650 lines
17 KiB
C++
650 lines
17 KiB
C++
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//===========================================================================//
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// AI Navigation areas
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// Author: Michael S. Booth (mike@turtlerockstudios.com), January 2003
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#include "cbase.h"
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#include "nav_mesh.h"
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#include "nav_node.h"
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#include "nav_pathfind.h"
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#include "nav_colors.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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extern ConVar nav_area_bgcolor;
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unsigned int CNavLadder::m_nextID = 1;
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Shift the nav area
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*/
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void CNavLadder::Shift( const Vector &shift )
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{
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m_top += shift;
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m_bottom += shift;
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}
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//--------------------------------------------------------------------------------------------------------------
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void CNavLadder::CompressIDs( void )
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{
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m_nextID = 1;
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if ( TheNavMesh )
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{
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for ( int i=0; i<TheNavMesh->GetLadders().Count(); ++i )
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{
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CNavLadder *ladder = TheNavMesh->GetLadders()[i];
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ladder->m_id = m_nextID++;
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}
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}
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}
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//--------------------------------------------------------------------------------------------------------------
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CNavArea ** CNavLadder::GetConnection( LadderConnectionType dir )
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{
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switch ( dir )
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{
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case LADDER_TOP_FORWARD:
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return &m_topForwardArea;
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case LADDER_TOP_LEFT:
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return &m_topLeftArea;
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case LADDER_TOP_RIGHT:
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return &m_topRightArea;
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case LADDER_TOP_BEHIND:
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return &m_topBehindArea;
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case LADDER_BOTTOM:
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return &m_bottomArea;
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}
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return NULL;
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}
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//--------------------------------------------------------------------------------------------------------------
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void CNavLadder::OnSplit( CNavArea *original, CNavArea *alpha, CNavArea *beta )
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{
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for ( int con=0; con<NUM_LADDER_CONNECTIONS; ++con )
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{
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CNavArea ** areaConnection = GetConnection( (LadderConnectionType)con );
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if ( areaConnection && *areaConnection == original )
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{
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float alphaDistance = alpha->GetDistanceSquaredToPoint( m_top );
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float betaDistance = beta->GetDistanceSquaredToPoint( m_top );
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if ( alphaDistance < betaDistance )
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{
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*areaConnection = alpha;
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}
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else
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{
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*areaConnection = beta;
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}
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}
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}
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Connect this ladder to given area
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*/
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void CNavLadder::ConnectTo( CNavArea *area )
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{
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float center = (m_top.z + m_bottom.z) * 0.5f;
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if (area->GetCenter().z > center)
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{
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// connect to top
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NavDirType dir;
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Vector dirVector = area->GetCenter() - m_top;
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if ( fabs( dirVector.x ) > fabs( dirVector.y ) )
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{
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if ( dirVector.x > 0.0f ) // east
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{
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dir = EAST;
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}
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else // west
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{
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dir = WEST;
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}
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}
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else
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{
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if ( dirVector.y > 0.0f ) // south
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{
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dir = SOUTH;
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}
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else // north
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{
