Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// nav_edit.cpp
// Implementation of Navigation Mesh edit mode
// Author: Michael Booth, 2003-2004
#include "cbase.h"
#include "nav_mesh.h"
#include "nav_pathfind.h"
#include "nav_node.h"
#include "nav_colors.h"
#include "Color.h"
#include "tier0/vprof.h"
#include "collisionutils.h"
#include "world.h"
#include "functorutils.h"
#include "team.h"
#ifdef TERROR
#include "TerrorShared.h"
#endif
#ifdef DOTA_SERVER_DLL
#include "dota_npc_base.h"
#include "dota_player.h"
#endif
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
ConVar nav_show_area_info( "nav_show_area_info", "0.5", FCVAR_CHEAT, "Duration in seconds to show nav area ID and attributes while editing" );
ConVar nav_snap_to_grid( "nav_snap_to_grid", "0", FCVAR_CHEAT, "Snap to the nav generation grid when creating new nav areas" );
ConVar nav_create_place_on_ground( "nav_create_place_on_ground", "0", FCVAR_CHEAT, "If true, nav areas will be placed flush with the ground when created by hand." );
#ifdef DEBUG
ConVar nav_draw_limit( "nav_draw_limit", "50", FCVAR_CHEAT, "The maximum number of areas to draw in edit mode" );
#else
ConVar nav_draw_limit( "nav_draw_limit", "500", FCVAR_CHEAT, "The maximum number of areas to draw in edit mode" );
#endif
ConVar nav_solid_props( "nav_solid_props", "0", FCVAR_CHEAT, "Make props solid to nav generation/editing" );
ConVar nav_create_area_at_feet( "nav_create_area_at_feet", "0", FCVAR_CHEAT, "Anchor nav_begin_area Z to editing player's feet" );
ConVar nav_drag_selection_volume_zmax_offset( "nav_drag_selection_volume_zmax_offset", "32", FCVAR_REPLICATED, "The offset of the nav drag volume top from center" );
ConVar nav_drag_selection_volume_zmin_offset( "nav_drag_selection_volume_zmin_offset", "32", FCVAR_REPLICATED, "The offset of the nav drag volume bottom from center" );
extern void GetNavUIEditVectors( Vector *pos, Vector *forward );
Color s_dragSelectionSetAddColor( 100, 255, 100, 96 );
Color s_dragSelectionSetDeleteColor( 255, 100, 100, 96 );
#if DEBUG_NAV_NODES
extern ConVar nav_show_nodes;
#endif // DEBUG_NAV_NODES
//--------------------------------------------------------------------------------------------------------------
int GetGridSize( bool forceGrid = false )
{
if ( TheNavMesh->IsGenerating() )
{
return (int)GenerationStepSize;
}
int snapVal = nav_snap_to_grid.GetInt();
if ( forceGrid && !snapVal )
{
snapVal = 1;
}
if ( snapVal == 0 )
{
return 0;
}
int scale = (int)GenerationStepSize;
switch ( snapVal )
{
case 3:
scale = 1;
break;
case 2:
scale = 5;
break;
case 1:
default:
break;
}
return scale;
}
//--------------------------------------------------------------------------------------------------------------
Vector CNavMesh::SnapToGrid( const Vector& in, bool snapX, bool snapY, bool forceGrid ) const
{
int scale = GetGridSize( forceGrid );
if ( !scale )
{
return in;
}
Vector out( in );
if ( snapX )
{
out.x = RoundToUnits( in.x, scale );
}
if ( snapY )
{
out.y = RoundToUnits( in.y, scale );
}
return out;
}
//--------------------------------------------------------------------------------------------------------------
float CNavMesh::SnapToGrid( float x, bool forceGrid ) const
{
int scale = GetGridSize( forceGrid );
if ( !scale )
{
return x;
}
x = RoundToUnits( x, scale );
return x;
}
//--------------------------------------------------------------------------------------------------------------
void CNavMesh::GetEditVectors( Vector *pos, Vector *forward )
{
if ( !pos || !forward )
{
return;
}
CBasePlayer *player = UTIL_GetListenServerHost();
if ( !player )
{
return;
}
//DOTA places the edit cursor where the 2D cursor is located.
#ifdef DOTA_SERVER_DLL
CDOTAPlayer *pDOTAPlayer = ToDOTAPlayer( player );
if ( pDOTAPlayer && pDOTAPlayer->GetMoveType() != MOVETYPE_NOCLIP )
{
Vector dir = pDOTAPlayer->GetCrosshairTracePos() - player->EyePosition();
VectorNormalize( dir );
*forward = dir;
}
else
{
AngleVectors( player->EyeAngles() + player->GetPunchAngle(), forward );
}
#else
Vector dir;
AngleVectors( player->EyeAngles() + player->GetPunchAngle(), forward );
#endif
*pos = player->EyePosition();
#ifdef SERVER_USES_VGUI
// GetNavUIEditVectors( pos, forward );
#endif // SERVER_USES_VGUI
}
//--------------------------------------------------------------------------------------------------------------
/**
* Change the edit mode
*/
void CNavMesh::SetEditMode( EditModeType mode )
{
m_markedLadder = NULL;
m_markedArea = NULL;
m_markedCorner = NUM_CORNERS;
m_editMode = mode;
m_isContinuouslySelecting = false;
m_isContinuouslyDeselecting = false;
m_bIsDragDeselecting = false;
}
//--------------------------------------------------------------------------------------------------------------
bool CNavMesh::FindNavAreaOrLadderAlongRay( const Vector &start, const Vector &end, CNavArea **bestArea, CNavLadder **bestLadder, CNavArea *ignore )
{
if ( !m_grid.Count() )
return false;
Ray_t ray;
ray.Init( start, end, vec3_origin, vec3_origin );
*bestArea = NULL;
*bestLadder = NULL;
float bestDist = 1.0f; // 0..1 fraction
for ( int i=0; i<m_ladders.Count(); ++i )
{
CNavLadder *ladder = m_ladders[i];
Vector left( 0, 0, 0), right(0, 0, 0), up( 0, 0, 0);
VectorVectors( ladder->GetNormal(), right, up );
right *= ladder->m_width * 0.5f;
left = -right;
Vector c1 = ladder->m_top + right;
Vector c2 = ladder->m_top + left;
Vector c3 = ladder->m_bottom + right;
Vector c4 = ladder->m_bottom + left;
float dist = IntersectRayWithTriangle( ray, c1, c2, c4, false );
if ( dist > 0 && dist < bestDist )
{
*bestLadder = ladder;
bestDist = dist;
}
dist = IntersectRayWithTriangle( ray, c1, c4, c3, false );
if ( dist > 0 && dist < bestDist )
{
*bestLadder = ladder;
bestDist = dist;
}
}
Extent extent;
extent.lo = extent.hi = start;
extent.Encompass( end );
int loX = WorldToGridX( extent.lo.x );
int loY = WorldToGridY( extent.lo.y );
int hiX = WorldToGridX( extent.hi.x );
int hiY = WorldToGridY( extent.hi.y );
for( int y = loY; y <= hiY; ++y )
{
for( int x = loX; x <= hiX; ++x )
{
NavAreaVector &areaGrid = m_grid[ x + y*m_gridSizeX ];
FOR_EACH_VEC( areaGrid, it )
{
CNavArea *area = areaGrid[ it ];
if ( area == ignore )
continue;
Vector nw = area->m_nwCorner;
Vector se = area->m_seCorner;
Vector ne, sw;
ne.x = se.x;
ne.y = nw.y;
ne.z = area->m_neZ;
sw.x = nw.x;
sw.y = se.y;
sw.z = area->m_swZ;
float dist = IntersectRayWithTriangle( ray, nw, ne, se, false );
if ( dist > 0 && dist < bestDist )
{
*bestArea = area;
bestDist = dist;
}
dist = IntersectRayWithTriangle( ray, se, sw, nw, false );
if ( dist > 0 && dist < bestDist )
{
*bestArea = area;
bestDist = dist;
}
}
}
}
if ( *bestArea )
{
*bestLadder = NULL;
}
return bestDist < 1.0f;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Convenience function to find the nav area a player is looking at, for editing commands
*/
bool CNavMesh::FindActiveNavArea( void )
{
VPROF( "CNavMesh::FindActiveNavArea" );
m_splitAlongX = false;
m_splitEdge = 0.0f;
m_selectedArea = NULL;
m_climbableSurface = false;
m_selectedLadder = NULL;
CBasePlayer *player = UTIL_GetListenServerHost();
if ( player == NULL )
return false;
Vector from, dir;
GetEditVectors( &from, &dir );
float maxRange = 2000.0f; // 500
bool isClippingRayAtFeet = false;
if ( nav_create_area_at_feet.GetBool() )
{
if ( dir.z < 0 )
{
float eyeHeight = player->GetViewOffset().z;
if ( eyeHeight != 0.0f )
{
float rayHeight = -dir.z * maxRange;
maxRange = maxRange * eyeHeight / rayHeight;
isClippingRayAtFeet = true;
}
}
}
Vector to = from + maxRange * dir;
trace_t result;
CTraceFilterWalkableEntities filter( NULL, COLLISION_GROUP_NONE, WALK_THRU_EVERYTHING );
UTIL_TraceLine( from, to, (nav_solid_props.GetBool()) ? MASK_NPCSOLID : MASK_NPCSOLID_BRUSHONLY, &filter, &result );
if (result.fraction != 1.0f)
{
if ( !IsEditMode( CREATING_AREA ) )
{
m_climbableSurface = physprops->GetSurfaceData( result.surface.surfaceProps )->game.climbable != 0;
if ( !m_climbableSurface )
{
m_climbableSurface = (result.contents & CONTENTS_LADDER) != 0;
}
m_surfaceNormal = result.plane.normal;
if ( m_climbableSurface )
{
// check if we're on the same plane as the original point when we're building a ladder
if ( IsEditMode( CREATING_LADDER ) )
{
if ( m_surfaceNormal != m_ladderNormal )
{
m_climbableSurface = false;
}
}
if ( m_surfaceNormal.z > 0.9f )
{
m_climbableSurface = false; // don't try to build ladders on flat ground
}
}
}
if ( ( m_climbableSurface && !IsEditMode( CREATING_LADDER ) ) || !IsEditMode( CREATING_AREA ) )
{
float closestDistSqr = 200.0f * 200.0f;
for ( int i=0; i<m_ladders.Count(); ++i )
{
CNavLadder *ladder = m_ladders[i];
Vector absMin = ladder->m_bottom;
Vector absMax = ladder->m_top;
Vector left( 0, 0, 0), right(0, 0, 0), up( 0, 0, 0);
VectorVectors( ladder->GetNormal(), right, up );
right *= ladder->m_width * 0.5f;
left = -right;
absMin.x += MIN( left.x, right.x );
absMin.y += MIN( left.y, right.y );
absMax.x += MAX( left.x, right.x );
absMax.y += MAX( left.y, right.y );
Extent e;
e.lo = absMin + Vector( -5, -5, -5 );
e.hi = absMax + Vector( 5, 5, 5 );
if ( e.Contains( m_editCursorPos ) )
{
m_selectedLadder = ladder;
break;
}
if ( !m_climbableSurface )
continue;
Vector p1 = (ladder->m_bottom + ladder->m_top)/2;
Vector p2 = m_editCursorPos;
float distSqr = p1.DistToSqr( p2 );
if ( distSqr < closestDistSqr )
{
m_selectedLadder = ladder;
closestDistSqr = distSqr;
}
}
}
m_editCursorPos = result.endpos;
// find the area the player is pointing at
if ( !m_climbableSurface && !m_selectedLadder )
{
// Try to clip our trace to nav areas
FindNavAreaOrLadderAlongRay( result.startpos, result.endpos + 100.0f * dir, &m_selectedArea, &m_selectedLadder ); // extend a few units into the ground
// Failing that, get the closest area to the endpoint
if ( !m_selectedArea && !m_selectedLadder )
{
m_selectedArea = TheNavMesh->GetNearestNavArea( result.endpos, false, 500.0f );
}
}
if ( m_selectedArea )
{
float yaw = player->EyeAngles().y;
while( yaw > 360.0f )
yaw -= 360.0f;
while( yaw < 0.0f )
yaw += 360.0f;
if ((yaw < 45.0f || yaw > 315.0f) || (yaw > 135.0f && yaw < 225.0f))
{
m_splitEdge = SnapToGrid( result.endpos.y, true );
m_splitAlongX = true;
}
else
{
m_splitEdge = SnapToGrid( result.endpos.x, true );
m_splitAlongX = false;
}
}
if ( !m_climbableSurface && !IsEditMode( CREATING_LADDER ) )
{
m_editCursorPos = SnapToGrid( m_editCursorPos );
}
return true;
}
else if ( isClippingRayAtFeet )
{
m_editCursorPos = SnapToGrid( result.endpos );
}
if ( IsEditMode( CREATING_LADDER ) || IsEditMode( CREATING_AREA ) )
return false;
// We started solid. Look for areas in front of us.
