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fs2open.github.com/code/autopilot/autopilot.cpp
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// Autopilot.cpp
// Derek Meek
// 4-30-2004
/*
* $Logfile: /Freespace2/code/Autopilot/Autopilot.cpp $
* $Revision: 1.23.2.4 $
* $Date: 2006-11-03 18:44:11 $
* $Author: Kazan $
*
* $Log: not supported by cvs2svn $
* Revision 1.23.2.3 2006/09/11 01:00:27 taylor
* various small compiler warning and strict compiling fixes
*
* Revision 1.23.2.2 2006/07/27 19:17:33 Kazan
* Lock player primaries during autopilot
*
* Revision 1.23.2.1 2006/07/26 14:53:38 Kazan
* Resolve Mantis #1010
*
* Revision 1.23 2006/02/25 21:42:31 Goober5000
* fixes from last commit
*
* Revision 1.22 2005/08/23 09:18:08 Goober5000
* ensure init/reset of goals works cleanly
* --Goober5000
*
* Revision 1.21 2005/07/23 16:25:32 Goober5000
* remove an extraneous extern
* --Goober5000
*
* Revision 1.20 2005/07/13 02:30:52 Goober5000
* removed autopilot #define
* --Goober5000
*
* Revision 1.19 2005/04/19 23:03:42 wmcoolmon
* Lock time compression when autopilot is engaged
*
* Revision 1.18 2005/04/05 05:53:14 taylor
* s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
*
* Revision 1.17 2005/03/25 06:57:32 wmcoolmon
* Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase)
*
* Revision 1.16 2005/03/03 06:05:26 wmcoolmon
* Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure"
*
* Revision 1.15 2005/01/31 23:27:51 taylor
* merge with Linux/OSX tree - p0131-2
*
* Revision 1.14 2004/10/03 21:41:10 Kazan
* Autopilot convergence collision fix for ai_fly_to_ship() and ai_waypoints() -- mathematically expensive, only usable by autopilot
*
* Revision 1.13 2004/09/28 22:51:41 Kazan
* fix autopilot formation bug
*
* Revision 1.12 2004/09/28 19:54:31 Kazan
* | is binary or, || is boolean or - please use the right one
* autopilot velocity ramping biasing
* made debugged+k kill guardianed ships
*
* Revision 1.11 2004/07/29 23:41:21 Kazan
* bugfixes
*
* Revision 1.10 2004/07/27 18:52:10 Kazan
* squished another
*
* Revision 1.9 2004/07/27 18:04:09 Kazan
* i love it when bugs go crunch (autopilot ai fixup)
*
* Revision 1.8 2004/07/26 20:47:24 Kazan
* remove MCD complete
*
* Revision 1.7 2004/07/26 17:54:04 Kazan
* Autopilot system completed -- i am dropping plans for GUI nav map
* Fixed FPS counter during time compression
*
* Revision 1.6 2004/07/25 19:27:51 Kazan
* only disable afterburning during AIM_WAYPOINTS and AIM_FLY_TO_SHIP while AutoPilotEngaged
*
* Revision 1.5 2004/07/25 18:46:28 Kazan
* -fred_no_warn has become -no_warn and applies to both fred and fs2
* added new ai directive (last commit) and disabled afterburners while performing AIM_WAYPOINTS or AIM_FLY_TO_SHIP
* fixed player ship speed bug w/ player-use-ai, now stays in formation correctly and manages speed
* made -radar_reduce ignore itself if no parameter is given (ignoring launcher bug)
*
* Revision 1.4 2004/07/25 00:31:27 Kazan
* i have absolutely nothing to say about that subject
*
* Revision 1.3 2004/07/12 16:32:42 Kazan
* MCD - define _MCD_CHECK to use memory tracking
*
* Revision 1.2 2004/07/01 16:38:18 Kazan
* working on autonav
*
* Revision 1.1 2004/05/07 23:50:14 Kazan
* Sorry Guys!
