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hl2sdk/dlls/nav_mesh.cpp
2008-09-15 01:33:59 -05:00

1958 lines
57 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// NavMesh.cpp
// Implementation of Navigation Mesh interface
// Author: Michael S. Booth, 2003-2004
#include "cbase.h"
#include "filesystem.h"
#include "nav_mesh.h"
#include "nav_node.h"
#include "fmtstr.h"
#include "tier0/vprof.h"
#define DrawLine( from, to, duration, red, green, blue ) NDebugOverlay::Line( from, to, red, green, blue, true, 0.1f )
/**
* The singleton for accessing the navigation mesh
*/
CNavMesh *TheNavMesh = NULL;
ConVar nav_edit( "nav_edit", "0", FCVAR_GAMEDLL | FCVAR_CHEAT, "Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode." );
ConVar nav_quicksave( "nav_quicksave", "0", FCVAR_GAMEDLL | FCVAR_CHEAT, "Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing." );
ConVar nav_show_approach_points( "nav_show_approach_points", "0", FCVAR_GAMEDLL | FCVAR_CHEAT, "Show Approach Points in the Navigation Mesh." );
ConVar nav_show_danger( "nav_show_danger", "0", FCVAR_GAMEDLL | FCVAR_CHEAT, "Show current 'danger' levels." );
ConVar nav_show_player_counts( "nav_show_player_counts", "0", FCVAR_GAMEDLL | FCVAR_CHEAT, "Show current player counts in each area." );
//--------------------------------------------------------------------------------------------------------------
CNavMesh::CNavMesh( void )
{
m_grid = NULL;
m_spawnName = NULL;
m_gridCellSize = 300.0f;
LoadPlaceDatabase();
Reset();
}
//--------------------------------------------------------------------------------------------------------------
CNavMesh::~CNavMesh()
{
delete [] m_grid;
m_grid = NULL;
if (m_spawnName)
delete [] m_spawnName;
for( unsigned int i=0; i<m_placeCount; ++i )
{
delete [] m_placeName[i];
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Reset the Navigation Mesh to initial values
*/
void CNavMesh::Reset( void )
{
DestroyNavigationMesh();
m_generationMode = GENERATE_NONE;
m_currentNode = NULL;
ClearWalkableSeeds();
m_isFromCurrentMap = true;
m_isEditing = false;
m_navPlace = UNDEFINED_PLACE;
m_markedArea = NULL;
m_selectedArea = NULL;
m_lastSelectedArea = NULL;
m_navEditMode = NAV_EDIT_NORMAL;
m_isPlacePainting = false;
m_climbableSurface = false;
m_isCreatingLadder = false;
m_markedLadder = NULL;
m_selectedLadder = NULL;
if (m_spawnName)
{
delete [] m_spawnName;
}
m_spawnName = NULL;
m_walkableSeedList.RemoveAll();
}
//--------------------------------------------------------------------------------------------------------------
/**
* Free all resources of the mesh and reset it to empty state
*/
void CNavMesh::DestroyNavigationMesh( bool incremental )
{
if ( !incremental )
{
// destroy all areas
CNavArea::m_isReset = true;
// remove each element of the list and delete them
FOR_EACH_LL( TheNavAreaList, it )
{
delete TheNavAreaList[ it ];
}
TheNavAreaList.RemoveAll();
CNavArea::m_isReset = false;
// destroy ladder representations
DestroyLadders();
}
else
{
FOR_EACH_LL( TheNavAreaList, it )
{
TheNavAreaList[ it ]->ResetNodes();
}
}
// destroy all hiding spots
DestroyHidingSpots();
// destroy navigation nodes created during map generation
CNavNode *node, *next;
for( node = CNavNode::m_list; node; node = next )
{
next = node->m_next;
delete node;
}
CNavNode::m_list = NULL;
CNavNode::m_listLength = 0;
CNavNode::m_nextID = 1;
if ( !incremental )
{
// destroy the grid
if (m_grid)
delete [] m_grid;
m_grid = NULL;
m_gridSizeX = 0;
m_gridSizeY = 0;
}
// clear the hash table
for( int i=0; i<HASH_TABLE_SIZE; ++i )
{
m_hashTable[i] = NULL;
}
if ( !incremental )
{
m_areaCount = 0;
}
if ( !incremental )
{
// Reset the next area and ladder IDs to 1
CNavArea::CompressIDs();
CNavLadder::CompressIDs();
}
m_markedArea = NULL;
m_selectedArea = NULL;
m_lastSelectedArea = NULL;
m_navEditMode = NAV_EDIT_NORMAL;
m_climbableSurface = false;
m_isCreatingLadder = false;
m_markedLadder = NULL;
m_selectedLadder = NULL;
if ( !incremental )
{
m_isLoaded = false;
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Invoked on each game frame
*/
void CNavMesh::Update( void )
{
VPROF( "CNavMesh::Update" );
if (IsGenerating())
{
UpdateGeneration( 0.005 );
return; // don't bother trying to draw stuff while we're generating
}
if (nav_edit.GetBool())
{
if (m_isEditing == false)
{
OnEditModeStart();
m_isEditing = true;
}
DrawEditMode();
}
else
{
if (m_isEditing)
{
OnEditModeEnd();
m_isEditing = false;
}
}
if (nav_show_danger.GetBool())
{
DrawDanger();
}
if (nav_show_player_counts.GetBool())
{
DrawPlayerCounts();
}
// draw any walkable seeds that have been marked
FOR_EACH_LL( m_walkableSeedList, it )
{
WalkableSeedSpot spot = m_walkableSeedList[ it ];
const float height = 50.0f;
const float width = 25.0f;
DrawLine( spot.pos, spot.pos + height * spot.normal, 3, 255, 0, 255 );
