Rename NSNavAI to NSActor.

This commit is contained in:
Marco Cawthorne 2024-07-26 14:14:38 -07:00
parent 935c0fd543
commit d936e57aa5
Signed by: eukara
GPG key ID: CE2032F0A2882A22
9 changed files with 83 additions and 83 deletions

View file

@ -49,7 +49,7 @@ typedef enum
@ingroup bot
@ingroup baseclass
*/
class NSBot:NSNavAI
class NSBot:NSActor
{
public:

View file

@ -60,18 +60,18 @@ Cmd_ParseClientCommand(NSClient sender, string cmd, int commandArguments)
bprint(PRINT_CHAT, msg);
break;
case "listInventory":
NSNavAI_ListInventory((NSNavAI)self);
NSActor_ListInventory((NSActor)self);
break;
case "giveInventoryItem":
NSNavAI player = (NSNavAI)self;
NSActor player = (NSActor)self;
player.GiveItem(argv(1));
break;
case "removeInventoryItem":
NSNavAI player = (NSNavAI)self;
NSActor player = (NSActor)self;
player.RemoveItem(argv(1));
break;
case "removeAllInventoryItems":
NSNavAI player = (NSNavAI)self;
NSActor player = (NSActor)self;
player.RemoveAllItems(false);
break;
case "listAmmo":

View file

@ -224,7 +224,7 @@ Cmd_ParseServerCommand(void)
case "respawnEntities":
CMD_RespawnEntities();
break;
case "spawn":
case "spawnDef":
CMD_Spawn();
break;
#ifdef BOT_INCLUDED

View file

@ -523,7 +523,7 @@ void
NSItem::_AddedCallback(void)
{
#ifdef SERVER
NSNavAI pl = (NSNavAI)owner;
NSActor pl = (NSActor)owner;
if (m_iGiveHealth > 0i) {
if (pl.GetHealth() < 100) {

View file

@ -321,7 +321,7 @@ capable of fighting if prompted to.
@ingroup baseclass
*/
class NSMonster:NSNavAI
class NSMonster:NSActor
{
public:
void NSMonster(void);

View file

@ -19,14 +19,14 @@ var bool autocvar_g_infiniteAmmo = false;
var bool autocvar_ai_debugNav = false;
void
_NSNavAI_Log(string className, string functionName, float edictNum, string warnMessage)
_NSActor_Log(string className, string functionName, float edictNum, string warnMessage)
{
if (autocvar_g_logTimestamps)
printf("^9%f ^5%s (%d) ^7: %s\n", time, functionName, edictNum, warnMessage);
else
printf("^5%s (%d) ^7: %s\n", functionName, edictNum, warnMessage);
}
#define NSNavAI_Log(...) _NSNavAI_Log(classname, __FUNC__, num_for_edict(this), sprintf(__VA_ARGS__))
#define NSActor_Log(...) _NSActor_Log(classname, __FUNC__, num_for_edict(this), sprintf(__VA_ARGS__))
/* for AI identification purposes */
typedef enum
@ -39,18 +39,18 @@ typedef enum
WPNTYPE_SEMI /* semi automatic */
} weapontype_t;
/** This entity class represents a moving/pathfinding object.
/** This entity class represents an object with choreographed/free-form movement.
It knows how to deal with waypoint based nodes and possibly other
types of pathfinding in the future.
@ingroup baseclass
*/
class
NSNavAI:NSSurfacePropEntity
NSActor:NSSurfacePropEntity
{
public:
void NSNavAI(void);
void NSActor(void);
/** Overridable: Returns whether the client can sprint, with the command +sprint */
virtual bool CanSprint(void);
@ -177,5 +177,5 @@ private:
float m_flFirstInventoryItem;
};
void NSNavAI_ListInventory(NSNavAI);
void NSActor_ListInventory(NSActor);