*
*
*
*
*/
#include "autopilot/autopilot.h"
#include "ai/ai.h"
#include "ai/aigoals.h"
#include "ship/ship.h"
#include "object/object.h"
#include "parse/sexp.h"
#include "freespace2/freespace.h"
#include "globalincs/linklist.h"
#include "iff_defs/iff_defs.h"
// Extern functions/variables
extern int Player_use_ai;
// Module variables
bool AutoPilotEngaged;
int CurrentNav;
float ramp_bias;
NavPoint Navs[MAX_NAVPOINTS];
// used for ramping time compression;
int start_dist;
// ********************************************************************************************
void autopilot_ai_waypoint_goal_fixup(ai_goal* aigp)
{
// this function sets wp_index properly;
for (int i = 0; i < Num_waypoint_lists; i++)
{
if (!stricmp(aigp->ship_name, Waypoint_lists[i].name))
{
aigp->wp_index = i;
return;
}
}
}
// ********************************************************************************************
bool Sel_NextNav()
{
if (AutoPilotEngaged)
return false;
int i;
if (CurrentNav == -1)
{
for (i = 0; i < MAX_NAVPOINTS; i++)
{
if (Navs[i].flags & NP_VALIDTYPE && !(Navs[i].flags & NP_NOSELECT))
{
CurrentNav=i;
return true;
}
}
}
else
{
for (i = CurrentNav+1; i < MAX_NAVPOINTS+CurrentNav; i++)
{
if (Navs[i%MAX_NAVPOINTS].flags & NP_VALIDTYPE && !(Navs[i%MAX_NAVPOINTS].flags & NP_NOSELECT))
{
if (i != CurrentNav)
{
CurrentNav=i%MAX_NAVPOINTS;
return true;
}
}
}
}
return false;
}
// ********************************************************************************************
vec3d *NavPoint::GetPosition()
{
if (flags & NP_WAYPOINT)
{
return &((waypoint_list*) target_obj)->waypoints[waypoint_num-1];
}
else
{
return &Objects[((ship*) target_obj)->objnum].pos;
}
}
char* NavPoint::GetInteralName()
{
char *NavName;
char strtmp[3];
if (flags & NP_WAYPOINT)
{
NavName = new char[strlen(((waypoint_list*)target_obj)->name)+5];
memset(NavName, 0, strlen(((waypoint_list*)target_obj)->name)+5);
strcpy(NavName, ((waypoint_list*)target_obj)->name);
strcat(NavName, ":");
strcat(NavName, itoa(waypoint_num, strtmp, 10));
}
else
{
NavName = new char[strlen(((ship*)target_obj)->ship_name)+1];
memset(NavName, 0, strlen(((ship*)target_obj)->ship_name)+1);
strcpy(NavName, ((ship*)target_obj)->ship_name);
}
return NavName;
}
// ********************************************************************************************
// Tell us is autopilot is allow
// This needs:
// * Nav point selected
// * No enemies within X distance
// * Destination > 1,000 meters away
bool CanAutopilot()
{
if (CurrentNav == -1 || object_get_gliding(Player_obj))
return false;
// You cannot autopilot if you're within 1000 meters of your destination nav point
if (vm_vec_dist_quick(&Player_obj->pos, Navs[CurrentNav].GetPosition()) < 1000)
return false;
// see if any hostiles are nearby
for (ship_obj *so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so))
{
object *other_objp = &Objects[so->objnum];
// attacks player?
