From f56bb35301836e56582a575a75864392a0177875 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B8rgen=20P=2E=20Tjern=C3=B8?= Date: Mon, 2 Dec 2013 19:31:46 -0800 Subject: Fix line endings. WHAMMY. --- mp/src/game/server/ai_initutils.cpp | 684 ++++++++++++++++++------------------ 1 file changed, 342 insertions(+), 342 deletions(-) (limited to 'mp/src/game/server/ai_initutils.cpp') diff --git a/mp/src/game/server/ai_initutils.cpp b/mp/src/game/server/ai_initutils.cpp index f51b392f..8c476719 100644 --- a/mp/src/game/server/ai_initutils.cpp +++ b/mp/src/game/server/ai_initutils.cpp @@ -1,342 +1,342 @@ -//========= Copyright Valve Corporation, All rights reserved. ============// -// -// Purpose: AI Utility classes for building the initial AI Networks -// -// $Workfile: $ -// $Date: $ -// -//----------------------------------------------------------------------------- -// $Log: $ -// -// $NoKeywords: $ -//=============================================================================// - -#include "cbase.h" -#include "ai_node.h" -#include "ai_hull.h" -#include "ai_hint.h" -#include "ai_initutils.h" -#include "ai_networkmanager.h" - -// to help eliminate node clutter by level designers, this is used to cap how many other nodes -// any given node is allowed to 'see' in the first stage of graph creation "LinkVisibleNodes()". - -#include "ai_network.h" - -// memdbgon must be the last include file in a .cpp file!!! -#include "tier0/memdbgon.h" - -LINK_ENTITY_TO_CLASS( info_hint, CNodeEnt ); -LINK_ENTITY_TO_CLASS( info_node, CNodeEnt ); -LINK_ENTITY_TO_CLASS( info_node_hint, CNodeEnt ); -LINK_ENTITY_TO_CLASS( info_node_air, CNodeEnt ); -LINK_ENTITY_TO_CLASS( info_node_air_hint, CNodeEnt ); -LINK_ENTITY_TO_CLASS( info_node_climb, CNodeEnt ); -LINK_ENTITY_TO_CLASS( aitesthull, CAI_TestHull ); - -//----------------------------------------------------------------------------- -// Init static variables -//----------------------------------------------------------------------------- -CAI_TestHull* CAI_TestHull::pTestHull = NULL; - -#ifdef CSTRIKE_DLL -#define PLAYER_MODEL "models/player/ct_urban.mdl" -#else -#define PLAYER_MODEL "models/player.mdl" -#endif - -//----------------------------------------------------------------------------- -// Purpose: Make sure we have a "player.mdl" hull to test with -//----------------------------------------------------------------------------- -void CAI_TestHull::Precache() -{ - BaseClass::Precache(); - PrecacheModel( PLAYER_MODEL ); -} - -//========================================================= -// CAI_TestHull::Spawn -//========================================================= -void CAI_TestHull::Spawn(void) -{ - Precache(); - - SetModel( PLAYER_MODEL ); - - // Set an initial hull size (this will change later) - SetHullType(HULL_HUMAN); - SetHullSizeNormal(); - - SetSolid( SOLID_BBOX ); - AddSolidFlags( FSOLID_NOT_SOLID ); - - SetMoveType( MOVETYPE_STEP ); - m_iHealth = 50; - - bInUse = false; - - // Make this invisible - AddEffects( EF_NODRAW ); -} - -//----------------------------------------------------------------------------- -// Purpose: Get the test hull (create if none) -// Input : -// Output : -//----------------------------------------------------------------------------- -CAI_TestHull* CAI_TestHull::GetTestHull(void) -{ - if (!CAI_TestHull::pTestHull) - { - CAI_TestHull::pTestHull = CREATE_ENTITY( CAI_TestHull, "aitesthull" ); - CAI_TestHull::pTestHull->Spawn(); - CAI_TestHull::pTestHull->AddFlag( FL_NPC ); - } - - if (CAI_TestHull::pTestHull->bInUse == true) - { - DevMsg("WARNING: TestHull used and never returned!