You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
498 lines
14 KiB
498 lines
14 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $NoKeywords: $
|
|
//
|
|
//=============================================================================//
|
|
// nav.h
|
|
// Data structures and constants for the Navigation Mesh system
|
|
// Author: Michael S. Booth ([email protected]), January 2003
|
|
|
|
#ifndef _NAV_H_
|
|
#define _NAV_H_
|
|
|
|
#include "modelentities.h" // for CFuncBrush
|
|
#include "doors.h"
|
|
|
|
/**
|
|
* Below are several constants used by the navigation system.
|
|
* @todo Move these into TheNavMesh singleton.
|
|
*/
|
|
const float GenerationStepSize = 25.0f; // (30) was 20, but bots can't fit always fit
|
|
const float JumpHeight = 41.8f; // if delta Z is less than this, we can jump up on it
|
|
|
|
#if defined(CSTRIKE_DLL)
|
|
const float JumpCrouchHeight = 58.0f; // (48) if delta Z is less than or equal to this, we can jumpcrouch up on it
|
|
#else
|
|
const float JumpCrouchHeight = 64.0f; // (48) if delta Z is less than or equal to this, we can jumpcrouch up on it
|
|
#endif
|
|
|
|
// There are 3 different definitions of StepHeight throughout the code, waiting to produce bugs if the 18.0 is ever changed.
|
|
const float StepHeight = 18.0f; // if delta Z is greater than this, we have to jump to get up
|
|
|
|
// TERROR: Increased DeathDrop from 200, since zombies don't take falling damage
|
|
#if defined(CSTRIKE_DLL)
|
|
const float DeathDrop = 200.0f; // (300) distance at which we will die if we fall - should be about 600, and pay attention to fall damage during pathfind
|
|
#else
|
|
const float DeathDrop = 400.0f; // (300) distance at which we will die if we fall - should be about 600, and pay attention to fall damage during pathfind
|
|
#endif
|
|
|
|
#if defined(CSTRIKE_DLL)
|
|
const float ClimbUpHeight = JumpCrouchHeight; // CSBots assume all jump up links are reachable
|
|
#else
|
|
const float ClimbUpHeight = 200.0f; // height to check for climbing up
|
|
#endif
|
|
|
|
const float CliffHeight = 300.0f; // height which we consider a significant cliff which we would not want to fall off of
|
|
|
|
// TERROR: Converted these values to use the same numbers as the player bounding boxes etc
|
|
#define HalfHumanWidth 16
|
|
#define HalfHumanHeight 35.5
|
|
#define HumanHeight 71
|
|
#define HumanEyeHeight 62
|
|
#define HumanCrouchHeight 55
|
|
#define HumanCrouchEyeHeight 37
|
|
|
|
|
|
#define NAV_MAGIC_NUMBER 0xFEEDFACE // to help identify nav files
|
|
|
|
/**
|
|
* A place is a named group of navigation areas
|
|
*/
|
|
typedef unsigned int Place;
|
|
#define UNDEFINED_PLACE 0 // ie: "no place"
|
|
#define ANY_PLACE 0xFFFF
|
|
|
|
enum NavErrorType
|
|
{
|
|
NAV_OK,
|
|
NAV_CANT_ACCESS_FILE,
|
|
NAV_INVALID_FILE,
|
|
NAV_BAD_FILE_VERSION,
|
|
NAV_FILE_OUT_OF_DATE,
|
|
NAV_CORRUPT_DATA,
|
|
NAV_OUT_OF_MEMORY,
|
|
};
|
|
