HLua/game_shared/bot/nav_area.cpp

5220 lines
135 KiB
C++

// nav_area.cpp
// AI Navigation areas
// Author: Michael S. Booth (mike@turtlerockstudios.com), January 2003
#pragma warning( disable : 4530 ) // STL uses exceptions, but we are not compiling with them - ignore warning
#pragma warning( disable : 4786 ) // long STL names get truncated in browse info.
#include <list>
#include <vector>
#include <algorithm>
#include <fcntl.h>
#include <sys/stat.h>
#include <assert.h>
#ifdef _WIN32
#include <io.h>
#else
#include <unistd.h>
#define _write write
#define _close close
#define MAX_OSPATH PATH_MAX
#endif
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "player.h"
#include "gamerules.h"
#include "bot_util.h"
/// @todo Abstract hostages and cs-bots out of here
#include "cs_bot.h"
#include "cs_bot_manager.h"
#include "hostage.h"
#include "nav.h"
#include "nav_node.h"
#include "nav_area.h"
#include "pm_shared.h" // for OBS_ROAMING
extern void HintMessageToAllPlayers( const char *message );
unsigned int CNavArea::m_nextID = 1;
NavAreaList TheNavAreaList;
NavLadderList TheNavLadderList;
unsigned int CNavArea::m_masterMarker = 1;
CNavArea *CNavArea::m_openList = NULL;
bool CNavArea::m_isReset = false;
static float lastDrawTimestamp = 0.0f;
//--------------------------------------------------------------------------------------------------------------
/**
* This list contains all "good-sized" areas used to compute "approach points"
*/
static NavAreaList goodSizedAreaList;
static void buildGoodSizedList( void )
{
const float minSize = 200.0f; // 150
NavAreaList::iterator iter;
for( iter = TheNavAreaList.begin(); iter != TheNavAreaList.end(); ++iter )
{
CNavArea *area = *iter;
// skip the small areas
const Extent *extent = area->GetExtent();
if (extent->SizeX() < minSize || extent->SizeY() < minSize)
continue;
goodSizedAreaList.push_back( area );
}
}
//--------------------------------------------------------------------------------------------------------------
HidingSpotList TheHidingSpotList;
unsigned int HidingSpot::m_nextID = 1;
unsigned int HidingSpot::m_masterMarker = 0;
void DestroyHidingSpots( void )
{
// remove all hiding spot references from the nav areas
for( NavAreaList::iterator areaIter = TheNavAreaList.begin(); areaIter != TheNavAreaList.end(); ++areaIter )
{
CNavArea *area = *areaIter;
area->m_hidingSpotList.clear();
}
HidingSpot::m_nextID = 0;
// free all the HidingSpots
for( HidingSpotList::iterator iter = TheHidingSpotList.begin(); iter != TheHidingSpotList.end(); ++iter )
delete *iter;
TheHidingSpotList.clear();
}
/**
* For use when loading from a file
*/
HidingSpot::HidingSpot( void )
{
m_pos = Vector( 0, 0, 0 );
m_id = 0;
m_flags = 0;
TheHidingSpotList.push_back( this );
}
/**
* For use when generating - assigns unique ID
*/
HidingSpot::HidingSpot( const Vector *pos, unsigned char flags )
{
m_pos = *pos;
m_id = m_nextID++;
m_flags = flags;
TheHidingSpotList.push_back( this );
}
void HidingSpot::Save( int fd, unsigned int version ) const
{
_write( fd, &m_id, sizeof(unsigned int) );
_write( fd, &m_pos, 3 * sizeof(float) );
_write( fd, &m_flags, sizeof(unsigned char) );
}
void HidingSpot::Load( SteamFile *file, unsigned int version )
{
file->Read( &m_id, sizeof(unsigned int) );
file->Read( &m_pos, 3 * sizeof(float) );
file->Read( &m_flags, sizeof(unsigned char) );
// update next ID to avoid ID collisions by later spots
if (m_id >= m_nextID)
m_nextID = m_id+1;
}
/**
* Given a HidingSpot ID, return the associated HidingSpot
*/
HidingSpot *GetHidingSpotByID( unsigned int id )
{
for( HidingSpotList::iterator iter = TheHidingSpotList.begin(); iter != TheHidingSpotList.end(); ++iter )
{
HidingSpot *spot = *iter;
if (spot->GetID() == id)
return spot;
}
return NULL;
}
//--------------------------------------------------------------------------------------------------------------
/**
* To keep constructors consistent
*/
void CNavArea::Initialize( void )
{
m_marker = 0;
m_parent = NULL;
m_parentHow = GO_NORTH;
m_attributeFlags = 0;
m_place = 0;
for ( int i=0; i<MAX_AREA_TEAMS; ++i )
{
m_danger[i] = 0.0f;
m_dangerTimestamp[i] = 0.0f;
m_clearedTimestamp[i] = 0.0f;
}
m_approachCount = 0;
// set an ID for splitting and other interactive editing - loads will overwrite this
m_id = m_nextID++;
m_prevHash = NULL;
m_nextHash = NULL;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Constructor used during normal runtime.
*/
CNavArea::CNavArea( void )
{
Initialize();
}
//--------------------------------------------------------------------------------------------------------------
/**
* Assumes Z is flat
*/
CNavArea::CNavArea( const Vector *corner, const Vector *otherCorner )
{
Initialize();
if (corner->x < otherCorner->x)
{
m_extent.lo.x = corner->x;
m_extent.hi.x = otherCorner->x;
}
else
{
m_extent.hi.x = corner->x;
m_extent.lo.x = otherCorner->x;
}
if (corner->y < otherCorner->y)
{
m_extent.lo.y = corner->y;
m_extent.hi.y = otherCorner->y;
}
else
{
m_extent.hi.y = corner->y;
m_extent.lo.y = otherCorner->y;
}
m_extent.lo.z = corner->z;
m_extent.hi.z = corner->z;
m_center.x = (m_extent.lo.x + m_extent.hi.x)/2.0f;
m_center.y = (m_extent.lo.y + m_extent.hi.y)/2.0f;
m_center.z = (m_extent.lo.z + m_extent.hi.z)/2.0f;
m_neZ = corner->z;
m_swZ = otherCorner->z;
}
//--------------------------------------------------------------------------------------------------------------
/**
*
*/
CNavArea::CNavArea( const Vector *nwCorner, const Vector *neCorner, const Vector *seCorner, const Vector *swCorner )
{
Initialize();
m_extent.lo = *nwCorner;
m_extent.hi = *seCorner;
m_center.x = (m_extent.lo.x + m_extent.hi.x)/2.0f;
m_center.y = (m_extent.lo.y + m_extent.hi.y)/2.0f;
m_center.z = (m_extent.lo.z + m_extent.hi.z)/2.0f;
m_neZ = neCorner->z;
m_swZ = swCorner->z;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Constructor used during generation phase.
*/
CNavArea::CNavArea( CNavNode *nwNode, CNavNode *neNode, CNavNode *seNode, CNavNode *swNode )
{
Initialize();
m_extent.lo = *nwNode->GetPosition();
m_extent.hi = *seNode->GetPosition();
m_center.x = (m_extent.lo.x + m_extent.hi.x)/2.0f;
m_center.y = (m_extent.lo.y + m_extent.hi.y)/2.0f;
m_center.z = (m_extent.lo.z + m_extent.hi.z)/2.0f;
m_neZ = neNode->GetPosition()->z;
m_swZ = swNode->GetPosition()->z;
m_node[ NORTH_WEST ] = nwNode;
m_node[ NORTH_EAST ] = neNode;
m_node[ SOUTH_EAST ] = seNode;
m_node[ SOUTH_WEST ] = swNode;
// mark internal nodes as part of this area
AssignNodes( this );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Destructor
*/
CNavArea::~CNavArea()
{
// if we are resetting the system, don't bother cleaning up - all areas are being destroyed
if (m_isReset)
return;
// tell the other areas we are going away
NavAreaList::iterator iter;
for( iter = TheNavAreaList.begin(); iter != TheNavAreaList.end(); ++iter )
{
CNavArea *area = *iter;
if (area == this)
continue;
area->OnDestroyNotify( this );
}
// unhook from ladders
for( int i=0; i<NUM_LADDER_DIRECTIONS; ++i )
{
for( NavLadderList::iterator liter = m_ladder[i].begin(); liter != m_ladder[i].end(); ++liter )
{
CNavLadder *ladder = *liter;
ladder->OnDestroyNotify( this );
}
}
// remove the area from the grid
TheNavAreaGrid.RemoveNavArea( this );
}
//--------------------------------------------------------------------------------------------------------------
/**
* This is invoked when an area is going away.
* Remove any references we have to it.
*/
void CNavArea::OnDestroyNotify( CNavArea *dead )
{
NavConnect con;
con.area = dead;
for( int d=0; d<NUM_DIRECTIONS; ++d )
m_connect[ d ].remove( con );
m_overlapList.remove( dead );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Connect this area to given area in given direction
*/
void CNavArea::ConnectTo( CNavArea *area, NavDirType dir )
{
// check if already connected
for( NavConnectList::iterator iter = m_connect[ dir ].begin(); iter != m_connect[ dir ].end(); ++iter )
if ((*iter).area == area)
return;
NavConnect con;
con.area = area;
m_connect[ dir ].push_back( con );
//static char *dirName[] = { "NORTH", "EAST", "SOUTH", "WEST" };
//CONSOLE_ECHO( " Connected area #%d to #%d, %s\n", m_id, area->m_id, dirName[ dir ] );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Disconnect this area from given area
*/
void CNavArea::Disconnect( CNavArea *area )
{
NavConnect connect;
connect.area = area;
for( int dir = 0; dir<NUM_DIRECTIONS; dir++ )
m_connect[ dir ].remove( connect );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Recompute internal data once nodes have been adjusted during merge
* Destroy adjArea.
*/
void CNavArea::FinishMerge( CNavArea *adjArea )
{
// update extent
m_extent.lo = *m_node[ NORTH_WEST ]->GetPosition();
m_extent.hi = *m_node[ SOUTH_EAST ]->GetPosition();
m_center.x = (m_extent.lo.x + m_extent.hi.x)/2.0f;
m_center.y = (m_extent.lo.y + m_extent.hi.y)/2.0f;
m_center.z = (m_extent.lo.z + m_extent.hi.z)/2.0f;
m_neZ = m_node[ NORTH_EAST ]->GetPosition()->z;
m_swZ = m_node[ SOUTH_WEST ]->GetPosition()->z;
// reassign the adjacent area's internal nodes to the final area
adjArea->AssignNodes( this );
// merge adjacency links - we gain all the connections that adjArea had
MergeAdjacentConnections( adjArea );
// remove subsumed adjacent area
TheNavAreaList.remove( adjArea );
delete adjArea;
}
//--------------------------------------------------------------------------------------------------------------
/**
* For merging with "adjArea" - pick up all of "adjArea"s connections
*/
void CNavArea::MergeAdjacentConnections( CNavArea *adjArea )
{
// merge adjacency links - we gain all the connections that adjArea had
NavConnectList::iterator iter;
int dir;
for( dir = 0; dir<NUM_DIRECTIONS; dir++ )
{
for( iter = adjArea->m_connect[ dir ].begin(); iter != adjArea->m_connect[ dir ].end(); ++iter )
{
NavConnect connect = *iter;
if (connect.area != adjArea && connect.area != this)
ConnectTo( connect.area, (NavDirType)dir );
}
}
// remove any references from this area to the adjacent area, since it is now part of us
for( dir = 0; dir<NUM_DIRECTIONS; dir++ )
{
NavConnect connect;
connect.area = adjArea;
m_connect[dir].remove( connect );
}
// Change other references to adjArea to refer instead to us
// We can't just replace existing connections, as several adjacent areas may have been merged into one,
// resulting in a large area adjacent to all of them ending up with multiple redunandant connections
// into the merged area, one for each of the adjacent subsumed smaller ones.
// If an area has a connection to the merged area, we must remove all references to adjArea, and add
// a single connection to us.
for( NavAreaList::iterator areaIter = TheNavAreaList.begin(); areaIter != TheNavAreaList.end(); ++areaIter )
{
CNavArea *area = *areaIter;
if (area == this || area == adjArea)
continue;
for( dir = 0; dir<NUM_DIRECTIONS; dir++ )
{
// check if there are any references to adjArea in this direction
bool connected = false;
for( iter = area->m_connect[ dir ].begin(); iter != area->m_connect[ dir ].end(); ++iter )
{
NavConnect connect = *iter;
if (connect.area == adjArea)
{
connected = true;
break;
}
}
if (connected)
{
// remove all references to adjArea
NavConnect connect;
connect.area = adjArea;
area->m_connect[dir].remove( connect );
// remove all references to the new area
connect.area = this;
area->m_connect[dir].remove( connect );
// add a single connection to the new area
connect.area = this;
area->m_connect[dir].push_back( connect );
}
}
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Assign internal nodes to the given area
* NOTE: "internal" nodes do not include the east or south border nodes
*/
void CNavArea::AssignNodes( CNavArea *area )
{
CNavNode *horizLast = m_node[ NORTH_EAST ];
for( CNavNode *vertNode = m_node[ NORTH_WEST ]; vertNode != m_node[ SOUTH_WEST ]; vertNode = vertNode->GetConnectedNode( SOUTH ) )
{
for( CNavNode *horizNode = vertNode; horizNode != horizLast; horizNode = horizNode->GetConnectedNode( EAST ) )
{
horizNode->AssignArea( area );
}
horizLast = horizLast->GetConnectedNode( SOUTH );
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Split this area into two areas at the given edge.
* Preserve all adjacency connections.
* NOTE: This does not update node connections, only areas.