DrawLine( spot.pos + Vector( width, 0, 0 ), spot.pos + height * spot.normal, 3, 255, 0, 255 );
DrawLine( spot.pos + Vector( -width, 0, 0 ), spot.pos + height * spot.normal, 3, 255, 0, 255 );
DrawLine( spot.pos + Vector( 0, width, 0 ), spot.pos + height * spot.normal, 3, 255, 0, 255 );
DrawLine( spot.pos + Vector( 0, -width, 0 ), spot.pos + height * spot.normal, 3, 255, 0, 255 );
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Allocate the grid and define its extents
*/
void CNavMesh::AllocateGrid( float minX, float maxX, float minY, float maxY )
{
if (m_grid)
{
// destroy the grid
if (m_grid)
delete [] m_grid;
m_grid = NULL;
}
m_minX = minX;
m_minY = minY;
m_gridSizeX = (int)((maxX - minX) / m_gridCellSize) + 1;
m_gridSizeY = (int)((maxY - minY) / m_gridCellSize) + 1;
m_grid = new NavAreaList[ m_gridSizeX * m_gridSizeY ];
}
//--------------------------------------------------------------------------------------------------------------
/**
* Add an area to the mesh
*/
void CNavMesh::AddNavArea( CNavArea *area )
{
if ( !m_grid )
{
// If we somehow have no grid (manually creating a nav area without loading or generating a mesh), don't crash
AllocateGrid( 0, 0, 0, 0 );
}
// add to grid
const Extent &extent = area->GetExtent();
int loX = WorldToGridX( extent.lo.x );
int loY = WorldToGridY( extent.lo.y );
int hiX = WorldToGridX( extent.hi.x );
int hiY = WorldToGridY( extent.hi.y );
for( int y = loY; y <= hiY; ++y )
{
for( int x = loX; x <= hiX; ++x )
{
m_grid[ x + y*m_gridSizeX ].AddToTail( const_cast<CNavArea *>( area ) );
}
}
// add to hash table
int key = ComputeHashKey( area->GetID() );
if (m_hashTable[key])
{
// add to head of list in this slot
area->m_prevHash = NULL;
area->m_nextHash = m_hashTable[key];
m_hashTable[key]->m_prevHash = area;
m_hashTable[key] = area;
}
else
{
// first entry in this slot
m_hashTable[key] = area;
area->m_nextHash = NULL;
area->m_prevHash = NULL;
}
if ( area->GetAttributes() & NAV_MESH_TRANSIENT )
{
m_transientAreas.AddToTail( area );
}
++m_areaCount;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Remove an area from the mesh
*/
void CNavMesh::RemoveNavArea( CNavArea *area )
{
// add to grid
const Extent &extent = area->GetExtent();
int loX = WorldToGridX( extent.lo.x );
int loY = WorldToGridY( extent.lo.y );
int hiX = WorldToGridX( extent.hi.x );
int hiY = WorldToGridY( extent.hi.y );
for( int y = loY; y <= hiY; ++y )
{
for( int x = loX; x <= hiX; ++x )
{
m_grid[ x + y*m_gridSizeX ].FindAndRemove( area );
}
}
// remove from hash table
int key = ComputeHashKey( area->GetID() );
if (area->m_prevHash)
{
area->m_prevHash->m_nextHash = area->m_nextHash;
}
else
{
// area was at start of list
m_hashTable[key] = area->m_nextHash;
if (m_hashTable[key])
{
m_hashTable[key]->m_prevHash = NULL;
}
}
if (area->m_nextHash)
{
area->m_nextHash->m_prevHash = area->m_prevHash;
}
if ( area->GetAttributes() & NAV_MESH_TRANSIENT )
{
BuildTransientAreaList();
}
--m_areaCount;
}
//--------------------------------------------------------------------------------------------------------------
void CNavMesh::BuildTransientAreaList( void )
{
m_transientAreas.RemoveAll();
FOR_EACH_LL( TheNavAreaList, it )
{
CNavArea *area = TheNavAreaList[ it ];
if ( area->GetAttributes() & NAV_MESH_TRANSIENT )
{
m_transientAreas.AddToTail( area );
}
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Given a position, return the nav area that IsOverlapping and is *immediately* beneath it
*/
CNavArea *CNavMesh::GetNavArea( const Vector &pos, float beneathLimit ) const
{
VPROF( "CNavMesh::GetNavArea" );
if (m_grid == NULL)
return NULL;
// get list in cell that contains position
int x = WorldToGridX( pos.x );
int y = WorldToGridY( pos.y );
NavAreaList *list = &m_grid[ x + y*m_gridSizeX ];
// search cell list to find correct area
CNavArea *use = NULL;
float useZ = -99999999.9f;
Vector testPos = pos + Vector( 0, 0, 5 );
FOR_EACH_LL( (*list), it )
{
CNavArea *area = (*list)[ it ];
// check if position is within 2D boundaries of this area
if (area->IsOverlapping( testPos ))
{
// project position onto area to get Z
float z = area->GetZ( testPos );
// if area is above us, skip it
if (z > testPos.z)
continue;
// if area is too far below us, skip it
if (z < pos.z - beneathLimit)
continue;
// if area is higher than the one we have, use this instead
if (z > useZ)
{
use = area;
useZ = z;
}
}
}
return use;
}
//--------------------------------------------------------------------------------------------------------------
void CNavMesh::GridToWorld( int gridX, int gridY, Vector *pos ) const
{
gridX = clamp( gridX, 0, m_gridSizeX-1 );
gridY = clamp( gridY, 0, m_gridSizeY-1 );
pos->x = m_minX + gridX * m_gridCellSize;
pos->y = m_minY + gridY * m_gridCellSize;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Given a position in the world, return the nav area that is closest
* and at the same height, or beneath it.
