jkxr/Projects/Android/jni/OpenJK/code/game/NPC_goal.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

205 lines
4.5 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/>.
===========================================================================
*/
//b_goal.cpp
#include "b_local.h"
#include "Q3_Interface.h"
#include "g_navigator.h"
extern qboolean FlyingCreature( gentity_t *ent );
/*
SetGoal
*/
void SetGoal( gentity_t *goal, float rating )
{
NPCInfo->goalEntity = goal;
// NPCInfo->goalEntityNeed = rating;
NPCInfo->goalTime = level.time;
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;
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;
}
void NPC_ReachedGoal( void )
{
// 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 );
//MCG - End
}
/*
ReachedGoal
id removed checks against waypoints and is now checking surfaces
*/
qboolean ReachedGoal( gentity_t *goal )
{
if ( NPCInfo->aiFlags & NPCAI_TOUCHED_GOAL )
{
NPCInfo->aiFlags &= ~NPCAI_TOUCHED_GOAL;
return qtrue;
}
return (qboolean)STEER::Reached(NPC, goal, NPCInfo->goalRadius, FlyingCreature(NPC) != qfalse);
}
/*
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 )
{
//FIXME: CREED should look at this
// this func doesn't seem to be working correctly for the sand creature
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 ) )
{
NPC_ReachedGoal();
goal = NULL;//so they don't keep trying to move to it
}//else if fail, need to tell script so?
return goal;
}