169 lines
5.6 KiB
C++
169 lines
5.6 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Base combat character with no AI
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//
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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef AI_NODE_H
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#define AI_NODE_H
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#pragma once
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#include "ai_hull.h"
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#include "bitstring.h"
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#include "utlvector.h"
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enum AI_ZoneIds_t
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{
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AI_NODE_ZONE_UNKNOWN = 0,
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AI_NODE_ZONE_SOLO = 1,
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AI_NODE_ZONE_UNIVERSAL = 3,
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AI_NODE_FIRST_ZONE = 4,
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};
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class CAI_Network;
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class CAI_Link;
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class CAI_Hint;
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class CAI_BaseNPC;
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#define NOT_CACHED -2 // Returned if data not in cache
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#define NO_NODE -1 // Returned when no node meets the qualification
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#define MAX_NODE_LINK_DIST 60*12 // Maximum connection length between nodes as well as furthest
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#define MAX_NODE_LINK_DIST_SQ (MAX_NODE_LINK_DIST*MAX_NODE_LINK_DIST) // distance allowed to travel to node via local moves
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#define MAX_AIR_NODE_LINK_DIST 120*12 // Maximum connection length between air nodes as well as furthest
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#define MAX_AIR_NODE_LINK_DIST_SQ (MAX_AIR_NODE_LINK_DIST*MAX_AIR_NODE_LINK_DIST) // distance allowed to travel to node via local moves
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#define NODE_HEIGHT 8 // how high to lift nodes off the ground after we drop them all (make stair/ramp mapping easier)
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#define NODE_CLIMB_OFFSET 8
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#define HULL_TEST_STEP_SIZE 16 // how far the test hull moves on each step
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//=========================================================
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// The type of node
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//=========================================================
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enum NodeType_e
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{
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NODE_ANY, // Used to specify any type of node (for search)
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NODE_DELETED, // Used in wc_edit mode to remove nodes during runtime
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NODE_GROUND,
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NODE_AIR,
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NODE_CLIMB,
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NODE_WATER
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};
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enum NodeInfoBits_e
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{
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bits_NODE_CLIMB_BOTTOM = (1 << 0), // Node at bottom of ladder
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bits_NODE_CLIMB_ON = (1 << 1), // Node on ladder somewhere
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bits_NODE_CLIMB_OFF_FORWARD = (1 << 2), // Dismount climb by going forward
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bits_NODE_CLIMB_OFF_LEFT = (1 << 3), // Dismount climb by going left
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bits_NODE_CLIMB_OFF_RIGHT = (1 << 4), // Dismount climb by going right
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bits_NODE_CLIMB_EXIT = bits_NODE_CLIMB_OFF_FORWARD| bits_NODE_CLIMB_OFF_LEFT | bits_NODE_CLIMB_OFF_RIGHT,
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NODE_ENT_FLAGS_SHIFT = 5,
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//bits_HUMAN_HULL 5
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//bits_SMALL_CENTERED_HULL 6
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//bits_WIDE_HUMAN_HULL 7
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//bits_TINY_HULL 8
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//bits_WIDE_SHORT_HULL 9
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//bits_MEDIUM_HULL 10
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//bits_TINY_CENTERED_HULL 11
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//bits_LARGE_HULL 12
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//bits_LARGE_CENTERED_HULL 13
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bits_DONT_DROP = ( 1 << 14 ),
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/****** NOTE: will need to change node graph save/load code if exceed 16 bits here ******/
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bits_NODE_WC_NEED_REBUILD = 0x10000000, // Used to more nodes in WC edit mode
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bits_NODE_WC_CHANGED = 0x20000000, // Node changed during WC edit
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bits_NODE_WONT_FIT_HULL = 0x40000000, // Used only for debug display
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bits_NODE_FALLEN = 0x80000000, // Fell through the world during initialization
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};
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//=============================================================================
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// >> CAI_Node
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//=============================================================================
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class CAI_Node
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{
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public:
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CAI_Node( int id, const Vector &origin, float yaw );
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CAI_Hint* GetHint() { return m_pHint; }
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void SetHint( CAI_Hint *pHint ) { m_pHint = pHint; }
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int NumLinks() const { return m_Links.Count(); }
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void ClearLinks() { m_Links.Purge(); }
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CAI_Link * GetLink( int destNodeId );
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CAI_Link * GetLinkByIndex( int i ) { return m_Links[i]; }
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bool IsLocked() const { return ( m_flNextUseTime > gpGlobals->curtime ); }
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void Lock( float duration ) { m_flNextUseTime = gpGlobals->curtime + duration; }
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void Unlock() { m_flNextUseTime = gpGlobals->curtime; }
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int GetZone() const { return m_zone; }
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void SetZone( int zone ) { m_zone = zone; }
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Vector GetPosition(int hull); // Hull specific position for a node
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CAI_Link* HasLink(int nNodeID); // Return link to nNodeID or NULL
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void ShuffleLinks(); // Called before GetShuffeledLinks to reorder
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CAI_Link* GetShuffeledLink(int nNum); // Used to get links in different order each time
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int GetId() const { return m_iID; }
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const Vector & GetOrigin() const { return m_vOrigin; }
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Vector & AccessOrigin() { return m_vOrigin; }
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float GetYaw() const { return m_flYaw; }
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NodeType_e SetType( NodeType_e type ) { return ( m_eNodeType = type ); }
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NodeType_e GetType() const { return m_eNodeType; }
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void SetNeedsRebuild() { m_eNodeInfo |= bits_NODE_WC_NEED_REBUILD; }
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void ClearNeedsRebuild() { m_eNodeInfo &= ~bits_NODE_WC_NEED_REBUILD; }
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bool NeedsRebuild() const { return ( ( m_eNodeInfo & bits_NODE_WC_NEED_REBUILD ) != 0 ); }
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void AddLink(CAI_Link *newLink);
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int m_iID; // ID for this node
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Vector m_vOrigin; // location of this node in space
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float m_flVOffset[NUM_HULLS]; // vertical offset for each hull type, assuming ground node, 0 otherwise
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float m_flYaw; // NPC on this node should face this yaw to face the hint, or climb a ladder
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NodeType_e m_eNodeType; // The type of node
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int m_eNodeInfo; // bits that tell us more about this nodes
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int m_zone;
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CUtlVector<CAI_Link *> m_Links; // growable array of links to this node
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float m_flNextUseTime; // When can I be used again?
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CAI_Hint* m_pHint; // hint attached to this node
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int m_iFirstShuffledLink; // first link to check
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};
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extern float GetFloorZ(const Vector &origin);
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extern float GetFloorDistance(const Vector &origin);
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#endif // AI_NODE_H
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