FindNavAreaOrLadderAlongRay( from, to, &m_selectedArea, &m_selectedLadder );
return (m_selectedArea != NULL || m_selectedLadder != NULL || isClippingRayAtFeet);
}
//--------------------------------------------------------------------------------------------------------------
bool CNavMesh::FindLadderCorners( Vector *corner1, Vector *corner2, Vector *corner3 )
{
if ( !corner1 || !corner2 || !corner3 )
return false;
Vector ladderRight, ladderUp;
VectorVectors( m_ladderNormal, ladderRight, ladderUp );
Vector from, dir;
GetEditVectors( &from, &dir );
const float maxDist = 100000.0f;
Ray_t ray;
ray.Init( from, from + dir * maxDist, vec3_origin, vec3_origin );
*corner1 = m_ladderAnchor + ladderUp * maxDist + ladderRight * maxDist;
*corner2 = m_ladderAnchor + ladderUp * maxDist - ladderRight * maxDist;
*corner3 = m_ladderAnchor - ladderUp * maxDist - ladderRight * maxDist;
float dist = IntersectRayWithTriangle( ray, *corner1, *corner2, *corner3, false );
if ( dist < 0 )
{
*corner2 = m_ladderAnchor - ladderUp * maxDist + ladderRight * maxDist;
dist = IntersectRayWithTriangle( ray, *corner1, *corner2, *corner3, false );
}
*corner3 = m_editCursorPos;
if ( dist > 0 && dist < maxDist )
{
*corner3 = from + dir * dist * maxDist;
float vertDistance = corner3->z - m_ladderAnchor.z;
float val = vertDistance / ladderUp.z;
*corner1 = m_ladderAnchor + val * ladderUp;
*corner2 = *corner3 - val * ladderUp;
return true;
}
return false;
}
//--------------------------------------------------------------------------------------------------------------
bool CheckForClimbableSurface( const Vector &start, const Vector &end )
{
trace_t result;
UTIL_TraceLine( start, end, MASK_NPCSOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &result );
bool climbableSurface = false;
if (result.fraction != 1.0f)
{
climbableSurface = physprops->GetSurfaceData( result.surface.surfaceProps )->game.climbable != 0;
if ( !climbableSurface )
{
climbableSurface = (result.contents & CONTENTS_LADDER) != 0;
}
}
return climbableSurface;
}
//--------------------------------------------------------------------------------------------------------------
void StepAlongClimbableSurface( Vector &pos, const Vector &increment, const Vector &probe )
{
while ( CheckForClimbableSurface( pos + increment - probe, pos + increment + probe ) )
{
pos += increment;
}
}
//--------------------------------------------------------------------------------------------------------------
void CNavMesh::CommandNavBuildLadder( void )
{
if ( !IsEditMode( NORMAL ) || !m_climbableSurface )
{
return;
}
// We've got a ladder at m_editCursorPos, with a normal of m_surfaceNormal
Vector right, up;
VectorVectors( -m_surfaceNormal, right, up );
m_ladderNormal = m_surfaceNormal;
Vector startPos = m_editCursorPos;
Vector leftEdge = startPos;
Vector rightEdge = startPos;
// trace to the sides to find the width
Vector probe = m_surfaceNormal * -HalfHumanWidth;
const float StepSize = 1.0f;
StepAlongClimbableSurface( leftEdge, right * -StepSize, probe );
StepAlongClimbableSurface( rightEdge, right * StepSize, probe );
Vector topEdge = (leftEdge + rightEdge) * 0.5f;
Vector bottomEdge = topEdge;
StepAlongClimbableSurface( topEdge, up * StepSize, probe );
StepAlongClimbableSurface( bottomEdge, up * -StepSize, probe );
Vector top = (leftEdge + rightEdge) * 0.5f;
top.z = topEdge.z;
Vector bottom = top;
bottom.z = bottomEdge.z;
CreateLadder( topEdge, bottomEdge, leftEdge.DistTo( rightEdge ), m_ladderNormal.AsVector2D(), 0.0f );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Flood fills all areas with current place
*/
class PlaceFloodFillFunctor
{
public:
PlaceFloodFillFunctor( CNavArea *area )
{
m_initialPlace = area->GetPlace();
}
bool operator() ( CNavArea *area )
{
if (area->GetPlace() != m_initialPlace)
return false;
area->SetPlace( TheNavMesh->GetNavPlace() );
return true;
}
private:
unsigned int m_initialPlace;
};
//--------------------------------------------------------------------------------------------------------------
/**
* Called when edit mode has just been enabled
*/
void CNavMesh::OnEditModeStart( void )
{
ClearSelectedSet();
m_isContinuouslySelecting = false;
m_isContinuouslyDeselecting = false;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Called when edit mode has just been disabled
*/
void CNavMesh::OnEditModeEnd( void )
{
}
//--------------------------------------------------------------------------------------------------------------
class DrawSelectedSet
{
public:
DrawSelectedSet( const Vector &shift )
{
m_count = 0;
m_shift = shift;
}
bool operator() ( CNavArea *area )
{
if (TheNavMesh->IsInSelectedSet( area ))
{
area->DrawSelectedSet( m_shift );
++m_count;
}
return (m_count < nav_draw_limit.GetInt());
}
int m_count;
Vector m_shift;
};
//--------------------------------------------------------------------------------------------------------
class AddToDragSet
{
public:
AddToDragSet( Extent &area, int zMin, int zMax, bool bDragDeselecting )
{
m_nTolerance = 1;
m_dragArea = area;
m_zMin = zMin - m_nTolerance;
m_zMax = zMax + m_nTolerance;
m_bDragDeselecting = bDragDeselecting;
}
bool operator() ( CNavArea *area )
{
bool bShouldBeInSelectedSet = m_bDragDeselecting;
if ( ( TheNavMesh->IsInSelectedSet( area ) == bShouldBeInSelectedSet ) && area->IsOverlapping( m_dragArea ) && area->GetCenter().z >= m_zMin && area->GetCenter().z <= m_zMax )
{
TheNavMesh->AddToDragSelectionSet( area );
}
return true;
}
Extent m_dragArea;
int m_zMin;
int m_zMax;
int m_nTolerance;
bool m_bDragDeselecting;
};
//--------------------------------------------------------------------------------------------------------------
void CNavMesh::UpdateDragSelectionSet( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
Extent dragArea;
int xmin = MIN( m_anchor.x, m_editCursorPos.x );
int xmax = MAX( m_anchor.x, m_editCursorPos.x );
int ymin = MIN( m_anchor.y, m_editCursorPos.y );
int ymax = MAX( m_anchor.y, m_editCursorPos.y );
dragArea.lo = Vector( xmin, ymin, m_anchor.z );
dragArea.hi = Vector( xmax, ymax, m_anchor.z );
ClearDragSelectionSet();
AddToDragSet add( dragArea, m_anchor.z - m_nDragSelectionVolumeZMin, m_anchor.z + m_nDragSelectionVolumeZMax, m_bIsDragDeselecting );
ForAllAreas( add );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Draw navigation areas and edit them
* @todo Clean the whole edit system up - its structure is legacy from peculiarities in GoldSrc.
*/
ConVar nav_show_compass( "nav_show_compass", "0", FCVAR_CHEAT );
void CNavMesh::DrawEditMode( void )
{
VPROF( "CNavMesh::DrawEditMode" );
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( IsGenerating() )
return;
// TODO: remove this when host_thread_mode 1 stops breaking NDEBUG_PERSIST_TILL_NEXT_SERVER overlays
static ConVarRef host_thread_mode( "host_thread_mode" );
host_thread_mode.SetValue( 0 );
const float maxRange = 1000.0f; // 500
#if DEBUG_NAV_NODES
if ( nav_show_nodes.GetBool() )
{
for ( CNavNode *node = CNavNode::GetFirst(); node != NULL; node = node->GetNext() )
{
if ( m_editCursorPos.DistToSqr( *node->GetPosition() ) < 150*150 )
{
node->Draw();
}
}
}
#endif // DEBUG_NAV_NODES
Vector from, dir;
GetEditVectors( &from, &dir );
Vector to = from + maxRange * dir;
/* IN_PROGRESS:
if ( !IsEditMode( PLACE_PAINTING ) && nav_snap_to_grid.GetBool() )
{
Vector center = SnapToGrid( m_editCursorPos );
const int GridCount = 3;
const int GridArraySize = GridCount * 2 + 1;
const int GridSize = GetGridSize();
// fill in an array of heights for the grid
Vector pos[GridArraySize][GridArraySize];
int x, y;
for ( x=0; x<GridArraySize; ++x )
{
for ( y=0; y<GridArraySize; ++y )
{
pos[x][y] = center;
pos[x][y].x += (x-GridCount) * GridSize;
pos[x][y].y += (y-GridCount) * GridSize;
pos[x][y].z += 36.0f;
GetGroundHeight( pos[x][y], &pos[x][y].z );
}
}
for ( x=1; x<GridArraySize; ++x )
{
for ( y=1; y<GridArraySize; ++y )
{
NavDrawLine( pos[x-1][y-1], pos[x-1][y], NavGridColor );
NavDrawLine( pos[x-1][y-1], pos[x][y-1], NavGridColor );
if ( x == GridArraySize-1 )
{
NavDrawLine( pos[x][y-1], pos[x][y], NavGridColor );
}
if ( y == GridArraySize-1 )
{
NavDrawLine( pos[x-1][y], pos[x][y], NavGridColor );
}
}
}
}
*/
if ( FindActiveNavArea() || m_markedArea || m_markedLadder || !IsSelectedSetEmpty() || IsEditMode( CREATING_AREA ) || IsEditMode( CREATING_LADDER ) )
{
// draw cursor
float cursorSize = 10.0f;
if ( m_climbableSurface )
{
NDebugOverlay::Cross3D( m_editCursorPos, cursorSize, 0, 255, 0, true, NDEBUG_PERSIST_TILL_NEXT_SERVER );
}
else
{
NavDrawLine( m_editCursorPos + Vector( 0, 0, cursorSize ), m_editCursorPos, NavCursorColor );
NavDrawLine( m_editCursorPos + Vector( cursorSize, 0, 0 ), m_editCursorPos + Vector( -cursorSize, 0, 0 ), NavCursorColor );
NavDrawLine( m_editCursorPos + Vector( 0, cursorSize, 0 ), m_editCursorPos + Vector( 0, -cursorSize, 0 ), NavCursorColor );
if ( nav_show_compass.GetBool() )
{
const float offset = cursorSize * 1.5f;
Vector pos;
pos = m_editCursorPos;
AddDirectionVector( &pos, NORTH, offset );
NDebugOverlay::Text( pos, "N", false, NDEBUG_PERSIST_TILL_NEXT_SERVER );
pos = m_editCursorPos;
AddDirectionVector( &pos, SOUTH, offset );
NDebugOverlay::Text( pos, "S", false, NDEBUG_PERSIST_TILL_NEXT_SERVER );
pos = m_editCursorPos;
AddDirectionVector( &pos, EAST, offset );
NDebugOverlay::Text( pos, "E", false, NDEBUG_PERSIST_TILL_NEXT_SERVER );
pos = m_editCursorPos;
AddDirectionVector( &pos, WEST, offset );
NDebugOverlay::Text( pos, "W", false, NDEBUG_PERSIST_TILL_NEXT_SERVER );
}
}
// show drag rectangle when creating areas and ladders
if ( IsEditMode( CREATING_AREA ) )
{
float z = m_anchor.z + 2.0f;
NavDrawLine( Vector( m_editCursorPos.x, m_editCursorPos.y, z ), Vector( m_anchor.x, m_editCursorPos.y, z ), NavCreationColor );
NavDrawLine( Vector( m_anchor.x, m_anchor.y, z ), Vector( m_anchor.x, m_editCursorPos.y, z ), NavCreationColor );
NavDrawLine( Vector( m_anchor.x, m_anchor.y, z ), Vector( m_editCursorPos.x, m_anchor.y, z ), NavCreationColor );
NavDrawLine( Vector( m_editCursorPos.x, m_editCursorPos.y, z ), Vector( m_editCursorPos.x, m_anchor.y, z ), NavCreationColor );
}
else if ( IsEditMode( DRAG_SELECTING ) )
{
float z1 = m_anchor.z + m_nDragSelectionVolumeZMax;
float z2 = m_anchor.z - m_nDragSelectionVolumeZMin;
// Draw the drag select volume
Vector vMin( m_anchor.x, m_anchor.y, z1 );
Vector vMax( m_editCursorPos.x, m_editCursorPos.y, z2 );
NavDrawVolume( vMin, vMax, m_anchor.z, NavDragSelectionColor );
UpdateDragSelectionSet();
Color dragSelectionColor = m_bIsDragDeselecting ? s_dragSelectionSetDeleteColor : s_dragSelectionSetAddColor;
// Draw the drag selection set
FOR_EACH_VEC( m_dragSelectionSet, it )
{
CNavArea *area = m_dragSelectionSet[ it ];
area->DrawDragSelectionSet( dragSelectionColor );
}
}
else if ( IsEditMode( CREATING_LADDER ) )
{
Vector corner1, corner2, corner3;
if ( FindLadderCorners( &corner1, &corner2, &corner3 ) )
{
NavEditColor color = NavCreationColor;
if ( !m_climbableSurface )
{
color = NavInvalidCreationColor;
}
NavDrawLine( m_ladderAnchor, corner1, color );
NavDrawLine( corner1, corner3, color );
NavDrawLine( corner3, corner2, color );
NavDrawLine( corner2, m_ladderAnchor, color );
}
}
if ( m_selectedLadder )
{
m_lastSelectedArea = NULL;
// if ladder changed, print its ID
if (m_selectedLadder != m_lastSelectedLadder || nav_show_area_info.GetBool())
{
m_lastSelectedLadder = m_selectedLadder;
// print ladder info
char buffer[80];
CBaseEntity *ladderEntity = m_selectedLadder->GetLadderEntity();
if ( ladderEntity )
{
V_snprintf( buffer, sizeof( buffer ), "Ladder #%d (Team %s)\n", m_selectedLadder->GetID(), GetGlobalTeam( ladderEntity->GetTeamNumber() )->GetName() );
}
else
{
