Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
// AI Navigation areas
// Author: Michael S. Booth ([email protected]), January 2003
#include "cbase.h"
#include "nav_mesh.h"
#include "nav_node.h"
#include "nav_pathfind.h"
#include "nav_colors.h"
#ifdef TERROR
#include "TerrorShared.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern ConVar nav_area_bgcolor;
unsigned int CNavLadder::m_nextID = 1;
//--------------------------------------------------------------------------------------------------------------
/**
* Shift the nav area
*/
void CNavLadder::Shift( const Vector &shift )
{
m_top += shift;
m_bottom += shift;
}
//--------------------------------------------------------------------------------------------------------------
void CNavLadder::CompressIDs( void )
{
m_nextID = 1;
if ( TheNavMesh )
{
for ( int i=0; i<TheNavMesh->GetLadders().Count(); ++i )
{
CNavLadder *ladder = TheNavMesh->GetLadders()[i];
ladder->m_id = m_nextID++;
}
}
}
//--------------------------------------------------------------------------------------------------------------
CNavArea ** CNavLadder::GetConnection( LadderConnectionType dir )
{
switch ( dir )
{
case LADDER_TOP_FORWARD:
return &m_topForwardArea;
case LADDER_TOP_LEFT:
return &m_topLeftArea;
case LADDER_TOP_RIGHT:
return &m_topRightArea;
case LADDER_TOP_BEHIND:
return &m_topBehindArea;
case LADDER_BOTTOM:
return &m_bottomArea;
}
return NULL;
}
//--------------------------------------------------------------------------------------------------------------
void CNavLadder::OnSplit( CNavArea *original, CNavArea *alpha, CNavArea *beta )
{
for ( int con=0; con<NUM_LADDER_CONNECTIONS; ++con )
{
CNavArea ** areaConnection = GetConnection( (LadderConnectionType)con );
if ( areaConnection && *areaConnection == original )
{
float alphaDistance = alpha->GetDistanceSquaredToPoint( m_top );
float betaDistance = beta->GetDistanceSquaredToPoint( m_top );
if ( alphaDistance < betaDistance )
{
*areaConnection = alpha;
}
else
{
*areaConnection = beta;
}
}
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Connect this ladder to given area
*/
void CNavLadder::ConnectTo( CNavArea *area )
{
float center = (m_top.z + m_bottom.z) * 0.5f;
if (area->GetCenter().z > center)
{
// connect to top
NavDirType dir;
Vector dirVector = area->GetCenter() - m_top;
if ( fabs( dirVector.x ) > fabs( dirVector.y ) )
{
if ( dirVector.x > 0.0f ) // east
{
dir = EAST;
}
else // west
{
dir = WEST;
}
}
else
{
if ( dirVector.y > 0.0f ) // south
{
dir = SOUTH;
}
else // north
{
dir = NORTH;
}
}
if ( m_dir == dir )
{
m_topBehindArea = area;
}
else if ( OppositeDirection( m_dir ) == dir )
{
m_topForwardArea = area;
}
else if ( DirectionLeft( m_dir ) == dir )
{
m_topLeftArea = area;
}
else
{
m_topRightArea = area;
}
}
else
{
// connect to bottom
m_bottomArea = area;
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Destructor
*/
CNavLadder::~CNavLadder()
{
// tell the other areas we are going away
FOR_EACH_VEC( TheNavAreas, it )
{
CNavArea *area = TheNavAreas[ it ];
area->OnDestroyNotify( this );
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* invoked when given area is going away
*/
void CNavLadder::OnDestroyNotify( CNavArea *dead )
{
Disconnect( dead );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Disconnect this ladder from given area
*/
void CNavLadder::Disconnect( CNavArea *area )
{
if ( m_topForwardArea == area )
{
m_topForwardArea = NULL;
}
else if ( m_topLeftArea == area )
{
m_topLeftArea = NULL;
}
else if ( m_topRightArea == area )
{
m_topRightArea = NULL;
}
else if ( m_topBehindArea == area )
{
m_topBehindArea = NULL;
}
else if ( m_bottomArea == area )
{
m_bottomArea = NULL;
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* returns true if given area is connected in given direction
*/
