ef2-sdk/dlls/game/actorutil.cpp

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2003-11-05 00:00:00 +00:00
//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/actorutil.cpp $
// $Revision:: 44 $
// $Author:: Steven $
// $Date:: 10/11/02 3:27a $
//
// Copyright (C) 2001 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
//
//
// DESCRIPTION:
// These classes will be used to help simplify the Actor class, and move some of the large subsystems it contained into
// these smaller classes.
//
#include "_pch_cpp.h"
#include "actorutil.h"
#include "actor_sensoryperception.h"
#include "actor_enemymanager.h"
#include "player.h"
#include "object.h"
//===============================================================
//
// Movement Utility Functions
//
//===============================================================
qboolean FindMovement::validpath( PathNode *node, int i )
{
if ( !StandardMovement::validpath( node, i ) )
return false;
return true;
}
qboolean FindMovement::done( PathNode *node , const PathNode *end )
{
if ( node == end )
return true;
return false;
}
qboolean FindCoverMovement::validpath( PathNode *node, int i )
{
PathNodeConnection *path;
PathNode *n;
path = &node->GetConnection( i );
if ( !StandardMovement::validpath( node, i ) )
{
return false;
}
n = thePathManager.GetNode( path->targetNodeIndex );;
if ( !n || self->CloseToEnemy( n->origin, 128.0f ) )
{
return false;
}
return true;
}
qboolean FindCoverMovement::done( PathNode *node , const PathNode *end )
{
// Get our current enemy
Entity *currentEnemy;
currentEnemy = self->enemyManager->GetCurrentEnemy();
if ( !currentEnemy )
return true;
if ( node == end )
{
return true;
}
if ( !( node->nodeflags & ( AI_DUCK | AI_COVER ) ) )
{
return false;
}
if ( self )
{
return true;
}
return false;
}
qboolean FindFleeMovement::validpath( PathNode *node , int i )
{
PathNodeConnection *path;
PathNode *n;
path = &node->GetConnection( i );
if ( !StandardMovement::validpath( node, i ) )
{
return false;
}
n = thePathManager.GetNode( path->targetNodeIndex );;
if ( !n || self->CloseToEnemy( n->origin, 128.0f ) )
{
return false;
}
return true;
}
qboolean FindFleeMovement::done( PathNode *node , const PathNode *end )
{
// Get our current enemy
Entity *currentEnemy;
currentEnemy = self->enemyManager->GetCurrentEnemy();
if ( !currentEnemy )
return true;
if ( node == end )
{
return true;
}
if ( !( node->nodeflags & AI_FLEE ) )
{
return false;
}
if ( self )
{
return true;
}
return false;
}
qboolean FindEnemyMovement::done( PathNode *node , const PathNode *end )
{
if ( node == end )
{
return true;
}
if ( self )
{
return !true;
}
return false;
}
//======================================
// Global Functions
//======================================
qboolean EntityIsValidTarget( const Entity *ent )
{
if ( ent && ( ent->flags & FL_NOTARGET ) )
return false;
if ( ent && ( ent->entnum == ENTITYNUM_WORLD ) )
return false;
return true;
}