sqwarmed/sdk_src/game/server/nav_mesh.cpp

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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// NavMesh.cpp
// Implementation of Navigation Mesh interface
// Author: Michael S. Booth, 2003-2004
#include "cbase.h"
#include "filesystem.h"
#include "nav_mesh.h"
#include "nav_node.h"
#include "fmtstr.h"
#include "utlbuffer.h"
#include "tier0/vprof.h"
//#include "shared_util.h"
#include "functorutils.h"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
#define DrawLine( from, to, duration, red, green, blue ) NDebugOverlay::Line( from, to, red, green, blue, true, 0.1f )
/**
* The singleton for accessing the navigation mesh
*/
CNavMesh *TheNavMesh = NULL;
ConVar nav_edit( "nav_edit", "0", FCVAR_GAMEDLL | FCVAR_CHEAT, "Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode." );
ConVar nav_quicksave( "nav_quicksave", "1", FCVAR_GAMEDLL | FCVAR_CHEAT, "Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing." ); // TERROR: defaulting to 1, since we don't need the other data
ConVar nav_show_approach_points( "nav_show_approach_points", "0", FCVAR_GAMEDLL | FCVAR_CHEAT, "Show Approach Points in the Navigation Mesh." );
ConVar nav_show_danger( "nav_show_danger", "0", FCVAR_GAMEDLL | FCVAR_CHEAT, "Show current 'danger' levels." );
ConVar nav_show_player_counts( "nav_show_player_counts", "0", FCVAR_GAMEDLL | FCVAR_CHEAT, "Show current player counts in each area." );
ConVar nav_max_vis_delta_list_length( "nav_max_vis_delta_list_length", "64", FCVAR_CHEAT );
extern ConVar nav_show_potentially_visible;
int g_DebugPathfindCounter = 0;
bool FindGroundForNode( Vector *pos, Vector *normal );
//--------------------------------------------------------------------------------------------------------------
CNavMesh::CNavMesh( void )
{
m_spawnName = NULL;
m_gridCellSize = 300.0f;
m_editMode = NORMAL;
m_bQuitWhenFinished = false;
m_hostThreadModeRestoreValue = 0;
m_placeCount = 0;
m_placeName = NULL;
LoadPlaceDatabase();
ListenForGameEvent( "round_start" );
ListenForGameEvent( "round_start_pre_entity" );
ListenForGameEvent( "break_prop" );
ListenForGameEvent( "break_breakable" );
ListenForGameEvent( "teamplay_round_start" );
Reset();
}
//--------------------------------------------------------------------------------------------------------------
CNavMesh::~CNavMesh()
{
if (m_spawnName)
delete [] m_spawnName;
// !!!!bug!!! why does this crash in linux on server exit
for( unsigned int i=0; i<m_placeCount; ++i )
{
delete [] m_placeName[i];
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Reset the Navigation Mesh to initial values
*/
void CNavMesh::Reset( void )
{
DestroyNavigationMesh();
m_generationMode = GENERATE_NONE;
m_currentNode = NULL;
ClearWalkableSeeds();
m_isAnalyzed = false;
m_isOutOfDate = false;
m_isEditing = false;
m_navPlace = UNDEFINED_PLACE;
m_markedArea = NULL;
m_selectedArea = NULL;
m_bQuitWhenFinished = false;
m_editMode = NORMAL;
m_lastSelectedArea = NULL;
m_isPlacePainting = false;
m_climbableSurface = false;
m_markedLadder = NULL;
m_selectedLadder = NULL;
if (m_spawnName)
{
delete [] m_spawnName;
}
m_spawnName = NULL;
m_walkableSeeds.RemoveAll();
}
//--------------------------------------------------------------------------------------------------------------
CNavArea *CNavMesh::GetMarkedArea( void ) const
{
if ( m_markedArea )
{
return m_markedArea;
}
if ( m_selectedSet.Count() == 1 )
{
return m_selectedSet[0];
}
return NULL;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Free all resources of the mesh and reset it to empty state
*/
void CNavMesh::DestroyNavigationMesh( bool incremental )
{
m_blockedAreas.RemoveAll();
m_avoidanceObstacleAreas.RemoveAll();
if ( !incremental )
{
// destroy all areas
CNavArea::m_isReset = true;
// tell players to forget about the areas
FOR_EACH_VEC( TheNavAreas, it )
{
EditDestroyNotification notification( TheNavAreas[it] );
ForEachActor( notification );
}
// remove each element of the list and delete them
FOR_EACH_VEC( TheNavAreas, it )
{
DestroyArea( TheNavAreas[ it ] );
}
TheNavAreas.RemoveAll();
CNavArea::m_isReset = false;
// destroy ladder representations
DestroyLadders();
}
else
{
FOR_EACH_VEC( TheNavAreas, it )
{
TheNavAreas[ it ]->ResetNodes();
}
}
// destroy all hiding spots
DestroyHidingSpots();
// destroy navigation nodes created during map generation
CNavNode::CleanupGeneration();
if ( !incremental )
{
// destroy the grid
m_grid.RemoveAll();
m_gridSizeX = 0;
m_gridSizeY = 0;
}
// clear the hash table
for( int i=0; i<HASH_TABLE_SIZE; ++i )
{
m_hashTable[i] = NULL;
}
if ( !incremental )
{
m_areaCount = 0;
}
if ( !incremental )
{
// Reset the next area and ladder IDs to 1
CNavArea::CompressIDs();
CNavLadder::CompressIDs();
}
SetEditMode( NORMAL );
m_markedArea = NULL;
m_selectedArea = NULL;
m_lastSelectedArea = NULL;
m_climbableSurface = false;
m_markedLadder = NULL;
m_selectedLadder = NULL;
if ( !incremental )
{
m_isLoaded = false;
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Invoked on each game frame
*/
void CNavMesh::Update( void )
{
VPROF( "CNavMesh::Update" );
if (IsGenerating())
{
UpdateGeneration( 0.03 );
return; // don't bother trying to draw stuff while we're generating
}
UpdateBlockedAreas();
UpdateAvoidanceObstacleAreas();
if (nav_edit.GetBool())
{
if (m_isEditing == false)
{
OnEditModeStart();
m_isEditing = true;
}
DrawEditMode();
}
else
{
if (m_isEditing)
{
OnEditModeEnd();
m_isEditing = false;
}
}
if (nav_show_danger.GetBool())
{
DrawDanger();
}
if (nav_show_player_counts.GetBool())
{
DrawPlayerCounts();
}
if ( nav_show_potentially_visible.GetBool() )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if ( player && player->GetLastKnownArea() )
{
CNavArea *eyepointArea = player->GetLastKnownArea();
if ( eyepointArea )
{
FOR_EACH_VEC( TheNavAreas, it )
{
CNavArea *area = TheNavAreas[it];
if ( eyepointArea->IsCompletelyVisible( area ) )
{
area->DrawFilled( 100, 100, 200, 255 );
}
else if ( eyepointArea->IsPotentiallyVisible( area ) && nav_show_potentially_visible.GetInt() == 1 )
{
area->DrawFilled( 100, 200, 100, 255 );
}
}
}
}
}
// draw any walkable seeds that have been marked
for ( int it=0; it < m_walkableSeeds.Count(); ++it )
{
WalkableSeedSpot spot = m_walkableSeeds[ it ];
const float height = 50.0f;
const float width = 25.0f;
DrawLine( spot.pos, spot.pos + height * spot.normal, 3, 255, 0, 255 );
DrawLine( spot.pos + Vector( width, 0, 0 ), spot.pos + height * spot.normal, 3, 255, 0, 255 );
DrawLine( spot.pos + Vector( -width, 0, 0 ), spot.pos + height * spot.normal, 3, 255, 0, 255 );
DrawLine( spot.pos + Vector( 0, width, 0 ), spot.pos + height * spot.normal, 3, 255, 0, 255 );
DrawLine( spot.pos + Vector( 0, -width, 0 ), spot.pos + height * spot.normal, 3, 255, 0, 255 );
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Check all nav areas inside the breakable's extent to see if players would now fall through
*/
class CheckAreasOverlappingBreakable
{
public:
CheckAreasOverlappingBreakable( CBaseEntity *breakable )
{
m_breakable = breakable;
ICollideable *collideable = breakable->GetCollideable();
collideable->WorldSpaceSurroundingBounds( &m_breakableExtent.lo, &m_breakableExtent.hi );
const float expand = 10.0f;
m_breakableExtent.lo += Vector( -expand, -expand, -expand );
m_breakableExtent.hi += Vector( expand, expand, expand );
}
bool operator() ( CNavArea *area )
{
if ( area->IsOverlapping( m_breakableExtent ) )
{
// area overlaps the breakable
area->CheckFloor( m_breakable );
}
return true;
}
private:
Extent m_breakableExtent;
CBaseEntity *m_breakable;
};
//--------------------------------------------------------------------------------------------------------------
class NavRoundRestart
{
public:
bool operator()( CNavArea *area )
{
area->OnRoundRestart();
return true;
}
bool operator()( CNavLadder *ladder )
{
ladder->OnRoundRestart();
return true;
}
};
//--------------------------------------------------------------------------------------------------------------
/**
* Invoked when the round restarts
*/
void CNavMesh::FireGameEvent( IGameEvent *gameEvent )
{
VPROF_BUDGET( "CNavMesh::FireGameEvent", VPROF_BUDGETGROUP_NPCS );