\n"); - Assert( 0 ); - } - - CAI_TestHull::pTestHull->RemoveSolidFlags( FSOLID_NOT_SOLID ); - CAI_TestHull::pTestHull->bInUse = true; - - return CAI_TestHull::pTestHull; -} - -//----------------------------------------------------------------------------- -// Purpose: Get the test hull (create if none) -// Input : -// Output : -//----------------------------------------------------------------------------- -void CAI_TestHull::ReturnTestHull(void) -{ - CAI_TestHull::pTestHull->bInUse = false; - CAI_TestHull::pTestHull->AddSolidFlags( FSOLID_NOT_SOLID ); - UTIL_SetSize(CAI_TestHull::pTestHull, vec3_origin, vec3_origin); - - UTIL_RemoveImmediate( pTestHull ); - pTestHull = NULL; -} - -//----------------------------------------------------------------------------- -// Purpose: -// Input : &startPos - -// &endPos - -// Output : Returns true on success, false on failure. -//----------------------------------------------------------------------------- -bool CAI_TestHull::IsJumpLegal(const Vector &startPos, const Vector &apex, const Vector &endPos) const -{ - const float MAX_JUMP_RISE = 1024.0f; - const float MAX_JUMP_DISTANCE = 1024.0f; - const float MAX_JUMP_DROP = 1024.0f; - - return BaseClass::IsJumpLegal( startPos, apex, endPos, MAX_JUMP_RISE, MAX_JUMP_DISTANCE, MAX_JUMP_DROP ); -} -//----------------------------------------------------------------------------- -// Purpose: -// Input : -// Output : -//----------------------------------------------------------------------------- -CAI_TestHull::~CAI_TestHull(void) -{ - CAI_TestHull::pTestHull = NULL; -} - -//########################################################### -// > CNodeEnt -// -// nodes start out as ents in the world. As they are spawned, -// the node info is recorded then the ents are discarded. -//########################################################### - -//---------------------------------------------------- -// Static vars -//---------------------------------------------------- -int CNodeEnt::m_nNodeCount = 0; - -// ------------- -// Data table -// ------------- -BEGIN_SIMPLE_DATADESC( HintNodeData ) - - DEFINE_FIELD( strEntityName, FIELD_STRING ), - // DEFINE_FIELD( vecPosition, FIELD_VECTOR ), // Don't save - DEFINE_KEYFIELD( nHintType, FIELD_SHORT, "hinttype" ), - DEFINE_KEYFIELD( strGroup, FIELD_STRING, "Group" ), - DEFINE_KEYFIELD( iDisabled, FIELD_INTEGER, "StartHintDisabled" ), - DEFINE_FIELD( nNodeID, FIELD_INTEGER ), - DEFINE_KEYFIELD( iszActivityName, FIELD_STRING, "hintactivity" ), - DEFINE_KEYFIELD( nTargetWCNodeID, FIELD_INTEGER, "TargetNode" ), - DEFINE_KEYFIELD( nWCNodeID, FIELD_INTEGER, "nodeid" ), - DEFINE_KEYFIELD( fIgnoreFacing, FIELD_INTEGER, "IgnoreFacing" ), - DEFINE_KEYFIELD( minState, FIELD_INTEGER, "MinimumState" ), - DEFINE_KEYFIELD( maxState, FIELD_INTEGER, "MaximumState" ), - -END_DATADESC() - -// ------------- -// Data table -// ------------- -BEGIN_DATADESC( CNodeEnt ) - - DEFINE_EMBEDDED( m_NodeData ), - -END_DATADESC() - -//========================================================= -//========================================================= -void CNodeEnt::Spawn( void ) -{ - Spawn( NULL ); -} - -//----------------------------------------------------------------------------- -// Purpose: -// Input : *pMapData - -//----------------------------------------------------------------------------- -int CNodeEnt::Spawn( const char *pMapData ) -{ - m_NodeData.strEntityName = GetEntityName(); - m_NodeData.vecPosition = GetAbsOrigin(); - m_NodeData.nNodeID = NO_NODE; - if ( m_NodeData.minState == NPC_STATE_NONE ) - m_NodeData.minState = NPC_STATE_IDLE; - if ( m_NodeData.maxState == NPC_STATE_NONE ) - m_NodeData.maxState = NPC_STATE_COMBAT; - // --------------------------------------------------------------------------------- - // If just a hint node (not used for navigation) just create a hint and bail - // --------------------------------------------------------------------------------- - if (FClassnameIs( this, "info_hint" )) - { - if (m_NodeData.nHintType) - { - CAI_HintManager::CreateHint( &m_NodeData, pMapData ); - } - else - { - Warning("info_hint (HammerID: %d, position (%.2f, %.2f, %.2f)) with no hint type.