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- // leave this line at the top for all g_xxxx.cpp files...
- #include "g_headers.h"
- #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 );
- 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 ) );
- 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 )
- {
- 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
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