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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 /sp/src/game/server/ai_node.cpp | |
| 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 'sp/src/game/server/ai_node.cpp')
| -rw-r--r-- | sp/src/game/server/ai_node.cpp | 550 |
1 files changed, 275 insertions, 275 deletions
diff --git a/sp/src/game/server/ai_node.cpp b/sp/src/game/server/ai_node.cpp index 6bf60564..7b82eacf 100644 --- a/sp/src/game/server/ai_node.cpp +++ b/sp/src/game/server/ai_node.cpp @@ -1,275 +1,275 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Base combat character with no AI
-//
-// $Workfile: $
-// $Date: $
-//
-//-----------------------------------------------------------------------------
-// $Log: $
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#include "cbase.h"
-#include "ai_hull.h"
-#include "ai_node.h"
-#include "ai_link.h"
-#include "ai_network.h"
-#include "ai_initutils.h"
-#include "bitstring.h"
-#include "ai_basenpc.h"
-#include "ai_navigator.h"
-#include "ai_moveprobe.h"
-#include "fmtstr.h"
-#include "game.h"
-#include "ai_networkmanager.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-//-----------------------------------------------------------------------------
-
-CAI_Link *CAI_Node::GetLink( int destNodeId )
-{
- // Now make sure this node still has a link to the destID
- for ( int link = 0; link < NumLinks(); link++ )
- {
- // If we find the link the dynamic link is valid
- if ( m_Links[link]->DestNodeID(m_iID) == destNodeId )
- {
- return m_Links[link];
- }
- }
-
- return NULL;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Add a link to this node
-// Input :
-// Output :
-//-----------------------------------------------------------------------------
-void CAI_Node::AddLink(CAI_Link *newLink)
-{
- if ( NumLinks() == AI_MAX_NODE_LINKS )
- {
- DevMsg( "Node %d has too many links\n", m_iID );
- return;
- }
-
-#ifdef _DEBUG
- for (int link=0;link<NumLinks();link++)
- {
- if (m_Links[link] == newLink)
- {
- AssertMsgOnce( 0, "Link added to node multiple times!" );
- return;
- }
- }
-
- AssertMsg( newLink->m_iDestID == m_iID || newLink->m_iSrcID == m_iID, "Added link to node that doesn't reference the node" );
-#endif
-
- m_Links.AddToTail( newLink );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Returns link if node has a link to node of the given nNodeID.
-// Otherwise returns NULL
-// Input :
-// Output :
-//-----------------------------------------------------------------------------
-CAI_Link* CAI_Node::HasLink(int nNodeID)
-{
- for (int link=0;link<NumLinks();link++)
- {
- // If node has link to myself, than add link to my list of links
- if (m_Links[link]->DestNodeID(m_iID) == nNodeID)
- {
- return m_Links[link];
- }
- }
- return NULL;
-}
-
-//------------------------------------------------------------------------------
-// Purpose : Called before GetShuffeledLinks to change the order in which
-// links are returned
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-void CAI_Node::ShuffleLinks(void)
-{
- m_iFirstShuffledLink++;
- if (m_iFirstShuffledLink >= NumLinks())
- {
- m_iFirstShuffledLink = 0;
- }
-}
-
-//------------------------------------------------------------------------------
-// Purpose : Used to get links in different order each time.
-// Call ShuffleLinks() first
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-CAI_Link* CAI_Node::GetShuffeledLink(int nNum)
-{
- int nLinkID = m_iFirstShuffledLink + nNum;
- if (nLinkID >= NumLinks())
- {
- nLinkID -= NumLinks();
- }
- return m_Links[nLinkID];
-}
-
-//----------------------------------------------------------------------------------
-// Purpose: Returns z value of floor below given point (up to fMaxDrop inches below)
-// Input :
-// Output :
-//----------------------------------------------------------------------------------
-float GetFloorZ(const Vector &origin, float fMaxDrop)
-{
- // trace to the ground, then pop up 8 units and place node there to make it
- // easier for them to connect (think stairs, chairs, and bumps in the floor).