if ( FStrEq( gameEvent->GetName(), "break_prop" ) || FStrEq( gameEvent->GetName(), "break_breakable" ) )
{
CheckAreasOverlappingBreakable collector( UTIL_EntityByIndex( gameEvent->GetInt( "entindex" ) ) );
ForAllAreas( collector );
}
if ( FStrEq( gameEvent->GetName(), "round_start" ) || FStrEq( gameEvent->GetName(), "teamplay_round_start" ) )
{
OnRoundRestart();
NavRoundRestart restart;
ForAllAreas( restart );
ForAllLadders( restart );
}
else if ( FStrEq( gameEvent->GetName(), "round_start_pre_entity" ) )
{
OnRoundRestartPreEntity();
FOR_EACH_VEC( TheNavAreas, it )
{
CNavArea *area = TheNavAreas[ it ];
area->OnRoundRestartPreEntity();
}
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Allocate the grid and define its extents
*/
void CNavMesh::AllocateGrid( float minX, float maxX, float minY, float maxY )
{
m_grid.RemoveAll();
m_minX = minX;
m_minY = minY;
m_gridSizeX = (int)((maxX - minX) / m_gridCellSize) + 1;
m_gridSizeY = (int)((maxY - minY) / m_gridCellSize) + 1;
m_grid.SetCount( m_gridSizeX * m_gridSizeY );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Add an area to the mesh
*/
void CNavMesh::AddNavArea( CNavArea *area )
{
if ( !m_grid.Count() )
{
// If we somehow have no grid (manually creating a nav area without loading or generating a mesh), don't crash
AllocateGrid( 0, 0, 0, 0 );
}
// add to grid
int loX = WorldToGridX( area->GetCorner( NORTH_WEST ).x );
int loY = WorldToGridY( area->GetCorner( NORTH_WEST ).y );
int hiX = WorldToGridX( area->GetCorner( SOUTH_EAST ).x );
int hiY = WorldToGridY( area->GetCorner( SOUTH_EAST ).y );
for( int y = loY; y <= hiY; ++y )
{
for( int x = loX; x <= hiX; ++x )
{
m_grid[ x + y*m_gridSizeX ].AddToTail( const_cast<CNavArea *>( area ) );
}
}
// add to hash table
int key = ComputeHashKey( area->GetID() );
if (m_hashTable[key])
{
// add to head of list in this slot
area->m_prevHash = NULL;
area->m_nextHash = m_hashTable[key];
m_hashTable[key]->m_prevHash = area;
m_hashTable[key] = area;
}
else
{
// first entry in this slot
m_hashTable[key] = area;
area->m_nextHash = NULL;
area->m_prevHash = NULL;
}
if ( area->GetAttributes() & NAV_MESH_TRANSIENT )
{
m_transientAreas.AddToTail( area );
}
++m_areaCount;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Remove an area from the mesh
*/
void CNavMesh::RemoveNavArea( CNavArea *area )
{
// add to grid
int loX = WorldToGridX( area->GetCorner( NORTH_WEST ).x );
int loY = WorldToGridY( area->GetCorner( NORTH_WEST ).y );
int hiX = WorldToGridX( area->GetCorner( SOUTH_EAST ).x );
int hiY = WorldToGridY( area->GetCorner( SOUTH_EAST ).y );
for( int y = loY; y <= hiY; ++y )
{
for( int x = loX; x <= hiX; ++x )
{
m_grid[ x + y*m_gridSizeX ].FindAndRemove( area );
}
}
// remove from hash table
int key = ComputeHashKey( area->GetID() );
if (area->m_prevHash)
{
area->m_prevHash->m_nextHash = area->m_nextHash;
}
else
{
// area was at start of list
m_hashTable[key] = area->m_nextHash;
if (m_hashTable[key])
{
m_hashTable[key]->m_prevHash = NULL;
}
}
if (area->m_nextHash)
{
area->m_nextHash->m_prevHash = area->m_prevHash;
}
if ( area->GetAttributes() & NAV_MESH_TRANSIENT )
{
BuildTransientAreaList();
}
m_avoidanceObstacleAreas.FindAndRemove( area );
m_blockedAreas.FindAndRemove( area );
--m_areaCount;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Invoked when server loads a new map
*/
void CNavMesh::OnServerActivate( void )
{
FOR_EACH_VEC( TheNavAreas, pit )
{
CNavArea *area = TheNavAreas[ pit ];
area->OnServerActivate();
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Invoked when a game round restarts
*/
void CNavMesh::OnRoundRestart( void )
{
// test all areas for blocked status
FOR_EACH_VEC( TheNavAreas, pit )
{
CNavArea *area = TheNavAreas[ pit ];
area->UpdateBlocked( true );
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Invoked when a game round restarts, but before entities are deleted and recreated
*/
void CNavMesh::OnRoundRestartPreEntity( void )
{
}
//--------------------------------------------------------------------------------------------------------------
void CNavMesh::BuildTransientAreaList( void )
{
m_transientAreas.RemoveAll();
FOR_EACH_VEC( TheNavAreas, it )
{
CNavArea *area = TheNavAreas[ it ];
if ( area->GetAttributes() & NAV_MESH_TRANSIENT )
{
m_transientAreas.AddToTail( area );
}
}
}
//--------------------------------------------------------------------------------------------------------------
inline void CNavMesh::GridToWorld( int gridX, int gridY, Vector *pos ) const
{
gridX = clamp( gridX, 0, m_gridSizeX-1 );
gridY = clamp( gridY, 0, m_gridSizeY-1 );
pos->x = m_minX + gridX * m_gridCellSize;
pos->y = m_minY + gridY * m_gridCellSize;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Given a position, return the nav area that IsOverlapping and is *immediately* beneath it
*/
CNavArea *CNavMesh::GetNavArea( const Vector &pos, float beneathLimit ) const
{
VPROF_BUDGET( "CNavMesh::GetNavArea", "NextBot" );
if ( !m_grid.Count() )
return NULL;
// get list in cell that contains position
int x = WorldToGridX( pos.x );
int y = WorldToGridY( pos.y );
NavAreaVector *areaVector = &m_grid[ x + y*m_gridSizeX ];
// search cell list to find correct area
CNavArea *use = NULL;
float useZ = -99999999.9f;
Vector testPos = pos + Vector( 0, 0, 5 );
FOR_EACH_VEC( (*areaVector), it )
{
CNavArea *area = (*areaVector)[ it ];
// check if position is within 2D boundaries of this area
if (area->IsOverlapping( testPos ))
{
// project position onto area to get Z
float z = area->GetZ( testPos );
// if area is above us, skip it
if (z > testPos.z)
continue;
// if area is too far below us, skip it
if (z < pos.z - beneathLimit)
continue;
// if area is higher than the one we have, use this instead
if (z > useZ)
{
use = area;
useZ = z;
}
}
}
return use;
}
//----------------------------------------------------------------------------
// Given a position, return the nav area that IsOverlapping and is *immediately* beneath it
//----------------------------------------------------------------------------
CNavArea *CNavMesh::GetNavArea( CBaseEntity *pEntity, int nFlags, float flBeneathLimit ) const
{
VPROF( "CNavMesh::GetNavArea [ent]" );
if ( !m_grid.Count() )
return NULL;
Vector testPos = pEntity->GetAbsOrigin();
float flStepHeight = 1e-3;
CBaseCombatCharacter *pBCC = pEntity->MyCombatCharacterPointer();
if ( pBCC )
{
// Check if we're still in the last area
CNavArea *pLastNavArea = pBCC->GetLastKnownArea();
if ( pLastNavArea && pLastNavArea->IsOverlapping( testPos ) )
{
float flZ = pLastNavArea->GetZ( testPos );
if ( ( flZ <= testPos.z + StepHeight ) && ( flZ >= testPos.z - StepHeight ) )
return pLastNavArea;
}
flStepHeight = StepHeight;
}
// get list in cell that contains position
int x = WorldToGridX( testPos.x );
int y = WorldToGridY( testPos.y );
NavAreaVector *areaVector = &m_grid[ x + y*m_gridSizeX ];
// search cell list to find correct area
CNavArea *use = NULL;
float useZ = -99999999.9f;
bool bSkipBlockedAreas = ( ( nFlags & GETNAVAREA_ALLOW_BLOCKED_AREAS ) == 0 );
FOR_EACH_VEC( (*areaVector), it )
{
CNavArea *pArea = (*areaVector)[ it ];
// check if position is within 2D boundaries of this area
if ( !pArea->IsOverlapping( testPos ) )
continue;
// don't consider blocked areas
if ( bSkipBlockedAreas && pArea->IsBlocked( TEAM_ANY ) )
continue;
// project position onto area to get Z
float z = pArea->GetZ( testPos );
// if area is above us, skip it
if ( z > testPos.z + flStepHeight )
continue;
// if area is too far below us, skip it
if ( z < testPos.z - flBeneathLimit )
continue;
// if area is lower than the one we have, skip it
if ( z <= useZ )
continue;
use = pArea;
useZ = z;
}
// Check LOS if necessary
if ( use && ( nFlags && GETNAVAREA_CHECK_LOS ) && ( useZ < testPos.z - flStepHeight ) )
{
// trace directly down to see if it's below us and unobstructed
trace_t result;
UTIL_TraceLine( testPos, Vector( testPos.x, testPos.y, useZ ), MASK_NPCSOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &result );
if ( ( result.fraction != 1.0f ) && ( fabs( result.endpos.z - useZ ) > flStepHeight ) )
return NULL;
}
return use;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Given a position in the world, return the nav area that is closest
* and at the same height, or beneath it.
