275 lines
7.3 KiB
C++
275 lines
7.3 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Base combat character with no AI
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//
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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "ai_hull.h"
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#include "ai_node.h"
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#include "ai_link.h"
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#include "ai_network.h"
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#include "ai_initutils.h"
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#include "bitstring.h"
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#include "ai_basenpc.h"
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#include "ai_navigator.h"
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#include "ai_moveprobe.h"
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#include "fmtstr.h"
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#include "game.h"
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#include "ai_networkmanager.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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CAI_Link *CAI_Node::GetLink( int destNodeId )
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{
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// Now make sure this node still has a link to the destID
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for ( int link = 0; link < NumLinks(); link++ )
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{
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// If we find the link the dynamic link is valid
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if ( m_Links[link]->DestNodeID(m_iID) == destNodeId )
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{
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return m_Links[link];
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}
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}
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return NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add a link to this node
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CAI_Node::AddLink(CAI_Link *newLink)
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{
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if ( NumLinks() == AI_MAX_NODE_LINKS )
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{
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DevMsg( "Node %d has too many links\n", m_iID );
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return;
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}
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#ifdef _DEBUG
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for (int link=0;link<NumLinks();link++)
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{
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if (m_Links[link] == newLink)
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{
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AssertMsgOnce( 0, "Link added to node multiple times!" );
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return;
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}
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}
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AssertMsg( newLink->m_iDestID == m_iID || newLink->m_iSrcID == m_iID, "Added link to node that doesn't reference the node" );
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#endif
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m_Links.AddToTail( newLink );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns link if node has a link to node of the given nNodeID.
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// Otherwise returns NULL
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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CAI_Link* CAI_Node::HasLink(int nNodeID)
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{
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for (int link=0;link<NumLinks();link++)
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{
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// If node has link to myself, than add link to my list of links
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if (m_Links[link]->DestNodeID(m_iID) == nNodeID)
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{
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return m_Links[link];
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}
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}
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return NULL;
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}
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//------------------------------------------------------------------------------
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// Purpose : Called before GetShuffeledLinks to change the order in which
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// links are returned
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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void CAI_Node::ShuffleLinks(void)
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{
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m_iFirstShuffledLink++;
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if (m_iFirstShuffledLink >= NumLinks())
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{
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m_iFirstShuffledLink = 0;
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}
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}
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//------------------------------------------------------------------------------
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// Purpose : Used to get links in different order each time.
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// Call ShuffleLinks() first
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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CAI_Link* CAI_Node::GetShuffeledLink(int nNum)
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{
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int nLinkID = m_iFirstShuffledLink + nNum;
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if (nLinkID >= NumLinks())
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{
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nLinkID -= NumLinks();
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}
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return m_Links[nLinkID];
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}
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//----------------------------------------------------------------------------------
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// Purpose: Returns z value of floor below given point (up to fMaxDrop inches below)
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// Input :
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// Output :
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//----------------------------------------------------------------------------------
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float GetFloorZ(const Vector &origin, float fMaxDrop)
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{
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// trace to the ground, then pop up 8 units and place node there to make it
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// easier for them to connect (think stairs, chairs, and bumps in the floor).
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// After the routing is done, push them back down.
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//
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trace_t tr;
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AI_TraceLine ( origin,
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origin - Vector ( 0, 0, fMaxDrop ),
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MASK_NPCSOLID_BRUSHONLY,
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NULL,
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COLLISION_GROUP_NONE,
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&tr );
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// This trace is ONLY used if we hit an entity flagged with FL_WORLDBRUSH
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trace_t trEnt;
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AI_TraceLine ( origin,
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origin - Vector ( 0, 0, fMaxDrop ),
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MASK_NPCSOLID,
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NULL,
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COLLISION_GROUP_NONE,
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&trEnt );
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// Did we hit something closer than the floor?
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if ( trEnt.fraction < tr.fraction )
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{
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// If it was a world brush entity, copy the node location
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if ( trEnt.m_pEnt )
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{
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CBaseEntity *e = trEnt.m_pEnt;
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if ( e && ( e->GetFlags() & FL_WORLDBRUSH ) )
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{
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tr.endpos = trEnt.endpos;
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}
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}
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}
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return tr.endpos.z;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns z value of floor below given point (up to 384 inches below)
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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float GetFloorZ(const Vector &origin)
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{
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return GetFloorZ(origin, 384);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns distance of floor from the origin (up to 384 inches)
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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float GetFloorDistance(const Vector &origin)
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{
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return (origin.z - GetFloorZ(origin));
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}
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//-----------------------------------------------------------------------------
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// Purpose: Climb nodes are centered over the climb surface, the must be
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// shifted away from the climb surface according to the hull size
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// of the NPC using the climb
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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Vector CAI_Node::GetPosition(int hull) const
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{
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if (m_eNodeType == NODE_CLIMB)
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{
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// Shift by the length of the hull and some small fudge
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float shift = (0.5*NAI_Hull::Length(hull)) + (NODE_CLIMB_OFFSET);
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Vector offsetDir = Vector(cos(DEG2RAD(m_flYaw)),sin(DEG2RAD(m_flYaw)),0);
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Vector origin;
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if (m_eNodeInfo & bits_NODE_CLIMB_OFF_FORWARD)
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{
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origin = m_vOrigin + (shift * offsetDir);
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}
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else if (m_eNodeInfo & bits_NODE_CLIMB_OFF_LEFT)
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{
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Vector upDir(0,0,1);
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Vector leftDir;
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CrossProduct( offsetDir, upDir, leftDir);
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origin = m_vOrigin - (2 * shift * leftDir) - (shift * offsetDir);
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}
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else if (m_eNodeInfo & bits_NODE_CLIMB_OFF_RIGHT)
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{
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Vector upDir(0,0,1);
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Vector leftDir;
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CrossProduct( offsetDir, upDir, leftDir);
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origin = m_vOrigin + (2 * shift * leftDir) - (shift * offsetDir);
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}
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else
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{
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origin = m_vOrigin - (shift * offsetDir);
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}
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return Vector( origin.x, origin.y, origin.z + m_flVOffset[hull] );
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}
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else if (m_eNodeType == NODE_GROUND)
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{
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// this is the floor resting position of this hull, adjusted to account for mins.z
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return Vector( m_vOrigin.x, m_vOrigin.y, m_vOrigin.z + m_flVOffset[hull] );
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}
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else
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{
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return m_vOrigin;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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CAI_Node::CAI_Node( int id, const Vector &origin, float yaw )
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: m_Links( 0, 4 )
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{
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m_vOrigin = origin;
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m_iID = id;
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for (int i = 0; i < NUM_HULLS; i++)
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{
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m_flVOffset[i] = 0.0;
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}
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m_eNodeType = NODE_GROUND;
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m_eNodeInfo = 0;
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m_iFirstShuffledLink = 0;
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m_pHint = NULL;
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m_flYaw = yaw;
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m_flNextUseTime = 0;
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m_zone = AI_NODE_ZONE_UNKNOWN;
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};
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