- // After the routing is done, push them back down.
- //
- trace_t tr;
- AI_TraceLine ( origin,
- origin - Vector ( 0, 0, fMaxDrop ),
- MASK_NPCSOLID_BRUSHONLY,
- NULL,
- COLLISION_GROUP_NONE,
- &tr );
-
- // This trace is ONLY used if we hit an entity flagged with FL_WORLDBRUSH
- trace_t trEnt;
- AI_TraceLine ( origin,
- origin - Vector ( 0, 0, fMaxDrop ),
- MASK_NPCSOLID,
- NULL,
- COLLISION_GROUP_NONE,
- &trEnt );
-
-
- // Did we hit something closer than the floor?
- if ( trEnt.fraction < tr.fraction )
- {
- // If it was a world brush entity, copy the node location
- if ( trEnt.m_pEnt )
- {
- CBaseEntity *e = trEnt.m_pEnt;
- if ( e && ( e->GetFlags() & FL_WORLDBRUSH ) )
- {
- tr.endpos = trEnt.endpos;
- }
- }
- }
-
- return tr.endpos.z;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Returns z value of floor below given point (up to 384 inches below)
-// Input :
-// Output :
-//-----------------------------------------------------------------------------
-float GetFloorZ(const Vector &origin)
-{
- return GetFloorZ(origin, 384);
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Returns distance of floor from the origin (up to 384 inches)
-// Input :
-// Output :
-//-----------------------------------------------------------------------------
-float GetFloorDistance(const Vector &origin)
-{
- return (origin.z - GetFloorZ(origin));
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Climb nodes are centered over the climb surface, the must be
-// shifted away from the climb surface according to the hull size
-// of the NPC using the climb
-// Input :
-// Output :
-//-----------------------------------------------------------------------------
-Vector CAI_Node::GetPosition(int hull)
-{
- if (m_eNodeType == NODE_CLIMB)
- {
- // Shift by the length of the hull and some small fudge
- float shift = (0.5*NAI_Hull::Length(hull)) + (NODE_CLIMB_OFFSET);
-
- Vector offsetDir = Vector(cos(DEG2RAD(m_flYaw)),sin(DEG2RAD(m_flYaw)),0);
-
- Vector origin;
- if (m_eNodeInfo & bits_NODE_CLIMB_OFF_FORWARD)
- {
- origin = m_vOrigin + (shift * offsetDir);
- }
- else if (m_eNodeInfo & bits_NODE_CLIMB_OFF_LEFT)
- {
- Vector upDir(0,0,1);
- Vector leftDir;
- CrossProduct( offsetDir, upDir, leftDir);
- origin = m_vOrigin - (2 * shift * leftDir) - (shift * offsetDir);
- }
- else if (m_eNodeInfo & bits_NODE_CLIMB_OFF_RIGHT)
- {
- Vector upDir(0,0,1);
- Vector leftDir;
- CrossProduct( offsetDir, upDir, leftDir);
- origin = m_vOrigin + (2 * shift * leftDir) - (shift * offsetDir);
- }
- else
- {
- origin = m_vOrigin - (shift * offsetDir);
- }
-
- return Vector( origin.x, origin.y, origin.z + m_flVOffset[hull] );
- }
- else if (m_eNodeType == NODE_GROUND)
- {
- // this is the floor resting position of this hull, adjusted to account for mins.z
- return Vector( m_vOrigin.x, m_vOrigin.y, m_vOrigin.z + m_flVOffset[hull] );
- }
- else
- {
- return m_vOrigin;
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Constructor
-// Input :
-// Output :
-//-----------------------------------------------------------------------------
-CAI_Node::CAI_Node( int id, const Vector &origin, float yaw )
- : m_Links( 0, 4 )
-{
- m_vOrigin = origin;
- m_iID = id;
-
- for (int i = 0; i < NUM_HULLS; i++)
- {
- m_flVOffset[i] = 0.0;
- }
-
- m_eNodeType = NODE_GROUND;
- m_eNodeInfo = 0;
-
- m_iFirstShuffledLink = 0;
-
- m_pHint = NULL;
- m_flYaw = yaw;
-
- m_flNextUseTime = 0;
-
- m_zone = AI_NODE_ZONE_UNKNOWN;
-};
-
