stvoy-sp-sdk/game/NPC_goal.cpp

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2002-11-22 00:00:00 +00:00
//b_goal.cpp
#include "b_local.h"
#include "Q3_Interface.h"
/*
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;
}
/*
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 ReachedGoal( gentity_t *goal )
{
//FIXME: For script waypoints, need a special check
/*
int goalWpNum;
vec3_t vec;
//vec3_t angles;
float delta;
if ( goal->svFlags & SVF_NAVGOAL )
{//waypoint_navgoal
return NAV_HitNavGoal( NPC->currentOrigin, NPC->mins, NPC->maxs, goal );
}
if ( goal == NPCInfo->tempGoal && !(goal->svFlags & SVF_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->currentOrigin, NPC->mins, NPC->maxs, goal->currentOrigin, NPCInfo->goalRadius );
}
/*
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 ) )
{
// 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
Q3_TaskIDComplete( NPC, TID_MOVE_NAV );
goal = NULL;//so they don't keep trying to move to it
//MCG - End
}//else if fail, need to tell script so?
return goal;
}