|
|
enum NavAttributeType
|
|
{
|
|
NAV_MESH_INVALID = 0,
|
|
NAV_MESH_CROUCH = 0x00000001, // must crouch to use this node/area
|
|
NAV_MESH_JUMP = 0x00000002, // must jump to traverse this area (only used during generation)
|
|
NAV_MESH_PRECISE = 0x00000004, // do not adjust for obstacles, just move along area
|
|
NAV_MESH_NO_JUMP = 0x00000008, // inhibit discontinuity jumping
|
|
NAV_MESH_STOP = 0x00000010, // must stop when entering this area
|
|
NAV_MESH_RUN = 0x00000020, // must run to traverse this area
|
|
NAV_MESH_WALK = 0x00000040, // must walk to traverse this area
|
|
NAV_MESH_AVOID = 0x00000080, // avoid this area unless alternatives are too dangerous
|
|
NAV_MESH_TRANSIENT = 0x00000100, // area may become blocked, and should be periodically checked
|
|
NAV_MESH_DONT_HIDE = 0x00000200, // area should not be considered for hiding spot generation
|
|
NAV_MESH_STAND = 0x00000400, // bots hiding in this area should stand
|
|
NAV_MESH_NO_HOSTAGES = 0x00000800, // hostages shouldn't use this area
|
|
NAV_MESH_STAIRS = 0x00001000, // this area represents stairs, do not attempt to climb or jump them - just walk up
|
|
NAV_MESH_NO_MERGE = 0x00002000, // don't merge this area with adjacent areas
|
|
NAV_MESH_OBSTACLE_TOP = 0x00004000, // this nav area is the climb point on the tip of an obstacle
|
|
NAV_MESH_CLIFF = 0x00008000, // this nav area is adjacent to a drop of at least CliffHeight
|
|
|
|
NAV_MESH_FIRST_CUSTOM = 0x00010000, // apps may define custom app-specific bits starting with this value
|
|
NAV_MESH_LAST_CUSTOM = 0x04000000, // apps must not define custom app-specific bits higher than with this value
|
|
|
|
NAV_MESH_FUNC_COST = 0x20000000, // area has designer specified cost controlled by func_nav_cost entities
|
|
NAV_MESH_HAS_ELEVATOR = 0x40000000, // area is in an elevator's path
|
|
NAV_MESH_NAV_BLOCKER = 0x80000000 // area is blocked by nav blocker ( Alas, needed to hijack a bit in the attributes to get within a cache line [7/24/2008 tom])
|
|
};
|
|
|
|
extern NavAttributeType NameToNavAttribute( const char *name );
|
|
|
|
enum NavDirType
|
|
{
|
|
NORTH = 0,
|
|
EAST = 1,
|
|
SOUTH = 2,
|
|
WEST = 3,
|
|
|
|
NUM_DIRECTIONS
|
|
};
|
|
|
|
/**
|
|
* Defines possible ways to move from one area to another
|
|
*/
|
|
enum NavTraverseType
|
|
{
|
|
// NOTE: First 4 directions MUST match NavDirType
|
|
GO_NORTH = 0,
|
|
GO_EAST,
|
|
GO_SOUTH,
|
|
GO_WEST,
|
|
|
|
GO_LADDER_UP,
|
|
GO_LADDER_DOWN,
|
|
GO_JUMP,
|
|
GO_ELEVATOR_UP,
|
|
GO_ELEVATOR_DOWN,
|
|
|
|
NUM_TRAVERSE_TYPES
|
|
};
|
|
|
|
enum NavCornerType
|
|
{
|
|
NORTH_WEST = 0,
|
|
NORTH_EAST = 1,
|
|
SOUTH_EAST = 2,
|
|
SOUTH_WEST = 3,
|
|
|
|
NUM_CORNERS
|
|
};
|
|
|
|
enum NavRelativeDirType
|
|
{
|
|
FORWARD = 0,
|
|
RIGHT,
|
|
BACKWARD,
|
|
LEFT,
|
|
UP,
|
|
DOWN,
|
|
|
|
NUM_RELATIVE_DIRECTIONS
|
|
};
|
|
|
|
struct Extent
|
|
{
|
|
Vector lo, hi;
|
|
|
|
void Init( void )
|