V_snprintf( buffer, sizeof( buffer ), "Ladder #%d\n", m_selectedLadder->GetID() );
}
NDebugOverlay::ScreenText( 0.5, 0.53, buffer, 255, 255, 0, 128, NDEBUG_PERSIST_TILL_NEXT_SERVER );
}
// draw the ladder we are pointing at and all connected areas
m_selectedLadder->DrawLadder();
m_selectedLadder->DrawConnectedAreas();
}
if ( m_markedLadder && !IsEditMode( PLACE_PAINTING ) )
{
// draw the "marked" ladder
m_markedLadder->DrawLadder();
}
if ( m_markedArea && !IsEditMode( PLACE_PAINTING ) )
{
// draw the "marked" area
m_markedArea->Draw();
}
// find the area the player is pointing at
if (m_selectedArea)
{
m_lastSelectedLadder = NULL;
// if area changed, print its ID
if ( m_selectedArea != m_lastSelectedArea )
{
m_showAreaInfoTimer.Start( nav_show_area_info.GetFloat() );
m_lastSelectedArea = m_selectedArea;
}
if (m_showAreaInfoTimer.HasStarted() && !m_showAreaInfoTimer.IsElapsed() )
{
char buffer[80];
char attrib[80];
char locName[80];
if (m_selectedArea->GetPlace())
{
const char *name = TheNavMesh->PlaceToName( m_selectedArea->GetPlace() );
if (name)
V_strcpy_safe( locName, name );
else
V_strcpy_safe( locName, "ERROR" );
}
else
{
locName[0] = '\000';
}
if (IsEditMode( PLACE_PAINTING ))
{
attrib[0] = '\000';
}
else
{
attrib[0] = 0;
int attributes = m_selectedArea->GetAttributes();
if ( attributes & NAV_MESH_CROUCH ) Q_strncat( attrib, "CROUCH ", sizeof( attrib ), -1 );
if ( attributes & NAV_MESH_JUMP ) Q_strncat( attrib, "JUMP ", sizeof( attrib ), -1 );
if ( attributes & NAV_MESH_PRECISE ) Q_strncat( attrib, "PRECISE ", sizeof( attrib ), -1 );
if ( attributes & NAV_MESH_NO_JUMP ) Q_strncat( attrib, "NO_JUMP ", sizeof( attrib ), -1 );
if ( attributes & NAV_MESH_STOP ) Q_strncat( attrib, "STOP ", sizeof( attrib ), -1 );
if ( attributes & NAV_MESH_RUN ) Q_strncat( attrib, "RUN ", sizeof( attrib ), -1 );
if ( attributes & NAV_MESH_WALK ) Q_strncat( attrib, "WALK ", sizeof( attrib ), -1 );
if ( attributes & NAV_MESH_AVOID ) Q_strncat( attrib, "AVOID ", sizeof( attrib ), -1 );
if ( attributes & NAV_MESH_TRANSIENT ) Q_strncat( attrib, "TRANSIENT ", sizeof( attrib ), -1 );
if ( attributes & NAV_MESH_DONT_HIDE ) Q_strncat( attrib, "DONT_HIDE ", sizeof( attrib ), -1 );
if ( attributes & NAV_MESH_STAND ) Q_strncat( attrib, "STAND ", sizeof( attrib ), -1 );
if ( attributes & NAV_MESH_NO_HOSTAGES )Q_strncat( attrib, "NO HOSTAGES ", sizeof( attrib ), -1 );
if ( attributes & NAV_MESH_STAIRS ) Q_strncat( attrib, "STAIRS ", sizeof( attrib ), -1 );
if ( attributes & NAV_MESH_OBSTACLE_TOP ) Q_strncat( attrib, "OBSTACLE ", sizeof( attrib ), -1 );
if ( attributes & NAV_MESH_CLIFF ) Q_strncat( attrib, "CLIFF ", sizeof( attrib ), -1 );
#ifdef TERROR
if ( attributes & TerrorNavArea::NAV_PLAYERCLIP ) Q_strncat( attrib, "PLAYERCLIP ", sizeof( attrib ), -1 );
if ( attributes & TerrorNavArea::NAV_BREAKABLEWALL ) Q_strncat( attrib, "BREAKABLEWALL ", sizeof( attrib ), -1 );
if ( m_selectedArea->IsBlocked( TEAM_SURVIVOR ) ) Q_strncat( attrib, "BLOCKED_SURVIVOR ", sizeof( attrib ), -1 );
if ( m_selectedArea->IsBlocked( TEAM_ZOMBIE ) ) Q_strncat( attrib, "BLOCKED_ZOMBIE ", sizeof( attrib ), -1 );
#else
if ( m_selectedArea->IsBlocked( TEAM_ANY ) ) Q_strncat( attrib, "BLOCKED ", sizeof( attrib ), -1 );
#endif
if ( m_selectedArea->HasAvoidanceObstacle() ) Q_strncat( attrib, "OBSTRUCTED ", sizeof( attrib ), -1 );
if ( m_selectedArea->IsDamaging() ) Q_strncat( attrib, "DAMAGING ", sizeof( attrib ), -1 );
if ( m_selectedArea->IsUnderwater() ) Q_strncat( attrib, "UNDERWATER ", sizeof( attrib ), -1 );
int connected = 0;
connected += m_selectedArea->GetAdjacentCount( NORTH );
connected += m_selectedArea->GetAdjacentCount( SOUTH );
connected += m_selectedArea->GetAdjacentCount( EAST );
connected += m_selectedArea->GetAdjacentCount( WEST );
Q_strncat( attrib, UTIL_VarArgs( "%d Connections ", connected ), sizeof( attrib ), -1 );
}
Q_snprintf( buffer, sizeof( buffer ), "Area #%d %s %s\n", m_selectedArea->GetID(), locName, attrib );
NDebugOverlay::ScreenText( 0.5, 0.53, buffer, 255, 255, 0, 128, NDEBUG_PERSIST_TILL_NEXT_SERVER );
// do "place painting"
if ( m_isPlacePainting )
{
if (m_selectedArea->GetPlace() != TheNavMesh->GetNavPlace())
{
m_selectedArea->SetPlace( TheNavMesh->GetNavPlace() );
player->EmitSound( "Bot.EditSwitchOn" );
}
}
}
// do continuous selecting into selected set
if ( m_isContinuouslySelecting )
{
AddToSelectedSet( m_selectedArea );
}
else if ( m_isContinuouslyDeselecting )
{
// do continuous de-selecting into selected set
RemoveFromSelectedSet( m_selectedArea );
}
if (IsEditMode( PLACE_PAINTING ))
{
m_selectedArea->DrawConnectedAreas();
}
else // normal editing mode
{
// draw split line
Extent extent;
m_selectedArea->GetExtent( &extent );
float yaw = player->EyeAngles().y;
while( yaw > 360.0f )
yaw -= 360.0f;
while( yaw < 0.0f )
yaw += 360.0f;
if (m_splitAlongX)
{
from.x = extent.lo.x;
from.y = m_splitEdge;
from.z = m_selectedArea->GetZ( from );
to.x = extent.hi.x;
to.y = m_splitEdge;
to.z = m_selectedArea->GetZ( to );
}
else
{
from.x = m_splitEdge;
from.y = extent.lo.y;
from.z = m_selectedArea->GetZ( from );
to.x = m_splitEdge;
to.y = extent.hi.y;
to.z = m_selectedArea->GetZ( to );
}
NavDrawLine( from, to, NavSplitLineColor );
// draw the area we are pointing at and all connected areas
m_selectedArea->DrawConnectedAreas();
}
}
// render the selected set
if (!IsSelectedSetEmpty())
{
Vector shift( 0, 0, 0 );
if (IsEditMode( SHIFTING_XY ))
{
shift = m_editCursorPos - m_anchor;
shift.z = 0.0f;
}
DrawSelectedSet draw( shift );
// if the selected set is small, just blast it out
if (m_selectedSet.Count() < nav_draw_limit.GetInt())
{
FOR_EACH_VEC( m_selectedSet, it )
{
CNavArea *area = m_selectedSet[ it ];
draw( area );
}
}
else
{
// draw the part nearest the player
CNavArea *nearest = NULL;
float nearRange = 9999999999.9f;
FOR_EACH_VEC( m_selectedSet, it )
{
CNavArea *area = m_selectedSet[ it ];
float range = (player->GetAbsOrigin() - area->GetCenter()).LengthSqr();
if (range < nearRange)
{
nearRange = range;
nearest = area;
}
}
SearchSurroundingAreas( nearest, nearest->GetCenter(), draw, -1, INCLUDE_INCOMING_CONNECTIONS | INCLUDE_BLOCKED_AREAS );
}
}
}
}
//--------------------------------------------------------------------------------------------------------------
void CNavMesh::SetMarkedLadder( CNavLadder *ladder )
{
m_markedLadder = ladder;
m_markedArea = NULL;
m_markedCorner = NUM_CORNERS;
}
//--------------------------------------------------------------------------------------------------------------
void CNavMesh::SetMarkedArea( CNavArea *area )
{
m_markedLadder = NULL;
m_markedArea = area;
m_markedCorner = NUM_CORNERS;
}
//--------------------------------------------------------------------------------------------------------------
void CNavMesh::CommandNavDelete( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( !IsEditMode( NORMAL ) )
return;
if (IsSelectedSetEmpty())
{
// the old way
CNavArea *markedArea = GetMarkedArea();
CNavLadder *markedLadder = GetMarkedLadder();
FindActiveNavArea();
if( markedArea )
{
player->EmitSound( "EDIT_DELETE" );
TheNavAreas.FindAndRemove( markedArea );
TheNavMesh->OnEditDestroyNotify( markedArea );
TheNavMesh->DestroyArea( markedArea );
}
else if( markedLadder )
{
player->EmitSound( "EDIT_DELETE" );
m_ladders.FindAndRemove( markedLadder );
OnEditDestroyNotify( markedLadder );
delete markedLadder;
}
else if ( m_selectedArea )
{
player->EmitSound( "EDIT_DELETE" );
TheNavAreas.FindAndRemove( m_selectedArea );
CNavArea *deadArea = m_selectedArea;
OnEditDestroyNotify( deadArea );
TheNavMesh->DestroyArea( deadArea );
}
else if ( m_selectedLadder )
{
player->EmitSound( "EDIT_DELETE" );
m_ladders.FindAndRemove( m_selectedLadder );
CNavLadder *deadLadder = m_selectedLadder;
OnEditDestroyNotify( deadLadder );
delete deadLadder;
}
}
else
{
// delete all areas in the selected set
player->EmitSound( "EDIT_DELETE" );
FOR_EACH_VEC( m_selectedSet, it )
{
CNavArea *area = m_selectedSet[ it ];
TheNavAreas.FindAndRemove( area );
OnEditDestroyNotify( area );
TheNavMesh->DestroyArea( area );
}
Msg( "Deleted %d areas\n", m_selectedSet.Count() );
ClearSelectedSet();
}
StripNavigationAreas();
SetMarkedArea( NULL ); // unmark the mark area
m_markedCorner = NUM_CORNERS; // clear the corner selection
}
//--------------------------------------------------------------------------------------------------------------
class SelectCollector
{
public:
SelectCollector( void )
{
m_count = 0;
}
bool operator() ( CNavArea *area )
{
// already selected areas terminate flood select
if (TheNavMesh->IsInSelectedSet( area ))
return false;
TheNavMesh->AddToSelectedSet( area );
++m_count;
return true;
}
int m_count;
};
//--------------------------------------------------------------------------------------------------------------
void CNavMesh::CommandNavDeleteMarked( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( !IsEditMode( NORMAL ) )
return;
CNavArea *markedArea = GetMarkedArea();
if( markedArea )
{
player->EmitSound( "EDIT_DELETE" );
TheNavMesh->OnEditDestroyNotify( markedArea );
TheNavAreas.FindAndRemove( markedArea );
TheNavMesh->DestroyArea( markedArea );
}
CNavLadder *markedLadder = GetMarkedLadder();
if( markedLadder )
{
player->EmitSound( "EDIT_DELETE" );
m_ladders.FindAndRemove( markedLadder );
delete markedLadder;
}
StripNavigationAreas();
ClearSelectedSet();
SetMarkedArea( NULL ); // unmark the mark area
SetMarkedLadder( NULL ); // unmark the mark ladder
m_markedCorner = NUM_CORNERS; // clear the corner selection
}
//--------------------------------------------------------------------------------------------------------------
/**
* Select the current nav area and all recursively connected areas
*/
void CNavMesh::CommandNavFloodSelect( const CCommand &args )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( !IsEditMode( NORMAL ) && !IsEditMode( PLACE_PAINTING ) )
return;
FindActiveNavArea();
CNavArea *start = m_selectedArea;
if ( !start )
{
start = m_markedArea;
}
if ( start )
{
player->EmitSound( "EDIT_DELETE" );
int connections = INCLUDE_BLOCKED_AREAS | INCLUDE_INCOMING_CONNECTIONS;
if ( args.ArgC() == 2 && FStrEq( "out", args[1] ) )
{
connections = INCLUDE_BLOCKED_AREAS;
}
if ( args.ArgC() == 2 && FStrEq( "in", args[1] ) )
{
connections = INCLUDE_BLOCKED_AREAS | INCLUDE_INCOMING_CONNECTIONS | EXCLUDE_OUTGOING_CONNECTIONS;
}
// collect all areas connected to this area
SelectCollector collector;
SearchSurroundingAreas( start, start->GetCenter(), collector, -1, connections );
Msg( "Selected %d areas.\n", collector.m_count );
}
SetMarkedArea( NULL ); // unmark the mark area
}
//--------------------------------------------------------------------------------------------------------------
/**
* Toggles all areas into/out of the selected set
*/
void CNavMesh::CommandNavToggleSelectedSet( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( !IsEditMode( NORMAL ) && !IsEditMode( PLACE_PAINTING ) )
return;
player->EmitSound( "EDIT_DELETE" );
NavAreaVector notInSelectedSet;
// Build a list of all areas not in the selected set
FOR_EACH_VEC( TheNavAreas, it )
{
CNavArea *area = TheNavAreas[it];
if ( !IsInSelectedSet( area ) )
{
notInSelectedSet.AddToTail( area );
}
}
// Clear out the selected set
ClearSelectedSet();
// Add areas back into the selected set
FOR_EACH_VEC( notInSelectedSet, nit )
{
CNavArea *area = notInSelectedSet[nit];
AddToSelectedSet( area );
}
Msg( "Selected %d areas.\n", notInSelectedSet.Count() );
SetMarkedArea( NULL ); // unmark the mark area
}
//--------------------------------------------------------------------------------------------------------------
/**
* Saves the current selected set for later retrieval.
