mirror of
https://github.com/alliedmodders/hl2sdk.git
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684 lines
18 KiB
C++
684 lines
18 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "ai_link.h"
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#include "ai_navtype.h"
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#include "ai_waypoint.h"
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#include "ai_pathfinder.h"
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#include "ai_navgoaltype.h"
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#include "ai_routedist.h"
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#include "ai_route.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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BEGIN_SIMPLE_DATADESC(CAI_Path)
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// m_Waypoints (reconsititute on load)
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DEFINE_FIELD( m_goalTolerance, FIELD_FLOAT ),
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DEFINE_CUSTOM_FIELD( m_activity, ActivityDataOps() ),
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DEFINE_FIELD( m_target, FIELD_EHANDLE ),
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DEFINE_FIELD( m_sequence, FIELD_INTEGER ),
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DEFINE_FIELD( m_vecTargetOffset, FIELD_VECTOR ),
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DEFINE_FIELD( m_waypointTolerance, FIELD_FLOAT ),
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DEFINE_CUSTOM_FIELD( m_arrivalActivity, ActivityDataOps() ),
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DEFINE_FIELD( m_arrivalSequence, FIELD_INTEGER ),
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// m_iLastNodeReached
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DEFINE_FIELD( m_bGoalPosSet, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_goalPos, FIELD_POSITION_VECTOR),
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DEFINE_FIELD( m_bGoalTypeSet, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_goalType, FIELD_INTEGER ),
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DEFINE_FIELD( m_goalFlags, FIELD_INTEGER ),
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DEFINE_FIELD( m_routeStartTime, FIELD_TIME ),
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DEFINE_FIELD( m_goalDirection, FIELD_VECTOR ),
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DEFINE_FIELD( m_goalDirectionTarget, FIELD_EHANDLE ),
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DEFINE_FIELD( m_goalSpeed, FIELD_FLOAT ),
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DEFINE_FIELD( m_goalSpeedTarget, FIELD_EHANDLE ),
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DEFINE_FIELD( m_goalStoppingDistance, FIELD_FLOAT ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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AI_Waypoint_t CAI_Path::gm_InvalidWaypoint( Vector(0,0,0), 0, NAV_NONE, 0, 0 );
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//-----------------------------------------------------------------------------
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void CAI_Path::SetWaypoints(AI_Waypoint_t* route, bool fSetGoalFromLast)
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{
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m_Waypoints.Set(route);
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AI_Waypoint_t *pLast = m_Waypoints.GetLast();
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if ( pLast )
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{
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pLast->flPathDistGoal = -1;
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if ( fSetGoalFromLast )
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{
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if ( pLast )
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{
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m_bGoalPosSet = false;
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pLast->ModifyFlags( bits_WP_TO_GOAL, true );
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SetGoalPosition(pLast->GetPos());
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}
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}
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}
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AssertRouteValid( m_Waypoints.GetFirst() );
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}
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//-----------------------------------------------------------------------------
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void CAI_Path::PrependWaypoints( AI_Waypoint_t *pWaypoints )
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{
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m_Waypoints.PrependWaypoints( pWaypoints );
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AI_Waypoint_t *pLast = m_Waypoints.GetLast();
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pLast->flPathDistGoal = -1;
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AssertRouteValid( m_Waypoints.GetFirst() );
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}
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//-----------------------------------------------------------------------------
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void CAI_Path::PrependWaypoint( const Vector &newPoint, Navigation_t navType, unsigned waypointFlags )
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{
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m_Waypoints.PrependWaypoint( newPoint, navType, waypointFlags );
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AI_Waypoint_t *pLast = m_Waypoints.GetLast();
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pLast->flPathDistGoal = -1;
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AssertRouteValid( m_Waypoints.GetFirst() );
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}
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//-----------------------------------------------------------------------------
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float CAI_Path::GetPathLength()
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{
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AI_Waypoint_t *pLast = m_Waypoints.GetLast();
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if ( pLast && pLast->flPathDistGoal == -1 )
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{
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ComputeRouteGoalDistances( pLast );
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}
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AI_Waypoint_t *pCurrent = GetCurWaypoint();
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return ( ( pCurrent ) ? pCurrent->flPathDistGoal : 0 );
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}
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//-----------------------------------------------------------------------------
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float CAI_Path::GetPathDistanceToGoal( const Vector &startPos )
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{
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AI_Waypoint_t *pCurrent = GetCurWaypoint();
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if ( pCurrent )
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{
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return ( GetPathLength() + ComputePathDistance(pCurrent->NavType(), startPos, pCurrent->GetPos()) );
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}
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return 0;
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}
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//-----------------------------------------------------------------------------
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Activity CAI_Path::SetMovementActivity(Activity activity)
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{
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Assert( activity != ACT_RESET && activity != ACT_INVALID );
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//Msg("Set movement to %s\n", ActivityList_NameForIndex(activity) );