|
{
|
|
lo.Init();
|
|
hi.Init();
|
|
}
|
|
|
|
void Init( CBaseEntity *entity )
|
|
{
|
|
entity->CollisionProp()->WorldSpaceSurroundingBounds( &lo, &hi );
|
|
}
|
|
|
|
float SizeX( void ) const { return hi.x - lo.x; }
|
|
float SizeY( void ) const { return hi.y - lo.y; }
|
|
float SizeZ( void ) const { return hi.z - lo.z; }
|
|
float Area( void ) const { return SizeX() * SizeY(); }
|
|
|
|
// Increase bounds to contain the given point
|
|
void Encompass( const Vector &pos )
|
|
{
|
|
for ( int i=0; i<3; ++i )
|
|
{
|
|
if ( pos[i] < lo[i] )
|
|
{
|
|
lo[i] = pos[i];
|
|
}
|
|
else if ( pos[i] > hi[i] )
|
|
{
|
|
hi[i] = pos[i];
|
|
}
|
|
}
|
|
}
|
|
|
|
// Increase bounds to contain the given extent
|
|
void Encompass( const Extent &extent )
|
|
{
|
|
Encompass( extent.lo );
|
|
Encompass( extent.hi );
|
|
}
|
|
|
|
// return true if 'pos' is inside of this extent
|
|
bool Contains( const Vector &pos ) const
|
|
{
|
|
return (pos.x >= lo.x && pos.x <= hi.x &&
|
|
pos.y >= lo.y && pos.y <= hi.y &&
|
|
pos.z >= lo.z && pos.z <= hi.z);
|
|
}
|
|
|
|
// return true if this extent overlaps the given one
|
|
bool IsOverlapping( const Extent &other ) const
|
|
{
|
|
return (lo.x <= other.hi.x && hi.x >= other.lo.x &&
|
|
lo.y <= other.hi.y && hi.y >= other.lo.y &&
|
|
lo.z <= other.hi.z && hi.z >= other.lo.z);
|
|
}
|
|
|
|
// return true if this extent completely contains the given one
|
|
bool IsEncompassing( const Extent &other, float tolerance = 0.0f ) const
|
|
{
|
|
return (lo.x <= other.lo.x + tolerance && hi.x >= other.hi.x - tolerance &&
|
|
lo.y <= other.lo.y + tolerance && hi.y >= other.hi.y - tolerance &&
|
|
lo.z <= other.lo.z + tolerance && hi.z >= other.hi.z - tolerance);
|
|
}
|
|
};
|
|
|
|
struct Ray
|
|
{
|
|
Vector from, to;
|
|
};
|
|
|
|
|
|
class CNavArea;
|
|
class CNavNode;
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
inline NavDirType OppositeDirection( NavDirType dir )
|
|
{
|
|
switch( dir )
|
|
{
|
|
case NORTH: return SOUTH;
|
|
case SOUTH: return NORTH;
|
|
case EAST: return WEST;
|
|
case WEST: return EAST;
|
|
default: break;
|
|
}
|
|
|
|
return NORTH;
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
inline NavDirType DirectionLeft( NavDirType dir )
|
|
{
|
|
switch( dir )
|
|
{
|
|
case NORTH: return WEST;
|
|
case SOUTH: return EAST;
|
|
case EAST: return NORTH;
|
|
case WEST: return SOUTH;
|
|
default: break;
|
|
}
|
|
|
|
return NORTH;
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
inline NavDirType DirectionRight( NavDirType dir )
|
|
{
|
|
switch( dir )
|
|
{
|
|
case NORTH: return EAST;
|
|
case SOUTH: return WEST;
|
|
case EAST: return SOUTH;
|
|
case WEST: return NORTH;
|
|
default: break;
|
|
}
|
|
|
|
return NORTH;
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
inline void AddDirectionVector( Vector *v, NavDirType dir, float amount )
|
|
{
|
|
switch( dir )
|
|
{
|
|
case NORTH: v->y -= amount; return;