* Used to find initial area if we start off of the mesh.
*/
CNavArea *CNavMesh::GetNearestNavArea( const Vector &pos, bool anyZ, float maxDist, bool checkLOS ) const
{
VPROF( "CNavMesh::GetNearestNavArea" );
if (m_grid == NULL)
return NULL;
CNavArea *close = NULL;
float closeDistSq = maxDist * maxDist;
// quick check
close = GetNavArea( pos );
if (close)
{
return close;
}
// ensure source position is well behaved
Vector source;
source.x = pos.x;
source.y = pos.y;
if (GetGroundHeight( pos, &source.z ) == false)
{
return NULL;
}
source.z += HalfHumanHeight;
// find closest nav area
CNavArea::MakeNewMarker();
// get list in cell that contains position
int originX = WorldToGridX( pos.x );
int originY = WorldToGridY( pos.y );
int shiftLimit = static_cast<int>(maxDist / m_gridCellSize);
//
// Search in increasing rings out from origin, starting with cell
// that contains the given position.
// Once we find a close area, we must check one more step out in
// case our position is just against the edge of the cell boundary
// and an area in an adjacent cell is actually closer.
//
for( int shift=0; shift <= shiftLimit; ++shift )
{
for( int x = originX - shift; x <= originX + shift; ++x )
{
if (x < 0 || x >= m_gridSizeX)
continue;
for( int y = originY - shift; y <= originY + shift; ++y )
{
if (y < 0 || y >= m_gridSizeY)
continue;
// only check these areas if we're on the outer edge of our spiral
if ( x > originX - shift &&
x < originX + shift &&
y > originY - shift &&
y < originY + shift )
continue;
NavAreaList *list = &m_grid[ x + y*m_gridSizeX ];
// find closest area in this cell
FOR_EACH_LL( (*list), it )
{
CNavArea *area = (*list)[ it ];
// skip if we've already visited this area
if (area->IsMarked())
continue;
area->Mark();
Vector areaPos;
area->GetClosestPointOnArea( source, &areaPos );
float distSq = (areaPos - source).LengthSqr();
// keep the closest area
if (distSq < closeDistSq)
{
// check LOS to area
// REMOVED: If we do this for !anyZ, it's likely we wont have LOS and will enumerate every area in the mesh
// It is still good to do this in some isolated cases, however
if ( checkLOS )
{
trace_t result;
UTIL_TraceLine( source, areaPos + Vector( 0, 0, HalfHumanHeight ), MASK_PLAYERSOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &result );
if (result.fraction != 1.0f)
{
continue;
}
}
closeDistSq = distSq;
close = area;
// look one more step outwards
shiftLimit = shift+1;
}
}
}
}
}
return close;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Given an ID, return the associated area
*/
CNavArea *CNavMesh::GetNavAreaByID( unsigned int id ) const
{
if (id == 0)
return NULL;
int key = ComputeHashKey( id );
for( CNavArea *area = m_hashTable[key]; area; area = area->m_nextHash )
{
if (area->GetID() == id)
{
return area;
}
}
return NULL;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Given an ID, return the associated ladder
*/
CNavLadder *CNavMesh::GetLadderByID( unsigned int id ) const
{
if (id == 0)
return NULL;
FOR_EACH_LL( m_ladderList, it )
{
CNavLadder *ladder = m_ladderList[it];
if ( ladder->GetID() == id )
{
return ladder;
}
}
return NULL;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return radio chatter place for given coordinate
*/
unsigned int CNavMesh::GetPlace( const Vector &pos ) const
{
CNavArea *area = GetNearestNavArea( pos, true );
if (area)
{
return area->GetPlace();
}
return UNDEFINED_PLACE;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Load the place names from a file
*/
void CNavMesh::LoadPlaceDatabase( void )
{
m_placeCount = 0;
FileHandle_t file = filesystem->Open( "NavPlace.db", "r" );
if (!file)
{
return;
}
const int maxNameLength = 128;
char buffer[ maxNameLength ];
// count the number of places
while( true )
{
if (filesystem->ReadLine( buffer, maxNameLength, file ) == NULL)
break;
++m_placeCount;
}
// allocate place name array
m_placeName = new char * [ m_placeCount ];
// rewind and actually read the places
filesystem->Seek( file, 0, FILESYSTEM_SEEK_HEAD );
int i = 0;
while( true )
{
if (filesystem->ReadLine( buffer, maxNameLength, file ) == NULL)
break;
int length = strlen( buffer );
// remove trailing newline
if (buffer[ length-1 ] == '\n')
buffer[ length-1 ] = '\000';
if (buffer[ length-2 ] == '\r')
buffer[ length-2 ] = '\000';
m_placeName[ i ] = new char [ strlen(buffer)+1 ];
strcpy( m_placeName[ i ], buffer );
++i;
}
filesystem->Close( file );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Given a place, return its name.
* Reserve zero as invalid.
*/
const char *CNavMesh::PlaceToName( Place place ) const
{
if (place >= 1 && place <= m_placeCount)
return m_placeName[ (int)place - 1 ];
return NULL;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Given a place name, return a place ID or zero if no place is defined
* Reserve zero as invalid.
