Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "mempool.h"
#include "ai_navtype.h"
#include "ai_node.h"
#include "ai_waypoint.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define WAYPOINT_POOL_SIZE 512
//-----------------------------------------------------------------------------
// Init static variables
//-----------------------------------------------------------------------------
DEFINE_FIXEDSIZE_ALLOCATOR( AI_Waypoint_t, WAYPOINT_POOL_SIZE, CUtlMemoryPool::GROW_FAST );
//-------------------------------------
BEGIN_SIMPLE_DATADESC( AI_Waypoint_t )
DEFINE_FIELD( vecLocation, FIELD_POSITION_VECTOR),
DEFINE_FIELD( flYaw, FIELD_FLOAT ),
// iNodeID (not saved, cannot rely on consistent mapping)
// flPathDistGoal (not saved )
DEFINE_FIELD( hPathCorner, FIELD_EHANDLE ),
DEFINE_FIELD( m_hData, FIELD_EHANDLE ),
DEFINE_FIELD( m_fWaypointFlags, FIELD_INTEGER ),
DEFINE_FIELD( m_iWPType, FIELD_INTEGER ),
// pNext
// pPrev
END_DATADESC()
//-------------------------------------
AI_Waypoint_t::AI_Waypoint_t()
{
memset( this, 0, sizeof(*this) );
vecLocation = vec3_invalid;
iNodeID = NO_NODE;
flPathDistGoal = -1;
}
//-------------------------------------
AI_Waypoint_t::AI_Waypoint_t( const Vector &initPosition, float initYaw, Navigation_t initNavType, int initWaypointFlags, int initNodeID )
{
memset( this, 0, sizeof(*this) );
// A Route of length one to the endpoint
vecLocation = initPosition;
flYaw = initYaw;
m_iWPType = initNavType;
m_fWaypointFlags = initWaypointFlags;
iNodeID = initNodeID;
flPathDistGoal = -1;
}
//-------------------------------------
AI_Waypoint_t * AI_Waypoint_t::GetLast()
{
Assert( !pNext || pNext->pPrev == this );
AI_Waypoint_t *pCurr = this;
while (pCurr->GetNext())
{
pCurr = pCurr->GetNext();
}
return pCurr;
}
//-----------------------------------------------------------------------------
void CAI_WaypointList::RemoveAll()
{
DeleteAll( &m_pFirstWaypoint );
Assert( m_pFirstWaypoint == NULL );
}
//-------------------------------------
void CAI_WaypointList::PrependWaypoints( AI_Waypoint_t *pWaypoints )
{
AddWaypointLists( pWaypoints, GetFirst() );
Set( pWaypoints );
}
//-------------------------------------
void CAI_WaypointList::PrependWaypoint( const Vector &newPoint, Navigation_t navType, unsigned waypointFlags, float flYaw )
{
PrependWaypoints( new AI_Waypoint_t( newPoint, flYaw, navType, waypointFlags, NO_NODE ) );
}
//-------------------------------------
void CAI_WaypointList::Set(AI_Waypoint_t* route)
{
m_pFirstWaypoint = route;
}
//-------------------------------------
AI_Waypoint_t *CAI_WaypointList::GetLast()
{
AI_Waypoint_t *p = GetFirst();
if (!p)
return NULL;
while ( p->GetNext() )
p = p->GetNext();
return p;
}
//-------------------------------------
const AI_Waypoint_t *CAI_WaypointList::GetLast() const
{
return const_cast<CAI_WaypointList *>(this)->GetLast();
}
//-------------------------------------
#ifdef DEBUG
void AssertRouteValid( AI_Waypoint_t* route )
{
// Check that the goal wasn't just clobbered
if (route)
{
AI_Waypoint_t* waypoint = route;
while (waypoint)
{
#ifdef _GOALDEBUG
if (!waypoint->GetNext() && !(waypoint->Flags() & (bits_WP_TO_GOAL|bits_WP_TO_PATHCORNER)))
{
DevMsg( "!!ERROR!! Final waypoint is not a goal!\n");
}
#endif
waypoint->AssertValid();
waypoint = waypoint->GetNext();
}
}
}
#endif
//-----------------------------------------------------------------------------
// Purpose: Deletes a waypoint linked list
//-----------------------------------------------------------------------------
void DeleteAll( AI_Waypoint_t *pWaypointList )
{
while ( pWaypointList )
{
AI_Waypoint_t *pPrevWaypoint = pWaypointList;
pWaypointList = pWaypointList->GetNext();
delete pPrevWaypoint;
}
}
//-----------------------------------------------------------------------------
// Purpose: Adds addRoute to the end of oldRoute
//-----------------------------------------------------------------------------
void AddWaypointLists(AI_Waypoint_t *oldRoute, AI_Waypoint_t *addRoute)
{
// Add to the end of the route
AI_Waypoint_t *waypoint = oldRoute;
while (waypoint->GetNext())
{
waypoint = waypoint->GetNext();
}
waypoint->ModifyFlags( bits_WP_TO_GOAL, false );
// Check for duplication, but copy the type
if (waypoint->iNodeID != NO_NODE &&
waypoint->iNodeID == addRoute->iNodeID )
{
// waypoint->iWPType = addRoute->iWPType; <<TODO>> found case where this was bad
AI_Waypoint_t *pNext = addRoute->GetNext();
delete addRoute;
waypoint->SetNext(pNext);
}
else
{
waypoint->SetNext(addRoute);
}
while (waypoint->GetNext())
{
waypoint = waypoint->GetNext();
}
waypoint->ModifyFlags( bits_WP_TO_GOAL, true );
}
//-----------------------------------------------------------------------------