From 3bf9df6b2785fa6d951086978a3e66f49427166a Mon Sep 17 00:00:00 2001 From: FluorescentCIAAfricanAmerican <0934gj3049fk@protonmail.com> Date: Wed, 22 Apr 2020 12:56:21 -0400 Subject: 1 --- game/server/cstrike/cs_nav_node.cpp | 383 ++++++++++++++++++++++++++++++++++++ 1 file changed, 383 insertions(+) create mode 100644 game/server/cstrike/cs_nav_node.cpp (limited to 'game/server/cstrike/cs_nav_node.cpp') diff --git a/game/server/cstrike/cs_nav_node.cpp b/game/server/cstrike/cs_nav_node.cpp new file mode 100644 index 0000000..93f7b1f --- /dev/null +++ b/game/server/cstrike/cs_nav_node.cpp @@ -0,0 +1,383 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +// +//=============================================================================// +// nav_node.cpp +// AI Navigation Nodes +// Author: Michael S. Booth (mike@turtlerockstudios.com), January 2003 + +#include "cbase.h" +#include "cs_nav_node.h" +#include "nav_colors.h" +#include "nav_mesh.h" + +NavDirType Opposite[ NUM_DIRECTIONS ] = { SOUTH, WEST, NORTH, EAST }; + +CSNavNode *CSNavNode::m_list = NULL; +unsigned int CSNavNode::m_listLength = 0; +unsigned int CSNavNode::m_nextID = 1; + +ConVar nav_show_nodes( "nav_show_nodes", "0" ); + + +//-------------------------------------------------------------------------------------------------------------- +class LookAtTarget +{ +public: + LookAtTarget( const Vector &target ) + { + m_target = target; + } + + bool operator()( CBasePlayer *player ) + { + QAngle angles; + Vector to = m_target - player->GetAbsOrigin(); + VectorAngles( to, angles ); + + player->SetLocalAngles( angles ); + player->SnapEyeAngles( angles ); + return true; + } + +private: + Vector m_target; +}; + + +//-------------------------------------------------------------------------------------------------------------- +/** + * Constructor + */ +CSNavNode::CSNavNode( const Vector &pos, const Vector &normal, CSNavNode *parent ) +{ + m_pos = pos; + m_normal = normal; + + m_id = m_nextID++; + + int i; + for( i=0; iTestArea( this, 1, 1 ); + nav_test_node.SetValue( 0 ); + } + + if ( (unsigned int)(nav_test_node_crouch.GetInt()) == m_id ) + { + CheckCrouch(); + nav_test_node_crouch.SetValue( 0 ); + } + + if ( GetAttributes() & NAV_MESH_CROUCH ) + { + int i; + for( i=0; iGetGroundHeight( m_pos, &floorZ ) ) + { + maxFloorZ = MAX( maxFloorZ, floorZ + 0.1f ); + } + } + } + + groundPos.Init( m_pos.x, m_pos.y, maxFloorZ ); + } + + // For each direction, trace upwards from our best ground height to VEC_HULL_MAX.z to see if we have standing room. + for ( int i=0; i maxs[j] ) + { + float tmp = mins[j]; + mins[j] = maxs[j]; + maxs[j] = tmp; + } + } + + UTIL_TraceHull( + actualGroundPos + Vector( 0, 0, 0.1f ), + actualGroundPos + Vector( 0, 0, VEC_HULL_MAX.z - 0.2f ), + mins, + maxs, + MASK_PLAYERSOLID_BRUSHONLY, + &filter, + &tr ); + actualGroundPos.z += tr.fractionleftsolid * VEC_HULL_MAX.z; + float maxHeight = actualGroundPos.z + VEC_DUCK_HULL_MAX.z; + for ( ; tr.startsolid && actualGroundPos.z <= maxHeight; actualGroundPos.z += 1.0f ) + { + // In case we didn't find a good ground pos above, we could start in the ground. Move us up some. + UTIL_TraceHull( + actualGroundPos + Vector( 0, 0, 0.1f ), + actualGroundPos + Vector( 0, 0, VEC_HULL_MAX.z - 0.2f ), + mins, + maxs, + MASK_PLAYERSOLID_BRUSHONLY, + &filter, + &tr ); + } + if (tr.startsolid || tr.fraction != 1.0f) + { + SetAttributes( NAV_MESH_CROUCH ); + m_crouch[corner] = true; + } + +#if DEBUG_NAV_NODES + if ( nav_show_nodes.GetBool() ) + { + if ( nav_test_node_crouch_dir.GetInt() == i || nav_test_node_crouch_dir.GetInt() == NUM_CORNERS ) + { + if ( tr.startsolid ) + { + NDebugOverlay::Box( actualGroundPos, mins, maxs+Vector( 0, 0, VEC_HULL_MAX.z), 255, 0, 0, 10, 20.0f ); + } + else if ( m_crouch[corner] ) + { + NDebugOverlay::Box( actualGroundPos, mins, maxs+Vector( 0, 0, VEC_HULL_MAX.z), 0, 0, 255, 10, 20.0f ); + } + else + { + NDebugOverlay::Box( actualGroundPos, mins, maxs+Vector( 0, 0, VEC_HULL_MAX.z), 0, 255, 0, 10, 10.0f ); + } + } + } +#endif // DEBUG_NAV_NODES + } +} + + +//-------------------------------------------------------------------------------------------------------------- +/** + * Create a connection FROM this node TO the given node, in the given direction + */ +void CSNavNode::ConnectTo( CSNavNode *node, NavDirType dir ) +{ + m_to[ dir ] = node; +} + +//-------------------------------------------------------------------------------------------------------------- +/** + * Return node at given position. + * @todo Need a hash table to make this lookup fast + */ +CSNavNode *CSNavNode::GetNode( const Vector &pos ) +{ + const float tolerance = 0.45f * GenerationStepSize; // 1.0f + + for( CSNavNode *node = m_list; node; node = node->m_next ) + { + float dx = fabs( node->m_pos.x - pos.x ); + float dy = fabs( node->m_pos.y - pos.y ); + float dz = fabs( node->m_pos.z - pos.z ); + + if (dx < tolerance && dy < tolerance && dz < tolerance) + return node; + } + + return NULL; +} + +//-------------------------------------------------------------------------------------------------------------- +/** + * Return true if this node is bidirectionally linked to + * another node in the given direction + */ +BOOL CSNavNode::IsBiLinked( NavDirType dir ) const +{ + if (m_to[ dir ] && m_to[ dir ]->m_to[ Opposite[dir] ] == this) + { + return true; + } + + return false; +} + +//-------------------------------------------------------------------------------------------------------------- +/** + * Return true if this node is the NW corner of a quad of nodes + * that are all bidirectionally linked. + */ +BOOL CSNavNode::IsClosedCell( void ) const +{ + if (IsBiLinked( SOUTH ) && + IsBiLinked( EAST ) && + m_to[ EAST ]->IsBiLinked( SOUTH ) && + m_to[ SOUTH ]->IsBiLinked( EAST ) && + m_to[ EAST ]->m_to[ SOUTH ] == m_to[ SOUTH ]->m_to[ EAST ]) + { + return true; + } + + return false; +} + -- cgit v1.2.3