You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
3641 lines
104 KiB
3641 lines
104 KiB
/*** |
|
* |
|
* Copyright (c) 1996-2002, Valve LLC. All rights reserved. |
|
* |
|
* This product contains software technology licensed from Id |
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
|
* All Rights Reserved. |
|
* |
|
* This source code contains proprietary and confidential information of |
|
* Valve LLC and its suppliers. Access to this code is restricted to |
|
* persons who have executed a written SDK license with Valve. Any access, |
|
* use or distribution of this code by or to any unlicensed person is illegal. |
|
* |
|
****/ |
|
//========================================================= |
|
// nodes.cpp - AI node tree stuff. |
|
//========================================================= |
|
|
|
#include "extdll.h" |
|
#include "util.h" |
|
#include "cbase.h" |
|
#include "monsters.h" |
|
#include "nodes.h" |
|
#include "animation.h" |
|
#include "doors.h" |
|
|
|
#define HULL_STEP_SIZE 16// how far the test hull moves on each step |
|
#define NODE_HEIGHT 8 // how high to lift nodes off the ground after we drop them all (make stair/ramp mapping easier) |
|
|
|
// to help eliminate node clutter by level designers, this is used to cap how many other nodes |
|
// any given node is allowed to 'see' in the first stage of graph creation "LinkVisibleNodes()". |
|
#define MAX_NODE_INITIAL_LINKS 128 |
|
#define MAX_NODES 1024 |
|
|
|
extern DLL_GLOBAL edict_t *g_pBodyQueueHead; |
|
|
|
Vector VecBModelOrigin( entvars_t* pevBModel ); |
|
|
|
CGraph WorldGraph; |
|
|
|
LINK_ENTITY_TO_CLASS( info_node, CNodeEnt ); |
|
LINK_ENTITY_TO_CLASS( info_node_air, CNodeEnt ); |
|
#ifdef __linux__ |
|
#include <unistd.h> |
|
#include <sys/stat.h> |
|
#define CreateDirectory(p, n) mkdir(p, 0777) |
|
#endif |
|
//========================================================= |
|
// CGraph - InitGraph - prepares the graph for use. Frees any |
|
// memory currently in use by the world graph, NULLs |
|
// all pointers, and zeros the node count. |
|
//========================================================= |
|
void CGraph :: InitGraph( void) |
|
{ |
|
|
|
// Make the graph unavailable |
|
// |
|
m_fGraphPresent = FALSE; |
|
m_fGraphPointersSet = FALSE; |
|
m_fRoutingComplete = FALSE; |
|
|
|
// Free the link pool |
|
// |
|
if ( m_pLinkPool ) |
|
{ |
|
free ( m_pLinkPool ); |
|
m_pLinkPool = NULL; |
|
} |
|
|
|
// Free the node info |
|
// |
|
if ( m_pNodes ) |
|
{ |
|
free ( m_pNodes ); |
|
m_pNodes = NULL; |
|
} |
|
|
|
if ( m_di ) |
|
{ |
|
free ( m_di ); |
|
m_di = NULL; |
|
} |
|
|
|
// Free the routing info. |
|
// |
|
if ( m_pRouteInfo ) |
|
{ |
|
free ( m_pRouteInfo ); |
|
m_pRouteInfo = NULL; |
|
} |
|
|
|
if (m_pHashLinks) |
|
{ |
|
free(m_pHashLinks); |
|
m_pHashLinks = NULL; |
|
} |
|
|
|
// Zero node and link counts |
|
// |
|
m_cNodes = 0; |
|
m_cLinks = 0; |
|
m_nRouteInfo = 0; |
|
|
|
m_iLastActiveIdleSearch = 0; |
|
m_iLastCoverSearch = 0; |
|
} |
|
|
|
//========================================================= |
|
// CGraph - AllocNodes - temporary function that mallocs a |
|
// reasonable number of nodes so we can build the path which |
|
// will be saved to disk. |
|
//========================================================= |
|
int CGraph :: AllocNodes ( void ) |
|
{ |
|
// malloc all of the nodes |
|
WorldGraph.m_pNodes = (CNode *)calloc ( sizeof ( CNode ), MAX_NODES ); |
|
|
|
// could not malloc space for all the nodes! |
|
if ( !WorldGraph.m_pNodes ) |
|
{ |
|
ALERT ( at_aiconsole, "**ERROR**\nCouldn't malloc %d nodes!\n", WorldGraph.m_cNodes ); |
|
return FALSE; |
|
} |
|
|
|
return TRUE; |
|
} |
|
|
|
//========================================================= |
|
// CGraph - LinkEntForLink - sometimes the ent that blocks |
|
// a path is a usable door, in which case the monster just |
|
// needs to face the door and fire it. In other cases, the |
|
// monster needs to operate a button or lever to get the |
|
// door to open. This function will return a pointer to the |
|
// button if the monster needs to hit a button to open the |
|
// door, or returns a pointer to the door if the monster |
|
// need only use the door. |
|
// |
|
// pNode is the node the monster will be standing on when it |
|
// will need to stop and trigger the ent. |
|
//========================================================= |
|
entvars_t* CGraph :: LinkEntForLink ( CLink *pLink, CNode *pNode ) |
|
{ |
|
edict_t *pentSearch; |
|
edict_t *pentTrigger; |
|
entvars_t *pevTrigger; |
|
entvars_t *pevLinkEnt; |
|
TraceResult tr; |
|
|
|
pevLinkEnt = pLink->m_pLinkEnt; |
|
if ( !pevLinkEnt ) |
|
return NULL; |
|
|
|
pentSearch = NULL;// start search at the top of the ent list. |
|
|
|
if ( FClassnameIs ( pevLinkEnt, "func_door" ) || FClassnameIs ( pevLinkEnt, "func_door_rotating" ) ) |
|
{ |
|
|
|
///!!!UNDONE - check for TOGGLE or STAY open doors here. If a door is in the way, and is |
|
// TOGGLE or STAY OPEN, even monsters that can't open doors can go that way. |
|
|
|
if ( ( pevLinkEnt->spawnflags & SF_DOOR_USE_ONLY ) ) |
|
{// door is use only, so the door is all the monster has to worry about |
|
return pevLinkEnt; |
|
} |
|
|
|
while ( 1 ) |
|
{ |
|
pentTrigger = FIND_ENTITY_BY_TARGET ( pentSearch, STRING( pevLinkEnt->targetname ) );// find the button or trigger |
|
|
|
if ( FNullEnt( pentTrigger ) ) |
|
{// no trigger found |
|
|
|
// right now this is a problem among auto-open doors, or any door that opens through the use |
|
// of a trigger brush. Trigger brushes have no models, and don't show up in searches. Just allow |
|
// monsters to open these sorts of doors for now. |
|
return pevLinkEnt; |
|
} |
|
|
|
pentSearch = pentTrigger; |
|
pevTrigger = VARS( pentTrigger ); |
|
|
|
if ( FClassnameIs(pevTrigger, "func_button") || FClassnameIs(pevTrigger, "func_rot_button" ) ) |
|
{// only buttons are handled right now. |
|
|
|
// trace from the node to the trigger, make sure it's one we can see from the node. |
|
// !!!HACKHACK Use bodyqueue here cause there are no ents we really wish to ignore! |
|
UTIL_TraceLine ( pNode->m_vecOrigin, VecBModelOrigin( pevTrigger ), ignore_monsters, g_pBodyQueueHead, &tr ); |
|
|
|
|
|
if ( VARS(tr.pHit) == pevTrigger ) |
|
{// good to go! |
|
return VARS( tr.pHit ); |
|
} |
|
} |
|
} |
|
} |
|
else |
|
{ |
|
ALERT ( at_aiconsole, "Unsupported PathEnt:\n'%s'\n", STRING ( pevLinkEnt->classname ) ); |
|
return NULL; |
|
} |
|
} |
|
|
|
//========================================================= |
|
// CGraph - HandleLinkEnt - a brush ent is between two |
|
// nodes that would otherwise be able to see each other. |
|
// Given the monster's capability, determine whether |
|
// or not the monster can go this way. |
|
//========================================================= |
|
int CGraph :: HandleLinkEnt ( int iNode, entvars_t *pevLinkEnt, int afCapMask, NODEQUERY queryType ) |
|
{ |
|
edict_t *pentWorld; |
|
CBaseEntity *pDoor; |
|
TraceResult tr; |
|
|
|
if ( !m_fGraphPresent || !m_fGraphPointersSet ) |
|
{// protect us in the case that the node graph isn't available |
|
ALERT ( at_aiconsole, "Graph not ready!\n" ); |
|
return FALSE; |
|
} |
|
|
|
if ( FNullEnt ( pevLinkEnt ) ) |
|
{ |
|
ALERT ( at_aiconsole, "dead path ent!\n" ); |
|
return TRUE; |
|
} |
|
pentWorld = NULL; |
|
|
|
// func_door |
|
if ( FClassnameIs( pevLinkEnt, "func_door" ) || FClassnameIs( pevLinkEnt, "func_door_rotating" ) ) |
|
{// ent is a door. |
|
|
|
pDoor = ( CBaseEntity::Instance( pevLinkEnt ) ); |
|
|
|
if ( ( pevLinkEnt->spawnflags & SF_DOOR_USE_ONLY ) ) |
|
{// door is use only. |
|
|
|
if ( ( afCapMask & bits_CAP_OPEN_DOORS ) ) |
|
{// let monster right through if he can open doors |
|
return TRUE; |
|
} |
|
else |
|
{ |
|
// monster should try for it if the door is open and looks as if it will stay that way |
|
if ( pDoor->GetToggleState()== TS_AT_TOP && ( pevLinkEnt->spawnflags & SF_DOOR_NO_AUTO_RETURN ) ) |
|
{ |
|
return TRUE; |
|
} |
|
|
|
return FALSE; |
|
} |
|
} |
|
else |
|
{// door must be opened with a button or trigger field. |
|
|
|
// monster should try for it if the door is open and looks as if it will stay that way |
|
if ( pDoor->GetToggleState() == TS_AT_TOP && ( pevLinkEnt->spawnflags & SF_DOOR_NO_AUTO_RETURN ) ) |
|
{ |
|
return TRUE; |
|
} |
|
if ( ( afCapMask & bits_CAP_OPEN_DOORS ) ) |
|
{ |
|
if ( !( pevLinkEnt->spawnflags & SF_DOOR_NOMONSTERS ) || queryType == NODEGRAPH_STATIC ) |
|
return TRUE; |
|
} |
|
|
|
return FALSE; |
|
} |
|
} |
|
// func_breakable |
|
else if ( FClassnameIs( pevLinkEnt, "func_breakable" ) && queryType == NODEGRAPH_STATIC ) |
|
{ |
|
return TRUE; |
|
} |
|
else |
|
{ |
|
ALERT ( at_aiconsole, "Unhandled Ent in Path %s\n", STRING( pevLinkEnt->classname ) ); |
|
return FALSE; |
|
} |
|
|
|
return FALSE; |
|
} |
|
|
|
#if 0 |
|
//========================================================= |
|
// FindNearestLink - finds the connection (line) nearest |
|
// the given point. Returns FALSE if fails, or TRUE if it |
|
// has stuffed the index into the nearest link pool connection |
|
// into the passed int pointer, and a BOOL telling whether or |
|
// not the point is along the line into the passed BOOL pointer. |
|
//========================================================= |
|
int CGraph :: FindNearestLink ( const Vector &vecTestPoint, int *piNearestLink, BOOL *pfAlongLine ) |
|
{ |
|
int i, j;// loops |
|
|
|
int iNearestLink;// index into the link pool, this is the nearest node at any time. |
|
float flMinDist;// the distance of of the nearest case so far |
|
float flDistToLine;// the distance of the current test case |
|
|
|
BOOL fCurrentAlongLine; |
|
BOOL fSuccess; |
|
|
|
//float flConstant;// line constant |
|
Vector vecSpot1, vecSpot2; |
|
Vector2D vec2Spot1, vec2Spot2, vec2TestPoint; |
|
Vector2D vec2Normal;// line normal |
|
Vector2D vec2Line; |
|
|
|
TraceResult tr; |
|
|
|
iNearestLink = -1;// prepare for failure |
|
fSuccess = FALSE; |
|
|
|
flMinDist = 9999;// anything will be closer than this |
|
|
|
// go through all of the nodes, and each node's connections |
|
int cSkip = 0;// how many links proper pairing allowed us to skip |
|
int cChecked = 0;// how many links were checked |
|
|
|
for ( i = 0 ; i < m_cNodes ; i++ ) |
|
{ |
|
vecSpot1 = m_pNodes[ i ].m_vecOrigin; |
|
|
|
if ( m_pNodes[ i ].m_cNumLinks <= 0 ) |
|
{// this shouldn't happen! |
|
ALERT ( at_aiconsole, "**Node %d has no links\n", i ); |
|
continue; |
|
} |
|
|
|
for ( j = 0 ; j < m_pNodes[ i ].m_cNumLinks ; j++ ) |
|
{ |
|
/* |
|
!!!This optimization only works when the node graph consists of properly linked pairs. |
|
if ( INodeLink ( i, j ) <= i ) |
|
{ |
|
// since we're going through the nodes in order, don't check |
|
// any connections whose second node is lower in the list |
|
// than the node we're currently working with. This eliminates |
|
// redundant checks. |
|
cSkip++; |
|
continue; |
|
} |
|
*/ |
|
|
|
vecSpot2 = PNodeLink ( i, j )->m_vecOrigin; |
|
|
|
// these values need a little attention now and then, or sometimes ramps cause trouble. |
|
if ( fabs ( vecSpot1.z - vecTestPoint.z ) > 48 && fabs ( vecSpot2.z - vecTestPoint.z ) > 48 ) |
|
{ |
|
// if both endpoints of the line are 32 units or more above or below the monster, |
|
// the monster won't be able to get to them, so we do a bit of trivial rejection here. |
|
// this may change if monsters are allowed to jump down. |