* Used to find initial area if we start off of the mesh.
* @todo Make sure area is not on the other side of the wall from goal.
*/
CNavArea *CNavMesh::GetNearestNavArea( const Vector &pos, bool anyZ, float maxDist, bool checkLOS, bool checkGround ) const
{
VPROF_BUDGET( "CNavMesh::GetNearestNavArea", "NextBot" );
if ( !m_grid.Count() )
return NULL;
CNavArea *close = NULL;
float closeDistSq = maxDist * maxDist;
// quick check
if ( !checkLOS && !checkGround )
{
close = GetNavArea( pos );
if ( close )
{
return close;
}
}
// ensure source position is well behaved
Vector source;
source.x = pos.x;
source.y = pos.y;
if ( GetGroundHeight( pos, &source.z ) == false )
{
if ( !checkGround )
{
source.z = pos.z;
}
else
{
return NULL;
}
}
source.z += HalfHumanHeight;
// find closest nav area
// use a unique marker for this method, so it can be used within a SearchSurroundingArea() call
static unsigned int searchMarker = RandomInt(0, 1024*1024 );
++searchMarker;
if ( searchMarker == 0 )
{
++searchMarker;
}
// get list in cell that contains position
int originX = WorldToGridX( pos.x );
int originY = WorldToGridY( pos.y );
int shiftLimit = ceil(maxDist / m_gridCellSize);
//
// Search in increasing rings out from origin, starting with cell
// that contains the given position.
// Once we find a close area, we must check one more step out in
// case our position is just against the edge of the cell boundary
// and an area in an adjacent cell is actually closer.
//
for( int shift=0; shift <= shiftLimit; ++shift )
{
for( int x = originX - shift; x <= originX + shift; ++x )
{
if ( x < 0 || x >= m_gridSizeX )
continue;
for( int y = originY - shift; y <= originY + shift; ++y )
{
if ( y < 0 || y >= m_gridSizeY )
continue;
// only check these areas if we're on the outer edge of our spiral
if ( x > originX - shift &&
x < originX + shift &&
y > originY - shift &&
y < originY + shift )
continue;
NavAreaVector *areaVector = &m_grid[ x + y*m_gridSizeX ];
// find closest area in this cell
FOR_EACH_VEC( (*areaVector), it )
{
CNavArea *area = (*areaVector)[ it ];
// skip if we've already visited this area
if ( area->m_nearNavSearchMarker == searchMarker )
continue;
// don't consider blocked areas
if ( area->IsBlocked( TEAM_ANY ) )
continue;
// mark as visited
area->m_nearNavSearchMarker = searchMarker;
Vector areaPos;
area->GetClosestPointOnArea( source, &areaPos );
// TERROR: Using the original pos for distance calculations. Since it's a pure 3D distance,
// with no Z restrictions or LOS checks, this should work for passing in bot foot positions.
// This needs to be ported back to CS:S.
float distSq = ( areaPos - pos ).LengthSqr();
// keep the closest area
if ( distSq >= closeDistSq )
continue;
// check LOS to area
// REMOVED: If we do this for !anyZ, it's likely we wont have LOS and will enumerate every area in the mesh
// It is still good to do this in some isolated cases, however
if ( checkLOS )
{
trace_t result;
// make sure 'pos' is not embedded in the world
Vector safePos;
UTIL_TraceLine( pos, pos + Vector( 0, 0, StepHeight ), MASK_NPCSOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &result );
if ( result.startsolid )
{
// it was embedded - move it out
safePos = result.endpos + Vector( 0, 0, 1.0f );
}
else
{
safePos = pos;
}
// Don't bother tracing from the nav area up to safePos.z if it's within StepHeight of the area, since areas can be embedded in the ground a bit
float heightDelta = fabs(areaPos.z - safePos.z);
if ( heightDelta > StepHeight )
{
// trace to the height of the original point
UTIL_TraceLine( areaPos + Vector( 0, 0, StepHeight ), Vector( areaPos.x, areaPos.y, safePos.z ), MASK_NPCSOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &result );
if ( result.fraction != 1.0f )
{
continue;
}
}
// trace to the original point's height above the area
UTIL_TraceLine( safePos, Vector( areaPos.x, areaPos.y, safePos.z + StepHeight ), MASK_NPCSOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &result );
if ( result.fraction != 1.0f )
{
continue;
}
}
closeDistSq = distSq;
close = area;
// look one more step outwards
shiftLimit = shift+1;
}
}
}
}
return close;
}
//----------------------------------------------------------------------------
// Given a position in the world, return the nav area that is closest
// and at the same height, or beneath it.
// Used to find initial area if we start off of the mesh.
// @todo Make sure area is not on the other side of the wall from goal.
//----------------------------------------------------------------------------
CNavArea *CNavMesh::GetNearestNavArea( CBaseEntity *pEntity, int nFlags, float maxDist ) const
{
VPROF( "CNavMesh::GetNearestNavArea [ent]" );
if ( !m_grid.Count() )
return NULL;
// quick check
CNavArea *pClose = GetNavArea( pEntity, nFlags );
if ( pClose )
return pClose;
bool bCheckLOS = ( nFlags & GETNAVAREA_CHECK_LOS ) != 0;
bool bCheckGround = ( nFlags & GETNAVAREA_CHECK_GROUND ) != 0;
return GetNearestNavArea( pEntity->GetAbsOrigin(), false, maxDist, bCheckLOS, bCheckGround );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Given an ID, return the associated area
*/
CNavArea *CNavMesh::GetNavAreaByID( unsigned int id ) const
{
if (id == 0)
return NULL;
int key = ComputeHashKey( id );
for( CNavArea *area = m_hashTable[key]; area; area = area->m_nextHash )
{
if (area->GetID() == id)
{
return area;
}
}
return NULL;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Given an ID, return the associated ladder
*/
CNavLadder *CNavMesh::GetLadderByID( unsigned int id ) const
{
if (id == 0)
return NULL;
for ( int i=0; i<m_ladders.Count(); ++i )
{
CNavLadder *ladder = m_ladders[i];
if ( ladder->GetID() == id )
{
return ladder;
}
}
return NULL;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return radio chatter place for given coordinate
*/
unsigned int CNavMesh::GetPlace( const Vector &pos ) const
{
CNavArea *area = GetNearestNavArea( pos, true );
if (area)
{
return area->GetPlace();
}
return UNDEFINED_PLACE;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Load the place names from a file
*/
void CNavMesh::LoadPlaceDatabase( void )
{
m_placeCount = 0;
CUtlBuffer buf( 0, 0, CUtlBuffer::TEXT_BUFFER );
filesystem->ReadFile("NavPlace.db", "GAME", buf);
if (!buf.Size())
return;
const int maxNameLength = 128;
char buffer[ maxNameLength ];
CUtlVector<char*> placeNames;
// count the number of places
while( true )
{
buf.GetLine( buffer, maxNameLength );
if ( !buf.IsValid() )
break;
int len = V_strlen( buffer );
if ( len >= 2 )
{
if ( buffer[len-1] == '\n' )
buffer[len-1] = 0;
if ( buffer[len-2] == '\r' )
buffer[len-2] = 0;
char *pName = new char[ len + 1 ];
V_strncpy( pName, buffer, len+1 );
placeNames.AddToTail( pName );
}
}
// allocate place name array
m_placeCount = placeNames.Count();
m_placeName = new char * [ m_placeCount ];
for ( unsigned int i=0; i < m_placeCount; i++ )
{
m_placeName[i] = placeNames[i];
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Given a place, return its name.
* Reserve zero as invalid.
*/
const char *CNavMesh::PlaceToName( Place place ) const
{
if (place >= 1 && place <= m_placeCount)
return m_placeName[ (int)place - 1 ];
return NULL;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Given a place name, return a place ID or zero if no place is defined
* Reserve zero as invalid.