View file

@ -15,7 +15,7 @@
*/
void
NSNavAI::NSNavAI(void)
NSActor::NSActor(void)
{
#ifdef SERVER
m_iNodes = 0i;
@ -33,81 +33,81 @@ NSNavAI::NSNavAI(void)
}
bool
NSNavAI::IsCrouching(void)
NSActor::IsCrouching(void)
{
return HasVFlags(VFL_CROUCHING);
}
bool
NSNavAI::IsProne(void)
NSActor::IsProne(void)
{
return HasVFlags(VFL_PRONE);
}
bool
NSNavAI::IsStanding(void)
NSActor::IsStanding(void)
{
return !HasVFlags(VFL_PRONE | VFL_CROUCHING | VFL_SPRINTING);
}
bool
NSNavAI::IsSprinting(void)
NSActor::IsSprinting(void)
{
return HasVFlags(VFL_SPRINTING);
}
bool
NSNavAI::IsLeaning(void)
NSActor::IsLeaning(void)
{
return (false);
}
bool
NSNavAI::CanSprint(void)
NSActor::CanSprint(void)
{
return (false);
}
bool
NSNavAI::CanProne(void)
NSActor::CanProne(void)
{
return (false);
}
bool
NSNavAI::CanLean(void)
NSActor::CanLean(void)
{
return (false);
}
bool
NSNavAI::CanCrouch(void)
NSActor::CanCrouch(void)
{
return (false);
}
/* filled these in with the (default) client side player movement values */
float
NSNavAI::GetForwardSpeed(void)
NSActor::GetForwardSpeed(void)
{
return (PMOVE_FORWARD_SPEED);
}
float
NSNavAI::GetSideSpeed(void)
NSActor::GetSideSpeed(void)
{
return (PMOVE_SIDE_SPEED);
}
float
NSNavAI::GetBackSpeed(void)
NSActor::GetBackSpeed(void)
{
return (PMOVE_BACK_SPEED);
}
#ifdef SERVER
void
NSNavAI::Save(float handle)
NSActor::Save(float handle)
{
super::Save(handle);
SaveInt(handle, "m_iNodes", m_iNodes);
@ -118,7 +118,7 @@ NSNavAI::Save(float handle)
}
void
NSNavAI::Restore(string strKey, string strValue)
NSActor::Restore(string strKey, string strValue)
{
switch (strKey) {
case "m_iNodes":
@ -142,7 +142,7 @@ NSNavAI::Restore(string strKey, string strValue)
}
void
NSNavAI::RestoreComplete(void)
NSActor::RestoreComplete(void)
{
if (m_iNodes <= 0i)
return;
@ -155,13 +155,13 @@ NSNavAI::RestoreComplete(void)
#ifdef SERVER
void
NSNavAI::RouteEnded(void)
NSActor::RouteEnded(void)
{
}
void
NSNavAI::CheckRoute_Path(void)
NSActor::CheckRoute_Path(void)
{
float flDist = floor(vlen(m_pathEntity.GetOrigin() - GetOrigin()));
@ -169,7 +169,7 @@ NSNavAI::CheckRoute_Path(void)
/* close enough...? */
if (flDist < 80) {
NSNavAI_Log("Reached path node %S", m_pathTarget);
NSActor_Log("Reached path node %S", m_pathTarget);
m_pathTarget = m_pathEntity.target;
m_pathEntity = (NSEntity)m_pathEntity.GetTargetEntity();
@ -178,7 +178,7 @@ NSNavAI::CheckRoute_Path(void)
}
void
NSNavAI::CheckRoute(void)
NSActor::CheckRoute(void)
{
float flDist;
float flNodeRadius;
@ -201,10 +201,10 @@ NSNavAI::CheckRoute(void)
/* HACK: for followers */
if (m_eFollowing) {
RouteToPosition(m_eFollowing.origin);
NSNavAI_Log("Giving up current route to follower, re-calculating");
NSActor_Log("Giving up current route to follower, re-calculating");
} else {
RouteToPosition(m_vecLastNode);
NSNavAI_Log("Giving up current route, re-calculating.");
NSActor_Log("Giving up current route, re-calculating.");
}
}
_m_flRouteGiveUp = time + 2.0f;
@ -228,7 +228,7 @@ NSNavAI::CheckRoute(void)
flDist = floor(vlen(evenpos - origin));
if (flDist < flNodeRadius) {
NSNavAI_Log("%S reached node", targetname);
NSActor_Log("%S reached node", targetname);
m_iCurNode--;
velocity = [0,0,0]; /* clamp friction */
@ -239,7 +239,7 @@ NSNavAI::CheckRoute(void)
/* can we walk directly to our target destination? */
if (trace_fraction == 1.0) {
NSNavAI_Log("Walking directly to last node at '%v'", m_vecLastNode);
NSActor_Log("Walking directly to last node at '%v'", m_vecLastNode);
m_iCurNode = -1;
}
}
@ -258,7 +258,7 @@ NSNavAI::CheckRoute(void)