|
// |
|
// !!!LATER: some kind of clever X/Y hashing should be used here, too |
|
continue; |
|
} |
|
|
|
// now we have two endpoints for a line segment that we've not already checked. |
|
// since all lines that make it this far are within -/+ 32 units of the test point's |
|
// Z Plane, we can get away with doing the point->line check in 2d. |
|
|
|
cChecked++; |
|
|
|
vec2Spot1 = vecSpot1.Make2D(); |
|
vec2Spot2 = vecSpot2.Make2D(); |
|
vec2TestPoint = vecTestPoint.Make2D(); |
|
|
|
// get the line normal. |
|
vec2Line = ( vec2Spot1 - vec2Spot2 ).Normalize(); |
|
vec2Normal.x = -vec2Line.y; |
|
vec2Normal.y = vec2Line.x; |
|
|
|
if ( DotProduct ( vec2Line, ( vec2TestPoint - vec2Spot1 ) ) > 0 ) |
|
{// point outside of line |
|
flDistToLine = ( vec2TestPoint - vec2Spot1 ).Length(); |
|
fCurrentAlongLine = FALSE; |
|
} |
|
else if ( DotProduct ( vec2Line, ( vec2TestPoint - vec2Spot2 ) ) < 0 ) |
|
{// point outside of line |
|
flDistToLine = ( vec2TestPoint - vec2Spot2 ).Length(); |
|
fCurrentAlongLine = FALSE; |
|
} |
|
else |
|
{// point inside line |
|
flDistToLine = fabs( DotProduct ( vec2TestPoint - vec2Spot2, vec2Normal ) ); |
|
fCurrentAlongLine = TRUE; |
|
} |
|
|
|
if ( flDistToLine < flMinDist ) |
|
{// just found a line nearer than any other so far |
|
|
|
UTIL_TraceLine ( vecTestPoint, SourceNode( i, j ).m_vecOrigin, ignore_monsters, g_pBodyQueueHead, &tr ); |
|
|
|
if ( tr.flFraction != 1.0 ) |
|
{// crap. can't see the first node of this link, try to see the other |
|
|
|
UTIL_TraceLine ( vecTestPoint, DestNode( i, j ).m_vecOrigin, ignore_monsters, g_pBodyQueueHead, &tr ); |
|
if ( tr.flFraction != 1.0 ) |
|
{// can't use this link, cause can't see either node! |
|
continue; |
|
} |
|
|
|
} |
|
|
|
fSuccess = TRUE;// we know there will be something to return. |
|
flMinDist = flDistToLine; |
|
iNearestLink = m_pNodes [ i ].m_iFirstLink + j; |
|
*piNearestLink = m_pNodes[ i ].m_iFirstLink + j; |
|
*pfAlongLine = fCurrentAlongLine; |
|
} |
|
} |
|
} |
|
|
|
/* |
|
if ( fSuccess ) |
|
{ |
|
WRITE_BYTE(MSG_BROADCAST, SVC_TEMPENTITY); |
|
WRITE_BYTE(MSG_BROADCAST, TE_SHOWLINE); |
|
|
|
WRITE_COORD(MSG_BROADCAST, m_pNodes[ m_pLinkPool[ iNearestLink ].m_iSrcNode ].m_vecOrigin.x ); |
|
WRITE_COORD(MSG_BROADCAST, m_pNodes[ m_pLinkPool[ iNearestLink ].m_iSrcNode ].m_vecOrigin.y ); |
|
WRITE_COORD(MSG_BROADCAST, m_pNodes[ m_pLinkPool[ iNearestLink ].m_iSrcNode ].m_vecOrigin.z + NODE_HEIGHT); |
|
|
|
WRITE_COORD(MSG_BROADCAST, m_pNodes[ m_pLinkPool[ iNearestLink ].m_iDestNode ].m_vecOrigin.x ); |
|
WRITE_COORD(MSG_BROADCAST, m_pNodes[ m_pLinkPool[ iNearestLink ].m_iDestNode ].m_vecOrigin.y ); |
|
WRITE_COORD(MSG_BROADCAST, m_pNodes[ m_pLinkPool[ iNearestLink ].m_iDestNode ].m_vecOrigin.z + NODE_HEIGHT); |
|
} |
|
*/ |
|
|
|
ALERT ( at_aiconsole, "%d Checked\n", cChecked ); |
|
return fSuccess; |
|
} |
|
|
|
#endif |
|
|
|
int CGraph::HullIndex( const CBaseEntity *pEntity ) |
|
{ |
|
if ( pEntity->pev->movetype == MOVETYPE_FLY) |
|
return NODE_FLY_HULL; |
|
|
|
if ( pEntity->pev->mins == Vector( -12, -12, 0 ) ) |
|
return NODE_SMALL_HULL; |
|
else if ( pEntity->pev->mins == VEC_HUMAN_HULL_MIN ) |
|
return NODE_HUMAN_HULL; |
|
else if ( pEntity->pev->mins == Vector ( -32, -32, 0 ) ) |
|
return NODE_LARGE_HULL; |
|
|
|
// ALERT ( at_aiconsole, "Unknown Hull Mins!\n" ); |
|
return NODE_HUMAN_HULL; |
|
} |
|
|
|
|
|
int CGraph::NodeType( const CBaseEntity *pEntity ) |
|
{ |
|
if ( pEntity->pev->movetype == MOVETYPE_FLY) |
|
{ |
|
if (pEntity->pev->waterlevel != 0) |
|
{ |
|
return bits_NODE_WATER; |
|
} |
|
else |
|
{ |
|
return bits_NODE_AIR; |
|
} |
|
} |
|
return bits_NODE_LAND; |
|
} |
|
|
|
|
|
// Sum up graph weights on the path from iStart to iDest to determine path length |
|
float CGraph::PathLength( int iStart, int iDest, int iHull, int afCapMask ) |
|
{ |
|
float distance = 0; |
|
int iNext; |
|
|
|
int iMaxLoop = m_cNodes; |
|
|
|
int iCurrentNode = iStart; |
|
int iCap = CapIndex( afCapMask ); |
|
|
|
while (iCurrentNode != iDest) |
|
{ |
|
if (iMaxLoop-- <= 0) |
|
{ |
|
ALERT( at_console, "Route Failure\n" ); |
|
return 0; |
|
} |
|
|
|
iNext = NextNodeInRoute( iCurrentNode, iDest, iHull, iCap ); |
|
if (iCurrentNode == iNext) |
|
{ |
|
//ALERT(at_aiconsole, "SVD: Can't get there from here..\n"); |
|
return 0; |
|
} |
|
|
|
int iLink; |
|
HashSearch(iCurrentNode, iNext, iLink); |
|
if (iLink < 0) |
|
{ |
|
ALERT(at_console, "HashLinks is broken from %d to %d.\n", iCurrentNode, iDest); |
|
return 0; |
|
} |
|
CLink &link = Link(iLink); |
|
distance += link.m_flWeight; |
|
|
|
iCurrentNode = iNext; |
|
} |
|
|
|
return distance; |
|
} |
|
|
|
|
|
// Parse the routing table at iCurrentNode for the next node on the shortest path to iDest |
|
int CGraph::NextNodeInRoute( int iCurrentNode, int iDest, int iHull, int iCap ) |
|
{ |
|
int iNext = iCurrentNode; |
|
int nCount = iDest+1; |
|
char *pRoute = m_pRouteInfo + m_pNodes[ iCurrentNode ].m_pNextBestNode[iHull][iCap]; |
|
|
|
// Until we decode the next best node |
|
// |
|
while (nCount > 0) |
|
{ |
|
char ch = *pRoute++; |
|
//ALERT(at_aiconsole, "C(%d)", ch); |
|
if (ch < 0) |
|
{ |
|
// Sequence phrase |
|
// |
|
ch = -ch; |
|
if (nCount <= ch) |
|
{ |
|
iNext = iDest; |
|
nCount = 0; |
|
//ALERT(at_aiconsole, "SEQ: iNext/iDest=%d\n", iNext); |
|
} |
|
else |
|
{ |
|
//ALERT(at_aiconsole, "SEQ: nCount + ch (%d + %d)\n", nCount, ch); |
|
nCount = nCount - ch; |
|
} |
|
} |
|
else |
|
{ |
|
//ALERT(at_aiconsole, "C(%d)", *pRoute); |
|
|
|
// Repeat phrase |
|
// |
|
if (nCount <= ch+1) |
|
{ |
|
iNext = iCurrentNode + *pRoute; |
|
if (iNext >= m_cNodes) iNext -= m_cNodes; |
|
else if (iNext < 0) iNext += m_cNodes; |
|
nCount = 0; |
|
//ALERT(at_aiconsole, "REP: iNext=%d\n", iNext); |
|
} |
|
else |
|
{ |
|
//ALERT(at_aiconsole, "REP: nCount - ch+1 (%d - %d+1)\n", nCount, ch); |
|
nCount = nCount - ch - 1; |
|
} |
|
pRoute++; |
|
} |
|
} |
|
|
|
return iNext; |
|
} |
|
|
|
|
|
//========================================================= |
|
// CGraph - FindShortestPath |
|
// |
|
// accepts a capability mask (afCapMask), and will only |
|
// find a path usable by a monster with those capabilities |
|
// returns the number of nodes copied into supplied array |
|
//========================================================= |
|
int CGraph :: FindShortestPath ( int *piPath, int iStart, int iDest, int iHull, int afCapMask) |
|
{ |
|
int iVisitNode; |
|
int iCurrentNode; |
|
int iNumPathNodes; |
|
int iHullMask; |
|
|
|
if ( !m_fGraphPresent || !m_fGraphPointersSet ) |
|
{// protect us in the case that the node graph isn't available or built |
|
ALERT ( at_aiconsole, "Graph not ready!\n" ); |
|
return FALSE; |
|
} |
|
|
|
if ( iStart < 0 || iStart > m_cNodes ) |
|
{// The start node is bad? |
|
ALERT ( at_aiconsole, "Can't build a path, iStart is %d!\n", iStart ); |
|
return FALSE; |
|
} |
|
|
|
if (iStart == iDest) |
|
{ |
|
piPath[0] = iStart; |
|
piPath[1] = iDest; |
|
return 2; |
|
} |
|
|
|
// Is routing information present. |
|
// |
|
if (m_fRoutingComplete) |
|
{ |
|
int iCap = CapIndex( afCapMask ); |
|
|
|
iNumPathNodes = 0; |
|
piPath[iNumPathNodes++] = iStart; |
|
iCurrentNode = iStart; |
|
int iNext; |
|
|
|
//ALERT(at_aiconsole, "GOAL: %d to %d\n", iStart, iDest); |
|
|
|
// Until we arrive at the destination |
|
// |
|
while (iCurrentNode != iDest) |
|
{ |
|
iNext = NextNodeInRoute( iCurrentNode, iDest, iHull, iCap ); |
|
if (iCurrentNode == iNext) |
|
{ |
|
//ALERT(at_aiconsole, "SVD: Can't get there from here..\n"); |
|
return 0; |
|
break; |
|
} |
|
if (iNumPathNodes >= MAX_PATH_SIZE) |
|
{ |
|
//ALERT(at_aiconsole, "SVD: Don't return the entire path.\n"); |
|
break; |
|
} |
|
piPath[iNumPathNodes++] = iNext; |
|
iCurrentNode = iNext; |
|
} |
|
//ALERT( at_aiconsole, "SVD: Path with %d nodes.\n", iNumPathNodes); |
|
} |
|
else |
|
{ |
|
CQueuePriority queue; |
|
|
|
switch( iHull ) |
|
{ |
|
case NODE_SMALL_HULL: |
|
iHullMask = bits_LINK_SMALL_HULL; |
|
break; |
|
case NODE_HUMAN_HULL: |
|
iHullMask = bits_LINK_HUMAN_HULL; |
|
break; |
|
case NODE_LARGE_HULL: |
|
iHullMask = bits_LINK_LARGE_HULL; |
|
break; |
|
case NODE_FLY_HULL: |
|
iHullMask = bits_LINK_FLY_HULL; |
|
break; |
|
} |
|
|
|
// Mark all the nodes as unvisited. |
|
// |
|
for ( int i = 0; i < m_cNodes; i++) |
|
{ |
|
m_pNodes[ i ].m_flClosestSoFar = -1.0; |
|
} |
|
|
|
m_pNodes[ iStart ].m_flClosestSoFar = 0.0; |
|
m_pNodes[ iStart ].m_iPreviousNode = iStart;// tag this as the origin node |
|
queue.Insert( iStart, 0.0 );// insert start node |
|
|
|
while ( !queue.Empty() ) |
|
{ |
|
// now pull a node out of the queue |
|
float flCurrentDistance; |
|
iCurrentNode = queue.Remove(flCurrentDistance); |
|
|
|
// For straight-line weights, the following Shortcut works. For arbitrary weights, |
|
// it doesn't. |
|
// |
|
if (iCurrentNode == iDest) break; |
|
|
|
CNode *pCurrentNode = &m_pNodes[ iCurrentNode ]; |
|
|
|
for ( i = 0 ; i < pCurrentNode->m_cNumLinks ; i++ ) |
|
{// run through all of this node's neighbors |
|
|
|
iVisitNode = INodeLink ( iCurrentNode, i ); |
|
if ( ( m_pLinkPool[ m_pNodes[ iCurrentNode ].m_iFirstLink + i ].m_afLinkInfo & iHullMask ) != iHullMask ) |
|
{// monster is too large to walk this connection |
|
//ALERT ( at_aiconsole, "fat ass %d/%d\n",m_pLinkPool[ m_pNodes[ iCurrentNode ].m_iFirstLink + i ].m_afLinkInfo, iMonsterHull ); |
|
continue; |
|
} |
|
// check the connection from the current node to the node we're about to mark visited and push into the queue |
|
if ( m_pLinkPool[ m_pNodes[ iCurrentNode ].m_iFirstLink + i ].m_pLinkEnt != NULL ) |
|
{// there's a brush ent in the way! Don't mark this node or put it into the queue unless the monster can negotiate it |
|
|
|
if ( !HandleLinkEnt ( iCurrentNode, m_pLinkPool[ m_pNodes[ iCurrentNode ].m_iFirstLink + i ].m_pLinkEnt, afCapMask, NODEGRAPH_STATIC ) ) |
|
{// monster should not try to go this way. |
|
continue; |
|
} |
|
} |
|
float flOurDistance = flCurrentDistance + m_pLinkPool[ m_pNodes[ iCurrentNode ].m_iFirstLink + i].m_flWeight; |
|
if ( m_pNodes[ iVisitNode ].m_flClosestSoFar < -0.5 |
|
|| flOurDistance < m_pNodes[ iVisitNode ].m_flClosestSoFar - 0.001 ) |
|
{ |
|
m_pNodes[iVisitNode].m_flClosestSoFar = flOurDistance; |
|
m_pNodes[iVisitNode].m_iPreviousNode = iCurrentNode; |
|
|
|
queue.Insert ( iVisitNode, flOurDistance ); |
|
} |
|
} |
|
} |
|
if ( m_pNodes[iDest].m_flClosestSoFar < -0.5 ) |
|
{// Destination is unreachable, no path found. |
|
return 0; |
|
} |
|
|
|
// the queue is not empty |
|
|
|
// now we must walk backwards through the m_iPreviousNode field, and count how many connections there are in the path |
|
iCurrentNode = iDest; |
|
iNumPathNodes = 1;// count the dest |
|
|
|
while ( iCurrentNode != iStart ) |
|
{ |
|
iNumPathNodes++; |
|
iCurrentNode = m_pNodes[ iCurrentNode ].m_iPreviousNode; |
|
} |
|
|
|
iCurrentNode = iDest; |
|
for ( i = iNumPathNodes - 1 ; i >= 0 ; i-- ) |
|
{ |
|
piPath[ i ] = iCurrentNode; |
|
iCurrentNode = m_pNodes [ iCurrentNode ].m_iPreviousNode; |
|
} |
|
} |
|
|
|
#if 0 |
|
|
|
if (m_fRoutingComplete) |
|
{ |
|
// This will draw the entire path that was generated for the monster. |
|
|
|
for ( int i = 0 ; i < iNumPathNodes - 1 ; i++ ) |
|
{ |
|
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); |
|
WRITE_BYTE( TE_SHOWLINE); |
|
|
|
WRITE_COORD( m_pNodes[ piPath[ i ] ].m_vecOrigin.x ); |
|