*/
Place CNavMesh::NameToPlace( const char *name ) const
{
for( unsigned int i=0; i<m_placeCount; ++i )
{
if (FStrEq( m_placeName[i], name ))
return i+1;
}
return 0;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Given the first part of a place name, return a place ID or zero if no place is defined, or the partial match is ambiguous
*/
Place CNavMesh::PartialNameToPlace( const char *name ) const
{
Place found = UNDEFINED_PLACE;
bool isAmbiguous = false;
for( unsigned int i=0; i<m_placeCount; ++i )
{
if (!strnicmp( m_placeName[i], name, strlen( name ) ))
{
// check for exact match in case of subsets of other strings
if (!stricmp( m_placeName[i], name ))
{
found = NameToPlace( m_placeName[i] );
isAmbiguous = false;
break;
}
if (found != UNDEFINED_PLACE)
{
isAmbiguous = true;
}
else
{
found = NameToPlace( m_placeName[i] );
}
}
}
if (isAmbiguous)
return UNDEFINED_PLACE;
return found;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Given a partial place name, fill in possible place names for ConCommand autocomplete
*/
int CNavMesh::PlaceNameAutocomplete( char const *partial, char commands[ COMMAND_COMPLETION_MAXITEMS ][ COMMAND_COMPLETION_ITEM_LENGTH ] )
{
int numMatches = 0;
partial += Q_strlen( "nav_use_place " );
int partialLength = Q_strlen( partial );
for( unsigned int i=0; i<m_placeCount; ++i )
{
if ( !Q_strnicmp( m_placeName[i], partial, partialLength ) )
{
// Add the place name to the autocomplete array
Q_snprintf( commands[ numMatches++ ], COMMAND_COMPLETION_ITEM_LENGTH, "nav_use_place %s", m_placeName[i] );
// Make sure we don't try to return too many place names
if ( numMatches == COMMAND_COMPLETION_MAXITEMS )
return numMatches;
}
}
return numMatches;
}
//--------------------------------------------------------------------------------------------------------------
typedef const char * SortStringType;
int StringSort (const SortStringType *s1, const SortStringType *s2)
{
return strcmp( *s1, *s2 );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Output a list of names to the console
*/
void CNavMesh::PrintAllPlaces( void ) const
{
if (m_placeCount == 0)
{
Msg( "There are no entries in the Place database.\n" );
return;
}
unsigned int i;
CUtlVector< SortStringType > placeNames;
for ( i=0; i<m_placeCount; ++i )
{
placeNames.AddToTail( m_placeName[i] );
}
placeNames.Sort( StringSort );
for( i=0; i<(unsigned int)placeNames.Count(); ++i )
{
if (NameToPlace( placeNames[i] ) == GetNavPlace())
Msg( "--> %-26s", placeNames[i] );
else
Msg( "%-30s", placeNames[i] );
if ((i+1) % 3 == 0)
Msg( "\n" );
}
Msg( "\n" );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return the ground height below this point in "height".
* Return false if position is invalid (outside of map, in a solid area, etc).
*/
bool CNavMesh::GetGroundHeight( const Vector &pos, float *height, Vector *normal ) const
{
VPROF( "CNavMesh::GetGroundHeight" );
Vector to;
to.x = pos.x;
to.y = pos.y;
to.z = pos.z - 9999.9f;
float offset;
Vector from;
trace_t result;
CBaseEntity *ignore = NULL;
const float maxOffset = 100.0f;
const float inc = 10.0f;
#define MAX_GROUND_LAYERS 16
struct GroundLayerInfo
{
float ground;
Vector normal;
}
layer[ MAX_GROUND_LAYERS ];
int layerCount = 0;
for( offset = 1.0f; offset < maxOffset; offset += inc )
{
from = pos + Vector( 0, 0, offset );
CTraceFilterWalkableEntities filter( ignore, COLLISION_GROUP_NONE, WALK_THRU_EVERYTHING );
UTIL_TraceLine( from, to, MASK_PLAYERSOLID_BRUSHONLY, &filter, &result );
// if the trace came down thru a door, ignore the door and try again
// also ignore breakable floors
if (result.DidHitNonWorldEntity() && result.m_pEnt)
{
if (FClassnameIs( result.m_pEnt, "prop_door" ) ||
FClassnameIs( result.m_pEnt, "prop_door_rotating" ) ||
FClassnameIs( result.m_pEnt, "func_breakable" ))// && VARS( result.pHit )->takedamage == DAMAGE_YES))
{
ignore = result.m_pEnt;
// keep incrementing to avoid infinite loop if more than one entity is along the traceline...
/// @todo Deal with multiple ignore entities in a single TraceLine()
//offset -= inc;
continue;
}
}
if (result.startsolid == false)
{
// if we didnt start inside a solid area, the trace hit a ground layer
// if this is a new ground layer, add it to the set
if (layerCount == 0 || result.endpos.z > layer[ layerCount-1 ].ground)
{
layer[ layerCount ].ground = result.endpos.z;
if (result.plane.normal.IsZero())
layer[ layerCount ].normal = Vector( 0, 0, 1 );
else
layer[ layerCount ].normal = result.plane.normal;
++layerCount;
if (layerCount == MAX_GROUND_LAYERS)
break;
}
}
}
if (layerCount == 0)
return false;
// find the lowest layer that allows a player to stand or crouch upon it
int i;
for( i=0; i<layerCount-1; ++i )
{
if (layer[i+1].ground - layer[i].ground >= HalfHumanHeight)
break;
}
*height = layer[ i ].ground;
if (normal)
*normal = layer[ i ].normal;
return true;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return the "simple" ground height below this point in "height".
* This function is much faster, but less tolerant. Make sure the give position is "well behaved".
