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409 lines
8.3 KiB
409 lines
8.3 KiB
8 years ago
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/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#ifndef NAV_H
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#define NAV_H
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#ifdef _WIN32
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#pragma once
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#endif
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// STL uses exceptions, but we are not compiling with them - ignore warning
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#pragma warning(disable : 4530)
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// to help identify nav files
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#define NAV_MAGIC_NUMBER 0xFEEDFACE
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// A place is a named group of navigation areas
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typedef unsigned int Place;
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// ie: "no place"
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#define UNDEFINED_PLACE 0
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#define ANY_PLACE 0xFFFF
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#define WALK_THRU_DOORS 0x01
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#define WALK_THRU_BREAKABLES 0x02
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#define WALK_THRU_EVERYTHING (WALK_THRU_DOORS | WALK_THRU_BREAKABLES)
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enum NavErrorType
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{
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NAV_OK,
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NAV_CANT_ACCESS_FILE,
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NAV_INVALID_FILE,
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NAV_BAD_FILE_VERSION,
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NAV_CORRUPT_DATA,
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};
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enum NavAttributeType
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{
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NAV_CROUCH = 0x01, // must crouch to use this node/area
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NAV_JUMP = 0x02, // must jump to traverse this area
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NAV_PRECISE = 0x04, // do not adjust for obstacles, just move along area
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NAV_NO_JUMP = 0x08, // inhibit discontinuity jumping
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};
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enum NavDirType
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{
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NORTH = 0,
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EAST,
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SOUTH,
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WEST,
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NUM_DIRECTIONS
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};
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// Defines possible ways to move from one area to another
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enum NavTraverseType
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{
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// NOTE: First 4 directions MUST match NavDirType
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GO_NORTH = 0,
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GO_EAST,
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GO_SOUTH,
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GO_WEST,
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GO_LADDER_UP,
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GO_LADDER_DOWN,
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GO_JUMP,
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NUM_TRAVERSE_TYPES
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};
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enum NavCornerType
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{
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NORTH_WEST = 0,
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NORTH_EAST,
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SOUTH_EAST,
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SOUTH_WEST,
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NUM_CORNERS
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};
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enum NavRelativeDirType
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{
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FORWARD = 0,
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RIGHT,
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BACKWARD,
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LEFT,
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UP,
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DOWN,
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NUM_RELATIVE_DIRECTIONS
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};
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const float GenerationStepSize = 25.0f; // (30) was 20, but bots can't fit always fit
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const float StepHeight = 18.0f; // if delta Z is greater than this, we have to jump to get up
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const float JumpHeight = 41.8f; // if delta Z is less than this, we can jump up on it
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const float JumpCrouchHeight = 58.0f; // (48) if delta Z is less than or equal to this, we can jumpcrouch up on it
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// Strictly speaking, you CAN get up a slope of 1.643 (about 59 degrees), but you move very, very slowly
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// This slope will represent the slope you can navigate without much slowdown
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// rise/run - if greater than this, we can't move up it (de_survivor canyon ramps)
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const float MaxSlope = 1.4f;
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// instead of MaxSlope, we are using the following max Z component of a unit normal
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const float MaxUnitZSlope = 0.7f;
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const float BotRadius = 10.0f; // circular extent that contains bot
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const float DeathDrop = 200.0f; // (300) distance at which we will die if we fall - should be about 600, and pay attention to fall damage during pathfind
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const float HalfHumanWidth = 16.0f;
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const float HalfHumanHeight = 36.0f;
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const float HumanHeight = 72.0f;
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struct Extent
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{
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Vector lo;
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Vector hi;
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float SizeX() const { return hi.x - lo.x; }
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float SizeY() const { return hi.y - lo.y;}
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float SizeZ() const { return hi.z - lo.z; }
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float Area() const { return SizeX() * SizeY(); }
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// return true if 'pos' is inside of this extent
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bool Contains(const Vector *pos) const
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{
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return (pos->x >= lo.x && pos->x <= hi.x &&
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pos->y >= lo.y && pos->y <= hi.y &&
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pos->z >= lo.z && pos->z <= hi.z);
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}
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};
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struct Ray
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{
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Vector from;
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Vector to;
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};
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inline NavDirType OppositeDirection(NavDirType dir)
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{
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switch (dir)
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{
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case NORTH:
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return SOUTH;
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case EAST:
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return WEST;
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case SOUTH:
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return NORTH;
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case WEST:
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return EAST;
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}
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return NORTH;
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}
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inline NavDirType DirectionLeft(NavDirType dir)
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{
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switch (dir)
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{
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case NORTH:
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return WEST;
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case SOUTH:
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return EAST;
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case EAST:
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return NORTH;
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case WEST:
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return SOUTH;
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}
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return NORTH;
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}
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inline NavDirType DirectionRight(NavDirType dir)
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{
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switch (dir)
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{
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case NORTH:
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return EAST;
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case SOUTH:
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return WEST;
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case EAST:
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return SOUTH;
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case WEST:
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return NORTH;
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}
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return NORTH;
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}
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inline void AddDirectionVector(Vector *v, NavDirType dir, float amount)