if (iff_x_attacks_y(obj_team(other_objp), obj_team(Player_obj)))
{
// Cannot autopilot if enemy within 5,000 meters
if (vm_vec_dist_quick(&Player_obj->pos, &other_objp->pos) < 5000)
return false;
}
}
return true;
}
// ********************************************************************************************
// Engages autopilot
// This does:
// * Control switched from player to AI
// * Time compression to 32x
// * Lock time compression -WMC
// * Tell AI to fly to targetted Nav Point (for all nav-status wings/ships)
// * Sets max waypoint speed to the best-speed of the slowest ship tagged
void StartAutopilot()
{
if (!CanAutopilot())
return;
AutoPilotEngaged = true;
Player_use_ai = 1;
set_time_compression(1);
lock_time_compression(true);
// determine speed cap
int i,j;
float speed_cap = 1000000.0; // 1m is a safe starting point
for (i = 0; i < MAX_SHIPS; i++)
{
if (Ships[i].objnum != -1 &&
(Ships[i].flags2 & SF2_NAVPOINT_CARRY ||
(Ships[i].wingnum != -1 && Wings[Ships[i].wingnum].flags & WF_NAV_CARRY)
)
)
{
if (speed_cap > Ship_info[Ships[i].ship_info_index].max_vel.xyz.z)
speed_cap = Ship_info[Ships[i].ship_info_index].max_vel.xyz.z;
}
}
// damp speed_cap to 90% of actual -- to make sure ships stay in formation
speed_cap = 0.90f * speed_cap;
ramp_bias = speed_cap/50.0f;
// assign ship goals
// when assigning goals to individual ships only do so if Ships[shipnum].wingnum != -1
// we will assign wing goals below
for (i = 0; i < MAX_SHIPS; i++)
{
if (Ships[i].objnum != -1 &&
(Ships[i].flags2 & SF2_NAVPOINT_CARRY ||
(Ships[i].wingnum != -1 && Wings[Ships[i].wingnum].flags & WF_NAV_CARRY)
)
)
{
// lock primary and secondary weapons
Ships[i].flags2 |= (SF2_PRIMARIES_LOCKED | SF2_SECONDARIES_LOCKED);
// clear the ship goals and cap the waypoint speed
ai_clear_ship_goals(&Ai_info[Ships[i].ai_index]);
Ai_info[Ships[i].ai_index].waypoint_speed_cap = (int)speed_cap;
// if they're not part of a wing set their goal
if (Ships[i].wingnum == -1)
{
if (Navs[CurrentNav].flags & NP_WAYPOINT)
{
ai_add_ship_goal_player( AIG_TYPE_PLAYER_WING, AI_GOAL_WAYPOINTS_ONCE, -1, ((waypoint_list*)Navs[CurrentNav].target_obj)->name, &Ai_info[Ships[i].ai_index] );
//fixup has to wait until after wing goals
}
else
{
ai_add_ship_goal_player( AIG_TYPE_PLAYER_WING, AI_GOAL_FLY_TO_SHIP, -1, ((ship*)Navs[CurrentNav].target_obj)->ship_name, &Ai_info[Ships[i].ai_index] );
}
}
}
}
// assign wing goals
for (i = 0; i < MAX_WINGS; i++)
{
if (Wings[i].flags & WF_NAV_CARRY )
{
//ai_add_ship_goal_player( int type, int mode, int submode, char *shipname, ai_info *aip );
//ai_add_wing_goal_player( AIG_TYPE_PLAYER_WING, AI_GOAL_STAY_NEAR_SHIP, 0, target_shipname, wingnum );
//ai_add_wing_goal_player( AIG_TYPE_PLAYER_WING, AI_GOAL_WAYPOINTS_ONCE, 0, target_shipname, wingnum );
//ai_clear_ship_goals( &(Ai_info[Ships[num].ai_index]) );
ai_clear_wing_goals( i );
if (Navs[CurrentNav].flags & NP_WAYPOINT)
{
ai_add_wing_goal_player( AIG_TYPE_PLAYER_WING, AI_GOAL_WAYPOINTS_ONCE, AIF_FORMATION_WING, ((waypoint_list*)Navs[CurrentNav].target_obj)->name, i );
// "fix up" the goal
for (j = 0; j < MAX_AI_GOALS; j++)
{
if (Wings[i].ai_goals[j].ai_mode == AI_GOAL_WAYPOINTS_ONCE ||
Wings[i].ai_goals[j].ai_mode == AIM_WAYPOINTS )
{
autopilot_ai_waypoint_goal_fixup(&(Wings[i].ai_goals[j]));
}
}
}
else
{
