Initial commit.
This commit is contained in:
188
code/game/NPC_goal.cpp
Normal file
188
code/game/NPC_goal.cpp
Normal file
@@ -0,0 +1,188 @@
|
||||
//b_goal.cpp
|
||||
// leave this line at the top for all NPC_xxxx.cpp files...
|
||||
#include "g_headers.h"
|
||||
|
||||
|
||||
|
||||
|
||||
#include "b_local.h"
|
||||
#include "Q3_Interface.h"
|
||||
|
||||
extern qboolean FlyingCreature( gentity_t *ent );
|
||||
/*
|
||||
SetGoal
|
||||
*/
|
||||
|
||||
void SetGoal( gentity_t *goal, float rating )
|
||||
{
|
||||
NPCInfo->goalEntity = goal;
|
||||
// NPCInfo->goalEntityNeed = rating;
|
||||
NPCInfo->goalTime = level.time;
|
||||
if ( goal )
|
||||
{
|
||||
// Debug_NPCPrintf( NPC, debugNPCAI, DEBUG_LEVEL_INFO, "NPC_SetGoal: %s @ %s (%f)\n", goal->classname, vtos( goal->currentOrigin), rating );
|
||||
}
|
||||
else
|
||||
{
|
||||
// Debug_NPCPrintf( NPC, debugNPCAI, DEBUG_LEVEL_INFO, "NPC_SetGoal: NONE\n" );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
NPC_SetGoal
|
||||
*/
|
||||
|
||||
void NPC_SetGoal( gentity_t *goal, float rating )
|
||||
{
|
||||
if ( goal == NPCInfo->goalEntity )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if ( !goal )
|
||||
{
|
||||
// Debug_NPCPrintf( NPC, debugNPCAI, DEBUG_LEVEL_ERROR, "NPC_SetGoal: NULL goal\n" );
|
||||
return;
|
||||
}
|
||||
|
||||
if ( goal->client )
|
||||
{
|
||||
// Debug_NPCPrintf( NPC, debugNPCAI, DEBUG_LEVEL_ERROR, "NPC_SetGoal: goal is a client\n" );
|
||||
return;
|
||||
}
|
||||
|
||||
if ( NPCInfo->goalEntity )
|
||||
{
|
||||
// Debug_NPCPrintf( NPC, debugNPCAI, DEBUG_LEVEL_INFO, "NPC_SetGoal: push %s\n", NPCInfo->goalEntity->classname );
|
||||
NPCInfo->lastGoalEntity = NPCInfo->goalEntity;
|
||||
// NPCInfo->lastGoalEntityNeed = NPCInfo->goalEntityNeed;
|
||||
}
|
||||
|
||||
SetGoal( goal, rating );
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
NPC_ClearGoal
|
||||
*/
|
||||
|
||||
void NPC_ClearGoal( void )
|
||||
{
|
||||
gentity_t *goal;
|
||||
|
||||
if ( !NPCInfo->lastGoalEntity )
|
||||
{
|
||||
SetGoal( NULL, 0.0 );
|
||||
return;
|
||||
}
|
||||
|
||||
goal = NPCInfo->lastGoalEntity;
|
||||
NPCInfo->lastGoalEntity = NULL;
|
||||
if ( goal->inuse && !(goal->s.eFlags & EF_NODRAW) )
|
||||
{
|
||||
// Debug_NPCPrintf( NPC, debugNPCAI, DEBUG_LEVEL_INFO, "NPC_ClearGoal: pop %s\n", goal->classname );
|
||||
SetGoal( goal, 0 );//, NPCInfo->lastGoalEntityNeed
|
||||
return;
|
||||
}
|
||||
|
||||
SetGoal( NULL, 0.0 );
|
||||
}
|
||||
|
||||
/*
|
||||
-------------------------
|
||||
G_BoundsOverlap
|
||||
-------------------------
|
||||
*/
|
||||
|
||||
qboolean G_BoundsOverlap(const vec3_t mins1, const vec3_t maxs1, const vec3_t mins2, const vec3_t maxs2)
|
||||
{//NOTE: flush up against counts as overlapping
|
||||
if(mins1[0]>maxs2[0])
|
||||
return qfalse;
|
||||
|
||||
if(mins1[1]>maxs2[1])
|
||||
return qfalse;
|
||||
|
||||
if(mins1[2]>maxs2[2])
|
||||
return qfalse;
|
||||
|
||||
if(maxs1[0]<mins2[0])
|
||||
return qfalse;
|
||||
|
||||
if(maxs1[1]<mins2[1])
|
||||
return qfalse;
|
||||
|
||||
if(maxs1[2]<mins2[2])
|
||||
return qfalse;
|
||||
|
||||
return qtrue;
|
||||
}
|
||||
|
||||
void NPC_ReachedGoal( void )
|
||||
{
|
||||
// Debug_NPCPrintf( NPC, debugNPCAI, DEBUG_LEVEL_INFO, "UpdateGoal: reached goal entity\n" );
|
||||
NPC_ClearGoal();
|
||||
NPCInfo->goalTime = level.time;
|
||||
|
||||
//MCG - Begin
|
||||
NPCInfo->aiFlags &= ~NPCAI_MOVING;
|
||||
ucmd.forwardmove = 0;
|
||||
//Return that the goal was reached
|
||||
Q3_TaskIDComplete( NPC, TID_MOVE_NAV );
|
||||
//MCG - End
|
||||
}
|
||||
/*
|
||||
ReachedGoal
|
||||
|
||||
id removed checks against waypoints and is now checking surfaces
|
||||
*/
|
||||
qboolean ReachedGoal( gentity_t *goal )
|
||||
{
|
||||
|
||||
if ( NPCInfo->aiFlags & NPCAI_TOUCHED_GOAL )
|
||||
{
|
||||
NPCInfo->aiFlags &= ~NPCAI_TOUCHED_GOAL;
|
||||
return qtrue;
|
||||
}
|
||||
return STEER::Reached(NPC, goal, NPCInfo->goalRadius, !!FlyingCreature(NPC));
|
||||
}
|
||||
|
||||
/*
|
||||
static gentity_t *UpdateGoal( void )
|
||||
|
||||
Id removed a lot of shit here... doesn't seem to handle waypoints independantly of goalentity
|
||||
|
||||
In fact, doesn't seem to be any waypoint info on entities at all any more?
|
||||
|
||||
MCG - Since goal is ALWAYS goalEntity, took out a lot of sending goal entity pointers around for no reason
|
||||
*/
|
||||
|
||||
gentity_t *UpdateGoal( void )
|
||||
{
|
||||
//FIXME: CREED should look at this
|
||||
// this func doesn't seem to be working correctly for the sand creature
|
||||
|
||||
gentity_t *goal;
|
||||
|
||||
if ( !NPCInfo->goalEntity )
|
||||
{
|
||||
return NULL;
|
||||
}
|
||||
|
||||
if ( !NPCInfo->goalEntity->inuse )
|
||||
{//Somehow freed it, but didn't clear it
|
||||
NPC_ClearGoal();
|
||||
return NULL;
|
||||
}
|
||||
|
||||
goal = NPCInfo->goalEntity;
|
||||
|
||||
if ( ReachedGoal( goal ) )
|
||||
{
|
||||
NPC_ReachedGoal();
|
||||
goal = NULL;//so they don't keep trying to move to it
|
||||
}//else if fail, need to tell script so?
|
||||
|
||||
return goal;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user