Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// nav_entities.cpp
// AI Navigation entities
// Author: Michael S. Booth ([email protected]), January 2003
#include "cbase.h"
#include "nav_mesh.h"
#include "nav_node.h"
#include "nav_pathfind.h"
#include "nav_colors.h"
#include "fmtstr.h"
#include "props_shared.h"
#include "func_breakablesurf.h"
#ifdef TERROR
#include "func_elevator.h"
#include "AmbientLight.h"
#endif
#include "color.h"
#include "collisionutils.h"
#include "functorutils.h"
#include "team.h"
#include "nav_entities.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//--------------------------------------------------------------------------------------------------------
BEGIN_DATADESC( CFuncNavBlocker )
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "BlockNav", InputBlockNav ),
DEFINE_INPUTFUNC( FIELD_VOID, "UnblockNav", InputUnblockNav ),
DEFINE_KEYFIELD( m_blockedTeamNumber, FIELD_INTEGER, "teamToBlock" ),
DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( func_nav_blocker, CFuncNavBlocker );
CUtlLinkedList<CFuncNavBlocker *> CFuncNavBlocker::gm_NavBlockers;
//-----------------------------------------------------------------------------------------------------
int CFuncNavBlocker::DrawDebugTextOverlays( void )
{
int offset = BaseClass::DrawDebugTextOverlays();
if (m_debugOverlays & OVERLAY_TEXT_BIT)
{
CFmtStr str;
// FIRST_GAME_TEAM skips TEAM_SPECTATOR and TEAM_UNASSIGNED, so we can print
// useful team names in a non-game-specific fashion.
for ( int i=FIRST_GAME_TEAM; i<FIRST_GAME_TEAM + MAX_NAV_TEAMS; ++i )
{
if ( IsBlockingNav( i ) )
{
CTeam *team = GetGlobalTeam( i );
if ( team )
{
EntityText( offset++, str.sprintf( "blocking team %s", team->GetName() ), 0 );
}
else
{
EntityText( offset++, str.sprintf( "blocking team %d", i ), 0 );
}
}
}
NavAreaCollector collector( true );
Extent extent;
extent.Init( this );
TheNavMesh->ForAllAreasOverlappingExtent( collector, extent );
for ( int i=0; i<collector.m_area.Count(); ++i )
{
CNavArea *area = collector.m_area[i];
Extent areaExtent;
area->GetExtent( &areaExtent );
debugoverlay->AddBoxOverlay( vec3_origin, areaExtent.lo, areaExtent.hi, vec3_angle, 0, 255, 0, 10, NDEBUG_PERSIST_TILL_NEXT_SERVER );
}
}
return offset;
}
//--------------------------------------------------------------------------------------------------------
void CFuncNavBlocker::UpdateBlocked()
{
NavAreaCollector collector( true );
Extent extent;
extent.Init( this );
TheNavMesh->ForAllAreasOverlappingExtent( collector, extent );
for ( int i=0; i<collector.m_area.Count(); ++i )
{
CNavArea *area = collector.m_area[i];
area->UpdateBlocked( true );
}
}
//--------------------------------------------------------------------------------------------------------
// Forces nav areas to unblock when the nav blocker is deleted (round restart) so flow can compute properly
void CFuncNavBlocker::UpdateOnRemove( void )
{
UnblockNav();
gm_NavBlockers.FindAndRemove( this );
BaseClass::UpdateOnRemove();
}
//--------------------------------------------------------------------------------------------------------
void CFuncNavBlocker::Spawn( void )
{
gm_NavBlockers.AddToTail( this );
if ( !m_blockedTeamNumber )
m_blockedTeamNumber = TEAM_ANY;
SetMoveType( MOVETYPE_NONE );
SetModel( STRING( GetModelName() ) );
AddEffects( EF_NODRAW );
SetCollisionGroup( COLLISION_GROUP_NONE );
SetSolid( SOLID_NONE );
AddSolidFlags( FSOLID_NOT_SOLID );
CollisionProp()->WorldSpaceAABB( &m_CachedMins, &m_CachedMaxs );
if ( m_bDisabled )
{
UnblockNav();
}
else
{
BlockNav();
}
}
//--------------------------------------------------------------------------------------------------------
void CFuncNavBlocker::InputBlockNav( inputdata_t &inputdata )
{
BlockNav();
}
//--------------------------------------------------------------------------------------------------------
void CFuncNavBlocker::InputUnblockNav( inputdata_t &inputdata )
{
UnblockNav();
}
//--------------------------------------------------------------------------------------------------------
void CFuncNavBlocker::BlockNav( void )
{
if ( m_blockedTeamNumber == TEAM_ANY )
{
for ( int i=0; i<MAX_NAV_TEAMS; ++i )
{
m_isBlockingNav[ i ] = true;
}
}
else
{
int teamNumber = m_blockedTeamNumber % MAX_NAV_TEAMS;
m_isBlockingNav[ teamNumber ] = true;
}
Extent extent;
extent.Init( this );
TheNavMesh->ForAllAreasOverlappingExtent( *this, extent );
UpdateBlocked();
}
//--------------------------------------------------------------------------------------------------------
void CFuncNavBlocker::UnblockNav( void )
{
if ( m_blockedTeamNumber == TEAM_ANY )
{
for ( int i=0; i<MAX_NAV_TEAMS; ++i )
{
m_isBlockingNav[ i ] = false;
}
}
else
{
int teamNumber = m_blockedTeamNumber % MAX_NAV_TEAMS;
m_isBlockingNav[ teamNumber ] = false;
}
UpdateBlocked();
}
//--------------------------------------------------------------------------------------------------------