*/
Place CNavMesh::NameToPlace( const char *name ) const
{
for( unsigned int i=0; i<m_placeCount; ++i )
{
if (FStrEq( m_placeName[i], name ))
return i+1;
}
return UNDEFINED_PLACE;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Given the first part of a place name, return a place ID or zero if no place is defined, or the partial match is ambiguous
*/
Place CNavMesh::PartialNameToPlace( const char *name ) const
{
Place found = UNDEFINED_PLACE;
bool isAmbiguous = false;
for( unsigned int i=0; i<m_placeCount; ++i )
{
if (!strnicmp( m_placeName[i], name, strlen( name ) ))
{
// check for exact match in case of subsets of other strings
if (!stricmp( m_placeName[i], name ))
{
found = NameToPlace( m_placeName[i] );
isAmbiguous = false;
break;
}
if (found != UNDEFINED_PLACE)
{
isAmbiguous = true;
}
else
{
found = NameToPlace( m_placeName[i] );
}
}
}
if (isAmbiguous)
return UNDEFINED_PLACE;
return found;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Given a partial place name, fill in possible place names for ConCommand autocomplete
*/
int CNavMesh::PlaceNameAutocomplete( char const *partial, char commands[ COMMAND_COMPLETION_MAXITEMS ][ COMMAND_COMPLETION_ITEM_LENGTH ] )
{
int numMatches = 0;
partial += Q_strlen( "nav_use_place " );
int partialLength = Q_strlen( partial );
for( unsigned int i=0; i<m_placeCount; ++i )
{
if ( !Q_strnicmp( m_placeName[i], partial, partialLength ) )
{
// Add the place name to the autocomplete array
Q_snprintf( commands[ numMatches++ ], COMMAND_COMPLETION_ITEM_LENGTH, "nav_use_place %s", m_placeName[i] );
// Make sure we don't try to return too many place names
if ( numMatches == COMMAND_COMPLETION_MAXITEMS )
return numMatches;
}
}
return numMatches;
}
//--------------------------------------------------------------------------------------------------------------
typedef const char * SortStringType;
int StringSort (const SortStringType *s1, const SortStringType *s2)
{
return strcmp( *s1, *s2 );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Output a list of names to the console
*/
void CNavMesh::PrintAllPlaces( void ) const
{
if (m_placeCount == 0)
{
Msg( "There are no entries in the Place database.\n" );
return;
}
unsigned int i;
CUtlVector< SortStringType > placeNames;
for ( i=0; i<m_placeCount; ++i )
{
placeNames.AddToTail( m_placeName[i] );
}
placeNames.Sort( StringSort );
for( i=0; i<(unsigned int)placeNames.Count(); ++i )
{
if (NameToPlace( placeNames[i] ) == GetNavPlace())
Msg( "--> %-26s", placeNames[i] );
else
Msg( "%-30s", placeNames[i] );
if ((i+1) % 3 == 0)
Msg( "\n" );
}
Msg( "\n" );
}
class CTraceFilterGroundEntities : public CTraceFilterWalkableEntities
{
typedef CTraceFilterWalkableEntities BaseClass;
public:
CTraceFilterGroundEntities( const IHandleEntity *passentity, int collisionGroup, unsigned int flags )
: BaseClass( passentity, collisionGroup, flags )
{
}
virtual bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask )
{
CBaseEntity *pEntity = EntityFromEntityHandle( pServerEntity );
if ( FClassnameIs( pEntity, "prop_door" ) ||
FClassnameIs( pEntity, "prop_door_rotating" ) ||
FClassnameIs( pEntity, "func_breakable" ) )
{
return false;
}
return BaseClass::ShouldHitEntity( pServerEntity, contentsMask );
}
};
bool CNavMesh::GetGroundHeight( const Vector &pos, float *height, Vector *normal ) const
{
VPROF( "CNavMesh::GetGroundHeight" );
const float flMaxOffset = 100.0f;
CTraceFilterGroundEntities filter( NULL, COLLISION_GROUP_NONE, WALK_THRU_EVERYTHING );
trace_t result;
Vector to( pos.x, pos.y, pos.z - 10000.0f );
Vector from( pos.x, pos.y, pos.z + HalfHumanHeight + 1e-3 );
while( to.z - pos.z < flMaxOffset )
{
UTIL_TraceLine( from, to, MASK_NPCSOLID_BRUSHONLY, &filter, &result );
if ( !result.startsolid && (( result.fraction == 1.0f ) || ( ( from.z - result.endpos.z ) >= HalfHumanHeight ) ) )
{
*height = result.endpos.z;
if ( normal )
{
*normal = !result.plane.normal.IsZero() ? result.plane.normal : Vector( 0, 0, 1 );
}
return true;
}
to.z = ( result.startsolid ) ? from.z : result.endpos.z;
from.z = to.z + HalfHumanHeight + 1e-3;
}
*height = 0.0f;
if ( normal )
{
normal->Init( 0.0f, 0.0f, 1.0f );
}
return false;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return the "simple" ground height below this point in "height".
* This function is much faster, but less tolerant. Make sure the give position is "well behaved".
* Return false if position is invalid (outside of map, in a solid area, etc).
*/
bool CNavMesh::GetSimpleGroundHeight( const Vector &pos, float *height, Vector *normal ) const
{
Vector to;
to.x = pos.x;
to.y = pos.y;
to.z = pos.z - 9999.9f;
trace_t result;
UTIL_TraceLine( pos, to, MASK_NPCSOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &result );
if (result.startsolid)
return false;
*height = result.endpos.z;
if (normal)
*normal = result.plane.normal;
return true;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Show danger levels for debugging
*/
void CNavMesh::DrawDanger( void ) const
{
FOR_EACH_VEC( TheNavAreas, it )
{
CNavArea *area = TheNavAreas[ it ];
Vector center = area->GetCenter();
Vector top;
center.z = area->GetZ( center );
float danger = area->GetDanger( 0 );
if (danger > 0.1f)
{
top.x = center.x;
top.y = center.y;
top.z = center.z + 10.0f * danger;
DrawLine( center, top, 3, 255, 0, 0 );
}
danger = area->GetDanger( 1 );
if (danger > 0.1f)
{
top.x = center.x;
top.y = center.y;
top.z = center.z + 10.0f * danger;
DrawLine( center, top, 3, 0, 0, 255 );
}
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Show current player counts for debugging.
* NOTE: Assumes two teams.
*/
void CNavMesh::DrawPlayerCounts( void ) const
{
CFmtStr msg;
FOR_EACH_VEC( TheNavAreas, it )
{
CNavArea *area = TheNavAreas[ it ];
if (area->GetPlayerCount() > 0)
{
NDebugOverlay::Text( area->GetCenter(), msg.sprintf( "%d (%d/%d)", area->GetPlayerCount(), area->GetPlayerCount(1), area->GetPlayerCount(2) ), false, 0.1f );
}
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Increase the danger of nav areas containing and near the given position
*/
void CNavMesh::IncreaseDangerNearby( int teamID, float amount, CNavArea *startArea, const Vector &pos, float maxRadius, float dangerLimit )
{
if (startArea == NULL)
return;
CNavArea::MakeNewMarker();
CNavArea::ClearSearchLists();
startArea->AddToOpenList();
startArea->SetTotalCost( 0.0f );
startArea->Mark();
float finalDanger = amount;
if ( dangerLimit > 0.0f && startArea->GetDanger( teamID ) + finalDanger > dangerLimit )
{
// clamp danger to given limit
finalDanger = dangerLimit - startArea->GetDanger( teamID );
}
startArea->IncreaseDanger( teamID, finalDanger );
while( !CNavArea::IsOpenListEmpty() )
{
// get next area to check
CNavArea *area = CNavArea::PopOpenList();
// explore adjacent areas
for( int dir=0; dir<NUM_DIRECTIONS; ++dir )
{
int count = area->GetAdjacentCount( (NavDirType)dir );
for( int i=0; i<count; ++i )
{
CNavArea *adjArea = area->GetAdjacentArea( (NavDirType)dir, i );
if (!adjArea->IsMarked())
{
// compute distance from danger source
float cost = (adjArea->GetCenter() - pos).Length();
if (cost <= maxRadius)
{
adjArea->AddToOpenList();
adjArea->SetTotalCost( cost );
adjArea->Mark();
finalDanger = amount * cost/maxRadius;
if ( dangerLimit > 0.0f && adjArea->GetDanger( teamID ) + finalDanger > dangerLimit )
{
// clamp danger to given limit
finalDanger = dangerLimit - adjArea->GetDanger( teamID );
}
adjArea->IncreaseDanger( teamID, finalDanger );
}
}
}
}
}
}
//--------------------------------------------------------------------------------------------------------------
void CommandNavRemoveJumpAreas( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavRemoveJumpAreas();
}
static ConCommand nav_remove_jump_areas( "nav_remove_jump_areas", CommandNavRemoveJumpAreas, "Removes legacy jump areas, replacing them with connections.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavDelete( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() || !nav_edit.GetBool() )
return;
TheNavMesh->CommandNavDelete();
}
static ConCommand nav_delete( "nav_delete", CommandNavDelete, "Deletes the currently highlighted Area.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavDeleteMarked( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() || !nav_edit.GetBool() )
return;
TheNavMesh->CommandNavDeleteMarked();
}
static ConCommand nav_delete_marked( "nav_delete_marked", CommandNavDeleteMarked, "Deletes the currently marked Area (if any).", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
CON_COMMAND_F( nav_flood_select, "Selects the current Area and all Areas connected to it, recursively. To clear a selection, use this command again.", FCVAR_GAMEDLL | FCVAR_CHEAT )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavFloodSelect( args );
}
//--------------------------------------------------------------------------------------------------------------
void CommandNavToggleSelectedSet( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavToggleSelectedSet();
}
static ConCommand nav_toggle_selected_set( "nav_toggle_selected_set", CommandNavToggleSelectedSet, "Toggles all areas into/out of the selected set.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavStoreSelectedSet( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavStoreSelectedSet();
}
static ConCommand nav_store_selected_set( "nav_store_selected_set", CommandNavStoreSelectedSet, "Stores the current selected set for later retrieval.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavRecallSelectedSet( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavRecallSelectedSet();
}
static ConCommand nav_recall_selected_set( "nav_recall_selected_set", CommandNavRecallSelectedSet, "Re-selects the stored selected set.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavAddToSelectedSet( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavAddToSelectedSet();
}
static ConCommand nav_add_to_selected_set( "nav_add_to_selected_set", CommandNavAddToSelectedSet, "Add current area to the selected set.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
CON_COMMAND_F( nav_add_to_selected_set_by_id, "Add specified area id to the selected set.", FCVAR_GAMEDLL | FCVAR_CHEAT )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavAddToSelectedSetByID( args );
}
//--------------------------------------------------------------------------------------------------------------
void CommandNavRemoveFromSelectedSet( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavRemoveFromSelectedSet();
}
