#include "bot/bot_common.h" #include #include #include #ifdef _WIN32 #include #else #include #endif // _WIN32 enum { MAX_BLOCKED_AREAS = 256 }; /* * Globals initialization */ unsigned int CNavArea::m_nextID = 1; unsigned int CNavArea::m_masterMarker = 1; unsigned int HidingSpot::m_nextID = 1; unsigned int HidingSpot::m_masterMarker = 0; NavLadderList TheNavLadderList; HidingSpotList TheHidingSpotList; NavAreaList TheNavAreaList; // The singleton for accessing the grid CNavAreaGrid TheNavAreaGrid; CNavArea *CNavArea::m_openList = NULL; bool CNavArea::m_isReset = false; float lastDrawTimestamp = 0.0f; CNavArea *markedArea = NULL; CNavArea *lastSelectedArea = NULL; NavCornerType markedCorner = NUM_CORNERS; bool isCreatingNavArea = false; bool isAnchored = false; Vector anchor; bool isPlaceMode = false; bool isPlacePainting = false; float editTimestamp = 0.0f; unsigned int BlockedID[ MAX_BLOCKED_AREAS ]; int BlockedIDCount = 0; void DestroyHidingSpots() { // remove all hiding spot references from the nav areas FOR_EACH_LL (TheNavAreaList, it) { CNavArea *area = TheNavAreaList[it]; area->m_hidingSpotList.RemoveAll (); } HidingSpot::m_nextID = 0; // free all the HidingSpots FOR_EACH_LL (TheHidingSpotList, it) { delete TheHidingSpotList[it]; } TheHidingSpotList.RemoveAll (); } // For use when loading from a file HidingSpot::HidingSpot() { m_pos = Vector(0, 0, 0); m_id = 0; m_flags = 0; TheHidingSpotList.AddToTail(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.AddToTail(this); } void HidingSpot::Save(int fd, unsigned int version) const { Q_write(fd, &m_id, sizeof(unsigned int)); Q_write(fd, &m_pos, 3 * sizeof(float)); Q_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_EACH_LL (TheHidingSpotList, it) { HidingSpot *spot = TheHidingSpotList[it]; if (spot->GetID() == id) return spot; } return NULL; } // To keep constructors consistent void CNavArea::Initialize() { 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() { 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; } // Constructor used during generation phase 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; } CNavArea::CNavArea(CNavNode *nwNode, class CNavNode *neNode, class CNavNode *seNode, class 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 FOR_EACH_LL (TheNavAreaList, it) { CNavArea *area = TheNavAreaList[it]; if (area == this) continue; area->OnDestroyNotify(this); } // unhook from ladders for (int i = 0; i < NUM_LADDER_DIRECTIONS; ++i) { FOR_EACH_LL (m_ladder[i], it) { CNavLadder *ladder = m_ladder[i][it]; 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].FindAndRemove(con); m_overlapList.FindAndRemove(dead); } // Connect this area to given area in given direction void CNavArea::ConnectTo(CNavArea *area, NavDirType dir) { // check if already connected FOR_EACH_LL (m_connect[dir], it) { if (m_connect[dir][it].area == area) return; } NavConnect con; con.area = area; m_connect[dir].AddToTail(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; dirGetPosition(); 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.FindAndRemove(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 int dir; for (dir = 0; dirm_connect[dir], it) { NavConnect connect = adjArea->m_connect[dir][it]; 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].FindAndRemove(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_EACH_LL (TheNavAreaList, it) { CNavArea *area = TheNavAreaList[it]; 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_EACH_LL (area->m_connect[dir], it) { NavConnect connect = area->m_connect[dir][it]; if (connect.area == adjArea) { connected = true; break; } } if (connected) { // remove all references to adjArea NavConnect connect; connect.area = adjArea; area->m_connect[dir].FindAndRemove(connect); // remove all references to the new area connect.area = this; area->m_connect[dir].FindAndRemove(connect); // add a single connection to the new area connect.area = this; area->m_connect[dir].AddToTail(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.FindAndRemove(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; if (dir == NUM_DIRECTIONS) { // search all directions for (int d = 0; d < NUM_DIRECTIONS; ++d) { FOR_EACH_LL (m_connect[d], it) { if (area == m_connect[d][it].area) return true; } } // check ladder connections FOR_EACH_LL (m_ladder[LADDER_UP], it) { CNavLadder *ladder = m_ladder[LADDER_UP][it]; if (ladder->m_topBehindArea == area || ladder->m_topForwardArea == area || ladder->m_topLeftArea == area || ladder->m_topRightArea == area) return true; } FOR_EACH_LL (m_ladder[LADDER_DOWN], it) { CNavLadder *ladder = m_ladder[LADDER_DOWN][it]; if (ladder->m_bottomArea == area) return true; } } else { // check specific direction FOR_EACH_LL (m_connect[dir], it) { if (area == m_connect[dir][it].