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m_sequence = ACT_INVALID;
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return (m_activity = activity);
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}
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//-----------------------------------------------------------------------------
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Activity CAI_Path::GetArrivalActivity( ) const
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{
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if ( !m_Waypoints.IsEmpty() )
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{
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return m_arrivalActivity;
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}
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return ACT_INVALID;
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}
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//-----------------------------------------------------------------------------
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void CAI_Path::SetArrivalActivity(Activity activity)
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{
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m_arrivalActivity = activity;
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m_arrivalSequence = ACT_INVALID;
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}
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//-----------------------------------------------------------------------------
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int CAI_Path::GetArrivalSequence( ) const
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{
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if ( !m_Waypoints.IsEmpty() )
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{
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return m_arrivalSequence;
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}
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return ACT_INVALID;
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}
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//-----------------------------------------------------------------------------
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void CAI_Path::SetArrivalSequence( int sequence )
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{
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m_arrivalSequence = sequence;
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}
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//-----------------------------------------------------------------------------
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void CAI_Path::SetGoalDirection( const Vector &goalDirection )
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{
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m_goalDirectionTarget = NULL;
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m_goalDirection = goalDirection;
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VectorNormalize( m_goalDirection );
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/*
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AI_Waypoint_t *pLast = m_Waypoints.GetLast();
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if ( pLast )
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{
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NDebugOverlay::Box( pLast->vecLocation, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), 0,0,255, 0, 2.0 );
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NDebugOverlay::Line( pLast->vecLocation, pLast->vecLocation + m_goalDirection * 32, 0,0,255, true, 2.0 );
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}
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*/
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}
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//-----------------------------------------------------------------------------
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void CAI_Path::SetGoalDirection( CBaseEntity *pTarget )
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{
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m_goalDirectionTarget = pTarget;
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if (pTarget)
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{
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AI_Waypoint_t *pLast = m_Waypoints.GetLast();
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if ( pLast )
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{
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m_goalDirection = pTarget->GetAbsOrigin() - pLast->vecLocation;
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VectorNormalize( m_goalDirection );
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/*
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NDebugOverlay::Box( pLast->vecLocation, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), 0,0,255, 0, 2.0 );
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NDebugOverlay::Line( pLast->vecLocation, pLast->vecLocation + m_goalDirection * 32, 0,0,255, true, 2.0 );
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*/
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}
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}
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}
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//-----------------------------------------------------------------------------
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Vector CAI_Path::GetGoalDirection( const Vector &startPos )
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{
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if (m_goalDirectionTarget)
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{
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AI_Waypoint_t *pLast = m_Waypoints.GetLast();
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if ( pLast )
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{
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AI_Waypoint_t *pPrev = pLast->GetPrev();
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if (pPrev)
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{
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Vector goalDirection = m_goalDirectionTarget->GetAbsOrigin() - pPrev->vecLocation;
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VectorNormalize( goalDirection );
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return goalDirection;
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}
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else
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{
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Vector goalDirection = m_goalDirectionTarget->GetAbsOrigin() - startPos;
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VectorNormalize( goalDirection );
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return goalDirection;
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}
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}
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}
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else if (m_goalDirection == vec3_origin)
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{
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// Assert(0); // comment out the default directions in SetGoal() to find test cases for missing initialization
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AI_Waypoint_t *pLast = m_Waypoints.GetLast();
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if ( pLast )
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{
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AI_Waypoint_t *pPrev = pLast->GetPrev();
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if (pPrev)
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{
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Vector goalDirection = pLast->vecLocation - pPrev->vecLocation;
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VectorNormalize( goalDirection );
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return goalDirection;
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}
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else
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{