|
|
case SOUTH: v->y += amount; return;
|
|
case EAST: v->x += amount; return;
|
|
case WEST: v->x -= amount; return;
|
|
default: break;
|
|
}
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
inline float DirectionToAngle( NavDirType dir )
|
|
{
|
|
switch( dir )
|
|
{
|
|
case NORTH: return 270.0f;
|
|
case SOUTH: return 90.0f;
|
|
case EAST: return 0.0f;
|
|
case WEST: return 180.0f;
|
|
default: break;
|
|
}
|
|
|
|
return 0.0f;
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
inline NavDirType AngleToDirection( float angle )
|
|
{
|
|
while( angle < 0.0f )
|
|
angle += 360.0f;
|
|
|
|
while( angle > 360.0f )
|
|
angle -= 360.0f;
|
|
|
|
if (angle < 45 || angle > 315)
|
|
return EAST;
|
|
|
|
if (angle >= 45 && angle < 135)
|
|
return SOUTH;
|
|
|
|
if (angle >= 135 && angle < 225)
|
|
return WEST;
|
|
|
|
return NORTH;
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
inline void DirectionToVector2D( NavDirType dir, Vector2D *v )
|
|
{
|
|
switch( dir )
|
|
{
|
|
default: Assert(0);
|
|
case NORTH: v->x = 0.0f; v->y = -1.0f; break;
|
|
case SOUTH: v->x = 0.0f; v->y = 1.0f; break;
|
|
case EAST: v->x = 1.0f; v->y = 0.0f; break;
|
|
case WEST: v->x = -1.0f; v->y = 0.0f; break;
|
|
}
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
inline void CornerToVector2D( NavCornerType dir, Vector2D *v )
|
|
{
|
|
switch( dir )
|
|
{
|
|
default: Assert(0);
|
|
case NORTH_WEST: v->x = -1.0f; v->y = -1.0f; break;
|
|
case NORTH_EAST: v->x = 1.0f; v->y = -1.0f; break;
|
|
case SOUTH_EAST: v->x = 1.0f; v->y = 1.0f; break;
|
|
case SOUTH_WEST: v->x = -1.0f; v->y = 1.0f; break;
|
|
}
|
|
|
|
v->NormalizeInPlace();
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
// Gets the corner types that surround the given direction
|
|
inline void GetCornerTypesInDirection( NavDirType dir, NavCornerType *first, NavCornerType *second )
|
|
{
|
|
switch ( dir )
|
|
{
|
|
default:
|
|
Assert(0);
|
|
case NORTH:
|
|
*first = NORTH_WEST;
|
|
*second = NORTH_EAST;
|
|
break;
|
|
case SOUTH:
|
|
*first = SOUTH_WEST;
|
|
*second = SOUTH_EAST;
|
|
break;
|
|
case EAST:
|
|
*first = NORTH_EAST;
|
|
*second = SOUTH_EAST;
|
|
break;
|
|
case WEST:
|
|
*first = NORTH_WEST;
|
|
*second = SOUTH_WEST;
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
inline float RoundToUnits( float val, float unit )
|
|
{
|
|
val = val + ((val < 0.0f) ? -unit*0.5f : unit*0.5f);
|
|
return (float)( unit * ( ((int)val) / (int)unit ) );
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Return true if given entity can be ignored when moving
|
|
*/
|
|
#define WALK_THRU_PROP_DOORS 0x01
|
|
#define WALK_THRU_FUNC_DOORS 0x02
|
|
#define WALK_THRU_DOORS (WALK_THRU_PROP_DOORS | WALK_THRU_FUNC_DOORS)
|
|
#define WALK_THRU_BREAKABLES 0x04
|
|
#define WALK_THRU_TOGGLE_BRUSHES 0x08
|
|
#define WALK_THRU_EVERYTHING (WALK_THRU_DOORS | WALK_THRU_BREAKABLES | WALK_THRU_TOGGLE_BRUSHES)