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Base combat character with no AI +// +// $Workfile: $ +// $Date: $ +// +//----------------------------------------------------------------------------- +// $Log: $ +// +// $NoKeywords: $ +//=============================================================================// + +#include "cbase.h" +#include "ai_hull.h" +#include "ai_node.h" +#include "ai_link.h" +#include "ai_network.h" +#include "ai_initutils.h" +#include "bitstring.h" +#include "ai_basenpc.h" +#include "ai_navigator.h" +#include "ai_moveprobe.h" +#include "fmtstr.h" +#include "game.h" +#include "ai_networkmanager.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +//----------------------------------------------------------------------------- + +CAI_Link *CAI_Node::GetLink( int destNodeId ) +{ + // Now make sure this node still has a link to the destID + for ( int link = 0; link < NumLinks(); link++ ) + { + // If we find the link the dynamic link is valid + if ( m_Links[link]->DestNodeID(m_iID) == destNodeId ) + { + return m_Links[link]; + } + } + + return NULL; +} + +//----------------------------------------------------------------------------- +// Purpose: Add a link to this node +// Input : +// Output : +//----------------------------------------------------------------------------- +void CAI_Node::AddLink(CAI_Link *newLink) +{ + if ( NumLinks() == AI_MAX_NODE_LINKS ) + { + DevMsg( "Node %d has too many links\n", m_iID ); + return; + } + +#ifdef _DEBUG + for (int link=0;link<NumLinks();link++) + { + if (m_Links[link] == newLink) + { + AssertMsgOnce( 0, "Link added to node multiple times!" ); + return; + } + } + + AssertMsg( newLink->m_iDestID == m_iID || newLink->m_iSrcID == m_iID, "Added link to node that doesn't reference the node" ); +#endif + + m_Links.AddToTail( newLink ); +} + + +//----------------------------------------------------------------------------- +// Purpose: Returns link if node has a link to node of the given nNodeID. +// Otherwise returns NULL +// Input : +// Output : +//----------------------------------------------------------------------------- +CAI_Link* CAI_Node::HasLink(int nNodeID) +{ + for (int link=0;link<NumLinks();link++) + { + // If node has link to myself, than add link to my list of links + if (m_Links[link]->DestNodeID(m_iID) == nNodeID) + { + return m_Links[link]; + } + } + return NULL; +} + +//------------------------------------------------------------------------------ +// Purpose : Called before GetShuffeledLinks to change the order in which +// links are returned +// Input : +// Output : +//------------------------------------------------------------------------------ +void CAI_Node::ShuffleLinks(void) +{ + m_iFirstShuffledLink++; + if (m_iFirstShuffledLink >= NumLinks()) + { + m_iFirstShuffledLink = 0; + } +} + +//------------------------------------------------------------------------------ +// Purpose : Used to get links in different order each time. +// Call ShuffleLinks() first +// Input : +// Output : +//------------------------------------------------------------------------------ +CAI_Link* CAI_Node::GetShuffeledLink(int nNum) +{ + int nLinkID = m_iFirstShuffledLink + nNum; + if (nLinkID >= NumLinks()) + { + nLinkID -= NumLinks(); + } + return m_Links[nLinkID]; +} + +//---------------------------------------------------------------------------------- +// Purpose: Returns z value of floor below given point (up to fMaxDrop inches below) +// Input : +// Output : +//---------------------------------------------------------------------------------- +float GetFloorZ(const Vector &origin, float fMaxDrop) +{ + // trace to the ground, then pop up 8 units and place node there to make it + // easier for them to connect (think stairs, chairs, and bumps in the floor). + // After