*/
bool CNavArea::SplitEdit( bool splitAlongX, float splitEdge, CNavArea **outAlpha, CNavArea **outBeta )
{
CNavArea *alpha = NULL;
CNavArea *beta = NULL;
if (splitAlongX)
{
// +-----+->X
// | A |
// +-----+
// | B |
// +-----+
// |
// Y
// don't do split if at edge of area
if (splitEdge <= m_extent.lo.y + 1.0f)
return false;
if (splitEdge >= m_extent.hi.y - 1.0f)
return false;
alpha = new CNavArea;
alpha->m_extent.lo = m_extent.lo;
alpha->m_extent.hi.x = m_extent.hi.x;
alpha->m_extent.hi.y = splitEdge;
alpha->m_extent.hi.z = GetZ( &alpha->m_extent.hi );
beta = new CNavArea;
beta->m_extent.lo.x = m_extent.lo.x;
beta->m_extent.lo.y = splitEdge;
beta->m_extent.lo.z = GetZ( &beta->m_extent.lo );
beta->m_extent.hi = m_extent.hi;
alpha->ConnectTo( beta, SOUTH );
beta->ConnectTo( alpha, NORTH );
FinishSplitEdit( alpha, SOUTH );
FinishSplitEdit( beta, NORTH );
}
else
{
// +--+--+->X
// | | |
// | A|B |
// | | |
// +--+--+
// |
// Y
// don't do split if at edge of area
if (splitEdge <= m_extent.lo.x + 1.0f)
return false;
if (splitEdge >= m_extent.hi.x - 1.0f)
return false;
alpha = new CNavArea;
alpha->m_extent.lo = m_extent.lo;
alpha->m_extent.hi.x = splitEdge;
alpha->m_extent.hi.y = m_extent.hi.y;
alpha->m_extent.hi.z = GetZ( &alpha->m_extent.hi );
beta = new CNavArea;
beta->m_extent.lo.x = splitEdge;
beta->m_extent.lo.y = m_extent.lo.y;
beta->m_extent.lo.z = GetZ( &beta->m_extent.lo );
beta->m_extent.hi = m_extent.hi;
alpha->ConnectTo( beta, EAST );
beta->ConnectTo( alpha, WEST );
FinishSplitEdit( alpha, EAST );
FinishSplitEdit( beta, WEST );
}
// new areas inherit attributes from original area
alpha->SetAttributes( GetAttributes() );
beta->SetAttributes( GetAttributes() );
// new areas inherit place from original area
alpha->SetPlace( GetPlace() );
beta->SetPlace( GetPlace() );
// return new areas
if (outAlpha)
*outAlpha = alpha;
if (outBeta)
*outBeta = beta;
// remove original area
TheNavAreaList.remove( this );
delete this;
return true;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if given area is connected in given direction
* if dir == NUM_DIRECTIONS, check all directions (direction is unknown)
* @todo Formalize "asymmetric" flag on connections
*/
bool CNavArea::IsConnected( const CNavArea *area, NavDirType dir ) const
{
// we are connected to ourself
if (area == this)
return true;
NavConnectList::const_iterator iter;
if (dir == NUM_DIRECTIONS)
{
// search all directions
for( int d=0; d<NUM_DIRECTIONS; ++d )
{
for( iter = m_connect[ d ].begin(); iter != m_connect[ d ].end(); ++iter )
{
if (area == (*iter).area)
return true;
}
}
// check ladder connections
NavLadderList::const_iterator liter;
for( liter = m_ladder[ LADDER_UP ].begin(); liter != m_ladder[ LADDER_UP ].end(); ++liter )
{
CNavLadder *ladder = *liter;
if (ladder->m_topBehindArea == area ||
ladder->m_topForwardArea == area ||
ladder->m_topLeftArea == area ||
ladder->m_topRightArea == area)
return true;
}
for( liter = m_ladder[ LADDER_DOWN ].begin(); liter != m_ladder[ LADDER_DOWN ].end(); ++liter )
{
CNavLadder *ladder = *liter;
if (ladder->m_bottomArea == area)
return true;
}
}
else
{
// check specific direction
for( iter = m_connect[ dir ].begin(); iter != m_connect[ dir ].end(); ++iter )
{
if (area == (*iter).area)
return true;
}
}
return false;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Compute change in height from this area to given area
* @todo This is approximate for now
*/
float CNavArea::ComputeHeightChange( const CNavArea *area )
{
float ourZ = GetZ( GetCenter() );
float areaZ = area->GetZ( area->GetCenter() );
return areaZ - ourZ;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Given the portion of the original area, update its internal data
* The "ignoreEdge" direction defines the side of the original area that the new area does not include
*/
void CNavArea::FinishSplitEdit( CNavArea *newArea, NavDirType ignoreEdge )
{
newArea->m_center.x = (newArea->m_extent.lo.x + newArea->m_extent.hi.x)/2.0f;
newArea->m_center.y = (newArea->m_extent.lo.y + newArea->m_extent.hi.y)/2.0f;
newArea->m_center.z = (newArea->m_extent.lo.z + newArea->m_extent.hi.z)/2.0f;
newArea->m_neZ = GetZ( newArea->m_extent.hi.x, newArea->m_extent.lo.y );
newArea->m_swZ = GetZ( newArea->m_extent.lo.x, newArea->m_extent.hi.y );
// connect to adjacent areas
for( int d=0; d<NUM_DIRECTIONS; ++d )
{
if (d == ignoreEdge)
continue;
int count = GetAdjacentCount( (NavDirType)d );
for( int a=0; a<count; ++a )
{
CNavArea *adj = GetAdjacentArea( (NavDirType)d, a );
switch( d )
{
case NORTH:
case SOUTH:
if (newArea->IsOverlappingX( adj ))
{
newArea->ConnectTo( adj, (NavDirType)d );
// add reciprocal connection if needed
if (adj->IsConnected( this, OppositeDirection( (NavDirType)d )))
adj->ConnectTo( newArea, OppositeDirection( (NavDirType)d ) );
}
break;
case EAST:
case WEST:
if (newArea->IsOverlappingY( adj ))
{
newArea->ConnectTo( adj, (NavDirType)d );
// add reciprocal connection if needed
if (adj->IsConnected( this, OppositeDirection( (NavDirType)d )))
adj->ConnectTo( newArea, OppositeDirection( (NavDirType)d ) );
}
break;
}
}
}
TheNavAreaList.push_back( newArea );
TheNavAreaGrid.AddNavArea( newArea );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Create a new area between this area and given area
*/
bool CNavArea::SpliceEdit( CNavArea *other )
{
CNavArea *newArea = NULL;
Vector nw, ne, se, sw;
if (m_extent.lo.x > other->m_extent.hi.x)
{
// 'this' is east of 'other'
float top = max( m_extent.lo.y, other->m_extent.lo.y );
float bottom = min( m_extent.hi.y, other->m_extent.hi.y );
nw.x = other->m_extent.hi.x;
nw.y = top;
nw.z = other->GetZ( &nw );
se.x = m_extent.lo.x;
se.y = bottom;
se.z = GetZ( &se );
ne.x = se.x;
ne.y = nw.y;
ne.z = GetZ( &ne );
sw.x = nw.x;
sw.y = se.y;
sw.z = other->GetZ( &sw );
newArea = new CNavArea( &nw, &ne, &se, &sw );
this->ConnectTo( newArea, WEST );
newArea->ConnectTo( this, EAST );
other->ConnectTo( newArea, EAST );
newArea->ConnectTo( other, WEST );
}
else if (m_extent.hi.x < other->m_extent.lo.x)
{
// 'this' is west of 'other'
float top = max( m_extent.lo.y, other->m_extent.lo.y );
float bottom = min( m_extent.hi.y, other->m_extent.hi.y );
nw.x = m_extent.hi.x;
nw.y = top;
nw.z = GetZ( &nw );
se.x = other->m_extent.lo.x;
se.y = bottom;
se.z = other->GetZ( &se );
ne.x = se.x;
ne.y = nw.y;
ne.z = other->GetZ( &ne );
sw.x = nw.x;
sw.y = se.y;
sw.z = GetZ( &sw );
newArea = new CNavArea( &nw, &ne, &se, &sw );
this->ConnectTo( newArea, EAST );
newArea->ConnectTo( this, WEST );
other->ConnectTo( newArea, WEST );
newArea->ConnectTo( other, EAST );
}
else // 'this' overlaps in X
{
if (m_extent.lo.y > other->m_extent.hi.y)
{
// 'this' is south of 'other'
float left = max( m_extent.lo.x, other->m_extent.lo.x );
float right = min( m_extent.hi.x, other->m_extent.hi.x );
nw.x = left;
nw.y = other->m_extent.hi.y;
nw.z = other->GetZ( &nw );
se.x = right;
se.y = m_extent.lo.y;
se.z = GetZ( &se );
ne.x = se.x;
ne.y = nw.y;
ne.z = other->GetZ( &ne );
sw.x = nw.x;
sw.y = se.y;
sw.z = GetZ( &sw );
newArea = new CNavArea( &nw, &ne, &se, &sw );
this->ConnectTo( newArea, NORTH );
newArea->ConnectTo( this, SOUTH );
other->ConnectTo( newArea, SOUTH );
newArea->ConnectTo( other, NORTH );
}
else if (m_extent.hi.y < other->m_extent.lo.y)
{
// 'this' is north of 'other'
float left = max( m_extent.lo.x, other->m_extent.lo.x );
float right = min( m_extent.hi.x, other->m_extent.hi.x );
nw.x = left;
nw.y = m_extent.hi.y;
nw.z = GetZ( &nw );
se.x = right;
se.y = other->m_extent.lo.y;
se.z = other->GetZ( &se );
ne.x = se.x;
ne.y = nw.y;
ne.z = GetZ( &ne );
sw.x = nw.x;
sw.y = se.y;
sw.z = other->GetZ( &sw );
newArea = new CNavArea( &nw, &ne, &se, &sw );
this->ConnectTo( newArea, SOUTH );
newArea->ConnectTo( this, NORTH );
other->ConnectTo( newArea, NORTH );
newArea->ConnectTo( other, SOUTH );
}
else
{
// areas overlap
return false;
}
}
// if both areas have the same place, the new area inherits it
if (GetPlace() == other->GetPlace())
{
newArea->SetPlace( GetPlace() );
}
else if (GetPlace() == UNDEFINED_PLACE)
{
newArea->SetPlace( other->GetPlace() );
}
else if (other->GetPlace() == UNDEFINED_PLACE)
{
newArea->SetPlace( GetPlace() );
}
else
{
// both have valid, but different places - pick on at random
if (RANDOM_LONG( 0, 100 ) < 50)
newArea->SetPlace( GetPlace() );
else
newArea->SetPlace( other->GetPlace() );
}
TheNavAreaList.push_back( newArea );
TheNavAreaGrid.AddNavArea( newArea );
return true;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Merge this area and given adjacent area
*/
bool CNavArea::MergeEdit( CNavArea *adj )
{
// can only merge if attributes of both areas match
// check that these areas can be merged
const float tolerance = 1.0f;
bool merge = false;
if (ABS( m_extent.lo.x - adj->m_extent.lo.x ) < tolerance &&
ABS( m_extent.hi.x - adj->m_extent.hi.x ) < tolerance)
merge = true;
if (ABS( m_extent.lo.y - adj->m_extent.lo.y ) < tolerance &&
ABS( m_extent.hi.y - adj->m_extent.hi.y ) < tolerance)
merge = true;
if (merge == false)
return false;
Extent origExtent = m_extent;
// update extent
if (m_extent.lo.x > adj->m_extent.lo.x || m_extent.lo.y > adj->m_extent.lo.y)
m_extent.lo = adj->m_extent.lo;
if (m_extent.hi.x < adj->m_extent.hi.x || m_extent.hi.y < adj->m_extent.hi.y)
m_extent.hi = adj->m_extent.hi;
m_center.x = (m_extent.lo.x + m_extent.hi.x)/2.0f;
m_center.y = (m_extent.lo.y + m_extent.hi.y)/2.0f;
m_center.z = (m_extent.lo.z + m_extent.hi.z)/2.0f;
if (m_extent.hi.x > origExtent.hi.x || m_extent.lo.y < origExtent.lo.y)
m_neZ = adj->GetZ( m_extent.hi.x, m_extent.lo.y );
else
m_neZ = GetZ( m_extent.hi.x, m_extent.lo.y );
if (m_extent.lo.x < origExtent.lo.x || m_extent.hi.y > origExtent.hi.y)
m_swZ = adj->GetZ( m_extent.lo.x, m_extent.hi.y );
else
m_swZ = GetZ( m_extent.lo.x, m_extent.hi.y );
// merge adjacency links - we gain all the connections that adjArea had
MergeAdjacentConnections( adj );
// remove subsumed adjacent area
TheNavAreaList.remove( adj );
delete adj;
return true;
}
//--------------------------------------------------------------------------------------------------------------
void ApproachAreaAnalysisPrep( void )
{
// collect "good-sized" areas for computing approach areas
buildGoodSizedList();
}
//--------------------------------------------------------------------------------------------------------------
void CleanupApproachAreaAnalysisPrep( void )
{
goodSizedAreaList.clear();
}
//--------------------------------------------------------------------------------------------------------------
/**
* Destroy ladder representations
*/
void DestroyLadders( void )
{
while( !TheNavLadderList.empty() )
{
CNavLadder *ladder = TheNavLadderList.front();
TheNavLadderList.pop_front();
delete ladder;
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Free navigation map data.
*/
void DestroyNavigationMap( void )
{
CNavArea::m_isReset = true;
// remove each element of the list and delete them
while( !TheNavAreaList.empty() )
{
CNavArea *area = TheNavAreaList.front();
TheNavAreaList.pop_front();
delete area;
}
CNavArea::m_isReset = false;
// destroy ladder representations
DestroyLadders();
// destroy all hiding spots
DestroyHidingSpots();
// destroy navigation nodes created during map learning
CNavNode *node, *next;
for( node = CNavNode::m_list; node; node = next )
{
next = node->m_next;
delete node;
}
CNavNode::m_list = NULL;
// reset the grid
TheNavAreaGrid.Reset();
}
//--------------------------------------------------------------------------------------------------------------
/**
* Strip the "analyzed" data out of all navigation areas
*/
void StripNavigationAreas( void )
{
NavAreaList::iterator iter;
for( iter = TheNavAreaList.begin(); iter != TheNavAreaList.end(); ++iter )
{
CNavArea *area = *iter;
area->Strip();
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Remove "analyzed" data from nav area
*/
void CNavArea::Strip( void )
{
m_approachCount = 0;
m_spotEncounterList.clear(); // memory leak
}
//--------------------------------------------------------------------------------------------------------------
/**
* Start at given position and find first area in given direction
*/
inline CNavArea *FindFirstAreaInDirection( const Vector *start, NavDirType dir, float range, float beneathLimit, CBaseEntity *traceIgnore = NULL, Vector *closePos = NULL )
{
CNavArea *area = NULL;
Vector pos = *start;
int end = (int)((range / GenerationStepSize) + 0.5f);
for( int i=1; i<=end; i++ )
{
AddDirectionVector( &pos, dir, GenerationStepSize );
// make sure we dont look thru the wall
TraceResult result;
if (traceIgnore)
UTIL_TraceLine( *start, pos, ignore_monsters, ENT( traceIgnore->pev ), &result );
else
UTIL_TraceLine( *start, pos, ignore_monsters, NULL, &result );
if (result.flFraction != 1.0f)
break;
area = TheNavAreaGrid.GetNavArea( &pos, beneathLimit );
if (area)
{
if (closePos)
{
closePos->x = pos.x;
closePos->y = pos.y;
closePos->z = area->GetZ( pos.x, pos.y );
}
break;
}
}
return area;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Determine if we can "jump down" from given point
*/
inline bool testJumpDown( const Vector *fromPos, const Vector *toPos )
{
float dz = fromPos->z - toPos->z;
// drop can't be too far, or too short (or nonexistant)
if (dz <= JumpCrouchHeight || dz >= DeathDrop)
return false;
//
// Check LOS out and down
//
// ------+
// |
// F |
// |
// T
//
Vector from( fromPos->x, fromPos->y, fromPos->z + HumanHeight );
Vector to( toPos->x, toPos->y, from.z );
TraceResult result;
UTIL_TraceLine( from, to, ignore_monsters, NULL, &result );
if (result.flFraction != 1.0f || result.fStartSolid)
return false;
from = to;
to.z = toPos->z + 2.0f;
UTIL_TraceLine( from, to, ignore_monsters, NULL, &result );
if (result.flFraction != 1.0f || result.fStartSolid)
return false;
return true;
}
//--------------------------------------------------------------------------------------------------------------
inline CNavArea *findJumpDownArea( const Vector *fromPos, NavDirType dir )
{
Vector start( fromPos->x, fromPos->y, fromPos->z + HalfHumanHeight );
AddDirectionVector( &start, dir, GenerationStepSize/2.0f );
Vector toPos;
CNavArea *downArea = FindFirstAreaInDirection( &start, dir, 4.0f * GenerationStepSize, DeathDrop, NULL, &toPos );
if (downArea && testJumpDown( fromPos, &toPos ))
return downArea;
return NULL;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Define connections between adjacent generated areas
*/
void ConnectGeneratedAreas( void )
{
CONSOLE_ECHO( " Connecting navigation areas...\n" );
for( NavAreaList::iterator iter = TheNavAreaList.begin(); iter != TheNavAreaList.end(); ++iter )
{
CNavArea *area = *iter;
// scan along edge nodes, stepping one node over into the next area
// for now, only use bi-directional connections
// north edge
CNavNode *node;
for( node = area->m_node[ NORTH_WEST ]; node != area->m_node[ NORTH_EAST ]; node = node->GetConnectedNode( EAST ) )
{
CNavNode *adj = node->GetConnectedNode( NORTH );
if (adj && adj->GetArea() && adj->GetConnectedNode( SOUTH ) == node)
{
area->ConnectTo( adj->GetArea(), NORTH );
}
else
{
CNavArea *downArea = findJumpDownArea( node->GetPosition(), NORTH );
if (downArea && downArea != area)
area->ConnectTo( downArea, NORTH );
}
}
// west edge
for( node = area->m_node[ NORTH_WEST ]; node != area->m_node[ SOUTH_WEST ]; node = node->GetConnectedNode( SOUTH ) )
{
CNavNode *adj = node->GetConnectedNode( WEST );
if (adj && adj->GetArea() && adj->GetConnectedNode( EAST ) == node)
{
area->ConnectTo( adj->GetArea(), WEST );
}
else
{
CNavArea *downArea = findJumpDownArea( node->GetPosition(), WEST );
if (downArea && downArea != area)
area->ConnectTo( downArea, WEST );
}
}
// south edge - this edge's nodes are actually part of adjacent areas
// move one node north, and scan west to east
/// @todo This allows one-node-wide areas - do we want this?
node = area->m_node[ SOUTH_WEST ];
node = node->GetConnectedNode( NORTH );
if (node)
{
CNavNode *end = area->m_node[ SOUTH_EAST ]->GetConnectedNode( NORTH );
/// @todo Figure out why cs_backalley gets a NULL node in here...
for( ; node && node != end; node = node->GetConnectedNode( EAST ) )
{
CNavNode *adj = node->GetConnectedNode( SOUTH );
if (adj && adj->GetArea() && adj->GetConnectedNode( NORTH ) == node)
{
area->ConnectTo( adj->GetArea(), SOUTH );
}
else
{
CNavArea *downArea = findJumpDownArea( node->GetPosition(), SOUTH );
if (downArea && downArea != area)
area->ConnectTo( downArea, SOUTH );
}
}
}
// east edge - this edge's nodes are actually part of adjacent areas
node = area->m_node[ NORTH_EAST ];
node = node->GetConnectedNode( WEST );
if (node)
{
CNavNode *end = area->m_node[ SOUTH_EAST ]->GetConnectedNode( WEST );
for( ; node && node != end; node = node->GetConnectedNode( SOUTH ) )
{
CNavNode *adj = node->GetConnectedNode( EAST );
if (adj && adj->GetArea() && adj->GetConnectedNode( WEST ) == node)
{
area->ConnectTo( adj->GetArea(), EAST );
}
else
{
CNavArea *downArea = findJumpDownArea( node->GetPosition(), EAST );
if (downArea && downArea != area)
area->ConnectTo( downArea, EAST );
}
}
}
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Merge areas together to make larger ones (must remain rectangular - convex).
* Areas can only be merged if their attributes match.
*/
void MergeGeneratedAreas( void )
{
CONSOLE_ECHO( " Merging navigation areas...\n" );
bool merged;
do
{
merged = false;
for( NavAreaList::iterator iter = TheNavAreaList.begin(); iter != TheNavAreaList.end(); ++iter )
{
CNavArea *area = *iter;
// north edge
NavConnectList::iterator citer;
for( citer = area->m_connect[ NORTH ].begin(); citer != area->m_connect[ NORTH ].end(); ++citer )
{
CNavArea *adjArea = (*citer).area;
if (area->m_node[ NORTH_WEST ] == adjArea->m_node[ SOUTH_WEST ] &&
area->m_node[ NORTH_EAST ] == adjArea->m_node[ SOUTH_EAST ] &&
area->GetAttributes() == adjArea->GetAttributes() &&
area->IsCoplanar( adjArea ))
{
// merge vertical
area->m_node[ NORTH_WEST ] = adjArea->m_node[ NORTH_WEST ];
area->m_node[ NORTH_EAST ] = adjArea->m_node[ NORTH_EAST ];
merged = true;
//CONSOLE_ECHO( " Merged (north) areas #%d and #%d\n", area->m_id, adjArea->m_id );
area->FinishMerge( adjArea );
// restart scan - iterator is invalidated
break;
}
}
if (merged)
break;
// south edge
for( citer = area->m_connect[ SOUTH ].begin(); citer != area->m_connect[ SOUTH ].end(); ++citer )
{
CNavArea *adjArea = (*citer).area;
if (adjArea->m_node[ NORTH_WEST ] == area->m_node[ SOUTH_WEST ] &&
adjArea->m_node[ NORTH_EAST ] == area->m_node[ SOUTH_EAST ] &&
area->GetAttributes() == adjArea->GetAttributes() &&
area->IsCoplanar( adjArea ))
{
// merge vertical
area->m_node[ SOUTH_WEST ] = adjArea->m_node[ SOUTH_WEST ];
area->m_node[ SOUTH_EAST ] = adjArea->m_node[ SOUTH_EAST ];
merged = true;
//CONSOLE_ECHO( " Merged (south) areas #%d and #%d\n", area->m_id, adjArea->m_id );
area->FinishMerge( adjArea );
// restart scan - iterator is invalidated
break;
}
}
if (merged)
break;
// west edge
for( citer = area->m_connect[ WEST ].begin(); citer != area->m_connect[ WEST ].end(); ++citer )
{
CNavArea *adjArea = (*citer).area;
if (area->m_node[ NORTH_WEST ] == adjArea->m_node[ NORTH_EAST ] &&
area->m_node[ SOUTH_WEST ] == adjArea->m_node[ SOUTH_EAST ] &&
area->GetAttributes() == adjArea->GetAttributes() &&
area->IsCoplanar( adjArea ))
{
// merge horizontal
area->m_node[ NORTH_WEST ] = adjArea->m_node[ NORTH_WEST ];
area->m_node[ SOUTH_WEST ] = adjArea->m_node[ SOUTH_WEST ];
merged = true;
//CONSOLE_ECHO( " Merged (west) areas #%d and #%d\n", area->m_id, adjArea->m_id );
area->FinishMerge( adjArea );
// restart scan - iterator is invalidated
break;
}
}
if (merged)
break;
// east edge
for( citer = area->m_connect[ EAST ].begin(); citer != area->m_connect[ EAST ].end(); ++citer )
{
CNavArea *adjArea = (*citer).area;
if (adjArea->m_node[ NORTH_WEST ] == area->m_node[ NORTH_EAST ] &&
adjArea->m_node[ SOUTH_WEST ] == area->m_node[ SOUTH_EAST ] &&
area->GetAttributes() == adjArea->GetAttributes() &&
area->IsCoplanar( adjArea ))
{
// merge horizontal
area->m_node[ NORTH_EAST ] = adjArea->m_node[ NORTH_EAST ];
area->m_node[ SOUTH_EAST ] = adjArea->m_node[ SOUTH_EAST ];
merged = true;
//CONSOLE_ECHO( " Merged (east) areas #%d and #%d\n", area->m_id, adjArea->m_id );
area->FinishMerge( adjArea );
// restart scan - iterator is invalidated
break;
}
}
if (merged)
break;
}
}
while( merged );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if area is more or less square.