bool CNavLadder::IsConnected( const CNavArea *area, LadderDirectionType dir ) const
{
if ( dir == LADDER_DOWN )
{
return area == m_bottomArea;
}
else if ( dir == LADDER_UP )
{
return ( area == m_topForwardArea ||
area == m_topLeftArea ||
area == m_topRightArea ||
area == m_topBehindArea );
}
else
{
return ( area == m_bottomArea ||
area == m_topForwardArea ||
area == m_topLeftArea ||
area == m_topRightArea ||
area == m_topBehindArea );
}
}
//--------------------------------------------------------------------------------------------------------------
void CNavLadder::SetDir( NavDirType dir )
{
m_dir = dir;
m_normal.Init();
AddDirectionVector( &m_normal, m_dir, 1.0f ); // worst-case, we have the NavDirType as a normal
Vector from = (m_top + m_bottom) * 0.5f + m_normal * 5.0f;
Vector to = from - m_normal * 32.0f;
trace_t result;
#ifdef TERROR
// TERROR: use the MASK_ZOMBIESOLID_BRUSHONLY contents, since that's what zombies use
UTIL_TraceLine( from, to, MASK_ZOMBIESOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &result );
#else
UTIL_TraceLine( from, to, MASK_NPCSOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &result );
#endif
if (result.fraction != 1.0f)
{
bool climbableSurface = physprops->GetSurfaceData( result.surface.surfaceProps )->game.climbable != 0;
if ( !climbableSurface )
{
climbableSurface = (result.contents & CONTENTS_LADDER) != 0;
}
if ( climbableSurface )
{
m_normal = result.plane.normal;
}
}
}
//--------------------------------------------------------------------------------------------------------------
void CNavLadder::DrawLadder( void ) const
{
CBasePlayer *player = UTIL_GetListenServerHost();
if (player == NULL)
return;
Vector dir;
const Vector &eye = player->EyePosition();
AngleVectors( player->EyeAngles() + player->GetPunchAngle(), &dir );
float dx = eye.x - m_bottom.x;
float dy = eye.y - m_bottom.y;
Vector2D eyeDir( dx, dy );
eyeDir.NormalizeInPlace();
bool isSelected = ( this == TheNavMesh->GetSelectedLadder() );
bool isMarked = ( this == TheNavMesh->GetMarkedLadder() );
bool isFront = DotProduct2D( eyeDir, GetNormal().AsVector2D() ) > 0;
if ( TheNavMesh->IsEditMode( CNavMesh::PLACE_PAINTING ) )
{
isSelected = isMarked = false;
isFront = true;
}
// Highlight ladder entity ------------------------------------------------
CBaseEntity *ladderEntity = m_ladderEntity.Get();
if ( ladderEntity )
{
ladderEntity->DrawAbsBoxOverlay();
}
// Draw 'ladder' lines ----------------------------------------------------
NavEditColor ladderColor = NavNormalColor;
if ( isFront )
{
if ( isMarked )
{
ladderColor = NavMarkedColor;
}
else if ( isSelected )
{
ladderColor = NavSelectedColor;
}
else
{
ladderColor = NavSamePlaceColor;
}
}
else if ( isMarked )
{
ladderColor = NavMarkedColor;
}
else if ( isSelected )
{
ladderColor = NavSelectedColor;
}
Vector right(0, 0, 0), up( 0, 0, 0 );
VectorVectors( GetNormal(), right, up );
if ( up.z <= 0.0f )
{
AssertMsg( false, "A nav ladder has an invalid normal" );
up.Init( 0, 0, 1 );
}
right *= m_width * 0.5f;
Vector bottomLeft = m_bottom - right;
Vector bottomRight = m_bottom + right;
Vector topLeft = m_top - right;
Vector topRight = m_top + right;
int bgcolor[4];
if ( 4 == sscanf( nav_area_bgcolor.GetString(), "%d %d %d %d", &(bgcolor[0]), &(bgcolor[1]), &(bgcolor[2]), &(bgcolor[3]) ) )
{
for ( int i=0; i<4; ++i )
bgcolor[i] = clamp( bgcolor[i], 0, 255 );
if ( bgcolor[3] > 0 )
{
Vector offset( 0, 0, 0 );
AddDirectionVector( &offset, OppositeDirection( m_dir ), 1 );
NDebugOverlay::Triangle( topLeft+offset, topRight+offset, bottomRight+offset, bgcolor[0], bgcolor[1], bgcolor[2], bgcolor[3], true, 0.15f );
NDebugOverlay::Triangle( bottomRight+offset, bottomLeft+offset, topLeft+offset, bgcolor[0], bgcolor[1], bgcolor[2], bgcolor[3], true, 0.15f );
}
}
NavDrawLine( topLeft, bottomLeft, ladderColor );