*/
void CNavMesh::CommandNavStoreSelectedSet( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( !IsEditMode( NORMAL ) && !IsEditMode( PLACE_PAINTING ) )
return;
player->EmitSound( "EDIT_DELETE" );
m_storedSelectedSet.RemoveAll();
FOR_EACH_VEC( m_selectedSet, it )
{
m_storedSelectedSet.AddToTail( m_selectedSet[it]->GetID() );
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Restores an older selected set.
*/
void CNavMesh::CommandNavRecallSelectedSet( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( !IsEditMode( NORMAL ) && !IsEditMode( PLACE_PAINTING ) )
return;
player->EmitSound( "EDIT_DELETE" );
ClearSelectedSet();
for ( int i=0; i<m_storedSelectedSet.Count(); ++i )
{
CNavArea *area = GetNavAreaByID( m_storedSelectedSet[i] );
if ( area )
{
AddToSelectedSet( area );
}
}
Msg( "Selected %d areas.\n", m_selectedSet.Count() );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Add current area to selected set
*/
void CNavMesh::CommandNavAddToSelectedSet( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( !IsEditMode( NORMAL ) && !IsEditMode( PLACE_PAINTING ) )
return;
FindActiveNavArea();
if ( m_selectedArea )
{
AddToSelectedSet( m_selectedArea );
player->EmitSound( "EDIT_MARK.Enable" );
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Add area ID to selected set
*/
void CNavMesh::CommandNavAddToSelectedSetByID( const CCommand &args )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( ( !IsEditMode( NORMAL ) && !IsEditMode( PLACE_PAINTING ) ) || args.ArgC() < 2 )
return;
int id = atoi( args[1] );
CNavArea *area = GetNavAreaByID( id );
if ( area )
{
AddToSelectedSet( area );
player->EmitSound( "EDIT_MARK.Enable" );
Msg( "Added area %d. ( to go there: setpos %f %f %f )\n", id, area->GetCenter().x, area->GetCenter().y, area->GetCenter().z + 5 );
}
else
{
Msg( "No area with id %d\n", id );
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Remove current area from selected set
*/
void CNavMesh::CommandNavRemoveFromSelectedSet( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( !IsEditMode( NORMAL ) && !IsEditMode( PLACE_PAINTING ) )
return;
FindActiveNavArea();
if ( m_selectedArea )
{
RemoveFromSelectedSet( m_selectedArea );
player->EmitSound( "EDIT_MARK.Disable" );
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Add/remove current area from selected set
*/
void CNavMesh::CommandNavToggleInSelectedSet( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( !IsEditMode( NORMAL ) && !IsEditMode( PLACE_PAINTING ) )
return;
FindActiveNavArea();
if ( m_selectedArea )
{
if (IsInSelectedSet( m_selectedArea ))
{
RemoveFromSelectedSet( m_selectedArea );
}
else
{
AddToSelectedSet( m_selectedArea );
}
player->EmitSound( "EDIT_MARK.Disable" );
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Clear the selected set to empty
*/
void CNavMesh::CommandNavClearSelectedSet( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( !IsEditMode( NORMAL ) && !IsEditMode( PLACE_PAINTING ) )
return;
ClearSelectedSet();
player->EmitSound( "EDIT_MARK.Disable" );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Start continuously selecting areas into the selected set
*/
void CNavMesh::CommandNavBeginSelecting( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( !IsEditMode( NORMAL ) && !IsEditMode( PLACE_PAINTING ) )
return;
m_isContinuouslySelecting = true;
m_isContinuouslyDeselecting = false;
player->EmitSound( "EDIT_BEGIN_AREA.Creating" );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Stop continuously selecting areas into the selected set
*/
void CNavMesh::CommandNavEndSelecting( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( !IsEditMode( NORMAL ) && !IsEditMode( PLACE_PAINTING ) )
return;
m_isContinuouslySelecting = false;
m_isContinuouslyDeselecting = false;
player->EmitSound( "EDIT_END_AREA.Creating" );
}
//--------------------------------------------------------------------------------------------------------------
void CNavMesh::CommandNavBeginDragSelecting( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( !IsEditMode( NORMAL ) && !IsEditMode( PLACE_PAINTING ) && !IsEditMode( DRAG_SELECTING ) )
return;
FindActiveNavArea();
if ( IsEditMode( DRAG_SELECTING ) )
{
ClearDragSelectionSet();
SetEditMode( NORMAL );
player->EmitSound( "EDIT_BEGIN_AREA.NotCreating" );
}
else
{
player->EmitSound( "EDIT_BEGIN_AREA.NotCreating" );
SetEditMode( DRAG_SELECTING );
// m_anchor starting corner
m_anchor = m_editCursorPos;
m_nDragSelectionVolumeZMax = nav_drag_selection_volume_zmax_offset.GetInt();
m_nDragSelectionVolumeZMin = nav_drag_selection_volume_zmin_offset.GetInt();
}
SetMarkedArea( NULL ); // unmark the mark area
m_markedCorner = NUM_CORNERS; // clear the corner selection
}
//--------------------------------------------------------------------------------------------------------------
void CNavMesh::CommandNavEndDragSelecting( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( IsEditMode( DRAG_SELECTING ) )
{
// Transfer drag selected areas to the selected set
FOR_EACH_VEC( m_dragSelectionSet, it )
{
AddToSelectedSet( m_dragSelectionSet[it] );
}
SetEditMode( NORMAL );
}
else
{
player->EmitSound( "EDIT_END_AREA.NotCreating" );
}
ClearDragSelectionSet();
m_markedCorner = NUM_CORNERS; // clear the corner selection
}
//--------------------------------------------------------------------------------------------------------------
void CNavMesh::CommandNavBeginDragDeselecting( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( !IsEditMode( NORMAL ) && !IsEditMode( PLACE_PAINTING ) && !IsEditMode( DRAG_SELECTING ) )
return;
FindActiveNavArea();
if ( IsEditMode( DRAG_SELECTING ) )
{
ClearDragSelectionSet();
SetEditMode( NORMAL );
player->EmitSound( "EDIT_BEGIN_AREA.NotCreating" );
}
else
{
player->EmitSound( "EDIT_BEGIN_AREA.NotCreating" );
SetEditMode( DRAG_SELECTING );
m_bIsDragDeselecting = true;
// m_anchor starting corner
m_anchor = m_editCursorPos;
m_nDragSelectionVolumeZMax = nav_drag_selection_volume_zmax_offset.GetInt();
m_nDragSelectionVolumeZMin = nav_drag_selection_volume_zmin_offset.GetInt();
}
SetMarkedArea( NULL ); // unmark the mark area
m_markedCorner = NUM_CORNERS; // clear the corner selection
}
//--------------------------------------------------------------------------------------------------------------
void CNavMesh::CommandNavEndDragDeselecting( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( IsEditMode( DRAG_SELECTING ) )
{
// Remove drag selected areas from the selected set
FOR_EACH_VEC( m_dragSelectionSet, it )
{
RemoveFromSelectedSet( m_dragSelectionSet[it] );
}
SetEditMode( NORMAL );
}
else
{
player->EmitSound( "EDIT_END_AREA.NotCreating" );
}
ClearDragSelectionSet();
m_bIsDragDeselecting = false;
m_markedCorner = NUM_CORNERS; // clear the corner selection
}
//--------------------------------------------------------------------------------------------------------------
void CNavMesh::CommandNavRaiseDragVolumeMax( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
m_nDragSelectionVolumeZMax += 32;
nav_drag_selection_volume_zmax_offset.SetValue( m_nDragSelectionVolumeZMax );
}
//--------------------------------------------------------------------------------------------------------------
void CNavMesh::CommandNavLowerDragVolumeMax( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
m_nDragSelectionVolumeZMax = MAX( 0, m_nDragSelectionVolumeZMax - 32 );
nav_drag_selection_volume_zmax_offset.SetValue( m_nDragSelectionVolumeZMax );
}
//--------------------------------------------------------------------------------------------------------------
void CNavMesh::CommandNavRaiseDragVolumeMin( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
m_nDragSelectionVolumeZMin = MAX( 0, m_nDragSelectionVolumeZMin - 32 );
nav_drag_selection_volume_zmin_offset.SetValue( m_nDragSelectionVolumeZMin );
}
//--------------------------------------------------------------------------------------------------------------
void CNavMesh::CommandNavLowerDragVolumeMin( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
m_nDragSelectionVolumeZMin += 32;
nav_drag_selection_volume_zmin_offset.SetValue( m_nDragSelectionVolumeZMin );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Start/stop continuously selecting areas into the selected set
*/
void CNavMesh::CommandNavToggleSelecting( bool playSound )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( !IsEditMode( NORMAL ) && !IsEditMode( PLACE_PAINTING ) )
return;
m_isContinuouslySelecting = !m_isContinuouslySelecting;
m_isContinuouslyDeselecting = false;
if ( playSound )
{
player->EmitSound( "EDIT_END_AREA.Creating" );
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Start continuously de-selecting areas from the selected set
*/
void CNavMesh::CommandNavBeginDeselecting( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( !IsEditMode( NORMAL ) && !IsEditMode( PLACE_PAINTING ) )
return;
m_isContinuouslyDeselecting = true;
m_isContinuouslySelecting = false;
player->EmitSound( "EDIT_BEGIN_AREA.Creating" );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Stop continuously de-selecting areas from the selected set
*/
void CNavMesh::CommandNavEndDeselecting( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( !IsEditMode( NORMAL ) && !IsEditMode( PLACE_PAINTING ) )
return;
m_isContinuouslyDeselecting = false;
m_isContinuouslySelecting = false;
player->EmitSound( "EDIT_END_AREA.Creating" );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Start/stop continuously de-selecting areas from the selected set
*/
void CNavMesh::CommandNavToggleDeselecting( bool playSound )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( !IsEditMode( NORMAL ) && !IsEditMode( PLACE_PAINTING ) )
return;
m_isContinuouslyDeselecting = !m_isContinuouslyDeselecting;
m_isContinuouslySelecting = false;
if ( playSound )
{
player->EmitSound( "EDIT_END_AREA.Creating" );
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Selects all areas that intersect the half-space
* Arguments: "+z 100", or "-x 30", etc.