// functor that blocks areas in our extent
bool CFuncNavBlocker::operator()( CNavArea *area )
{
area->MarkAsBlocked( m_blockedTeamNumber, this );
return true;
}
//--------------------------------------------------------------------------------------------------------
bool CFuncNavBlocker::CalculateBlocked( bool *pResultByTeam, const Vector &vecMins, const Vector &vecMaxs )
{
int nTeamsBlocked = 0;
int i;
bool bBlocked = false;
for ( i=0; i<MAX_NAV_TEAMS; ++i )
{
pResultByTeam[i] = false;
}
FOR_EACH_LL( gm_NavBlockers, iBlocker )
{
CFuncNavBlocker *pBlocker = gm_NavBlockers[iBlocker];
bool bIsIntersecting = false;
for ( i=0; i<MAX_NAV_TEAMS; ++i )
{
if ( pBlocker->m_isBlockingNav[i] )
{
if ( !pResultByTeam[i] )
{
if ( bIsIntersecting || ( bIsIntersecting = IsBoxIntersectingBox( pBlocker->m_CachedMins, pBlocker->m_CachedMaxs, vecMins, vecMaxs ) ) != false )
{
bBlocked = true;
pResultByTeam[i] = true;
nTeamsBlocked++;
}
else
{
continue;
}
}
}
}
if ( nTeamsBlocked == MAX_NAV_TEAMS )
{
break;
}
}
return bBlocked;
}
//-----------------------------------------------------------------------------------------------------
/**
* An entity that can obstruct nav areas. This is meant for semi-transient areas that obstruct
* pathfinding but can be ignored for longer-term queries like computing L4D flow distances and
* escape routes.
*/
class CFuncNavObstruction : public CBaseEntity, public INavAvoidanceObstacle
{
DECLARE_DATADESC();
DECLARE_CLASS( CFuncNavObstruction, CBaseEntity );
public:
void Spawn();
virtual void UpdateOnRemove( void );
void InputEnable( inputdata_t &inputdata );
void InputDisable( inputdata_t &inputdata );
virtual bool IsPotentiallyAbleToObstructNavAreas( void ) const { return true; } // could we at some future time obstruct nav?
virtual float GetNavObstructionHeight( void ) const { return JumpCrouchHeight; } // height at which to obstruct nav areas
virtual bool CanObstructNavAreas( void ) const { return !m_bDisabled; } // can we obstruct nav right this instant?
virtual CBaseEntity *GetObstructingEntity( void ) { return this; }
virtual void OnNavMeshLoaded( void )
{
if ( !m_bDisabled )
{
ObstructNavAreas();
}
}
int DrawDebugTextOverlays( void );
bool operator()( CNavArea *area ); // functor that obstructs areas in our extent
private:
void ObstructNavAreas( void );
bool m_bDisabled;
};
//--------------------------------------------------------------------------------------------------------
BEGIN_DATADESC( CFuncNavObstruction )
DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( func_nav_avoidance_obstacle, CFuncNavObstruction );
//-----------------------------------------------------------------------------------------------------
int CFuncNavObstruction::DrawDebugTextOverlays( void )
{
int offset = BaseClass::DrawDebugTextOverlays();
if (m_debugOverlays & OVERLAY_TEXT_BIT)
{
if ( CanObstructNavAreas() )
{
EntityText( offset++, "Obstructing nav", NDEBUG_PERSIST_TILL_NEXT_SERVER );
}
else
{
EntityText( offset++, "Not obstructing nav", NDEBUG_PERSIST_TILL_NEXT_SERVER );
}
}
return offset;
}
//--------------------------------------------------------------------------------------------------------
void CFuncNavObstruction::UpdateOnRemove( void )
{
TheNavMesh->UnregisterAvoidanceObstacle( this );
BaseClass::UpdateOnRemove();
}
//--------------------------------------------------------------------------------------------------------
void CFuncNavObstruction::Spawn( void )
{
SetMoveType( MOVETYPE_NONE );
SetModel( STRING( GetModelName() ) );
AddEffects( EF_NODRAW );
SetCollisionGroup( COLLISION_GROUP_NONE );
SetSolid( SOLID_NONE );
AddSolidFlags( FSOLID_NOT_SOLID );
if ( !m_bDisabled )
{
ObstructNavAreas();
TheNavMesh->RegisterAvoidanceObstacle( this );
}
}
//--------------------------------------------------------------------------------------------------------
void CFuncNavObstruction::InputEnable( inputdata_t &inputdata )
{
m_bDisabled = false;
ObstructNavAreas();
TheNavMesh->RegisterAvoidanceObstacle( this );
}
//--------------------------------------------------------------------------------------------------------
void CFuncNavObstruction::InputDisable( inputdata_t &inputdata )
{
m_bDisabled = true;
TheNavMesh->UnregisterAvoidanceObstacle( this );
}
//--------------------------------------------------------------------------------------------------------
void CFuncNavObstruction::ObstructNavAreas( void )
{
Extent extent;
extent.Init( this );
TheNavMesh->ForAllAreasOverlappingExtent( *this, extent );
}
//--------------------------------------------------------------------------------------------------------
// functor that blocks areas in our extent
bool CFuncNavObstruction::operator()( CNavArea *area )
{
area->MarkObstacleToAvoid( GetNavObstructionHeight() );
return true;
}
//--------------------------------------------------------------------------------------------------------------