jkxr/Projects/Android/jni/OpenJK/code/game/g_nav.cpp
Simon 4597b03873 Initial Commit
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
2022-09-18 16:37:21 +01:00

425 lines
12 KiB
C++

/*
===========================================================================
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
#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, (EG2_Collision)0, 0 );
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 ), (EG2_Collision)0, 0 );
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 )
{
const 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