* This is used when merging to prevent long, thin, areas being created.
*/
inline bool IsAreaRoughlySquare( const CNavArea *area )
{
float aspect = area->GetSizeX() / area->GetSizeY();
const float maxAspect = 3.01;
const float minAspect = 1.0f / maxAspect;
if (aspect < minAspect || aspect > maxAspect)
return false;
return true;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Recursively chop area in half along X until child areas are roughly square
*/
void SplitX( CNavArea *area )
{
if (IsAreaRoughlySquare( area ))
return;
float split = area->GetSizeX();
split /= 2.0f;
split += area->GetExtent()->lo.x;
SnapToGrid( &split );
const float epsilon = 0.1f;
if (abs(split - area->GetExtent()->lo.x) < epsilon ||
abs(split - area->GetExtent()->hi.x) < epsilon)
{
// too small to subdivide
return;
}
CNavArea *alpha, *beta;
if (area->SplitEdit( false, split, &alpha, &beta ))
{
// split each new area until square
SplitX( alpha );
SplitX( beta );
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Recursively chop area in half along Y until child areas are roughly square
*/
void SplitY( CNavArea *area )
{
if (IsAreaRoughlySquare( area ))
return;
float split = area->GetSizeY();
split /= 2.0f;
split += area->GetExtent()->lo.y;
SnapToGrid( &split );
const float epsilon = 0.1f;
if (abs(split - area->GetExtent()->lo.y) < epsilon ||
abs(split - area->GetExtent()->hi.y) < epsilon)
{
// too small to subdivide
return;
}
CNavArea *alpha, *beta;
if (area->SplitEdit( true, split, &alpha, &beta ))
{
// split each new area until square
SplitY( alpha );
SplitY( beta );
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Split any long, thin, areas into roughly square chunks.
*/
void SquareUpAreas( void )
{
NavAreaList::iterator iter = TheNavAreaList.begin();
while( iter != TheNavAreaList.end() )
{
CNavArea *area = *iter;
++iter;
if (!IsAreaRoughlySquare( area ))
{
// chop this area into square pieces
if (area->GetSizeX() > area->GetSizeY())
SplitX( area );
else
SplitY( area );
}
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Check if an rectangular area of the given size can be
* made starting from the given node as the NW corner.
* Only consider fully connected nodes for this check.
* All of the nodes within the test area must have the same attributes.
* All of the nodes must be approximately co-planar w.r.t the NW node's normal, with the
* exception of 1x1 areas which can be any angle.
*/
bool TestArea( CNavNode *node, int width, int height )
{
Vector normal = *node->GetNormal();
float d = -DotProduct( normal, *node->GetPosition() );
const float offPlaneTolerance = 5.0f;
CNavNode *vertNode, *horizNode;
vertNode = node;
for( int y=0; y<height; y++ )
{
horizNode = vertNode;
for( int x=0; x<width; x++ )
{
// all nodes must have the same attributes
if (horizNode->GetAttributes() != node->GetAttributes())
return false;
if (horizNode->IsCovered())
return false;
if (!horizNode->IsClosedCell())
return false;
horizNode = horizNode->GetConnectedNode( EAST );
if (horizNode == NULL)
return false;
// nodes must lie on/near the plane
if (width > 1 || height > 1)
{
float dist = abs(DotProduct( *horizNode->GetPosition(), normal ) + d);
if (dist > offPlaneTolerance)
return false;
}
}
vertNode = vertNode->GetConnectedNode( SOUTH );
if (vertNode == NULL)
return false;
// nodes must lie on/near the plane
if (width > 1 || height > 1)
{
float dist = abs(DotProduct( *vertNode->GetPosition(), normal ) + d);
if (dist > offPlaneTolerance)
return false;
}
}
// check planarity of southern edge
if (width > 1 || height > 1)
{
horizNode = vertNode;
for( int x=0; x<width; x++ )
{
horizNode = horizNode->GetConnectedNode( EAST );
if (horizNode == NULL)
return false;
// nodes must lie on/near the plane
float dist = abs(DotProduct( *horizNode->GetPosition(), normal ) + d);
if (dist > offPlaneTolerance)
return false;
}
}
return true;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Create a nav area, and mark all nodes it overlaps as "covered"
* NOTE: Nodes on the east and south edges are not included.
* Returns number of nodes covered by this area, or -1 for error;
*/
int BuildArea( CNavNode *node, int width, int height )
{
//CONSOLE_ECHO( "BuildArea( #%d, %d, %d )\n", node->GetID(), width, height );
CNavNode *nwNode = node;
CNavNode *neNode = NULL;
CNavNode *swNode = NULL;
CNavNode *seNode = NULL;
CNavNode *vertNode = node;
CNavNode *horizNode;
int coveredNodes = 0;
for( int y=0; y<height; y++ )
{
horizNode = vertNode;
for( int x=0; x<width; x++ )
{
horizNode->Cover();
++coveredNodes;
horizNode = horizNode->GetConnectedNode( EAST );
}
if (y == 0)
neNode = horizNode;
vertNode = vertNode->GetConnectedNode( SOUTH );
}
swNode = vertNode;
horizNode = vertNode;
for( int x=0; x<width; x++ )
{
horizNode = horizNode->GetConnectedNode( EAST );
}
seNode = horizNode;
if (!nwNode || !neNode || !seNode || !swNode)
{
CONSOLE_ECHO( "ERROR: BuildArea - NULL node.\n" );
return -1;
}
CNavArea *area = new CNavArea( nwNode, neNode, seNode, swNode );
TheNavAreaList.push_back( area );
// since all internal nodes have the same attributes, set this area's attributes
area->SetAttributes( node->GetAttributes() );
// fprintf( fp, "f %d %d %d %d\n", nwNode->m_id, neNode->m_id, seNode->m_id, swNode->m_id );
return coveredNodes;
}
//--------------------------------------------------------------------------------------------------------------
/**
* For each ladder in the map, create a navigation representation of it.
*/
void BuildLadders( void )
{
// remove any left-over ladders
DestroyLadders();
TraceResult result;
CBaseEntity *entity = UTIL_FindEntityByClassname( NULL, "func_ladder" );
while( entity && !FNullEnt( entity->edict() ) )
{
CNavLadder *ladder = new CNavLadder;
// compute top & bottom of ladder
ladder->m_top.x = (entity->pev->absmin.x + entity->pev->absmax.x) / 2.0f;
ladder->m_top.y = (entity->pev->absmin.y + entity->pev->absmax.y) / 2.0f;
ladder->m_top.z = entity->pev->absmax.z;
ladder->m_bottom.x = ladder->m_top.x;
ladder->m_bottom.y = ladder->m_top.y;
ladder->m_bottom.z = entity->pev->absmin.z;
// determine facing - assumes "normal" runged ladder
float xSize = entity->pev->absmax.x - entity->pev->absmin.x;
float ySize = entity->pev->absmax.y - entity->pev->absmin.y;
if (xSize > ySize)
{
// ladder is facing north or south - determine which way
// "pull in" traceline from bottom and top in case ladder abuts floor and/or ceiling
Vector from = ladder->m_bottom + Vector( 0.0f, GenerationStepSize, GenerationStepSize );
Vector to = ladder->m_top + Vector( 0.0f, GenerationStepSize, -GenerationStepSize );
UTIL_TraceLine( from, to, ignore_monsters, ENT( entity->pev ), &result );
if (result.flFraction != 1.0f || result.fStartSolid)
ladder->m_dir = NORTH;
else
ladder->m_dir = SOUTH;
}
else
{
// ladder is facing east or west - determine which way
Vector from = ladder->m_bottom + Vector( GenerationStepSize, 0.0f, GenerationStepSize );
Vector to = ladder->m_top + Vector( GenerationStepSize, 0.0f, -GenerationStepSize );
UTIL_TraceLine( from, to, ignore_monsters, ENT( entity->pev ), &result );
if (result.flFraction != 1.0f || result.fStartSolid)
ladder->m_dir = WEST;
else
ladder->m_dir = EAST;
}
// adjust top and bottom of ladder to make sure they are reachable
// (cs_office has a crate right in front of the base of a ladder)
Vector along = ladder->m_top - ladder->m_bottom;
float length = along.NormalizeInPlace();
Vector on, out;
const float minLadderClearance = 32.0f;
// adjust bottom to bypass blockages
const float inc = 10.0f;
float t;
for( t = 0.0f; t <= length; t += inc )
{
on = ladder->m_bottom + t * along;
out = on;
AddDirectionVector( &out, ladder->m_dir, minLadderClearance );
UTIL_TraceLine( on, out, ignore_monsters, ENT( entity->pev ), &result );
if (result.flFraction == 1.0f && !result.fStartSolid)
{
// found viable ladder bottom
ladder->m_bottom = on;
break;
}
}
// adjust top to bypass blockages
for( t = 0.0f; t <= length; t += inc )
{
on = ladder->m_top - t * along;
out = on;
AddDirectionVector( &out, ladder->m_dir, minLadderClearance );
UTIL_TraceLine( on, out, ignore_monsters, ENT( entity->pev ), &result );
if (result.flFraction == 1.0f && !result.fStartSolid)
{
// found viable ladder top
ladder->m_top = on;
break;
}
}
ladder->m_length = (ladder->m_top - ladder->m_bottom).Length();
DirectionToVector2D( ladder->m_dir, &ladder->m_dirVector );
ladder->m_entity = entity;
const float nearLadderRange = 75.0f; // 50
//
// Find naviagtion area at bottom of ladder
//
// get approximate postion of player on ladder
Vector center = ladder->m_bottom + Vector( 0, 0, GenerationStepSize );
AddDirectionVector( &center, ladder->m_dir, HalfHumanWidth );
ladder->m_bottomArea = TheNavAreaGrid.GetNearestNavArea( &center, true );
if (!ladder->m_bottomArea)
{
ALERT( at_console, "ERROR: Unconnected ladder bottom at ( %g, %g, %g )\n", ladder->m_bottom.x, ladder->m_bottom.y, ladder->m_bottom.z );
}
else
{
// store reference to ladder in the area
ladder->m_bottomArea->AddLadderUp( ladder );
}
//
// Find adjacent navigation areas at the top of the ladder
//
// get approximate postion of player on ladder
center = ladder->m_top + Vector( 0, 0, GenerationStepSize );
AddDirectionVector( &center, ladder->m_dir, HalfHumanWidth );
// find "ahead" area
ladder->m_topForwardArea = FindFirstAreaInDirection( &center, OppositeDirection( ladder->m_dir ), nearLadderRange, 120.0f, entity );
if (ladder->m_topForwardArea == ladder->m_bottomArea)
ladder->m_topForwardArea = NULL;
// find "left" area
ladder->m_topLeftArea = FindFirstAreaInDirection( &center, DirectionLeft( ladder->m_dir ), nearLadderRange, 120.0f, entity );
if (ladder->m_topLeftArea == ladder->m_bottomArea)
ladder->m_topLeftArea = NULL;
// find "right" area
ladder->m_topRightArea = FindFirstAreaInDirection( &center, DirectionRight( ladder->m_dir ), nearLadderRange, 120.0f, entity );
if (ladder->m_topRightArea == ladder->m_bottomArea)
ladder->m_topRightArea = NULL;
// find "behind" area - must look farther, since ladder is against the wall away from this area
ladder->m_topBehindArea = FindFirstAreaInDirection( &center, ladder->m_dir, 2.0f*nearLadderRange, 120.0f, entity );
if (ladder->m_topBehindArea == ladder->m_bottomArea)
ladder->m_topBehindArea = NULL;
// can't include behind area, since it is not used when going up a ladder
if (!ladder->m_topForwardArea && !ladder->m_topLeftArea && !ladder->m_topRightArea)
ALERT( at_console, "ERROR: Unconnected ladder top at ( %g, %g, %g )\n", ladder->m_top.x, ladder->m_top.y, ladder->m_top.z );
// store reference to ladder in the area(s)
if (ladder->m_topForwardArea)
ladder->m_topForwardArea->AddLadderDown( ladder );
if (ladder->m_topLeftArea)
ladder->m_topLeftArea->AddLadderDown( ladder );
if (ladder->m_topRightArea)
ladder->m_topRightArea->AddLadderDown( ladder );
if (ladder->m_topBehindArea)
ladder->m_topBehindArea->AddLadderDown( ladder );
// adjust top of ladder to highest connected area
float topZ = -99999.9f;
bool topAdjusted = false;
CNavArea *topAreaList[4];
topAreaList[0] = ladder->m_topForwardArea;
topAreaList[1] = ladder->m_topLeftArea;
topAreaList[2] = ladder->m_topRightArea;
topAreaList[3] = ladder->m_topBehindArea;
for( int a=0; a<4; ++a )
{
CNavArea *topArea = topAreaList[a];
if (topArea == NULL)
continue;
Vector close;
topArea->GetClosestPointOnArea( &ladder->m_top, &close );
if (topZ < close.z)
{
topZ = close.z;
topAdjusted = true;
}
}
if (topAdjusted)
ladder->m_top.z = topZ;
//
// Determine whether this ladder is "dangling" or not
// "Dangling" ladders are too high to go up
//
ladder->m_isDangling = false;
if (ladder->m_bottomArea)
{
Vector bottomSpot;
ladder->m_bottomArea->GetClosestPointOnArea( &ladder->m_bottom, &bottomSpot );
if (ladder->m_bottom.z - bottomSpot.z > HumanHeight)
ladder->m_isDangling = true;
}
// add ladder to global list
TheNavLadderList.push_back( ladder );
entity = UTIL_FindEntityByClassname( entity, "func_ladder" );
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Mark all areas that require a jump to get through them.
* This currently relies on jump areas having extreme slope.
*/
void MarkJumpAreas( void )
{
for( NavAreaList::iterator iter = TheNavAreaList.begin(); iter != TheNavAreaList.end(); ++iter )
{
CNavArea *area = *iter;
Vector u, v;
// compute our unit surface normal
u.x = area->m_extent.hi.x - area->m_extent.lo.x;
u.y = 0.0f;
u.z = area->m_neZ - area->m_extent.lo.z;
v.x = 0.0f;
v.y = area->m_extent.hi.y - area->m_extent.lo.y;
v.z = area->m_swZ - area->m_extent.lo.z;
Vector normal = CrossProduct( u, v );
normal.NormalizeInPlace();
if (normal.z < MaxUnitZSlope)
area->SetAttributes( area->GetAttributes() | NAV_JUMP );
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* This function uses the CNavNodes that have been sampled from the map to
* generate CNavAreas - rectangular areas of "walkable" space. These areas
* are connected to each other, allowing the AI to know how to move from
* area to area.
*
* This is a "greedy" algorithm that attempts to cover the walkable area
* with the fewest, largest, rectangles.
*/
void GenerateNavigationAreaMesh( void )
{
// haven't yet seen a map use larger than 30...
int tryWidth = 50;
int tryHeight = 50;
int uncoveredNodes = CNavNode::GetListLength();
while( uncoveredNodes > 0 )
{
for( CNavNode *node = CNavNode::GetFirst(); node; node = node->GetNext() )
{
if (node->IsCovered())
continue;
if (TestArea( node, tryWidth, tryHeight ))
{
int covered = BuildArea( node, tryWidth, tryHeight );
if (covered < 0)
{
CONSOLE_ECHO( "GenerateNavigationAreaMesh: Error - Data corrupt.\n" );
return;
}
uncoveredNodes -= covered;
}
}
if (tryWidth >= tryHeight)
--tryWidth;
else
--tryHeight;
if (tryWidth <= 0 || tryHeight <= 0)
break;
}
Extent extent;
extent.lo.x = 9999999999.9f;
extent.lo.y = 9999999999.9f;
extent.hi.x = -9999999999.9f;
extent.hi.y = -9999999999.9f;
// compute total extent
NavAreaList::iterator iter;
for( iter = TheNavAreaList.begin(); iter != TheNavAreaList.end(); ++iter )
{
CNavArea *area = *iter;
const Extent *areaExtent = area->GetExtent();
if (areaExtent->lo.x < extent.lo.x)
extent.lo.x = areaExtent->lo.x;
if (areaExtent->lo.y < extent.lo.y)
extent.lo.y = areaExtent->lo.y;
if (areaExtent->hi.x > extent.hi.x)
extent.hi.x = areaExtent->hi.x;
if (areaExtent->hi.y > extent.hi.y)
extent.hi.y = areaExtent->hi.y;
}
// add the areas to the grid
TheNavAreaGrid.Initialize( extent.lo.x, extent.hi.x, extent.lo.y, extent.hi.y );
for( iter = TheNavAreaList.begin(); iter != TheNavAreaList.end(); ++iter )
TheNavAreaGrid.AddNavArea( *iter );
ConnectGeneratedAreas();
MergeGeneratedAreas();
SquareUpAreas();
MarkJumpAreas();
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if 'pos' is within 2D extents of area.