\n", m_NodeData.nWCNodeID, m_NodeData.vecPosition.x, m_NodeData.vecPosition.y, m_NodeData.vecPosition.z ); - } - UTIL_RemoveImmediate( this ); - return -1; - } - - // --------------------------------------------------------------------------------- - // First check if this node has a hint. If so create a hint entity - // --------------------------------------------------------------------------------- - CAI_Hint *pHint = NULL; - - if ( ClassMatches( "info_node_hint" ) || ClassMatches( "info_node_air_hint" ) ) - { - if ( m_NodeData.nHintType || m_NodeData.strGroup != NULL_STRING || m_NodeData.strEntityName != NULL_STRING ) - { - m_NodeData.nNodeID = m_nNodeCount; - pHint = CAI_HintManager::CreateHint( &m_NodeData, pMapData ); - pHint->AddSpawnFlags( GetSpawnFlags() ); - } - } - - - // --------------------------------------------------------------------------------- - // If we loaded from disk, we can discard all these node ents as soon as they spawn - // unless we are in WC edited mode - // --------------------------------------------------------------------------------- - if ( g_pAINetworkManager->NetworksLoaded() && !engine->IsInEditMode()) - { - // If hint exists for this node, set it - if (pHint) - { - CAI_Node *pNode = g_pBigAINet->GetNode(m_nNodeCount); - if (pNode) - pNode->SetHint( pHint ); - else - { - DevMsg("AI node graph corrupt\n"); - } - } - m_nNodeCount++; - UTIL_RemoveImmediate( this ); - return -1; - } - else - { - m_nNodeCount++; - } - - // --------------------------------------------------------------------------------- - // Add a new node to the network - // --------------------------------------------------------------------------------- - // For now just using one big AI network - CAI_Node *new_node = g_pBigAINet->AddNode( GetAbsOrigin(), GetAbsAngles().y ); - new_node->SetHint( pHint ); - - // ------------------------------------------------------------------------- - // Update table of how each WC id relates to each engine ID - // ------------------------------------------------------------------------- - if (g_pAINetworkManager->GetEditOps()->m_pNodeIndexTable) - { - g_pAINetworkManager->GetEditOps()->m_pNodeIndexTable[new_node->GetId()] = m_NodeData.nWCNodeID; - } - // Keep track of largest index used by WC - if (g_pAINetworkManager->GetEditOps()->m_nNextWCIndex <= m_NodeData.nWCNodeID) - { - g_pAINetworkManager->GetEditOps()->m_nNextWCIndex = m_NodeData.nWCNodeID+1; - } - - // ------------------------------------------------------------------------- - // If in WC edit mode: - // Remember the original positions of the nodes before - // they drop so we can send the undropped positions to wc. - // ------------------------------------------------------------------------- - if (engine->IsInEditMode()) - { - if (g_pAINetworkManager->GetEditOps()->m_pWCPosition) - { - g_pAINetworkManager->GetEditOps()->m_pWCPosition[new_node->GetId()] = new_node->GetOrigin(); - } - } - - if (FClassnameIs( this, "info_node_air" ) || FClassnameIs( this, "info_node_air_hint" )) - { - new_node->SetType( NODE_AIR ); - } - else if (FClassnameIs( this, "info_node_climb" )) - { - new_node->SetType( NODE_CLIMB ); - } - else - { - new_node->SetType( NODE_GROUND ); - } - - new_node->m_eNodeInfo = ( m_spawnflags << NODE_ENT_FLAGS_SHIFT ); - - // If changed as part of WC editing process note that network must be rebuilt - if (m_debugOverlays & OVERLAY_WC_CHANGE_ENTITY) - { - g_pAINetworkManager->GetEditOps()->SetRebuildFlags(); - new_node->m_eNodeInfo |= bits_NODE_WC_CHANGED; - - // Initialize the new nodes position. The graph may