WRITE_COORD( m_pNodes[ piPath[ i ] ].m_vecOrigin.y ); |
|
WRITE_COORD( m_pNodes[ piPath[ i ] ].m_vecOrigin.z + NODE_HEIGHT ); |
|
|
|
WRITE_COORD( m_pNodes[ piPath[ i + 1 ] ].m_vecOrigin.x ); |
|
WRITE_COORD( m_pNodes[ piPath[ i + 1 ] ].m_vecOrigin.y ); |
|
WRITE_COORD( m_pNodes[ piPath[ i + 1 ] ].m_vecOrigin.z + NODE_HEIGHT ); |
|
MESSAGE_END(); |
|
} |
|
} |
|
|
|
#endif |
|
#if 0 // MAZE map |
|
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); |
|
WRITE_BYTE( TE_SHOWLINE); |
|
|
|
WRITE_COORD( m_pNodes[ 4 ].m_vecOrigin.x ); |
|
WRITE_COORD( m_pNodes[ 4 ].m_vecOrigin.y ); |
|
WRITE_COORD( m_pNodes[ 4 ].m_vecOrigin.z + NODE_HEIGHT ); |
|
|
|
WRITE_COORD( m_pNodes[ 9 ].m_vecOrigin.x ); |
|
WRITE_COORD( m_pNodes[ 9 ].m_vecOrigin.y ); |
|
WRITE_COORD( m_pNodes[ 9 ].m_vecOrigin.z + NODE_HEIGHT ); |
|
MESSAGE_END(); |
|
#endif |
|
|
|
return iNumPathNodes; |
|
} |
|
|
|
inline ULONG Hash(void *p, int len) |
|
{ |
|
CRC32_t ulCrc; |
|
CRC32_INIT(&ulCrc); |
|
CRC32_PROCESS_BUFFER(&ulCrc, p, len); |
|
return CRC32_FINAL(ulCrc); |
|
} |
|
|
|
void inline CalcBounds(int &Lower, int &Upper, int Goal, int Best) |
|
{ |
|
int Temp = 2*Goal - Best; |
|
if (Best > Goal) |
|
{ |
|
Lower = max(0, Temp); |
|
Upper = Best; |
|
} |
|
else |
|
{ |
|
Upper = min(255, Temp); |
|
Lower = Best; |
|
} |
|
} |
|
|
|
// Convert from [-8192,8192] to [0, 255] |
|
// |
|
inline int CALC_RANGE(int x, int lower, int upper) |
|
{ |
|
return NUM_RANGES*(x-lower)/((upper-lower+1)); |
|
} |
|
|
|
|
|
void inline UpdateRange(int &minValue, int &maxValue, int Goal, int Best) |
|
{ |
|
int Lower, Upper; |
|
CalcBounds(Lower, Upper, Goal, Best); |
|
if (Upper < maxValue) maxValue = Upper; |
|
if (minValue < Lower) minValue = Lower; |
|
} |
|
|
|
void CGraph :: CheckNode(Vector vecOrigin, int iNode) |
|
{ |
|
// Have we already seen this point before?. |
|
// |
|
if (m_di[iNode].m_CheckedEvent == m_CheckedCounter) return; |
|
m_di[iNode].m_CheckedEvent = m_CheckedCounter; |
|
|
|
float flDist = ( vecOrigin - m_pNodes[ iNode ].m_vecOriginPeek ).Length(); |
|
|
|
if ( flDist < m_flShortest ) |
|
{ |
|
TraceResult tr; |
|
|
|
// make sure that vecOrigin can trace to this node! |
|
UTIL_TraceLine ( vecOrigin, m_pNodes[ iNode ].m_vecOriginPeek, ignore_monsters, 0, &tr ); |
|
|
|
if ( tr.flFraction == 1.0 ) |
|
{ |
|
m_iNearest = iNode; |
|
m_flShortest = flDist; |
|
|
|
UpdateRange(m_minX, m_maxX, CALC_RANGE(vecOrigin.x, m_RegionMin[0], m_RegionMax[0]), m_pNodes[iNode].m_Region[0]); |
|
UpdateRange(m_minY, m_maxY, CALC_RANGE(vecOrigin.y, m_RegionMin[1], m_RegionMax[1]), m_pNodes[iNode].m_Region[1]); |
|
UpdateRange(m_minZ, m_maxZ, CALC_RANGE(vecOrigin.z, m_RegionMin[2], m_RegionMax[2]), m_pNodes[iNode].m_Region[2]); |
|
|
|
// From maxCircle, calculate maximum bounds box. All points must be |
|
// simultaneously inside all bounds of the box. |
|
// |
|
m_minBoxX = CALC_RANGE(vecOrigin.x - flDist, m_RegionMin[0], m_RegionMax[0]); |
|
m_maxBoxX = CALC_RANGE(vecOrigin.x + flDist, m_RegionMin[0], m_RegionMax[0]); |
|
m_minBoxY = CALC_RANGE(vecOrigin.y - flDist, m_RegionMin[1], m_RegionMax[1]); |
|
m_maxBoxY = CALC_RANGE(vecOrigin.y + flDist, m_RegionMin[1], m_RegionMax[1]); |
|
m_minBoxZ = CALC_RANGE(vecOrigin.z - flDist, m_RegionMin[2], m_RegionMax[2]); |
|
m_maxBoxZ = CALC_RANGE(vecOrigin.z + flDist, m_RegionMin[2], m_RegionMax[2]); |
|
} |
|
} |
|
} |
|
|
|
//========================================================= |
|
// CGraph - FindNearestNode - returns the index of the node nearest |
|
// the given vector -1 is failure (couldn't find a valid |
|
// near node ) |
|
//========================================================= |
|
int CGraph :: FindNearestNode ( const Vector &vecOrigin, CBaseEntity *pEntity ) |
|
{ |
|
return FindNearestNode( vecOrigin, NodeType( pEntity ) ); |
|
} |
|
|
|
int CGraph :: FindNearestNode ( const Vector &vecOrigin, int afNodeTypes ) |
|
{ |
|
int i; |
|
TraceResult tr; |
|
|
|
if ( !m_fGraphPresent || !m_fGraphPointersSet ) |
|
{// protect us in the case that the node graph isn't available |
|
ALERT ( at_aiconsole, "Graph not ready!\n" ); |
|
return -1; |
|
} |
|
|
|
// Check with the cache |
|
// |
|
ULONG iHash = (CACHE_SIZE-1) & Hash((void *)(const float *)vecOrigin, sizeof(vecOrigin)); |
|
if (m_Cache[iHash].v == vecOrigin) |
|
{ |
|
//ALERT(at_aiconsole, "Cache Hit.\n"); |
|
return m_Cache[iHash].n; |
|
} |
|
else |
|
{ |
|
//ALERT(at_aiconsole, "Cache Miss.\n"); |
|
} |
|
|
|
// Mark all points as unchecked. |
|
// |
|
m_CheckedCounter++; |
|
if (m_CheckedCounter == 0) |
|
{ |
|
for (int i = 0; i < m_cNodes; i++) |
|
{ |
|
m_di[i].m_CheckedEvent = 0; |
|
} |
|
m_CheckedCounter++; |
|
} |
|
|
|
m_iNearest = -1; |
|
m_flShortest = 999999.0; // just a big number. |
|
|
|
// If we can find a visible point, then let CalcBounds set the limits, but if |
|
// we have no visible point at all to start with, then don't restrict the limits. |
|
// |
|
#if 1 |
|
m_minX = 0; m_maxX = 255; |
|
m_minY = 0; m_maxY = 255; |
|
m_minZ = 0; m_maxZ = 255; |
|
m_minBoxX = 0; m_maxBoxX = 255; |
|
m_minBoxY = 0; m_maxBoxY = 255; |
|
m_minBoxZ = 0; m_maxBoxZ = 255; |
|
#else |
|
m_minBoxX = CALC_RANGE(vecOrigin.x - flDist, m_RegionMin[0], m_RegionMax[0]); |
|
m_maxBoxX = CALC_RANGE(vecOrigin.x + flDist, m_RegionMin[0], m_RegionMax[0]); |
|
m_minBoxY = CALC_RANGE(vecOrigin.y - flDist, m_RegionMin[1], m_RegionMax[1]); |
|
m_maxBoxY = CALC_RANGE(vecOrigin.y + flDist, m_RegionMin[1], m_RegionMax[1]); |
|
m_minBoxZ = CALC_RANGE(vecOrigin.z - flDist, m_RegionMin[2], m_RegionMax[2]); |
|
m_maxBoxZ = CALC_RANGE(vecOrigin.z + flDist, m_RegionMin[2], m_RegionMax[2]) |
|
CalcBounds(m_minX, m_maxX, CALC_RANGE(vecOrigin.x, m_RegionMin[0], m_RegionMax[0]), m_pNodes[m_iNearest].m_Region[0]); |
|
CalcBounds(m_minY, m_maxY, CALC_RANGE(vecOrigin.y, m_RegionMin[1], m_RegionMax[1]), m_pNodes[m_iNearest].m_Region[1]); |
|
CalcBounds(m_minZ, m_maxZ, CALC_RANGE(vecOrigin.z, m_RegionMin[2], m_RegionMax[2]), m_pNodes[m_iNearest].m_Region[2]); |
|
#endif |
|
|
|
int halfX = (m_minX+m_maxX)/2; |
|
int halfY = (m_minY+m_maxY)/2; |
|
int halfZ = (m_minZ+m_maxZ)/2; |
|
|
|
int j; |
|
|
|
for (i = halfX; i >= m_minX; i--) |
|
{ |
|
for (j = m_RangeStart[0][i]; j <= m_RangeEnd[0][i]; j++) |
|
{ |
|
if (!(m_pNodes[m_di[j].m_SortedBy[0]].m_afNodeInfo & afNodeTypes)) continue; |
|
|
|
int rgY = m_pNodes[m_di[j].m_SortedBy[0]].m_Region[1]; |
|
if (rgY > m_maxBoxY) break; |
|
if (rgY < m_minBoxY) continue; |
|
|
|
int rgZ = m_pNodes[m_di[j].m_SortedBy[0]].m_Region[2]; |
|
if (rgZ < m_minBoxZ) continue; |
|
if (rgZ > m_maxBoxZ) continue; |
|
CheckNode(vecOrigin, m_di[j].m_SortedBy[0]); |
|
} |
|
} |
|
|
|
for (i = max(m_minY,halfY+1); i <= m_maxY; i++) |
|
{ |
|
for (j = m_RangeStart[1][i]; j <= m_RangeEnd[1][i]; j++) |
|
{ |
|
if (!(m_pNodes[m_di[j].m_SortedBy[1]].m_afNodeInfo & afNodeTypes)) continue; |
|
|
|
int rgZ = m_pNodes[m_di[j].m_SortedBy[1]].m_Region[2]; |
|
if (rgZ > m_maxBoxZ) break; |
|
if (rgZ < m_minBoxZ) continue; |
|
int rgX = m_pNodes[m_di[j].m_SortedBy[1]].m_Region[0]; |
|
if (rgX < m_minBoxX) continue; |
|
if (rgX > m_maxBoxX) continue; |
|
CheckNode(vecOrigin, m_di[j].m_SortedBy[1]); |
|
} |
|
} |
|
|
|
for (i = min(m_maxZ,halfZ); i >= m_minZ; i--) |
|
{ |
|
for (j = m_RangeStart[2][i]; j <= m_RangeEnd[2][i]; j++) |
|
{ |
|
if (!(m_pNodes[m_di[j].m_SortedBy[2]].m_afNodeInfo & afNodeTypes)) continue; |
|
|
|
int rgX = m_pNodes[m_di[j].m_SortedBy[2]].m_Region[0]; |
|
if (rgX > m_maxBoxX) break; |
|
if (rgX < m_minBoxX) continue; |
|
int rgY = m_pNodes[m_di[j].m_SortedBy[2]].m_Region[1]; |
|
if (rgY < m_minBoxY) continue; |
|
if (rgY > m_maxBoxY) continue; |
|
CheckNode(vecOrigin, m_di[j].m_SortedBy[2]); |
|
} |
|
} |
|
|
|
for (i = max(m_minX,halfX+1); i <= m_maxX; i++) |
|
{ |
|
for (j = m_RangeStart[0][i]; j <= m_RangeEnd[0][i]; j++) |
|
{ |
|
if (!(m_pNodes[m_di[j].m_SortedBy[0]].m_afNodeInfo & afNodeTypes)) continue; |
|
|
|
int rgY = m_pNodes[m_di[j].m_SortedBy[0]].m_Region[1]; |
|
if (rgY > m_maxBoxY) break; |
|
if (rgY < m_minBoxY) continue; |
|
|
|
int rgZ = m_pNodes[m_di[j].m_SortedBy[0]].m_Region[2]; |
|
if (rgZ < m_minBoxZ) continue; |
|
if (rgZ > m_maxBoxZ) continue; |
|
CheckNode(vecOrigin, m_di[j].m_SortedBy[0]); |
|
} |
|
} |
|
|
|
for (i = min(m_maxY,halfY); i >= m_minY; i--) |
|
{ |
|
for (j = m_RangeStart[1][i]; j <= m_RangeEnd[1][i]; j++) |
|
{ |
|
if (!(m_pNodes[m_di[j].m_SortedBy[1]].m_afNodeInfo & afNodeTypes)) continue; |
|
|
|
int rgZ = m_pNodes[m_di[j].m_SortedBy[1]].m_Region[2]; |
|
if (rgZ > m_maxBoxZ) break; |
|
if (rgZ < m_minBoxZ) continue; |
|
int rgX = m_pNodes[m_di[j].m_SortedBy[1]].m_Region[0]; |
|
if (rgX < m_minBoxX) continue; |
|
if (rgX > m_maxBoxX) continue; |
|
CheckNode(vecOrigin, m_di[j].m_SortedBy[1]); |
|
} |
|
} |
|
|
|
for (i = max(m_minZ,halfZ+1); i <= m_maxZ; i++) |
|
{ |
|
for (j = m_RangeStart[2][i]; j <= m_RangeEnd[2][i]; j++) |
|
{ |
|
if (!(m_pNodes[m_di[j].m_SortedBy[2]].m_afNodeInfo & afNodeTypes)) continue; |
|
|
|
int rgX = m_pNodes[m_di[j].m_SortedBy[2]].m_Region[0]; |
|
if (rgX > m_maxBoxX) break; |
|
if (rgX < m_minBoxX) continue; |
|
int rgY = m_pNodes[m_di[j].m_SortedBy[2]].m_Region[1]; |
|
if (rgY < m_minBoxY) continue; |
|
if (rgY > m_maxBoxY) continue; |
|
CheckNode(vecOrigin, m_di[j].m_SortedBy[2]); |
|
} |
|
} |
|
|
|
#if 0 |
|
// Verify our answers. |
|
// |
|
int iNearestCheck = -1; |
|
m_flShortest = 8192;// find nodes within this radius |
|
|
|
for ( i = 0 ; i < m_cNodes ; i++ ) |
|
{ |
|
float flDist = ( vecOrigin - m_pNodes[ i ].m_vecOriginPeek ).Length(); |
|
|
|
if ( flDist < m_flShortest ) |
|
{ |
|
// make sure that vecOrigin can trace to this node! |
|
UTIL_TraceLine ( vecOrigin, m_pNodes[ i ].m_vecOriginPeek, ignore_monsters, 0, &tr ); |
|
|
|
if ( tr.flFraction == 1.0 ) |
|
{ |
|
iNearestCheck = i; |
|
m_flShortest = flDist; |
|
} |
|
} |
|
} |
|
|
|
if (iNearestCheck != m_iNearest) |
|
{ |
|
ALERT( at_aiconsole, "NOT closest %d(%f,%f,%f) %d(%f,%f,%f).\n", |
|
iNearestCheck, |
|
m_pNodes[iNearestCheck].m_vecOriginPeek.x, |
|
m_pNodes[iNearestCheck].m_vecOriginPeek.y, |
|
m_pNodes[iNearestCheck].m_vecOriginPeek.z, |
|
m_iNearest, |
|
(m_iNearest == -1?0.0:m_pNodes[m_iNearest].m_vecOriginPeek.x), |
|
(m_iNearest == -1?0.0:m_pNodes[m_iNearest].m_vecOriginPeek.y), |
|
(m_iNearest == -1?0.0:m_pNodes[m_iNearest].m_vecOriginPeek.z)); |
|
} |
|
if (m_iNearest == -1) |
|
{ |
|
ALERT(at_aiconsole, "All that work for nothing.\n"); |
|
} |
|
#endif |
|
m_Cache[iHash].v = vecOrigin; |
|
m_Cache[iHash].n = m_iNearest; |
|
return m_iNearest; |
|
} |
|
|
|
//========================================================= |
|
// CGraph - ShowNodeConnections - draws a line from the given node |
|
// to all connected nodes |
|
//========================================================= |
|
void CGraph :: ShowNodeConnections ( int iNode ) |
|
{ |
|
Vector vecSpot; |
|
CNode *pNode; |
|
CNode *pLinkNode; |
|
int i; |
|
|
|
if ( !m_fGraphPresent || !m_fGraphPointersSet ) |
|
{// protect us in the case that the node graph isn't available or built |
|
ALERT ( at_aiconsole, "Graph not ready!\n" ); |
|
return; |
|
} |
|
|
|
if ( iNode < 0 ) |
|
{ |
|
ALERT( at_aiconsole, "Can't show connections for node %d\n", iNode ); |
|
return; |
|
} |
|
|
|
pNode = &m_pNodes[ iNode ]; |
|
|
|
UTIL_ParticleEffect( pNode->m_vecOrigin, g_vecZero, 255, 20 );// show node position |
|
|
|
if ( pNode->m_cNumLinks <= 0 ) |