*/
bool CNavArea::IsOverlapping( const Vector *pos ) const
{
if (pos->x >= m_extent.lo.x && pos->x <= m_extent.hi.x &&
pos->y >= m_extent.lo.y && pos->y <= m_extent.hi.y)
return true;
return false;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if 'area' overlaps our 2D extents
*/
bool CNavArea::IsOverlapping( const CNavArea *area ) const
{
if (area->m_extent.lo.x < m_extent.hi.x && area->m_extent.hi.x > m_extent.lo.x &&
area->m_extent.lo.y < m_extent.hi.y && area->m_extent.hi.y > m_extent.lo.y)
return true;
return false;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if 'area' overlaps our X extent
*/
bool CNavArea::IsOverlappingX( const CNavArea *area ) const
{
if (area->m_extent.lo.x < m_extent.hi.x && area->m_extent.hi.x > m_extent.lo.x)
return true;
return false;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if 'area' overlaps our Y extent
*/
bool CNavArea::IsOverlappingY( const CNavArea *area ) const
{
if (area->m_extent.lo.y < m_extent.hi.y && area->m_extent.hi.y > m_extent.lo.y)
return true;
return false;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if given point is on or above this area, but no others
*/
bool CNavArea::Contains( const Vector *pos ) const
{
// check 2D overlap
if (!IsOverlapping( pos ))
return false;
// the point overlaps us, check that it is above us, but not above any areas that overlap us
float ourZ = GetZ( pos );
// if we are above this point, fail
if (ourZ > pos->z)
return false;
for( NavAreaList::const_iterator iter = m_overlapList.begin(); iter != m_overlapList.end(); ++iter )
{
const CNavArea *area = *iter;
// skip self
if (area == this)
continue;
// check 2D overlap
if (!area->IsOverlapping( pos ))
continue;
float theirZ = area->GetZ( pos );
if (theirZ > pos->z)
{
// they are above the point
continue;
}
if (theirZ > ourZ)
{
// we are below an area that is closer underneath the point
return false;
}
}
return true;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if this area and given area are approximately co-planar
*/
bool CNavArea::IsCoplanar( const CNavArea *area ) const
{
Vector u, v;
// compute our unit surface normal
u.x = m_extent.hi.x - m_extent.lo.x;
u.y = 0.0f;
u.z = m_neZ - m_extent.lo.z;
v.x = 0.0f;
v.y = m_extent.hi.y - m_extent.lo.y;
v.z = m_swZ - m_extent.lo.z;
Vector normal = CrossProduct( u, v );
normal.NormalizeInPlace();
// compute their unit surface normal
u.x = area->m_extent.hi.x - area->m_extent.lo.x;
u.y = 0.0f;
u.z = area->m_neZ - area->m_extent.lo.z;
v.x = 0.0f;
v.y = area->m_extent.hi.y - area->m_extent.lo.y;
v.z = area->m_swZ - area->m_extent.lo.z;
Vector otherNormal = CrossProduct( u, v );
otherNormal.NormalizeInPlace();
// can only merge areas that are nearly planar, to ensure areas do not differ from underlying geometry much
const float tolerance = 0.99f; // 0.7071f; // 0.9
if (DotProduct( normal, otherNormal ) > tolerance)
return true;
return false;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return Z of area at (x,y) of 'pos'
* Trilinear interpolation of Z values at quad edges.
* NOTE: pos->z is not used.
*/
float CNavArea::GetZ( const Vector *pos ) const
{
float dx = m_extent.hi.x - m_extent.lo.x;
float dy = m_extent.hi.y - m_extent.lo.y;
// guard against division by zero due to degenerate areas
if (dx == 0.0f || dy == 0.0f)
return m_neZ;
float u = (pos->x - m_extent.lo.x) / dx;
float v = (pos->y - m_extent.lo.y) / dy;
// clamp Z values to (x,y) volume
if (u < 0.0f)
u = 0.0f;
else if (u > 1.0f)
u = 1.0f;
if (v < 0.0f)
v = 0.0f;
else if (v > 1.0f)
v = 1.0f;
float northZ = m_extent.lo.z + u * (m_neZ - m_extent.lo.z);
float southZ = m_swZ + u * (m_extent.hi.z - m_swZ);
return northZ + v * (southZ - northZ);
}
float CNavArea::GetZ( float x, float y ) const
{
Vector pos( x, y, 0.0f );
return GetZ( &pos );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return closest point to 'pos' on 'area'.
* Returned point is in 'close'.
*/
void CNavArea::GetClosestPointOnArea( const Vector *pos, Vector *close ) const
{
const Extent *extent = GetExtent();
if (pos->x < extent->lo.x)
{
if (pos->y < extent->lo.y)
{
// position is north-west of area
*close = extent->lo;
}
else if (pos->y > extent->hi.y)
{
// position is south-west of area
close->x = extent->lo.x;
close->y = extent->hi.y;
}
else
{
// position is west of area
close->x = extent->lo.x;
close->y = pos->y;
}
}
else if (pos->x > extent->hi.x)
{
if (pos->y < extent->lo.y)
{
// position is north-east of area
close->x = extent->hi.x;
close->y = extent->lo.y;
}
else if (pos->y > extent->hi.y)
{
// position is south-east of area
*close = extent->hi;
}
else
{
// position is east of area
close->x = extent->hi.x;
close->y = pos->y;
}
}
else if (pos->y < extent->lo.y)
{
// position is north of area
close->x = pos->x;
close->y = extent->lo.y;
}
else if (pos->y > extent->hi.y)
{
// position is south of area
close->x = pos->x;
close->y = extent->hi.y;
}
else
{
// position is inside of area - it is the 'closest point' to itself
*close = *pos;
}
close->z = GetZ( close );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return shortest distance squared between point and this area
*/
float CNavArea::GetDistanceSquaredToPoint( const Vector *pos ) const
{
const Extent *extent = GetExtent();
if (pos->x < extent->lo.x)
{
if (pos->y < extent->lo.y)
{
// position is north-west of area
return (extent->lo - *pos).LengthSquared();
}
else if (pos->y > extent->hi.y)
{
// position is south-west of area
Vector d;
d.x = extent->lo.x - pos->x;
d.y = extent->hi.y - pos->y;
d.z = m_swZ - pos->z;
return d.LengthSquared();
}
else
{
// position is west of area
float d = extent->lo.x - pos->x;
return d * d;
}
}
else if (pos->x > extent->hi.x)
{
if (pos->y < extent->lo.y)
{
// position is north-east of area
Vector d;
d.x = extent->hi.x - pos->x;
d.y = extent->lo.y - pos->y;
d.z = m_neZ - pos->z;
return d.LengthSquared();
}
else if (pos->y > extent->hi.y)
{
// position is south-east of area
return (extent->hi - *pos).LengthSquared();
}
else
{
// position is east of area
float d = pos->z - extent->hi.x;
return d * d;
}
}
else if (pos->y < extent->lo.y)
{
// position is north of area
float d = extent->lo.y - pos->y;
return d * d;
}
else if (pos->y > extent->hi.y)
{
// position is south of area
float d = pos->y - extent->hi.y;
return d * d;
}
else
{
// position is inside of 2D extent of area - find delta Z
float z = GetZ( pos );
float d = z - pos->z;
return d * d;
}
}
//--------------------------------------------------------------------------------------------------------------
CNavArea *CNavArea::GetRandomAdjacentArea( NavDirType dir ) const
{
int count = m_connect[ dir ].size();
int which = RANDOM_LONG( 0, count-1 );
int i = 0;
NavConnectList::const_iterator iter;
for( iter = m_connect[ dir ].begin(); iter != m_connect[ dir ].end(); ++iter )
{
if (i == which)
return (*iter).area;
i++;
}
return NULL;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Compute "portal" between to adjacent areas.
* Return center of portal opening, and half-width defining sides of portal from center.
* NOTE: center->z is unset.
*/
void CNavArea::ComputePortal( const CNavArea *to, NavDirType dir, Vector *center, float *halfWidth ) const
{
if (dir == NORTH || dir == SOUTH)
{
if (dir == NORTH)
center->y = m_extent.lo.y;
else
center->y = m_extent.hi.y;
float left = max( m_extent.lo.x, to->m_extent.lo.x );
float right = min( m_extent.hi.x, to->m_extent.hi.x );
// clamp to our extent in case areas are disjoint
if (left < m_extent.lo.x)
left = m_extent.lo.x;
else if (left > m_extent.hi.x)
left = m_extent.hi.x;
if (right < m_extent.lo.x)
right = m_extent.lo.x;
else if (right > m_extent.hi.x)
right = m_extent.hi.x;
center->x = (left + right)/2.0f;
*halfWidth = (right - left)/2.0f;
}
else // EAST or WEST
{
if (dir == WEST)
center->x = m_extent.lo.x;
else
center->x = m_extent.hi.x;
float top = max( m_extent.lo.y, to->m_extent.lo.y );
float bottom = min( m_extent.hi.y, to->m_extent.hi.y );
// clamp to our extent in case areas are disjoint
if (top < m_extent.lo.y)
top = m_extent.lo.y;
else if (top > m_extent.hi.y)
top = m_extent.hi.y;
if (bottom < m_extent.lo.y)
bottom = m_extent.lo.y;
else if (bottom > m_extent.hi.y)
bottom = m_extent.hi.y;
center->y = (top + bottom)/2.0f;
*halfWidth = (bottom - top)/2.0f;
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Compute closest point within the "portal" between to adjacent areas.
*/
void CNavArea::ComputeClosestPointInPortal( const CNavArea *to, NavDirType dir, const Vector *fromPos, Vector *closePos ) const
{
const float margin = GenerationStepSize/2.0f;
if (dir == NORTH || dir == SOUTH)
{
if (dir == NORTH)
closePos->y = m_extent.lo.y;
else
closePos->y = m_extent.hi.y;
float left = max( m_extent.lo.x, to->m_extent.lo.x );
float right = min( m_extent.hi.x, to->m_extent.hi.x );
// clamp to our extent in case areas are disjoint
if (left < m_extent.lo.x)
left = m_extent.lo.x;
else if (left > m_extent.hi.x)
left = m_extent.hi.x;
if (right < m_extent.lo.x)
right = m_extent.lo.x;
else if (right > m_extent.hi.x)
right = m_extent.hi.x;
// keep margin if against edge
const float leftMargin = (to->IsEdge( WEST )) ? (left + margin) : left;
const float rightMargin = (to->IsEdge( EAST )) ? (right - margin) : right;
// limit x to within portal
if (fromPos->x < leftMargin)
closePos->x = leftMargin;
else if (fromPos->x > rightMargin)
closePos->x = rightMargin;
else
closePos->x = fromPos->x;
}
else // EAST or WEST
{
if (dir == WEST)
closePos->x = m_extent.lo.x;
else
closePos->x = m_extent.hi.x;
float top = max( m_extent.lo.y, to->m_extent.lo.y );
float bottom = min( m_extent.hi.y, to->m_extent.hi.y );
// clamp to our extent in case areas are disjoint
if (top < m_extent.lo.y)
top = m_extent.lo.y;
else if (top > m_extent.hi.y)
top = m_extent.hi.y;
if (bottom < m_extent.lo.y)
bottom = m_extent.lo.y;
else if (bottom > m_extent.hi.y)
bottom = m_extent.hi.y;
// keep margin if against edge
const float topMargin = (to->IsEdge( NORTH )) ? (top + margin) : top;
const float bottomMargin = (to->IsEdge( SOUTH )) ? (bottom - margin) : bottom;
// limit y to within portal
if (fromPos->y < topMargin)
closePos->y = topMargin;
else if (fromPos->y > bottomMargin)
closePos->y = bottomMargin;
else
closePos->y = fromPos->y;
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if there are no bi-directional links on the given side
*/
bool CNavArea::IsEdge( NavDirType dir ) const
{
for( NavConnectList::const_iterator it = m_connect[ dir ].begin(); it != m_connect[ dir ].end(); ++it )
{
const NavConnect connect = *it;
if (connect.area->IsConnected( this, OppositeDirection( dir ) ))
return false;
}
return true;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return direction from this area to the given point
*/
NavDirType CNavArea::ComputeDirection( Vector *point ) const
{
if (point->x >= m_extent.lo.x && point->x <= m_extent.hi.x)
{
if (point->y < m_extent.lo.y)
return NORTH;
else if (point->y > m_extent.hi.y)
return SOUTH;
}
else if (point->y >= m_extent.lo.y && point->y <= m_extent.hi.y)
{
if (point->x < m_extent.lo.x)
return WEST;
else if (point->x > m_extent.hi.x)
return EAST;
}
// find closest direction
Vector to = *point - m_center;
if (abs(to.x) > abs(to.y))
{
if (to.x > 0.0f)
return EAST;
return WEST;
}
else
{
if (to.y > 0.0f)
return SOUTH;
return NORTH;
}
return NUM_DIRECTIONS;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Draw area for debugging
*/
void CNavArea::Draw( byte red, byte green, byte blue, int duration )
{
Vector nw, ne, sw, se;
nw = m_extent.lo;
se = m_extent.hi;
ne.x = se.x;
ne.y = nw.y;
ne.z = m_neZ;
sw.x = nw.x;
sw.y = se.y;
sw.z = m_swZ;
nw.z += cv_bot_nav_zdraw.value;
ne.z += cv_bot_nav_zdraw.value;
sw.z += cv_bot_nav_zdraw.value;
se.z += cv_bot_nav_zdraw.value;
float border = 2.0f;
nw.x += border;
nw.y += border;
ne.x -= border;
ne.y += border;
sw.x += border;
sw.y -= border;
se.x -= border;
se.y -= border;
UTIL_DrawBeamPoints( nw, ne, duration, red, green, blue );
UTIL_DrawBeamPoints( ne, se, duration, red, green, blue );
UTIL_DrawBeamPoints( se, sw, duration, red, green, blue );
UTIL_DrawBeamPoints( sw, nw, duration, red, green, blue );
if (GetAttributes() & NAV_CROUCH)
UTIL_DrawBeamPoints( nw, se, duration, red, green, blue );
if (GetAttributes() & NAV_JUMP)
{
UTIL_DrawBeamPoints( nw, se, duration, red, green, blue );
UTIL_DrawBeamPoints( ne, sw, duration, red, green, blue );
}
if (GetAttributes() & NAV_PRECISE)
{
float size = 8.0f;
Vector up( m_center.x, m_center.y - size, m_center.z + cv_bot_nav_zdraw.value );
Vector down( m_center.x, m_center.y + size, m_center.z + cv_bot_nav_zdraw.value );
UTIL_DrawBeamPoints( up, down, duration, red, green, blue );
Vector left( m_center.x - size, m_center.y, m_center.z + cv_bot_nav_zdraw.value );
Vector right( m_center.x + size, m_center.y, m_center.z + cv_bot_nav_zdraw.value );
UTIL_DrawBeamPoints( left, right, duration, red, green, blue );
}
if (GetAttributes() & NAV_NO_JUMP)
{
float size = 8.0f;
Vector up( m_center.x, m_center.y - size, m_center.z + cv_bot_nav_zdraw.value );
Vector down( m_center.x, m_center.y + size, m_center.z + cv_bot_nav_zdraw.value );
Vector left( m_center.x - size, m_center.y, m_center.z + cv_bot_nav_zdraw.value );
Vector right( m_center.x + size, m_center.y, m_center.z + cv_bot_nav_zdraw.value );
UTIL_DrawBeamPoints( up, right, duration, red, green, blue );
UTIL_DrawBeamPoints( right, down, duration, red, green, blue );
UTIL_DrawBeamPoints( down, left, duration, red, green, blue );
UTIL_DrawBeamPoints( left, up, duration, red, green, blue );
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Draw selected corner for debugging
*/
void CNavArea::DrawMarkedCorner( NavCornerType corner, byte red, byte green, byte blue, int duration )
{
Vector nw, ne, sw, se;
nw = m_extent.lo;
se = m_extent.hi;
ne.x = se.x;
ne.y = nw.y;
ne.z = m_neZ;
sw.x = nw.x;
sw.y = se.y;
sw.z = m_swZ;
nw.z += cv_bot_nav_zdraw.value;
ne.z += cv_bot_nav_zdraw.value;
sw.z += cv_bot_nav_zdraw.value;
se.z += cv_bot_nav_zdraw.value;
float border = 2.0f;
nw.x += border;
nw.y += border;
ne.x -= border;
ne.y += border;
sw.x += border;
sw.y -= border;
se.x -= border;
se.y -= border;
switch( corner )
{
case NORTH_WEST:
UTIL_DrawBeamPoints( nw + Vector( 0, 0, 10 ), nw, duration, red, green, blue );
break;
case NORTH_EAST:
UTIL_DrawBeamPoints( ne + Vector( 0, 0, 10 ), ne, duration, red, green, blue );
break;
case SOUTH_EAST:
UTIL_DrawBeamPoints( se + Vector( 0, 0, 10 ), se, duration, red, green, blue );
break;
case SOUTH_WEST:
UTIL_DrawBeamPoints( sw + Vector( 0, 0, 10 ), sw, duration, red, green, blue );
break;
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Add to open list in decreasing value order
*/
void CNavArea::AddToOpenList( void )
{
// mark as being on open list for quick check
m_openMarker = m_masterMarker;
// if list is empty, add and return
if (m_openList == NULL)
{
m_openList = this;
this->m_prevOpen = NULL;
this->m_nextOpen = NULL;
return;
}
// insert self in ascending cost order
CNavArea *area, *last = NULL;
for( area = m_openList; area; area = area->m_nextOpen )
{
if (this->GetTotalCost() < area->GetTotalCost())
break;
last = area;
}
if (area)
{
// insert before this area
this->m_prevOpen = area->m_prevOpen;
if (this->m_prevOpen)
this->m_prevOpen->m_nextOpen = this;
else
m_openList = this;
this->m_nextOpen = area;
area->m_prevOpen = this;
}
else
{
// append to end of list
last->m_nextOpen = this;
this->m_prevOpen = last;
this->m_nextOpen = NULL;
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* A smaller value has been found, update this area on the open list
* @todo "bubbling" does unnecessary work, since the order of all other nodes will be unchanged - only this node is altered
*/
void CNavArea::UpdateOnOpenList( void )
{
// since value can only decrease, bubble this area up from current spot
while( m_prevOpen &&
this->GetTotalCost() < m_prevOpen->GetTotalCost() )
{
// swap position with predecessor
CNavArea *other = m_prevOpen;
CNavArea *before = other->m_prevOpen;
CNavArea *after = this->m_nextOpen;
this->m_nextOpen = other;
this->m_prevOpen = before;
other->m_prevOpen = this;
other->m_nextOpen = after;
if (before)
before->m_nextOpen = this;
else
m_openList = this;
if (after)
after->m_prevOpen = other;
}
}
//--------------------------------------------------------------------------------------------------------------
void CNavArea::RemoveFromOpenList( void )
{
if (m_prevOpen)
m_prevOpen->m_nextOpen = m_nextOpen;
else
m_openList = m_nextOpen;
if (m_nextOpen)
m_nextOpen->m_prevOpen = m_prevOpen;
// zero is an invalid marker
m_openMarker = 0;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Clears the open and closed lists for a new search
*/
void CNavArea::ClearSearchLists( void )
{
// effectively clears all open list pointers and closed flags
CNavArea::MakeNewMarker();
m_openList = NULL;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return the coordinates of the area's corner.