not be rebuild - // right away but the node should at least be positioned correctly - g_AINetworkBuilder.InitNodePosition( g_pBigAINet, new_node ); - } - - UTIL_RemoveImmediate( this ); - - return -1; -} - -//----------------------------------------------------------------------------- -// Purpose: -// Input : -// Output : -//----------------------------------------------------------------------------- -CNodeEnt::CNodeEnt( void ) -{ - m_debugOverlays = 0; -} - - - +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: AI Utility classes for building the initial AI Networks +// +// $Workfile: $ +// $Date: $ +// +//----------------------------------------------------------------------------- +// $Log: $ +// +// $NoKeywords: $ +//=============================================================================// + +#include "cbase.h" +#include "ai_node.h" +#include "ai_hull.h" +#include "ai_hint.h" +#include "ai_initutils.h" +#include "ai_networkmanager.h" + +// to help eliminate node clutter by level designers, this is used to cap how many other nodes +// any given node is allowed to 'see' in the first stage of graph creation "LinkVisibleNodes()". + +#include "ai_network.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +LINK_ENTITY_TO_CLASS( info_hint, CNodeEnt ); +LINK_ENTITY_TO_CLASS( info_node, CNodeEnt ); +LINK_ENTITY_TO_CLASS( info_node_hint, CNodeEnt ); +LINK_ENTITY_TO_CLASS( info_node_air, CNodeEnt ); +LINK_ENTITY_TO_CLASS( info_node_air_hint, CNodeEnt ); +LINK_ENTITY_TO_CLASS( info_node_climb, CNodeEnt ); +LINK_ENTITY_TO_CLASS( aitesthull, CAI_TestHull ); + +//----------------------------------------------------------------------------- +// Init static variables +//----------------------------------------------------------------------------- +CAI_TestHull* CAI_TestHull::pTestHull = NULL; + +#ifdef CSTRIKE_DLL +#define PLAYER_MODEL "models/player/ct_urban.mdl" +#else +#define PLAYER_MODEL "models/player.mdl" +#endif + +//----------------------------------------------------------------------------- +// Purpose: Make sure we have a "player.mdl" hull to test with +//----------------------------------------------------------------------------- +void CAI_TestHull::Precache() +{ + BaseClass::Precache(); + PrecacheModel( PLAYER_MODEL ); +} + +//========================================================= +// CAI_TestHull::Spawn +//========================================================= +void CAI_TestHull::Spawn(void) +{ + Precache(); + + SetModel( PLAYER_MODEL ); + + // Set an initial hull size (this will change later) + SetHullType(HULL_HUMAN); + SetHullSizeNormal(); + + SetSolid( SOLID_BBOX ); + AddSolidFlags( FSOLID_NOT_SOLID ); + + SetMoveType( MOVETYPE_STEP ); + m_iHealth = 50; + + bInUse = false; + + // Make this invisible + AddEffects( EF_NODRAW ); +} + +//----------------------------------------------------------------------------- +// Purpose: Get the test hull (create if none) +// Input : +// Output : +//----------------------------------------------------------------------------- +CAI_TestHull* CAI_TestHull::GetTestHull(void) +{ + if (!CAI_TestHull::pTestHull) + { + CAI_TestHull::pTestHull = CREATE_ENTITY( CAI_TestHull, "aitesthull" ); + CAI_TestHull::pTestHull->Spawn(); + CAI_TestHull::pTestHull->AddFlag( FL_NPC ); + } + + if (CAI_TestHull::pTestHull->bInUse == true) + { + DevMsg("WARNING: TestHull used and never returned!