Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Base combat character with no AI
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#ifndef AI_NODE_H
#define AI_NODE_H
#pragma once
#include "ai_hull.h"
#include "bitstring.h"
#include "utlvector.h"
enum AI_ZoneIds_t
{
AI_NODE_ZONE_UNKNOWN = 0,
AI_NODE_ZONE_SOLO = 1,
AI_NODE_ZONE_UNIVERSAL = 3,
AI_NODE_FIRST_ZONE = 4,
};
class CAI_Network;
class CAI_Link;
class CAI_Hint;
class CAI_BaseNPC;
#define NOT_CACHED -2 // Returned if data not in cache
#define NO_NODE -1 // Returned when no node meets the qualification
#define MAX_NODE_LINK_DIST 60*12 // Maximum connection length between nodes as well as furthest
#define MAX_NODE_LINK_DIST_SQ (MAX_NODE_LINK_DIST*MAX_NODE_LINK_DIST) // distance allowed to travel to node via local moves
#define MAX_AIR_NODE_LINK_DIST 120*12 // Maximum connection length between air nodes as well as furthest
#define MAX_AIR_NODE_LINK_DIST_SQ (MAX_AIR_NODE_LINK_DIST*MAX_AIR_NODE_LINK_DIST) // distance allowed to travel to node via local moves
#define NODE_HEIGHT 8 // how high to lift nodes off the ground after we drop them all (make stair/ramp mapping easier)
#define NODE_CLIMB_OFFSET 8
#define HULL_TEST_STEP_SIZE 16 // how far the test hull moves on each step
//=========================================================
// The type of node
//=========================================================
enum NodeType_e
{
NODE_ANY, // Used to specify any type of node (for search)
NODE_DELETED, // Used in wc_edit mode to remove nodes during runtime
NODE_GROUND,
NODE_AIR,
NODE_CLIMB,
NODE_WATER
};
enum NodeInfoBits_e
{
bits_NODE_CLIMB_BOTTOM = (1 << 0), // Node at bottom of ladder
bits_NODE_CLIMB_ON = (1 << 1), // Node on ladder somewhere
bits_NODE_CLIMB_OFF_FORWARD = (1 << 2), // Dismount climb by going forward
bits_NODE_CLIMB_OFF_LEFT = (1 << 3), // Dismount climb by going left
bits_NODE_CLIMB_OFF_RIGHT = (1 << 4), // Dismount climb by going right
bits_NODE_CLIMB_EXIT = bits_NODE_CLIMB_OFF_FORWARD| bits_NODE_CLIMB_OFF_LEFT | bits_NODE_CLIMB_OFF_RIGHT,
NODE_ENT_FLAGS_SHIFT = 5,
//bits_HUMAN_HULL 5
//bits_SMALL_CENTERED_HULL 6
//bits_WIDE_HUMAN_HULL 7
//bits_TINY_HULL 8
//bits_WIDE_SHORT_HULL 9
//bits_MEDIUM_HULL 10
//bits_TINY_CENTERED_HULL 11
//bits_LARGE_HULL 12
//bits_LARGE_CENTERED_HULL 13
bits_DONT_DROP = ( 1 << 14 ),
/****** NOTE: will need to change node graph save/load code if exceed 16 bits here ******/
bits_NODE_WC_NEED_REBUILD = 0x10000000, // Used to more nodes in WC edit mode
bits_NODE_WC_CHANGED = 0x20000000, // Node changed during WC edit
bits_NODE_WONT_FIT_HULL = 0x40000000, // Used only for debug display
bits_NODE_FALLEN = 0x80000000, // Fell through the world during initialization
};
//=============================================================================
// >> CAI_Node
//=============================================================================
class CAI_Node
{
public:
CAI_Node( int id, const Vector &origin, float yaw );
CAI_Hint* GetHint() { return m_pHint; }
void SetHint( CAI_Hint *pHint ) { m_pHint = pHint; }
int NumLinks() const { return m_Links.Count(); }
void ClearLinks() { m_Links.Purge(); }
CAI_Link * GetLink( int destNodeId );
CAI_Link * GetLinkByIndex( int i ) { return m_Links[i]; }
bool IsLocked() const { return ( m_flNextUseTime > gpGlobals->curtime ); }
void Lock( float duration ) { m_flNextUseTime = gpGlobals->curtime + duration; }
void Unlock() { m_flNextUseTime = gpGlobals->curtime; }
int GetZone() const { return m_zone; }
void SetZone( int zone ) { m_zone = zone; }
Vector GetPosition(int hull); // Hull specific position for a node
CAI_Link* HasLink(int nNodeID); // Return link to nNodeID or NULL
void ShuffleLinks(); // Called before GetShuffeledLinks to reorder
CAI_Link* GetShuffeledLink(int nNum); // Used to get links in different order each time
int GetId() const { return m_iID; }
const Vector & GetOrigin() const { return m_vOrigin; }
Vector & AccessOrigin() { return m_vOrigin; }
float GetYaw() const { return m_flYaw; }
NodeType_e SetType( NodeType_e type ) { return ( m_eNodeType = type ); }
NodeType_e GetType() const { return m_eNodeType; }
void SetNeedsRebuild() { m_eNodeInfo |= bits_NODE_WC_NEED_REBUILD; }
void ClearNeedsRebuild() { m_eNodeInfo &= ~bits_NODE_WC_NEED_REBUILD; }
bool NeedsRebuild() const { return ( ( m_eNodeInfo & bits_NODE_WC_NEED_REBUILD ) != 0 ); }
void AddLink(CAI_Link *newLink);
int m_iID; // ID for this node
Vector m_vOrigin; // location of this node in space
float m_flVOffset[NUM_HULLS]; // vertical offset for each hull type, assuming ground node, 0 otherwise
float m_flYaw; // NPC on this node should face this yaw to face the hint, or climb a ladder
NodeType_e m_eNodeType; // The type of node
int m_eNodeInfo; // bits that tell us more about this nodes
int m_zone;
CUtlVector<CAI_Link *> m_Links; // growable array of links to this node
float m_flNextUseTime; // When can I be used again?
CAI_Hint* m_pHint; // hint attached to this node
int m_iFirstShuffledLink; // first link to check
};
extern float GetFloorZ(const Vector &origin);
extern float GetFloorDistance(const Vector &origin);
#endif // AI_NODE_H