* NOTE: Do not retain the returned pointer - it is temporary.
*/
const Vector *CNavArea::GetCorner( NavCornerType corner ) const
{
static Vector pos;
switch( corner )
{
case NORTH_WEST:
return &m_extent.lo;
case NORTH_EAST:
pos.x = m_extent.hi.x;
pos.y = m_extent.lo.y;
pos.z = m_neZ;
return &pos;
case SOUTH_WEST:
pos.x = m_extent.lo.x;
pos.y = m_extent.hi.y;
pos.z = m_swZ;
return &pos;
case SOUTH_EAST:
return &m_extent.hi;
}
return NULL;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Returns true if an existing hiding spot is too close to given position
*/
bool CNavArea::IsHidingSpotCollision( const Vector *pos ) const
{
const float collisionRange = 30.0f;
for( HidingSpotList::const_iterator iter = m_hidingSpotList.begin(); iter != m_hidingSpotList.end(); ++iter )
{
const HidingSpot *spot = *iter;
if ((*spot->GetPosition() - *pos).IsLengthLessThan( collisionRange ))
return true;
}
return false;
}
//--------------------------------------------------------------------------------------------------------------
bool IsHidingSpotInCover( const Vector *spot )
{
int coverCount = 0;
TraceResult result;
Vector from = *spot;
from.z += HalfHumanHeight;
Vector to;
// if we are crouched underneath something, that counts as good cover
to = from + Vector( 0, 0, 20.0f );
UTIL_TraceLine( from, to, ignore_monsters, NULL, &result );
if (result.flFraction != 1.0f)
return true;
const float coverRange = 100.0f;
const float inc = M_PI / 8.0f;
for( float angle = 0.0f; angle < 2.0f * M_PI; angle += inc )
{
to = from + Vector( coverRange * cos(angle), coverRange * sin(angle), HalfHumanHeight );
UTIL_TraceLine( from, to, ignore_monsters, NULL, &result );
// if traceline hit something, it hit "cover"
if (result.flFraction != 1.0f)
++coverCount;
}
// if more than half of the circle has no cover, the spot is not "in cover"
const int halfCover = 8;
if (coverCount < halfCover)
return false;
return true;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Analyze local area neighborhood to find "hiding spots" for this area
*/
void CNavArea::ComputeHidingSpots( void )
{
struct
{
float lo, hi;
}
extent;
// "jump areas" cannot have hiding spots
if (GetAttributes() & NAV_JUMP)
return;
int cornerCount[NUM_CORNERS];
for( int i=0; i<NUM_CORNERS; ++i )
cornerCount[i] = 0;
const float cornerSize = 20.0f;
// for each direction, find extents of adjacent areas along the wall
for( int d=0; d<NUM_DIRECTIONS; ++d )
{
extent.lo = 999999.9f;
extent.hi = -999999.9f;
bool isHoriz = (d == NORTH || d == SOUTH) ? true : false;
for( NavConnectList::iterator iter = m_connect[d].begin(); iter != m_connect[d].end(); ++iter )
{
NavConnect connect = *iter;
// if connection is only one-way, it's a "jump down" connection (ie: a discontinuity that may mean cover)
// ignore it
if (connect.area->IsConnected( this, OppositeDirection( static_cast<NavDirType>( d ) ) ) == false)
continue;
// ignore jump areas
if (connect.area->GetAttributes() & NAV_JUMP)
continue;
if (isHoriz)
{
if (connect.area->m_extent.lo.x < extent.lo)
extent.lo = connect.area->m_extent.lo.x;
if (connect.area->m_extent.hi.x > extent.hi)
extent.hi = connect.area->m_extent.hi.x;
}
else
{
if (connect.area->m_extent.lo.y < extent.lo)
extent.lo = connect.area->m_extent.lo.y;
if (connect.area->m_extent.hi.y > extent.hi)
extent.hi = connect.area->m_extent.hi.y;
}
}
switch( d )
{
case NORTH:
if (extent.lo - m_extent.lo.x >= cornerSize)
++cornerCount[ NORTH_WEST ];
if (m_extent.hi.x - extent.hi >= cornerSize)
++cornerCount[ NORTH_EAST ];
break;
case SOUTH:
if (extent.lo - m_extent.lo.x >= cornerSize)
++cornerCount[ SOUTH_WEST ];
if (m_extent.hi.x - extent.hi >= cornerSize)
++cornerCount[ SOUTH_EAST ];
break;
case EAST:
if (extent.lo - m_extent.lo.y >= cornerSize)
++cornerCount[ NORTH_EAST ];
if (m_extent.hi.y - extent.hi >= cornerSize)
++cornerCount[ SOUTH_EAST ];
break;
case WEST:
if (extent.lo - m_extent.lo.y >= cornerSize)
++cornerCount[ NORTH_WEST ];
if (m_extent.hi.y - extent.hi >= cornerSize)
++cornerCount[ SOUTH_WEST ];
break;
}
}
// if a corner count is 2, then it really is a corner (walls on both sides)
float offset = 12.5f;
if (cornerCount[ NORTH_WEST ] == 2)
{
Vector pos = *GetCorner( NORTH_WEST ) + Vector( offset, offset, 0.0f );
m_hidingSpotList.push_back( new HidingSpot( &pos, (IsHidingSpotInCover( &pos )) ? HidingSpot::IN_COVER : 0 ) );
}
if (cornerCount[ NORTH_EAST ] == 2)
{
Vector pos = *GetCorner( NORTH_EAST ) + Vector( -offset, offset, 0.0f );
if (!IsHidingSpotCollision( &pos ))
m_hidingSpotList.push_back( new HidingSpot( &pos, (IsHidingSpotInCover( &pos )) ? HidingSpot::IN_COVER : 0 ) );
}
if (cornerCount[ SOUTH_WEST ] == 2)
{
Vector pos = *GetCorner( SOUTH_WEST ) + Vector( offset, -offset, 0.0f );
if (!IsHidingSpotCollision( &pos ))
m_hidingSpotList.push_back( new HidingSpot( &pos, (IsHidingSpotInCover( &pos )) ? HidingSpot::IN_COVER : 0 ) );
}
if (cornerCount[ SOUTH_EAST ] == 2)
{
Vector pos = *GetCorner( SOUTH_EAST ) + Vector( -offset, -offset, 0.0f );
if (!IsHidingSpotCollision( &pos ))
m_hidingSpotList.push_back( new HidingSpot( &pos, (IsHidingSpotInCover( &pos )) ? HidingSpot::IN_COVER : 0 ) );
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Determine how much walkable area we can see from the spot, and how far away we can see.
*/
void ClassifySniperSpot( HidingSpot *spot )
{
Vector eye = *spot->GetPosition() + Vector( 0, 0, HalfHumanHeight ); // assume we are crouching
Vector walkable;
TraceResult result;
Extent sniperExtent;
float farthestRangeSq = 0.0f;
const float minSniperRangeSq = 1000.0f * 1000.0f;
bool found = false;
for( NavAreaList::iterator iter = TheNavAreaList.begin(); iter != TheNavAreaList.end(); ++iter )
{
CNavArea *area = *iter;
const Extent *extent = area->GetExtent();
// scan this area
for( walkable.y = extent->lo.y + GenerationStepSize/2.0f; walkable.y < extent->hi.y; walkable.y += GenerationStepSize )
{
for( walkable.x = extent->lo.x + GenerationStepSize/2.0f; walkable.x < extent->hi.x; walkable.x += GenerationStepSize )
{
walkable.z = area->GetZ( &walkable ) + HalfHumanHeight;
// check line of sight
UTIL_TraceLine( eye, walkable, ignore_monsters, ignore_glass, NULL, &result );
if (result.flFraction == 1.0f && !result.fStartSolid)
{
// can see this spot
// keep track of how far we can see
float rangeSq = (eye - walkable).LengthSquared();
if (rangeSq > farthestRangeSq)
{
farthestRangeSq = rangeSq;
if (rangeSq >= minSniperRangeSq)
{
// this is a sniper spot
// determine how good of a sniper spot it is by keeping track of the snipable area
if (found)
{
if (walkable.x < sniperExtent.lo.x)
sniperExtent.lo.x = walkable.x;
if (walkable.x > sniperExtent.hi.x)
sniperExtent.hi.x = walkable.x;
if (walkable.y < sniperExtent.lo.y)
sniperExtent.lo.y = walkable.y;
if (walkable.y > sniperExtent.hi.y)
sniperExtent.hi.y = walkable.y;
}
else
{
sniperExtent.lo = walkable;
sniperExtent.hi = walkable;
found = true;
}
}
}
}
}
}
}
if (found)
{
// if we can see a large snipable area, it is an "ideal" spot
float snipableArea = sniperExtent.Area();
const float minIdealSniperArea = 200.0f * 200.0f;
const float longSniperRangeSq = 1500.0f * 1500.0f;
if (snipableArea >= minIdealSniperArea || farthestRangeSq >= longSniperRangeSq)
spot->SetFlags( HidingSpot::IDEAL_SNIPER_SPOT );
else
spot->SetFlags( HidingSpot::GOOD_SNIPER_SPOT );
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Analyze local area neighborhood to find "sniper spots" for this area
*/
void CNavArea::ComputeSniperSpots( void )
{
if (cv_bot_quicksave.value > 0.0f)
return;
for( HidingSpotList::iterator iter = m_hidingSpotList.begin(); iter != m_hidingSpotList.end(); ++iter )
{
HidingSpot *spot = *iter;
ClassifySniperSpot( spot );
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Given the areas we are moving between, return the spots we will encounter
*/
SpotEncounter *CNavArea::GetSpotEncounter( const CNavArea *from, const CNavArea *to )
{
if (from && to)
{
SpotEncounter *e;
for( SpotEncounterList::iterator iter = m_spotEncounterList.begin(); iter != m_spotEncounterList.end(); ++iter )
{
e = &(*iter);
if (e->from.area == from && e->to.area == to)
return e;
}
}
return NULL;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Add spot encounter data when moving from area to area
*/
void CNavArea::AddSpotEncounters( const CNavArea *from, NavDirType fromDir, const CNavArea *to, NavDirType toDir )
{
SpotEncounter e;
e.from.area = const_cast<CNavArea *>( from );
e.fromDir = fromDir;
e.to.area = const_cast<CNavArea *>( to );
e.toDir = toDir;
float halfWidth;
ComputePortal( to, toDir, &e.path.to, &halfWidth );
ComputePortal( from, fromDir, &e.path.from, &halfWidth );
const float eyeHeight = HalfHumanHeight;
e.path.from.z = from->GetZ( &e.path.from ) + eyeHeight;
e.path.to.z = to->GetZ( &e.path.to ) + eyeHeight;
// step along ray and track which spots can be seen
Vector dir = e.path.to - e.path.from;
float length = dir.NormalizeInPlace();
// create unique marker to flag used spots
HidingSpot::ChangeMasterMarker();
const float stepSize = 25.0f; // 50
const float seeSpotRange = 2000.0f; // 3000
TraceResult result;
Vector eye, delta;
HidingSpot *spot;
SpotOrder spotOrder;
// step along path thru this area
bool done = false;
for( float along = 0.0f; !done; along += stepSize )
{
// make sure we check the endpoint of the path segment
if (along >= length)
{
along = length;
done = true;
}
// move the eyepoint along the path segment
eye = e.path.from + along * dir;
// check each hiding spot for visibility
for( HidingSpotList::iterator iter = TheHidingSpotList.begin(); iter != TheHidingSpotList.end(); ++iter )
{
spot = *iter;
// only look at spots with cover (others are out in the open and easily seen)
if (!spot->HasGoodCover())
continue;
if (spot->IsMarked())
continue;
const Vector *spotPos = spot->GetPosition();
delta.x = spotPos->x - eye.x;
delta.y = spotPos->y - eye.y;
delta.z = (spotPos->z + eyeHeight) - eye.z;
// check if in range
if (delta.IsLengthGreaterThan( seeSpotRange ))
continue;
// check if we have LOS
UTIL_TraceLine( eye, Vector( spotPos->x, spotPos->y, spotPos->z + HalfHumanHeight ), ignore_monsters, ignore_glass, NULL, &result );
if (result.flFraction != 1.0f)
continue;
// if spot is in front of us along our path, ignore it
delta.NormalizeInPlace();
float dot = DotProduct( dir, delta );
if (dot < 0.7071f && dot > -0.7071f)
{
// we only want to keep spots that BECOME visible as we walk past them
// therefore, skip ALL visible spots at the start of the path segment
if (along > 0.0f)
{
// add spot to encounter
spotOrder.spot = spot;
spotOrder.t = along/length;
e.spotList.push_back( spotOrder );
}
}
// mark spot as encountered
spot->Mark();
}
}
// add encounter to list
m_spotEncounterList.push_back( e );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Compute "spot encounter" data. This is an ordered list of spots to look at
* for each possible path thru a nav area.
*/
void CNavArea::ComputeSpotEncounters( void )
{
m_spotEncounterList.clear();
if (cv_bot_quicksave.value > 0.0f)
return;
// for each adjacent area
for( int fromDir=0; fromDir<NUM_DIRECTIONS; ++fromDir )
{
for( NavConnectList::iterator fromIter = m_connect[ fromDir ].begin(); fromIter != m_connect[ fromDir ].end(); ++fromIter )
{
NavConnect *fromCon = &(*fromIter);
// compute encounter data for path to each adjacent area
for( int toDir=0; toDir<NUM_DIRECTIONS; ++toDir )
{
for( NavConnectList::iterator toIter = m_connect[ toDir ].begin(); toIter != m_connect[ toDir ].end(); ++toIter )
{
NavConnect *toCon = &(*toIter);
if (toCon == fromCon)
continue;
// just do our direction, as we'll loop around for other direction
AddSpotEncounters( fromCon->area, (NavDirType)fromDir, toCon->area, (NavDirType)toDir );
}
}
}
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Decay the danger values
*/
void CNavArea::DecayDanger( void )
{
// one kill == 1.0, which we will forget about in two minutes
const float decayRate = 1.0f / 120.0f;
for( int i=0; i<MAX_AREA_TEAMS; ++i )
{
float deltaT = gpGlobals->time - m_dangerTimestamp[i];
float decayAmount = decayRate * deltaT;
m_danger[i] -= decayAmount;
if (m_danger[i] < 0.0f)
m_danger[i] = 0.0f;
// update timestamp
m_dangerTimestamp[i] = gpGlobals->time;
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Increase the danger of this area for the given team
*/
void CNavArea::IncreaseDanger( int teamID, float amount )
{
// before we add the new value, decay what's there
DecayDanger();
m_danger[ teamID ] += amount;
m_dangerTimestamp[ teamID ] = gpGlobals->time;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return the danger of this area (decays over time)
*/
float CNavArea::GetDanger( int teamID )
{
DecayDanger();
return m_danger[ teamID ];
}
//--------------------------------------------------------------------------------------------------------------
/**
* Increase the danger of nav areas containing and near the given position
*/
void IncreaseDangerNearby( int teamID, float amount, CNavArea *startArea, const Vector *pos, float maxRadius )
{
if (startArea == NULL)
return;
CNavArea::MakeNewMarker();
CNavArea::ClearSearchLists();
startArea->AddToOpenList();
startArea->SetTotalCost( 0.0f );
startArea->Mark();
startArea->IncreaseDanger( teamID, amount );
while( !CNavArea::IsOpenListEmpty() )
{
// get next area to check
CNavArea *area = CNavArea::PopOpenList();
// area has no hiding spots, explore adjacent areas
for( int dir=0; dir<NUM_DIRECTIONS; ++dir )
{
int count = area->GetAdjacentCount( (NavDirType)dir );
for( int i=0; i<count; ++i )
{
CNavArea *adjArea = area->GetAdjacentArea( (NavDirType)dir, i );
if (!adjArea->IsMarked())
{
// compute distance from danger source
float cost = (*adjArea->GetCenter() - *pos).Length();
if (cost <= maxRadius)
{
adjArea->AddToOpenList();
adjArea->SetTotalCost( cost );
adjArea->Mark();
adjArea->IncreaseDanger( teamID, amount * cost/maxRadius );
}
}
}
}
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Show danger levels for debugging
*/
void DrawDanger( void )
{
for( NavAreaList::iterator iter = TheNavAreaList.begin(); iter != TheNavAreaList.end(); ++iter )
{
CNavArea *area = *iter;
Vector center = *area->GetCenter();
Vector top;
center.z = area->GetZ( &center );
float danger = area->GetDanger( 0 );
if (danger > 0.1f)
{
top.x = center.x;
top.y = center.y;
top.z = center.z + 10.0f * danger;
UTIL_DrawBeamPoints( center, top, 3.0f, 255, 0, 0 );
}
danger = area->GetDanger( 1 );
if (danger > 0.1f)
{
top.x = center.x;
top.y = center.y;
top.z = center.z + 10.0f * danger;
UTIL_DrawBeamPoints( center, top, 3.0f, 0, 0, 255 );
}
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* If a player is at the given spot, return true
*/
bool IsSpotOccupied( CBaseEntity *me, const Vector *pos )
{
const float closeRange = 75.0f; // 50
// is there a player in this spot
float range;
CBasePlayer *player = UTIL_GetClosestPlayer( pos, &range );
if (player != me)
{
if (player && range < closeRange)
return true;
}
// is there is a hostage in this spot
if (g_pHostages)
{
CHostage *hostage = g_pHostages->GetClosestHostage( *pos, &range );
if (hostage && hostage != me && range < closeRange)
return true;
}
return false;
}
//--------------------------------------------------------------------------------------------------------------
class CollectHidingSpotsFunctor
{
public:
CollectHidingSpotsFunctor( CBaseEntity *me, const Vector *origin, float range, unsigned char flags, Place place = UNDEFINED_PLACE, bool useCrouchAreas = true )
{
m_me = me;
m_count = 0;
m_origin = origin;
m_range = range;
m_flags = flags;
m_place = place;
m_useCrouchAreas = useCrouchAreas;
}
enum { MAX_SPOTS = 256 };
bool operator() ( CNavArea *area )
{
// if a place is specified, only consider hiding spots from areas in that place
if (m_place != UNDEFINED_PLACE && area->GetPlace() != m_place)
return true;
// collect all the hiding spots in this area
const HidingSpotList *list = area->GetHidingSpotList();
for( HidingSpotList::const_iterator iter = list->begin(); iter != list->end() && m_count < MAX_SPOTS; ++iter )
{
const HidingSpot *spot = *iter;
if (m_useCrouchAreas == false)
{
CNavArea *area = TheNavAreaGrid.GetNavArea( spot->GetPosition() );
if (area && (area->GetAttributes() & NAV_CROUCH))
continue;
}
// make sure hiding spot is in range
if (m_range > 0.0f)
if ((*spot->GetPosition() - *m_origin).IsLengthGreaterThan( m_range ))
continue;
// if a Player is using this hiding spot, don't consider it
if (IsSpotOccupied( m_me, spot->GetPosition() ))
{
// player is in hiding spot
/// @todo Check if player is moving or sitting still
continue;
}
// only collect hiding spots with matching flags
if (m_flags & spot->GetFlags())
{
m_hidingSpot[ m_count++ ] = spot->GetPosition();
}
}
// if we've filled up, stop searching
if (m_count == MAX_SPOTS)
return false;
return true;
}
/**
* Remove the spot at index "i"
*/
void RemoveSpot( int i )
{
if (m_count == 0)
return;
for( int j=i+1; j<m_count; ++j )
m_hidingSpot[j-1] = m_hidingSpot[j];
--m_count;
}
CBaseEntity *m_me;
const Vector *m_origin;
float m_range;
const Vector *m_hidingSpot[ MAX_SPOTS ];
int m_count;
unsigned char m_flags;
Place m_place;
bool m_useCrouchAreas;
};
/**
* Do a breadth-first search to find a nearby hiding spot and return it.