*/
void CNavMesh::CommandNavSelectHalfSpace( const CCommand &args )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( !IsEditMode( NORMAL ) && !IsEditMode( PLACE_PAINTING ) )
return;
if ( args.ArgC() != 3 )
{
Warning( "Error: <+X|-X|+Y|-Y|+Z|-Z> <value>\n" );
return;
}
enum HalfSpaceType
{
PLUS_X, MINUS_X,
PLUS_Y, MINUS_Y,
PLUS_Z, MINUS_Z,
}
halfSpace = PLUS_X;
if (FStrEq( "+x", args[1] ))
{
halfSpace = PLUS_X;
}
else if (FStrEq( "-x", args[1] ))
{
halfSpace = MINUS_X;
}
else if (FStrEq( "+y", args[1] ))
{
halfSpace = PLUS_Y;
}
else if (FStrEq( "-y", args[1] ))
{
halfSpace = MINUS_Y;
}
else if (FStrEq( "+z", args[1] ))
{
halfSpace = PLUS_Z;
}
else if (FStrEq( "-z", args[1] ))
{
halfSpace = MINUS_Z;
}
float value = atof( args[2] );
Extent extent;
FOR_EACH_VEC( TheNavAreas, it )
{
CNavArea *area = TheNavAreas[it];
area->GetExtent( &extent );
switch( halfSpace )
{
case PLUS_X:
if (extent.lo.x < value && extent.hi.x < value)
{
continue;
}
break;
case PLUS_Y:
if (extent.lo.y < value && extent.hi.y < value)
{
continue;
}
break;
case PLUS_Z:
if (extent.lo.z < value && extent.hi.z < value)
{
continue;
}
break;
case MINUS_X:
if (extent.lo.x > value && extent.hi.x > value)
{
continue;
}
break;
case MINUS_Y:
if (extent.lo.y > value && extent.hi.y > value)
{
continue;
}
break;
case MINUS_Z:
if (extent.lo.z > value && extent.hi.z > value)
{
continue;
}
break;
}
// toggle membership
if ( IsInSelectedSet( area ) )
{
RemoveFromSelectedSet( area );
}
else
{
AddToSelectedSet( area );
}
}
player->EmitSound( "EDIT_DELETE" );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Begin shifting selected set in the XY plane
*/
void CNavMesh::CommandNavBeginShiftXY( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if (GetEditMode() == SHIFTING_XY)
{
SetEditMode( NORMAL );
player->EmitSound( "EDIT_END_AREA.Creating" );
return;
}
else
{
SetEditMode( SHIFTING_XY );
player->EmitSound( "EDIT_BEGIN_AREA.Creating" );
}
// m_anchor starting corner
m_anchor = m_editCursorPos;
}
//--------------------------------------------------------------------------------------------------------
/**
* Shift a set of areas, and all connected ladders
*/
class ShiftSet
{
public:
ShiftSet( const Vector &shift )
{
m_shift = shift;
}
bool operator()( CNavArea *area )
{
area->Shift( m_shift );
const NavLadderConnectVector *ladders = area->GetLadders( CNavLadder::LADDER_UP );
int it;
for( it = 0; it < ladders->Count(); ++it )
{
CNavLadder *ladder = (*ladders)[ it ].ladder;
if ( !m_ladders.HasElement( ladder ) )
{
ladder->Shift( m_shift );
m_ladders.AddToTail( ladder );
}
}
ladders = area->GetLadders( CNavLadder::LADDER_DOWN );
for( it = 0; it < ladders->Count(); ++it )
{
CNavLadder *ladder = (*ladders)[ it ].ladder;
if ( !m_ladders.HasElement( ladder ) )
{
ladder->Shift( m_shift );
m_ladders.AddToTail( ladder );
}
}
return true;
}
private:
CUtlVector< CNavLadder * > m_ladders;
Vector m_shift;
};
//--------------------------------------------------------------------------------------------------------------
/**
* End shifting selected set in the XY plane
*/
void CNavMesh::CommandNavEndShiftXY( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
SetEditMode( NORMAL );
Vector shiftAmount = m_editCursorPos - m_anchor;
shiftAmount.z = 0.0f;
ShiftSet shift( shiftAmount );
// update the position of all areas in the selected set
TheNavMesh->ForAllSelectedAreas( shift );
player->EmitSound( "EDIT_END_AREA.Creating" );
}
//--------------------------------------------------------------------------------------------------------
CON_COMMAND_F( nav_shift, "Shifts the selected areas by the specified amount", FCVAR_CHEAT )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
TheNavMesh->SetEditMode( CNavMesh::NORMAL );
Vector shiftAmount( vec3_origin );
if ( args.ArgC() > 1 )
{
shiftAmount.x = atoi( args[1] );
if ( args.ArgC() > 2 )
{
shiftAmount.y = atoi( args[2] );
if ( args.ArgC() > 3 )
{
shiftAmount.z = atoi( args[3] );
}
}
}
ShiftSet shift( shiftAmount );
// update the position of all areas in the selected set
TheNavMesh->ForAllSelectedAreas( shift );
player->EmitSound( "EDIT_END_AREA.Creating" );
}
//--------------------------------------------------------------------------------------------------------
void CommandNavCenterInWorld( void )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
TheNavMesh->SetEditMode( CNavMesh::NORMAL );
// Build the nav mesh's extent
Extent navExtent;
bool first = true;
FOR_EACH_VEC( TheNavAreas, it )
{
CNavArea *area = TheNavAreas[it];
if ( first )
{
area->GetExtent( &navExtent );
first = false;
}
else
{
navExtent.Encompass( area->GetCorner( NORTH_WEST ) );
navExtent.Encompass( area->GetCorner( NORTH_EAST ) );
navExtent.Encompass( area->GetCorner( SOUTH_WEST ) );
navExtent.Encompass( area->GetCorner( SOUTH_EAST ) );
}
}
// Get the world's extent
CWorld *world = dynamic_cast< CWorld * >( CBaseEntity::Instance( INDEXENT( 0 ) ) );
if ( !world )
return;
Extent worldExtent;
world->GetWorldBounds( worldExtent.lo, worldExtent.hi );
// Compute the difference, and shift in XY
Vector navCenter = ( navExtent.lo + navExtent.hi ) * 0.5f;
Vector worldCenter = ( worldExtent.lo + worldExtent.hi ) * 0.5f;
Vector shift = worldCenter - navCenter;
shift.z = 0.0f;
// update the position of all areas
FOR_EACH_VEC( TheNavAreas, it )
{
CNavArea *area = TheNavAreas[ it ];
area->Shift( shift );
}
player->EmitSound( "EDIT_END_AREA.Creating" );
Msg( "Shifting mesh by %f,%f\n", shift.x, shift.y );
}
ConCommand nav_world_center( "nav_world_center", CommandNavCenterInWorld, "Centers the nav mesh in the world", FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
/**
* Add invalid areas to selected set
*/
void CNavMesh::CommandNavSelectInvalidAreas( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( !IsEditMode( NORMAL ) )
return;
ClearSelectedSet();
Extent areaExtent;
FOR_EACH_VEC( TheNavAreas, it )
{
CNavArea *area = TheNavAreas[ it ];
if ( area )
{
area->GetExtent( &areaExtent );
for ( float x = areaExtent.lo.x; x + GenerationStepSize <= areaExtent.hi.x; x += GenerationStepSize )
{
for ( float y = areaExtent.lo.y; y + GenerationStepSize <= areaExtent.hi.y; y += GenerationStepSize )
{
float nw = area->GetZ( x, y );
float ne = area->GetZ( x + GenerationStepSize, y );
float sw = area->GetZ( x, y + GenerationStepSize );
float se = area->GetZ( x + GenerationStepSize, y + GenerationStepSize );
if ( !IsHeightDifferenceValid( nw, ne, sw, se ) ||
!IsHeightDifferenceValid( ne, nw, sw, se ) ||
!IsHeightDifferenceValid( sw, ne, nw, se ) ||
!IsHeightDifferenceValid( se, ne, sw, nw ) )
{
AddToSelectedSet( area );
}
}
}
}
}
Msg( "Selected %d areas.\n", m_selectedSet.Count() );
if ( m_selectedSet.Count() )
{
player->EmitSound( "EDIT_MARK.Enable" );
}
else
{
player->EmitSound( "EDIT_MARK.Disable" );
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Add blocked areas to selected set
*/
void CNavMesh::CommandNavSelectBlockedAreas( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( !IsEditMode( NORMAL ) )
return;
ClearSelectedSet();
FOR_EACH_VEC( TheNavAreas, it )
{
CNavArea *area = TheNavAreas[ it ];
if ( area && area->IsBlocked( TEAM_ANY ) )
{
AddToSelectedSet( area );
}
}
Msg( "Selected %d areas.\n", m_selectedSet.Count() );
if ( m_selectedSet.Count() )
{
player->EmitSound( "EDIT_MARK.Enable" );
}
else
{
player->EmitSound( "EDIT_MARK.Disable" );
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Add obstructed areas to selected set
*/
void CNavMesh::CommandNavSelectObstructedAreas( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( !IsEditMode( NORMAL ) )
return;
ClearSelectedSet();
FOR_EACH_VEC( TheNavAreas, it )
{
CNavArea *area = TheNavAreas[ it ];
if ( area && area->HasAvoidanceObstacle() )
{
AddToSelectedSet( area );
}
}
Msg( "Selected %d areas.\n", m_selectedSet.Count() );
if ( m_selectedSet.Count() )
{
player->EmitSound( "EDIT_MARK.Enable" );
}
else
{
player->EmitSound( "EDIT_MARK.Disable" );
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Add damaging areas to selected set
*/
void CNavMesh::CommandNavSelectDamagingAreas( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( !IsEditMode( NORMAL ) )
return;
ClearSelectedSet();
FOR_EACH_VEC( TheNavAreas, it )
{
CNavArea *area = TheNavAreas[ it ];
if ( area && area->IsDamaging() )
{
AddToSelectedSet( area );
}
}
Msg( "Selected %d areas.\n", m_selectedSet.Count() );
if ( m_selectedSet.Count() )
{
player->EmitSound( "EDIT_MARK.Enable" );
}
else
{
player->EmitSound( "EDIT_MARK.Disable" );
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Adds stairs areas to the selected set
*/
void CNavMesh::CommandNavSelectStairs( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if ( player == NULL )
return;
if ( !IsEditMode( NORMAL ) )
return;
ClearSelectedSet();
FOR_EACH_VEC( TheNavAreas, it )
{
CNavArea *area = TheNavAreas[ it ];
if ( area && area->HasAttributes( NAV_MESH_STAIRS ) )
{
AddToSelectedSet( area );
}
}
Msg( "Selected %d areas.\n", m_selectedSet.Count() );
if ( m_selectedSet.Count() )
{
player->EmitSound( "EDIT_MARK.Enable" );
}
else
{
player->EmitSound( "EDIT_MARK.Disable" );
}
}
//--------------------------------------------------------------------------------------------------------------
// Adds areas not connected to mesh to the selected set
void CNavMesh::CommandNavSelectOrphans( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( !IsEditMode( NORMAL ) && !IsEditMode( PLACE_PAINTING ) )
return;
FindActiveNavArea();
CNavArea *start = m_selectedArea;
if ( !start )
{
start = m_markedArea;
}
if ( start )
{
player->EmitSound( "EDIT_DELETE" );
int connections = INCLUDE_BLOCKED_AREAS | INCLUDE_INCOMING_CONNECTIONS;
// collect all areas connected to this area
SelectCollector collector;
SearchSurroundingAreas( start, start->GetCenter(), collector, -1, connections );
// toggle the selected set to reveal the orphans
CommandNavToggleSelectedSet();
}
SetMarkedArea( NULL ); // unmark the mark area
}
//--------------------------------------------------------------------------------------------------------------
void CNavMesh::CommandNavSplit( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( !IsEditMode( NORMAL ) )
return;
FindActiveNavArea();
if ( m_selectedArea )
{
if (m_selectedArea->SplitEdit( m_splitAlongX, m_splitEdge ))