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dir = NORTH;
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}
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}
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if ( m_dir == dir )
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{
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m_topBehindArea = area;
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}
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else if ( OppositeDirection( m_dir ) == dir )
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{
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m_topForwardArea = area;
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}
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else if ( DirectionLeft( m_dir ) == dir )
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{
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m_topLeftArea = area;
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}
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else
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{
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m_topRightArea = area;
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}
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}
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else
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{
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// connect to bottom
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m_bottomArea = area;
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}
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Destructor
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*/
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CNavLadder::~CNavLadder()
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{
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// tell the other areas we are going away
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FOR_EACH_VEC( TheNavAreas, it )
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{
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CNavArea *area = TheNavAreas[ it ];
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area->OnDestroyNotify( this );
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}
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* invoked when given area is going away
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*/
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void CNavLadder::OnDestroyNotify( CNavArea *dead )
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{
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Disconnect( dead );
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Disconnect this ladder from given area
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*/
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void CNavLadder::Disconnect( CNavArea *area )
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{
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if ( m_topForwardArea == area )
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{
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m_topForwardArea = NULL;
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}
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else if ( m_topLeftArea == area )
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{
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m_topLeftArea = NULL;
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}
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else if ( m_topRightArea == area )
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{
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m_topRightArea = NULL;
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}
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else if ( m_topBehindArea == area )
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{
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m_topBehindArea = NULL;
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}
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else if ( m_bottomArea == area )
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{
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m_bottomArea = NULL;
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}
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* returns true if given area is connected in given direction
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*/
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bool CNavLadder::IsConnected( const CNavArea *area, LadderDirectionType dir ) const
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{
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if ( dir == LADDER_DOWN )
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{
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return area == m_bottomArea;
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}
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else if ( dir == LADDER_UP )
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{
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return ( area == m_topForwardArea ||
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area == m_topLeftArea ||
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area == m_topRightArea ||
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area == m_topBehindArea );
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}
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else
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{
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return ( area == m_bottomArea ||
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area == m_topForwardArea ||
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area == m_topLeftArea ||
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area == m_topRightArea ||
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area == m_topBehindArea );
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}
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}
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//--------------------------------------------------------------------------------------------------------------
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void CNavLadder::SetDir( NavDirType dir )
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{
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m_dir = dir;
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m_normal.Init();
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AddDirectionVector( &m_normal, m_dir, 1.0f ); // worst-case, we have the NavDirType as a normal
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Vector from = (m_top + m_bottom) * 0.5f + m_normal * 5.0f;
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Vector to = from - m_normal * 32.0f;
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trace_t result;
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UTIL_TraceLine( from, to, MASK_NPCSOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &result );
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if (result.fraction != 1.0f)
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{
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bool climbableSurface = physprops->GetSurfaceData( result.surface.surfaceProps )->game.climbable != 0;