* Don't pick a hiding spot that a Player is currently occupying.
* @todo Clean up this mess
*/
const Vector *FindNearbyHidingSpot( CBaseEntity *me, const Vector *pos, CNavArea *startArea, float maxRange, bool isSniper, bool useNearest )
{
if (startArea == NULL)
return NULL;
// collect set of nearby hiding spots
if (isSniper)
{
CollectHidingSpotsFunctor collector( me, pos, maxRange, HidingSpot::IDEAL_SNIPER_SPOT );
SearchSurroundingAreas( startArea, pos, collector, maxRange );
if (collector.m_count)
{
int which = RANDOM_LONG( 0, collector.m_count-1 );
return collector.m_hidingSpot[ which ];
}
else
{
// no ideal sniping spots, look for "good" sniping spots
CollectHidingSpotsFunctor collector( me, pos, maxRange, HidingSpot::GOOD_SNIPER_SPOT );
SearchSurroundingAreas( startArea, pos, collector, maxRange );
if (collector.m_count)
{
int which = RANDOM_LONG( 0, collector.m_count-1 );
return collector.m_hidingSpot[ which ];
}
// no sniping spots at all.. fall through and pick a normal hiding spot
}
}
// collect hiding spots with decent "cover"
CollectHidingSpotsFunctor collector( me, pos, maxRange, HidingSpot::IN_COVER );
SearchSurroundingAreas( startArea, pos, collector, maxRange );
if (collector.m_count == 0)
return NULL;
if (useNearest)
{
// return closest hiding spot
const Vector *closest = NULL;
float closeRangeSq = 9999999999.9f;
for( int i=0; i<collector.m_count; ++i )
{
float rangeSq = (*collector.m_hidingSpot[i] - *pos).LengthSquared();
if (rangeSq < closeRangeSq)
{
closeRangeSq = rangeSq;
closest = collector.m_hidingSpot[i];
}
}
return closest;
}
// select a hiding spot at random
int which = RANDOM_LONG( 0, collector.m_count-1 );
return collector.m_hidingSpot[ which ];
}
//--------------------------------------------------------------------------------------------------------------
/**
* Select a random hiding spot among the nav areas that are tagged with the given place
*/
const Vector *FindRandomHidingSpot( CBaseEntity *me, Place place, bool isSniper )
{
// collect set of nearby hiding spots
if (isSniper)
{
CollectHidingSpotsFunctor collector( me, NULL, -1.0f, HidingSpot::IDEAL_SNIPER_SPOT, place );
ForAllAreas( collector );
if (collector.m_count)
{
int which = RANDOM_LONG( 0, collector.m_count-1 );
return collector.m_hidingSpot[ which ];
}
else
{
// no ideal sniping spots, look for "good" sniping spots
CollectHidingSpotsFunctor collector( me, NULL, -1.0f, HidingSpot::GOOD_SNIPER_SPOT, place );
ForAllAreas( collector );
if (collector.m_count)
{
int which = RANDOM_LONG( 0, collector.m_count-1 );
return collector.m_hidingSpot[ which ];
}
// no sniping spots at all.. fall through and pick a normal hiding spot
}
}
// collect hiding spots with decent "cover"
CollectHidingSpotsFunctor collector( me, NULL, -1.0f, HidingSpot::IN_COVER, place );
ForAllAreas( collector );
if (collector.m_count == 0)
return NULL;
// select a hiding spot at random
int which = RANDOM_LONG( 0, collector.m_count-1 );
return collector.m_hidingSpot[ which ];
}
//--------------------------------------------------------------------------------------------------------------------
/**
* Return true if moving from "start" to "finish" will cross a player's line of fire.
* The path from "start" to "finish" is assumed to be a straight line.
* "start" and "finish" are assumed to be points on the ground.
*/
bool IsCrossingLineOfFire( const Vector &start, const Vector &finish, CBaseEntity *ignore, int ignoreTeam )
{
for ( int p=1; p <= gpGlobals->maxClients; ++p )
{
CBasePlayer *player = static_cast<CBasePlayer *>( UTIL_PlayerByIndex( p ) );
if (!IsEntityValid( player ))
continue;
if (player == ignore)
continue;
if (!player->IsAlive())
continue;
if (ignoreTeam && player->m_iTeam == ignoreTeam)
continue;
// compute player's unit aiming vector
UTIL_MakeVectors( player->pev->v_angle + player->pev->punchangle );
const float longRange = 5000.0f;
Vector playerTarget = player->pev->origin + longRange * gpGlobals->v_forward;
Vector result;
if (IsIntersecting2D( start, finish, player->pev->origin, playerTarget, &result ))
{
// simple check to see if intersection lies in the Z range of the path
float loZ, hiZ;
if (start.z < finish.z)
{
loZ = start.z;
hiZ = finish.z;
}
else
{
loZ = finish.z;
hiZ = start.z;
}
if (result.z >= loZ && result.z <= hiZ + HumanHeight)
return true;
}
}
return false;
}
//--------------------------------------------------------------------------------------------------------------------
/**
* Select a nearby retreat spot.
* Don't pick a hiding spot that a Player is currently occupying.
* If "avoidTeam" is nonzero, avoid getting close to members of that team.
*/
const Vector *FindNearbyRetreatSpot( CBaseEntity *me, const Vector *start, CNavArea *startArea, float maxRange, int avoidTeam, bool useCrouchAreas )
{
if (startArea == NULL)
return NULL;
// collect hiding spots with decent "cover"
CollectHidingSpotsFunctor collector( me, start, maxRange, HidingSpot::IN_COVER, UNDEFINED_PLACE, useCrouchAreas );
SearchSurroundingAreas( startArea, start, collector, maxRange );
if (collector.m_count == 0)
return NULL;
// find the closest unoccupied hiding spot that crosses the least lines of fire and has the best cover
for( int i=0; i<collector.m_count; ++i )
{
// check if we would have to cross a line of fire to reach this hiding spot
if (IsCrossingLineOfFire( *start, *collector.m_hidingSpot[i], me ))
{
collector.RemoveSpot( i );
// back up a step, so iteration won't skip a spot
--i;
continue;
}
// check if there is someone on the avoidTeam near this hiding spot
if (avoidTeam)
{
float range;
if (UTIL_GetClosestPlayer( collector.m_hidingSpot[i], avoidTeam, &range ))
{
const float dangerRange = 150.0f;
if (range < dangerRange)
{
// there is an avoidable player too near this spot - remove it
collector.RemoveSpot( i );
// back up a step, so iteration won't skip a spot
--i;
continue;
}
}
}
}
if (collector.m_count <= 0)
return NULL;
// all remaining spots are ok - pick one at random
int which = RANDOM_LONG( 0, collector.m_count-1 );
return collector.m_hidingSpot[ which ];
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return number of players with given teamID in this area (teamID == 0 means any/all)
* @todo Keep pointers to contained Players to make this a zero-time query
*/
int CNavArea::GetPlayerCount( int teamID, CBasePlayer *ignore ) const
{
int count = 0;
for( int i=1; i<=gpGlobals->maxClients; ++i )
{
CBasePlayer *player = static_cast<CBasePlayer *>( UTIL_PlayerByIndex( i ) );
if (player == ignore)
continue;
if (!IsEntityValid( player ))
continue;
if (!player->IsPlayer())
continue;
if (!player->IsAlive())
continue;
if (teamID == 0 || player->m_iTeam == teamID)
if (Contains( &player->pev->origin ))
++count;
}
return count;
}
//--------------------------------------------------------------------------------------------------------------
static CNavArea *markedArea = NULL;
static CNavArea *lastSelectedArea = NULL;
static NavCornerType markedCorner = NUM_CORNERS;
static bool isCreatingNavArea = false; ///< if true, we are manually creating a new nav area
static bool isAnchored = false;
static Vector anchor;
static bool isPlaceMode = false; ///< if true, we are in place editing mode
static bool isPlacePainting = false; ///< if true, we set an area's place by pointing at it
static float editTimestamp = 0.0f;
CNavArea *GetMarkedArea( void )
{
return markedArea;
}
/**
* Draw navigation areas and edit them
*/
void EditNavAreasReset( void )
{
markedArea = NULL;
lastSelectedArea = NULL;
isCreatingNavArea = false;
editTimestamp = 0.0f;
isPlacePainting = false;
lastDrawTimestamp = 0.0f;
}
void DrawHidingSpots( const CNavArea *area )
{
const HidingSpotList *list = area->GetHidingSpotList();
for( HidingSpotList::const_iterator iter = list->begin(); iter != list->end(); ++iter )
{
const HidingSpot *spot = *iter;
int r, g, b;
if (spot->IsIdealSniperSpot())
{
r = 255; g = 0; b = 0;
}
else if (spot->IsGoodSniperSpot())
{
r = 255; g = 0; b = 255;
}
else if (spot->HasGoodCover())
{
r = 0; g = 255; b = 0;
}
else
{
r = 0; g = 0; b = 1;
}
UTIL_DrawBeamPoints( *spot->GetPosition(), *spot->GetPosition() + Vector( 0, 0, 50 ), 3, r, g, b );
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Draw ourselves and adjacent areas
*/
void CNavArea::DrawConnectedAreas( void )
{
CBasePlayer *player = UTIL_GetLocalPlayer();
if (player == NULL)
return;
CCSBotManager *ctrl = static_cast<CCSBotManager *>( TheBots );
const float maxRange = 500.0f;
// draw self
if (isPlaceMode)
{
if (GetPlace() == 0)
Draw( 50, 0, 0, 3 );
else if (GetPlace() != ctrl->GetNavPlace())
Draw( 0, 0, 200, 3 );
else
Draw( 0, 255, 0, 3 );
}
else
{
Draw( 255, 255, 0, 3 );
DrawHidingSpots( this );
}
// randomize order of directions to make sure all connected areas are
// drawn, since we may have too many to render all at once
int dirSet[ NUM_DIRECTIONS ];
int i;
for( i=0; i<NUM_DIRECTIONS; ++i )
dirSet[i] = i;
// shuffle dirSet[]
for( int swapCount=0; swapCount < 3; ++swapCount )
{
int swapI = RANDOM_LONG( 0, NUM_DIRECTIONS-1 );
int nextI = swapI + 1;
if (nextI >= NUM_DIRECTIONS)
nextI = 0;
int tmp = dirSet[nextI];
dirSet[nextI] = dirSet[swapI];
dirSet[swapI] = tmp;
}
// draw connected areas
for( i=0; i<NUM_DIRECTIONS; ++i )
{
NavDirType dir = (NavDirType)dirSet[i];
int count = GetAdjacentCount( dir );
for( int a=0; a<count; ++a )
{
CNavArea *adj = GetAdjacentArea( dir, a );
if (isPlaceMode)
{
if (adj->GetPlace() == 0)
adj->Draw( 50, 0, 0, 3 );
else if (adj->GetPlace() != ctrl->GetNavPlace())
adj->Draw( 0, 0, 200, 3 );
else
adj->Draw( 0, 255, 0, 3 );
}
else
{
if (adj->IsDegenerate())
{
static IntervalTimer blink;
static bool blinkOn = false;
if (blink.GetElapsedTime() > 1.0f)
{
blink.Reset();
blinkOn = !blinkOn;
}
if (blinkOn)
adj->Draw( 255, 255, 255, 3 );
else
adj->Draw( 255, 0, 255, 3 );
}
else
{
adj->Draw( 255, 0, 0, 3 );
}
DrawHidingSpots( adj );
Vector from, to;
Vector hookPos;
float halfWidth;
float size = 5.0f;
ComputePortal( adj, dir, &hookPos, &halfWidth );
switch( dir )
{
case NORTH:
from = hookPos + Vector( 0.0f, size, 0.0f );
to = hookPos + Vector( 0.0f, -size, 0.0f );
break;
case SOUTH:
from = hookPos + Vector( 0.0f, -size, 0.0f );
to = hookPos + Vector( 0.0f, size, 0.0f );
break;
case EAST:
from = hookPos + Vector( -size, 0.0f, 0.0f );
to = hookPos + Vector( +size, 0.0f, 0.0f );
break;
case WEST:
from = hookPos + Vector( size, 0.0f, 0.0f );
to = hookPos + Vector( -size, 0.0f, 0.0f );
break;
}
from.z = GetZ( &from ) + cv_bot_nav_zdraw.value;
to.z = adj->GetZ( &to ) + cv_bot_nav_zdraw.value;
Vector drawTo;
adj->GetClosestPointOnArea( &to, &drawTo );
if (adj->IsConnected( this, OppositeDirection( dir ) ) )
UTIL_DrawBeamPoints( from, drawTo, 3, 0, 255, 255 );
else
UTIL_DrawBeamPoints( from, drawTo, 3, 0, 0, 255 );
}
}
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Raise/lower a corner
*/
void CNavArea::RaiseCorner( NavCornerType corner, int amount )
{
if ( corner == NUM_CORNERS )
{
m_extent.lo.z += amount;
m_extent.hi.z += amount;
m_neZ += amount;
m_swZ += amount;
}
else
{
switch (corner)
{
case NORTH_WEST:
m_extent.lo.z += amount;
break;
case NORTH_EAST:
m_neZ += amount;
break;
case SOUTH_WEST:
m_swZ += amount;
break;
case SOUTH_EAST:
m_extent.hi.z += amount;
break;
}
}
m_center.x = (m_extent.lo.x + m_extent.hi.x)/2.0f;
m_center.y = (m_extent.lo.y + m_extent.hi.y)/2.0f;
m_center.z = (m_extent.lo.z + m_extent.hi.z)/2.0f;
}
/**
* Flood fills all areas with current place
*/
class PlaceFloodFillFunctor
{
public:
PlaceFloodFillFunctor( CNavArea *area )
{
m_initialPlace = area->GetPlace();
}
bool operator() ( CNavArea *area )
{
CCSBotManager *ctrl = static_cast<CCSBotManager *>( TheBots );
if (area->GetPlace() != m_initialPlace)
return false;
area->SetPlace( ctrl->GetNavPlace() );
return true;
}
private:
unsigned int m_initialPlace;
};
//--------------------------------------------------------------------------------------------------------------
/**
* Draw navigation areas and edit them
*/
void EditNavAreas( NavEditCmdType cmd )
{
CCSBotManager *ctrl = static_cast<CCSBotManager *>( TheBots );
CBasePlayer *player = UTIL_GetLocalPlayer();
if (player == NULL)
return;
// don't draw too often on fast video cards or the areas may not appear (odd video effect)
float drawTimestamp = gpGlobals->time;
const float maxDrawRate = 0.05f;
bool doDraw;
if (drawTimestamp - lastDrawTimestamp < maxDrawRate)
{
doDraw = false;
}
else
{
doDraw = true;
lastDrawTimestamp = drawTimestamp;
}
const float maxRange = 1000.0f; // 500
int beamTime = 1;
if (doDraw)
{
// show ladder connections
for( NavLadderList::iterator iter = TheNavLadderList.begin(); iter != TheNavLadderList.end(); ++iter )
{
CNavLadder *ladder = *iter;
float dx = player->pev->origin.x - ladder->m_bottom.x;
float dy = player->pev->origin.y - ladder->m_bottom.y;
if (dx*dx + dy*dy > maxRange*maxRange)
continue;
UTIL_DrawBeamPoints( ladder->m_top, ladder->m_bottom, beamTime, 255, 0, 255 );
Vector bottom = ladder->m_bottom;
Vector top = ladder->m_top;
AddDirectionVector( &top, ladder->m_dir, HalfHumanWidth );
AddDirectionVector( &bottom, ladder->m_dir, HalfHumanWidth );
UTIL_DrawBeamPoints( top, bottom, beamTime, 0, 0, 255 );
if (ladder->m_bottomArea)
UTIL_DrawBeamPoints( bottom + Vector( 0, 0, GenerationStepSize ), *ladder->m_bottomArea->GetCenter(), beamTime, 0, 0, 255 );
if (ladder->m_topForwardArea)
UTIL_DrawBeamPoints( top, *ladder->m_topForwardArea->GetCenter(), beamTime, 0, 0, 255 );
if (ladder->m_topLeftArea)
UTIL_DrawBeamPoints( top, *ladder->m_topLeftArea->GetCenter(), beamTime, 0, 0, 255 );
if (ladder->m_topRightArea)
UTIL_DrawBeamPoints( top, *ladder->m_topRightArea->GetCenter(), beamTime, 0, 0, 255 );
if (ladder->m_topBehindArea)
UTIL_DrawBeamPoints( top, *ladder->m_topBehindArea->GetCenter(), beamTime, 0, 0, 255 );
}
// draw approach points for marked area
if (cv_bot_traceview.value == 3 && markedArea)
{
Vector ap;
float halfWidth;
for( int i=0; i<markedArea->GetApproachInfoCount(); ++i )
{
const CNavArea::ApproachInfo *info = markedArea->GetApproachInfo( i );
// compute approach point
if (info->hereToNextHow <= GO_WEST)
{
info->here.area->ComputePortal( info->next.area, (NavDirType)info->hereToNextHow, &ap, &halfWidth );
ap.z = info->next.area->GetZ( &ap );
}
else
{
// use the area's center as an approach point
ap = *info->here.area->GetCenter();
}
UTIL_DrawBeamPoints( ap + Vector( 0, 0, 50 ), ap + Vector( 10, 0, 0 ), beamTime, 255, 100, 0 );
UTIL_DrawBeamPoints( ap + Vector( 0, 0, 50 ), ap + Vector( -10, 0, 0 ), beamTime, 255, 100, 0 );
UTIL_DrawBeamPoints( ap + Vector( 0, 0, 50 ), ap + Vector( 0, 10, 0 ), beamTime, 255, 100, 0 );
