 1024
#define YAW_ITERATIONS 16
extern bool navCalculatePaths;
extern bool NAVDEBUG_showNodes;
extern bool NAVDEBUG_showRadius;
extern bool NAVDEBUG_showEdges;
extern bool NAVDEBUG_showTestPath;
extern bool NAVDEBUG_showEnemyPath;
extern bool NAVDEBUG_showCombatPoints;
extern bool NAVDEBUG_showNavGoals;
extern bool NAVDEBUG_showCollision;
extern int NAVDEBUG_curGoal;
void NAV_Shutdown( void );
void NAV_CalculatePaths( const char *filename, int checksum );
void NAV_CalculateSquadPaths( const char *filename, int checksum );
void NAV_ShowDebugInfo( void );
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 );
void NPC_MoveToGoalExt( vec3_t point );
void NAV_FindPlayerWaypoint( void );
qboolean NAV_CheckAhead( gentity_t *self, vec3_t end, trace_t &trace, int clipmask );
void CG_DrawNode( vec3_t origin, int type );
void CG_DrawEdge( vec3_t start, vec3_t end, int type );
void CG_DrawRadius( vec3_t origin, unsigned int radius, int type );
void CG_DrawCombatPoint( vec3_t origin, int type );
#endif //#ifndef __G_NAV_H__