52 lines
1.8 KiB
C
52 lines
1.8 KiB
C
#ifndef __G_NAV_H__
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#define __G_NAV_H__
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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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extern bool navCalculatePaths;
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extern bool NAVDEBUG_showNodes;
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extern bool NAVDEBUG_showRadius;
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extern bool NAVDEBUG_showEdges;
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extern bool NAVDEBUG_showTestPath;
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extern bool NAVDEBUG_showEnemyPath;
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extern bool NAVDEBUG_showCombatPoints;
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extern bool NAVDEBUG_showNavGoals;
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extern bool 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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int NAV_TestBestNode( vec3_t position, int startID, int endID );
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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( void );
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qboolean NAV_CheckAhead( gentity_t *self, vec3_t end, trace_t &trace, int clipmask );
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void CG_DrawNode( vec3_t origin, int type );
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void CG_DrawEdge( vec3_t start, vec3_t end, int type );
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void CG_DrawRadius( vec3_t origin, unsigned int radius, int type );
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void CG_DrawCombatPoint( vec3_t origin, int type );
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#endif //#ifndef __G_NAV_H__
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