|
{// no connections! |
|
ALERT ( at_aiconsole, "**No Connections!\n" ); |
|
} |
|
|
|
for ( i = 0 ; i < pNode->m_cNumLinks ; i++ ) |
|
{ |
|
|
|
pLinkNode = &Node( NodeLink( iNode, i).m_iDestNode ); |
|
vecSpot = pLinkNode->m_vecOrigin; |
|
|
|
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); |
|
WRITE_BYTE( TE_SHOWLINE); |
|
|
|
WRITE_COORD( m_pNodes[ iNode ].m_vecOrigin.x ); |
|
WRITE_COORD( m_pNodes[ iNode ].m_vecOrigin.y ); |
|
WRITE_COORD( m_pNodes[ iNode ].m_vecOrigin.z + NODE_HEIGHT ); |
|
|
|
WRITE_COORD( vecSpot.x ); |
|
WRITE_COORD( vecSpot.y ); |
|
WRITE_COORD( vecSpot.z + NODE_HEIGHT ); |
|
MESSAGE_END(); |
|
|
|
} |
|
} |
|
|
|
//========================================================= |
|
// CGraph - LinkVisibleNodes - the first, most basic |
|
// function of node graph creation, this connects every |
|
// node to every other node that it can see. Expects a |
|
// pointer to an empty connection pool and a file pointer |
|
// to write progress to. Returns the total number of initial |
|
// links. |
|
// |
|
// If there's a problem with this process, the index |
|
// of the offending node will be written to piBadNode |
|
//========================================================= |
|
int CGraph :: LinkVisibleNodes ( CLink *pLinkPool, FILE *file, int *piBadNode ) |
|
{ |
|
int i,j,z; |
|
edict_t *pTraceEnt; |
|
int cTotalLinks, cLinksThisNode, cMaxInitialLinks; |
|
TraceResult tr; |
|
|
|
// !!!BUGBUG - this function returns 0 if there is a problem in the middle of connecting the graph |
|
// it also returns 0 if none of the nodes in a level can see each other. piBadNode is ALWAYS read |
|
// by BuildNodeGraph() if this function returns a 0, so make sure that it doesn't get some random |
|
// number back. |
|
*piBadNode = 0; |
|
|
|
|
|
if ( m_cNodes <= 0 ) |
|
{ |
|
ALERT ( at_aiconsole, "No Nodes!\n" ); |
|
return FALSE; |
|
} |
|
|
|
// if the file pointer is bad, don't blow up, just don't write the |
|
// file. |
|
if ( !file ) |
|
{ |
|
ALERT ( at_aiconsole, "**LinkVisibleNodes:\ncan't write to file." ); |
|
} |
|
else |
|
{ |
|
fprintf ( file, "----------------------------------------------------------------------------\n" ); |
|
fprintf ( file, "LinkVisibleNodes - Initial Connections\n" ); |
|
fprintf ( file, "----------------------------------------------------------------------------\n" ); |
|
} |
|
|
|
cTotalLinks = 0;// start with no connections |
|
|
|
// to keep track of the maximum number of initial links any node had so far. |
|
// this lets us keep an eye on MAX_NODE_INITIAL_LINKS to ensure that we are |
|
// being generous enough. |
|
cMaxInitialLinks = 0; |
|
|
|
for ( i = 0 ; i < m_cNodes ; i++ ) |
|
{ |
|
cLinksThisNode = 0;// reset this count for each node. |
|
|
|
if ( file ) |
|
{ |
|
fprintf ( file, "Node #%4d:\n\n", i ); |
|
} |
|
|
|
for ( z = 0 ; z < MAX_NODE_INITIAL_LINKS ; z++ ) |
|
{// clear out the important fields in the link pool for this node |
|
pLinkPool [ cTotalLinks + z ].m_iSrcNode = i;// so each link knows which node it originates from |
|
pLinkPool [ cTotalLinks + z ].m_iDestNode = 0; |
|
pLinkPool [ cTotalLinks + z ].m_pLinkEnt = NULL; |
|
} |
|
|
|
m_pNodes [ i ].m_iFirstLink = cTotalLinks; |
|
|
|
// now build a list of every other node that this node can see |
|
for ( j = 0 ; j < m_cNodes ; j++ ) |
|
{ |
|
if ( j == i ) |
|
{// don't connect to self! |
|
continue; |
|
} |
|
|
|
#if 0 |
|
|
|
if ( (m_pNodes[ i ].m_afNodeInfo & bits_NODE_WATER) != (m_pNodes[ j ].m_afNodeInfo & bits_NODE_WATER) ) |
|
{ |
|
// don't connect water nodes to air nodes or land nodes. It just wouldn't be prudent at this juncture. |
|
continue; |
|
} |
|
#else |
|
if ( (m_pNodes[ i ].m_afNodeInfo & bits_NODE_GROUP_REALM) != (m_pNodes[ j ].m_afNodeInfo & bits_NODE_GROUP_REALM) ) |
|
{ |
|
// don't connect air nodes to water nodes to land nodes. It just wouldn't be prudent at this juncture. |
|
continue; |
|
} |
|
#endif |
|
|
|
tr.pHit = NULL;// clear every time so we don't get stuck with last trace's hit ent |
|
pTraceEnt = 0; |
|
|
|
UTIL_TraceLine ( m_pNodes[ i ].m_vecOrigin, |
|
m_pNodes[ j ].m_vecOrigin, |
|
ignore_monsters, |
|
g_pBodyQueueHead,//!!!HACKHACK no real ent to supply here, using a global we don't care about |
|
&tr ); |
|
|
|
|
|
if ( tr.fStartSolid ) |
|
continue; |
|
|
|
if ( tr.flFraction != 1.0 ) |
|
{// trace hit a brush ent, trace backwards to make sure that this ent is the only thing in the way. |
|
|
|
pTraceEnt = tr.pHit;// store the ent that the trace hit, for comparison |
|
|
|
UTIL_TraceLine ( m_pNodes[ j ].m_vecOrigin, |
|
m_pNodes[ i ].m_vecOrigin, |
|
ignore_monsters, |
|
g_pBodyQueueHead,//!!!HACKHACK no real ent to supply here, using a global we don't care about |
|
&tr ); |
|
|
|
|
|
// there is a solid_bsp ent in the way of these two nodes, so we must record several things about in order to keep |
|
// track of it in the pathfinding code, as well as through save and restore of the node graph. ANY data that is manipulated |
|
// as part of the process of adding a LINKENT to a connection here must also be done in CGraph::SetGraphPointers, where reloaded |
|
// graphs are prepared for use. |
|
if ( tr.pHit == pTraceEnt && !FClassnameIs( tr.pHit, "worldspawn" ) ) |
|
{ |
|
// get a pointer |
|
pLinkPool [ cTotalLinks ].m_pLinkEnt = VARS( tr.pHit ); |
|
|
|
// record the modelname, so that we can save/load node trees |
|
memcpy( pLinkPool [ cTotalLinks ].m_szLinkEntModelname, STRING( VARS(tr.pHit)->model ), 4 ); |
|
|
|
// set the flag for this ent that indicates that it is attached to the world graph |
|
// if this ent is removed from the world, it must also be removed from the connections |
|
// that it formerly blocked. |
|
if ( !FBitSet( VARS( tr.pHit )->flags, FL_GRAPHED ) ) |
|
{ |
|
VARS( tr.pHit )->flags += FL_GRAPHED; |
|
} |
|
} |
|
else |
|
{// even if the ent wasn't there, these nodes couldn't be connected. Skip. |
|
continue; |
|
} |
|
} |
|
|
|
if ( file ) |
|
{ |
|
fprintf ( file, "%4d", j ); |
|
|
|
if ( !FNullEnt( pLinkPool[ cTotalLinks ].m_pLinkEnt ) ) |
|
{// record info about the ent in the way, if any. |
|
fprintf ( file, " Entity on connection: %s, name: %s Model: %s", STRING( VARS( pTraceEnt )->classname ), STRING ( VARS( pTraceEnt )->targetname ), STRING ( VARS(tr.pHit)->model ) ); |
|
} |
|
|
|
fprintf ( file, "\n", j ); |
|
} |
|
|
|
pLinkPool [ cTotalLinks ].m_iDestNode = j; |
|
cLinksThisNode++; |
|
cTotalLinks++; |
|
|
|
// If we hit this, either a level designer is placing too many nodes in the same area, or |
|
// we need to allow for a larger initial link pool. |
|
if ( cLinksThisNode == MAX_NODE_INITIAL_LINKS ) |
|
{ |
|
ALERT ( at_aiconsole, "**LinkVisibleNodes:\nNode %d has NodeLinks > MAX_NODE_INITIAL_LINKS", i ); |
|
fprintf ( file, "** NODE %d HAS NodeLinks > MAX_NODE_INITIAL_LINKS **\n", i ); |
|
*piBadNode = i; |
|
return FALSE; |
|
} |
|
else if ( cTotalLinks > MAX_NODE_INITIAL_LINKS * m_cNodes ) |
|
{// this is paranoia |
|
ALERT ( at_aiconsole, "**LinkVisibleNodes:\nTotalLinks > MAX_NODE_INITIAL_LINKS * NUMNODES" ); |
|
*piBadNode = i; |
|
return FALSE; |
|
} |
|
|
|
if ( cLinksThisNode == 0 ) |
|
{ |
|
fprintf ( file, "**NO INITIAL LINKS**\n" ); |
|
} |
|
|
|
// record the connection info in the link pool |
|
WorldGraph.m_pNodes [ i ].m_cNumLinks = cLinksThisNode; |
|
|
|
// keep track of the most initial links ANY node had, so we can figure out |
|
// if we have a large enough default link pool |
|
if ( cLinksThisNode > cMaxInitialLinks ) |
|
{ |
|
cMaxInitialLinks = cLinksThisNode; |
|
} |
|
} |
|
|
|
|
|
if ( file ) |
|
{ |
|
fprintf ( file, "----------------------------------------------------------------------------\n" ); |
|
} |
|
} |
|
|
|
fprintf ( file, "\n%4d Total Initial Connections - %4d Maximum connections for a single node.\n", cTotalLinks, cMaxInitialLinks ); |
|
fprintf ( file, "----------------------------------------------------------------------------\n\n\n" ); |
|
|
|
return cTotalLinks; |
|
} |
|
|
|
//========================================================= |
|
// CGraph - RejectInlineLinks - expects a pointer to a link |
|
// pool, and a pointer to and already-open file ( if you |
|
// want status reports written to disk ). RETURNS the number |
|
// of connections that were rejected |
|
//========================================================= |
|
int CGraph :: RejectInlineLinks ( CLink *pLinkPool, FILE *file ) |
|
{ |
|
int i,j,k; |
|
|
|
int cRejectedLinks; |
|
|
|
BOOL fRestartLoop;// have to restart the J loop if we eliminate a link. |
|
|
|
CNode *pSrcNode; |
|
CNode *pCheckNode;// the node we are testing for (one of pSrcNode's connections) |
|
CNode *pTestNode;// the node we are checking against ( also one of pSrcNode's connections) |
|
|
|
float flDistToTestNode, flDistToCheckNode; |
|
|
|
Vector2D vec2DirToTestNode, vec2DirToCheckNode; |
|
|
|
if ( file ) |
|
{ |
|
fprintf ( file, "----------------------------------------------------------------------------\n" ); |
|
fprintf ( file, "InLine Rejection:\n" ); |
|
fprintf ( file, "----------------------------------------------------------------------------\n" ); |
|
} |
|
|
|
cRejectedLinks = 0; |
|
|
|
for ( i = 0 ; i < m_cNodes ; i++ ) |
|
{ |
|
pSrcNode = &m_pNodes[ i ]; |
|
|
|
if ( file ) |
|
{ |
|
fprintf ( file, "Node %3d:\n", i ); |
|
} |
|
|
|
for ( j = 0 ; j < pSrcNode->m_cNumLinks ; j++ ) |
|
{ |
|
pCheckNode = &m_pNodes[ pLinkPool[ pSrcNode->m_iFirstLink + j ].m_iDestNode ]; |
|
|
|
vec2DirToCheckNode = ( pCheckNode->m_vecOrigin - pSrcNode->m_vecOrigin ).Make2D(); |
|
flDistToCheckNode = vec2DirToCheckNode.Length(); |
|
vec2DirToCheckNode = vec2DirToCheckNode.Normalize(); |
|
|
|
pLinkPool[ pSrcNode->m_iFirstLink + j ].m_flWeight = flDistToCheckNode; |
|
|
|
fRestartLoop = FALSE; |
|
for ( k = 0 ; k < pSrcNode->m_cNumLinks && !fRestartLoop ; k++ ) |
|
{ |
|
if ( k == j ) |
|
{// don't check against same node |
|
continue; |
|
} |
|
|
|
pTestNode = &m_pNodes [ pLinkPool[ pSrcNode->m_iFirstLink + k ].m_iDestNode ]; |
|
|
|
vec2DirToTestNode = ( pTestNode->m_vecOrigin - pSrcNode->m_vecOrigin ).Make2D(); |
|
|
|
flDistToTestNode = vec2DirToTestNode.Length(); |
|
vec2DirToTestNode = vec2DirToTestNode.Normalize(); |
|
|
|
if ( DotProduct ( vec2DirToCheckNode, vec2DirToTestNode ) >= 0.998 ) |
|
{ |
|
// there's a chance that TestNode intersects the line to CheckNode. If so, we should disconnect the link to CheckNode. |
|
if ( flDistToTestNode < flDistToCheckNode ) |
|
{ |
|
if ( file ) |
|
{ |
|
fprintf ( file, "REJECTED NODE %3d through Node %3d, Dot = %8f\n", pLinkPool[ pSrcNode->m_iFirstLink + j ].m_iDestNode, pLinkPool[ pSrcNode->m_iFirstLink + k ].m_iDestNode, DotProduct ( vec2DirToCheckNode, vec2DirToTestNode ) ); |
|
} |
|
|
|
pLinkPool[ pSrcNode->m_iFirstLink + j ] = pLinkPool[ pSrcNode->m_iFirstLink + ( pSrcNode->m_cNumLinks - 1 ) ]; |
|
pSrcNode->m_cNumLinks--; |
|
j--; |
|
|
|
cRejectedLinks++;// keeping track of how many links are cut, so that we can return that value. |
|
|
|
fRestartLoop = TRUE; |
|
} |
|
} |
|
} |
|
} |
|
|
|
if ( file ) |
|
{ |
|
fprintf ( file, "----------------------------------------------------------------------------\n\n" ); |
|
} |
|
} |
|
|
|
return cRejectedLinks; |
|
} |
|
|
|
//========================================================= |
|
// TestHull is a modelless clip hull that verifies reachable |
|
// nodes by walking from every node to each of it's connections |