NavDrawLine( topRight, bottomRight, ladderColor );
while ( bottomRight.z < topRight.z )
{
NavDrawLine( bottomRight, bottomLeft, ladderColor );
bottomRight += up * (GenerationStepSize/2);
bottomLeft += up * (GenerationStepSize/2);
}
// Draw connector lines ---------------------------------------------------
if ( !TheNavMesh->IsEditMode( CNavMesh::PLACE_PAINTING ) )
{
Vector bottom = m_bottom;
Vector top = m_top;
NavDrawLine( top, bottom, NavConnectedTwoWaysColor );
if (m_bottomArea)
{
float offset = GenerationStepSize;
const Vector& areaBottom = m_bottomArea->GetCenter();
// don't draw the bottom connection too high if the ladder is very short
if ( top.z - bottom.z < GenerationStepSize * 1.5f )
offset = 0.0f;
// don't draw the bottom connection too high if the ladder is high above the area
if ( bottom.z - areaBottom.z > GenerationStepSize * 1.5f )
offset = 0.0f;
NavDrawLine( bottom + Vector( 0, 0, offset ), areaBottom, ((m_bottomArea->IsConnected( this, LADDER_UP ))?NavConnectedTwoWaysColor:NavConnectedOneWayColor) );
}
if (m_topForwardArea)
NavDrawLine( top, m_topForwardArea->GetCenter(), ((m_topForwardArea->IsConnected( this, LADDER_DOWN ))?NavConnectedTwoWaysColor:NavConnectedOneWayColor) );
if (m_topLeftArea)
NavDrawLine( top, m_topLeftArea->GetCenter(), ((m_topLeftArea->IsConnected( this, LADDER_DOWN ))?NavConnectedTwoWaysColor:NavConnectedOneWayColor) );
if (m_topRightArea)
NavDrawLine( top, m_topRightArea->GetCenter(), ((m_topRightArea->IsConnected( this, LADDER_DOWN ))?NavConnectedTwoWaysColor:NavConnectedOneWayColor) );
if (m_topBehindArea)
NavDrawLine( top, m_topBehindArea->GetCenter(), ((m_topBehindArea->IsConnected( this, LADDER_DOWN ))?NavConnectedTwoWaysColor:NavConnectedOneWayColor) );
}
}
//--------------------------------------------------------------------------------------------------------------
void CNavLadder::DrawConnectedAreas( void )
{
CUtlVector< CNavArea * > areas;
if ( m_topForwardArea )
areas.AddToTail( m_topForwardArea );
if ( m_topLeftArea )
areas.AddToTail( m_topLeftArea );
if ( m_topRightArea )
areas.AddToTail( m_topRightArea );
if ( m_topBehindArea )
areas.AddToTail( m_topBehindArea );
if ( m_bottomArea )
areas.AddToTail( m_bottomArea );
for ( int i=0; i<areas.Count(); ++i )
{
CNavArea *adj = areas[i];
adj->Draw();
if ( !TheNavMesh->IsEditMode( CNavMesh::PLACE_PAINTING ) )
{
adj->DrawHidingSpots();
}
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* invoked when a game round restarts
*/
void CNavLadder::OnRoundRestart( void )
{
FindLadderEntity();
}
//--------------------------------------------------------------------------------------------------------------
void CNavLadder::FindLadderEntity( void )
{
m_ladderEntity = gEntList.FindEntityByClassnameNearest( "func_simpleladder", (m_top + m_bottom) * 0.5f, HalfHumanWidth );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Save a navigation ladder to the opened binary stream
*/
void CNavLadder::Save( CUtlBuffer &fileBuffer, unsigned int version ) const
{
// save ID
fileBuffer.PutUnsignedInt( m_id );
// save extent of ladder
fileBuffer.PutFloat( m_width );
// save top endpoint of ladder
fileBuffer.PutFloat( m_top.x );
fileBuffer.PutFloat( m_top.y );
fileBuffer.PutFloat( m_top.z );
// save bottom endpoint of ladder
fileBuffer.PutFloat( m_bottom.x );
fileBuffer.PutFloat( m_bottom.y );
fileBuffer.PutFloat( m_bottom.z );
// save ladder length
fileBuffer.PutFloat( m_length );
// save direction
fileBuffer.PutUnsignedInt( m_dir );
// save IDs of connecting areas
unsigned int id;
id = ( m_topForwardArea ) ? m_topForwardArea->GetID() : 0;
fileBuffer.PutUnsignedInt( id );
id = ( m_topLeftArea ) ? m_topLeftArea->GetID() : 0;
fileBuffer.PutUnsignedInt( id );
id = ( m_topRightArea ) ? m_topRightArea->GetID() : 0;
fileBuffer.PutUnsignedInt( id );
id = ( m_topBehindArea ) ? m_topBehindArea->GetID() : 0;
