//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef AI_MOVEPROBE_H #define AI_MOVEPROBE_H #include "ai_component.h" #include "ai_navtype.h" #include "ai_movetypes.h" #if defined( _WIN32 ) #pragma once #endif //----------------------------------------------------------------------------- // Purpose: Set of basic tools for probing box movements through space. // No moves actually take place //----------------------------------------------------------------------------- enum AI_TestGroundMoveFlags_t { AITGM_DEFAULT = 0, AITGM_IGNORE_FLOOR = 0x01, AITGM_IGNORE_INITIAL_STAND_POS = 0x02, AITGM_2D = 0x04, AITGM_DRAW_RESULTS = 0x08, }; enum AI_MoveLimitFlags_t { AIMLF_DEFAULT = 0, AIMLF_2D = 0x01, AIMLF_DRAW_RESULTS = 0x02, AIMLF_IGNORE_TRANSIENTS = 0x04, AIMLF_QUICK_REJECT = 0x08, }; class CAI_MoveProbe : public CAI_Component { public: CAI_MoveProbe( CAI_BaseNPC *pOuter ); ~CAI_MoveProbe(); // ---------------------------------------------------- // Queries & probes // ---------------------------------------------------- bool MoveLimit( Navigation_t navType, const Vector &vecStart, const Vector &vecEnd, unsigned int collisionMask, const CBaseEntity *pTarget, AIMoveTrace_t* pMove = NULL ); bool MoveLimit( Navigation_t navType, const Vector &vecStart, const Vector &vecEnd, unsigned int collisionMask, const CBaseEntity *pTarget, float pctToCheckStandPositions, AIMoveTrace_t* pMove = NULL ); bool MoveLimit( Navigation_t navType, const Vector &vecStart, const Vector &vecEnd, unsigned int collisionMask, const CBaseEntity *pTarget, float pctToCheckStandPositions, unsigned flags, AIMoveTrace_t* pMove = NULL ); bool CheckStandPosition( const Vector &vecStart, unsigned int collisionMask ) const; bool FloorPoint( const Vector &vecStart, unsigned int collisionMask, float flStartZ, float flEndZ, Vector *pVecResult ) const; // -------------------------------- // Tracing tools // -------------------------------- void TraceLine( const Vector &vecStart, const Vector &vecEnd, unsigned int mask, bool bUseCollisionGroup, trace_t *pResult ) const; void TraceHull( const Vector &vecStart, const Vector &vecEnd, const Vector &hullMin, const Vector &hullMax, unsigned int mask, trace_t *ptr ) const; void TraceHull( const Vector &vecStart, const Vector &vecEnd, unsigned int mask, trace_t *ptr ) const; // -------------------------------- // Checks a ground-based movement // -------------------------------- bool TestGroundMove( const Vector &vecActualStart, const Vector &vecDesiredEnd, unsigned int collisionMask, unsigned flags, AIMoveTrace_t *pMoveTrace ) const; bool TestGroundMove( const Vector &vecActualStart, const Vector &vecDesiredEnd, unsigned int collisionMask, float pctToCheckStandPositions, unsigned flags, AIMoveTrace_t *pMoveTrace ) const; bool ShouldBrushBeIgnored( CBaseEntity *pEntity ); void ClearBlockingEntity() { m_hLastBlockingEnt = NULL; } CBaseEntity * GetBlockingEntity() { return m_hLastBlockingEnt; } private: struct CheckStepArgs_t { Vector vecStart; Vector vecStepDir; float stepSize; float stepHeight; float stepDownMultiplier; float minStepLanding; unsigned collisionMask; StepGroundTest_t groundTest; }; struct CheckStepResult_t { Vector endPoint; Vector hitNormal; bool fStartSolid; CBaseEntity * pBlocker; }; bool CheckStep( const CheckStepArgs_t &args, CheckStepResult_t *pResult ) const; void SetupCheckStepTraceListData( const CheckStepArgs_t &args ) const; void ResetTraceListData() const { if ( m_pTraceListData ) const_cast(this)->m_pTraceListData->Reset(); } bool OldCheckStandPosition( const Vector &vecStart, unsigned int collisionMask ) const; // these check connections between positions in space, regardless of routes void GroundMoveLimit( const Vector &vecStart, const Vector &vecEnd, unsigned int collisionMask, const CBaseEntity *pTarget, unsigned testGroundMoveFlags, float pctToCheckStandPositions, AIMoveTrace_t* pMoveTrace ) const; void FlyMoveLimit( const Vector &vecStart, const Vector &vecEnd, unsigned int collisionMask, const CBaseEntity *pTarget, AIMoveTrace_t* pMoveTrace) const; void JumpMoveLimit( const Vector &vecStart, const Vector &vecEnd, unsigned int collisionMask, const CBaseEntity *pTarget, AIMoveTrace_t* pMoveTrace) const; void ClimbMoveLimit( const Vector &vecStart, const Vector &vecEnd, const CBaseEntity *pTarget, AIMoveTrace_t* pMoveTrace) const; // A floorPoint that is useful only in the contect of iterative movement bool IterativeFloorPoint( const Vector &vecStart, unsigned int collisionMask, Vector *pVecResult ) const; bool IterativeFloorPoint( const Vector &vecStart, unsigned int collisionMask, float flAddedStep, Vector *pVecResult ) const; bool IsJumpLegal( const Vector &startPos, const Vector &apex, const Vector &endPos ) const; public: Vector CalcJumpLaunchVelocity(const Vector &startPos, const Vector &endPos, float gravity, float *pminHeight, float maxHorzVelocity, Vector *vecApex ) const; private: // Common services provided by CAI_BaseNPC, Convenience methods to simplify code float StepHeight() const; bool CanStandOn( CBaseEntity *pSurface ) const; bool m_bIgnoreTransientEntities; CTraceListData * m_pTraceListData; EHANDLE m_hLastBlockingEnt; DECLARE_SIMPLE_DATADESC(); }; // ---------------------------------------------------------------------------- inline bool CAI_MoveProbe::MoveLimit( Navigation_t navType, const Vector &vecStart, const Vector &vecEnd, unsigned int collisionMask, const CBaseEntity *pTarget, float pctToCheckStandPositions, AIMoveTrace_t* pMove) { return MoveLimit( navType, vecStart, vecEnd, collisionMask, pTarget, pctToCheckStandPositions, AIMLF_DEFAULT, pMove); } // ------------------------------------ inline bool CAI_MoveProbe::MoveLimit( Navigation_t navType, const Vector &vecStart, const Vector &vecEnd, unsigned int collisionMask, const CBaseEntity *pTarget, AIMoveTrace_t* pMove) { return MoveLimit( navType, vecStart, vecEnd, collisionMask, pTarget, 100.0f, AIMLF_DEFAULT, pMove); } // ------------------------------------ inline bool CAI_MoveProbe::TestGroundMove( const Vector &vecActualStart, const Vector &vecDesiredEnd, unsigned int collisionMask, unsigned flags, AIMoveTrace_t *pMoveTrace ) const { return TestGroundMove( vecActualStart, vecDesiredEnd, collisionMask, 100, flags, pMoveTrace ); // floor ignore flag will override 100% } #endif // AI_MOVEPROBE_H