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Vector goalDirection =pLast->vecLocation - startPos;
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VectorNormalize( goalDirection );
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return goalDirection;
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}
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}
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}
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return m_goalDirection;
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}
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//-----------------------------------------------------------------------------
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void CAI_Path::SetGoalSpeed( float flSpeed )
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{
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m_goalSpeed = flSpeed;
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}
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//-----------------------------------------------------------------------------
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void CAI_Path::SetGoalSpeed( CBaseEntity *pTarget )
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{
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m_goalSpeedTarget = pTarget;
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}
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//-----------------------------------------------------------------------------
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float CAI_Path::GetGoalSpeed( const Vector &startPos )
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{
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if (m_goalSpeedTarget)
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{
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Vector goalDirection = GetGoalDirection( startPos );
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Vector targetVelocity = m_goalSpeedTarget->GetSmoothedVelocity();
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float dot = DotProduct( goalDirection, targetVelocity );
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dot = MAX( 0.0f, dot );
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// return a relative impact speed of m_goalSpeed
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if (m_goalSpeed > 0.0)
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{
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return dot + m_goalSpeed;
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}
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return dot;
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}
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return m_goalSpeed;
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}
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//-----------------------------------------------------------------------------
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void CAI_Path::SetGoalStoppingDistance( float flDistance )
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{
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m_goalStoppingDistance = flDistance;
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}
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//-----------------------------------------------------------------------------
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float CAI_Path::GetGoalStoppingDistance( ) const
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{
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return m_goalStoppingDistance;
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}
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//-----------------------------------------------------------------------------
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const Vector &CAI_Path::CurWaypointPos() const
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{
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if ( GetCurWaypoint() )
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return GetCurWaypoint()->GetPos();
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AssertMsg(0, "Invalid call to CurWaypointPos()");
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return gm_InvalidWaypoint.GetPos();
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}
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//-----------------------------------------------------------------------------
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const Vector &CAI_Path::NextWaypointPos() const
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{
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if ( GetCurWaypoint() && GetCurWaypoint()->GetNext())
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return GetCurWaypoint()->GetNext()->GetPos();
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static Vector invalid( 0, 0, 0 );
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AssertMsg(0, "Invalid call to NextWaypointPos()");
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return gm_InvalidWaypoint.GetPos();
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}
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//-----------------------------------------------------------------------------
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float CAI_Path::CurWaypointYaw() const
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{
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return GetCurWaypoint()->flYaw;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CAI_Path::SetGoalPosition(const Vector &goalPos)
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{
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#ifdef _DEBUG
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// Make sure goal position isn't set more than once
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if (m_bGoalPosSet == true)
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{
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DevMsg( "GetCurWaypoint Goal Position Set Twice!\n");
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}
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#endif
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m_bGoalPosSet = true;
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VectorAdd( goalPos, m_vecTargetOffset, m_goalPos );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sets last node as goal and goal position
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CAI_Path::SetLastNodeAsGoal(bool bReset)
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{
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#ifdef _DEBUG
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// Make sure goal position isn't set more than once
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if (!bReset && m_bGoalPosSet == true)
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{
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DevMsg( "GetCurWaypoint Goal Position Set Twice!\n");
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}
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#endif
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// Find the last node
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if (GetCurWaypoint())
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{
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AI_Waypoint_t* waypoint = GetCurWaypoint();
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while (waypoint)
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{
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if (!waypoint->GetNext())
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{
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m_goalPos = waypoint->GetPos();
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m_bGoalPosSet = true;
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waypoint->ModifyFlags( bits_WP_TO_GOAL, true );
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return;
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}
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waypoint = waypoint->GetNext();
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Explicitly change the goal position w/o check