fileBuffer.PutUnsignedInt( id );
id = ( m_bottomArea ) ? m_bottomArea->GetID() : 0;
fileBuffer.PutUnsignedInt( id );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Load a navigation ladder from the opened binary stream
*/
void CNavLadder::Load( CUtlBuffer &fileBuffer, unsigned int version )
{
// load ID
m_id = fileBuffer.GetUnsignedInt();
// update nextID to avoid collisions
if (m_id >= m_nextID)
m_nextID = m_id+1;
// load extent of ladder
m_width = fileBuffer.GetFloat();
// load top endpoint of ladder
m_top.x = fileBuffer.GetFloat();
m_top.y = fileBuffer.GetFloat();
m_top.z = fileBuffer.GetFloat();
// load bottom endpoint of ladder
m_bottom.x = fileBuffer.GetFloat();
m_bottom.y = fileBuffer.GetFloat();
m_bottom.z = fileBuffer.GetFloat();
// load ladder length
m_length = fileBuffer.GetFloat();
// load direction
m_dir = (NavDirType)fileBuffer.GetUnsignedInt();
SetDir( m_dir ); // regenerate the surface normal
// load dangling status
if ( version == 6 )
{
bool m_isDangling;
fileBuffer.Get( &m_isDangling, sizeof(m_isDangling) );
}
// load IDs of connecting areas
unsigned int id;
id = fileBuffer.GetUnsignedInt();
m_topForwardArea = TheNavMesh->GetNavAreaByID( id );
id = fileBuffer.GetUnsignedInt();
m_topLeftArea = TheNavMesh->GetNavAreaByID( id );
id = fileBuffer.GetUnsignedInt();
m_topRightArea = TheNavMesh->GetNavAreaByID( id );
id = fileBuffer.GetUnsignedInt();
m_topBehindArea = TheNavMesh->GetNavAreaByID( id );
id = fileBuffer.GetUnsignedInt();
m_bottomArea = TheNavMesh->GetNavAreaByID( id );
if ( !m_bottomArea )
{
DevMsg( "ERROR: Unconnected ladder #%d bottom at ( %g, %g, %g )\n", m_id, m_bottom.x, m_bottom.y, m_bottom.z );
DevWarning( "nav_unmark; nav_mark ladder %d; nav_warp_to_mark\n", m_id );
}
else if (!m_topForwardArea && !m_topLeftArea && !m_topRightArea) // can't include behind area, since it is not used when going up a ladder
{
DevMsg( "ERROR: Unconnected ladder #%d top at ( %g, %g, %g )\n", m_id, m_top.x, m_top.y, m_top.z );
DevWarning( "nav_unmark; nav_mark ladder %d; nav_warp_to_mark\n", m_id );
}
FindLadderEntity();
}
//--------------------------------------------------------------------------------------------------------------
/**
* Functor returns true if ladder is free, or false if someone is on the ladder
*/
class IsLadderFreeFunctor
{
public:
IsLadderFreeFunctor( const CNavLadder *ladder, const CBasePlayer *ignore )
{
m_ladder = ladder;
m_ignore = ignore;
}
bool operator() ( CBasePlayer *player )
{
if (player == m_ignore)
return true;
if (!player->IsOnLadder())
return true;
// player is on a ladder - is it this one?
const Vector &feet = player->GetAbsOrigin();
if (feet.z > m_ladder->m_top.z + HalfHumanHeight)
return true;
if (feet.z + HumanHeight < m_ladder->m_bottom.z - HalfHumanHeight)
return true;
Vector2D away( m_ladder->m_bottom.x - feet.x, m_ladder->m_bottom.y - feet.y );
const float onLadderRange = 50.0f;
return away.IsLengthGreaterThan( onLadderRange );
}
const CNavLadder *m_ladder;
const CBasePlayer *m_ignore;
};
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if someone is on this ladder
*/
bool CNavLadder::IsInUse( const CBasePlayer *ignore ) const
{
IsLadderFreeFunctor isLadderFree( this, ignore );
return !ForEachPlayer( isLadderFree );
}
//--------------------------------------------------------------------------------------------------------------
Vector CNavLadder::GetPosAtHeight( float height ) const
{
if ( height < m_bottom.z )
{
return m_bottom;
}
if ( height > m_top.z )
{
return m_top;
}
if ( m_top.z == m_bottom.z )
{
return m_top;
}
float percent = ( height - m_bottom.z ) / ( m_top.z - m_bottom.z );
return m_top * percent + m_bottom * ( 1.0f - percent );
}
//--------------------------------------------------------------------------------------------------------------