\n"); + Assert( 0 ); + } + + CAI_TestHull::pTestHull->RemoveSolidFlags( FSOLID_NOT_SOLID ); + CAI_TestHull::pTestHull->bInUse = true; + + return CAI_TestHull::pTestHull; +} + +//----------------------------------------------------------------------------- +// Purpose: Get the test hull (create if none) +// Input : +// Output : +//----------------------------------------------------------------------------- +void CAI_TestHull::ReturnTestHull(void) +{ + CAI_TestHull::pTestHull->bInUse = false; + CAI_TestHull::pTestHull->AddSolidFlags( FSOLID_NOT_SOLID ); + UTIL_SetSize(CAI_TestHull::pTestHull, vec3_origin, vec3_origin); + + UTIL_RemoveImmediate( pTestHull ); + pTestHull = NULL; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : &startPos - +// &endPos - +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool CAI_TestHull::IsJumpLegal(const Vector &startPos, const Vector &apex, const Vector &endPos) const +{ + const float MAX_JUMP_RISE = 1024.0f; + const float MAX_JUMP_DISTANCE = 1024.0f; + const float MAX_JUMP_DROP = 1024.0f; + + return BaseClass::IsJumpLegal( startPos, apex, endPos, MAX_JUMP_RISE, MAX_JUMP_DISTANCE, MAX_JUMP_DROP ); +} +//----------------------------------------------------------------------------- +// Purpose: +// Input : +// Output : +//----------------------------------------------------------------------------- +CAI_TestHull::~CAI_TestHull(void) +{ + CAI_TestHull::pTestHull = NULL; +} + +//########################################################### +// > CNodeEnt +// +// nodes start out as ents in the world. As they are spawned, +// the node info is recorded then the ents are discarded. +//########################################################### + +//---------------------------------------------------- +// Static vars +//---------------------------------------------------- +int CNodeEnt::m_nNodeCount = 0; + +// ------------- +// Data table +// ------------- +BEGIN_SIMPLE_DATADESC( HintNodeData ) + + DEFINE_FIELD( strEntityName, FIELD_STRING ), + // DEFINE_FIELD( vecPosition, FIELD_VECTOR ), // Don't save + DEFINE_KEYFIELD( nHintType, FIELD_SHORT, "hinttype" ), + DEFINE_KEYFIELD( strGroup, FIELD_STRING, "Group" ), + DEFINE_KEYFIELD( iDisabled, FIELD_INTEGER, "StartHintDisabled" ), + DEFINE_FIELD( nNodeID, FIELD_INTEGER ), + DEFINE_KEYFIELD( iszActivityName, FIELD_STRING, "hintactivity" ), + DEFINE_KEYFIELD( nTargetWCNodeID, FIELD_INTEGER, "TargetNode" ), + DEFINE_KEYFIELD( nWCNodeID, FIELD_INTEGER, "nodeid" ), + DEFINE_KEYFIELD( fIgnoreFacing, FIELD_INTEGER, "IgnoreFacing" ), + DEFINE_KEYFIELD( minState, FIELD_INTEGER, "MinimumState" ), + DEFINE_KEYFIELD( maxState, FIELD_INTEGER, "MaximumState" ), + +END_DATADESC() + +// ------------- +// Data table +// ------------- +BEGIN_DATADESC( CNodeEnt ) + + DEFINE_EMBEDDED( m_NodeData ), + +END_DATADESC() + +//========================================================= +//========================================================= +void CNodeEnt::Spawn( void ) +{ + Spawn( NULL ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pMapData - +//----------------------------------------------------------------------------- +int CNodeEnt::Spawn( const char *pMapData ) +{ + m_NodeData.strEntityName = GetEntityName(); + m_NodeData.vecPosition = GetAbsOrigin(); + m_NodeData.nNodeID = NO_NODE; + if ( m_NodeData.minState == NPC_STATE_NONE ) + m_NodeData.minState = NPC_STATE_IDLE; + if ( m_NodeData.maxState == NPC_STATE_NONE ) + m_NodeData.maxState = NPC_STATE_COMBAT; + // --------------------------------------------------------------------------------- + // If just a hint node (not used for navigation) just create a hint and bail + // --------------------------------------------------------------------------------- + if (FClassnameIs( this, "info_hint" )) + { + if (m_NodeData.nHintType) + { + CAI_HintManager::CreateHint( &m_NodeData, pMapData ); + } + else + { + Warning("info_hint (HammerID: %d, position (%.2f, %.2f, %.2f)) with no hint type.