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CAI_Path::ResetGoalPosition(const Vector &goalPos)
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{
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m_bGoalPosSet = true;
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VectorAdd( goalPos, m_vecTargetOffset, m_goalPos );
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}
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//-----------------------------------------------------------------------------
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// Returns the *base* goal position (without the offset applied)
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//-----------------------------------------------------------------------------
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const Vector& CAI_Path::BaseGoalPosition() const
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{
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#ifdef _DEBUG
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// Make sure goal position was set
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if (m_bGoalPosSet == false)
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{
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DevMsg( "GetCurWaypoint Goal Position Never Set!\n");
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}
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#endif
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// FIXME: A little risky; store the base if this becomes a problem
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static Vector vecResult;
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VectorSubtract( m_goalPos, m_vecTargetOffset, vecResult );
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return vecResult;
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}
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//-----------------------------------------------------------------------------
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// Returns the *actual* goal position (with the offset applied)
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//-----------------------------------------------------------------------------
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const Vector & CAI_Path::ActualGoalPosition(void) const
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{
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#ifdef _DEBUG
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// Make sure goal position was set
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if (m_bGoalPosSet == false)
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{
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DevMsg( "GetCurWaypoint Goal Position Never Set!\n");
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}
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#endif
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return m_goalPos;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CAI_Path::SetGoalType(GoalType_t goalType)
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{
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#ifdef _DEBUG
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// Make sure goal position isn't set more than once
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if (m_goalType != GOALTYPE_NONE && goalType != GOALTYPE_NONE )
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{
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DevMsg( "GetCurWaypoint Goal Type Set Twice!\n");
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}
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#endif
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if (m_goalType != GOALTYPE_NONE)
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{
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m_routeStartTime = gpGlobals->curtime;
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m_bGoalTypeSet = true;
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}
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else
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m_bGoalTypeSet = false;
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m_goalType = goalType;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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GoalType_t CAI_Path::GoalType(void) const
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{
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return m_goalType;
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}
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//-----------------------------------------------------------------------------
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void CAI_Path::Advance( void )
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{
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if ( CurWaypointIsGoal() )
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return;
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// -------------------------------------------------------
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// If I have another waypoint advance my path
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// -------------------------------------------------------
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if (GetCurWaypoint()->GetNext())
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{
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AI_Waypoint_t *pNext = GetCurWaypoint()->GetNext();
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// If waypoint was a node take note of it
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if (GetCurWaypoint()->Flags() & bits_WP_TO_NODE)
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{
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m_iLastNodeReached = GetCurWaypoint()->iNodeID;
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}
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delete GetCurWaypoint();
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SetWaypoints(pNext);
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return;
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}
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// -------------------------------------------------
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// This is an error catch that should *not* happen
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// It means a route was created with no goal
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// -------------------------------------------------
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else
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{
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DevMsg( "!!ERROR!! Force end of route with no goal!\n");
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GetCurWaypoint()->ModifyFlags( bits_WP_TO_GOAL, true );
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}
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AssertRouteValid( m_Waypoints.GetFirst() );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Clears the route and resets all its fields to default values
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CAI_Path::Clear( void )
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{
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m_Waypoints.RemoveAll();
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m_goalType = GOALTYPE_NONE; // Type of goal
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m_goalPos = vec3_origin; // Our ultimate goal position
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m_bGoalPosSet = false; // Was goal position set
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m_bGoalTypeSet = false; // Was goal position set
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m_goalFlags = false;
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m_vecTargetOffset = vec3_origin;
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m_routeStartTime = FLT_MAX;
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m_goalTolerance = 0.0; // How close do we need to get to the goal
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// FIXME: split m_goalTolerance into m_buildTolerance and m_moveTolerance, let them be seperatly controllable.