the routing is done, push them back down. + // + trace_t tr; + AI_TraceLine ( origin, + origin - Vector ( 0, 0, fMaxDrop ), + MASK_NPCSOLID_BRUSHONLY, + NULL, + COLLISION_GROUP_NONE, + &tr ); + + // This trace is ONLY used if we hit an entity flagged with FL_WORLDBRUSH + trace_t trEnt; + AI_TraceLine ( origin, + origin - Vector ( 0, 0, fMaxDrop ), + MASK_NPCSOLID, + NULL, + COLLISION_GROUP_NONE, + &trEnt ); + + + // Did we hit something closer than the floor? + if ( trEnt.fraction < tr.fraction ) + { + // If it was a world brush entity, copy the node location + if ( trEnt.m_pEnt ) + { + CBaseEntity *e = trEnt.m_pEnt; + if ( e && ( e->GetFlags() & FL_WORLDBRUSH ) ) + { + tr.endpos = trEnt.endpos; + } + } + } + + return tr.endpos.z; +} + +//----------------------------------------------------------------------------- +// Purpose: Returns z value of floor below given point (up to 384 inches below) +// Input : +// Output : +//----------------------------------------------------------------------------- +float GetFloorZ(const Vector &origin) +{ + return GetFloorZ(origin, 384); +} + +//----------------------------------------------------------------------------- +// Purpose: Returns distance of floor from the origin (up to 384 inches) +// Input : +// Output : +//----------------------------------------------------------------------------- +float GetFloorDistance(const Vector &origin) +{ + return (origin.z - GetFloorZ(origin)); +} + +//----------------------------------------------------------------------------- +// Purpose: Climb nodes are centered over the climb surface, the must be +// shifted away from the climb surface according to the hull size +// of the NPC using the climb +// Input : +// Output : +//----------------------------------------------------------------------------- +Vector CAI_Node::GetPosition(int hull) +{ + if (m_eNodeType == NODE_CLIMB) + { + // Shift by the length of the hull and some small fudge + float shift = (0.5*NAI_Hull::Length(hull)) + (NODE_CLIMB_OFFSET); + + Vector offsetDir = Vector(cos(DEG2RAD(m_flYaw)),sin(DEG2RAD(m_flYaw)),0); + + Vector origin; + if (m_eNodeInfo & bits_NODE_CLIMB_OFF_FORWARD) + { + origin = m_vOrigin + (shift * offsetDir); + } + else if (m_eNodeInfo & bits_NODE_CLIMB_OFF_LEFT) + { + Vector upDir(0,0,1); + Vector leftDir; + CrossProduct( offsetDir, upDir, leftDir); + origin = m_vOrigin - (2 * shift * leftDir) - (shift * offsetDir); + } + else if (m_eNodeInfo & bits_NODE_CLIMB_OFF_RIGHT) + { + Vector upDir(0,0,1); + Vector leftDir; + CrossProduct( offsetDir, upDir, leftDir); + origin = m_vOrigin + (2 * shift * leftDir) - (shift * offsetDir); + } + else + { + origin = m_vOrigin - (shift * offsetDir); + } + + return Vector( origin.x, origin.y, origin.z + m_flVOffset[hull] ); + } + else if (m_eNodeType == NODE_GROUND) + { + // this is the floor resting position of this hull, adjusted to account for mins.z + return Vector( m_vOrigin.x, m_vOrigin.y, m_vOrigin.z + m_flVOffset[hull] ); + } + else + { + return m_vOrigin; + } +} + +//----------------------------------------------------------------------------- +// Purpose: Constructor +// Input : +// Output : +//----------------------------------------------------------------------------- +CAI_Node::CAI_Node( int id, const Vector &origin, float yaw ) + : m_Links( 0, 4 ) +{ + m_vOrigin = origin; + m_iID = id; + + for (int i = 0; i < NUM_HULLS; i++) + { + m_flVOffset[i] = 0.0; + } + + m_eNodeType = NODE_GROUND; + m_eNodeInfo = 0; + + m_iFirstShuffledLink = 0; + + m_pHint = NULL; + m_flYaw = yaw; + + m_flNextUseTime = 0; + + m_zone = AI_NODE_ZONE_UNKNOWN; +}; + |