player->EmitSound( "EDIT_SPLIT.MarkedArea" );
else
player->EmitSound( "EDIT_SPLIT.NoMarkedArea" );
}
StripNavigationAreas();
SetMarkedArea( NULL ); // unmark the mark area
m_markedCorner = NUM_CORNERS; // clear the corner selection
}
//--------------------------------------------------------------------------------------------------------------
bool MakeSniperSpots( CNavArea *area )
{
if ( !area )
return false;
bool splitAlongX;
float splitEdge;
const float minSplitSize = 2.0f; // ensure the first split is larger than this
float sizeX = area->GetSizeX();
float sizeY = area->GetSizeY();
if ( sizeX > GenerationStepSize && sizeX > sizeY )
{
splitEdge = RoundToUnits( area->GetCorner( NORTH_WEST ).x, GenerationStepSize );
if ( splitEdge < area->GetCorner( NORTH_WEST ).x + minSplitSize )
splitEdge += GenerationStepSize;
splitAlongX = false;
}
else if ( sizeY > GenerationStepSize && sizeY > sizeX )
{
splitEdge = RoundToUnits( area->GetCorner( NORTH_WEST ).y, GenerationStepSize );
if ( splitEdge < area->GetCorner( NORTH_WEST ).y + minSplitSize )
splitEdge += GenerationStepSize;
splitAlongX = true;
}
else
{
return false;
}
CNavArea *first, *second;
if ( !area->SplitEdit( splitAlongX, splitEdge, &first, &second ) )
{
return false;
}
first->Disconnect( second );
second->Disconnect( first );
MakeSniperSpots( first );
MakeSniperSpots( second );
return true;
}
//--------------------------------------------------------------------------------------------------------------
void CNavMesh::CommandNavMakeSniperSpots( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( !IsEditMode( NORMAL ) )
return;
FindActiveNavArea();
if ( m_selectedArea )
{
// recursively split the area
if ( MakeSniperSpots( m_selectedArea ) )
{
player->EmitSound( "EDIT_SPLIT.MarkedArea" );
}
else
{
player->EmitSound( "EDIT_SPLIT.NoMarkedArea" );
}
}
else
{
player->EmitSound( "EDIT_SPLIT.NoMarkedArea" );
}
StripNavigationAreas();
SetMarkedArea( NULL ); // unmark the mark area
m_markedCorner = NUM_CORNERS; // clear the corner selection
}
//--------------------------------------------------------------------------------------------------------------
void CNavMesh::CommandNavMerge( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( !IsEditMode( NORMAL ) )
return;
FindActiveNavArea();
if ( m_selectedArea )
{
CNavArea *other = m_markedArea;
if ( !m_markedArea && m_selectedSet.Count() == 1 )
{
other = m_selectedSet[0];
}
if ( other && other != m_selectedArea )
{
if ( m_selectedArea->MergeEdit( other ) )
player->EmitSound( "EDIT_MERGE.Enable" );
else
player->EmitSound( "EDIT_MERGE.Disable" );
}
else
{
Msg( "To merge, mark an area, highlight a second area, then invoke the merge command" );
player->EmitSound( "EDIT_MERGE.Disable" );
}
}
StripNavigationAreas();
SetMarkedArea( NULL ); // unmark the mark area
m_markedCorner = NUM_CORNERS; // clear the corner selection
ClearSelectedSet();
}
//--------------------------------------------------------------------------------------------------------------
void CNavMesh::CommandNavMark( const CCommand &args )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( !IsEditMode( NORMAL ) )
return;
if (!IsSelectedSetEmpty())
{
// add or remove areas from the selected set
if (IsInSelectedSet( m_selectedArea ))
{
// remove from set
player->EmitSound( "EDIT_MARK.Disable" );
RemoveFromSelectedSet( m_selectedArea );
}
else
{
// add to set
player->EmitSound( "EDIT_MARK.Enable" );
AddToSelectedSet( m_selectedArea );
}
return;
}
FindActiveNavArea();
if ( m_markedArea || m_markedLadder )
{
// Unmark area or ladder
player->EmitSound( "EDIT_MARK.Enable" );
Msg("Area unmarked.\n");
SetMarkedArea( NULL );
}
else if ( args.ArgC() > 1 )
{
if ( FStrEq( args[1], "ladder" ) )
{
if ( args.ArgC() > 2 )
{
const char *ladderIDNameToMark = args[2];
if ( ladderIDNameToMark )
{
unsigned int ladderIDToMark = atoi( ladderIDNameToMark );
if ( ladderIDToMark != 0 )
{
CNavLadder *ladder = TheNavMesh->GetLadderByID( ladderIDToMark );
if ( ladder )
{
player->EmitSound( "EDIT_MARK.Disable" );
SetMarkedLadder( ladder );
int connected = 0;
connected += m_markedLadder->m_topForwardArea != NULL;
connected += m_markedLadder->m_topLeftArea != NULL;
connected += m_markedLadder->m_topRightArea != NULL;
connected += m_markedLadder->m_topBehindArea != NULL;
connected += m_markedLadder->m_bottomArea != NULL;
Msg( "Marked Ladder is connected to %d Areas\n", connected );
}
}
}
}
}
else
{
const char *areaIDNameToMark = args[1];
if( areaIDNameToMark != NULL )
{
unsigned int areaIDToMark = atoi(areaIDNameToMark);
if( areaIDToMark != 0 )
{
CNavArea *areaToMark = NULL;
FOR_EACH_VEC( TheNavAreas, nit )
{
if( TheNavAreas[nit]->GetID() == areaIDToMark )
{
areaToMark = TheNavAreas[nit];
break;
}
}
if( areaToMark )
{
player->EmitSound( "EDIT_MARK.Disable" );
SetMarkedArea( areaToMark );
int connected = 0;
connected += GetMarkedArea()->GetAdjacentCount( NORTH );
connected += GetMarkedArea()->GetAdjacentCount( SOUTH );
connected += GetMarkedArea()->GetAdjacentCount( EAST );
connected += GetMarkedArea()->GetAdjacentCount( WEST );
Msg( "Marked Area is connected to %d other Areas\n", connected );
}
}
}
}
}
else if ( m_selectedArea )
{
// Mark an area
player->EmitSound( "EDIT_MARK.Disable" );
SetMarkedArea( m_selectedArea );
int connected = 0;
connected += GetMarkedArea()->GetAdjacentCount( NORTH );
connected += GetMarkedArea()->GetAdjacentCount( SOUTH );
connected += GetMarkedArea()->GetAdjacentCount( EAST );
connected += GetMarkedArea()->GetAdjacentCount( WEST );
Msg( "Marked Area is connected to %d other Areas\n", connected );
}
else if ( m_selectedLadder )
{
// Mark a ladder
player->EmitSound( "EDIT_MARK.Disable" );
SetMarkedLadder( m_selectedLadder );
int connected = 0;
connected += m_markedLadder->m_topForwardArea != NULL;
connected += m_markedLadder->m_topLeftArea != NULL;
connected += m_markedLadder->m_topRightArea != NULL;
connected += m_markedLadder->m_topBehindArea != NULL;
connected += m_markedLadder->m_bottomArea != NULL;
Msg( "Marked Ladder is connected to %d Areas\n", connected );
}
m_markedCorner = NUM_CORNERS; // clear the corner selection
}
//--------------------------------------------------------------------------------------------------------------
void CNavMesh::CommandNavUnmark( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( !IsEditMode( NORMAL ) )
return;
player->EmitSound( "EDIT_MARK.Enable" );
SetMarkedArea( NULL ); // unmark the mark area
m_markedCorner = NUM_CORNERS; // clear the corner selection
}
//--------------------------------------------------------------------------------------------------------------
void CNavMesh::CommandNavBeginArea( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( !(IsEditMode( CREATING_AREA ) || IsEditMode( CREATING_LADDER ) || IsEditMode( NORMAL )) )
{
player->EmitSound( "EDIT_END_AREA.NotCreating" );
return;
}
FindActiveNavArea();
if ( IsEditMode( CREATING_AREA ) )
{
SetEditMode( NORMAL );
player->EmitSound( "EDIT_BEGIN_AREA.Creating" );
}
else if ( IsEditMode( CREATING_LADDER ) )
{
SetEditMode( NORMAL );
player->EmitSound( "EDIT_BEGIN_AREA.Creating" );
}
else if ( m_climbableSurface )
{
player->EmitSound( "EDIT_BEGIN_AREA.NotCreating" );
SetEditMode( CREATING_LADDER );
// m_ladderAnchor starting corner
m_ladderAnchor = m_editCursorPos;
m_ladderNormal = m_surfaceNormal;
}
else
{
player->EmitSound( "EDIT_BEGIN_AREA.NotCreating" );
SetEditMode( CREATING_AREA );
// m_anchor starting corner
m_anchor = m_editCursorPos;
}
SetMarkedArea( NULL ); // unmark the mark area
m_markedCorner = NUM_CORNERS; // clear the corner selection
}
//--------------------------------------------------------------------------------------------------------------
void CNavMesh::CommandNavEndArea( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( !(IsEditMode( CREATING_AREA ) || IsEditMode( CREATING_LADDER ) || IsEditMode( NORMAL )) )
{
player->EmitSound( "EDIT_END_AREA.NotCreating" );
return;
}
if ( IsEditMode( CREATING_AREA ) )
{
SetEditMode( NORMAL );
// create the new nav area
Vector endPos = m_editCursorPos;
endPos.z = m_anchor.z;
// We're a manually-created area, so let's look around to see what's nearby
CNavArea *nearby = GetMarkedArea();
if ( !nearby )
{
nearby = TheNavMesh->GetNearestNavArea( m_editCursorPos + Vector( 0, 0, HalfHumanHeight ), false, 10000.0f, true );
}
if ( !nearby )
{
nearby = TheNavMesh->GetNearestNavArea( endPos + Vector( 0, 0, HalfHumanHeight ), false, 10000.0f, true );
}
if ( !nearby )
{
nearby = TheNavMesh->GetNearestNavArea( m_editCursorPos );
}
if ( !nearby )
{
nearby = TheNavMesh->GetNearestNavArea( endPos );
}
CNavArea *newArea = CreateArea();
if (newArea == NULL)
{
Warning( "NavEndArea: Out of memory\n" );
player->EmitSound( "EDIT_END_AREA.NotCreating" );
return;
}
newArea->Build( m_anchor, endPos );
if ( nearby )
{
newArea->InheritAttributes( nearby ); // inherit from the nearby area
}
TheNavAreas.AddToTail( newArea );
TheNavMesh->AddNavArea( newArea );
player->EmitSound( "EDIT_END_AREA.Creating" );
if ( nav_create_place_on_ground.GetBool() )
{
newArea->PlaceOnGround( NUM_CORNERS );
}
// if we have a marked area, inter-connect the two
if (GetMarkedArea())
{
Extent extent;
GetMarkedArea()->GetExtent( &extent );
if (m_anchor.x > extent.hi.x && m_editCursorPos.x > extent.hi.x)
{
GetMarkedArea()->ConnectTo( newArea, EAST );
newArea->ConnectTo( GetMarkedArea(), WEST );
}
else if (m_anchor.x < extent.lo.x && m_editCursorPos.x < extent.lo.x)
{
GetMarkedArea()->ConnectTo( newArea, WEST );
newArea->ConnectTo( GetMarkedArea(), EAST );
}
else if (m_anchor.y > extent.hi.y && m_editCursorPos.y > extent.hi.y)
{
GetMarkedArea()->ConnectTo( newArea, SOUTH );
newArea->ConnectTo( GetMarkedArea(), NORTH );
}
else if (m_anchor.y < extent.lo.y && m_editCursorPos.y < extent.lo.y)
{
GetMarkedArea()->ConnectTo( newArea, NORTH );
newArea->ConnectTo( GetMarkedArea(), SOUTH );
}
// propogate marked area to new area
SetMarkedArea( newArea );
}
TheNavMesh->OnEditCreateNotify( newArea );
}
else if ( IsEditMode( CREATING_LADDER ) )
{
SetEditMode( NORMAL );
player->EmitSound( "EDIT_END_AREA.Creating" );
Vector corner1, corner2, corner3;
if ( m_climbableSurface && FindLadderCorners( &corner1, &corner2, &corner3 ) )
{
// m_ladderAnchor and corner2 are at the same Z, and corner1 & corner3 share Z.