|
//========================================================= |
|
class CTestHull : public CBaseMonster |
|
{ |
|
|
|
public: |
|
void Spawn( entvars_t *pevMasterNode ); |
|
virtual int ObjectCaps( void ) { return CBaseMonster :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } |
|
void EXPORT CallBuildNodeGraph ( void ); |
|
void BuildNodeGraph ( void ); |
|
void EXPORT ShowBadNode ( void ); |
|
void EXPORT DropDelay ( void ); |
|
void EXPORT PathFind ( void ); |
|
|
|
Vector vecBadNodeOrigin; |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( testhull, CTestHull ); |
|
|
|
//========================================================= |
|
// CTestHull::Spawn |
|
//========================================================= |
|
void CTestHull :: Spawn( entvars_t *pevMasterNode ) |
|
{ |
|
SET_MODEL(ENT(pev), "models/player.mdl"); |
|
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX); |
|
|
|
pev->solid = SOLID_SLIDEBOX; |
|
pev->movetype = MOVETYPE_STEP; |
|
pev->effects = 0; |
|
pev->health = 50; |
|
pev->yaw_speed = 8; |
|
|
|
if ( WorldGraph.m_fGraphPresent ) |
|
{// graph loaded from disk, so we don't need the test hull |
|
SetThink( &SUB_Remove ); |
|
pev->nextthink = gpGlobals->time; |
|
} |
|
else |
|
{ |
|
SetThink( &DropDelay ); |
|
pev->nextthink = gpGlobals->time + 1; |
|
} |
|
|
|
// Make this invisible |
|
// UNDONE: Shouldn't we just use EF_NODRAW? This doesn't need to go to the client. |
|
pev->rendermode = kRenderTransTexture; |
|
pev->renderamt = 0; |
|
} |
|
|
|
//========================================================= |
|
// TestHull::DropDelay - spawns TestHull on top of |
|
// the 0th node and drops it to the ground. |
|
//========================================================= |
|
void CTestHull::DropDelay ( void ) |
|
{ |
|
UTIL_CenterPrintAll( "Node Graph out of Date. Rebuilding..." ); |
|
|
|
UTIL_SetOrigin ( VARS(pev), WorldGraph.m_pNodes[ 0 ].m_vecOrigin ); |
|
|
|
SetThink( &CallBuildNodeGraph ); |
|
|
|
pev->nextthink = gpGlobals->time + 1; |
|
} |
|
|
|
//========================================================= |
|
// nodes start out as ents in the world. As they are spawned, |
|
// the node info is recorded then the ents are discarded. |
|
//========================================================= |
|
void CNodeEnt :: KeyValue( KeyValueData *pkvd ) |
|
{ |
|
if (FStrEq(pkvd->szKeyName, "hinttype")) |
|
{ |
|
m_sHintType = (short)atoi( pkvd->szValue ); |
|
pkvd->fHandled = TRUE; |
|
} |
|
|
|
if (FStrEq(pkvd->szKeyName, "activity")) |
|
{ |
|
m_sHintActivity = (short)atoi( pkvd->szValue ); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else |
|
CBaseEntity::KeyValue( pkvd ); |
|
} |
|
|
|
//========================================================= |
|
//========================================================= |
|
void CNodeEnt :: Spawn( void ) |
|
{ |
|
pev->movetype = MOVETYPE_NONE; |
|
pev->solid = SOLID_NOT;// always solid_not |
|
|
|
if ( WorldGraph.m_fGraphPresent ) |
|
{// graph loaded from disk, so discard all these node ents as soon as they spawn |
|
REMOVE_ENTITY( edict() ); |
|
return; |
|
} |
|
|
|
if ( WorldGraph.m_cNodes == 0 ) |
|
{// this is the first node to spawn, spawn the test hull entity that builds and walks the node tree |
|
CTestHull *pHull = GetClassPtr((CTestHull *)NULL); |
|
pHull->Spawn( pev ); |
|
} |
|
|
|
if ( WorldGraph.m_cNodes >= MAX_NODES ) |
|
{ |
|
ALERT ( at_aiconsole, "cNodes > MAX_NODES\n" ); |
|
return; |
|
} |
|
|
|
WorldGraph.m_pNodes[ WorldGraph.m_cNodes ].m_vecOriginPeek = |
|
WorldGraph.m_pNodes[ WorldGraph.m_cNodes ].m_vecOrigin = pev->origin; |
|
WorldGraph.m_pNodes[ WorldGraph.m_cNodes ].m_flHintYaw = pev->angles.y; |
|
WorldGraph.m_pNodes[ WorldGraph.m_cNodes ].m_sHintType = m_sHintType; |
|
WorldGraph.m_pNodes[ WorldGraph.m_cNodes ].m_sHintActivity = m_sHintActivity; |
|
|
|
if (FClassnameIs( pev, "info_node_air" )) |
|
WorldGraph.m_pNodes[ WorldGraph.m_cNodes ].m_afNodeInfo = bits_NODE_AIR; |
|
else |
|
WorldGraph.m_pNodes[ WorldGraph.m_cNodes ].m_afNodeInfo = 0; |
|
|
|
WorldGraph.m_cNodes++; |
|
|
|
REMOVE_ENTITY( edict() ); |
|
} |
|
|
|
//========================================================= |
|
// CTestHull - ShowBadNode - makes a bad node fizzle. When |
|
// there's a problem with node graph generation, the test |
|
// hull will be placed up the bad node's location and will generate |
|
// particles |
|
//========================================================= |
|
void CTestHull :: ShowBadNode( void ) |
|
{ |
|
pev->movetype = MOVETYPE_FLY; |
|
pev->angles.y = pev->angles.y + 4; |
|
|
|
UTIL_MakeVectors ( pev->angles ); |
|
|
|
UTIL_ParticleEffect ( pev->origin, g_vecZero, 255, 25 ); |
|
UTIL_ParticleEffect ( pev->origin + gpGlobals->v_forward * 64, g_vecZero, 255, 25 ); |
|
UTIL_ParticleEffect ( pev->origin - gpGlobals->v_forward * 64, g_vecZero, 255, 25 ); |
|
UTIL_ParticleEffect ( pev->origin + gpGlobals->v_right * 64, g_vecZero, 255, 25 ); |
|
UTIL_ParticleEffect ( pev->origin - gpGlobals->v_right * 64, g_vecZero, 255, 25 ); |
|
|
|
pev->nextthink = gpGlobals->time + 0.1; |
|
} |
|
|
|
extern BOOL gTouchDisabled; |
|
void CTestHull::CallBuildNodeGraph( void ) |
|
{ |
|
// TOUCH HACK -- Don't allow this entity to call anyone's "touch" function |
|
gTouchDisabled = TRUE; |
|
BuildNodeGraph(); |
|
gTouchDisabled = FALSE; |
|
// Undo TOUCH HACK |
|
} |
|
|
|
//========================================================= |
|
// BuildNodeGraph - think function called by the empty walk |
|
// hull that is spawned by the first node to spawn. This |
|
// function links all nodes that can see each other, then |
|
// eliminates all inline links, then uses a monster-sized |
|
// hull that walks between each node and each of its links |
|
// to ensure that a monster can actually fit through the space |
|
//========================================================= |
|
void CTestHull :: BuildNodeGraph( void ) |
|
{ |
|
TraceResult tr; |
|
FILE *file; |
|
|
|
char szNrpFilename [MAX_PATH];// text node report filename |
|
|
|
CLink *pTempPool; // temporary link pool |
|
|
|
CNode *pSrcNode;// node we're currently working with |
|
CNode *pDestNode;// the other node in comparison operations |
|
|
|
BOOL fSkipRemainingHulls;//if smallest hull can't fit, don't check any others |
|
BOOL fPairsValid;// are all links in the graph evenly paired? |
|
|
|
int i, j, hull; |
|
|
|
int iBadNode;// this is the node that caused graph generation to fail |
|
|
|
int cMaxInitialLinks = 0; |
|
int cMaxValidLinks = 0; |
|
|
|
int iPoolIndex = 0; |
|
int cPoolLinks;// number of links in the pool. |
|
|
|
Vector vecDirToCheckNode; |
|
Vector vecDirToTestNode; |
|
Vector vecStepCheckDir; |
|
Vector vecTraceSpot; |
|
Vector vecSpot; |
|
|
|
Vector2D vec2DirToCheckNode; |
|
Vector2D vec2DirToTestNode; |
|
Vector2D vec2StepCheckDir; |
|
Vector2D vec2TraceSpot; |
|
Vector2D vec2Spot; |
|
|
|
float flYaw;// use this stuff to walk the hull between nodes |
|
float flDist; |
|
int step; |
|
|
|
SetThink( &SUB_Remove );// no matter what happens, the hull gets rid of itself. |
|
pev->nextthink = gpGlobals->time; |
|
|
|
// malloc a swollen temporary connection pool that we trim down after we know exactly how many connections there are. |
|
pTempPool = (CLink *)calloc ( sizeof ( CLink ) , ( WorldGraph.m_cNodes * MAX_NODE_INITIAL_LINKS ) ); |
|
if ( !pTempPool ) |
|
{ |
|
ALERT ( at_aiconsole, "**Could not malloc TempPool!\n" ); |
|
return; |
|
} |
|
|
|
|
|
// make sure directories have been made |
|
GET_GAME_DIR( szNrpFilename ); |
|
strcat( szNrpFilename, "/maps" ); |
|
CreateDirectory( szNrpFilename, NULL ); |
|
strcat( szNrpFilename, "/graphs" ); |
|
CreateDirectory( szNrpFilename, NULL ); |
|
|
|
strcat( szNrpFilename, "/" ); |
|
strcat( szNrpFilename, STRING( gpGlobals->mapname ) ); |
|
strcat( szNrpFilename, ".nrp" ); |
|
|
|
file = fopen ( szNrpFilename, "w+" ); |
|
|
|
if ( !file ) |
|
{// file error |
|
ALERT ( at_aiconsole, "Couldn't create %s!\n", szNrpFilename ); |
|
|
|
if ( pTempPool ) |
|
{ |
|
free ( pTempPool ); |
|
} |
|
|
|
return; |
|
} |
|
|
|
fprintf( file, "Node Graph Report for map: %s.bsp\n", STRING(gpGlobals->mapname) ); |
|
fprintf ( file, "%d Total Nodes\n\n", WorldGraph.m_cNodes ); |
|
|
|
for ( i = 0 ; i < WorldGraph.m_cNodes ; i++ ) |
|
{// print all node numbers and their locations to the file. |
|
WorldGraph.m_pNodes[ i ].m_cNumLinks = 0; |
|
WorldGraph.m_pNodes[ i ].m_iFirstLink = 0; |
|
memset(WorldGraph.m_pNodes[ i ].m_pNextBestNode, 0, sizeof(WorldGraph.m_pNodes[ i ].m_pNextBestNode)); |
|
|
|
fprintf ( file, "Node# %4d\n", i ); |
|
fprintf ( file, "Location %4d,%4d,%4d\n",(int)WorldGraph.m_pNodes[ i ].m_vecOrigin.x, (int)WorldGraph.m_pNodes[ i ].m_vecOrigin.y, (int)WorldGraph.m_pNodes[ i ].m_vecOrigin.z ); |
|
fprintf ( file, "HintType: %4d\n", WorldGraph.m_pNodes[ i ].m_sHintType ); |
|
fprintf ( file, "HintActivity: %4d\n", WorldGraph.m_pNodes[ i ].m_sHintActivity ); |
|
fprintf ( file, "HintYaw: %4f\n", WorldGraph.m_pNodes[ i ].m_flHintYaw ); |
|
fprintf ( file, "-------------------------------------------------------------------------------\n" ); |
|
} |
|
fprintf ( file, "\n\n" ); |
|
|
|
|
|
// Automatically recognize WATER nodes and drop the LAND nodes to the floor. |
|
// |
|
for ( i = 0; i < WorldGraph.m_cNodes; i++) |
|
{ |
|
if (WorldGraph.m_pNodes[ i ].m_afNodeInfo & bits_NODE_AIR) |
|
{ |
|
// do nothing |
|
} |
|
else if (UTIL_PointContents(WorldGraph.m_pNodes[ i ].m_vecOrigin) == CONTENTS_WATER) |
|
{ |
|
WorldGraph.m_pNodes[ i ].m_afNodeInfo |= bits_NODE_WATER; |
|
} |
|
else |
|
{ |
|
WorldGraph.m_pNodes[ i ].m_afNodeInfo |= bits_NODE_LAND; |
|
|
|
// trace to the ground, then pop up 8 units and place node there to make it |
|
// easier for them to connect (think stairs, chairs, and bumps in the floor). |
|
// After the routing is done, push them back down. |
|
// |
|
TraceResult tr; |
|
|
|
UTIL_TraceLine ( WorldGraph.m_pNodes[i].m_vecOrigin, |
|
WorldGraph.m_pNodes[i].m_vecOrigin - Vector ( 0, 0, 384 ), |
|
ignore_monsters, |
|
g_pBodyQueueHead,//!!!HACKHACK no real ent to supply here, using a global we don't care about |
|
&tr ); |
|
|
|
// This trace is ONLY used if we hit an entity flagged with FL_WORLDBRUSH |
|
TraceResult trEnt; |
|
UTIL_TraceLine ( WorldGraph.m_pNodes[i].m_vecOrigin, |
|
WorldGraph.m_pNodes[i].m_vecOrigin - Vector ( 0, 0, 384 ), |
|
dont_ignore_monsters, |
|
g_pBodyQueueHead,//!!!HACKHACK no real ent to supply here, using a global we don't care about |
|
&trEnt ); |
|
|
|
|
|
// Did we hit something closer than the floor? |
|
if ( trEnt.flFraction < tr.flFraction ) |
|
{ |
|
// If it was a world brush entity, copy the node location |
|
if ( trEnt.pHit && (trEnt.pHit->v.flags & FL_WORLDBRUSH) ) |
|
tr.vecEndPos = trEnt.vecEndPos; |
|
} |
|
|
|
WorldGraph.m_pNodes[i].m_vecOriginPeek.z = |
|
WorldGraph.m_pNodes[i].m_vecOrigin.z = tr.vecEndPos.z + NODE_HEIGHT; |
|
} |
|
} |
|
|
|
cPoolLinks = WorldGraph.LinkVisibleNodes( pTempPool, file, &iBadNode ); |
|
|
|
if ( !cPoolLinks ) |
|
{ |
|
ALERT ( at_aiconsole, "**ConnectVisibleNodes FAILED!\n" ); |
|
|
|
SetThink( &ShowBadNode );// send the hull off to show the offending node. |
|
//pev->solid = SOLID_NOT; |
|
pev->origin = WorldGraph.m_pNodes[ iBadNode ].m_vecOrigin; |
|
|
|
if ( pTempPool ) |
|
{ |
|
free ( pTempPool ); |
|
} |
|
|
|
if ( file ) |
|
{// close the file |
|
