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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Base combat character with no AI
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "ai_hull.h"
#include "ai_node.h"
#include "ai_link.h"
#include "ai_network.h"
#include "ai_initutils.h"
#include "bitstring.h"
#include "ai_basenpc.h"
#include "ai_navigator.h"
#include "ai_moveprobe.h"
#include "fmtstr.h"
#include "game.h"
#include "ai_networkmanager.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
CAI_Link *CAI_Node::GetLink( int destNodeId ) { // Now make sure this node still has a link to the destID
for ( int link = 0; link < NumLinks(); link++ ) { // If we find the link the dynamic link is valid
if ( m_Links[link]->DestNodeID(m_iID) == destNodeId ) { return m_Links[link]; } }
return NULL; }
//-----------------------------------------------------------------------------
// Purpose: Add a link to this node
// Input :
// Output :
//-----------------------------------------------------------------------------
void CAI_Node::AddLink(CAI_Link *newLink) { if ( NumLinks() == AI_MAX_NODE_LINKS ) { DevMsg( "Node %d has too many links\n", m_iID ); return; }
#ifdef _DEBUG
for (int link=0;link<NumLinks();link++) { if (m_Links[link] == newLink) { AssertMsgOnce( 0, "Link added to node multiple times!" ); return; } }
AssertMsg( newLink->m_iDestID == m_iID || newLink->m_iSrcID == m_iID, "Added link to node that doesn't reference the node" ); #endif
m_Links.AddToTail( newLink ); }
//-----------------------------------------------------------------------------
// Purpose: Returns link if node has a link to node of the given nNodeID.
// Otherwise returns NULL
// Input :
// Output :
//-----------------------------------------------------------------------------
CAI_Link* CAI_Node::HasLink(int nNodeID) { for (int link=0;link<NumLinks();link++) { // If node has link to myself, than add link to my list of links
if (m_Links[link]->DestNodeID(m_iID) == nNodeID) { return m_Links[link]; } } return NULL; }
//------------------------------------------------------------------------------
// Purpose : Called before GetShuffeledLinks to change the order in which
// links are returned
// Input :
// Output :
//------------------------------------------------------------------------------
void CAI_Node::ShuffleLinks(void) { m_iFirstShuffledLink++; if (m_iFirstShuffledLink >= NumLinks()) { m_iFirstShuffledLink = 0; } }
//------------------------------------------------------------------------------
// Purpose : Used to get links in different order each time.
// Call ShuffleLinks() first
// Input :
// Output :
//------------------------------------------------------------------------------
CAI_Link* CAI_Node::GetShuffeledLink(int nNum) { int nLinkID = m_iFirstShuffledLink + nNum; if (nLinkID >= NumLinks()) { nLinkID -= NumLinks(); } return m_Links[nLinkID]; }
//----------------------------------------------------------------------------------
// Purpose: Returns z value of floor below given point (up to fMaxDrop inches below)
// Input :
// Output :
//----------------------------------------------------------------------------------
float GetFloorZ(const Vector &origin, float fMaxDrop) { // trace to the ground, then pop up 8 units and place node there to make it
// easier for them to connect (think stairs, chairs, and bumps in the floor).
// After the routing is done, push them back down.
//
trace_t tr; AI_TraceLine ( origin, origin - Vector ( 0, 0, fMaxDrop ), MASK_NPCSOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &tr );
// This trace is ONLY used if we hit an entity flagged with FL_WORLDBRUSH
trace_t trEnt; AI_TraceLine ( origin, origin - Vector ( 0, 0, fMaxDrop ), MASK_NPCSOLID, NULL, COLLISION_GROUP_NONE, &trEnt );
// Did we hit something closer than the floor?
if ( trEnt.fraction < tr.fraction ) { // If it was a world brush entity, copy the node location
if ( trEnt.m_pEnt ) { CBaseEntity *e = trEnt.m_pEnt; if ( e && ( e->GetFlags() & FL_WORLDBRUSH ) ) { tr.endpos = trEnt.endpos; } } }
return tr.endpos.z; }
//-----------------------------------------------------------------------------
// Purpose: Returns z value of floor below given point (up to 384 inches below)
// Input :
// Output :
//-----------------------------------------------------------------------------
float GetFloorZ(const Vector &origin) { return GetFloorZ(origin, 384); }
//-----------------------------------------------------------------------------
// Purpose: Returns distance of floor from the origin (up to 384 inches)
// Input :
// Output :
//-----------------------------------------------------------------------------
float GetFloorDistance(const Vector &origin) { return (origin.z - GetFloorZ(origin)); }
//-----------------------------------------------------------------------------
// Purpose: Climb nodes are centered over the climb surface, the must be
// shifted away from the climb surface according to the hull size
// of the NPC using the climb
// Input :
// Output :
//-----------------------------------------------------------------------------
Vector CAI_Node::GetPosition(int hull) const { if (m_eNodeType == NODE_CLIMB) { // Shift by the length of the hull and some small fudge
float shift = (0.5*NAI_Hull::Length(hull)) + (NODE_CLIMB_OFFSET);
Vector offsetDir = Vector(cos(DEG2RAD(m_flYaw)),sin(DEG2RAD(m_flYaw)),0);
Vector origin; if (m_eNodeInfo & bits_NODE_CLIMB_OFF_FORWARD) { origin = m_vOrigin + (shift * offsetDir); } else if (m_eNodeInfo & bits_NODE_CLIMB_OFF_LEFT) { Vector upDir(0,0,1); Vector leftDir; CrossProduct( offsetDir, upDir, leftDir); origin = m_vOrigin - (2 * shift * leftDir) - (shift * offsetDir); } else if (m_eNodeInfo & bits_NODE_CLIMB_OFF_RIGHT) { Vector upDir(0,0,1); Vector leftDir; CrossProduct( offsetDir, upDir, leftDir); origin = m_vOrigin + (2 * shift * leftDir) - (shift * offsetDir); } else { origin = m_vOrigin - (shift * offsetDir); }
return Vector( origin.x, origin.y, origin.z + m_flVOffset[hull] ); } else if (m_eNodeType == NODE_GROUND) { // this is the floor resting position of this hull, adjusted to account for mins.z
return Vector( m_vOrigin.x, m_vOrigin.y, m_vOrigin.z + m_flVOffset[hull] ); } else { return m_vOrigin; } }
//-----------------------------------------------------------------------------
// Purpose: Constructor
// Input :
// Output :
//-----------------------------------------------------------------------------
CAI_Node::CAI_Node( int id, const Vector &origin, float yaw ) : m_Links( 0, 4 ) { m_vOrigin = origin; m_iID = id;
for (int i = 0; i < NUM_HULLS; i++) { m_flVOffset[i] = 0.0; }
m_eNodeType = NODE_GROUND; m_eNodeInfo = 0;
m_iFirstShuffledLink = 0;
m_pHint = NULL; m_flYaw = yaw;
m_flNextUseTime = 0;
m_zone = AI_NODE_ZONE_UNKNOWN; };
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