UTIL_DrawBeamPoints( ap + Vector( 0, 0, 50 ), ap + Vector( 0, -10, 0 ), beamTime, 255, 100, 0 );
}
}
}
Vector dir;
UTIL_MakeVectorsPrivate( player->pev->v_angle, dir, NULL, NULL );
Vector from = player->pev->origin + player->pev->view_ofs; // eye position
Vector to = from + maxRange * dir;
TraceResult result;
UTIL_TraceLine( from, to, ignore_monsters, ignore_glass, ENT( player->pev ), &result );
if (result.flFraction != 1.0f)
{
// draw cursor
Vector cursor = result.vecEndPos;
float cursorSize = 10.0f;
if (doDraw)
{
UTIL_DrawBeamPoints( cursor + Vector( 0, 0, cursorSize ), cursor, beamTime, 255, 255, 255 );
UTIL_DrawBeamPoints( cursor + Vector( cursorSize, 0, 0 ), cursor + Vector( -cursorSize, 0, 0 ), beamTime, 255, 255, 255 );
UTIL_DrawBeamPoints( cursor + Vector( 0, cursorSize, 0 ), cursor + Vector( 0, -cursorSize, 0 ), beamTime, 255, 255, 255 );
// show surface normal
// UTIL_DrawBeamPoints( cursor + 50.0f * result.vecPlaneNormal, cursor, beamTime, 255, 0, 255 );
}
if (isCreatingNavArea)
{
if (isAnchored)
{
// show drag rectangle
if (doDraw)
{
float z = anchor.z + 2.0f;
UTIL_DrawBeamPoints( Vector( cursor.x, cursor.y, z ), Vector( anchor.x, cursor.y, z ), beamTime, 0, 255, 255 );
UTIL_DrawBeamPoints( Vector( anchor.x, anchor.y, z ), Vector( anchor.x, cursor.y, z ), beamTime, 0, 255, 255 );
UTIL_DrawBeamPoints( Vector( anchor.x, anchor.y, z ), Vector( cursor.x, anchor.y, z ), beamTime, 0, 255, 255 );
UTIL_DrawBeamPoints( Vector( cursor.x, cursor.y, z ), Vector( cursor.x, anchor.y, z ), beamTime, 0, 255, 255 );
}
}
else
{
// anchor starting corner
anchor = cursor;
isAnchored = true;
}
}
// find the area the player is pointing at
CNavArea *area = TheNavAreaGrid.GetNearestNavArea( &result.vecEndPos );
if (area)
{
// if area changed, print its ID
if (area != lastSelectedArea)
{
lastSelectedArea = area;
char buffer[80];
char attrib[80];
char locName[80];
if (area->GetPlace())
{
const char *name = TheBotPhrases->IDToName( area->GetPlace() );
if (name)
strcpy( locName, name );
else
strcpy( locName, "ERROR" );
}
else
{
locName[0] = '\000';
}
if (isPlaceMode)
{
attrib[0] = '\000';
}
else
{
sprintf( attrib, "%s%s%s%s",
(area->GetAttributes() & NAV_CROUCH) ? "CROUCH " : "",
(area->GetAttributes() & NAV_JUMP) ? "JUMP " : "",
(area->GetAttributes() & NAV_PRECISE) ? "PRECISE " : "",
(area->GetAttributes() & NAV_NO_JUMP) ? "NO_JUMP " : "" );
}
sprintf( buffer, "Area #%d %s %s\n", area->GetID(), locName, attrib );
UTIL_SayTextAll( buffer, player );
// do "place painting"
if (isPlacePainting)
{
if (area->GetPlace() != ctrl->GetNavPlace())
{
area->SetPlace( ctrl->GetNavPlace() );
EMIT_SOUND_DYN( ENT(UTIL_GetLocalPlayer()->pev), CHAN_ITEM, "buttons/lightswitch2.wav", 1, ATTN_NORM, 0, 100 );
}
}
}
if (isPlaceMode)
{
area->DrawConnectedAreas();
switch( cmd )
{
case EDIT_TOGGLE_PLACE_MODE:
EMIT_SOUND_DYN( ENT(UTIL_GetLocalPlayer()->pev), CHAN_ITEM, "buttons/blip1.wav", 1, ATTN_NORM, 0, 100 );
isPlaceMode = false;
return;
case EDIT_TOGGLE_PLACE_PAINTING:
{
if (isPlacePainting)
{
isPlacePainting = false;
EMIT_SOUND_DYN( ENT(UTIL_GetLocalPlayer()->pev), CHAN_ITEM, "buttons/latchunlocked2.wav", 1, ATTN_NORM, 0, 100 );
}
else
{
isPlacePainting = true;
EMIT_SOUND_DYN( ENT(UTIL_GetLocalPlayer()->pev), CHAN_ITEM, "buttons/lightswitch2.wav", 1, ATTN_NORM, 0, 100 );
// paint the initial area
area->SetPlace( ctrl->GetNavPlace() );
}
break;
}
case EDIT_PLACE_PICK:
EMIT_SOUND_DYN( ENT(UTIL_GetLocalPlayer()->pev), CHAN_ITEM, "buttons/blip1.wav", 1, ATTN_NORM, 0, 100 );
ctrl->SetNavPlace( area->GetPlace() );
break;
case EDIT_PLACE_FLOODFILL:
PlaceFloodFillFunctor pff( area );
SearchSurroundingAreas( area, area->GetCenter(), pff );
break;
}
}
else // normal editing mode
{
// draw the "marked" area
if (markedArea && doDraw)
{
markedArea->Draw( 0, 255, 255, beamTime );
if ( markedCorner != NUM_CORNERS )
markedArea->DrawMarkedCorner( markedCorner, 0, 0, 255, beamTime );
if (cv_bot_traceview.value == 11)
{
// draw areas connected to the marked area
markedArea->DrawConnectedAreas();
}
}
// draw split line
const Extent *extent = area->GetExtent();
float yaw = player->pev->v_angle.y;
while( yaw > 360.0f )
yaw -= 360.0f;
while( yaw < 0.0f )
yaw += 360.0f;
float splitEdge;
bool splitAlongX;
if ((yaw < 45.0f || yaw > 315.0f) || (yaw > 135.0f && yaw < 225.0f))
{
splitEdge = GenerationStepSize * (int)(result.vecEndPos.y/GenerationStepSize);
from.x = extent->lo.x;
from.y = splitEdge;
from.z = area->GetZ( &from ) + cv_bot_nav_zdraw.value;
to.x = extent->hi.x;
to.y = splitEdge;
to.z = area->GetZ( &to ) + cv_bot_nav_zdraw.value;
splitAlongX = true;
}
else
{
splitEdge = GenerationStepSize * (int)(result.vecEndPos.x/GenerationStepSize);
from.x = splitEdge;
from.y = extent->lo.y;
from.z = area->GetZ( &from ) + cv_bot_nav_zdraw.value;
to.x = splitEdge;
to.y = extent->hi.y;
to.z = area->GetZ( &to ) + cv_bot_nav_zdraw.value;
splitAlongX = false;
}
if (doDraw)
UTIL_DrawBeamPoints( from, to, beamTime, 255, 255, 255 );
// draw the area we are pointing at and all connected areas
if (doDraw && (cv_bot_traceview.value != 11 || markedArea == NULL))
area->DrawConnectedAreas();
// do area-dependant edit commands, if any
switch( cmd )
{
case EDIT_TOGGLE_PLACE_MODE:
EMIT_SOUND_DYN( ENT(UTIL_GetLocalPlayer()->pev), CHAN_ITEM, "buttons/blip1.wav", 1, ATTN_NORM, 0, 100 );
isPlaceMode = true;
return;
case EDIT_DELETE:
EMIT_SOUND_DYN( ENT(UTIL_GetLocalPlayer()->pev), CHAN_ITEM, "buttons/blip1.wav", 1, ATTN_NORM, 0, 100 );
TheNavAreaList.remove( area );
delete area;
return;
case EDIT_ATTRIB_CROUCH:
EMIT_SOUND_DYN( ENT(UTIL_GetLocalPlayer()->pev), CHAN_ITEM, "buttons/bell1.wav", 1, ATTN_NORM, 0, 100 );
area->SetAttributes( area->GetAttributes() ^ NAV_CROUCH );
break;
case EDIT_ATTRIB_JUMP:
EMIT_SOUND_DYN( ENT(UTIL_GetLocalPlayer()->pev), CHAN_ITEM, "buttons/bell1.wav", 1, ATTN_NORM, 0, 100 );
area->SetAttributes( area->GetAttributes() ^ NAV_JUMP );
break;
case EDIT_ATTRIB_PRECISE:
EMIT_SOUND_DYN( ENT(UTIL_GetLocalPlayer()->pev), CHAN_ITEM, "buttons/bell1.wav", 1, ATTN_NORM, 0, 100 );
area->SetAttributes( area->GetAttributes() ^ NAV_PRECISE );
break;
case EDIT_ATTRIB_NO_JUMP:
EMIT_SOUND_DYN( ENT(UTIL_GetLocalPlayer()->pev), CHAN_ITEM, "buttons/bell1.wav", 1, ATTN_NORM, 0, 100 );
area->SetAttributes( area->GetAttributes() ^ NAV_NO_JUMP );
break;
case EDIT_SPLIT:
if (area->SplitEdit( splitAlongX, splitEdge ))
EMIT_SOUND_DYN( ENT(UTIL_GetLocalPlayer()->pev), CHAN_ITEM, "weapons/knife_hitwall1.wav", 1, ATTN_NORM, 0, 100 );
else
EMIT_SOUND_DYN( ENT(UTIL_GetLocalPlayer()->pev), CHAN_ITEM, "buttons/button11.wav", 1, ATTN_NORM, 0, 100 );
break;
case EDIT_MERGE:
if (markedArea)
{
if (area->MergeEdit( markedArea ))
EMIT_SOUND_DYN( ENT(UTIL_GetLocalPlayer()->pev), CHAN_ITEM, "buttons/blip1.wav", 1, ATTN_NORM, 0, 100 );
else
EMIT_SOUND_DYN( ENT(UTIL_GetLocalPlayer()->pev), CHAN_ITEM, "buttons/button11.wav", 1, ATTN_NORM, 0, 100 );
}
else
{
HintMessageToAllPlayers( "To merge, mark an area, highlight a second area, then invoke the merge command" );
EMIT_SOUND_DYN( ENT(UTIL_GetLocalPlayer()->pev), CHAN_ITEM, "buttons/button11.wav", 1, ATTN_NORM, 0, 100 );
}
break;
case EDIT_MARK:
if (markedArea)
{
EMIT_SOUND_DYN( ENT(UTIL_GetLocalPlayer()->pev), CHAN_ITEM, "buttons/blip1.wav", 1, ATTN_NORM, 0, 100 );
markedArea = NULL;
}
else
{
EMIT_SOUND_DYN( ENT(UTIL_GetLocalPlayer()->pev), CHAN_ITEM, "buttons/blip2.wav", 1, ATTN_NORM, 0, 100 );
markedArea = area;
int connected = 0;
connected += markedArea->GetAdjacentCount( NORTH );
connected += markedArea->GetAdjacentCount( SOUTH );
connected += markedArea->GetAdjacentCount( EAST );
connected += markedArea->GetAdjacentCount( WEST );
char buffer[80];
sprintf( buffer, "Marked Area is connected to %d other Areas\n", connected );
UTIL_SayTextAll( buffer, player );
}
break;
case EDIT_MARK_UNNAMED:
if (markedArea)
{
EMIT_SOUND_DYN( ENT(UTIL_GetLocalPlayer()->pev), CHAN_ITEM, "buttons/blip1.wav", 1, ATTN_NORM, 0, 100 );
markedArea = NULL;
}
else
{
markedArea = NULL;
for( NavAreaList::iterator iter = TheNavAreaList.begin(); iter != TheNavAreaList.end(); ++iter )
{
CNavArea *area = *iter;
if ( area->GetPlace() == 0 )
{
markedArea = area;
break;
}
}
if ( !markedArea )
{
EMIT_SOUND_DYN( ENT(UTIL_GetLocalPlayer()->pev), CHAN_ITEM, "buttons/blip1.wav", 1, ATTN_NORM, 0, 100 );
}
else
{
EMIT_SOUND_DYN( ENT(UTIL_GetLocalPlayer()->pev), CHAN_ITEM, "buttons/blip2.wav", 1, ATTN_NORM, 0, 100 );
int connected = 0;
connected += markedArea->GetAdjacentCount( NORTH );
connected += markedArea->GetAdjacentCount( SOUTH );
connected += markedArea->GetAdjacentCount( EAST );
connected += markedArea->GetAdjacentCount( WEST );
int totalUnnamedAreas = 0;
for( NavAreaList::iterator iter = TheNavAreaList.begin(); iter != TheNavAreaList.end(); ++iter )
{
CNavArea *area = *iter;
if ( area->GetPlace() == 0 )
{
++totalUnnamedAreas;
}
}
char buffer[80];
sprintf( buffer, "Marked Area is connected to %d other Areas - there are %d total unnamed areas\n", connected, totalUnnamedAreas );
UTIL_SayTextAll( buffer, player );
}
}
break;
case EDIT_WARP_TO_MARK:
if (markedArea)
{
CBasePlayer *pLocalPlayer = UTIL_GetLocalPlayer();
if ( pLocalPlayer && pLocalPlayer->m_iTeam == SPECTATOR && pLocalPlayer->pev->iuser1 == OBS_ROAMING )
{
Vector origin = *markedArea->GetCenter() + Vector( 0, 0, 0.75f * HumanHeight );
UTIL_SetOrigin( pLocalPlayer->pev, origin );
}
}
else
{
EMIT_SOUND_DYN( ENT(UTIL_GetLocalPlayer()->pev), CHAN_ITEM, "buttons/button11.wav", 1, ATTN_NORM, 0, 100 );
}
break;
case EDIT_CONNECT:
if (markedArea)
{
NavDirType dir = markedArea->ComputeDirection( &cursor );
if (dir == NUM_DIRECTIONS)
{
EMIT_SOUND_DYN( ENT(UTIL_GetLocalPlayer()->pev), CHAN_ITEM, "buttons/button11.wav", 1, ATTN_NORM, 0, 100 );
}
else
{
markedArea->ConnectTo( area, dir );
EMIT_SOUND_DYN( ENT(UTIL_GetLocalPlayer()->pev), CHAN_ITEM, "buttons/blip1.wav", 1, ATTN_NORM, 0, 100 );
}
}
else
{
HintMessageToAllPlayers( "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." );
EMIT_SOUND_DYN( ENT(UTIL_GetLocalPlayer()->pev), CHAN_ITEM, "buttons/button11.wav", 1, ATTN_NORM, 0, 100 );
}
break;
case EDIT_DISCONNECT:
if (markedArea)
{
markedArea->Disconnect( area );
area->Disconnect( markedArea );
EMIT_SOUND_DYN( ENT(UTIL_GetLocalPlayer()->pev), CHAN_ITEM, "buttons/blip1.wav", 1, ATTN_NORM, 0, 100 );
}
else
{
HintMessageToAllPlayers( "To disconnect areas, mark an area, highlight a second area, then invoke the disconnect command. This will remove all connections between the two areas." );
EMIT_SOUND_DYN( ENT(UTIL_GetLocalPlayer()->pev), CHAN_ITEM, "buttons/button11.wav", 1, ATTN_NORM, 0, 100 );
}
break;
case EDIT_SPLICE:
if (markedArea)
{
if (area->SpliceEdit( markedArea ))
EMIT_SOUND_DYN( ENT(UTIL_GetLocalPlayer()->pev), CHAN_ITEM, "buttons/blip1.wav", 1, ATTN_NORM, 0, 100 );
else
EMIT_SOUND_DYN( ENT(UTIL_GetLocalPlayer()->pev), CHAN_ITEM, "buttons/button11.wav", 1, ATTN_NORM, 0, 100 );
}
else
{
HintMessageToAllPlayers( "To splice, mark an area, highlight a second area, then invoke the splice command to create an area between them" );
EMIT_SOUND_DYN( ENT(UTIL_GetLocalPlayer()->pev), CHAN_ITEM, "buttons/button11.wav", 1, ATTN_NORM, 0, 100 );
}
break;
case EDIT_SELECT_CORNER:
if (markedArea)
{
int corner = (markedCorner + 1) % (NUM_CORNERS + 1);
markedCorner = (NavCornerType)corner;
EMIT_SOUND_DYN( ENT(UTIL_GetLocalPlayer()->pev), CHAN_ITEM, "buttons/blip1.wav", 1, ATTN_NORM, 0, 100 );
}
else
{
EMIT_SOUND_DYN( ENT(UTIL_GetLocalPlayer()->pev), CHAN_ITEM, "buttons/button11.wav", 1, ATTN_NORM, 0, 100 );
}
break;
case EDIT_RAISE_CORNER:
if (markedArea)
{
markedArea->RaiseCorner( markedCorner, 1 );
EMIT_SOUND_DYN( ENT(UTIL_GetLocalPlayer()->pev), CHAN_ITEM, "buttons/blip1.wav", 1, ATTN_NORM, 0, 100 );
}
else
{
EMIT_SOUND_DYN( ENT(UTIL_GetLocalPlayer()->pev), CHAN_ITEM, "buttons/button11.wav", 1, ATTN_NORM, 0, 100 );
}
break;
case EDIT_LOWER_CORNER:
if (markedArea)
{
markedArea->RaiseCorner( markedCorner, -1 );
EMIT_SOUND_DYN( ENT(UTIL_GetLocalPlayer()->pev), CHAN_ITEM, "buttons/blip1.wav", 1, ATTN_NORM, 0, 100 );
}
else
{
EMIT_SOUND_DYN( ENT(UTIL_GetLocalPlayer()->pev), CHAN_ITEM, "buttons/button11.wav", 1, ATTN_NORM, 0, 100 );
}
break;
}
}
}
// do area-independant edit commands, if any
switch( cmd )
{
case EDIT_BEGIN_AREA:
{
if (isCreatingNavArea)
{
isCreatingNavArea = false;
EMIT_SOUND_DYN( ENT(UTIL_GetLocalPlayer()->pev), CHAN_ITEM, "buttons/button11.wav", 1, ATTN_NORM, 0, 100 );
}
else
{
EMIT_SOUND_DYN( ENT(UTIL_GetLocalPlayer()->pev), CHAN_ITEM, "buttons/blip2.wav", 1, ATTN_NORM, 0, 100 );
isCreatingNavArea = true;
isAnchored = false;
}
break;
}
case EDIT_END_AREA:
{
if (isCreatingNavArea)
{
// create the new nav area
CNavArea *newArea = new CNavArea( &anchor, &cursor );
TheNavAreaList.push_back( newArea );
TheNavAreaGrid.AddNavArea( newArea );
EMIT_SOUND_DYN( ENT(UTIL_GetLocalPlayer()->pev), CHAN_ITEM, "buttons/blip1.wav", 1, ATTN_NORM, 0, 100 );
// if we have a marked area, inter-connect the two
if (markedArea)
{
const Extent *extent = markedArea->GetExtent();
if (anchor.x > extent->hi.x && cursor.x > extent->hi.x)
{
markedArea->ConnectTo( newArea, EAST );
newArea->ConnectTo( markedArea, WEST );
}
else if (anchor.x < extent->lo.x && cursor.x < extent->lo.x)
{
markedArea->ConnectTo( newArea, WEST );
newArea->ConnectTo( markedArea, EAST );
}
else if (anchor.y > extent->hi.y && cursor.y > extent->hi.y)
{
markedArea->ConnectTo( newArea, SOUTH );
newArea->ConnectTo( markedArea, NORTH );
}
else if (anchor.y < extent->lo.y && cursor.y < extent->lo.y)
{
markedArea->ConnectTo( newArea, NORTH );
newArea->ConnectTo( markedArea, SOUTH );
}
// propogate marked area to new area
markedArea = newArea;
}
isCreatingNavArea = false;
}
else
{
EMIT_SOUND_DYN( ENT(UTIL_GetLocalPlayer()->pev), CHAN_ITEM, "buttons/button11.wav", 1, ATTN_NORM, 0, 100 );
}
break;
}
}
}
// if our last command was not mark (or no command), clear the mark area
if (cmd != EDIT_MARK && cmd != EDIT_BEGIN_AREA && cmd != EDIT_END_AREA &&
cmd != EDIT_MARK_UNNAMED && cmd != EDIT_WARP_TO_MARK &&
cmd != EDIT_SELECT_CORNER && cmd != EDIT_RAISE_CORNER && cmd != EDIT_LOWER_CORNER &&
cmd != EDIT_NONE)
markedArea = NULL;
// if our last command was not affecting the corner, clear the corner selection
if (cmd != EDIT_SELECT_CORNER && cmd != EDIT_RAISE_CORNER && cmd != EDIT_LOWER_CORNER && cmd != EDIT_NONE)
markedCorner = NUM_CORNERS;
if (isCreatingNavArea && cmd != EDIT_BEGIN_AREA && cmd != EDIT_END_AREA && cmd != EDIT_NONE)
isCreatingNavArea = false;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return the ground height below this point in "height".