static ConCommand nav_remove_from_selected_set( "nav_remove_from_selected_set", CommandNavRemoveFromSelectedSet, "Remove current area from the selected set.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavToggleInSelectedSet( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavToggleInSelectedSet();
}
static ConCommand nav_toggle_in_selected_set( "nav_toggle_in_selected_set", CommandNavToggleInSelectedSet, "Remove current area from the selected set.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavClearSelectedSet( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavClearSelectedSet();
}
static ConCommand nav_clear_selected_set( "nav_clear_selected_set", CommandNavClearSelectedSet, "Clear the selected set.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavBeginSelecting( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavBeginSelecting();
}
static ConCommand nav_begin_selecting( "nav_begin_selecting", CommandNavBeginSelecting, "Start continuously adding to the selected set.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavEndSelecting( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavEndSelecting();
}
static ConCommand nav_end_selecting( "nav_end_selecting", CommandNavEndSelecting, "Stop continuously adding to the selected set.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavBeginDragSelecting( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavBeginDragSelecting();
}
static ConCommand nav_begin_drag_selecting( "nav_begin_drag_selecting", CommandNavBeginDragSelecting, "Start dragging a selection area.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavEndDragSelecting( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavEndDragSelecting();
}
static ConCommand nav_end_drag_selecting( "nav_end_drag_selecting", CommandNavEndDragSelecting, "Stop dragging a selection area.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavBeginDragDeselecting( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavBeginDragDeselecting();
}
static ConCommand nav_begin_drag_deselecting( "nav_begin_drag_deselecting", CommandNavBeginDragDeselecting, "Start dragging a selection area.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavEndDragDeselecting( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavEndDragDeselecting();
}
static ConCommand nav_end_drag_deselecting( "nav_end_drag_deselecting", CommandNavEndDragDeselecting, "Stop dragging a selection area.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavRaiseDragVolumeMax( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavRaiseDragVolumeMax();
}
static ConCommand nav_raise_drag_volume_max( "nav_raise_drag_volume_max", CommandNavRaiseDragVolumeMax, "Raise the top of the drag select volume.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavLowerDragVolumeMax( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavLowerDragVolumeMax();
}
static ConCommand nav_lower_drag_volume_max( "nav_lower_drag_volume_max", CommandNavLowerDragVolumeMax, "Lower the top of the drag select volume.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavRaiseDragVolumeMin( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavRaiseDragVolumeMin();
}
static ConCommand nav_raise_drag_volume_min( "nav_raise_drag_volume_min", CommandNavRaiseDragVolumeMin, "Raise the bottom of the drag select volume.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavLowerDragVolumeMin( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavLowerDragVolumeMin();
}
static ConCommand nav_lower_drag_volume_min( "nav_lower_drag_volume_min", CommandNavLowerDragVolumeMin, "Lower the bottom of the drag select volume.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavToggleSelecting( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavToggleSelecting();
}
static ConCommand nav_toggle_selecting( "nav_toggle_selecting", CommandNavToggleSelecting, "Start or stop continuously adding to the selected set.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavBeginDeselecting( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavBeginDeselecting();
}
static ConCommand nav_begin_deselecting( "nav_begin_deselecting", CommandNavBeginDeselecting, "Start continuously removing from the selected set.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavEndDeselecting( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavEndDeselecting();
}
static ConCommand nav_end_deselecting( "nav_end_deselecting", CommandNavEndDeselecting, "Stop continuously removing from the selected set.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavToggleDeselecting( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavToggleDeselecting();
}
static ConCommand nav_toggle_deselecting( "nav_toggle_deselecting", CommandNavToggleDeselecting, "Start or stop continuously removing from the selected set.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
CON_COMMAND_F( nav_select_half_space, "Selects any areas that intersect the given half-space.", FCVAR_GAMEDLL | FCVAR_CHEAT )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavSelectHalfSpace( args );
}
//--------------------------------------------------------------------------------------------------------------
void CommandNavBeginShiftXY( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavBeginShiftXY();
}
static ConCommand nav_begin_shift_xy( "nav_begin_shift_xy", CommandNavBeginShiftXY, "Begin shifting the Selected Set.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavEndShiftXY( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavEndShiftXY();
}
static ConCommand nav_end_shift_xy( "nav_end_shift_xy", CommandNavEndShiftXY, "Finish shifting the Selected Set.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavSelectInvalidAreas( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavSelectInvalidAreas();
}
static ConCommand nav_select_invalid_areas( "nav_select_invalid_areas", CommandNavSelectInvalidAreas, "Adds all invalid areas to the Selected Set.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
CON_COMMAND_F( nav_select_blocked_areas, "Adds all blocked areas to the selected set", FCVAR_CHEAT )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavSelectBlockedAreas();
}
//--------------------------------------------------------------------------------------------------------------
CON_COMMAND_F( nav_select_obstructed_areas, "Adds all obstructed areas to the selected set", FCVAR_CHEAT )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavSelectObstructedAreas();
}
//--------------------------------------------------------------------------------------------------------------
CON_COMMAND_F( nav_select_damaging_areas, "Adds all damaging areas to the selected set", FCVAR_CHEAT )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavSelectDamagingAreas();
}
//--------------------------------------------------------------------------------------------------------------
CON_COMMAND_F( nav_select_stairs, "Adds all stairway areas to the selected set", FCVAR_CHEAT )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavSelectStairs();
}
//--------------------------------------------------------------------------------------------------------------
void CommandNavSplit( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavSplit();
}
static ConCommand nav_split( "nav_split", CommandNavSplit, "To split an Area into two, align the split line using your cursor and invoke the split command.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavMakeSniperSpots( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavMakeSniperSpots();
}
static ConCommand nav_make_sniper_spots( "nav_make_sniper_spots", CommandNavMakeSniperSpots, "Chops the marked area into disconnected sub-areas suitable for sniper spots.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavMerge( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavMerge();
}
static ConCommand nav_merge( "nav_merge", CommandNavMerge, "To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge command.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavMark( const CCommand &args )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavMark( args );
}
static ConCommand nav_mark( "nav_mark", CommandNavMark, "Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavUnmark( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavUnmark();
}
static ConCommand nav_unmark( "nav_unmark", CommandNavUnmark, "Clears the marked Area or Ladder.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavBeginArea( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavBeginArea();
}
static ConCommand nav_begin_area( "nav_begin_area", CommandNavBeginArea, "Defines a corner of a new Area or Ladder. To complete the Area or Ladder, drag the opposite corner to the desired location and issue a 'nav_end_area' command.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavEndArea( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavEndArea();
}
static ConCommand nav_end_area( "nav_end_area", CommandNavEndArea, "Defines the second corner of a new Area or Ladder and creates it.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavConnect( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavConnect();
}
static ConCommand nav_connect( "nav_connect", CommandNavConnect, "To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a ONE-WAY connection from the first to the second Area. To make a two-way connection, also connect the second area to the first.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavDisconnect( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavDisconnect();
}
static ConCommand nav_disconnect( "nav_disconnect", CommandNavDisconnect, "To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connections between the two Areas.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavSplice( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavSplice();
}
static ConCommand nav_splice( "nav_splice", CommandNavSplice, "To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavCrouch( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavToggleAttribute( NAV_MESH_CROUCH );
}
static ConCommand nav_crouch( "nav_crouch", CommandNavCrouch, "Toggles the 'must crouch in this area' flag used by the AI system.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavPrecise( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavToggleAttribute( NAV_MESH_PRECISE );
}
static ConCommand nav_precise( "nav_precise", CommandNavPrecise, "Toggles the 'dont avoid obstacles' flag used by the AI system.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavJump( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavToggleAttribute( NAV_MESH_JUMP );