ai_add_wing_goal_player( AIG_TYPE_PLAYER_WING, AI_GOAL_FLY_TO_SHIP, AIF_FORMATION_WING, ((ship*)Navs[CurrentNav].target_obj)->ship_name, i );
}
}
}
// fixup has to go down here because ships are assigned goals during wing goals as well
for (i = 0; i < MAX_SHIPS; i++)
{
if (Ships[i].objnum != -1)
{
if (Ships[i].flags2 & SF2_NAVPOINT_CARRY ||
(Ships[i].wingnum != -1 && Wings[Ships[i].wingnum].flags & WF_NAV_CARRY))
for (j = 0; j < MAX_AI_GOALS; j++)
{
if (Ai_info[Ships[i].ai_index].goals[j].ai_mode == AI_GOAL_WAYPOINTS_ONCE ||
Ai_info[Ships[i].ai_index].goals[j].ai_mode == AIM_WAYPOINTS)
{
autopilot_ai_waypoint_goal_fixup( &(Ai_info[Ships[i].ai_index].goals[j]) );
// formation fixup
//ai_form_on_wing(&Objects[Ships[i].objnum], &Objects[Player_ship->objnum]);
}
}
}
}
start_dist = DistanceTo(CurrentNav);
}
// ********************************************************************************************
// Checks if autopilot should automatically die
// Returns true if:
// * Targetted waypoint < 10,000 meters away
// * Enemy < 10,000 meters
bool Autopilot_AutoDiable()
{
return !CanAutopilot();
}
// ********************************************************************************************
// Disengages autopilot
// this does:
// * Time compression to 1x
// * Delete AI nav goal
// * Control switched from AI to player
void EndAutoPilot()
{
AutoPilotEngaged = false;
set_time_compression(1);
lock_time_compression(false);
Player_use_ai = 0;
//Clear AI Goals
// assign ship goals
// when assigning goals to individual ships only do so if Ships[shipnum].wingnum != -1
// we will assign wing goals below
int i,j;
for (i = 0; i < MAX_SHIPS; i++)
{
if (Ships[i].objnum != -1 &&
(
Ships[i].flags2 & SF2_NAVPOINT_CARRY ||
(Ships[i].wingnum != -1 && Wings[Ships[i].wingnum].flags & WF_NAV_CARRY )
)
)
{
//unlock their weaponry
Ships[i].flags2 &= ~(SF2_PRIMARIES_LOCKED | SF2_SECONDARIES_LOCKED);
Ai_info[Ships[i].ai_index].waypoint_speed_cap = -1; // uncap their speed
// old "dumb" routine
//ai_clear_ship_goals( &(Ai_info[Ships[i].ai_index]) );
for (j = 0; j < MAX_AI_GOALS; j++)
{
if (Ai_info[Ships[i].ai_index].goals[j].ai_mode == AI_GOAL_WAYPOINTS_ONCE ||
Ai_info[Ships[i].ai_index].goals[j].ai_mode == AI_GOAL_FLY_TO_SHIP ||
Ai_info[Ships[i].ai_index].goals[j].ai_mode == AIM_WAYPOINTS ||
Ai_info[Ships[i].ai_index].goals[j].ai_mode == AIM_FLY_TO_SHIP)
{
ai_remove_ship_goal( &(Ai_info[Ships[i].ai_index]), j );
}
}
}
}
// assign wing goals
for (i = 0; i < MAX_WINGS; i++)
{
if (Wings[i].flags & WF_NAV_CARRY )
{
// old "dumb" routine
//ai_clear_wing_goals( i );
for (j = 0; j < MAX_AI_GOALS; j++)
{
if (Wings[i].ai_goals[j].ai_mode == AI_GOAL_WAYPOINTS_ONCE ||
Wings[i].ai_goals[j].ai_mode == AI_GOAL_FLY_TO_SHIP ||
Wings[i].ai_goals[j].ai_mode == AIM_WAYPOINTS ||
Wings[i].ai_goals[j].ai_mode == AIM_FLY_TO_SHIP)
{
Wings[i].ai_goals[j].ai_mode = AI_GOAL_NONE;
Wings[i].ai_goals[j].signature = -1;
Wings[i].ai_goals[j].priority = -1;
Wings[i].ai_goals[j].flags = 0;
}
}
}
}
}
// ********************************************************************************************
// Checks for changes every NPS_TICKRATE milliseconds
// Checks:
// * if we've gotten close enough to a nav point for it to be counted as "Visited"
// * If we're current AutoNavigating it checks if we need to autodisengage
void NavSystem_Do()
