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diff --git a/game/server/ai_route.h b/game/server/ai_route.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef AI_ROUTE_H
+#define AI_ROUTE_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "ai_basenpc.h"
+#include "mathlib/vector.h"
+#include "ai_network.h"
+#include "ai_node.h"
+#include "ai_waypoint.h"
+
+struct AI_Waypoint_t;
+struct OverlayLine_t;
+
+class CAI_BaseNPC;
+
+//=============================================================================
+// >> CAI_Path
+//=============================================================================
+
+#define DEF_WAYPOINT_TOLERANCE (0.1)
+
+class CAI_Path
+{
+//-----------------------------------------------------------------
+
+public:
+
+ void SetWaypoints(AI_Waypoint_t* route, bool fSetGoalFromLast = false) ;
+
+ void PrependWaypoints( AI_Waypoint_t *pWaypoints );
+ void PrependWaypoint( const Vector &newPoint, Navigation_t navType, unsigned waypointFlags );
+
+ bool IsEmpty() const { return m_Waypoints.IsEmpty(); }
+
+ AI_Waypoint_t * GetCurWaypoint() { return m_Waypoints.GetFirst(); }
+ const AI_Waypoint_t *GetCurWaypoint() const { return m_Waypoints.GetFirst(); }
+
+ AI_Waypoint_t * GetGoalWaypoint() { return m_Waypoints.GetLast(); }
+ const AI_Waypoint_t *GetGoalWaypoint() const { return m_Waypoints.GetLast(); }
+
+ const Vector & CurWaypointPos() const;
+ const Vector & NextWaypointPos() const;
+ float CurWaypointYaw() const;
+ int CurWaypointFlags() const;
+ Navigation_t CurWaypointNavType() const;
+
+ AI_Waypoint_t * GetTransitionWaypoint();
+
+ //---------------------------------
+
+ float GetPathLength();
+ float GetPathDistanceToGoal( const Vector &);
+
+ float GetStartTime() const { return m_routeStartTime; }
+
+ //---------------------------------
+ // How close do we need to get to the goal
+ //---------------------------------
+ void SetGoalTolerance(float tolerance) { m_goalTolerance = tolerance; }
+ float GetGoalTolerance() const { return m_goalTolerance; }
+
+ void SetWaypointTolerance(float tolerance) { m_waypointTolerance = tolerance; }
+ float GetWaypointTolerance() const { return m_waypointTolerance; }
+
+ //---------------------------------
+ // The activity to use during motion
+ //---------------------------------
+ Activity GetMovementActivity() const { return m_activity; }
+ Activity SetMovementActivity(Activity activity);
+ int GetMovementSequence() const { return m_sequence; }
+ int SetMovementSequence(int sequence) { return (m_sequence = sequence); }
+
+ Activity GetArrivalActivity( ) const;
+ void SetArrivalActivity(Activity activity);
+ int GetArrivalSequence( ) const;
+ void SetArrivalSequence(int sequence);
+
+ void SetGoalDirection( const Vector &goalDirection );
+ void SetGoalDirection( CBaseEntity *pTarget );
+ Vector GetGoalDirection( const Vector &startPos );
+
+ void SetGoalSpeed( float flSpeed );
+ void SetGoalSpeed( CBaseEntity *pTarget );
+ float GetGoalSpeed( const Vector &startPos );
+
+ void SetGoalStoppingDistance( float flDistance );
+ float GetGoalStoppingDistance( ) const;
+
+ //---------------------------------
+ // Target of this path
+ //---------------------------------
+ void SetTarget(CBaseEntity * pTarget ) { m_target = pTarget; }
+ void ClearTarget() { m_target = NULL; m_vecTargetOffset = vec3_origin; }
+ void SetTargetOffset( const Vector &vecOffset) { m_vecTargetOffset = vecOffset; }
+ CBaseEntity * GetTarget() { return m_target; }
+
+ void SetGoalType(GoalType_t goalType); // Set the goal type
+ void SetGoalPosition(const Vector &goalPos); // Set the goal position
+ void SetLastNodeAsGoal(bool bReset = false); // Sets last node as goal and goal position
+ void ResetGoalPosition(const Vector &goalPos); // Reset the goal position
+
+ // Returns the *base* goal position (without the offset applied)
+ const Vector& BaseGoalPosition() const;
+
+ // Returns the *actual* goal position (with the offset applied)
+ const Vector & ActualGoalPosition(void) const; // Get the goal position
+
+ GoalType_t GoalType(void) const; // Get the goal type
+
+ void SetGoalFlags( unsigned flags ) { m_goalFlags = flags; }
+ unsigned GoalFlags( void ) const; // Get the goal flags
+
+ void Advance( void ); // Advance to next waypoint if possible
+
+ bool CurWaypointIsGoal(void) const;
+
+ void Clear(void);
+
+ CAI_Path();
+ ~CAI_Path();
+
+ //---------------------------------
+
+ int GetLastNodeReached() { return m_iLastNodeReached; }
+ void ClearWaypoints()
+ {
+ m_Waypoints.RemoveAll();
+ m_iLastNodeReached = NO_NODE;
+ }
+
+private:
+
+ // Computes the goal distance for each waypoint along the route
+ static void ComputeRouteGoalDistances(AI_Waypoint_t *pGoalWaypoint);
+
+ //---------------------------------
+ CAI_WaypointList m_Waypoints;
+
+ //---------------------------------
+ float m_goalTolerance; // How close do we need to get to the goal
+ Activity m_activity; // The activity to use during motion
+ int m_sequence; // The sequence to use during motion
+ EHANDLE m_target; // Target of this path
+ Vector m_vecTargetOffset; // offset from the target in world space
+ float m_waypointTolerance;
+
+ //---------------------------------
+ Activity m_arrivalActivity;
+ int m_arrivalSequence;
+
+ //---------------------------------
+ int m_iLastNodeReached; // What was the last node that I reached
+
+ bool m_bGoalPosSet; // Was goal position set (used to check for errors)
+ Vector m_goalPos; // Our ultimate goal position
+
+ bool m_bGoalTypeSet; // Was goal position set (used to check for errors)
+ GoalType_t m_goalType; // Type of goal
+
+ unsigned m_goalFlags; // Goal flags
+
+ //---------------------------------
+ float m_routeStartTime;
+
+ //---------------------------------
+ Vector m_goalDirection;
+ EHANDLE m_goalDirectionTarget;
+
+ float m_goalSpeed;
+ EHANDLE m_goalSpeedTarget;
+
+ float m_goalStoppingDistance; // Distance we want to stop before the goal
+
+ //---------------------------------
+ static AI_Waypoint_t gm_InvalidWaypoint;
+
+ DECLARE_SIMPLE_DATADESC();
+
+};
+
+#endif // AI_ROUTE_H