* Return false if position is invalid (outside of map, in a solid area, etc).
*/
bool CNavMesh::GetSimpleGroundHeight( const Vector &pos, float *height, Vector *normal ) const
{
Vector to;
to.x = pos.x;
to.y = pos.y;
to.z = pos.z - 9999.9f;
trace_t result;
UTIL_TraceLine( pos, to, MASK_PLAYERSOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &result );
if (result.startsolid)
return false;
*height = result.endpos.z;
if (normal)
*normal = result.plane.normal;
return true;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Show danger levels for debugging
*/
void CNavMesh::DrawDanger( void ) const
{
FOR_EACH_LL( TheNavAreaList, it )
{
CNavArea *area = TheNavAreaList[ it ];
Vector center = area->GetCenter();
Vector top;
center.z = area->GetZ( center );
float danger = area->GetDanger( 0 );
if (danger > 0.1f)
{
top.x = center.x;
top.y = center.y;
top.z = center.z + 10.0f * danger;
DrawLine( center, top, 3, 255, 0, 0 );
}
danger = area->GetDanger( 1 );
if (danger > 0.1f)
{
top.x = center.x;
top.y = center.y;
top.z = center.z + 10.0f * danger;
DrawLine( center, top, 3, 0, 0, 255 );
}
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Zero player counts in all areas
*/
void CNavMesh::ClearPlayerCounts( void )
{
FOR_EACH_LL( TheNavAreaList, it )
{
CNavArea *area = TheNavAreaList[ it ];
area->ClearPlayerCount();
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Show current player counts for debugging.
* NOTE: Assumes two teams.
*/
void CNavMesh::DrawPlayerCounts( void ) const
{
CFmtStr msg;
FOR_EACH_LL( TheNavAreaList, it )
{
CNavArea *area = TheNavAreaList[ it ];
if (area->GetPlayerCount() > 0)
{
NDebugOverlay::Text( area->GetCenter(), msg.sprintf( "%d (%d/%d)", area->GetPlayerCount(), area->GetPlayerCount(1), area->GetPlayerCount(2) ), false, 0.1f );
}
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Increase the danger of nav areas containing and near the given position
*/
void CNavMesh::IncreaseDangerNearby( int teamID, float amount, CNavArea *startArea, const Vector &pos, float maxRadius )
{
if (startArea == NULL)
return;
CNavArea::MakeNewMarker();
CNavArea::ClearSearchLists();
startArea->AddToOpenList();
startArea->SetTotalCost( 0.0f );
startArea->Mark();
startArea->IncreaseDanger( teamID, amount );
while( !CNavArea::IsOpenListEmpty() )
{
// get next area to check
CNavArea *area = CNavArea::PopOpenList();
// explore adjacent areas
for( int dir=0; dir<NUM_DIRECTIONS; ++dir )
{
int count = area->GetAdjacentCount( (NavDirType)dir );
for( int i=0; i<count; ++i )
{
CNavArea *adjArea = area->GetAdjacentArea( (NavDirType)dir, i );
if (!adjArea->IsMarked())
{
// compute distance from danger source
float cost = (adjArea->GetCenter() - pos).Length();
if (cost <= maxRadius)
{
adjArea->AddToOpenList();
adjArea->SetTotalCost( cost );
adjArea->Mark();
adjArea->IncreaseDanger( teamID, amount * cost/maxRadius );
}
}
}
}
}
}
//--------------------------------------------------------------------------------------------------------------
void CommandNavRemoveUnusedJumpAreas( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavRemoveUnusedJumpAreas();
}
static ConCommand nav_remove_unused_jump_areas( "nav_remove_unused_jump_areas", CommandNavRemoveUnusedJumpAreas, "Removes jump areas with at most 1 connection to a ladder or non-jump area.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavDelete( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavDelete();
}
static ConCommand nav_delete( "nav_delete", CommandNavDelete, "Deletes the currently highlighted Area.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavDeleteMarked( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavDeleteMarked();
}
static ConCommand nav_delete_marked( "nav_delete_marked", CommandNavDeleteMarked, "Deletes the currently marked Area (if any).", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavSplit( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavSplit();
}
static ConCommand nav_split( "nav_split", CommandNavSplit, "To split an Area into two, align the split line using your cursor and invoke the split command.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavMakeSniperSpots( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavMakeSniperSpots();
}
static ConCommand nav_make_sniper_spots( "nav_make_sniper_spots", CommandNavMakeSniperSpots, "Chops the marked area into disconnected sub-areas suitable for sniper spots.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavMerge( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavMerge();
}
static ConCommand nav_merge( "nav_merge", CommandNavMerge, "To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge command.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavMark( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavMark();
}
static ConCommand nav_mark( "nav_mark", CommandNavMark, "Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavUnmark( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavUnmark();
}
static ConCommand nav_unmark( "nav_unmark", CommandNavUnmark, "Clears the marked Area or Ladder.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavBeginArea( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavBeginArea();
}
static ConCommand nav_begin_area( "nav_begin_area", CommandNavBeginArea, "Defines a corner of a new Area or Ladder. To complete the Area or Ladder, drag the opposite corner to the desired location and issue a 'nav_end_area' command.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavEndArea( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavEndArea();
}
static ConCommand nav_end_area( "nav_end_area", CommandNavEndArea, "Defines the second corner of a new Area or Ladder and creates it.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavConnect( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavConnect();
}
static ConCommand nav_connect( "nav_connect", CommandNavConnect, "To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a ONE-WAY connection from the first to the second Area. To make a two-way connection, also connect the second area to the first.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavDisconnect( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavDisconnect();
}
