Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
//=============================================================================//
#include "cbase.h"
#include "ai_hull.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
struct ai_hull_t
{
ai_hull_t( int bit, const char *pName, const Vector &_mins, const Vector &_maxs, const Vector &_smallMins, const Vector &_smallMaxs, const unsigned int _nAITraceMask = MASK_NPCWORLDSTATIC )
: hullBit( bit ), mins( _mins ), maxs( _maxs ), smallMins( _smallMins ), smallMaxs( _smallMaxs ), name( pName ), nAITraceMask( _nAITraceMask ) {}
int hullBit;
const char* name;
Vector mins;
Vector maxs;
Vector smallMins;
Vector smallMaxs;
unsigned int nAITraceMask;
};
//=================================================================================
// Create the hull types here.
//=================================================================================
#ifdef INFESTED_DLL
ai_hull_t Human_Hull (bits_HUMAN_HULL, "HUMAN_HULL", Vector(-13,-13, 0), Vector(13, 13, 72), Vector(-8,-8, 0), Vector( 8, 8, 72) ); // Colonists
ai_hull_t Small_Centered_Hull (bits_SMALL_CENTERED_HULL, "SMALL_CENTERED_HULL", Vector(-20,-20, -20), Vector(20, 20, 20), Vector(-12,-12,-12), Vector(12, 12, 12) ); // -
ai_hull_t Wide_Human_Hull (bits_WIDE_HUMAN_HULL, "WIDE_HUMAN_HULL", Vector(-20,-20, 0), Vector(20, 20, 72), Vector(-20,-20, 0), Vector(20, 20, 72) ); // Marines
ai_hull_t Tiny_Hull (bits_TINY_HULL, "TINY_HULL", Vector(-12,-12, 0), Vector(12, 12, 12), Vector(-12,-12, 0), Vector(12, 12, 12) ); // Parasites/grubs
ai_hull_t Wide_Short_Hull (bits_WIDE_SHORT_HULL, "WIDE_SHORT_HULL", Vector(-40,-40, 0), Vector(40, 40, 72), Vector(-24,-24, 0), Vector(24, 24, 32) ); // Harvester/Bodysnatcher/Mortarbug
ai_hull_t Medium_Hull (bits_MEDIUM_HULL, "MEDIUM_HULL", Vector(-16,-16, 0), Vector(16, 16, 64), Vector(-8,-8, 0), Vector(8, 8, 64) ); // -
ai_hull_t Tiny_Centered_Hull (bits_TINY_CENTERED_HULL, "TINY_CENTERED_HULL", Vector(-8, -8, -4), Vector(8, 8, 4), Vector(-8,-8, -4), Vector( 8, 8, 4) ); // Buzzer
ai_hull_t Large_Hull (bits_LARGE_HULL, "LARGE_HULL", Vector(-40,-40, 0), Vector(40, 40, 110), Vector(-40,-40, 0), Vector(40, 40, 110) ); // Shieldbug
ai_hull_t Large_Centered_Hull (bits_LARGE_CENTERED_HULL, "LARGE_CENTERED_HULL", Vector(-80,-80, 0), Vector(80, 80, 200), Vector(-80,-80,0), Vector(80, 80, 200) ); // Queen
ai_hull_t Medium_Tall_Hull (bits_MEDIUM_TALL_HULL, "MEDIUM_TALL_HULL", Vector(-22,-22, 0), Vector(22, 22, 100), Vector(-22,-22, 0), Vector(22, 22, 100) ); // Hunter/Meatbug
ai_hull_t Tiny_Fluid_Hull (bits_TINY_FLUID_HULL, "TINY_FLUID_HULL", Vector(-8,-8, 0), Vector(8, 8, 16), Vector(-8,-8, 0), Vector(8, 8, 16), MASK_NPCWORLDSTATIC_FLUID ); // Blob?
