207 lines
8.5 KiB
C++
207 lines
8.5 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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//=============================================================================//
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#include "cbase.h"
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#include "ai_hull.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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struct ai_hull_t
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{
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ai_hull_t( int bit, const char *pName, const Vector &_mins, const Vector &_maxs, const Vector &_smallMins, const Vector &_smallMaxs, const unsigned int _nAITraceMask = MASK_NPCWORLDSTATIC )
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: hullBit( bit ), mins( _mins ), maxs( _maxs ), smallMins( _smallMins ), smallMaxs( _smallMaxs ), name( pName ), nAITraceMask( _nAITraceMask ) {}
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int hullBit;
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const char* name;
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Vector mins;
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Vector maxs;
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Vector smallMins;
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Vector smallMaxs;
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unsigned int nAITraceMask;
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};
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//=================================================================================
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// Create the hull types here.
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//=================================================================================
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#ifdef INFESTED_DLL
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ai_hull_t Human_Hull (bits_HUMAN_HULL, "HUMAN_HULL", Vector(-13,-13, 0), Vector(13, 13, 72), Vector(-8,-8, 0), Vector( 8, 8, 72) ); // Colonists
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ai_hull_t Small_Centered_Hull (bits_SMALL_CENTERED_HULL, "SMALL_CENTERED_HULL", Vector(-20,-20, -20), Vector(20, 20, 20), Vector(-12,-12,-12), Vector(12, 12, 12) ); // -
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ai_hull_t Wide_Human_Hull (bits_WIDE_HUMAN_HULL, "WIDE_HUMAN_HULL", Vector(-20,-20, 0), Vector(20, 20, 72), Vector(-20,-20, 0), Vector(20, 20, 72) ); // Marines
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ai_hull_t Tiny_Hull (bits_TINY_HULL, "TINY_HULL", Vector(-12,-12, 0), Vector(12, 12, 12), Vector(-12,-12, 0), Vector(12, 12, 12) ); // Parasites/grubs
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ai_hull_t Wide_Short_Hull (bits_WIDE_SHORT_HULL, "WIDE_SHORT_HULL", Vector(-40,-40, 0), Vector(40, 40, 72), Vector(-24,-24, 0), Vector(24, 24, 32) ); // Harvester/Mortarbug/Shieldbug
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ai_hull_t Medium_Hull (bits_MEDIUM_HULL, "MEDIUM_HULL", Vector(-16,-16, 0), Vector(16, 16, 64), Vector(-8,-8, 0), Vector(8, 8, 64) ); // -
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ai_hull_t Tiny_Centered_Hull (bits_TINY_CENTERED_HULL, "TINY_CENTERED_HULL", Vector(-10, -10, -10), Vector(10, 10, 10), Vector(-10, -10, -10), Vector(10, 10, 10) ); // Buzzer
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ai_hull_t Large_Hull (bits_LARGE_HULL, "LARGE_HULL", Vector(-30,-30, 0), Vector(30, 30, 110), Vector(-30,-30, 0), Vector(30, 30, 110) ); // Boomer
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ai_hull_t Large_Centered_Hull (bits_LARGE_CENTERED_HULL, "LARGE_CENTERED_HULL", Vector(-80,-80, 0), Vector(80, 80, 200), Vector(-80,-80,0), Vector(80, 80, 200) ); // Queen
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ai_hull_t Medium_Tall_Hull (bits_MEDIUM_TALL_HULL, "MEDIUM_TALL_HULL", Vector(-22,-22, 0), Vector(22, 22, 100), Vector(-22,-22, 0), Vector(22, 22, 100) ); // Hunter/Meatbug
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ai_hull_t Tiny_Fluid_Hull (bits_TINY_FLUID_HULL, "TINY_FLUID_HULL", Vector(-8,-8, 0), Vector(8, 8, 16), Vector(-8,-8, 0), Vector(8, 8, 16), MASK_NPCWORLDSTATIC_FLUID ); // Blob?