}
static ConCommand nav_jump( "nav_jump", CommandNavJump, "Toggles the 'traverse this area by jumping' flag used by the AI system.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavNoJump( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavToggleAttribute( NAV_MESH_NO_JUMP );
}
static ConCommand nav_no_jump( "nav_no_jump", CommandNavNoJump, "Toggles the 'dont jump in this area' flag used by the AI system.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavStop( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavToggleAttribute( NAV_MESH_STOP );
}
static ConCommand nav_stop( "nav_stop", CommandNavStop, "Toggles the 'must stop when entering this area' flag used by the AI system.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavWalk( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavToggleAttribute( NAV_MESH_WALK );
}
static ConCommand nav_walk( "nav_walk", CommandNavWalk, "Toggles the 'traverse this area by walking' flag used by the AI system.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavRun( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavToggleAttribute( NAV_MESH_RUN );
}
static ConCommand nav_run( "nav_run", CommandNavRun, "Toggles the 'traverse this area by running' flag used by the AI system.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavAvoid( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavToggleAttribute( NAV_MESH_AVOID );
}
static ConCommand nav_avoid( "nav_avoid", CommandNavAvoid, "Toggles the 'avoid this area when possible' flag used by the AI system.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavTransient( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavToggleAttribute( NAV_MESH_TRANSIENT );
}
static ConCommand nav_transient( "nav_transient", CommandNavTransient, "Toggles the 'area is transient and may become blocked' flag used by the AI system.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavDontHide( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavToggleAttribute( NAV_MESH_DONT_HIDE );
}
static ConCommand nav_dont_hide( "nav_dont_hide", CommandNavDontHide, "Toggles the 'area is not suitable for hiding spots' flag used by the AI system.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavStand( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavToggleAttribute( NAV_MESH_STAND );
}
static ConCommand nav_stand( "nav_stand", CommandNavStand, "Toggles the 'stand while hiding' flag used by the AI system.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavNoHostages( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavToggleAttribute( NAV_MESH_NO_HOSTAGES );
}
static ConCommand nav_no_hostages( "nav_no_hostages", CommandNavNoHostages, "Toggles the 'hostages cannot use this area' flag used by the AI system.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavStrip( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->StripNavigationAreas();
}
static ConCommand nav_strip( "nav_strip", CommandNavStrip, "Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavSave( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
if (TheNavMesh->Save())
{
Msg( "Navigation map '%s' saved.\n", TheNavMesh->GetFilename() );
}
else
{
const char *filename = TheNavMesh->GetFilename();
Msg( "ERROR: Cannot save navigation map '%s'.\n", (filename) ? filename : "(null)" );
}
}
static ConCommand nav_save( "nav_save", CommandNavSave, "Saves the current Navigation Mesh to disk.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavLoad( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
if (TheNavMesh->Load() != NAV_OK)
{
Msg( "ERROR: Navigation Mesh load failed.\n" );
}
}
static ConCommand nav_load( "nav_load", CommandNavLoad, "Loads the Navigation Mesh for the current map.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
static int PlaceNameAutocompleteCallback( char const *partial, char commands[ COMMAND_COMPLETION_MAXITEMS ][ COMMAND_COMPLETION_ITEM_LENGTH ] )
{
return TheNavMesh->PlaceNameAutocomplete( partial, commands );
}
//--------------------------------------------------------------------------------------------------------------
void CommandNavUsePlace( const CCommand &args )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
if (args.ArgC() == 1)
{
// no arguments = list all available places
TheNavMesh->PrintAllPlaces();
}
else
{
// single argument = set current place
Place place = TheNavMesh->PartialNameToPlace( args[ 1 ] );
if (place == UNDEFINED_PLACE)
{
Msg( "Ambiguous\n" );
}
else
{
Msg( "Current place set to '%s'\n", TheNavMesh->PlaceToName( place ) );
TheNavMesh->SetNavPlace( place );
}
}
}
static ConCommand nav_use_place( "nav_use_place", CommandNavUsePlace, "If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set.", FCVAR_GAMEDLL | FCVAR_CHEAT, PlaceNameAutocompleteCallback );
//--------------------------------------------------------------------------------------------------------------
void CommandNavPlaceReplace( const CCommand &args )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
if (args.ArgC() != 3)
{
// no arguments
Msg( "Usage: nav_place_replace <OldPlace> <NewPlace>\n" );
}
else
{
// two arguments - replace the first place with the second
Place oldPlace = TheNavMesh->PartialNameToPlace( args[ 1 ] );
Place newPlace = TheNavMesh->PartialNameToPlace( args[ 2 ] );
if ( oldPlace == UNDEFINED_PLACE || newPlace == UNDEFINED_PLACE )
{
Msg( "Ambiguous\n" );
}
else
{
FOR_EACH_VEC( TheNavAreas, it )
{
CNavArea *area = TheNavAreas[it];
if ( area->GetPlace() == oldPlace )
{
area->SetPlace( newPlace );
}
}
}
}
}
static ConCommand nav_place_replace( "nav_place_replace", CommandNavPlaceReplace, "Replaces all instances of the first place with the second place.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavPlaceList( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
CUtlVector< Place > placeDirectory;
FOR_EACH_VEC( TheNavAreas, nit )
{
CNavArea *area = TheNavAreas[ nit ];
Place place = area->GetPlace();
if ( place )
{
if ( !placeDirectory.HasElement( place ) )
{
placeDirectory.AddToTail( place );
}
}
}
Msg( "Map uses %d place names:\n", placeDirectory.Count() );
for ( int i=0; i<placeDirectory.Count(); ++i )
{
Msg( " %s\n", TheNavMesh->PlaceToName( placeDirectory[i] ) );
}
}
static ConCommand nav_place_list( "nav_place_list", CommandNavPlaceList, "Lists all place names used in the map.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavTogglePlaceMode( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavTogglePlaceMode();
}
static ConCommand nav_toggle_place_mode( "nav_toggle_place_mode", CommandNavTogglePlaceMode, "Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavSetPlaceMode( const CCommand &args )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
bool on = true;
if ( args.ArgC() == 2 )
{
on = (atoi( args[ 1 ] ) != 0);
}
if ( on != TheNavMesh->IsEditMode( CNavMesh::PLACE_PAINTING ) )
{
TheNavMesh->CommandNavTogglePlaceMode();
}
}
static ConCommand nav_set_place_mode( "nav_set_place_mode", CommandNavSetPlaceMode, "Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavPlaceFloodFill( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavPlaceFloodFill();
}
static ConCommand nav_place_floodfill( "nav_place_floodfill", CommandNavPlaceFloodFill, "Sets the Place of the Area under the cursor to the curent Place, and 'flood-fills' the Place to all adjacent Areas. Flood-filling stops when it hits an Area with the same Place, or a different Place than that of the initial Area.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavPlaceSet( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavPlaceSet();
}
static ConCommand nav_place_set( "nav_place_set", CommandNavPlaceSet, "Sets the Place of all selected areas to the current Place.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavPlacePick( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavPlacePick();
}
static ConCommand nav_place_pick( "nav_place_pick", CommandNavPlacePick, "Sets the current Place to the Place of the Area under the cursor.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavTogglePlacePainting( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavTogglePlacePainting();
}
static ConCommand nav_toggle_place_painting( "nav_toggle_place_painting", CommandNavTogglePlacePainting, "Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavMarkUnnamed( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavMarkUnnamed();
}
static ConCommand nav_mark_unnamed( "nav_mark_unnamed", CommandNavMarkUnnamed, "Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavCornerSelect( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavCornerSelect();
}
static ConCommand nav_corner_select( "nav_corner_select", CommandNavCornerSelect, "Select a corner of the currently marked Area. Use multiple times to access all four corners.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
CON_COMMAND_F( nav_corner_raise, "Raise the selected corner of the currently marked Area.", FCVAR_GAMEDLL | FCVAR_CHEAT )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavCornerRaise( args );
}
//--------------------------------------------------------------------------------------------------------------
CON_COMMAND_F( nav_corner_lower, "Lower the selected corner of the currently marked Area.", FCVAR_GAMEDLL | FCVAR_CHEAT )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavCornerLower( args );
}
//--------------------------------------------------------------------------------------------------------------
CON_COMMAND_F( nav_corner_place_on_ground, "Places the selected corner of the currently marked Area on the ground.", FCVAR_GAMEDLL | FCVAR_CHEAT )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavCornerPlaceOnGround( args );
}
//--------------------------------------------------------------------------------------------------------------
void CommandNavWarpToMark( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavWarpToMark();
}
static ConCommand nav_warp_to_mark( "nav_warp_to_mark", CommandNavWarpToMark, "Warps the player to the marked area.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavLadderFlip( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavLadderFlip();
}
static ConCommand nav_ladder_flip( "nav_ladder_flip", CommandNavLadderFlip, "Flips the selected ladder's direction.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavGenerate( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->BeginGeneration();
}