* Return false if position is invalid (outside of map, in a solid area, etc).
*/
bool GetGroundHeight( const Vector *pos, float *height, Vector *normal )
{
Vector to;
to.x = pos->x;
to.y = pos->y;
to.z = pos->z - 9999.9f;
float offset;
Vector from;
TraceResult result;
edict_t *ignore = NULL;
float ground = 0.0f;
const float maxOffset = 100.0f;
const float inc = 10.0f;
#define MAX_GROUND_LAYERS 16
struct GroundLayerInfo
{
float ground;
Vector normal;
}
layer[ MAX_GROUND_LAYERS ];
int layerCount = 0;
for( offset = 1.0f; offset < maxOffset; offset += inc )
{
from = *pos + Vector( 0, 0, offset );
UTIL_TraceLine( from, to, ignore_monsters, dont_ignore_glass, ignore, &result );
// if the trace came down thru a door, ignore the door and try again
// also ignore breakable floors
if (result.pHit)
{
if (FClassnameIs( VARS( result.pHit ), "func_door" ) ||
FClassnameIs( VARS( result.pHit ), "func_door_rotating" ) ||
(FClassnameIs( VARS( result.pHit ), "func_breakable" ) && VARS( result.pHit )->takedamage == DAMAGE_YES))
{
ignore = result.pHit;
// keep incrementing to avoid infinite loop if more than one entity is along the traceline...
/// @todo Deal with multiple ignore entities in a single TraceLine()
//offset -= inc;
continue;
}
}
if (result.fStartSolid == false)
{
// if we didnt start inside a solid area, the trace hit a ground layer
// if this is a new ground layer, add it to the set
if (layerCount == 0 || result.vecEndPos.z > layer[ layerCount-1 ].ground)
{
layer[ layerCount ].ground = result.vecEndPos.z;
layer[ layerCount ].normal = result.vecPlaneNormal;
++layerCount;
if (layerCount == MAX_GROUND_LAYERS)
break;
}
}
}
if (layerCount == 0)
return false;
// find the lowest layer that allows a player to stand or crouch upon it
int i;
for( i=0; i<layerCount-1; ++i )
{
if (layer[i+1].ground - layer[i].ground >= HalfHumanHeight)
break;
}
*height = layer[ i ].ground;
if (normal)
*normal = layer[ i ].normal;
return true;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return the "simple" ground height below this point in "height".
* This function is much faster, but less tolerant. Make sure the give position is "well behaved".
* Return false if position is invalid (outside of map, in a solid area, etc).
*/
bool GetSimpleGroundHeight( const Vector *pos, float *height, Vector *normal )
{
Vector to;
to.x = pos->x;
to.y = pos->y;
to.z = pos->z - 9999.9f;
TraceResult result;
UTIL_TraceLine( *pos, to, ignore_monsters, dont_ignore_glass, NULL, &result );
if (result.fStartSolid)
return false;
*height = result.vecEndPos.z;
if (normal)
*normal = result.vecPlaneNormal;
return true;
}
//--------------------------------------------------------------------------------------------------------------
enum { MAX_BLOCKED_AREAS = 256 };
static unsigned int BlockedID[ MAX_BLOCKED_AREAS ];
static int BlockedIDCount = 0;
/**
* Shortest path cost, paying attention to "blocked" areas
*/
class ApproachAreaCost
{
public:
float operator() ( CNavArea *area, CNavArea *fromArea, const CNavLadder *ladder )
{
// check if this area is "blocked"
for( int i=0; i<BlockedIDCount; ++i )
if (area->GetID() == BlockedID[i])
return -1.0f;
if (fromArea == NULL)
{
// first area in path, no cost
return 0.0f;
}
else
{
// compute distance travelled along path so far
float dist;
if (ladder)
dist = ladder->m_length;
else
dist = (*area->GetCenter() - *fromArea->GetCenter()).Length();
float cost = dist + fromArea->GetCostSoFar();
return cost;
}
}
};
/**
* Can we see this area?
* For now, if we can see any corner, we can see the area
* @todo Need to check LOS to more than the corners for large and/or long areas
*/
inline bool IsAreaVisible( const Vector *pos, const CNavArea *area )
{
Vector corner;
TraceResult result;
for( int c=0; c<NUM_CORNERS; ++c )
{
corner = *area->GetCorner( (NavCornerType)c );
corner.z += 0.75f * HumanHeight;
UTIL_TraceLine( *pos, corner, ignore_monsters, NULL, &result );
if (result.flFraction == 1.0f)
{
// we can see this area
return true;
}
}
return false;
}
/**
* Determine the set of "approach areas".
* An approach area is an area representing a place where players
* move into/out of our local neighborhood of areas.
*/
void CNavArea::ComputeApproachAreas( void )
{
m_approachCount = 0;
if (cv_bot_quicksave.value > 0.0f)
return;
// use the center of the nav area as the "view" point
Vector eye = m_center;
if (GetGroundHeight( &eye, &eye.z ) == false)
return;
// approximate eye position
if (GetAttributes() & NAV_CROUCH)
eye.z += 0.9f * HalfHumanHeight;
else
eye.z += 0.9f * HumanHeight;
enum { MAX_PATH_LENGTH = 256 };
CNavArea *path[ MAX_PATH_LENGTH ];
//
// In order to enumerate all of the approach areas, we need to
// run the algorithm many times, once for each "far away" area
// and keep the union of the approach area sets
//
NavAreaList::iterator iter;
for( iter = goodSizedAreaList.begin(); iter != goodSizedAreaList.end(); ++iter )
{
CNavArea *farArea = *iter;
BlockedIDCount = 0;
// if we can see 'farArea', try again - the whole point is to go "around the bend", so to speak
if (IsAreaVisible( &eye, farArea ))
continue;
// make first path to far away area
ApproachAreaCost cost;
if (NavAreaBuildPath( this, farArea, NULL, cost ) == false)
continue;
//
// Keep building paths to farArea and blocking them off until we
// cant path there any more.
// As areas are blocked off, all exits will be enumerated.
//
while( m_approachCount < MAX_APPROACH_AREAS )
{
// find number of areas on path
int count = 0;
CNavArea *area;
for( area = farArea; area; area = area->GetParent() )
++count;
if (count > MAX_PATH_LENGTH)
count = MAX_PATH_LENGTH;
// build path in correct order - from eye outwards
int i = count;
for( area = farArea; i && area; area = area->GetParent() )
path[ --i ] = area;
// traverse path to find first area we cannot see (skip the first area)
for( i=1; i<count; ++i )
{
// if we see this area, continue on
if (IsAreaVisible( &eye, path[i] ))
continue;
// we can't see this area.
// mark this area as "blocked" and unusable by subsequent approach paths
if (BlockedIDCount == MAX_BLOCKED_AREAS)
{
CONSOLE_ECHO( "Overflow computing approach areas for area #%d.\n", m_id );
return;
}
// if the area to be blocked is actually farArea, block the one just prior
// (blocking farArea will cause all subsequent pathfinds to fail)
int block = (path[i] == farArea) ? i-1 : i;
BlockedID[ BlockedIDCount++ ] = path[ block ]->GetID();
if (block == 0)
break;
// store new approach area if not already in set
int a;
for( a=0; a<m_approachCount; ++a )
if (m_approach[a].here.area == path[block-1])
break;
if (a == m_approachCount)
{
m_approach[ m_approachCount ].prev.area = (block >= 2) ? path[block-2] : NULL;
m_approach[ m_approachCount ].here.area = path[block-1];
m_approach[ m_approachCount ].prevToHereHow = path[block-1]->GetParentHow();
m_approach[ m_approachCount ].next.area = path[block];
m_approach[ m_approachCount ].hereToNextHow = path[block]->GetParentHow();
++m_approachCount;
}
// we are done with this path
break;
}
// find another path to 'farArea'
ApproachAreaCost cost;
if (NavAreaBuildPath( this, farArea, NULL, cost ) == false)
{
// can't find a path to 'farArea' means all exits have been already tested and blocked
break;
}
}
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* The singleton for accessing the grid
*/
CNavAreaGrid TheNavAreaGrid;
CNavAreaGrid::CNavAreaGrid( void ) : m_cellSize( 300.0f )
{
m_grid = NULL;
Reset();
}
CNavAreaGrid::~CNavAreaGrid()
{
delete [] m_grid;
m_grid = NULL;
}
/**
* Clear the grid
*/
void CNavAreaGrid::Reset( void )
{
if (m_grid)
delete [] m_grid;
m_grid = NULL;
m_gridSizeX = 0;
m_gridSizeY = 0;
// clear the hash table
for( int i=0; i<HASH_TABLE_SIZE; ++i )
m_hashTable[i] = NULL;
m_areaCount = 0;
EditNavAreasReset(); // reset static vars
}
/**
* Allocate the grid and define its extents
*/
void CNavAreaGrid::Initialize( float minX, float maxX, float minY, float maxY )
{
if (m_grid)
Reset();
m_minX = minX;
m_minY = minY;
m_gridSizeX = ((maxX - minX) / m_cellSize) + 1;
m_gridSizeY = ((maxY - minY) / m_cellSize) + 1;
m_grid = new NavAreaList[ m_gridSizeX * m_gridSizeY ];
}
/**
* Add an area to the grid
*/
void CNavAreaGrid::AddNavArea( CNavArea *area )
{
// add to grid
const Extent *extent = area->GetExtent();
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 )
m_grid[ x + y*m_gridSizeX ].push_back( const_cast<CNavArea *>( area ) );
// add to hash table
int key = ComputeHashKey( area->GetID() );
if (m_hashTable[key])
{
// add to head of list in this slot
area->m_prevHash = NULL;
area->m_nextHash = m_hashTable[key];
m_hashTable[key]->m_prevHash = area;
m_hashTable[key] = area;
}
else
{
// first entry in this slot
m_hashTable[key] = area;
area->m_nextHash = NULL;
area->m_prevHash = NULL;
}
++m_areaCount;
}
/**
* Remove an area from the grid
*/
void CNavAreaGrid::RemoveNavArea( CNavArea *area )
{
// add to grid
const Extent *extent = area->GetExtent();
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 )
m_grid[ x + y*m_gridSizeX ].remove( area );
// remove from hash table
int key = ComputeHashKey( area->GetID() );
if (area->m_prevHash)
{
area->m_prevHash->m_nextHash = area->m_nextHash;
}
else
{
// area was at start of list
m_hashTable[key] = area->m_nextHash;
if (m_hashTable[key])
m_hashTable[key]->m_prevHash = NULL;
}
if (area->m_nextHash)
{
area->m_nextHash->m_prevHash = area->m_prevHash;
}
--m_areaCount;
}
/**
* Given a position, return the nav area that IsOverlapping and is *immediately* beneath it
*/
CNavArea *CNavAreaGrid::GetNavArea( const Vector *pos, float beneathLimit ) const
{
if (m_grid == NULL)
return NULL;
// get list in cell that contains position
int x = WorldToGridX( pos->x );
int y = WorldToGridY( pos->y );
NavAreaList *list = &m_grid[ x + y*m_gridSizeX ];
// search cell list to find correct area
CNavArea *use = NULL;
float useZ = -99999999.9f;
Vector testPos = *pos + Vector( 0, 0, 5 );
for( NavAreaList::iterator iter = list->begin(); iter != list->end(); ++iter )
{
CNavArea *area = *iter;
// check if position is within 2D boundaries of this area
if (area->IsOverlapping( &testPos ))
{
// project position onto area to get Z
float z = area->GetZ( &testPos );
// if area is above us, skip it
if (z > testPos.z)
continue;
// if area is too far below us, skip it
if (z < pos->z - beneathLimit)
continue;
// if area is higher than the one we have, use this instead
if (z > useZ)
{
use = area;
useZ = z;
}
}
}
return use;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Given a position in the world, return the nav area that is closest
* and at the same height, or beneath it.
* Used to find initial area if we start off of the mesh.
*/
CNavArea *CNavAreaGrid::GetNearestNavArea( const Vector *pos, bool anyZ ) const
{
if (m_grid == NULL)
return NULL;
CNavArea *close = NULL;
float closeDistSq = 99999999.9f;
// quick check
close = GetNavArea( pos );
if (close)
return close;
// ensure source position is well behaved
Vector source;
source.x = pos->x;
source.y = pos->y;
if (GetGroundHeight( pos, &source.z ) == false)
return NULL;
source.z += HalfHumanHeight;
/// @todo Step incrementally using grid for speed
// find closest nav area
for( NavAreaList::iterator iter = TheNavAreaList.begin(); iter != TheNavAreaList.end(); ++iter )
{
CNavArea *area = *iter;
Vector areaPos;
area->GetClosestPointOnArea( &source, &areaPos );
float distSq = (areaPos - source).LengthSquared();
// keep the closest area
if (distSq < closeDistSq)
{
// check LOS to area
if (!anyZ)
{
TraceResult result;
UTIL_TraceLine( source, areaPos + Vector( 0, 0, HalfHumanHeight ), ignore_monsters, ignore_glass, NULL, &result );
if (result.flFraction != 1.0f)
continue;
}
closeDistSq = distSq;
close = area;
}
}
return close;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Given an ID, return the associated area
*/
CNavArea *CNavAreaGrid::GetNavAreaByID( unsigned int id ) const
{
if (id == 0)
return NULL;
int key = ComputeHashKey( id );
for( CNavArea *area = m_hashTable[key]; area; area = area->m_nextHash )
if (area->GetID() == id)
return area;
return NULL;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return radio chatter place for given coordinate
*/
unsigned int CNavAreaGrid::GetPlace( const Vector *pos ) const
{
CNavArea *area = GetNearestNavArea( pos, true );
if (area)
return area->GetPlace();
return UNDEFINED_PLACE;
}