if (!trace_startsolid && trace_fraction == 1.0f) {
evenpos = vecNextNode;
m_iCurNode = iNextNode;
NSNavAI_Log("Skipping to next node %i at '%v'", iNextNode, vecNextNode);
NSActor_Log("Skipping to next node %i at '%v'", iNextNode, vecNextNode);
return;
}
}
@ -268,7 +268,7 @@ NSNavAI::CheckRoute(void)
if (m_iCurNode < -1) {
RouteClear();
RouteEnded();
NSNavAI_Log("%S reached end", targetname);
NSActor_Log("%S reached end", targetname);
}
/* crouch attempt */
@ -305,14 +305,14 @@ NSNavAI::CheckRoute(void)
m_flLastDist = flDist;
if (m_flNodeGiveup >= 1.0f) {
print(sprintf("NSNavAI::CheckNode: %s gave up route\n",
print(sprintf("NSActor::CheckNode: %s gave up route\n",
this.netname));
RouteClear();
}*/
}
vector
NSNavAI::GetRouteMovevalues(void)
NSActor::GetRouteMovevalues(void)
{
vector vecDirection;
vector fwdDir, rightDir, upDir;
@ -337,7 +337,7 @@ NSNavAI::GetRouteMovevalues(void)
}
vector
NSNavAI::GetRouteDirection(void)
NSActor::GetRouteDirection(void)
{
if (m_pathTarget) {
return vectorToAngles(m_pathEntity.GetOrigin() - GetOrigin());
@ -356,13 +356,13 @@ NSNavAI::GetRouteDirection(void)
}
void
NSNavAI::RouteToPosition(vector destination)
NSActor::RouteToPosition(vector destination)
{
RouteToPositionDenyFlags(destination, 0i);
}
void
NSNavAI::DebugDraw(void)
NSActor::DebugDraw(void)
{
vector vecStart = GetOrigin();
vector vecEnd;
@ -386,12 +386,12 @@ NSNavAI::DebugDraw(void)
}
void
NSNavAI::RouteToPositionDenyFlags(vector destination, int denylinkflags)
NSActor::RouteToPositionDenyFlags(vector destination, int denylinkflags)
{
/* engine calls this upon successfully creating a route */
static void RouteToPosition_RouteCB(entity ent, vector dest, int numnodes, nodeslist_t *nodelist)
{
NSNavAI p = (NSNavAI)ent;
NSActor p = (NSActor)ent;
p.m_iNodes = numnodes;
p.m_iCurNode = numnodes - 1;
p.m_pRoute = nodelist;
@ -402,10 +402,10 @@ NSNavAI::RouteToPositionDenyFlags(vector destination, int denylinkflags)
/* can we walk directly to our target destination? */
if (trace_fraction == 1.0) {
NSNavAI_Log("Walking directly to last node");
NSActor_Log("Walking directly to last node");
p.m_iCurNode = -1;
} else {
NSNavAI_Log("Path obstructed, calculating route");
NSActor_Log("Path obstructed, calculating route");
/* run through all nodes, mark the closest direct path possible */
for (int i = 0; i < p.m_iNodes; i++) {
@ -441,7 +441,7 @@ NSNavAI::RouteToPositionDenyFlags(vector destination, int denylinkflags)
}
void
NSNavAI::ChasePath(string startPath)
NSActor::ChasePath(string startPath)
{
if (!startPath || startPath == "") {
m_pathTarget = __NULL__;
@ -451,11 +451,11 @@ NSNavAI::ChasePath(string startPath)
m_pathTarget = startPath;
m_pathEntity = (NSEntity)find(world, ::targetname, m_pathTarget);
NSNavAI_Log("Actor %S chase Path set to %S", netname, m_pathEntity.targetname);
NSActor_Log("Actor %S chase Path set to %S", netname, m_pathEntity.targetname);
}
void
NSNavAI::RouteClear(void)
NSActor::RouteClear(void)
{
if (!m_iNodes)
return;
@ -463,23 +463,23 @@ NSNavAI::RouteClear(void)
m_iCurNode = BOTROUTE_END;
m_iNodes = 0;
memfree(m_pRoute);
NSNavAI_Log("Actor %S (%s) cleared their route.", netname, classname);
NSActor_Log("Actor %S (%s) cleared their route.", netname, classname);
}
void
NSNavAI::SetMoveSpeedScale(float newValue)
NSActor::SetMoveSpeedScale(float newValue)
{
m_flMoveSpeedKey = newValue;
}
float
NSNavAI::GetMoveSpeedScale(void)
NSActor::GetMoveSpeedScale(void)
{
return (m_flMoveSpeedKey == 0.0) ? 1.0f : m_flMoveSpeedKey;
}
void
NSNavAI::Physics_Run(void)
NSActor::Physics_Run(void)
{