\n", m_NodeData.nWCNodeID, m_NodeData.vecPosition.x, m_NodeData.vecPosition.y, m_NodeData.vecPosition.z ); + } + UTIL_RemoveImmediate( this ); + return -1; + } + + // --------------------------------------------------------------------------------- + // First check if this node has a hint. If so create a hint entity + // --------------------------------------------------------------------------------- + CAI_Hint *pHint = NULL; + + if ( ClassMatches( "info_node_hint" ) || ClassMatches( "info_node_air_hint" ) ) + { + if ( m_NodeData.nHintType || m_NodeData.strGroup != NULL_STRING || m_NodeData.strEntityName != NULL_STRING ) + { + m_NodeData.nNodeID = m_nNodeCount; + pHint = CAI_HintManager::CreateHint( &m_NodeData, pMapData ); + pHint->AddSpawnFlags( GetSpawnFlags() ); + } + } + + + // --------------------------------------------------------------------------------- + // If we loaded from disk, we can discard all these node ents as soon as they spawn + // unless we are in WC edited mode + // --------------------------------------------------------------------------------- + if ( g_pAINetworkManager->NetworksLoaded() && !engine->IsInEditMode()) + { + // If hint exists for this node, set it + if (pHint) + { + CAI_Node *pNode = g_pBigAINet->GetNode(m_nNodeCount); + if (pNode) + pNode->SetHint( pHint ); + else + { + DevMsg("AI node graph corrupt\n"); + } + } + m_nNodeCount++; + UTIL_RemoveImmediate( this ); + return -1; + } + else + { + m_nNodeCount++; + } + + // --------------------------------------------------------------------------------- + // Add a new node to the network + // --------------------------------------------------------------------------------- + // For now just using one big AI network + CAI_Node *new_node = g_pBigAINet->AddNode( GetAbsOrigin(), GetAbsAngles().y ); + new_node->SetHint( pHint ); + + // ------------------------------------------------------------------------- + // Update table of how each WC id relates to each engine ID + // ------------------------------------------------------------------------- + if (g_pAINetworkManager->GetEditOps()->m_pNodeIndexTable) + { + g_pAINetworkManager->GetEditOps()->m_pNodeIndexTable[new_node->GetId()] = m_NodeData.nWCNodeID; + } + // Keep track of largest index used by WC + if (g_pAINetworkManager->GetEditOps()->m_nNextWCIndex <= m_NodeData.nWCNodeID) + { + g_pAINetworkManager->GetEditOps()->m_nNextWCIndex = m_NodeData.nWCNodeID+1; + } + + // ------------------------------------------------------------------------- + // If in WC edit mode: + // Remember the original positions of the nodes before + // they drop so we can send the undropped positions to wc. + // ------------------------------------------------------------------------- + if (engine->IsInEditMode()) + { + if (g_pAINetworkManager->GetEditOps()->m_pWCPosition) + { + g_pAINetworkManager->GetEditOps()->m_pWCPosition[new_node->GetId()] = new_node->GetOrigin(); + } + } + + if (FClassnameIs( this, "info_node_air" ) || FClassnameIs( this, "info_node_air_hint" )) + { + new_node->SetType( NODE_AIR ); + } + else if (FClassnameIs( this, "info_node_climb" )) + { + new_node->SetType( NODE_CLIMB ); + } + else + { + new_node->SetType( NODE_GROUND ); + } + + new_node->m_eNodeInfo = ( m_spawnflags << NODE_ENT_FLAGS_SHIFT ); + + // If changed as part of WC editing process note that network must be rebuilt + if (m_debugOverlays & OVERLAY_WC_CHANGE_ENTITY) + { + g_pAINetworkManager->GetEditOps()->SetRebuildFlags(); + new_node->m_eNodeInfo |= bits_NODE_WC_CHANGED; + + // Initialize the new nodes position. The graph may not be rebuild + // right away but the node should at least be positioned correctly + g_AINetworkBuilder.InitNodePosition( g_pBigAINet, new_node ); + } + + UTIL_RemoveImmediate( this ); + + return -1; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : +// Output : +//----------------------------------------------------------------------------- +CNodeEnt::CNodeEnt( void ) +{ + m_debugOverlays = 0; +} + + + -- cgit v1.2.3