static ConCommand nav_disconnect( "nav_disconnect", CommandNavDisconnect, "To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connections between the two Areas.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavSplice( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavSplice();
}
static ConCommand nav_splice( "nav_splice", CommandNavSplice, "To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavCrouch( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavToggleAttribute( NAV_MESH_CROUCH );
}
static ConCommand nav_crouch( "nav_crouch", CommandNavCrouch, "Toggles the 'must crouch in this area' flag used by the AI system.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavPrecise( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavToggleAttribute( NAV_MESH_PRECISE );
}
static ConCommand nav_precise( "nav_precise", CommandNavPrecise, "Toggles the 'dont avoid obstacles' flag used by the AI system.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavJump( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavToggleAttribute( NAV_MESH_JUMP );
}
static ConCommand nav_jump( "nav_jump", CommandNavJump, "Toggles the 'traverse this area by jumping' flag used by the AI system.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavNoJump( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavToggleAttribute( NAV_MESH_NO_JUMP );
}
static ConCommand nav_no_jump( "nav_no_jump", CommandNavNoJump, "Toggles the 'dont jump in this area' flag used by the AI system.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavStop( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavToggleAttribute( NAV_MESH_STOP );
}
static ConCommand nav_stop( "nav_stop", CommandNavStop, "Toggles the 'must stop when entering this area' flag used by the AI system.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavWalk( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavToggleAttribute( NAV_MESH_WALK );
}
static ConCommand nav_walk( "nav_walk", CommandNavWalk, "Toggles the 'traverse this area by walking' flag used by the AI system.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavRun( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavToggleAttribute( NAV_MESH_RUN );
}
static ConCommand nav_run( "nav_run", CommandNavRun, "Toggles the 'traverse this area by running' flag used by the AI system.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavAvoid( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavToggleAttribute( NAV_MESH_AVOID );
}
static ConCommand nav_avoid( "nav_avoid", CommandNavAvoid, "Toggles the 'avoid this area when possible' flag used by the AI system.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavTransient( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavToggleAttribute( NAV_MESH_TRANSIENT );
}
static ConCommand nav_transient( "nav_transient", CommandNavTransient, "Toggles the 'area is transient and may become blocked' flag used by the AI system.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavDontHide( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavToggleAttribute( NAV_MESH_DONT_HIDE );
}
static ConCommand nav_dont_hide( "nav_dont_hide", CommandNavDontHide, "Toggles the 'area is not suitable for hiding spots' flag used by the AI system.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavStand( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavToggleAttribute( NAV_MESH_STAND );
}
static ConCommand nav_stand( "nav_stand", CommandNavStand, "Toggles the 'stand while hiding' flag used by the AI system.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavNoHostages( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavToggleAttribute( NAV_MESH_NO_HOSTAGES );
}
static ConCommand nav_no_hostages( "nav_no_hostages", CommandNavNoHostages, "Toggles the 'hostages cannot use this area' flag used by the AI system.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavStrip( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->StripNavigationAreas();
}
static ConCommand nav_strip( "nav_strip", CommandNavStrip, "Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavSave( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
if (TheNavMesh->Save())
{
Msg( "Navigation map '%s' saved.\n", TheNavMesh->GetFilename() );
}
else
{
const char *filename = TheNavMesh->GetFilename();
Msg( "ERROR: Cannot save navigation map '%s'.\n", (filename) ? filename : "(null)" );
}
}
static ConCommand nav_save( "nav_save", CommandNavSave, "Saves the current Navigation Mesh to disk.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavLoad( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
if (TheNavMesh->Load() != NAV_OK)
{
Msg( "ERROR: Navigation Mesh load failed.\n" );
}
}
static ConCommand nav_load( "nav_load", CommandNavLoad, "Loads the Navigation Mesh for the current map.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
static int PlaceNameAutocompleteCallback( char const *partial, char commands[ COMMAND_COMPLETION_MAXITEMS ][ COMMAND_COMPLETION_ITEM_LENGTH ] )
{
return TheNavMesh->PlaceNameAutocomplete( partial, commands );
}
//--------------------------------------------------------------------------------------------------------------
void CommandNavUsePlace( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
if (engine->Cmd_Argc() == 1)
{
// no arguments = list all available places
TheNavMesh->PrintAllPlaces();
}
else
{
// single argument = set current place
Place place = TheNavMesh->PartialNameToPlace( engine->Cmd_Argv( 1 ) );
if (place == UNDEFINED_PLACE)
{
Msg( "Ambiguous\n" );
}
else
{
Msg( "Current place set to '%s'\n", TheNavMesh->PlaceToName( place ) );
TheNavMesh->SetNavPlace( place );
}
}
}
static ConCommand nav_use_place( "nav_use_place", CommandNavUsePlace, "If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set.", FCVAR_GAMEDLL | FCVAR_CHEAT, PlaceNameAutocompleteCallback );
//--------------------------------------------------------------------------------------------------------------
void CommandNavPlaceReplace( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
if (engine->Cmd_Argc() != 3)
{
// no arguments
Msg( "Usage: nav_place_replace <OldPlace> <NewPlace>\n" );
}
else
{
// two arguments - replace the first place with the second
Place oldPlace = TheNavMesh->PartialNameToPlace( engine->Cmd_Argv( 1 ) );