Vector top = (m_ladderAnchor + corner2) * 0.5f;
Vector bottom = (corner1 + corner3) * 0.5f;
if ( top.z < bottom.z )
{
Vector tmp = top;
top = bottom;
bottom = tmp;
}
float width = m_ladderAnchor.DistTo( corner2 );
Vector2D ladderDir = m_surfaceNormal.AsVector2D();
CreateLadder( top, bottom, width, ladderDir, HumanHeight );
}
else
{
player->EmitSound( "EDIT_END_AREA.NotCreating" );
}
}
else
{
player->EmitSound( "EDIT_END_AREA.NotCreating" );
}
m_markedCorner = NUM_CORNERS; // clear the corner selection
}
//--------------------------------------------------------------------------------------------------------------
void CNavMesh::CommandNavConnect( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( !IsEditMode( NORMAL ) )
return;
FindActiveNavArea();
Vector center;
float halfWidth;
if ( m_selectedSet.Count() > 1 )
{
bool bValid = true;
for ( int i = 1; i < m_selectedSet.Count(); ++i )
{
// Make sure all connections are valid
CNavArea *first = m_selectedSet[0];
CNavArea *second = m_selectedSet[i];
NavDirType dir = second->ComputeLargestPortal( first, &center, &halfWidth );
if (dir == NUM_DIRECTIONS)
{
player->EmitSound( "EDIT_CONNECT.AllDirections" );
bValid = false;
break;
}
dir = first->ComputeLargestPortal( second, &center, &halfWidth );
if (dir == NUM_DIRECTIONS)
{
player->EmitSound( "EDIT_CONNECT.AllDirections" );
bValid = false;
break;
}
}
if ( bValid )
{
for ( int i = 1; i < m_selectedSet.Count(); ++i )
{
CNavArea *first = m_selectedSet[0];
CNavArea *second = m_selectedSet[i];
NavDirType dir = second->ComputeLargestPortal( first, &center, &halfWidth );
second->ConnectTo( first, dir );
dir = first->ComputeLargestPortal( second, &center, &halfWidth );
first->ConnectTo( second, dir );
player->EmitSound( "EDIT_CONNECT.Added" );
}
}
}
else if ( m_selectedArea )
{
if ( m_markedLadder )
{
m_markedLadder->ConnectTo( m_selectedArea );
player->EmitSound( "EDIT_CONNECT.Added" );
}
else if ( m_markedArea )
{
NavDirType dir = GetMarkedArea()->ComputeLargestPortal( m_selectedArea, &center, &halfWidth );
if (dir == NUM_DIRECTIONS)
{
player->EmitSound( "EDIT_CONNECT.AllDirections" );
}
else
{
m_markedArea->ConnectTo( m_selectedArea, dir );
player->EmitSound( "EDIT_CONNECT.Added" );
}
}
else
{
if ( m_selectedSet.Count() == 1 )
{
CNavArea *area = m_selectedSet[0];
NavDirType dir = area->ComputeLargestPortal( m_selectedArea, &center, &halfWidth );
if (dir == NUM_DIRECTIONS)
{
player->EmitSound( "EDIT_CONNECT.AllDirections" );
}
else
{
area->ConnectTo( m_selectedArea, dir );
player->EmitSound( "EDIT_CONNECT.Added" );
}
}
else
{
Msg( "To connect areas, mark an area, highlight a second area, then invoke the connect command. Make sure the cursor is directly north, south, east, or west of the marked area." );
player->EmitSound( "EDIT_CONNECT.AllDirections" );
}
}
}
else if ( m_selectedLadder )
{
if ( m_markedArea )
{
m_markedArea->ConnectTo( m_selectedLadder );
player->EmitSound( "EDIT_CONNECT.Added" );
}
else
{
Msg( "To connect areas, mark an area, highlight a second area, then invoke the connect command. Make sure the cursor is directly north, south, east, or west of the marked area." );
player->EmitSound( "EDIT_CONNECT.AllDirections" );
}
}
SetMarkedArea( NULL ); // unmark the mark area
m_markedCorner = NUM_CORNERS; // clear the corner selection
ClearSelectedSet();
}
//--------------------------------------------------------------------------------------------------------------
void CNavMesh::CommandNavDisconnect( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( !IsEditMode( NORMAL ) )
return;
FindActiveNavArea();
if ( m_selectedSet.Count() > 1 )
{
bool bValid = true;
for ( int i = 1; i < m_selectedSet.Count(); ++i )
{
// 2 areas are selected, so connect them bi-directionally
CNavArea *first = m_selectedSet[0];
CNavArea *second = m_selectedSet[i];
if ( !first->IsConnected( second, NUM_DIRECTIONS ) && !second->IsConnected( first, NUM_DIRECTIONS ) )
{
player->EmitSound( "EDIT_CONNECT.AllDirections" );
bValid = false;
break;
}
}
if ( bValid )
{
for ( int i = 1; i < m_selectedSet.Count(); ++i )
{
// 2 areas are selected, so connect them bi-directionally
CNavArea *first = m_selectedSet[0];
CNavArea *second = m_selectedSet[i];
first->Disconnect( second );
second->Disconnect( first );
}
player->EmitSound( "EDIT_DISCONNECT.MarkedArea" );
}
}
else if ( m_selectedArea )
{
if ( m_markedArea )
{
m_markedArea->Disconnect( m_selectedArea );
m_selectedArea->Disconnect( m_markedArea );
player->EmitSound( "EDIT_DISCONNECT.MarkedArea" );
}
else if ( m_selectedSet.Count() == 1 )
{
m_selectedSet[0]->Disconnect( m_selectedArea );
m_selectedArea->Disconnect( m_selectedSet[0] );
player->EmitSound( "EDIT_DISCONNECT.MarkedArea" );
}
else
{
if ( m_markedLadder )
{
m_markedLadder->Disconnect( m_selectedArea );
m_selectedArea->Disconnect( m_markedLadder );
player->EmitSound( "EDIT_DISCONNECT.MarkedArea" );
}
else
{
Msg( "To disconnect areas, mark an area, highlight a second area, then invoke the disconnect command. This will remove all connections between the two areas." );
player->EmitSound( "EDIT_DISCONNECT.NoMarkedArea" );
}
}
}
else if ( m_selectedLadder )
{
if ( m_markedArea )
{
m_markedArea->Disconnect( m_selectedLadder );
m_selectedLadder->Disconnect( m_markedArea );
player->EmitSound( "EDIT_DISCONNECT.MarkedArea" );
}
if ( m_selectedSet.Count() == 1 )
{
m_selectedSet[0]->Disconnect( m_selectedLadder );
m_selectedLadder->Disconnect( m_selectedSet[0] );
player->EmitSound( "EDIT_DISCONNECT.MarkedArea" );
}
else
{
Msg( "To disconnect areas, mark an area, highlight a second area, then invoke the disconnect command. This will remove all connections between the two areas." );
player->EmitSound( "EDIT_DISCONNECT.NoMarkedArea" );
}
}
ClearSelectedSet();
SetMarkedArea( NULL ); // unmark the mark area
m_markedCorner = NUM_CORNERS; // clear the corner selection
}
//--------------------------------------------------------------------------------------------------------------
// Disconnect all outgoing one-way connects from each area in the selected set
void CNavMesh::CommandNavDisconnectOutgoingOneWays( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if ( !player )
return;
if ( !IsEditMode( NORMAL ) )
return;
if ( m_selectedSet.Count() == 0 )
{
FindActiveNavArea();
if ( !m_selectedArea )
{
return;
}
m_selectedSet.AddToTail( m_selectedArea );
}
for ( int i = 0; i < m_selectedSet.Count(); ++i )
{
CNavArea *area = m_selectedSet[i];
CUtlVector< CNavArea * > adjVector;
area->CollectAdjacentAreas( &adjVector );
for( int j=0; j<adjVector.Count(); ++j )
{
CNavArea *adj = adjVector[j];
if ( !adj->IsConnected( area, NUM_DIRECTIONS ) )
{
// no connect back - this is a one-way connection
area->Disconnect( adj );
}
}
}
player->EmitSound( "EDIT_DISCONNECT.MarkedArea" );
ClearSelectedSet();
SetMarkedArea( NULL ); // unmark the mark area
m_markedCorner = NUM_CORNERS; // clear the corner selection
}
//--------------------------------------------------------------------------------------------------------------
void CNavMesh::CommandNavSplice( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( !IsEditMode( NORMAL ) )
return;
FindActiveNavArea();
if ( m_selectedArea )
{
if (GetMarkedArea())
{
if (m_selectedArea->SpliceEdit( GetMarkedArea() ))
player->EmitSound( "EDIT_SPLICE.MarkedArea" );
else
player->EmitSound( "EDIT_SPLICE.NoMarkedArea" );
}
else
{
Msg( "To splice, mark an area, highlight a second area, then invoke the splice command to create an area between them" );
player->EmitSound( "EDIT_SPLICE.NoMarkedArea" );
}
}
SetMarkedArea( NULL ); // unmark the mark area
ClearSelectedSet();
m_markedCorner = NUM_CORNERS; // clear the corner selection
}
//--------------------------------------------------------------------------------------------------------------
/**
* Toggle an attribute on given area
*/
void CNavMesh::DoToggleAttribute( CNavArea *area, NavAttributeType attribute )
{
area->SetAttributes( area->GetAttributes() ^ attribute );
// keep a list of all "transient" nav areas
if ( attribute == NAV_MESH_TRANSIENT )
{
if ( area->GetAttributes() & NAV_MESH_TRANSIENT )
{
m_transientAreas.AddToTail( area );
}
else
{
m_transientAreas.FindAndRemove( area );
}
}
}
//--------------------------------------------------------------------------------------------------------------
void CNavMesh::CommandNavToggleAttribute( NavAttributeType attribute )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( !IsEditMode( NORMAL ) )
return;
if ( IsSelectedSetEmpty() )
{
// the old way
FindActiveNavArea();
if ( m_selectedArea )
{
player->EmitSound( "EDIT.ToggleAttribute" );
DoToggleAttribute( m_selectedArea, attribute );
}
}
else
{
// toggle the attribute in all areas in the selected set
player->EmitSound( "EDIT.ToggleAttribute" );
FOR_EACH_VEC( m_selectedSet, it )
{
CNavArea *area = m_selectedSet[ it ];
DoToggleAttribute( area, attribute );
}
Msg( "Changed attribute in %d areas\n", m_selectedSet.Count() );
ClearSelectedSet();
}
SetMarkedArea( NULL ); // unmark the mark area
m_markedCorner = NUM_CORNERS; // clear the corner selection
}
//--------------------------------------------------------------------------------------------------------------
void CNavMesh::CommandNavTogglePlaceMode( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( IsEditMode( PLACE_PAINTING ) )
{
SetEditMode( NORMAL );
}
else
{
SetEditMode( PLACE_PAINTING );
}
player->EmitSound( "EDIT_TOGGLE_PLACE_MODE" );
SetMarkedArea( NULL ); // unmark the mark area
m_markedCorner = NUM_CORNERS; // clear the corner selection
}
//--------------------------------------------------------------------------------------------------------------
void CNavMesh::CommandNavPlaceFloodFill( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( !IsEditMode( PLACE_PAINTING ) )
return;
FindActiveNavArea();
if ( m_selectedArea )
{
PlaceFloodFillFunctor pff( m_selectedArea );
SearchSurroundingAreas( m_selectedArea, m_selectedArea->GetCenter(), pff );
}
SetMarkedArea( NULL ); // unmark the mark area
m_markedCorner = NUM_CORNERS; // clear the corner selection
}
//--------------------------------------------------------------------------------------------------------------
void CNavMesh::CommandNavPlaceSet( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( !IsEditMode( PLACE_PAINTING ) )
return;
if ( !IsSelectedSetEmpty() )
{
FOR_EACH_VEC( m_selectedSet, it )
{
CNavArea *area = m_selectedSet[ it ];
area->SetPlace( TheNavMesh->GetNavPlace() );
}
}
}
//--------------------------------------------------------------------------------------------------------------
void CNavMesh::CommandNavPlacePick( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( !IsEditMode( PLACE_PAINTING ) )
return;
FindActiveNavArea();
if ( m_selectedArea )
{
player->EmitSound( "EDIT_PLACE_PICK" );
TheNavMesh->SetNavPlace( m_selectedArea->GetPlace() );
}
SetMarkedArea( NULL ); // unmark the mark area
m_markedCorner = NUM_CORNERS; // clear the corner selection
}
//--------------------------------------------------------------------------------------------------------------
void CNavMesh::CommandNavTogglePlacePainting( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( !IsEditMode( PLACE_PAINTING ) )
return;
FindActiveNavArea();
if ( m_selectedArea )
{
if (m_isPlacePainting)
{
m_isPlacePainting = false;
player->EmitSound( "Bot.EditSwitchOff" );
}
else
{
m_isPlacePainting = true;
player->EmitSound( "Bot.EditSwitchOn" );
// paint the initial area
m_selectedArea->SetPlace( TheNavMesh->GetNavPlace() );
}
}
SetMarkedArea( NULL ); // unmark the mark area