static ConCommand nav_generate( "nav_generate", CommandNavGenerate, "Generate a Navigation Mesh for the current map and save it to disk.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavGenerateIncremental( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->BeginGeneration( INCREMENTAL_GENERATION );
}
static ConCommand nav_generate_incremental( "nav_generate_incremental", CommandNavGenerateIncremental, "Generate a Navigation Mesh for the current map and save it to disk.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavAnalyze( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
if ( nav_edit.GetBool() )
{
TheNavMesh->BeginAnalysis();
}
}
static ConCommand nav_analyze( "nav_analyze", CommandNavAnalyze, "Re-analyze the current Navigation Mesh and save it to disk.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavAnalyzeScripted( const CCommand &args )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
const char *pszCmd = NULL;
int count = args.ArgC();
if ( count > 0 )
{
pszCmd = args[1];
}
bool bForceAnalyze = pszCmd && !Q_stricmp( pszCmd, "force" );
if ( TheNavMesh->IsAnalyzed() && !bForceAnalyze )
{
engine->ServerCommand( "quit\n" );
return;
}
if ( nav_edit.GetBool() )
{
TheNavMesh->BeginAnalysis( true );
}
}
static ConCommand nav_analyze_scripted( "nav_analyze_scripted", CommandNavAnalyzeScripted, "commandline hook to run a nav_analyze and then quit.", FCVAR_GAMEDLL | FCVAR_CHEAT | FCVAR_HIDDEN );
//--------------------------------------------------------------------------------------------------------------
void CommandNavMarkWalkable( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavMarkWalkable();
}
//--------------------------------------------------------------------------------------------------------
void CNavMesh::CommandNavMarkWalkable( void )
{
Vector pos;
if (nav_edit.GetBool())
{
// we are in edit mode, use the edit cursor's location
pos = GetEditCursorPosition();
}
else
{
// we are not in edit mode, use the position of the local player
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
{
Msg( "ERROR: No local player!\n" );
return;
}
pos = player->GetAbsOrigin();
}
// snap position to the sampling grid
pos.x = SnapToGrid( pos.x, true );
pos.y = SnapToGrid( pos.y, true );
Vector normal;
if ( !FindGroundForNode( &pos, &normal ) )
{
Msg( "ERROR: Invalid ground position.\n" );
return;
}
AddWalkableSeed( pos, normal );
Msg( "Walkable position marked.\n" );
}
static ConCommand nav_mark_walkable( "nav_mark_walkable", CommandNavMarkWalkable, "Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate a Navigation Mesh.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavClearWalkableMarks( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->ClearWalkableSeeds();
}
static ConCommand nav_clear_walkable_marks( "nav_clear_walkable_marks", CommandNavClearWalkableMarks, "Erase any previously placed walkable positions.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavCompressID( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
CNavArea::CompressIDs();
CNavLadder::CompressIDs();
}
static ConCommand nav_compress_id( "nav_compress_id", CommandNavCompressID, "Re-orders area and ladder ID's so they are continuous.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------------------------------
void CommandNavBuildLadder( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavBuildLadder();
}
static ConCommand nav_build_ladder( "nav_build_ladder", CommandNavBuildLadder, "Attempts to build a nav ladder on the climbable surface under the cursor.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------
void NavEditClearAllAttributes( void )
{
NavAttributeClearer clear( (NavAttributeType)0xFFFF );
TheNavMesh->ForAllSelectedAreas( clear );
TheNavMesh->ClearSelectedSet();
}
static ConCommand ClearAllNavAttributes( "wipe_nav_attributes", NavEditClearAllAttributes, "Clear all nav attributes of selected area.", FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------
bool NavAttributeToggler::operator() ( CNavArea *area )
{
// only toggle if dealing with a single selected area
if ( TheNavMesh->IsSelectedSetEmpty() && (area->GetAttributes() & m_attribute) != 0 )
{
area->SetAttributes( area->GetAttributes() & (~m_attribute) );
}
else
{
area->SetAttributes( area->GetAttributes() | m_attribute );
}
return true;
}
//--------------------------------------------------------------------------------------------------------
NavAttributeLookup TheNavAttributeTable[] =
{
{ "CROUCH", NAV_MESH_CROUCH },
{ "JUMP", NAV_MESH_JUMP },
{ "PRECISE", NAV_MESH_PRECISE },
{ "NO_JUMP", NAV_MESH_NO_JUMP },
{ "STOP", NAV_MESH_STOP },
{ "RUN", NAV_MESH_RUN },
{ "WALK", NAV_MESH_WALK },
{ "AVOID", NAV_MESH_AVOID },
{ "TRANSIENT", NAV_MESH_TRANSIENT },
{ "DONT_HIDE", NAV_MESH_DONT_HIDE },
{ "STAND", NAV_MESH_STAND },
{ "NO_HOSTAGES", NAV_MESH_NO_HOSTAGES },
{ "STAIRS", NAV_MESH_STAIRS },
{ "NO_MERGE", NAV_MESH_NO_MERGE },
{ "OBSTACLE_TOP", NAV_MESH_OBSTACLE_TOP },
{ "CLIFF", NAV_MESH_CLIFF },
{ NULL, NAV_MESH_INVALID }
};
/**
* Can be used with any command that takes an attribute as its 2nd argument
*/
static int NavAttributeAutocomplete( const char *input, char commands[ COMMAND_COMPLETION_MAXITEMS ][ COMMAND_COMPLETION_ITEM_LENGTH ] )
{
if ( Q_strlen( input ) >= COMMAND_COMPLETION_ITEM_LENGTH )
{
return 0;
}
char command[ COMMAND_COMPLETION_ITEM_LENGTH+1 ];
Q_strncpy( command, input, sizeof( command ) );
// skip to start of argument
char *partialArg = Q_strrchr( command, ' ' );
if ( partialArg == NULL )
{
return 0;
}
// chop command from partial argument
*partialArg = '\000';
++partialArg;
int partialArgLength = Q_strlen( partialArg );
int count = 0;
for( unsigned int i=0; TheNavAttributeTable[i].name && count < COMMAND_COMPLETION_MAXITEMS; ++i )
{
if ( !Q_strnicmp( TheNavAttributeTable[i].name, partialArg, partialArgLength ) )
{
// Add to the autocomplete array
Q_snprintf( commands[ count++ ], COMMAND_COMPLETION_ITEM_LENGTH, "%s %s", command, TheNavAttributeTable[i].name );
}
}
return count;
}
//--------------------------------------------------------------------------------------------------------
NavAttributeType NameToNavAttribute( const char *name )
{
for( unsigned int i=0; TheNavAttributeTable[i].name; ++i )
{
if ( !Q_stricmp( TheNavAttributeTable[i].name, name ) )
{
return TheNavAttributeTable[i].attribute;
}
}
return (NavAttributeType)0;
}
//--------------------------------------------------------------------------------------------------------
void NavEditClearAttribute( const CCommand &args )
{
if ( args.ArgC() != 2 )
{
Msg( "Usage: %s <attribute>\n", args[0] );
return;
}
NavAttributeType attribute = NameToNavAttribute( args[1] );
if ( attribute != 0 )
{
NavAttributeClearer clear( attribute );
TheNavMesh->ForAllSelectedAreas( clear );
TheNavMesh->ClearSelectedSet();
return;
}
Msg( "Unknown attribute '%s'", args[1] );
}
static ConCommand NavClearAttribute( "nav_clear_attribute", NavEditClearAttribute, "Remove given nav attribute from all areas in the selected set.", FCVAR_CHEAT, NavAttributeAutocomplete );
//--------------------------------------------------------------------------------------------------------
void NavEditMarkAttribute( const CCommand &args )
{
if ( args.ArgC() != 2 )
{
Msg( "Usage: %s <attribute>\n", args[0] );
return;
}
NavAttributeType attribute = NameToNavAttribute( args[1] );
if ( attribute != 0 )
{
NavAttributeSetter setter( attribute );
TheNavMesh->ForAllSelectedAreas( setter );
TheNavMesh->ClearSelectedSet();
return;
}
Msg( "Unknown attribute '%s'", args[1] );
}
static ConCommand NavMarkAttribute( "nav_mark_attribute", NavEditMarkAttribute, "Set nav attribute for all areas in the selected set.", FCVAR_CHEAT, NavAttributeAutocomplete );
/* IN PROGRESS:
//--------------------------------------------------------------------------------------------------------------
void CommandNavPickArea( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavPickArea();
}
static ConCommand nav_pick_area( "nav_pick_area", CommandNavPickArea, "Marks an area (and corner) based on the surface under the cursor.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavResizeHorizontal( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavResizeHorizontal();
}
static ConCommand nav_resize_horizontal( "nav_resize_horizontal", CommandNavResizeHorizontal, "TODO", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavResizeVertical( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavResizeVertical();
}
static ConCommand nav_resize_vertical( "nav_resize_vertical", CommandNavResizeVertical, "TODO", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
void CommandNavResizeEnd( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
TheNavMesh->CommandNavResizeEnd();
}
static ConCommand nav_resize_end( "nav_resize_end", CommandNavResizeEnd, "TODO", FCVAR_GAMEDLL | FCVAR_CHEAT );
*/
//--------------------------------------------------------------------------------------------------------------
/**
* Destroy ladder representations
*/
void CNavMesh::DestroyLadders( void )
{
for ( int i=0; i<m_ladders.Count(); ++i )
{
OnEditDestroyNotify( m_ladders[i] );
delete m_ladders[i];
}
m_ladders.RemoveAll();
m_markedLadder = NULL;
m_selectedLadder = NULL;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Strip the "analyzed" data out of all navigation areas
*/
void CNavMesh::StripNavigationAreas( void )
{
FOR_EACH_VEC( TheNavAreas, it )
{
CNavArea *area = TheNavAreas[ it ];
area->Strip();
}
m_isAnalyzed = false;
}
//--------------------------------------------------------------------------------------------------------------
HidingSpotVector TheHidingSpots;
unsigned int HidingSpot::m_nextID = 1;
unsigned int HidingSpot::m_masterMarker = 0;
//--------------------------------------------------------------------------------------------------------------
/**
* Hiding Spot factory
*/
HidingSpot *CNavMesh::CreateHidingSpot( void ) const
{
return new HidingSpot;
}
//--------------------------------------------------------------------------------------------------------------
void CNavMesh::DestroyHidingSpots( void )
{
// remove all hiding spot references from the nav areas
FOR_EACH_VEC( TheNavAreas, it )
{
CNavArea *area = TheNavAreas[ it ];
area->m_hidingSpots.RemoveAll();
}
HidingSpot::m_nextID = 0;
// free all the HidingSpots
FOR_EACH_VEC( TheHidingSpots, hit )
{
delete TheHidingSpots[ hit ];
}
TheHidingSpots.RemoveAll();
}
//--------------------------------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------------------------------
/**
* Construct a Hiding Spot. Assign a unique ID which may be overwritten if loaded.