Place newPlace = TheNavMesh->PartialNameToPlace( engine->Cmd_Argv( 2 ) );
if ( oldPlace == UNDEFINED_PLACE || newPlace == UNDEFINED_PLACE )
{
Msg( "Ambiguous\n" );
}
else
{
FOR_EACH_LL( TheNavAreaList, it )
{
CNavArea *area = TheNavAreaList[it];
if ( area->GetPlace() == oldPlace )
{
area->SetPlace( newPlace );
}
}
}
}
}
static ConCommand nav_place_replace( "nav_place_replace", CommandNavPlaceReplace, "Replaces all instances of the first place with the second place.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavPlaceList( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
CUtlVector< Place > placeDirectory;
FOR_EACH_LL( TheNavAreaList, nit )
{
CNavArea *area = TheNavAreaList[ nit ];
Place place = area->GetPlace();
if ( place )
{
if ( !placeDirectory.HasElement( place ) )
{
placeDirectory.AddToTail( place );
}
}
}
Msg( "Map uses %d place names:\n", placeDirectory.Count() );
for ( int i=0; i<placeDirectory.Count(); ++i )
{
Msg( " %s\n", TheNavMesh->PlaceToName( placeDirectory[i] ) );
}
}
static ConCommand nav_place_list( "nav_place_list", CommandNavPlaceList, "Lists all place names used in the map.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavTogglePlaceMode( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavTogglePlaceMode();
}
static ConCommand nav_toggle_place_mode( "nav_toggle_place_mode", CommandNavTogglePlaceMode, "Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavSetPlaceMode( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
bool on = true;
if ( engine->Cmd_Argc() == 2 )
{
on = (atoi( engine->Cmd_Argv( 1 ) ) != 0);
}
if ( on != TheNavMesh->IsPlaceMode() )
{
TheNavMesh->CommandNavTogglePlaceMode();
}
}
static ConCommand nav_set_place_mode( "nav_set_place_mode", CommandNavSetPlaceMode, "Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavPlaceFloodFill( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavPlaceFloodFill();
}
static ConCommand nav_place_floodfill( "nav_place_floodfill", CommandNavPlaceFloodFill, "Sets the Place of the Area under the cursor to the curent Place, and 'flood-fills' the Place to all adjacent Areas. Flood-filling stops when it hits an Area with the same Place, or a different Place than that of the initial Area.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavPlacePick( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavPlacePick();
}
static ConCommand nav_place_pick( "nav_place_pick", CommandNavPlacePick, "Sets the current Place to the Place of the Area under the cursor.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavTogglePlacePainting( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavTogglePlacePainting();
}
static ConCommand nav_toggle_place_painting( "nav_toggle_place_painting", CommandNavTogglePlacePainting, "Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavMarkUnnamed( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavMarkUnnamed();
}
static ConCommand nav_mark_unnamed( "nav_mark_unnamed", CommandNavMarkUnnamed, "Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavCornerSelect( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavCornerSelect();
}
static ConCommand nav_corner_select( "nav_corner_select", CommandNavCornerSelect, "Select a corner of the currently marked Area. Use multiple times to access all four corners.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavCornerRaise( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavCornerRaise();
}
static ConCommand nav_corner_raise( "nav_corner_raise", CommandNavCornerRaise, "Raise the selected corner of the currently marked Area.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavCornerLower( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavCornerLower();
}
static ConCommand nav_corner_lower( "nav_corner_lower", CommandNavCornerLower, "Lower the selected corner of the currently marked Area.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavCornerPlaceOnGround( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavCornerPlaceOnGround();
}
static ConCommand nav_corner_place_on_ground( "nav_corner_place_on_ground", CommandNavCornerPlaceOnGround, "Places the selected corner of the currently marked Area on the ground.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavWarpToMark( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavWarpToMark();
}
static ConCommand nav_warp_to_mark( "nav_warp_to_mark", CommandNavWarpToMark, "Warps the player to the marked area.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavLadderFlip( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavLadderFlip();
}
static ConCommand nav_ladder_flip( "nav_ladder_flip", CommandNavLadderFlip, "Flips the selected ladder's direction.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavGenerate( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->BeginGeneration();
}
static ConCommand nav_generate( "nav_generate", CommandNavGenerate, "Generate a Navigation Mesh for the current map and save it to disk.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavGenerateIncremental( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->BeginGeneration( true );
}
static ConCommand nav_generate_incremental( "nav_generate_incremental", CommandNavGenerateIncremental, "Generate a Navigation Mesh for the current map and save it to disk.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavAnalyze( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->BeginAnalysis();
}
static ConCommand nav_analyze( "nav_analyze", CommandNavAnalyze, "Re-analyze the current Navigation Mesh and save it to disk.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavMarkWalkable( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
Vector pos;
if (nav_edit.GetBool())
{
// we are in edit mode, use the edit cursor's location
pos = TheNavMesh->GetEditCursorPosition();
}
else
{
// we are not in edit mode, use the position of the local player
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
{
Msg( "ERROR: No local player!\n" );
return;
}
pos = player->GetAbsOrigin();
}
// snap position to the sampling grid
pos.x = TheNavMesh->SnapToGrid( pos.x, true );
pos.y = TheNavMesh->SnapToGrid( pos.y, true );
Vector normal;
if (TheNavMesh->GetGroundHeight( pos, &pos.z, &normal ) == false)
{
Msg( "ERROR: Invalid ground position.\n" );
