hl2_src-leak-2017/src/game/server/ai_node.cpp

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Base combat character with no AI
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "ai_hull.h"
#include "ai_node.h"
#include "ai_link.h"
#include "ai_network.h"
#include "ai_initutils.h"
#include "bitstring.h"
#include "ai_basenpc.h"
#include "ai_navigator.h"
#include "ai_moveprobe.h"
#include "fmtstr.h"
#include "game.h"
#include "ai_networkmanager.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
CAI_Link *CAI_Node::GetLink( int destNodeId )
{
// Now make sure this node still has a link to the destID
for ( int link = 0; link < NumLinks(); link++ )
{
// If we find the link the dynamic link is valid
if ( m_Links[link]->DestNodeID(m_iID) == destNodeId )
{
return m_Links[link];
}
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Add a link to this node
// Input :
// Output :
//-----------------------------------------------------------------------------
void CAI_Node::AddLink(CAI_Link *newLink)
{
if ( NumLinks() == AI_MAX_NODE_LINKS )
{
DevMsg( "Node %d has too many links\n", m_iID );
return;
}
#ifdef _DEBUG
for (int link=0;link<NumLinks();link++)
{
if (m_Links[link] == newLink)
{
AssertMsgOnce( 0, "Link added to node multiple times!" );
return;
}
}
AssertMsg( newLink->m_iDestID == m_iID || newLink->m_iSrcID == m_iID, "Added link to node that doesn't reference the node" );
#endif
m_Links.AddToTail( newLink );
}
//-----------------------------------------------------------------------------
// Purpose: Returns link if node has a link to node of the given nNodeID.
// Otherwise returns NULL
// Input :
// Output :
//-----------------------------------------------------------------------------
CAI_Link* CAI_Node::HasLink(int nNodeID)
{
for (int link=0;link<NumLinks();link++)
{
// If node has link to myself, than add link to my list of links
if (m_Links[link]->DestNodeID(m_iID) == nNodeID)
{
return m_Links[link];
}
}
return NULL;
}
//------------------------------------------------------------------------------
// Purpose : Called before GetShuffeledLinks to change the order in which
// links are returned
// Input :
// Output :
//------------------------------------------------------------------------------
void CAI_Node::ShuffleLinks(void)
{
m_iFirstShuffledLink++;
if (m_iFirstShuffledLink >= NumLinks())
{
m_iFirstShuffledLink = 0;
}
}
//------------------------------------------------------------------------------
// Purpose : Used to get links in different order each time.
// Call ShuffleLinks() first
// Input :
// Output :
//------------------------------------------------------------------------------
CAI_Link* CAI_Node::GetShuffeledLink(int nNum)
{
int nLinkID = m_iFirstShuffledLink + nNum;
if (nLinkID >= NumLinks())
{
nLinkID -= NumLinks();
}
return m_Links[nLinkID];
}
//----------------------------------------------------------------------------------
// Purpose: Returns z value of floor below given point (up to fMaxDrop inches below)
// Input :
// Output :
//----------------------------------------------------------------------------------
float GetFloorZ(const Vector &origin, float fMaxDrop)
{
// trace to the ground, then pop up 8 units and place node there to make it
// easier for them to connect (think stairs, chairs, and bumps in the floor).
// After the routing is done, push them back down.
//
trace_t tr;
AI_TraceLine ( origin,
origin - Vector ( 0, 0, fMaxDrop ),
MASK_NPCSOLID_BRUSHONLY,
NULL,
COLLISION_GROUP_NONE,
&tr );
// This trace is ONLY used if we hit an entity flagged with FL_WORLDBRUSH
trace_t trEnt;
AI_TraceLine ( origin,
origin - Vector ( 0, 0, fMaxDrop ),
MASK_NPCSOLID,
NULL,
COLLISION_GROUP_NONE,
&trEnt );
// Did we hit something closer than the floor?
if ( trEnt.fraction < tr.fraction )
{
// If it was a world brush entity, copy the node location
if ( trEnt.m_pEnt )
{
CBaseEntity *e = trEnt.m_pEnt;
if ( e && ( e->GetFlags() & FL_WORLDBRUSH ) )
{
tr.endpos = trEnt.endpos;
}
}
}
return tr.endpos.z;
}
//-----------------------------------------------------------------------------
// Purpose: Returns z value of floor below given point (up to 384 inches below)
// Input :
// Output :
//-----------------------------------------------------------------------------
float GetFloorZ(const Vector &origin)
{
return GetFloorZ(origin, 384);
}
//-----------------------------------------------------------------------------
// Purpose: Returns distance of floor from the origin (up to 384 inches)
// Input :
// Output :
//-----------------------------------------------------------------------------
float GetFloorDistance(const Vector &origin)
{
return (origin.z - GetFloorZ(origin));
}
//-----------------------------------------------------------------------------
// Purpose: Climb nodes are centered over the climb surface, the must be
// shifted away from the climb surface according to the hull size
// of the NPC using the climb
// Input :
// Output :
//-----------------------------------------------------------------------------
Vector CAI_Node::GetPosition(int hull)
{
if (m_eNodeType == NODE_CLIMB)
{
// Shift by the length of the hull and some small fudge
float shift = (0.5*NAI_Hull::Length(hull)) + (NODE_CLIMB_OFFSET);
Vector offsetDir = Vector(cos(DEG2RAD(m_flYaw)),sin(DEG2RAD(m_flYaw)),0);
Vector origin;
if (m_eNodeInfo & bits_NODE_CLIMB_OFF_FORWARD)
{
origin = m_vOrigin + (shift * offsetDir);
}
else if (m_eNodeInfo & bits_NODE_CLIMB_OFF_LEFT)
{
Vector upDir(0,0,1);
Vector leftDir;
CrossProduct( offsetDir, upDir, leftDir);
origin = m_vOrigin - (2 * shift * leftDir) - (shift * offsetDir);
}
else if (m_eNodeInfo & bits_NODE_CLIMB_OFF_RIGHT)
{
Vector upDir(0,0,1);
Vector leftDir;
CrossProduct( offsetDir, upDir, leftDir);
origin = m_vOrigin + (2 * shift * leftDir) - (shift * offsetDir);
}
else
{
origin = m_vOrigin - (shift * offsetDir);
}
return Vector( origin.x, origin.y, origin.z + m_flVOffset[hull] );
}
else if (m_eNodeType == NODE_GROUND)
{
// this is the floor resting position of this hull, adjusted to account for mins.z
return Vector( m_vOrigin.x, m_vOrigin.y, m_vOrigin.z + m_flVOffset[hull] );
}
else
{
return m_vOrigin;
}
}
//-----------------------------------------------------------------------------
// Purpose: Constructor
// Input :
// Output :
//-----------------------------------------------------------------------------
CAI_Node::CAI_Node( int id, const Vector &origin, float yaw )
: m_Links( 0, 4 )
{
m_vOrigin = origin;
m_iID = id;
for (int i = 0; i < NUM_HULLS; i++)
{
m_flVOffset[i] = 0.0;
}
m_eNodeType = NODE_GROUND;
m_eNodeInfo = 0;
m_iFirstShuffledLink = 0;
m_pHint = NULL;
m_flYaw = yaw;
m_flNextUseTime = 0;
m_zone = AI_NODE_ZONE_UNKNOWN;
};