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.AddToTail(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 = Q_max(m_extent.lo.y, other->m_extent.lo.y); float bottom = Q_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 = Q_max(m_extent.lo.y, other->m_extent.lo.y); float bottom = Q_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 = Q_max(m_extent.lo.x, other->m_extent.lo.x); float right = Q_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 = Q_max(m_extent.lo.x, other->m_extent.lo.x); float right = Q_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.AddToTail(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.FindAndRemove(adj); delete adj; return true; } // Destroy ladder representations void DestroyLadders() { TheNavLadderList.PurgeAndDeleteElements (); } // Free navigation map data void DestroyNavigationMap() { CNavArea::m_isReset = true; // remove each element of the list and delete them TheNavAreaList.PurgeAndDeleteElements (); 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() { FOR_EACH_LL (TheNavAreaList, it) { CNavArea *area = TheNavAreaList[it]; area->Strip(); } } // Remove "analyzed" data from nav area void CNavArea::Strip() { m_approachCount = 0; m_spotEncounterList.PurgeAndDeleteElements(); // 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 != NULL) { 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() { CONSOLE_ECHO(" Connecting navigation areas...\n"); FOR_EACH_LL (TheNavAreaList, it) { CNavArea *area = TheNavAreaList[it]; // 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() { CONSOLE_ECHO(" Merging navigation areas...\n"); bool merged; do { merged = false; FOR_EACH_LL (TheNavAreaList, it) { CNavArea *area = TheNavAreaList[it]; // north edge FOR_EACH_LL (area->m_connect[NORTH], it) { CNavArea *adjArea = area->m_connect[NORTH][it].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_EACH_LL (area->m_connect[SOUTH], it) { CNavArea *adjArea = area->m_connect[SOUTH][it].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_EACH_LL (area->m_connect[WEST], it) { CNavArea *adjArea = area->m_connect[WEST][it].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_EACH_LL (area->m_connect[EAST], it) { CNavArea *adjArea = area->m_connect[EAST][it].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 class 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); } } 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() { int it = TheNavAreaList.Head (); while (it != TheNavAreaList.InvalidIndex ()) { CNavArea *area = TheNavAreaList[it]; // move the iterator in case the current area is split and deleted it = TheNavAreaList.Next (it); 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. (%p)(%p)(%p)(%p)\n", nwNode, neNode, seNode, swNode); return -1; } CNavArea *area = new CNavArea(nwNode, neNode, seNode, swNode); TheNavAreaList.AddToTail(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() { // 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; // Find naviagtion area at bottom of ladder // get approximate postion of player on ladder Vector center = ladder->m_bottom + Vector(0, 0, GenerationStepSize); AddDirectionVector(¢er, ladder->m_dir, HalfHumanWidth); ladder->m_bottomArea = TheNavAreaGrid.GetNearestNavArea(¢er, 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(¢er, ladder->m_dir, HalfHumanWidth); // find "ahead" area ladder->m_topForwardArea = FindFirstAreaInDirection(¢er, 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(¢er, 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(¢er, 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(¢er, 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.AddToTail(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() { FOR_EACH_LL (TheNavAreaList, it) { CNavArea *area = TheNavAreaList[it]; 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() { // 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 != NULL; 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 FOR_EACH_LL (TheNavAreaList, it) { CNavArea *area = TheNavAreaList[it]; 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_EACH_LL (TheNavAreaList, it) { TheNavAreaGrid.AddNavArea (TheNavAreaList[it]); } 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_EACH_LL (TheNavAreaList, it) { CNavArea *area = TheNavAreaList[it]; // 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 ].Count(); int which = RANDOM_LONG(0, count - 1); int i = 0; FOR_EACH_LL (m_connect[dir], it) { if (i == which) return m_connect[dir][it].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 = Q_max(m_extent.lo.x, to->m_extent.lo.x); float right = Q_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 = Q_max(m_extent.lo.y, to->m_extent.lo.y); float bottom = Q_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 = Q_max(m_extent.lo.x, to->m_extent.lo.x); float right = Q_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 = Q_max(m_extent.lo.y, to->m_extent.lo.y); float bottom = Q_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_EACH_LL (m_connect[dir], it) { const NavConnect connect = m_connect[dir][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() { // 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() { // 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() { 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() { 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_EACH_LL (m_hidingSpotList, it) { const HidingSpot *spot = m_hidingSpotList[it]; 