From 39ed87570bdb2f86969d4be821c94b722dc71179 Mon Sep 17 00:00:00 2001 From: Joe Ludwig Date: Wed, 26 Jun 2013 15:22:04 -0700 Subject: First version of the SOurce SDK 2013 --- mp/src/game/server/ai_node.cpp | 275 +++++++++++++++++++++++++++++++++++++++++ 1 file changed, 275 insertions(+) create mode 100644 mp/src/game/server/ai_node.cpp (limited to 'mp/src/game/server/ai_node.cpp') 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;linkm_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;linkDestNodeID(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; +}; + -- cgit v1.2.3