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| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/ai_route.h | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/ai_route.h')
| -rw-r--r-- | mp/src/game/server/ai_route.h | 380 |
1 files changed, 190 insertions, 190 deletions
diff --git a/mp/src/game/server/ai_route.h b/mp/src/game/server/ai_route.h index 1ea5640f..9c481f0e 100644 --- a/mp/src/game/server/ai_route.h +++ b/mp/src/game/server/ai_route.h @@ -1,190 +1,190 @@ -//========= 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
+//========= 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 |