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() { struct { float lo, hi; } extent; m_hidingSpotList.PurgeAndDeleteElements (); // "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_EACH_LL (m_connect[d], it) { NavConnect connect = m_connect[d][it]; // 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(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.AddToTail(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.AddToTail(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.AddToTail(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.AddToTail(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) { // assume we are crouching Vector eye = *spot->GetPosition() + Vector(0, 0, HalfHumanHeight); Vector walkable; TraceResult result; Extent sniperExtent; float farthestRangeSq = 0.0f; const float minSniperRangeSq = 1000.0f * 1000.0f; bool found = false; sniperExtent.lo = Vector (0.0f, 0.0f, 0.0f); sniperExtent.hi = Vector (0.0f, 0.0f, 0.0f); FOR_EACH_LL (TheNavAreaList, it) { CNavArea *area = TheNavAreaList[it]; 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() { if (cv_bot_quicksave.value > 0.0f) return; FOR_EACH_LL (m_hidingSpotList, it) { HidingSpot *spot = m_hidingSpotList[it]; 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_EACH_LL (m_spotEncounterList, it) { e = m_spotEncounterList[it]; 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 class CNavArea *from, NavDirType fromDir, const CNavArea *to, NavDirType toDir) { SpotEncounter *e = new SpotEncounter; e->from.area = const_cast(from); e->fromDir = fromDir; e->to.area = const_cast(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_EACH_LL (TheHidingSpotList, it) { spot = TheHidingSpotList[it]; // 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.AddToTail(spotOrder); } } // mark spot as encountered spot->Mark(); } } // add encounter to list m_spotEncounterList.AddToTail(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() { m_spotEncounterList.RemoveAll(); if (cv_bot_quicksave.value > 0.0f) return; // for each adjacent area for (int fromDir = 0; fromDir < NUM_DIRECTIONS; ++fromDir) { FOR_EACH_LL (m_connect[fromDir], it) { NavConnect *fromCon = &(m_connect[fromDir][it]); // compute encounter data for path to each adjacent area for (int toDir = 0; toDir < NUM_DIRECTIONS; ++toDir) { FOR_EACH_LL (m_connect[toDir], ot) { NavConnect *toCon = &(m_connect[toDir][ot]); 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() { // 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, class 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() { FOR_EACH_LL (TheNavAreaList, it) { CNavArea *area = TheNavAreaList[it]; Vector center = *area->GetCenter(); Vector top; center.z = area->GetZ(¢er); 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; // is there a player in this spot float range; CBasePlayer *player = UTIL_GetClosestPlayer(pos, &range); if (player != me) { if (player && 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_EACH_LL ((*list), it) { const HidingSpot *spot = (*list)[it]; 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 ]; } // 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(UTIL_PlayerByIndex(p)); if (!IsEntityValid(player)) continue; if (player == ignore) continue; if (!player->IsAlive()) continue; // if (ignoreTeam && player->m_iTeam == ignoreTeam) // continue; 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)) { 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 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 ]; } // 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(UTIL_PlayerByIndex(i)); if (player == ignore) continue; if (!IsEntityValid(player)) continue; if (!player->IsPlayer()) continue; if (!player->IsAlive()) continue; // if (teamID == UNASSIGNED || player->m_iTeam == teamID) if (Contains(&player->pev->origin)) ++count; } return count; } CNavArea *GetMarkedArea() { return markedArea; } void EditNavAreasReset() { markedArea = NULL; lastSelectedArea = NULL; isCreatingNavArea = false; isPlacePainting = false; editTimestamp = 0.0f; lastDrawTimestamp = 0.0f; } void DrawHidingSpots(const class CNavArea *area) { const HidingSpotList *list = area->GetHidingSpotList(); FOR_EACH_LL ((*list), it) { const HidingSpot *spot = (*list)[it]; 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() { CBasePlayer *player = UTIL_GetLocalPlayer(); if (player == NULL) return; CCSBotManager *ctrl = TheCSBots(); 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 = TheCSBots(); 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 = TheCSBots(); 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; int beamTime = 1; if (doDraw) { // show ladder connections FOR_EACH_LL (TheNavLadderList, it) { CNavLadder *ladder = TheNavLadderList[it]; 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); // eye position Vector from = player->pev->origin + player->pev->view_ofs; 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 != NULL) { // 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 != NULL) Q_strcpy(locName, name); else Q_strcpy(locName, "ERROR"); } else { locName[0] = '\0'; } if (isPlaceMode) { attrib[0] = '\0'; } else { Q_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 " : ""); } Q_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.FindAndRemove(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]; Q_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_EACH_LL (TheNavAreaList, it) { CNavArea *area = TheNavAreaList[it]; 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_EACH_LL (TheNavAreaList, it) { CNavArea *area = TheNavAreaList[it]; if (area->GetPlace() == 0) { ++totalUnnamedAreas; } } char buffer[80]; Q_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.AddToTail(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; } 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 (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; continue; } } if (!result.fStartSolid) { 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; 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 != NULL) { *normal = result.vecPlaneNormal; } return true; } // 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; } // first area in path, no cost if (fromArea == NULL) 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; } } }; // 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 () { 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]; ApproachAreaCost cost; enum SearchType { FROM_EYE, // start search from our eyepoint outward to farArea TO_EYE, // start search from farArea beack towards our eye SEARCH_FINISHED }; // // In order to *completely* enumerate all of the approach areas, we // need to search from our eyepoint outward, as well as from outwards // towards our eyepoint // for (int searchType = FROM_EYE; searchType != SEARCH_FINISHED; ++searchType) { // // 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 // int it; for (it = TheNavAreaList.Head (); it != TheNavAreaList.InvalidIndex (); it = TheNavAreaList.Next (it)) { CNavArea *farArea = TheNavAreaList[it]; BlockedIDCount = 0; // skip the small areas const float minSize = 200.0f; // 150 const Extent &extent = *farArea->GetExtent (); if (extent.SizeX () < minSize || extent.SizeY () < minSize) { continue; } // if we can see 'farArea', try again - the whole point is to go "around the bend", so to speak if (farArea->IsVisible (eye)) { 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) { CNavArea *from, *to; if (searchType == FROM_EYE) { // find another path *to* 'farArea' // we must pathfind from us in order to pick up one-way paths OUT OF our area from = this; to = farArea; } else // TO_EYE { // find another path *from* 'farArea' // we must pathfind to us in order to pick up one-way paths INTO our area from = farArea; to = this; } // build the actual path if (NavAreaBuildPath (from, to, NULL, cost) == false) { break; } // find number of areas on path int count = 0; CNavArea *area; for (area = to; area; area = area->GetParent ()) { ++count; } if (count > MAX_PATH_LENGTH) { count = MAX_PATH_LENGTH; } // if the path is only two areas long, there can be no approach points if (count <= 2) { break; } // build path starting from eye int i = 0; if (searchType == FROM_EYE) { for (area = to; i < count && area; area = area->GetParent ()) { path[count - i - 1] = area; ++i; } } else // TO_EYE { for (area = to; i < count && 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 (path[i]->IsVisible (eye)) { 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; // dont block the start area, or all subsequence pathfinds will fail if (block == 0) { continue; } BlockedID[BlockedIDCount++] = path[block]->GetID (); // 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; } } } } } CNavAreaGrid::CNavAreaGrid() : m_cellSize(300.0f) { m_grid = NULL; Reset(); } CNavAreaGrid::~CNavAreaGrid() { delete[] m_grid; m_grid = NULL; } // Clear the grid void CNavAreaGrid::Reset() { 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; // reset static vars EditNavAreasReset(); } // 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 = (int)((maxX - minX) / m_cellSize + 1); m_gridSizeY = (int)((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 ].AddToTail(const_cast(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].FindAndRemove(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_EACH_LL (TheNavAreaList, it) { CNavArea *area = TheNavAreaList[it]; // 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 = 100000000.0f; // 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_EACH_LL (TheNavAreaList, it) { CNavArea *area = TheNavAreaList[it]; 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 Place CNavAreaGrid::GetPlace(const Vector *pos) const { CNavArea *area = GetNearestNavArea(pos, true); if (area != NULL) { return area->GetPlace(); } return UNDEFINED_PLACE; } inline bool CNavArea::IsVisible (const Vector &eye, Vector *visSpot) const { TraceResult result; const float offset = 0.75f * HumanHeight; // check center first UTIL_TraceLine (eye, *GetCenter () + Vector (0, 0, offset), ignore_monsters, NULL, &result); if (result.flFraction == 1.0f) { // we can see this area if (visSpot) { *visSpot = *GetCenter (); } return true; } for (int c = 0; c