*/
HidingSpot::HidingSpot( void )
{
m_pos = Vector( 0, 0, 0 );
m_id = m_nextID++;
m_flags = 0;
m_area = NULL;
TheHidingSpots.AddToTail( this );
}
//--------------------------------------------------------------------------------------------------------------
void HidingSpot::Save( CUtlBuffer &fileBuffer, unsigned int version ) const
{
fileBuffer.PutUnsignedInt( m_id );
fileBuffer.PutFloat( m_pos.x );
fileBuffer.PutFloat( m_pos.y );
fileBuffer.PutFloat( m_pos.z );
fileBuffer.PutUnsignedChar( m_flags );
}
//--------------------------------------------------------------------------------------------------------------
void HidingSpot::Load( CUtlBuffer &fileBuffer, unsigned int version )
{
m_id = fileBuffer.GetUnsignedInt();
m_pos.x = fileBuffer.GetFloat();
m_pos.y = fileBuffer.GetFloat();
m_pos.z = fileBuffer.GetFloat();
m_flags = fileBuffer.GetUnsignedChar();
// update next ID to avoid ID collisions by later spots
if (m_id >= m_nextID)
m_nextID = m_id+1;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Hiding Spot post-load processing
*/
NavErrorType HidingSpot::PostLoad( void )
{
// set our area
m_area = TheNavMesh->GetNavArea( m_pos + Vector( 0, 0, HalfHumanHeight ) );
if ( !m_area )
{
DevWarning( "A Hiding Spot is off of the Nav Mesh at setpos %.0f %.0f %.0f\n", m_pos.x, m_pos.y, m_pos.z );
}
return NAV_OK;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Given a HidingSpot ID, return the associated HidingSpot
*/
HidingSpot *GetHidingSpotByID( unsigned int id )
{
FOR_EACH_VEC( TheHidingSpots, it )
{
HidingSpot *spot = TheHidingSpots[ it ];
if (spot->GetID() == id)
return spot;
}
return NULL;
}
//--------------------------------------------------------------------------------------------------------
// invoked when the area becomes blocked
void CNavMesh::OnAreaBlocked( CNavArea *area )
{
if ( !m_blockedAreas.HasElement( area ) )
{
m_blockedAreas.AddToTail( area );
}
}
//--------------------------------------------------------------------------------------------------------
// invoked when the area becomes un-blocked
void CNavMesh::OnAreaUnblocked( CNavArea *area )
{
m_blockedAreas.FindAndRemove( area );
}
//--------------------------------------------------------------------------------------------------------
void CNavMesh::UpdateBlockedAreas( void )
{
VPROF( "CNavMesh::UpdateBlockedAreas" );
for ( int i=0; i<m_blockedAreas.Count(); ++i )
{
CNavArea *area = m_blockedAreas[i];
area->UpdateBlocked();
}
}
//--------------------------------------------------------------------------------------------------------
void CNavMesh::RegisterAvoidanceObstacle( INavAvoidanceObstacle *obstruction )
{
m_avoidanceObstacles.FindAndFastRemove( obstruction );
m_avoidanceObstacles.AddToTail( obstruction );
}
//--------------------------------------------------------------------------------------------------------
void CNavMesh::UnregisterAvoidanceObstacle( INavAvoidanceObstacle *obstruction )
{
m_avoidanceObstacles.FindAndFastRemove( obstruction );
}
//--------------------------------------------------------------------------------------------------------
// invoked when the area becomes blocked
void CNavMesh::OnAvoidanceObstacleEnteredArea( CNavArea *area )
{
if ( !m_avoidanceObstacleAreas.HasElement( area ) )
{
m_avoidanceObstacleAreas.AddToTail( area );
}
}
//--------------------------------------------------------------------------------------------------------
// invoked when the area becomes un-blocked
void CNavMesh::OnAvoidanceObstacleLeftArea( CNavArea *area )
{
m_avoidanceObstacleAreas.FindAndRemove( area );
}
//--------------------------------------------------------------------------------------------------------
void CNavMesh::UpdateAvoidanceObstacleAreas( void )
{
VPROF( "CNavMesh::UpdateAvoidanceObstacleAreas" );
for ( int i=0; i<m_avoidanceObstacleAreas.Count(); ++i )
{
CNavArea *area = m_avoidanceObstacleAreas[i];
area->UpdateAvoidanceObstacles();
}
}
extern CUtlHash< NavVisPair_t, CVisPairHashFuncs, CVisPairHashFuncs > *g_pNavVisPairHash;
//--------------------------------------------------------------------------------------------------------
void CNavMesh::BeginVisibilityComputations( void )
{
if ( !g_pNavVisPairHash )
{
g_pNavVisPairHash = new CUtlHash< NavVisPair_t, CVisPairHashFuncs, CVisPairHashFuncs >( 16*1024 );
}
else
{
g_pNavVisPairHash->RemoveAll();
}
FOR_EACH_VEC( TheNavAreas, it )
{
CNavArea *area = TheNavAreas[ it ];
area->ResetPotentiallyVisibleAreas();
}
}
//--------------------------------------------------------------------------------------------------------
/**
* Invoked when custom analysis step is complete
*/
void CNavMesh::EndVisibilityComputations( void )
{
g_pNavVisPairHash->RemoveAll();
int avgVisLength = 0;
int maxVisLength = 0;
int minVisLength = 999999999;
// Optimize visibility storage of nav mesh by doing a kind of run-length encoding.
// Pick an "anchor" area and compare adjacent areas visibility lists to it. If the delta is
// small, point back to the anchor and just store the delta.
FOR_EACH_VEC( TheNavAreas, it )
{
CNavArea *area = (CNavArea *)TheNavAreas[ it ];
int visLength = area->m_potentiallyVisibleAreas.Count();
avgVisLength += visLength;
if ( visLength < minVisLength )
{
minVisLength = visLength;
}
if ( visLength > maxVisLength )
{
maxVisLength = visLength;
}
if ( area->m_isInheritedFrom )
{
// another area is inheriting from our vis data, we can't inherit
continue;
}
// find adjacent area with the smallest change from our visibility list
CNavArea::CAreaBindInfoArray bestDelta;
CNavArea *anchor = NULL;
for( int dir = NORTH; dir < NUM_DIRECTIONS; ++dir )
{
int count = area->GetAdjacentCount( (NavDirType)dir );
for( int i=0; i<count; ++i )
{
CNavArea *adjArea = (CNavArea *)area->GetAdjacentArea( (NavDirType)dir, i );
// do not inherit from an area that is inheriting - use its ultimate source
if ( adjArea->m_inheritVisibilityFrom.area != NULL )
{
adjArea = adjArea->m_inheritVisibilityFrom.area;
if ( adjArea == area )
continue; // don't try to inherit visibility from ourselves
}
const CNavArea::CAreaBindInfoArray &delta = area->ComputeVisibilityDelta( adjArea );
// keep the smallest delta
if ( !anchor || ( anchor && delta.Count() < bestDelta.Count() ) )
{
bestDelta = delta;
anchor = adjArea;
Assert( anchor != area );
}
}
}
// if best delta is small enough, inherit our data from this anchor
if ( anchor && bestDelta.Count() <= nav_max_vis_delta_list_length.GetInt() && anchor != area )
{
// inherit from anchor area's visibility list
area->m_inheritVisibilityFrom.area = anchor;
area->m_potentiallyVisibleAreas = bestDelta;
// mark inherited-from area so it doesn't later try to inherit
anchor->m_isInheritedFrom = true;
}
else
{
// retain full list of visible areas
area->m_inheritVisibilityFrom.area = NULL;
}
}
if ( TheNavAreas.Count() )
{
avgVisLength /= TheNavAreas.Count();
}
Msg( "NavMesh Visibility List Lengths: min = %d, avg = %d, max = %d\n", minVisLength, avgVisLength, maxVisLength );
}