|
|
extern ConVar nav_solid_props;
|
|
inline bool IsEntityWalkable( CBaseEntity *entity, unsigned int flags )
|
|
{
|
|
if (FClassnameIs( entity, "worldspawn" ))
|
|
return false;
|
|
|
|
if (FClassnameIs( entity, "player" ))
|
|
return false;
|
|
|
|
// if we hit a door, assume its walkable because it will open when we touch it
|
|
if (FClassnameIs( entity, "func_door*" ))
|
|
{
|
|
#ifdef PROBLEMATIC // cp_dustbowl doors dont open by touch - they use surrounding triggers
|
|
if ( !entity->HasSpawnFlags( SF_DOOR_PTOUCH ) )
|
|
{
|
|
// this door is not opened by touching it, if it is closed, the area is blocked
|
|
CBaseDoor *door = (CBaseDoor *)entity;
|
|
return door->m_toggle_state == TS_AT_TOP;
|
|
}
|
|
#endif // _DEBUG
|
|
|
|
return (flags & WALK_THRU_FUNC_DOORS) ? true : false;
|
|
}
|
|
|
|
if (FClassnameIs( entity, "prop_door*" ))
|
|
{
|
|
return (flags & WALK_THRU_PROP_DOORS) ? true : false;
|
|
}
|
|
|
|
// if we hit a clip brush, ignore it if it is not BRUSHSOLID_ALWAYS
|
|
if (FClassnameIs( entity, "func_brush" ))
|
|
{
|
|
CFuncBrush *brush = (CFuncBrush *)entity;
|
|
switch ( brush->m_iSolidity )
|
|
{
|
|
case CFuncBrush::BRUSHSOLID_ALWAYS:
|
|
return false;
|
|
case CFuncBrush::BRUSHSOLID_NEVER:
|
|
return true;
|
|
case CFuncBrush::BRUSHSOLID_TOGGLE:
|
|
return (flags & WALK_THRU_TOGGLE_BRUSHES) ? true : false;
|
|
}
|
|
}
|
|
|
|
// if we hit a breakable object, assume its walkable because we will shoot it when we touch it
|
|
if (FClassnameIs( entity, "func_breakable" ) && entity->GetHealth() && entity->m_takedamage == DAMAGE_YES)
|
|
return (flags & WALK_THRU_BREAKABLES) ? true : false;
|
|
|
|
if (FClassnameIs( entity, "func_breakable_surf" ) && entity->m_takedamage == DAMAGE_YES)
|
|
return (flags & WALK_THRU_BREAKABLES) ? true : false;
|
|
|
|
if ( FClassnameIs( entity, "func_playerinfected_clip" ) == true )
|
|
return true;
|
|
|
|
if ( nav_solid_props.GetBool() && FClassnameIs( entity, "prop_*" ) )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Trace filter that ignores players, NPCs, and objects that can be walked through
|
|
*/
|
|
class CTraceFilterWalkableEntities : public CTraceFilterNoNPCsOrPlayer
|
|
{
|
|
public:
|
|
CTraceFilterWalkableEntities( const IHandleEntity *passentity, int collisionGroup, unsigned int flags )
|
|
: CTraceFilterNoNPCsOrPlayer( passentity, collisionGroup ), m_flags( flags )
|
|
{
|
|
}
|
|
|
|
virtual bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask )
|
|
{
|
|
if ( CTraceFilterNoNPCsOrPlayer::ShouldHitEntity(pServerEntity, contentsMask) )
|
|
{
|
|
CBaseEntity *pEntity = EntityFromEntityHandle( pServerEntity );
|
|
return ( !IsEntityWalkable( pEntity, m_flags ) );
|
|
}
|
|
return false;
|
|
}
|
|
|
|
private:
|
|
unsigned int m_flags;
|
|
};
|
|
|
|
|
|
extern bool IsWalkableTraceLineClear( const Vector &from, const Vector &to, unsigned int flags = 0 );
|
|
|
|
#endif // _NAV_H_
|