input_movevalues *= GetMoveSpeedScale();
@ -494,7 +494,7 @@ NSNavAI::Physics_Run(void)
#endif
void
NSNavAI::LaunchProjectile(string defName, bool thrown, float timeOfs)
NSActor::LaunchProjectile(string defName, bool thrown, float timeOfs)
{
#ifdef SERVER
vector throwDirection;
@ -522,7 +522,7 @@ NSNavAI::LaunchProjectile(string defName, bool thrown, float timeOfs)
}
bool
NSNavAI::PlantCharge(string defName)
NSActor::PlantCharge(string defName)
{
vector forwardVec;
vector destinationVec;
@ -563,7 +563,7 @@ NSNavAI::PlantCharge(string defName)
}
int
NSNavAI::GetReserveAmmo(int ammoType)
NSActor::GetReserveAmmo(int ammoType)
{
/* bounds check */
if (ammoType <= 0i || ammoType >= MAX_AMMO_TYPES)
@ -573,7 +573,7 @@ NSNavAI::GetReserveAmmo(int ammoType)
}
bool
NSNavAI::GiveAmmo(int ammoType, int ammoAmount)
NSActor::GiveAmmo(int ammoType, int ammoAmount)
{
int maxAmmo = 0i;
@ -596,7 +596,7 @@ NSNavAI::GiveAmmo(int ammoType, int ammoAmount)
}
bool
NSNavAI::UseAmmo(int ammoType, int ammoAmount)
NSActor::UseAmmo(int ammoType, int ammoAmount)
{
if (autocvar_g_infiniteAmmo == true) {
return (true);
@ -611,7 +611,7 @@ NSNavAI::UseAmmo(int ammoType, int ammoAmount)
}
bool
NSNavAI::HasAmmo(int ammoType, int ammoAmount)
NSActor::HasAmmo(int ammoType, int ammoAmount)
{
/* bounds check */
if (ammoType < 0i || ammoType >= MAX_AMMO_TYPES)
@ -625,7 +625,7 @@ NSNavAI::HasAmmo(int ammoType, int ammoAmount)
}
bool
NSNavAI::HasExactItem(NSItem itemEntity)
NSActor::HasExactItem(NSItem itemEntity)
{
NSItem linkedList = __NULL__;
@ -657,7 +657,7 @@ NSNavAI::HasExactItem(NSItem itemEntity)
bool
NSNavAI::HasItem(string itemName)
NSActor::HasItem(string itemName)
{
NSItem linkedList = __NULL__;
@ -683,13 +683,13 @@ NSNavAI::HasItem(string itemName)
}
bool
NSNavAI::GiveItem(string itemName)
NSActor::GiveItem(string itemName)
{
#ifdef SERVER
NSItem linkedList = __NULL__;
NSItem lastItem = __NULL__;
bool canCarry stof(EntityDef_GetKeyValue(itemName, "inv_carry")) ? true : false;
bool canCarry = stof(EntityDef_GetKeyValue(itemName, "inv_carry")) ? true : false;
/* we do not have an item yet. */
if (!m_itemList) {
@ -761,7 +761,7 @@ NSNavAI::GiveItem(string itemName)
}
bool
NSNavAI::RemoveItem(string itemName)
NSActor::RemoveItem(string itemName)
{
#ifdef SERVER
NSItem linkedList = __NULL__;
@ -817,7 +817,7 @@ NSNavAI::RemoveItem(string itemName)
}
bool
NSNavAI::RemoveAllItems(bool ignoreWeapons)
NSActor::RemoveAllItems(bool ignoreWeapons)
{
NSItem linkedList = __NULL__;
@ -854,7 +854,7 @@ NSNavAI::RemoveAllItems(bool ignoreWeapons)
}
bool
NSNavAI::RemoveAllWeapons(void)
NSActor::RemoveAllWeapons(void)
{
NSItem linkedList = __NULL__;
@ -891,7 +891,7 @@ NSNavAI::RemoveAllWeapons(void)
}
string
NSNavAI::GetCurrentWeapon(void)
NSActor::GetCurrentWeapon(void)
{
if (m_activeWeapon) {
return (m_activeWeapon.classname);
@ -901,7 +901,7 @@ NSNavAI::GetCurrentWeapon(void)
}
void
NSNavAI::SwitchToWeapon(string weaponName)
NSActor::SwitchToWeapon(string weaponName)
{
NSItem linkedList = __NULL__;
@ -925,7 +925,7 @@ NSNavAI::SwitchToWeapon(string weaponName)
}
void
NSNavAI::SwitchToExactWeapon(NSWeapon item)
NSActor::SwitchToExactWeapon(NSWeapon item)
{
if (item.IsWeapon() == false) {
return;
@ -937,13 +937,13 @@ NSNavAI::SwitchToExactWeapon(NSWeapon item)
}
bool
NSNavAI::AddItem(NSItem theItem)
NSActor::AddItem(NSItem theItem)
{
return (false);
}
void
NSNavAI_ListInventory(NSNavAI targetEntity)
NSActor_ListInventory(NSActor targetEntity)
{
NSItem itemEntry = targetEntity.m_itemList;
NSWeapon activeWeapon = targetEntity.m_activeWeapon;