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ai_hull_t MediumBig_Hull (bits_MEDIUMBIG_HULL, "MEDIUMBIG_HULL", Vector(-20,-20, 0), Vector(20, 20, 69), Vector(-20,-20, 0), Vector(20, 20, 69) ); // Drones
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#else
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ai_hull_t Human_Hull (bits_HUMAN_HULL, "HUMAN_HULL", Vector(-13,-13, 0), Vector(13, 13, 72), Vector(-8,-8, 0), Vector( 8, 8, 72) );
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ai_hull_t Small_Centered_Hull (bits_SMALL_CENTERED_HULL, "SMALL_CENTERED_HULL", Vector(-20,-20, -20), Vector(20, 20, 20), Vector(-12,-12,-12), Vector(12, 12, 12) );
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ai_hull_t Wide_Human_Hull (bits_WIDE_HUMAN_HULL, "WIDE_HUMAN_HULL", Vector(-15,-15, 0), Vector(15, 15, 72), Vector(-10,-10, 0), Vector(10, 10, 72) );
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ai_hull_t Tiny_Hull (bits_TINY_HULL, "TINY_HULL", Vector(-12,-12, 0), Vector(12, 12, 24), Vector(-12,-12, 0), Vector(12, 12, 24) );
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ai_hull_t Wide_Short_Hull (bits_WIDE_SHORT_HULL, "WIDE_SHORT_HULL", Vector(-35,-35, 0), Vector(35, 35, 32), Vector(-20,-20, 0), Vector(20, 20, 32) );
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ai_hull_t Medium_Hull (bits_MEDIUM_HULL, "MEDIUM_HULL", Vector(-16,-16, 0), Vector(16, 16, 64), Vector(-8,-8, 0), Vector(8, 8, 64) );
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ai_hull_t Tiny_Centered_Hull (bits_TINY_CENTERED_HULL, "TINY_CENTERED_HULL", Vector(-8, -8, -4), Vector(8, 8, 4), Vector(-8,-8, -4), Vector( 8, 8, 4) );
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ai_hull_t Large_Hull (bits_LARGE_HULL, "LARGE_HULL", Vector(-40,-40, 0), Vector(40, 40, 100), Vector(-40,-40, 0), Vector(40, 40, 100) );
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ai_hull_t Large_Centered_Hull (bits_LARGE_CENTERED_HULL, "LARGE_CENTERED_HULL", Vector(-38,-38, -38), Vector(38, 38, 38), Vector(-30,-30,-30), Vector(30, 30, 30) );
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ai_hull_t Medium_Tall_Hull (bits_MEDIUM_TALL_HULL, "MEDIUM_TALL_HULL", Vector(-18,-18, 0), Vector(18, 18, 100), Vector(-12,-12, 0), Vector(12, 12, 100) );
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ai_hull_t Tiny_Fluid_Hull (bits_TINY_FLUID_HULL, "TINY_FLUID_HULL", Vector(-6.5,-6.5, 0), Vector(6.5, 6.5, 13), Vector(-6.5,-6.5, 0), Vector(6.5, 6.5, 13), MASK_NPCWORLDSTATIC_FLUID );
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ai_hull_t MediumBig_Hull (bits_MEDIUMBIG_HULL, "MEDIUMBIG_HULL", Vector(-17,-17, 0), Vector(17, 17, 69), Vector(-15,-15, 0), Vector(15, 15, 69) ); // asw
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#endif
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//
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// Array of hulls. These hulls must correspond with the enumerations in AI_Hull.h!
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//
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ai_hull_t* hull[NUM_HULLS] =
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{
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&Human_Hull,
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&Small_Centered_Hull,
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&Wide_Human_Hull,
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&Tiny_Hull,
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&Wide_Short_Hull,
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&Medium_Hull,
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&Tiny_Centered_Hull,
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&Large_Hull,
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&Large_Centered_Hull,
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&Medium_Tall_Hull,
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&Tiny_Fluid_Hull,
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&MediumBig_Hull,
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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const Vector &NAI_Hull::Mins(int id)
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{
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return hull[id]->mins;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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const Vector &NAI_Hull::Maxs(int id)
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{
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return hull[id]->maxs;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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const Vector &NAI_Hull::SmallMins(int id)
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{
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return hull[id]->smallMins;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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const Vector &NAI_Hull::SmallMaxs(int id)
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{
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return hull[id]->smallMaxs;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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float NAI_Hull::Length(int id)
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{
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return (hull[id]->maxs.x - hull[id]->mins.x);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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float NAI_Hull::Width(int id)
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{
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return (hull[id]->maxs.y - hull[id]->mins.y);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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float NAI_Hull::Height(int id)
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{
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return (hull[id]->maxs.z - hull[id]->mins.z);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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int NAI_Hull::Bits(int id)
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{
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return hull[id]->hullBit;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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const char *NAI_Hull::Name(int id)
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{
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return hull[id]->name;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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unsigned int NAI_Hull::TraceMask(int id)
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{
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return hull[id]->nAITraceMask;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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Hull_t NAI_Hull::LookupId(const char *szName)
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{
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int i;
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if (!szName)
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{
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return HULL_HUMAN;
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}
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for (i = 0; i < NUM_HULLS; i++)
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{
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if (stricmp( szName, NAI_Hull::Name( i )) == 0)
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{
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return (Hull_t)i;
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}
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}
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return HULL_HUMAN;
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}
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