fclose ( file ); |
|
} |
|
|
|
return; |
|
} |
|
|
|
// send the walkhull to all of this node's connections now. We'll do this here since |
|
// so much of it relies on being able to control the test hull. |
|
fprintf ( file, "----------------------------------------------------------------------------\n" ); |
|
fprintf ( file, "Walk Rejection:\n"); |
|
|
|
for ( i = 0 ; i < WorldGraph.m_cNodes ; i++ ) |
|
{ |
|
pSrcNode = &WorldGraph.m_pNodes[ i ]; |
|
|
|
fprintf ( file, "-------------------------------------------------------------------------------\n"); |
|
fprintf ( file, "Node %4d:\n\n", i ); |
|
|
|
for ( j = 0 ; j < pSrcNode->m_cNumLinks ; j++ ) |
|
{ |
|
// assume that all hulls can walk this link, then eliminate the ones that can't. |
|
pTempPool [ pSrcNode->m_iFirstLink + j ].m_afLinkInfo = bits_LINK_SMALL_HULL | bits_LINK_HUMAN_HULL | bits_LINK_LARGE_HULL | bits_LINK_FLY_HULL; |
|
|
|
|
|
// do a check for each hull size. |
|
|
|
// if we can't fit a tiny hull through a connection, no other hulls with fit either, so we |
|
// should just fall out of the loop. Do so by setting the SkipRemainingHulls flag. |
|
fSkipRemainingHulls = FALSE; |
|
for ( hull = 0 ; hull < MAX_NODE_HULLS; hull++ ) |
|
{ |
|
if (fSkipRemainingHulls && (hull == NODE_HUMAN_HULL || hull == NODE_LARGE_HULL)) // skip the remaining walk hulls |
|
continue; |
|
|
|
switch ( hull ) |
|
{ |
|
case NODE_SMALL_HULL: |
|
UTIL_SetSize(pev, Vector(-12, -12, 0), Vector(12, 12, 24)); |
|
break; |
|
case NODE_HUMAN_HULL: |
|
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX ); |
|
break; |
|
case NODE_LARGE_HULL: |
|
UTIL_SetSize(pev, Vector(-32, -32, 0), Vector(32, 32, 64)); |
|
break; |
|
case NODE_FLY_HULL: |
|
UTIL_SetSize(pev, Vector(-32, -32, 0), Vector(32, 32, 64)); |
|
// UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0)); |
|
break; |
|
} |
|
|
|
UTIL_SetOrigin ( pev, pSrcNode->m_vecOrigin );// place the hull on the node |
|
|
|
if ( !FBitSet ( pev->flags, FL_ONGROUND ) ) |
|
{ |
|
ALERT ( at_aiconsole, "OFFGROUND!\n" ); |
|
} |
|
|
|
// now build a yaw that points to the dest node, and get the distance. |
|
if ( j < 0 ) |
|
{ |
|
ALERT ( at_aiconsole, "**** j = %d ****\n", j ); |
|
if ( pTempPool ) |
|
{ |
|
free ( pTempPool ); |
|
} |
|
|
|
if ( file ) |
|
{// close the file |
|
fclose ( file ); |
|
} |
|
return; |
|
} |
|
|
|
pDestNode = &WorldGraph.m_pNodes [ pTempPool[ pSrcNode->m_iFirstLink + j ].m_iDestNode ]; |
|
|
|
vecSpot = pDestNode->m_vecOrigin; |
|
//vecSpot.z = pev->origin.z; |
|
|
|
if (hull < NODE_FLY_HULL) |
|
{ |
|
int SaveFlags = pev->flags; |
|
int MoveMode = WALKMOVE_WORLDONLY; |
|
if (pSrcNode->m_afNodeInfo & bits_NODE_WATER) |
|
{ |
|
pev->flags |= FL_SWIM; |
|
MoveMode = WALKMOVE_NORMAL; |
|
} |
|
|
|
flYaw = UTIL_VecToYaw ( pDestNode->m_vecOrigin - pev->origin ); |
|
|
|
flDist = ( vecSpot - pev->origin ).Length2D(); |
|
|
|
int fWalkFailed = FALSE; |
|
|
|
// in this loop we take tiny steps from the current node to the nodes that it links to, one at a time. |
|
// pev->angles.y = flYaw; |
|
for ( step = 0 ; step < flDist && !fWalkFailed ; step += HULL_STEP_SIZE ) |
|
{ |
|
float stepSize = HULL_STEP_SIZE; |
|
|
|
if ( (step + stepSize) >= (flDist-1) ) |
|
stepSize = (flDist - step) - 1; |
|
|
|
if ( !WALK_MOVE( ENT(pev), flYaw, stepSize, MoveMode ) ) |
|
{// can't take the next step |
|
|
|
fWalkFailed = TRUE; |
|
break; |
|
} |
|
} |
|
|
|
if (!fWalkFailed && (pev->origin - vecSpot).Length() > 64) |
|
{ |
|
// ALERT( at_console, "bogus walk\n"); |
|
// we thought we |
|
fWalkFailed = TRUE; |
|
} |
|
|
|
if (fWalkFailed) |
|
{ |
|
|
|
//pTempPool[ pSrcNode->m_iFirstLink + j ] = pTempPool [ pSrcNode->m_iFirstLink + ( pSrcNode->m_cNumLinks - 1 ) ]; |
|
|
|
// now me must eliminate the hull that couldn't walk this connection |
|
switch ( hull ) |
|
{ |
|
case NODE_SMALL_HULL: // if this hull can't fit, nothing can, so drop the connection |
|
fprintf ( file, "NODE_SMALL_HULL step %f\n", step ); |
|
pTempPool[ pSrcNode->m_iFirstLink + j ].m_afLinkInfo &= ~(bits_LINK_SMALL_HULL | bits_LINK_HUMAN_HULL | bits_LINK_LARGE_HULL); |
|
fSkipRemainingHulls = TRUE;// don't bother checking larger hulls |
|
break; |
|
case NODE_HUMAN_HULL: |
|
fprintf ( file, "NODE_HUMAN_HULL step %f\n", step ); |
|
pTempPool[ pSrcNode->m_iFirstLink + j ].m_afLinkInfo &= ~(bits_LINK_HUMAN_HULL | bits_LINK_LARGE_HULL); |
|
fSkipRemainingHulls = TRUE;// don't bother checking larger hulls |
|
break; |
|
case NODE_LARGE_HULL: |
|
fprintf ( file, "NODE_LARGE_HULL step %f\n", step ); |
|
pTempPool[ pSrcNode->m_iFirstLink + j ].m_afLinkInfo &= ~bits_LINK_LARGE_HULL; |
|
break; |
|
} |
|
} |
|
pev->flags = SaveFlags; |
|
} |
|
else |
|
{ |
|
TraceResult tr; |
|
|
|
UTIL_TraceHull( pSrcNode->m_vecOrigin + Vector( 0, 0, 32 ), pDestNode->m_vecOriginPeek + Vector( 0, 0, 32 ), ignore_monsters, large_hull, ENT( pev ), &tr ); |
|
if (tr.fStartSolid || tr.flFraction < 1.0) |
|
{ |
|
pTempPool[ pSrcNode->m_iFirstLink + j ].m_afLinkInfo &= ~bits_LINK_FLY_HULL; |
|
} |
|
} |
|
} |
|
|
|
if (pTempPool[ pSrcNode->m_iFirstLink + j ].m_afLinkInfo == 0) |
|
{ |
|
fprintf ( file, "Rejected Node %3d - Unreachable by ", pTempPool [ pSrcNode->m_iFirstLink + j ].m_iDestNode ); |
|
pTempPool[ pSrcNode->m_iFirstLink + j ] = pTempPool [ pSrcNode->m_iFirstLink + ( pSrcNode->m_cNumLinks - 1 ) ]; |
|
fprintf ( file, "Any Hull\n" ); |
|
|
|
pSrcNode->m_cNumLinks--; |
|
cPoolLinks--;// we just removed a link, so decrement the total number of links in the pool. |
|
j--; |
|
} |
|
|
|
} |
|
} |
|
fprintf ( file, "-------------------------------------------------------------------------------\n\n\n"); |
|
|
|
cPoolLinks -= WorldGraph.RejectInlineLinks ( pTempPool, file ); |
|
|
|
// now malloc a pool just large enough to hold the links that are actually used |
|
WorldGraph.m_pLinkPool = (CLink *) calloc ( sizeof ( CLink ), cPoolLinks ); |
|
|
|
if ( !WorldGraph.m_pLinkPool ) |
|
{// couldn't make the link pool! |
|
ALERT ( at_aiconsole, "Couldn't malloc LinkPool!\n" ); |
|
if ( pTempPool ) |
|
{ |
|
free ( pTempPool ); |
|
} |
|
if ( file ) |
|
{// close the file |
|
fclose ( file ); |
|
} |
|
|
|
return; |
|
} |
|
WorldGraph.m_cLinks = cPoolLinks; |
|
|
|
//copy only the used portions of the TempPool into the graph's link pool |
|
int iFinalPoolIndex = 0; |
|
int iOldFirstLink; |
|
|
|
for ( i = 0 ; i < WorldGraph.m_cNodes ; i++ ) |
|
{ |
|
iOldFirstLink = WorldGraph.m_pNodes[ i ].m_iFirstLink;// store this, because we have to re-assign it before entering the copy loop |
|
|
|
WorldGraph.m_pNodes[ i ].m_iFirstLink = iFinalPoolIndex; |
|
|
|
for ( j = 0 ; j < WorldGraph.m_pNodes[ i ].m_cNumLinks ; j++ ) |
|
{ |
|
WorldGraph.m_pLinkPool[ iFinalPoolIndex++ ] = pTempPool[ iOldFirstLink + j ]; |
|
} |
|
} |
|
|
|
|
|
// Node sorting numbers linked nodes close to each other |
|
// |
|
WorldGraph.SortNodes(); |
|
|
|
// This is used for HashSearch |
|
// |
|
WorldGraph.BuildLinkLookups(); |
|
|
|
fPairsValid = TRUE; // assume that the connection pairs are all valid to start |
|
|
|
fprintf ( file, "\n\n-------------------------------------------------------------------------------\n"); |
|
fprintf ( file, "Link Pairings:\n"); |
|
|
|
// link integrity check. The idea here is that if Node A links to Node B, node B should |
|
// link to node A. If not, we have a situation that prevents us from using a basic |
|
// optimization in the FindNearestLink function. |
|
for ( i = 0 ; i < WorldGraph.m_cNodes ; i++ ) |
|
{ |
|
for ( j = 0 ; j < WorldGraph.m_pNodes[ i ].m_cNumLinks ; j++ ) |
|
{ |
|
int iLink; |
|
WorldGraph.HashSearch(WorldGraph.INodeLink(i,j), i, iLink); |
|
if (iLink < 0) |
|
{ |
|
fPairsValid = FALSE;// unmatched link pair. |
|
fprintf ( file, "WARNING: Node %3d does not connect back to Node %3d\n", WorldGraph.INodeLink(i, j), i); |
|
} |
|
} |
|
} |
|
|
|
// !!!LATER - if all connections are properly paired, when can enable an optimization in the pathfinding code |
|
// (in the find nearest line function) |
|
if ( fPairsValid ) |
|
{ |
|
fprintf ( file, "\nAll Connections are Paired!\n"); |
|
} |
|
|
|
fprintf ( file, "-------------------------------------------------------------------------------\n"); |
|
fprintf ( file, "\n\n-------------------------------------------------------------------------------\n"); |
|
fprintf ( file, "Total Number of Connections in Pool: %d\n", cPoolLinks ); |
|
fprintf ( file, "-------------------------------------------------------------------------------\n"); |
|
fprintf ( file, "Connection Pool: %d bytes\n", sizeof ( CLink ) * cPoolLinks ); |
|
fprintf ( file, "-------------------------------------------------------------------------------\n"); |
|
|
|
|
|
ALERT ( at_aiconsole, "%d Nodes, %d Connections\n", WorldGraph.m_cNodes, cPoolLinks ); |
|
|
|
// This is used for FindNearestNode |
|
// |
|
WorldGraph.BuildRegionTables(); |
|
|
|
|
|
// Push all of the LAND nodes down to the ground now. Leave the water and air nodes alone. |
|
// |
|
for ( i = 0 ; i < WorldGraph.m_cNodes ; i++ ) |
|
{ |
|
if ((WorldGraph.m_pNodes[ i ].m_afNodeInfo & bits_NODE_LAND)) |
|
{ |
|
WorldGraph.m_pNodes[ i ].m_vecOrigin.z -= NODE_HEIGHT; |
|
} |
|
} |
|
|
|
|
|
if ( pTempPool ) |
|
{// free the temp pool |
|
free ( pTempPool ); |
|
} |
|
|
|
if ( file ) |
|
{ |
|
fclose ( file ); |
|
} |
|
|
|
// We now have some graphing capabilities. |
|
// |
|
WorldGraph.m_fGraphPresent = TRUE;//graph is in memory. |
|
WorldGraph.m_fGraphPointersSet = TRUE;// since the graph was generated, the pointers are ready |
|
WorldGraph.m_fRoutingComplete = FALSE; // Optimal routes aren't computed, yet. |
|
|
|
// Compute and compress the routing information. |
|
// |
|
WorldGraph.ComputeStaticRoutingTables(); |
|
|
|
// save the node graph for this level |
|
WorldGraph.FSaveGraph( (char *)STRING( gpGlobals->mapname ) ); |
|
ALERT( at_console, "Done.\n"); |
|
} |
|
|
|
|
|
//========================================================= |
|
// returns a hardcoded path. |
|
//========================================================= |
|
void CTestHull :: PathFind ( void ) |
|
{ |
|
int iPath[ 50 ]; |
|
int iPathSize; |
|
int i; |
|
CNode *pNode, *pNextNode; |
|
|
|
if ( !WorldGraph.m_fGraphPresent || !WorldGraph.m_fGraphPointersSet ) |
|
{// protect us in the case that the node graph isn't available |
|
ALERT ( at_aiconsole, "Graph not ready!\n" ); |
|
return; |
|
} |
|
|
|
iPathSize = WorldGraph.FindShortestPath ( iPath, 0, 19, 0, 0 ); // UNDONE use hull constant |
|
|
|
if ( !iPathSize ) |
|
{ |
|
ALERT ( at_aiconsole, "No Path!\n" ); |
|
return; |
|
} |
|
|
|
ALERT ( at_aiconsole, "%d\n", iPathSize ); |
|
|
|
pNode = &WorldGraph.m_pNodes[ iPath [ 0 ] ]; |
|
|
|
for ( i = 0 ; i < iPathSize - 1 ; i++ ) |
|
{ |
|
|
|
pNextNode = &WorldGraph.m_pNodes[ iPath [ i + 1 ] ]; |
|
|
|
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); |
|
WRITE_BYTE( TE_SHOWLINE); |
|
|
|
WRITE_COORD( pNode->m_vecOrigin.x ); |
|
WRITE_COORD( pNode->m_vecOrigin.y ); |
|
WRITE_COORD( pNode->m_vecOrigin.z + NODE_HEIGHT ); |
|
|
|
WRITE_COORD( pNextNode->m_vecOrigin.x); |
|
WRITE_COORD( pNextNode->m_vecOrigin.y); |
|
WRITE_COORD( pNextNode->m_vecOrigin.z + NODE_HEIGHT); |
|
MESSAGE_END(); |
|
|
|
pNode = pNextNode; |
|
} |
|
|
|
} |
|
|
|
|
|
//========================================================= |
|
// CStack Constructor |
|
//========================================================= |