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{
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switch (dir)
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{
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case NORTH:
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v->y -= amount;
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return;
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case SOUTH:
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v->y += amount;
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return;
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case EAST:
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v->x += amount;
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return;
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case WEST:
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v->x -= amount;
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return;
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}
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}
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inline float DirectionToAngle(NavDirType dir)
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{
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switch (dir)
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{
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case NORTH:
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return 270.0f;
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case EAST:
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return 0.0f;
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case SOUTH:
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return 90.0f;
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case WEST:
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return 180.0f;
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}
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return 0.0f;
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}
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inline NavDirType AngleToDirection(float angle)
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{
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while (angle < 0.0f)
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angle += 360.0f;
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while (angle > 360.0f)
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angle -= 360.0f;
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if (angle < 45 || angle > 315)
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return EAST;
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if (angle >= 45 && angle < 135)
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return SOUTH;
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if (angle >= 135 && angle < 225)
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return WEST;
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return NORTH;
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}
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inline void DirectionToVector2D(NavDirType dir, Vector2D *v)
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{
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switch (dir)
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{
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case NORTH:
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v->x = 0.0f;
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v->y = -1.0f;
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break;
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case SOUTH:
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v->x = 0.0f;
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v->y = 1.0f;
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break;
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case EAST:
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v->x = 1.0f;
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v->y = 0.0f;
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break;
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case WEST:
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v->x = -1.0f;
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v->y = 0.0f;
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break;
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}
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}
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inline void SnapToGrid(Vector *pos)
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{
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int cx = pos->x / GenerationStepSize;
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int cy = pos->y / GenerationStepSize;
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pos->x = cx * GenerationStepSize;
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pos->y = cy * GenerationStepSize;
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}
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inline void SnapToGrid(float *value)
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{
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int c = *value / GenerationStepSize;
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*value = c * GenerationStepSize;
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}
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// custom
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inline float SnapToGrid(float value)
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{
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int c = value / GenerationStepSize;
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return c * GenerationStepSize;
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}
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inline float NormalizeAngle(float angle)
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{
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while (angle < -180.0f)
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angle += 360.0f;
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while (angle > 180.0f)
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angle -= 360.0f;
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return angle;
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}
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inline float NormalizeAnglePositive(float angle)
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{
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while (angle < 0.0f)
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angle += 360.0f;
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while (angle >= 360.0f)
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angle -= 360.0f;
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return angle;
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}
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inline float AngleDifference(float a, float b)
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{
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float angleDiff = a - b;
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while (angleDiff > 180.0f)
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angleDiff -= 360.0f;
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while (angleDiff < -180.0f)
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angleDiff += 360.0f;
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return angleDiff;
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}
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inline bool AnglesAreEqual(float a, float b, float tolerance = 5.0f)
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{
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if (abs(int64(AngleDifference(a, b))) < tolerance)
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return true;
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return false;
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}
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inline bool VectorsAreEqual(const Vector *a, const Vector *b, float tolerance = 0.1f)
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{
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if (abs(a->x - b->x) < tolerance &&
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abs(a->y - b->y) < tolerance &&
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abs(a->z - b->z) < tolerance)
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return true;
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return false;
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}
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inline bool IsEntityWalkable(entvars_t *entity, unsigned int flags)
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{
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// if we hit a door, assume its walkable because it will open when we touch it
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if (FClassnameIs(entity, "func_door") || FClassnameIs(entity, "func_door_rotating"))
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return (flags & WALK_THRU_DOORS) ? true : false;
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// if we hit a breakable object, assume its walkable because we will shoot it when we touch it
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if (FClassnameIs(entity, "func_breakable") && entity->takedamage == DAMAGE_YES)
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return (flags & WALK_THRU_BREAKABLES) ? true : false;
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return false;
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}
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// Check LOS, ignoring any entities that we can walk through
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inline bool IsWalkableTraceLineClear(Vector &from, Vector &to, unsigned int flags = 0)
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{
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TraceResult result;
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edict_t *ignore = NULL;
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Vector useFrom = from;
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while (true)
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{
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UTIL_TraceLine(useFrom, to, ignore_monsters, ignore, &result);
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if (result.flFraction != 1.0f && IsEntityWalkable(VARS(result.pHit), flags))
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{
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ignore = result.pHit;
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Vector dir = to - from;
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dir.NormalizeInPlace();
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useFrom = result.vecEndPos + 5.0f * dir;
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}
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else
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break;
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}
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if (result.flFraction == 1.0f)
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return true;
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return false;
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}
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#endif // NAV_H
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