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if ( !climbableSurface )
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{
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climbableSurface = (result.contents & CONTENTS_LADDER) != 0;
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}
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if ( climbableSurface )
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{
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m_normal = result.plane.normal;
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}
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}
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}
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//--------------------------------------------------------------------------------------------------------------
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void CNavLadder::DrawLadder( void ) const
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{
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CBasePlayer *player = UTIL_GetListenServerHost();
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if (player == NULL)
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return;
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Vector dir;
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const Vector &eye = player->EyePosition();
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AngleVectors( player->EyeAngles() + player->GetPunchAngle(), &dir );
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float dx = eye.x - m_bottom.x;
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float dy = eye.y - m_bottom.y;
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Vector2D eyeDir( dx, dy );
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eyeDir.NormalizeInPlace();
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bool isSelected = ( this == TheNavMesh->GetSelectedLadder() );
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bool isMarked = ( this == TheNavMesh->GetMarkedLadder() );
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bool isFront = DotProduct2D( eyeDir, GetNormal().AsVector2D() ) > 0;
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if ( TheNavMesh->IsEditMode( CNavMesh::PLACE_PAINTING ) )
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{
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isSelected = isMarked = false;
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isFront = true;
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}
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// Highlight ladder entity ------------------------------------------------
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CBaseEntity *ladderEntity = m_ladderEntity.Get();
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if ( ladderEntity )
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{
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ladderEntity->DrawAbsBoxOverlay();
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}
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// Draw 'ladder' lines ----------------------------------------------------
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NavEditColor ladderColor = NavNormalColor;
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if ( isFront )
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{
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if ( isMarked )
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{
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ladderColor = NavMarkedColor;
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}
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else if ( isSelected )
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{
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ladderColor = NavSelectedColor;
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}
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else
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{
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ladderColor = NavSamePlaceColor;
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}
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}
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else if ( isMarked )
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{
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ladderColor = NavMarkedColor;
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}
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else if ( isSelected )
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{
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ladderColor = NavSelectedColor;
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}
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Vector right(0, 0, 0), up( 0, 0, 0 );
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VectorVectors( GetNormal(), right, up );
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if ( up.z <= 0.0f )
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{
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AssertMsg( false, "A nav ladder has an invalid normal" );
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up.Init( 0, 0, 1 );
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}
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right *= m_width * 0.5f;
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Vector bottomLeft = m_bottom - right;
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Vector bottomRight = m_bottom + right;
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Vector topLeft = m_top - right;
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Vector topRight = m_top + right;
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int bgcolor[4];
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if ( 4 == sscanf( nav_area_bgcolor.GetString(), "%d %d %d %d", &(bgcolor[0]), &(bgcolor[1]), &(bgcolor[2]), &(bgcolor[3]) ) )
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{
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for ( int i=0; i<4; ++i )
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bgcolor[i] = clamp( bgcolor[i], 0, 255 );
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if ( bgcolor[3] > 0 )
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{
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Vector offset( 0, 0, 0 );
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AddDirectionVector( &offset, OppositeDirection( m_dir ), 1 );
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NDebugOverlay::Triangle( topLeft+offset, topRight+offset, bottomRight+offset, bgcolor[0], bgcolor[1], bgcolor[2], bgcolor[3], true, 0.15f );
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NDebugOverlay::Triangle( bottomRight+offset, bottomLeft+offset, topLeft+offset, bgcolor[0], bgcolor[1], bgcolor[2], bgcolor[3], true, 0.15f );
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}
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}
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NavDrawLine( topLeft, bottomLeft, ladderColor );
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NavDrawLine( topRight, bottomRight, ladderColor );
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while ( bottomRight.z < topRight.z )
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{
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NavDrawLine( bottomRight, bottomLeft, ladderColor );