View file

@ -418,7 +418,7 @@ NSWeapon::ClientFX(bool isThirdperson)
vector src;
vector endpos;
NSNavAI pl = (NSNavAI)owner;
NSActor pl = (NSActor)owner;
if (isThirdperson == true) {
src = pl.GetEyePos();
@ -1391,7 +1391,7 @@ isWeaponDetonationTimed(string weaponDef)
.NSWeapon m_prevWeapon;
NSWeapon
NSWeapon_SortWeaponChain(NSNavAI targetPlayer)
NSWeapon_SortWeaponChain(NSActor targetPlayer)
{
NSWeapon itemChain = (NSWeapon)targetPlayer.m_itemList;
int heighestSlot = -1i;
@ -1463,7 +1463,7 @@ NSWeapon_SortWeaponChain(NSNavAI targetPlayer)
#ifdef CLIENT
bool
NSWeapon_CanSwitch(NSNavAI pl)
NSWeapon_CanSwitch(NSActor pl)
{
if (!pl.m_activeWeapon)
return false;
@ -1485,7 +1485,7 @@ NSWeapon_SelectWeapon(NSWeapon nextWeapon)
/** Select the next item in the list. */
void
NSWeapon_NextWeapon(NSNavAI pl)
NSWeapon_NextWeapon(NSActor pl)
{
#ifdef CLIENT
NSWeapon firstWeapon;
@ -1506,7 +1506,7 @@ NSWeapon_NextWeapon(NSNavAI pl)
/** Select the previous item in the list. */
void
NSWeapon_PrevWeapon(NSNavAI pl)
NSWeapon_PrevWeapon(NSActor pl)
{
#ifdef CLIENT
NSWeapon firstWeapon;
@ -1527,7 +1527,7 @@ NSWeapon_PrevWeapon(NSNavAI pl)
/** Select the previous item in the list. */
void
NSWeapon_LastWeapon(NSNavAI pl)
NSWeapon_LastWeapon(NSActor pl)
{
#ifdef CLIENT
NSWeapon firstWeapon;

View file

@ -1,4 +1,4 @@
void NSWeapon_NextWeapon(NSNavAI);
void NSWeapon_PrevWeapon(NSNavAI);
void NSWeapon_LastWeapon(NSNavAI);
void NSWeapon_NextWeapon(NSActor);
void NSWeapon_PrevWeapon(NSActor);
void NSWeapon_LastWeapon(NSActor);