{
static unsigned int last_update = 0;
if (clock () - last_update > NPS_TICKRATE)
{
if (AutoPilotEngaged)
if (Autopilot_AutoDiable())
EndAutoPilot();
// check if a NavPoints target has left, delete it if so
int i;
for (i = 0; i < MAX_NAVPOINTS; i++)
{
if ((Navs[i].flags & NP_SHIP) && (Navs[i].target_obj != NULL))
{
if (((ship*)Navs[i].target_obj)->objnum == -1)
DelNavPoint(i);
}
}
// check if we're reached a Node
for (i = 0; i < MAX_NAVPOINTS; i++)
{
if (Navs[i].target_obj != NULL)
{
if (Navs[i].flags & NP_VALIDTYPE && DistanceTo(i) < 1000)
Navs[i].flags |= NP_VISITED;
}
}
}
// ramp time compression
if (AutoPilotEngaged)
{
int dstfrm_start = start_dist - DistanceTo(CurrentNav);
// Ramp UP time compression
if (dstfrm_start < (3500*ramp_bias))
{
if (dstfrm_start >= (3000*ramp_bias) && DistanceTo(CurrentNav) > 30000)
set_time_compression(64);
else if (dstfrm_start >= (2000*ramp_bias))
set_time_compression(32);
else if (dstfrm_start >= (1600*ramp_bias))
set_time_compression(16);
else if (dstfrm_start >= (1200*ramp_bias))
set_time_compression(8);
else if (dstfrm_start >= (800*ramp_bias))
set_time_compression(4);
else if (dstfrm_start >= (400*ramp_bias))
set_time_compression(2);
}
// Ramp DOWN time compression
if (DistanceTo(CurrentNav) <= (7000*ramp_bias))
{
int dist = DistanceTo(CurrentNav);
if (dist >= (5000*ramp_bias))
set_time_compression(32);
else if (dist >= (4000*ramp_bias))
set_time_compression(16);
else if (dist >= (3000*ramp_bias))
set_time_compression(8);
else if (dist >= (2000*ramp_bias))
set_time_compression(4);
else if (dist >= (1000*ramp_bias))
set_time_compression(2);
}
}
}
// ********************************************************************************************
// Inits the Nav System
void NavSystem_Init()
{
memset((char *)&Navs, 0, sizeof(Navs));
AutoPilotEngaged = false;
CurrentNav = -1;
}
// ********************************************************************************************
// Finds a Nav point by name
int FindNav(char *Nav)
{
for (int i = 0; i < MAX_NAVPOINTS; i++)
{
if (!stricmp(Navs[i].NavName, Nav))
return i;
}
return -1;
}
// ********************************************************************************************
// Set A Nav point to "ZERO"
void ZeroNav(int i)
{
memset((char *)&Navs[i], 0, sizeof(NavPoint));
}
// ********************************************************************************************
// Removes a Nav
bool DelNavPoint(char *Nav)
{
int n = FindNav(Nav);
return DelNavPoint(n);
}
bool DelNavPoint(int nav)
{
if (nav != -1)
{
if (nav != MAX_NAVPOINTS-1)
{
for (int i = nav; i < MAX_NAVPOINTS-1; i++)
{
Navs[nav] = Navs[nav+1];
}
}
ZeroNav(MAX_NAVPOINTS-1);
return true;
}
return false;
}
// ********************************************************************************************
// adds a Nav
bool AddNav_Ship(char *Nav, char *TargetName, int flags)
{
// find an empty nav - should be the end
int empty = -1;
int i;
for (i = 0; i < MAX_NAVPOINTS && empty == -1; i++)
{
if (Navs[i].flags == 0)
empty = i;
}
if (empty == -1) // no empty navpoint slots
return false;
// Create the NavPoint struct
NavPoint tnav;
strncpy(tnav.NavName, Nav, 32);
tnav.flags = NP_SHIP | flags;
Assert(!(tnav.flags & NP_WAYPOINT));
for (i = 0; i < MAX_SHIPS; i++)
{
if (Ships[i].objnum != -1 && !stricmp(TargetName, Ships[i].ship_name))