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bottomRight += up * (GenerationStepSize/2);
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bottomLeft += up * (GenerationStepSize/2);
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}
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// Draw connector lines ---------------------------------------------------
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if ( !TheNavMesh->IsEditMode( CNavMesh::PLACE_PAINTING ) )
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{
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Vector bottom = m_bottom;
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Vector top = m_top;
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NavDrawLine( top, bottom, NavConnectedTwoWaysColor );
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if (m_bottomArea)
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{
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float offset = GenerationStepSize;
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const Vector& areaBottom = m_bottomArea->GetCenter();
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// don't draw the bottom connection too high if the ladder is very short
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if ( top.z - bottom.z < GenerationStepSize * 1.5f )
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offset = 0.0f;
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// don't draw the bottom connection too high if the ladder is high above the area
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if ( bottom.z - areaBottom.z > GenerationStepSize * 1.5f )
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offset = 0.0f;
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NavDrawLine( bottom + Vector( 0, 0, offset ), areaBottom, ((m_bottomArea->IsConnected( this, LADDER_UP ))?NavConnectedTwoWaysColor:NavConnectedOneWayColor) );
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}
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if (m_topForwardArea)
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NavDrawLine( top, m_topForwardArea->GetCenter(), ((m_topForwardArea->IsConnected( this, LADDER_DOWN ))?NavConnectedTwoWaysColor:NavConnectedOneWayColor) );
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if (m_topLeftArea)
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NavDrawLine( top, m_topLeftArea->GetCenter(), ((m_topLeftArea->IsConnected( this, LADDER_DOWN ))?NavConnectedTwoWaysColor:NavConnectedOneWayColor) );
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if (m_topRightArea)
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NavDrawLine( top, m_topRightArea->GetCenter(), ((m_topRightArea->IsConnected( this, LADDER_DOWN ))?NavConnectedTwoWaysColor:NavConnectedOneWayColor) );
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if (m_topBehindArea)
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NavDrawLine( top, m_topBehindArea->GetCenter(), ((m_topBehindArea->IsConnected( this, LADDER_DOWN ))?NavConnectedTwoWaysColor:NavConnectedOneWayColor) );
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}
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}
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//--------------------------------------------------------------------------------------------------------------
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void CNavLadder::DrawConnectedAreas( void )
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{
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CUtlVector< CNavArea * > areas;
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if ( m_topForwardArea )
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areas.AddToTail( m_topForwardArea );
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if ( m_topLeftArea )
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areas.AddToTail( m_topLeftArea );
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if ( m_topRightArea )
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areas.AddToTail( m_topRightArea );
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if ( m_topBehindArea )
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areas.AddToTail( m_topBehindArea );
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if ( m_bottomArea )
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areas.AddToTail( m_bottomArea );
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for ( int i=0; i<areas.Count(); ++i )
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{
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CNavArea *adj = areas[i];
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adj->Draw();
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if ( !TheNavMesh->IsEditMode( CNavMesh::PLACE_PAINTING ) )
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{
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adj->DrawHidingSpots();
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}
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}
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* invoked when a game round restarts
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*/
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void CNavLadder::OnRoundRestart( void )
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{
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FindLadderEntity();
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}
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//--------------------------------------------------------------------------------------------------------------
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void CNavLadder::FindLadderEntity( void )
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{
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m_ladderEntity = gEntList.FindEntityByClassnameNearest( "func_simpleladder", (m_top + m_bottom) * 0.5f, HalfHumanWidth );
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Save a navigation ladder to the opened binary stream
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*/
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void CNavLadder::Save( CUtlBuffer &fileBuffer, unsigned int version ) const
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{
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// save ID
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fileBuffer.PutUnsignedInt( m_id );
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// save extent of ladder
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fileBuffer.PutFloat( m_width );
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// save top endpoint of ladder
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fileBuffer.PutFloat( m_top.x );
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fileBuffer.PutFloat( m_top.y );
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fileBuffer.PutFloat( m_top.z );
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// save bottom endpoint of ladder
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fileBuffer.PutFloat( m_bottom.x );
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fileBuffer.PutFloat( m_bottom.y );
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fileBuffer.PutFloat( m_bottom.z );
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// save ladder length
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fileBuffer.PutFloat( m_length );