|
CStack :: CStack( void ) |
|
{ |
|
m_level = 0; |
|
} |
|
|
|
//========================================================= |
|
// pushes a value onto the stack |
|
//========================================================= |
|
void CStack :: Push( int value ) |
|
{ |
|
if ( m_level >= MAX_STACK_NODES ) |
|
{ |
|
printf("Error!\n"); |
|
return; |
|
} |
|
m_stack[m_level] = value; |
|
m_level++; |
|
} |
|
|
|
//========================================================= |
|
// pops a value off of the stack |
|
//========================================================= |
|
int CStack :: Pop( void ) |
|
{ |
|
if ( m_level <= 0 ) |
|
return -1; |
|
|
|
m_level--; |
|
return m_stack[ m_level ]; |
|
} |
|
|
|
//========================================================= |
|
// returns the value on the top of the stack |
|
//========================================================= |
|
int CStack :: Top ( void ) |
|
{ |
|
return m_stack[ m_level - 1 ]; |
|
} |
|
|
|
//========================================================= |
|
// copies every element on the stack into an array LIFO |
|
//========================================================= |
|
void CStack :: CopyToArray ( int *piArray ) |
|
{ |
|
int i; |
|
|
|
for ( i = 0 ; i < m_level ; i++ ) |
|
{ |
|
piArray[ i ] = m_stack[ i ]; |
|
} |
|
} |
|
|
|
//========================================================= |
|
// CQueue constructor |
|
//========================================================= |
|
CQueue :: CQueue( void ) |
|
{ |
|
m_cSize = 0; |
|
m_head = 0; |
|
m_tail = -1; |
|
} |
|
|
|
//========================================================= |
|
// inserts a value into the queue |
|
//========================================================= |
|
void CQueue :: Insert ( int iValue, float fPriority ) |
|
{ |
|
|
|
if ( Full() ) |
|
{ |
|
printf ( "Queue is full!\n" ); |
|
return; |
|
} |
|
|
|
m_tail++; |
|
|
|
if ( m_tail == MAX_STACK_NODES ) |
|
{//wrap around |
|
m_tail = 0; |
|
} |
|
|
|
m_queue[ m_tail ].Id = iValue; |
|
m_queue[ m_tail ].Priority = fPriority; |
|
m_cSize++; |
|
} |
|
|
|
//========================================================= |
|
// removes a value from the queue (FIFO) |
|
//========================================================= |
|
int CQueue :: Remove ( float &fPriority ) |
|
{ |
|
if ( m_head == MAX_STACK_NODES ) |
|
{// wrap |
|
m_head = 0; |
|
} |
|
|
|
m_cSize--; |
|
fPriority = m_queue[ m_head ].Priority; |
|
return m_queue[ m_head++ ].Id; |
|
} |
|
|
|
//========================================================= |
|
// CQueue constructor |
|
//========================================================= |
|
CQueuePriority :: CQueuePriority( void ) |
|
{ |
|
m_cSize = 0; |
|
} |
|
|
|
//========================================================= |
|
// inserts a value into the priority queue |
|
//========================================================= |
|
void CQueuePriority :: Insert( int iValue, float fPriority ) |
|
{ |
|
|
|
if ( Full() ) |
|
{ |
|
printf ( "Queue is full!\n" ); |
|
return; |
|
} |
|
|
|
m_heap[ m_cSize ].Priority = fPriority; |
|
m_heap[ m_cSize ].Id = iValue; |
|
m_cSize++; |
|
Heap_SiftUp(); |
|
} |
|
|
|
//========================================================= |
|
// removes the smallest item from the priority queue |
|
// |
|
//========================================================= |
|
int CQueuePriority :: Remove( float &fPriority ) |
|
{ |
|
int iReturn = m_heap[ 0 ].Id; |
|
fPriority = m_heap[ 0 ].Priority; |
|
|
|
m_cSize--; |
|
|
|
m_heap[ 0 ] = m_heap[ m_cSize ]; |
|
|
|
Heap_SiftDown(0); |
|
return iReturn; |
|
} |
|
|
|
#define HEAP_LEFT_CHILD(x) (2*(x)+1) |
|
#define HEAP_RIGHT_CHILD(x) (2*(x)+2) |
|
#define HEAP_PARENT(x) (((x)-1)/2) |
|
|
|
void CQueuePriority::Heap_SiftDown(int iSubRoot) |
|
{ |
|
int parent = iSubRoot; |
|
int child = HEAP_LEFT_CHILD(parent); |
|
|
|
struct tag_HEAP_NODE Ref = m_heap[ parent ]; |
|
|
|
while (child < m_cSize) |
|
{ |
|
int rightchild = HEAP_RIGHT_CHILD(parent); |
|
if (rightchild < m_cSize) |
|
{ |
|
if ( m_heap[ rightchild ].Priority < m_heap[ child ].Priority ) |
|
{ |
|
child = rightchild; |
|
} |
|
} |
|
if ( Ref.Priority <= m_heap[ child ].Priority ) |
|
break; |
|
|
|
m_heap[ parent ] = m_heap[ child ]; |
|
parent = child; |
|
child = HEAP_LEFT_CHILD(parent); |
|
} |
|
m_heap[ parent ] = Ref; |
|
} |
|
|
|
void CQueuePriority::Heap_SiftUp(void) |
|
{ |
|
int child = m_cSize-1; |
|
while (child) |
|
{ |
|
int parent = HEAP_PARENT(child); |
|
if ( m_heap[ parent ].Priority <= m_heap[ child ].Priority ) |
|
break; |
|
|
|
struct tag_HEAP_NODE Tmp; |
|
Tmp = m_heap[ child ]; |
|
m_heap[ child ] = m_heap[ parent ]; |
|
m_heap[ parent ] = Tmp; |
|
|
|
child = parent; |
|
} |
|
} |
|
|
|
//========================================================= |
|
// CGraph - FLoadGraph - attempts to load a node graph from disk. |
|
// if the current level is maps/snar.bsp, maps/graphs/snar.nod |
|
// will be loaded. If file cannot be loaded, the node tree |
|
// will be created and saved to disk. |
|
//========================================================= |
|
int CGraph :: FLoadGraph ( char *szMapName ) |
|
{ |
|
char szFilename[MAX_PATH]; |
|
int iVersion; |
|
int length; |
|
byte *aMemFile; |
|
byte *pMemFile; |
|
|
|
// make sure the directories have been made |
|
char szDirName[MAX_PATH]; |
|
GET_GAME_DIR( szDirName ); |
|
strcat( szDirName, "/maps" ); |
|
CreateDirectory( szDirName, NULL ); |
|
strcat( szDirName, "/graphs" ); |
|
CreateDirectory( szDirName, NULL ); |
|
|
|
strcpy ( szFilename, "maps/graphs/" ); |
|
strcat ( szFilename, szMapName ); |
|
strcat( szFilename, ".nod" ); |
|
|
|
pMemFile = aMemFile = LOAD_FILE_FOR_ME(szFilename, &length); |
|
|
|
if ( !aMemFile ) |
|
{ |
|
return FALSE; |
|
} |
|
else |
|
{ |
|
// Read the graph version number |
|
// |
|
length -= sizeof(int); |
|
if (length < 0) goto ShortFile; |
|
memcpy(&iVersion, pMemFile, sizeof(int)); |
|
pMemFile += sizeof(int); |
|
|
|
if ( iVersion != GRAPH_VERSION ) |
|
{ |
|
// This file was written by a different build of the dll! |
|
// |
|
ALERT ( at_aiconsole, "**ERROR** Graph version is %d, expected %d\n",iVersion, GRAPH_VERSION ); |
|
goto ShortFile; |
|
} |
|
|
|
// Read the graph class |
|
// |
|
length -= sizeof(CGraph); |
|
if (length < 0) goto ShortFile; |
|
memcpy(this, pMemFile, sizeof(CGraph)); |
|
pMemFile += sizeof(CGraph); |
|
|
|
// Set the pointers to zero, just in case we run out of memory. |
|
// |
|
m_pNodes = NULL; |
|
m_pLinkPool = NULL; |
|
m_di = NULL; |
|
m_pRouteInfo = NULL; |
|
m_pHashLinks = NULL; |
|
|
|
|
|
// Malloc for the nodes |
|
// |
|
m_pNodes = ( CNode * )calloc ( sizeof ( CNode ), m_cNodes ); |
|
|
|
if ( !m_pNodes ) |
|
{ |
|
ALERT ( at_aiconsole, "**ERROR**\nCouldn't malloc %d nodes!\n", m_cNodes ); |
|
goto NoMemory; |
|
} |
|
|
|
// Read in all the nodes |
|
// |
|
length -= sizeof(CNode) * m_cNodes; |
|
if (length < 0) goto ShortFile; |
|
memcpy(m_pNodes, pMemFile, sizeof(CNode)*m_cNodes); |
|
pMemFile += sizeof(CNode) * m_cNodes; |
|
|
|
|
|
// Malloc for the link pool |
|
// |
|
m_pLinkPool = ( CLink * )calloc ( sizeof ( CLink ), m_cLinks ); |
|
|
|
if ( !m_pLinkPool ) |
|
{ |
|
ALERT ( at_aiconsole, "**ERROR**\nCouldn't malloc %d link!\n", m_cLinks ); |
|
goto NoMemory; |
|
} |
|
|
|
// Read in all the links |
|
// |
|
length -= sizeof(CLink)*m_cLinks; |
|
if (length < 0) goto ShortFile; |
|
memcpy(m_pLinkPool, pMemFile, sizeof(CLink)*m_cLinks); |
|
pMemFile += sizeof(CLink)*m_cLinks; |
|
|
|
// Malloc for the sorting info. |
|
// |
|
m_di = (DIST_INFO *)calloc( sizeof(DIST_INFO), m_cNodes ); |
|
if ( !m_di ) |
|
{ |
|
ALERT ( at_aiconsole, "***ERROR**\nCouldn't malloc %d entries sorting nodes!\n", m_cNodes ); |
|
goto NoMemory; |
|
} |
|
|
|
// Read it in. |
|
// |
|
length -= sizeof(DIST_INFO)*m_cNodes; |
|
if (length < 0) goto ShortFile; |
|
memcpy(m_di, pMemFile, sizeof(DIST_INFO)*m_cNodes); |
|
pMemFile += sizeof(DIST_INFO)*m_cNodes; |
|
|
|
// Malloc for the routing info. |
|
// |
|
m_fRoutingComplete = FALSE; |
|
m_pRouteInfo = (char *)calloc( sizeof(char), m_nRouteInfo ); |
|
if ( !m_pRouteInfo ) |
|
{ |
|
ALERT ( at_aiconsole, "***ERROR**\nCounldn't malloc %d route bytes!\n", m_nRouteInfo ); |
|
goto NoMemory; |
|
} |
|
m_CheckedCounter = 0; |
|
for (int i = 0; i < m_cNodes; i++) |
|
{ |
|
m_di[i].m_CheckedEvent = 0; |
|
} |
|
|
|
// Read in the route information. |
|
// |
|
length -= sizeof(char)*m_nRouteInfo; |
|
if (length < 0) goto ShortFile; |
|
memcpy(m_pRouteInfo, pMemFile, sizeof(char)*m_nRouteInfo); |
|
pMemFile += sizeof(char)*m_nRouteInfo; |
|
m_fRoutingComplete = TRUE;; |
|
|
|
// malloc for the hash links |
|
// |
|
m_pHashLinks = (short *)calloc(sizeof(short), m_nHashLinks); |
|
if (!m_pHashLinks) |
|
{ |
|
ALERT ( at_aiconsole, "***ERROR**\nCounldn't malloc %d hash link bytes!\n", m_nHashLinks ); |
|
goto NoMemory; |
|
} |
|
|
|
// Read in the hash link information |
|
// |
|
length -= sizeof(short)*m_nHashLinks; |
|
if (length < 0) goto ShortFile; |
|
memcpy(m_pHashLinks, pMemFile, sizeof(short)*m_nHashLinks); |
|
pMemFile += sizeof(short)*m_nHashLinks; |
|
|
|
// Set the graph present flag, clear the pointers set flag |
|
// |
|
m_fGraphPresent = TRUE; |
|
m_fGraphPointersSet = FALSE; |
|
|
|
FREE_FILE(aMemFile); |
|
|
|
if (length != 0) |
|
{ |
|
ALERT ( at_aiconsole, "***WARNING***:Node graph was longer than expected by %d bytes.!\n", length); |
|
} |
|
|
|
return TRUE; |
|
} |
|
|
|
ShortFile: |
|
NoMemory: |
|
FREE_FILE(aMemFile); |
|
return FALSE; |
|
} |
|
|
|
//========================================================= |
|
// CGraph - FSaveGraph - It's not rocket science. |
|
// this WILL overwrite existing files. |
|
//========================================================= |
|
int CGraph :: FSaveGraph ( char *szMapName ) |
|
{ |
|
|
|
int iVersion = GRAPH_VERSION; |
|
char szFilename[MAX_PATH]; |
|
FILE *file; |
|
|
|
if ( !m_fGraphPresent || !m_fGraphPointersSet ) |
|
{// protect us in the case that the node graph isn't available or built |
|
ALERT ( at_aiconsole, "Graph not ready!\n" ); |
|
return FALSE; |
|
} |
|
|
|
// make sure directories have been made |
|
GET_GAME_DIR( szFilename ); |
|
strcat( szFilename, "/maps" ); |
|
CreateDirectory( szFilename, NULL ); |
|
strcat( szFilename, "/graphs" ); |
|
CreateDirectory( szFilename, NULL ); |
|
|
|
strcat( szFilename, "/" ); |
|
strcat( szFilename, szMapName ); |
|
strcat( szFilename, ".nod" ); |
|
|
|
file = fopen ( szFilename, "wb" ); |
|
|
|
ALERT ( at_aiconsole, "Created: %s\n", szFilename ); |
|
|
|
if ( !file ) |
|
{// couldn't create |
|
ALERT ( at_aiconsole, "Couldn't Create: %s\n", szFilename ); |
|
return FALSE; |
|
} |
|
else |
|
{ |
|
// write the version |
|
fwrite ( &iVersion, sizeof ( int ), 1, file ); |
|
|
|
// write the CGraph class |
|
fwrite ( this, sizeof ( CGraph ), 1, file ); |
|
|
|
// write the nodes |
|
fwrite ( m_pNodes, sizeof ( CNode ), m_cNodes, file ); |
|
|
|
// write the links |
|
fwrite ( m_pLinkPool, sizeof ( CLink ), m_cLinks, file ); |
|
|
|
fwrite ( m_di, sizeof(DIST_INFO), m_cNodes, file ); |
|
|
|
// Write the route info. |
|
// |
|
if ( m_pRouteInfo && m_nRouteInfo ) |
|
{ |
|
fwrite ( m_pRouteInfo, sizeof( char ), m_nRouteInfo, file ); |
|
} |
|
|
|
if (m_pHashLinks && m_nHashLinks) |
|
{ |
|
fwrite(m_pHashLinks, sizeof(short), m_nHashLinks, file); |
|
} |
|
fclose ( file ); |