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m_activity = ACT_INVALID;
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m_sequence = ACT_INVALID;
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m_target = NULL;
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m_arrivalActivity = ACT_INVALID;
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m_arrivalSequence = ACT_INVALID;
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m_goalDirectionTarget = NULL;
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m_goalDirection = vec3_origin;
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m_goalSpeedTarget = NULL;
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m_goalSpeed = -1.0f; // init to an invalid speed
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m_goalStoppingDistance = 0.0; // How close to we want to get to the goal
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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Navigation_t CAI_Path::CurWaypointNavType() const
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{
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if (!GetCurWaypoint())
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{
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return NAV_NONE;
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}
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else
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{
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return GetCurWaypoint()->NavType();
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}
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}
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int CAI_Path::CurWaypointFlags() const
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{
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if (!GetCurWaypoint())
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{
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return 0;
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}
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else
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{
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return GetCurWaypoint()->Flags();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Get the goal's flags
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// Output : unsigned
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//-----------------------------------------------------------------------------
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unsigned CAI_Path::GoalFlags( void ) const
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{
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return m_goalFlags;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns true if current waypoint is my goal
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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bool CAI_Path::CurWaypointIsGoal( void ) const
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{
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// Assert( GetCurWaypoint() );
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|
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if( !GetCurWaypoint() )
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return false;
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|
|
|
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if ( GetCurWaypoint()->Flags() & bits_WP_TO_GOAL )
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|
{
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#ifdef _DEBUG
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if (GetCurWaypoint()->GetNext())
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|
{
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DevMsg( "!!ERROR!! Goal is not last waypoint!\n");
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}
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if ((GetCurWaypoint()->GetPos() - m_goalPos).Length() > 0.1)
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|
{
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|
DevMsg( "!!ERROR!! Last waypoint isn't in goal position!\n");
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|
}
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|
#endif
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return true;
|
|
}
|
|
if ( GetCurWaypoint()->Flags() & bits_WP_TO_PATHCORNER )
|
|
{
|
|
// UNDONE: Refresh here or somewhere else?
|
|
}
|
|
#ifdef _DEBUG
|
|
if (!GetCurWaypoint()->GetNext())
|
|
{
|
|
DevMsg( "!!ERROR!! GetCurWaypoint has no goal!\n");
|
|
}
|
|
#endif
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Computes the goal distance for each waypoint along the route
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_Path::ComputeRouteGoalDistances(AI_Waypoint_t *pGoalWaypoint)
|
|
{
|
|
// The goal distance is the distance from any waypoint to the goal waypoint
|
|
|
|
// Backup through the list and calculate distance to goal
|
|
AI_Waypoint_t *pPrev;
|
|
AI_Waypoint_t *pCurWaypoint = pGoalWaypoint;
|
|
pCurWaypoint->flPathDistGoal = 0;
|
|
while (pCurWaypoint->GetPrev())
|
|
{
|
|
pPrev = pCurWaypoint->GetPrev();
|
|
|
|
float flWaypointDist = ComputePathDistance(pCurWaypoint->NavType(), pPrev->GetPos(), pCurWaypoint->GetPos());
|
|
pPrev->flPathDistGoal = pCurWaypoint->flPathDistGoal + flWaypointDist;
|
|
|
|
pCurWaypoint = pPrev;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Constructor
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
CAI_Path::CAI_Path()
|
|
{
|
|
m_goalType = GOALTYPE_NONE; // Type of goal
|
|
m_goalPos = vec3_origin; // Our ultimate goal position
|
|
m_goalTolerance = 0.0; // How close do we need to get to the goal
|
|
m_activity = ACT_INVALID; // The activity to use during motion
|
|
m_sequence = ACT_INVALID;
|
|
m_target = NULL;
|
|
m_goalFlags = 0;
|
|
m_routeStartTime = FLT_MAX;
|
|
m_arrivalActivity = ACT_INVALID;
|
|
m_arrivalSequence = ACT_INVALID;
|
|
|
|
m_iLastNodeReached = NO_NODE;
|
|
|
|
m_waypointTolerance = DEF_WAYPOINT_TOLERANCE;
|
|
|
|
}
|
|
|
|
CAI_Path::~CAI_Path()
|
|
{
|
|
DeleteAll( GetCurWaypoint() );
|
|
}
|
|
|
|
|