diff options
Diffstat (limited to 'mp/src/game/server/ai_node.cpp')
| -rw-r--r-- | mp/src/game/server/ai_node.cpp | 275 |
1 files changed, 275 insertions, 0 deletions
diff --git a/mp/src/game/server/ai_node.cpp b/mp/src/game/server/ai_node.cpp new file mode 100644 index 00000000..6bf60564 --- /dev/null +++ b/mp/src/game/server/ai_node.cpp @@ -0,0 +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;
+};
+
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