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// save direction
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fileBuffer.PutUnsignedInt( m_dir );
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// save IDs of connecting areas
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unsigned int id;
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id = ( m_topForwardArea ) ? m_topForwardArea->GetID() : 0;
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fileBuffer.PutUnsignedInt( id );
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id = ( m_topLeftArea ) ? m_topLeftArea->GetID() : 0;
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fileBuffer.PutUnsignedInt( id );
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id = ( m_topRightArea ) ? m_topRightArea->GetID() : 0;
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fileBuffer.PutUnsignedInt( id );
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id = ( m_topBehindArea ) ? m_topBehindArea->GetID() : 0;
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fileBuffer.PutUnsignedInt( id );
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id = ( m_bottomArea ) ? m_bottomArea->GetID() : 0;
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fileBuffer.PutUnsignedInt( id );
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Load a navigation ladder from the opened binary stream
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*/
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void CNavLadder::Load( CUtlBuffer &fileBuffer, unsigned int version )
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{
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// load ID
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m_id = fileBuffer.GetUnsignedInt();
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// update nextID to avoid collisions
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if (m_id >= m_nextID)
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m_nextID = m_id+1;
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// load extent of ladder
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m_width = fileBuffer.GetFloat();
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// load top endpoint of ladder
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m_top.x = fileBuffer.GetFloat();
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m_top.y = fileBuffer.GetFloat();
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m_top.z = fileBuffer.GetFloat();
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// load bottom endpoint of ladder
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m_bottom.x = fileBuffer.GetFloat();
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m_bottom.y = fileBuffer.GetFloat();
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m_bottom.z = fileBuffer.GetFloat();
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// load ladder length
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m_length = fileBuffer.GetFloat();
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// load direction
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m_dir = (NavDirType)fileBuffer.GetUnsignedInt();
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SetDir( m_dir ); // regenerate the surface normal
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// load dangling status
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if ( version == 6 )
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{
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bool m_isDangling;
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fileBuffer.Get( &m_isDangling, sizeof(m_isDangling) );
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}
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// load IDs of connecting areas
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unsigned int id;
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id = fileBuffer.GetUnsignedInt();
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m_topForwardArea = TheNavMesh->GetNavAreaByID( id );
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id = fileBuffer.GetUnsignedInt();
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m_topLeftArea = TheNavMesh->GetNavAreaByID( id );
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id = fileBuffer.GetUnsignedInt();
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m_topRightArea = TheNavMesh->GetNavAreaByID( id );
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id = fileBuffer.GetUnsignedInt();
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m_topBehindArea = TheNavMesh->GetNavAreaByID( id );
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id = fileBuffer.GetUnsignedInt();
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m_bottomArea = TheNavMesh->GetNavAreaByID( id );
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if ( !m_bottomArea )
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{
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DevMsg( "ERROR: Unconnected ladder #%d bottom at ( %g, %g, %g )\n", m_id, m_bottom.x, m_bottom.y, m_bottom.z );
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DevWarning( "nav_unmark; nav_mark ladder %d; nav_warp_to_mark\n", m_id );
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|
}
|
|
else if (!m_topForwardArea && !m_topLeftArea && !m_topRightArea) // can't include behind area, since it is not used when going up a ladder
|
|
{
|
|
DevMsg( "ERROR: Unconnected ladder #%d top at ( %g, %g, %g )\n", m_id, m_top.x, m_top.y, m_top.z );
|
|
DevWarning( "nav_unmark; nav_mark ladder %d; nav_warp_to_mark\n", m_id );
|
|
}
|
|
|
|
FindLadderEntity();
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Functor returns true if ladder is free, or false if someone is on the ladder
|
|
*/
|
|
class IsLadderFreeFunctor
|
|
{
|
|
public:
|
|
IsLadderFreeFunctor( const CNavLadder *ladder, const CBasePlayer *ignore )
|
|
{
|
|
m_ladder = ladder;
|
|
m_ignore = ignore;
|
|
}
|
|
|
|
bool operator() ( CBasePlayer *player )
|
|
{
|
|
if (player == m_ignore)
|
|
return true;
|
|
|
|
if (!player->IsOnLadder())
|
|
return true;
|
|
|
|
// player is on a ladder - is it this one?
|
|
const Vector &feet = player->GetAbsOrigin();
|
|
|
|
if (feet.z > m_ladder->m_top.z + HalfHumanHeight)
|
|
return true;
|
|
|
|
if (feet.z + HumanHeight < m_ladder->m_bottom.z - HalfHumanHeight)
|
|
return true;
|
|
|
|
Vector2D away( m_ladder->m_bottom.x - feet.x, m_ladder->m_bottom.y - feet.y );
|
|
const float onLadderRange = 50.0f;
|
|
return away.IsLengthGreaterThan( onLadderRange );
|
|
}
|
|
|
|
const CNavLadder *m_ladder;
|
|
const CBasePlayer *m_ignore;
|
|
};
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Return true if someone is on this ladder
|
|
*/
|
|
bool CNavLadder::IsInUse( const CBasePlayer *ignore ) const
|
|
{
|
|
IsLadderFreeFunctor isLadderFree( this, ignore );
|
|
return !ForEachPlayer( isLadderFree );
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
Vector CNavLadder::GetPosAtHeight( float height ) const
|
|
{
|
|
if ( height < m_bottom.z )
|
|
{
|
|
return m_bottom;
|
|
}
|
|
|
|
if ( height > m_top.z )
|
|
{
|
|
return m_top;
|
|
}
|
|
|
|
if ( m_top.z == m_bottom.z )
|
|
{
|
|
return m_top;
|
|
}
|
|
|
|
float percent = ( height - m_bottom.z ) / ( m_top.z - m_bottom.z );
|
|
|
|
return m_top * percent + m_bottom * ( 1.0f - percent );
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|