jkxr/Projects/Android/jni/OpenJK/codemp/game/g_nav.h
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

96 lines
3.1 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/>.
===========================================================================
*/
#pragma once
//This file is shared by the exe nav code.
//If you modify it without recompiling the exe with new code, there could be issues.
#define WAYPOINT_NONE -1
#define MAX_STORED_WAYPOINTS 512//???
#define MAX_WAYPOINT_REACHED_DIST_SQUARED 1024 //32 squared
#define MAX_COLL_AVOID_DIST 128
#define NAVGOAL_USE_RADIUS 16384 //Used to force the waypoint_navgoals with a manually set radius to actually do a DistanceSquared check, not just bounds overlap
#define MIN_STOP_DIST 64
#define MIN_BLOCKED_SPEECH_TIME 4000
#define MIN_DOOR_BLOCK_DIST 16
#define MIN_DOOR_BLOCK_DIST_SQR ( MIN_DOOR_BLOCK_DIST * MIN_DOOR_BLOCK_DIST )
#define SHOVE_SPEED 200
#define SHOVE_LIFT 10
#define MAX_RADIUS_CHECK 1024
#define YAW_ITERATIONS 16
// Engine has its own copy of these (navigator.h)
#ifdef _GAME
//rww - Rest of defines here are also shared in exe, do not modify.
#define __NEWCOLLECT 1
#define _HARD_CONNECT 1
//Node flags
#define NF_ANY 0
//#define NF_CLEAR_LOS 0x00000001
#define NF_CLEAR_PATH 0x00000002
#define NF_RECALC 0x00000004
//Edge flags
#define EFLAG_NONE 0
#define EFLAG_BLOCKED 0x00000001
#define EFLAG_FAILED 0x00000002
//Miscellaneous defines
#define NODE_NONE -1
#define NAV_HEADER_ID 'JNV5'
#define NODE_HEADER_ID 'NODE'
//this stuff is local and can be modified, don't even show it to the engine.
extern qboolean navCalculatePaths;
extern qboolean NAVDEBUG_showNodes;
extern qboolean NAVDEBUG_showRadius;
extern qboolean NAVDEBUG_showEdges;
extern qboolean NAVDEBUG_showTestPath;
extern qboolean NAVDEBUG_showEnemyPath;
extern qboolean NAVDEBUG_showCombatPoints;
extern qboolean NAVDEBUG_showNavGoals;
extern qboolean NAVDEBUG_showCollision;
extern int NAVDEBUG_curGoal;
void NAV_Shutdown( void );
void NAV_CalculatePaths( const char *filename, int checksum );
void NAV_CalculateSquadPaths( const char *filename, int checksum );
void NAV_ShowDebugInfo( void );
int NAV_GetNearestNode( gentity_t *self, int lastNode );
extern int NAV_TestBestNode( gentity_t *self, int startID, int endID, qboolean failEdge );
qboolean NPC_GetMoveDirection( vec3_t out, float *distance );
void NPC_MoveToGoalExt( vec3_t point );
void NAV_FindPlayerWaypoint( int clNum );
qboolean NAV_CheckAhead( gentity_t *self, vec3_t end, trace_t *trace, int clipmask );
#endif