return;
}
TheNavMesh->AddWalkableSeed( pos, normal );
Msg( "Walkable position marked.\n" );
}
static ConCommand nav_mark_walkable( "nav_mark_walkable", CommandNavMarkWalkable, "Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate a Navigation Mesh.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavClearWalkableMarks( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->ClearWalkableSeeds();
}
static ConCommand nav_clear_walkable_marks( "nav_clear_walkable_marks", CommandNavClearWalkableMarks, "Erase any previously placed walkable positions.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavCompressID( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
CNavArea::CompressIDs();
CNavLadder::CompressIDs();
}
static ConCommand nav_compress_id( "nav_compress_id", CommandNavCompressID, "Re-orders area and ladder ID's so they are continuous.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavShowLadderBounds( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
CInfoLadder *ladder = NULL;
while( (ladder = dynamic_cast< CInfoLadder * >(gEntList.FindEntityByClassname( ladder, "info_ladder" ))) != NULL )
{
NDebugOverlay::Box( vec3_origin, ladder->mins, ladder->maxs, 0, 255, 0, 0, 600 );
NDebugOverlay::Box( ladder->GetAbsOrigin(), ladder->mins, ladder->maxs, 0, 0, 255, 0, 600 );
}
}
static ConCommand nav_show_ladder_bounds( "nav_show_ladder_bounds", CommandNavShowLadderBounds, "Draws the bounding boxes of all func_ladders in the map.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavBuildLadder( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavBuildLadder();
}
static ConCommand nav_build_ladder( "nav_build_ladder", CommandNavBuildLadder, "Attempts to build a nav ladder on the climbable surface under the cursor.", FCVAR_GAMEDLL | FCVAR_CHEAT );
/* IN PROGRESS:
//--------------------------------------------------------------------------------------------------------------
void CommandNavPickArea( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavPickArea();
}
static ConCommand nav_pick_area( "nav_pick_area", CommandNavPickArea, "Marks an area (and corner) based on the surface under the cursor.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavResizeHorizontal( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavResizeHorizontal();
}
static ConCommand nav_resize_horizontal( "nav_resize_horizontal", CommandNavResizeHorizontal, "TODO", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavResizeVertical( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavResizeVertical();
}
static ConCommand nav_resize_vertical( "nav_resize_vertical", CommandNavResizeVertical, "TODO", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavResizeEnd( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavResizeEnd();
}
static ConCommand nav_resize_end( "nav_resize_end", CommandNavResizeEnd, "TODO", FCVAR_GAMEDLL | FCVAR_CHEAT );
*/
//--------------------------------------------------------------------------------------------------------------
/**
* Destroy ladder representations
*/
void CNavMesh::DestroyLadders( void )
{
FOR_EACH_LL( m_ladderList, it )
{
delete m_ladderList[ it ];
}
m_ladderList.RemoveAll();
m_markedLadder = NULL;
m_selectedLadder = NULL;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Strip the "analyzed" data out of all navigation areas
*/
void CNavMesh::StripNavigationAreas( void )
{
FOR_EACH_LL( TheNavAreaList, it )
{
CNavArea *area = TheNavAreaList[ it ];
area->Strip();
}
}
//--------------------------------------------------------------------------------------------------------------
HidingSpotList TheHidingSpotList;
unsigned int HidingSpot::m_nextID = 1;
unsigned int HidingSpot::m_masterMarker = 0;
//--------------------------------------------------------------------------------------------------------------
/**
* Hiding Spot factory
*/
HidingSpot *CNavMesh::CreateHidingSpot( void ) const
{
return new HidingSpot;
}
//--------------------------------------------------------------------------------------------------------------
void CNavMesh::DestroyHidingSpots( void )
{
// remove all hiding spot references from the nav areas
FOR_EACH_LL( TheNavAreaList, it )
{
CNavArea *area = TheNavAreaList[ it ];
area->m_hidingSpotList.RemoveAll();
}
HidingSpot::m_nextID = 0;
// free all the HidingSpots
FOR_EACH_LL( TheHidingSpotList, hit )
{
delete TheHidingSpotList[ hit ];
}
TheHidingSpotList.RemoveAll();
}
//--------------------------------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------------------------------
/**
* Construct a Hiding Spot. Assign a unique ID which may be overwritten if loaded.
*/
HidingSpot::HidingSpot( void )
{
m_pos = Vector( 0, 0, 0 );
m_id = m_nextID++;
m_flags = 0;
m_area = NULL;
TheHidingSpotList.AddToTail( this );
}
//--------------------------------------------------------------------------------------------------------------
void HidingSpot::Save( FileHandle_t file, unsigned int version ) const
{
filesystem->Write( &m_id, sizeof(unsigned int), file );
filesystem->Write( &m_pos, 3 * sizeof(float), file );
filesystem->Write( &m_flags, sizeof(unsigned char), file );
}
//--------------------------------------------------------------------------------------------------------------
void HidingSpot::Load( FileHandle_t file, unsigned int version )
{
filesystem->Read( &m_id, sizeof(unsigned int), file );
filesystem->Read( &m_pos, 3 * sizeof(float), file );
filesystem->Read( &m_flags, sizeof(unsigned char), file );
// update next ID to avoid ID collisions by later spots
if (m_id >= m_nextID)
m_nextID = m_id+1;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Hiding Spot post-load processing
*/
NavErrorType HidingSpot::PostLoad( void )
{
// set our area
m_area = TheNavMesh->GetNavArea( m_pos + Vector( 0, 0, HalfHumanHeight ) );
AssertMsg( m_area, UTIL_VarArgs("A Hiding Spot is off of the Nav Mesh at (%.0f %.0f %.0f)", m_pos.x, m_pos.y, m_pos.z) );
return NAV_OK;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Given a HidingSpot ID, return the associated HidingSpot
*/
HidingSpot *GetHidingSpotByID( unsigned int id )
{
FOR_EACH_LL( TheHidingSpotList, it )
{
HidingSpot *spot = TheHidingSpotList[ it ];
if (spot->GetID() == id)
return spot;
}
return NULL;
}