mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-15 08:52:15 +00:00
4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
205 lines
4.5 KiB
C++
205 lines
4.5 KiB
C++
/*
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===========================================================================
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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//b_goal.cpp
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#include "b_local.h"
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#include "Q3_Interface.h"
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#include "g_navigator.h"
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extern qboolean FlyingCreature( gentity_t *ent );
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/*
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SetGoal
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*/
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void SetGoal( gentity_t *goal, float rating )
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{
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NPCInfo->goalEntity = goal;
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// NPCInfo->goalEntityNeed = rating;
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NPCInfo->goalTime = level.time;
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if ( goal )
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{
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// Debug_NPCPrintf( NPC, debugNPCAI, DEBUG_LEVEL_INFO, "NPC_SetGoal: %s @ %s (%f)\n", goal->classname, vtos( goal->currentOrigin), rating );
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}
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else
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{
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// Debug_NPCPrintf( NPC, debugNPCAI, DEBUG_LEVEL_INFO, "NPC_SetGoal: NONE\n" );
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}
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}
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/*
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NPC_SetGoal
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*/
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void NPC_SetGoal( gentity_t *goal, float rating )
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{
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if ( goal == NPCInfo->goalEntity )
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{
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return;
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}
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if ( !goal )
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{
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// Debug_NPCPrintf( NPC, debugNPCAI, DEBUG_LEVEL_ERROR, "NPC_SetGoal: NULL goal\n" );
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return;
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}
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if ( goal->client )
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{
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// Debug_NPCPrintf( NPC, debugNPCAI, DEBUG_LEVEL_ERROR, "NPC_SetGoal: goal is a client\n" );
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return;
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}
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if ( NPCInfo->goalEntity )
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{
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// Debug_NPCPrintf( NPC, debugNPCAI, DEBUG_LEVEL_INFO, "NPC_SetGoal: push %s\n", NPCInfo->goalEntity->classname );
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NPCInfo->lastGoalEntity = NPCInfo->goalEntity;
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// NPCInfo->lastGoalEntityNeed = NPCInfo->goalEntityNeed;
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}
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SetGoal( goal, rating );
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}
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/*
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NPC_ClearGoal
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*/
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void NPC_ClearGoal( void )
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{
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gentity_t *goal;
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if ( !NPCInfo->lastGoalEntity )
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{
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SetGoal( NULL, 0.0 );
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return;
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}
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goal = NPCInfo->lastGoalEntity;
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NPCInfo->lastGoalEntity = NULL;
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if ( goal->inuse && !(goal->s.eFlags & EF_NODRAW) )
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{
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// Debug_NPCPrintf( NPC, debugNPCAI, DEBUG_LEVEL_INFO, "NPC_ClearGoal: pop %s\n", goal->classname );
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SetGoal( goal, 0 );//, NPCInfo->lastGoalEntityNeed
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return;
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}
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SetGoal( NULL, 0.0 );
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}
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/*
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-------------------------
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G_BoundsOverlap
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-------------------------
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*/
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qboolean G_BoundsOverlap(const vec3_t mins1, const vec3_t maxs1, const vec3_t mins2, const vec3_t maxs2)
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{//NOTE: flush up against counts as overlapping
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if(mins1[0]>maxs2[0])
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return qfalse;
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if(mins1[1]>maxs2[1])
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return qfalse;
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if(mins1[2]>maxs2[2])
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return qfalse;
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if(maxs1[0]<mins2[0])
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return qfalse;
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if(maxs1[1]<mins2[1])
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return qfalse;
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if(maxs1[2]<mins2[2])
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return qfalse;
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return qtrue;
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}
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void NPC_ReachedGoal( void )
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{
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// Debug_NPCPrintf( NPC, debugNPCAI, DEBUG_LEVEL_INFO, "UpdateGoal: reached goal entity\n" );
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NPC_ClearGoal();
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NPCInfo->goalTime = level.time;
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//MCG - Begin
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NPCInfo->aiFlags &= ~NPCAI_MOVING;
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ucmd.forwardmove = 0;
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//Return that the goal was reached
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Q3_TaskIDComplete( NPC, TID_MOVE_NAV );
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//MCG - End
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}
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/*
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ReachedGoal
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id removed checks against waypoints and is now checking surfaces
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*/
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qboolean ReachedGoal( gentity_t *goal )
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{
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if ( NPCInfo->aiFlags & NPCAI_TOUCHED_GOAL )
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{
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NPCInfo->aiFlags &= ~NPCAI_TOUCHED_GOAL;
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return qtrue;
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}
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return (qboolean)STEER::Reached(NPC, goal, NPCInfo->goalRadius, FlyingCreature(NPC) != qfalse);
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}
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/*
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static gentity_t *UpdateGoal( void )
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Id removed a lot of shit here... doesn't seem to handle waypoints independantly of goalentity
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In fact, doesn't seem to be any waypoint info on entities at all any more?
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MCG - Since goal is ALWAYS goalEntity, took out a lot of sending goal entity pointers around for no reason
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*/
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gentity_t *UpdateGoal( void )
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{
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//FIXME: CREED should look at this
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// this func doesn't seem to be working correctly for the sand creature
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gentity_t *goal;
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if ( !NPCInfo->goalEntity )
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{
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return NULL;
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}
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if ( !NPCInfo->goalEntity->inuse )
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{//Somehow freed it, but didn't clear it
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NPC_ClearGoal();
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return NULL;
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}
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goal = NPCInfo->goalEntity;
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if ( ReachedGoal( goal ) )
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{
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NPC_ReachedGoal();
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goal = NULL;//so they don't keep trying to move to it
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}//else if fail, need to tell script so?
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return goal;
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}
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