ai_hull_t MediumBig_Hull (bits_MEDIUMBIG_HULL, "MEDIUMBIG_HULL", Vector(-20,-20, 0), Vector(20, 20, 69), Vector(-20,-20, 0), Vector(20, 20, 69) ); // Drones
#else
ai_hull_t Human_Hull (bits_HUMAN_HULL, "HUMAN_HULL", Vector(-13,-13, 0), Vector(13, 13, 72), Vector(-8,-8, 0), Vector( 8, 8, 72) );
ai_hull_t Small_Centered_Hull (bits_SMALL_CENTERED_HULL, "SMALL_CENTERED_HULL", Vector(-20,-20, -20), Vector(20, 20, 20), Vector(-12,-12,-12), Vector(12, 12, 12) );
ai_hull_t Wide_Human_Hull (bits_WIDE_HUMAN_HULL, "WIDE_HUMAN_HULL", Vector(-15,-15, 0), Vector(15, 15, 72), Vector(-10,-10, 0), Vector(10, 10, 72) );
ai_hull_t Tiny_Hull (bits_TINY_HULL, "TINY_HULL", Vector(-12,-12, 0), Vector(12, 12, 24), Vector(-12,-12, 0), Vector(12, 12, 24) );
ai_hull_t Wide_Short_Hull (bits_WIDE_SHORT_HULL, "WIDE_SHORT_HULL", Vector(-35,-35, 0), Vector(35, 35, 32), Vector(-20,-20, 0), Vector(20, 20, 32) );
ai_hull_t Medium_Hull (bits_MEDIUM_HULL, "MEDIUM_HULL", Vector(-16,-16, 0), Vector(16, 16, 64), Vector(-8,-8, 0), Vector(8, 8, 64) );
ai_hull_t Tiny_Centered_Hull (bits_TINY_CENTERED_HULL, "TINY_CENTERED_HULL", Vector(-8, -8, -4), Vector(8, 8, 4), Vector(-8,-8, -4), Vector( 8, 8, 4) );
ai_hull_t Large_Hull (bits_LARGE_HULL, "LARGE_HULL", Vector(-40,-40, 0), Vector(40, 40, 100), Vector(-40,-40, 0), Vector(40, 40, 100) );
ai_hull_t Large_Centered_Hull (bits_LARGE_CENTERED_HULL, "LARGE_CENTERED_HULL", Vector(-38,-38, -38), Vector(38, 38, 38), Vector(-30,-30,-30), Vector(30, 30, 30) );
ai_hull_t Medium_Tall_Hull (bits_MEDIUM_TALL_HULL, "MEDIUM_TALL_HULL", Vector(-18,-18, 0), Vector(18, 18, 100), Vector(-12,-12, 0), Vector(12, 12, 100) );
ai_hull_t Tiny_Fluid_Hull (bits_TINY_FLUID_HULL, "TINY_FLUID_HULL", Vector(-6.5,-6.5, 0), Vector(6.5, 6.5, 13), Vector(-6.5,-6.5, 0), Vector(6.5, 6.5, 13), MASK_NPCWORLDSTATIC_FLUID );
ai_hull_t MediumBig_Hull (bits_MEDIUMBIG_HULL, "MEDIUMBIG_HULL", Vector(-17,-17, 0), Vector(17, 17, 69), Vector(-15,-15, 0), Vector(15, 15, 69) ); // asw
#endif
//
// Array of hulls. These hulls must correspond with the enumerations in AI_Hull.h!
//
ai_hull_t* hull[NUM_HULLS] =
{
&Human_Hull,
&Small_Centered_Hull,
&Wide_Human_Hull,
&Tiny_Hull,
&Wide_Short_Hull,
&Medium_Hull,
&Tiny_Centered_Hull,
&Large_Hull,
&Large_Centered_Hull,
&Medium_Tall_Hull,
&Tiny_Fluid_Hull,
&MediumBig_Hull,
};
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
const Vector &NAI_Hull::Mins(int id)
{
return hull[id]->mins;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
const Vector &NAI_Hull::Maxs(int id)
{
return hull[id]->maxs;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
const Vector &NAI_Hull::SmallMins(int id)
{
return hull[id]->smallMins;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
const Vector &NAI_Hull::SmallMaxs(int id)
{
return hull[id]->smallMaxs;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
float NAI_Hull::Length(int id)
{
return (hull[id]->maxs.x - hull[id]->mins.x);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
float NAI_Hull::Width(int id)
{
return (hull[id]->maxs.y - hull[id]->mins.y);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
float NAI_Hull::Height(int id)
{
return (hull[id]->maxs.z - hull[id]->mins.z);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
int NAI_Hull::Bits(int id)
{
return hull[id]->hullBit;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
const char *NAI_Hull::Name(int id)
{
return hull[id]->name;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
unsigned int NAI_Hull::TraceMask(int id)
{
return hull[id]->nAITraceMask;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
Hull_t NAI_Hull::LookupId(const char *szName)
{
int i;
if (!szName)
{
return HULL_HUMAN;
}
for (i = 0; i < NUM_HULLS; i++)
{
if (stricmp( szName, NAI_Hull::Name( i )) == 0)
{
return (Hull_t)i;
}
}
return HULL_HUMAN;
}