//========= Copyright � 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" #ifdef TERROR #include "func_simpleladder.h" #endif #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." ); #ifdef CSTRIKE_DLL #define NAV_QUICKSAVE_DEFAULT "0" // the CSBots need this data #else #define NAV_QUICKSAVE_DEFAULT "1" #endif ConVar nav_quicksave( "nav_quicksave", NAV_QUICKSAVE_DEFAULT, FCVAR_GAMEDLL | FCVAR_CHEAT, "Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing." ); 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; iResetNodes(); } } // 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; iGetLastKnownArea() ) { 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( 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(); } } //-------------------------------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------------------------------- /** * Test all areas for blocked status */ void CNavMesh::TestAllAreasForBlockedStatus( void ) { FOR_EACH_VEC( TheNavAreas, pit ) { CNavArea *area = TheNavAreas[ pit ]; area->UpdateBlocked( true ); } } //-------------------------------------------------------------------------------------------------------------- /** * Invoked when a game round restarts */ void CNavMesh::OnRoundRestart( void ) { m_updateBlockedAreasTimer.Start( 0.1 ); 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, bool checkLOS ) 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) { bool isUsable = true; if ( checkLOS ) { trace_t result; Vector groundPos( pos.x, pos.y, z + 0.1f ); UTIL_TraceLine( pos, groundPos, MASK_NPCSOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &result ); if ( result.DidHit() && fabs( result.endpos.z - groundPos.z ) > StepHeight ) { isUsable = false; } } if ( isUsable ) { 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 { SNPROF("GetNearestNavArea"); 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]" ); SNPROF("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; iGetID() == 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; #ifdef TERROR // TODO: LoadPlaceDatabase happens during the constructor, so we can't override it! // Population.txt holds all the info we need for place names in Left4Dead, so let's not // make Phil edit yet another text file. KeyValues *populationData = new KeyValues( "population" ); if ( populationData->LoadFromFile( filesystem, "scripts/population.txt" ) ) { CUtlVector< char * > placeNames; for ( KeyValues *key = populationData->GetFirstTrueSubKey(); key != NULL; key = key->GetNextTrueSubKey() ) { if ( FStrEq( key->GetName(), "default" ) ) // default population is the undefined place continue; placeNames.AddToTail( CloneString( key->GetName() ) ); } m_placeCount = placeNames.Count(); // allocate place name array m_placeName = new char * [ m_placeCount ]; for ( unsigned int i=0; ideleteThis(); return; } populationData->deleteThis(); #endif 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 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] == '\r' ) 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 placeNames; for ( i=0; i %-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 { Vector from( pos.x, pos.y, pos.z + HalfHumanHeight + 1e-3 ); return GetSimpleGroundHeight( from, height, normal ); } //-------------------------------------------------------------------------------------------------------------- /** * 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; dirGetAdjacentCount( (NavDirType)dir ); for( int i=0; iGetAdjacentArea( (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 \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; iPlaceToName( 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 ); //-------------------------------------------------------------------------------------------------------------- #ifdef TERROR void CommandNavShowLadderBounds( void ) { if ( !UTIL_IsCommandIssuedByServerAdmin() ) return; CFuncSimpleLadder *ladder = NULL; while( (ladder = dynamic_cast< CFuncSimpleLadder * >(gEntList.FindEntityByClassname( ladder, "func_simpleladder" ))) != NULL ) { Vector mins, maxs; ladder->CollisionProp()->WorldSpaceSurroundingBounds( &mins, &maxs ); ladder->m_debugOverlays |= OVERLAY_TEXT_BIT | OVERLAY_ABSBOX_BIT; NDebugOverlay::Box( vec3_origin, mins, maxs, 0, 255, 0, 0, 600 ); } } static ConCommand nav_show_ladder_bounds( "nav_show_ladder_bounds", CommandNavShowLadderBounds, "Draws the bounding boxes of all func_ladders in the map.", FCVAR_GAMEDLL | FCVAR_CHEAT ); #endif //-------------------------------------------------------------------------------------------------------------- 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 }, #ifdef TERROR { "PLAYERCLIP", (NavAttributeType)CNavArea::NAV_PLAYERCLIP }, { "BREAKABLEWALL", (NavAttributeType)CNavArea::NAV_BREAKABLEWALL }, #endif { 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 \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 \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; iStrip(); } 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; m_bIsSaved = true; TheHidingSpots.AddToTail( this ); } //-------------------------------------------------------------------------------------------------------------- void HidingSpot::Save( CUtlBuffer &fileBuffer, unsigned int version ) const { if ( !m_bIsSaved ) return; 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 ); AssertMsg(false, "This will cause crashes in the Bot Navigation code!"); } 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; iUpdateBlocked(); } } //-------------------------------------------------------------------------------------------------------- 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; iUpdateAvoidanceObstacles(); } } 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; iGetAdjacentArea( (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 ); }