{
tnav.target_obj = (void *)&Ships[i];
}
}
tnav.waypoint_num = 0; // unused for NP_SHIP
// copy it into it's location
Navs[empty] = tnav;
return true;
}
bool AddNav_Waypoint(char *Nav, char *WP_Path, int node, int flags)
{
// find an empty nav - should be the end
int empty = -1;
int i;
if (node == 0)
node = 1;
for (i = 0; i < MAX_NAVPOINTS && empty == -1; i++)
{
if (Navs[i].flags == 0)
empty = i;
}
if (empty == -1) // no empty navpoint slots
return false;
// Create the NavPoint struct
NavPoint tnav;
strncpy(tnav.NavName, Nav, 32);
tnav.flags = NP_WAYPOINT | flags;
Assert(!(tnav.flags & NP_SHIP));
for (i = 0; i < Num_waypoint_lists; i++)
{
if (!stricmp(WP_Path, Waypoint_lists[i].name))
{
tnav.target_obj = (void *)&Waypoint_lists[i];
}
}
tnav.waypoint_num = node;
// copy it into it's location
Navs[empty] = tnav;
return true;
}
// ********************************************************************************************
//Change Flags
bool Nav_Alt_Flags(char *Nav, int flags)
{
flags &= ~NP_VALIDTYPE; //clear the NP_SHIP and NP_WAYPOINT bits, make sure they haven't been set
int nav = FindNav(Nav);
if (nav != -1)
{
Navs[nav].flags &= NP_VALIDTYPE; // Clear all bits BUT NP_SHIP or NO_WAYPOINT
Navs[nav].flags |= flags; // merge
}
return (nav != -1);
}
//Get Flags
int Nav_Get_Flags(char *Nav)
{
int flags = 0;
int nav = FindNav(Nav);
if (nav != -1)
flags = Navs[nav].flags;
return flags;
}
// ********************************************************************************************
// Sexp Accessors
//Generic
bool Nav_Set_Flag(char *Nav, int flag)
{
Assert(!(flag & NP_VALIDTYPE));
int nav = FindNav(Nav);
if (nav != -1)
{
Navs[nav].flags |= flag;
return true;
}
return false;
}
//+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
bool Nav_UnSet_Flag(char *Nav, int flag)
{
Assert(!(flag & NP_VALIDTYPE));
int nav = FindNav(Nav);
if (nav != -1)
{
Navs[nav].flags &= ~flag;
return true;
}
return false;
}
//+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
//Named
bool Nav_Set_Hidden(char *Nav)
{
return Nav_Set_Flag(Nav, NP_HIDDEN);
}
//+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
bool Nav_Set_NoAccess(char *Nav)
{
return Nav_Set_Flag(Nav, NP_NOACCESS);
}
//+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
bool Nav_Set_Visited(char *Nav)
{
return Nav_Set_Flag(Nav, NP_VISITED);
}
//+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
bool Nav_UnSet_Hidden(char *Nav)
{
return Nav_UnSet_Flag(Nav, NP_HIDDEN);
}
//+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
bool Nav_UnSet_NoAccess(char *Nav)
{
return Nav_UnSet_Flag(Nav, NP_NOACCESS);
}
//+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
bool Nav_UnSet_Visited(char *Nav)
{
return Nav_UnSet_Flag(Nav, NP_VISITED);
}
//+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
unsigned int DistanceTo(char *nav)
{
int n = FindNav(nav);
return DistanceTo(n);
}
unsigned int DistanceTo(int nav)
{
if (nav > MAX_NAVPOINTS && nav < 0)
return 0xFFFFFFFF;
return (uint)vm_vec_dist_quick(&Player_obj->pos, Navs[nav].GetPosition());
}
//+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
bool IsVisited(char *nav)
{
int n = FindNav(nav);
return IsVisited(n);
}
bool IsVisited(int nav)
{
if (nav > MAX_NAVPOINTS && nav < 0)
return 0;
if (Navs[nav].flags & NP_VISITED)
return 1;
return 0;
}