mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-27 06:22:02 +00:00
4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
425 lines
12 KiB
C++
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
|