m_markedCorner = NUM_CORNERS; // clear the corner selection
}
//--------------------------------------------------------------------------------------------------------------
void CNavMesh::CommandNavMarkUnnamed( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( !IsEditMode( NORMAL ) )
return;
FindActiveNavArea();
if ( m_selectedArea )
{
if (GetMarkedArea())
{
player->EmitSound( "EDIT_MARK_UNNAMED.Enable" );
SetMarkedArea( NULL );
}
else
{
SetMarkedArea( NULL );
FOR_EACH_VEC( TheNavAreas, it )
{
CNavArea *area = TheNavAreas[ it ];
if ( area->GetPlace() == 0 )
{
SetMarkedArea( area );
break;
}
}
if ( !GetMarkedArea() )
{
player->EmitSound( "EDIT_MARK_UNNAMED.NoMarkedArea" );
}
else
{
player->EmitSound( "EDIT_MARK_UNNAMED.MarkedArea" );
int connected = 0;
connected += GetMarkedArea()->GetAdjacentCount( NORTH );
connected += GetMarkedArea()->GetAdjacentCount( SOUTH );
connected += GetMarkedArea()->GetAdjacentCount( EAST );
connected += GetMarkedArea()->GetAdjacentCount( WEST );
int totalUnnamedAreas = 0;
FOR_EACH_VEC( TheNavAreas, it )
{
CNavArea *area = TheNavAreas[ it ];
if ( area->GetPlace() == 0 )
{
++totalUnnamedAreas;
}
}
Msg( "Marked Area is connected to %d other Areas - there are %d total unnamed areas\n", connected, totalUnnamedAreas );
}
}
}
m_markedCorner = NUM_CORNERS; // clear the corner selection
}
//--------------------------------------------------------------------------------------------------------------
void CNavMesh::CommandNavCornerSelect( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( !IsEditMode( NORMAL ) )
return;
FindActiveNavArea();
if ( m_selectedArea )
{
if (GetMarkedArea())
{
int corner = (m_markedCorner + 1) % (NUM_CORNERS + 1);
m_markedCorner = (NavCornerType)corner;
player->EmitSound( "EDIT_SELECT_CORNER.MarkedArea" );
}
else
{
player->EmitSound( "EDIT_SELECT_CORNER.NoMarkedArea" );
}
}
}
//--------------------------------------------------------------------------------------------------------------
void CNavMesh::CommandNavCornerRaise( const CCommand &args )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( !IsEditMode( NORMAL ) )
return;
int amount = 1;
if ( args.ArgC() > 1 )
{
amount = atoi( args[1] );
}
if (IsSelectedSetEmpty())
{
// the old way
FindActiveNavArea();
if ( m_selectedArea )
{
if (GetMarkedArea())
{
GetMarkedArea()->RaiseCorner( m_markedCorner, amount );
player->EmitSound( "EDIT_MOVE_CORNER.MarkedArea" );
}
else
{
player->EmitSound( "EDIT_MOVE_CORNER.NoMarkedArea" );
}
}
}
else
{
// raise all areas in the selected set
player->EmitSound( "EDIT_MOVE_CORNER.MarkedArea" );
FOR_EACH_VEC( m_selectedSet, it )
{
CNavArea *area = m_selectedSet[ it ];
area->RaiseCorner( NUM_CORNERS, amount, false );
}
Msg( "Raised %d areas\n", m_selectedSet.Count() );
}
}
//--------------------------------------------------------------------------------------------------------------
void CNavMesh::CommandNavCornerLower( const CCommand &args )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( !IsEditMode( NORMAL ) )
return;
int amount = -1;
if ( args.ArgC() > 1 )
{
amount = -atoi( args[1] );
}
if (IsSelectedSetEmpty())
{
// the old way
FindActiveNavArea();
if ( m_selectedArea )
{
if (GetMarkedArea())
{
GetMarkedArea()->RaiseCorner( m_markedCorner, amount );
player->EmitSound( "EDIT_MOVE_CORNER.MarkedArea" );
}
else
{
player->EmitSound( "EDIT_MOVE_CORNER.NoMarkedArea" );
}
}
}
else
{
// raise all areas in the selected set
player->EmitSound( "EDIT_MOVE_CORNER.MarkedArea" );
FOR_EACH_VEC( m_selectedSet, it )
{
CNavArea *area = m_selectedSet[ it ];
area->RaiseCorner( NUM_CORNERS, amount, false );
}
Msg( "Lowered %d areas\n", m_selectedSet.Count() );
}
}
//--------------------------------------------------------------------------------------------------------------
void CNavMesh::CommandNavCornerPlaceOnGround( const CCommand &args )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( !IsEditMode( NORMAL ) )
return;
float inset = 0.0f;
if ( args.ArgC() == 2 )
{
inset = atof(args[1]);
}
if (IsSelectedSetEmpty())
{
// the old way
FindActiveNavArea();
if ( m_selectedArea )
{
if ( m_markedArea )
{
m_markedArea->PlaceOnGround( m_markedCorner, inset );
}
else
{
m_selectedArea->PlaceOnGround( NUM_CORNERS, inset );
}
player->EmitSound( "EDIT_MOVE_CORNER.MarkedArea" );
}
else
{
player->EmitSound( "EDIT_MOVE_CORNER.NoMarkedArea" );
}
}
else
{
// snap all areas in the selected set to the ground
player->EmitSound( "EDIT_MOVE_CORNER.MarkedArea" );
FOR_EACH_VEC( m_selectedSet, it )
{
CNavArea *area = m_selectedSet[ it ];
area->PlaceOnGround( NUM_CORNERS, inset );
}
Msg( "Placed %d areas on the ground\n", m_selectedSet.Count() );
}
}
//--------------------------------------------------------------------------------------------------------------
void CNavMesh::CommandNavWarpToMark( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( !IsEditMode( NORMAL ) )
return;
CNavArea *targetArea = GetMarkedArea();
if ( !targetArea && !IsSelectedSetEmpty() )
{
targetArea = m_selectedSet[0];
}
if ( targetArea )
{
Vector origin = targetArea->GetCenter() + Vector( 0, 0, 0.75f * HumanHeight );
QAngle angles = player->GetAbsAngles();
if ( ( player->IsDead() || player->IsObserver() ) && player->GetObserverMode() == OBS_MODE_ROAMING )
{
UTIL_SetOrigin( player, origin );
player->EmitSound( "EDIT_WARP_TO_MARK" );
}
else
{
player->Teleport( &origin, &angles, &vec3_origin );
player->EmitSound( "EDIT_WARP_TO_MARK" );
}
}
else if ( GetMarkedLadder() )
{
CNavLadder *ladder = GetMarkedLadder();
QAngle angles = player->GetAbsAngles();
Vector origin = (ladder->m_top + ladder->m_bottom)/2;
origin.x += ladder->GetNormal().x * GenerationStepSize;
origin.y += ladder->GetNormal().y * GenerationStepSize;
if ( ( player->IsDead() || player->IsObserver() ) && player->GetObserverMode() == OBS_MODE_ROAMING )
{
UTIL_SetOrigin( player, origin );
player->EmitSound( "EDIT_WARP_TO_MARK" );
}
else
{
player->Teleport( &origin, &angles, &vec3_origin );
player->EmitSound( "EDIT_WARP_TO_MARK" );
}
}
else
{
player->EmitSound( "EDIT_WARP_TO_MARK" );
}
}
//--------------------------------------------------------------------------------------------------------------
void CNavMesh::CommandNavLadderFlip( void )
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
if ( !IsEditMode( NORMAL ) )
return;
FindActiveNavArea();
if ( m_selectedLadder )
{
CNavArea *area;
// flip direction
player->EmitSound( "EDIT_MOVE_CORNER.MarkedArea" );
m_selectedLadder->SetDir( OppositeDirection( m_selectedLadder->GetDir() ) );
// and reverse ladder's area pointers
area = m_selectedLadder->m_topBehindArea;
m_selectedLadder->m_topBehindArea = m_selectedLadder->m_topForwardArea;
m_selectedLadder->m_topForwardArea = area;
area = m_selectedLadder->m_topRightArea;
m_selectedLadder->m_topRightArea = m_selectedLadder->m_topLeftArea;
m_selectedLadder->m_topLeftArea = area;
}
SetMarkedArea( NULL ); // unmark the mark area
m_markedCorner = NUM_CORNERS; // clear the corner selection
}
//--------------------------------------------------------------------------------------------------------------
class RadiusSelect
{
Vector m_origin;
float m_radiusSquared;
int m_selected;
public:
RadiusSelect( const Vector &origin, float radius )
{
m_origin = origin;
m_radiusSquared = radius * radius;
m_selected = 0;
}
bool operator()( CNavArea *area )
{
if ( TheNavMesh->IsInSelectedSet( area ) )
return true;
Vector close;
area->GetClosestPointOnArea( m_origin, &close );
if ( close.DistToSqr( m_origin ) < m_radiusSquared )
{
TheNavMesh->AddToSelectedSet( area );
++m_selected;
}
return true;
}
int GetNumSelected( void ) const
{
return m_selected;
}
};
//--------------------------------------------------------------------------------------------------------------
CON_COMMAND_F( nav_select_radius, "Adds all areas in a radius to the selection set", FCVAR_CHEAT )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() || engine->IsDedicatedServer() )
return;
if ( args.ArgC() < 2 )
{
Msg( "Needs a radius\n" );
return;
}
float radius = atof( args[ 1 ] );
CBasePlayer *host = UTIL_GetListenServerHost();
if ( !host )
return;
RadiusSelect select( host->GetAbsOrigin(), radius );
TheNavMesh->ForAllAreas( select );
Msg( "%d areas added to selection\n", select.GetNumSelected() );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Add area to the currently selected set
*/
void CNavMesh::AddToSelectedSet( CNavArea *area )
{
if ( !area )
return;
// make sure area is not already in list
if (m_selectedSet.Find( area ) != m_selectedSet.InvalidIndex())
return;
m_selectedSet.AddToTail( area );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Remove area from the currently selected set
*/
void CNavMesh::RemoveFromSelectedSet( CNavArea *area )
{
m_selectedSet.FindAndRemove( area );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Add area to the drag selection set
*/
void CNavMesh::AddToDragSelectionSet( CNavArea *area )
{
if ( !area )
return;
// make sure area is not already in list
if (m_dragSelectionSet.Find( area ) != m_dragSelectionSet.InvalidIndex())
return;
m_dragSelectionSet.AddToTail( area );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Remove area from the drag selection set
*/
void CNavMesh::RemoveFromDragSelectionSet( CNavArea *area )
{
m_dragSelectionSet.FindAndRemove( area );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Clear the currently selected set to empty
*/
void CNavMesh::ClearDragSelectionSet( void )
{
m_dragSelectionSet.RemoveAll();
}
//--------------------------------------------------------------------------------------------------------------
/**
* Clear the currently selected set to empty
*/
void CNavMesh::ClearSelectedSet( void )
{
m_selectedSet.RemoveAll();
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if the selected set is empty
*/
bool CNavMesh::IsSelectedSetEmpty( void ) const
{
return (m_selectedSet.Count() == 0);
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return size of the selected set
*/
int CNavMesh::GetSelecteSetSize( void ) const
{
return m_selectedSet.Count();
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return the selected set
*/
const NavAreaVector &CNavMesh::GetSelectedSet( void ) const
{
return m_selectedSet;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if the given area is in the selected set
*/
bool CNavMesh::IsInSelectedSet( const CNavArea *area ) const
{
FOR_EACH_VEC( m_selectedSet, it )
{
const CNavArea *setArea = m_selectedSet[ it ];
if (setArea == area)
return true;
}
return false;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Invoked when given area has just been added to the mesh in edit mode
*/
void CNavMesh::OnEditCreateNotify( CNavArea *newArea )
{
FOR_EACH_VEC( TheNavAreas, it )
{
TheNavAreas[ it ]->OnEditCreateNotify( newArea );
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Invoked when given area has just been deleted from the mesh in edit mode
*/
void CNavMesh::OnEditDestroyNotify( CNavArea *deadArea )
{
// clean up any edit hooks
m_markedArea = NULL;
m_selectedArea = NULL;
m_lastSelectedArea = NULL;
m_selectedLadder = NULL;
m_lastSelectedLadder = NULL;
m_markedLadder = NULL;
m_avoidanceObstacleAreas.FindAndRemove( deadArea );
m_blockedAreas.FindAndRemove( deadArea );
FOR_EACH_VEC( TheNavAreas, it )
{
TheNavAreas[ it ]->OnEditDestroyNotify( deadArea );
}
EditDestroyNotification notification( deadArea );
ForEachActor( notification );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Invoked when given ladder has just been deleted from the mesh in edit mode
* @TODO: Implement me
*/
void CNavMesh::OnEditDestroyNotify( CNavLadder *deadLadder )
{
}