//========= Copyright © 1996-2005, 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