|
return TRUE; |
|
} |
|
} |
|
|
|
//========================================================= |
|
// CGraph - FSetGraphPointers - Takes the modelnames of |
|
// all of the brush ents that block connections in the node |
|
// graph and resolves them into pointers to those entities. |
|
// this is done after loading the graph from disk, whereupon |
|
// the pointers are not valid. |
|
//========================================================= |
|
int CGraph :: FSetGraphPointers ( void ) |
|
{ |
|
int i; |
|
edict_t *pentLinkEnt; |
|
|
|
for ( i = 0 ; i < m_cLinks ; i++ ) |
|
{// go through all of the links |
|
|
|
if ( m_pLinkPool[ i ].m_pLinkEnt != NULL ) |
|
{ |
|
char name[5]; |
|
// when graphs are saved, any valid pointers are will be non-zero, signifying that we should |
|
// reset those pointers upon reloading. Any pointers that were NULL when the graph was saved |
|
// will be NULL when reloaded, and will ignored by this function. |
|
|
|
// m_szLinkEntModelname is not necessarily NULL terminated (so we can store it in a more alignment-friendly 4 bytes) |
|
memcpy( name, m_pLinkPool[ i ].m_szLinkEntModelname, 4 ); |
|
name[4] = 0; |
|
pentLinkEnt = FIND_ENTITY_BY_STRING( NULL, "model", name ); |
|
|
|
if ( FNullEnt ( pentLinkEnt ) ) |
|
{ |
|
// the ent isn't around anymore? Either there is a major problem, or it was removed from the world |
|
// ( like a func_breakable that's been destroyed or something ). Make sure that LinkEnt is null. |
|
ALERT ( at_aiconsole, "**Could not find model %s\n", name ); |
|
m_pLinkPool[ i ].m_pLinkEnt = NULL; |
|
} |
|
else |
|
{ |
|
m_pLinkPool[ i ].m_pLinkEnt = VARS( pentLinkEnt ); |
|
|
|
if ( !FBitSet( m_pLinkPool[ i ].m_pLinkEnt->flags, FL_GRAPHED ) ) |
|
{ |
|
m_pLinkPool[ i ].m_pLinkEnt->flags += FL_GRAPHED; |
|
} |
|
} |
|
} |
|
} |
|
|
|
// the pointers are now set. |
|
m_fGraphPointersSet = TRUE; |
|
return TRUE; |
|
} |
|
|
|
//========================================================= |
|
// CGraph - CheckNODFile - this function checks the date of |
|
// the BSP file that was just loaded and the date of the a |
|
// ssociated .NOD file. If the NOD file is not present, or |
|
// is older than the BSP file, we rebuild it. |
|
// |
|
// returns FALSE if the .NOD file doesn't qualify and needs |
|
// to be rebuilt. |
|
// |
|
// !!!BUGBUG - the file times we get back are 20 hours ahead! |
|
// since this happens consistantly, we can still correctly |
|
// determine which of the 2 files is newer. This needs fixed, |
|
// though. ( I now suspect that we are getting GMT back from |
|
// these functions and must compensate for local time ) (sjb) |
|
//========================================================= |
|
int CGraph :: CheckNODFile ( char *szMapName ) |
|
{ |
|
int retValue; |
|
|
|
char szBspFilename[MAX_PATH]; |
|
char szGraphFilename[MAX_PATH]; |
|
|
|
|
|
strcpy ( szBspFilename, "maps/" ); |
|
strcat ( szBspFilename, szMapName ); |
|
strcat ( szBspFilename, ".bsp" ); |
|
|
|
strcpy ( szGraphFilename, "maps/graphs/" ); |
|
strcat ( szGraphFilename, szMapName ); |
|
strcat ( szGraphFilename, ".nod" ); |
|
|
|
retValue = TRUE; |
|
|
|
int iCompare; |
|
if (COMPARE_FILE_TIME(szBspFilename, szGraphFilename, &iCompare)) |
|
{ |
|
if ( iCompare > 0 ) |
|
{// BSP file is newer. |
|
ALERT ( at_aiconsole, ".NOD File will be updated\n\n" ); |
|
retValue = FALSE; |
|
} |
|
} |
|
else |
|
{ |
|
retValue = FALSE; |
|
} |
|
|
|
return retValue; |
|
} |
|
|
|
#define ENTRY_STATE_EMPTY -1 |
|
|
|
struct tagNodePair |
|
{ |
|
short iSrc; |
|
short iDest; |
|
}; |
|
|
|
void CGraph::HashInsert(int iSrcNode, int iDestNode, int iKey) |
|
{ |
|
struct tagNodePair np; |
|
|
|
np.iSrc = iSrcNode; |
|
np.iDest = iDestNode; |
|
CRC32_t dwHash; |
|
CRC32_INIT(&dwHash); |
|
CRC32_PROCESS_BUFFER(&dwHash, &np, sizeof(np)); |
|
dwHash = CRC32_FINAL(dwHash); |
|
|
|
int di = m_HashPrimes[dwHash&15]; |
|
int i = (dwHash >> 4) % m_nHashLinks; |
|
while (m_pHashLinks[i] != ENTRY_STATE_EMPTY) |
|
{ |
|
i += di; |
|
if (i >= m_nHashLinks) i -= m_nHashLinks; |
|
} |
|
m_pHashLinks[i] = iKey; |
|
} |
|
|
|
void CGraph::HashSearch(int iSrcNode, int iDestNode, int &iKey) |
|
{ |
|
struct tagNodePair np; |
|
|
|
np.iSrc = iSrcNode; |
|
np.iDest = iDestNode; |
|
CRC32_t dwHash; |
|
CRC32_INIT(&dwHash); |
|
CRC32_PROCESS_BUFFER(&dwHash, &np, sizeof(np)); |
|
dwHash = CRC32_FINAL(dwHash); |
|
|
|
int di = m_HashPrimes[dwHash&15]; |
|
int i = (dwHash >> 4) % m_nHashLinks; |
|
while (m_pHashLinks[i] != ENTRY_STATE_EMPTY) |
|
{ |
|
CLink &link = Link(m_pHashLinks[i]); |
|
if (iSrcNode == link.m_iSrcNode && iDestNode == link.m_iDestNode) |
|
{ |
|
break; |
|
} |
|
else |
|
{ |
|
i += di; |
|
if (i >= m_nHashLinks) i -= m_nHashLinks; |
|
} |
|
} |
|
iKey = m_pHashLinks[i]; |
|
} |
|
|
|
#define NUMBER_OF_PRIMES 177 |
|
|
|
int Primes[NUMBER_OF_PRIMES] = |
|
{ 1, 2, 3, 5, 7, 11, 13, 17, 19, 23, 29, 31, 37, 41, 43, 47, 53, 59, 61, 67, |
|
71, 73, 79, 83, 89, 97, 101, 103, 107, 109, 113, 127, 131, 137, 139, 149, 151, |
|
157, 163, 167, 173, 179, 181, 191, 193, 197, 199, 211, 223, 227, 229, 233, 239, |
|
241, 251, 257, 263, 269, 271, 277, 281, 283, 293, 307, 311, 313, 317, 331, 337, |
|
347, 349, 353, 359, 367, 373, 379, 383, 389, 397, 401, 409, 419, 421, 431, 433, |
|
439, 443, 449, 457, 461, 463, 467, 479, 487, 491, 499, 503, 509, 521, 523, 541, |
|
547, 557, 563, 569, 571, 577, 587, 593, 599, 601, 607, 613, 617, 619, 631, 641, |
|
643, 647, 653, 659, 661, 673, 677, 683, 691, 701, 709, 719, 727, 733, 739, 743, |
|
751, 757, 761, 769, 773, 787, 797, 809, 811, 821, 823, 827, 829, 839, 853, 857, |
|
859, 863, 877, 881, 883, 887, 907, 911, 919, 929, 937, 941, 947, 953, 967, 971, |
|
977, 983, 991, 997, 1009, 1013, 1019, 1021, 1031, 1033, 1039, 0 }; |
|
|
|
void CGraph::HashChoosePrimes(int TableSize) |
|
{ |
|
int LargestPrime = TableSize/2; |
|
if (LargestPrime > Primes[NUMBER_OF_PRIMES-2]) |
|
{ |
|
LargestPrime = Primes[NUMBER_OF_PRIMES-2]; |
|
} |
|
int Spacing = LargestPrime/16; |
|
|
|
// Pick a set primes that are evenly spaced from (0 to LargestPrime) |
|
// We divide this interval into 16 equal sized zones. We want to find |
|
// one prime number that best represents that zone. |
|
// |
|
for (int iZone = 1, iPrime = 0; iPrime < 16; iZone += Spacing) |
|
{ |
|
// Search for a prime number that is less than the target zone |
|
// number given by iZone. |
|
// |
|
int Lower = Primes[0]; |
|
for (int jPrime = 0; Primes[jPrime] != 0; jPrime++) |
|
{ |
|
if (jPrime != 0 && TableSize % Primes[jPrime] == 0) continue; |
|
int Upper = Primes[jPrime]; |
|
if (Lower <= iZone && iZone <= Upper) |
|
{ |
|
// Choose the closest lower prime number. |
|
// |
|
if (iZone - Lower <= Upper - iZone) |
|
{ |
|
m_HashPrimes[iPrime++] = Lower; |
|
} |
|
else |
|
{ |
|
m_HashPrimes[iPrime++] = Upper; |
|
} |
|
break; |
|
} |
|
Lower = Upper; |
|
} |
|
} |
|
|
|
// Alternate negative and positive numbers |
|
// |
|
for (iPrime = 0; iPrime < 16; iPrime += 2) |
|
{ |
|
m_HashPrimes[iPrime] = TableSize-m_HashPrimes[iPrime]; |
|
} |
|
|
|
// Shuffle the set of primes to reduce correlation with bits in |
|
// hash key. |
|
// |
|
for (iPrime = 0; iPrime < 16-1; iPrime++) |
|
{ |
|
int Pick = RANDOM_LONG(0, 15-iPrime); |
|
int Temp = m_HashPrimes[Pick]; |
|
m_HashPrimes[Pick] = m_HashPrimes[15-iPrime]; |
|
m_HashPrimes[15-iPrime] = Temp; |
|
} |
|
} |
|
|
|
// Renumber nodes so that nodes that link together are together. |
|
// |
|
#define UNNUMBERED_NODE -1 |
|
void CGraph::SortNodes(void) |
|
{ |
|
// We are using m_iPreviousNode to be the new node number. |
|
// After assigning new node numbers to everything, we move |
|
// things and patchup the links. |
|
// |
|
int iNodeCnt = 0; |
|
m_pNodes[0].m_iPreviousNode = iNodeCnt++; |
|
for (int i = 1; i < m_cNodes; i++) |
|
{ |
|
m_pNodes[i].m_iPreviousNode = UNNUMBERED_NODE; |
|
} |
|
|
|
for (i = 0; i < m_cNodes; i++) |
|
{ |
|
// Run through all of this node's neighbors |
|
// |
|
for (int j = 0 ; j < m_pNodes[i].m_cNumLinks; j++ ) |
|
{ |
|
int iDestNode = INodeLink(i, j); |
|
if (m_pNodes[iDestNode].m_iPreviousNode == UNNUMBERED_NODE) |
|
{ |
|
m_pNodes[iDestNode].m_iPreviousNode = iNodeCnt++; |
|
} |
|
} |
|
} |
|
|
|
// Assign remaining node numbers to unlinked nodes. |
|
// |
|
for (i = 0; i < m_cNodes; i++) |
|
{ |
|
if (m_pNodes[i].m_iPreviousNode == UNNUMBERED_NODE) |
|
{ |
|
m_pNodes[i].m_iPreviousNode = iNodeCnt++; |
|
} |
|
} |
|
|
|
// Alter links to reflect new node numbers. |
|
// |
|
for (i = 0; i < m_cLinks; i++) |
|
{ |
|
m_pLinkPool[i].m_iSrcNode = m_pNodes[m_pLinkPool[i].m_iSrcNode].m_iPreviousNode; |
|
m_pLinkPool[i].m_iDestNode = m_pNodes[m_pLinkPool[i].m_iDestNode].m_iPreviousNode; |
|
} |
|
|
|
// Rearrange nodes to reflect new node numbering. |
|
// |
|
for (i = 0; i < m_cNodes; i++) |
|
{ |
|
while (m_pNodes[i].m_iPreviousNode != i) |
|
{ |
|
// Move current node off to where it should be, and bring |
|
// that other node back into the current slot. |
|
// |
|
int iDestNode = m_pNodes[i].m_iPreviousNode; |
|
CNode TempNode = m_pNodes[iDestNode]; |
|
m_pNodes[iDestNode] = m_pNodes[i]; |
|
m_pNodes[i] = TempNode; |
|
} |
|
} |
|
} |
|
|
|
void CGraph::BuildLinkLookups(void) |
|
{ |
|
m_nHashLinks = 3*m_cLinks/2 + 3; |
|
|
|
HashChoosePrimes(m_nHashLinks); |
|
m_pHashLinks = (short *)calloc(sizeof(short), m_nHashLinks); |
|
if (!m_pHashLinks) |
|
{ |
|
ALERT(at_aiconsole, "Couldn't allocated Link Lookup Table.\n"); |
|
return; |
|
} |
|
for (int i = 0; i < m_nHashLinks; i++) |
|
{ |
|
m_pHashLinks[i] = ENTRY_STATE_EMPTY; |
|
} |
|
|
|
for (i = 0; i < m_cLinks; i++) |
|
{ |
|
CLink &link = Link(i); |
|
HashInsert(link.m_iSrcNode, link.m_iDestNode, i); |
|
} |
|
#if 0 |
|
for (i = 0; i < m_cLinks; i++) |
|
{ |
|
CLink &link = Link(i); |
|
int iKey; |
|
HashSearch(link.m_iSrcNode, link.m_iDestNode, iKey); |
|
if (iKey != i) |
|
{ |
|
ALERT(at_aiconsole, "HashLinks don't match (%d versus %d)\n", i, iKey); |
|
} |
|
} |
|
#endif |
|
} |
|
|
|
void CGraph::BuildRegionTables(void) |
|
{ |
|
if (m_di) free(m_di); |
|
|
|
// Go ahead and setup for range searching the nodes for FindNearestNodes |
|
// |
|
m_di = (DIST_INFO *)calloc(sizeof(DIST_INFO), m_cNodes); |
|
if (!m_di) |
|
{ |
|
ALERT(at_aiconsole, "Couldn't allocated node ordering array.\n"); |
|
return; |
|
} |
|
|
|
// Calculate regions for all the nodes. |
|
// |
|
// |
|
for (int i = 0; i < 3; i++) |
|
{ |
|
m_RegionMin[i] = 999999999.0; // just a big number out there; |
|
m_RegionMax[i] = -999999999.0; // just a big number out there; |
|
} |
|
for (i = 0; i < m_cNodes; i++) |
|
{ |
|
if (m_pNodes[i].m_vecOrigin.x < m_RegionMin[0]) |
|
m_RegionMin[0] = m_pNodes[i].m_vecOrigin.x; |
|
if (m_pNodes[i].m_vecOrigin.y < m_RegionMin[1]) |
|
m_RegionMin[1] = m_pNodes[i].m_vecOrigin.y; |
|
if (m_pNodes[i].m_vecOrigin.z < m_RegionMin[2]) |
|
m_RegionMin[2] = m_pNodes[i].m_vecOrigin.z; |
|
|
|
if (m_pNodes[i].m_vecOrigin.x > m_RegionMax[0]) |
|
m_RegionMax[0] = m_pNodes[i].m_vecOrigin.x; |
|
if (m_pNodes[i].m_vecOrigin.y > m_RegionMax[1]) |
|
m_RegionMax[1] = m_pNodes[i].m_vecOrigin.y; |
|
if (m_pNodes[i].m_vecOrigin.z > m_RegionMax[2]) |
|
m_RegionMax[2] = m_pNodes[i].m_vecOrigin.z; |
|
} |
|
for (i = 0; i < m_cNodes; i++) |
|
{ |
|
m_pNodes[i].m_Region[0] = CALC_RANGE(m_pNodes[i].m_vecOrigin.x, m_RegionMin[0], m_RegionMax[0]); |
|
m_pNodes[i].m_Region[1] = CALC_RANGE(m_pNodes[i].m_vecOrigin.y, m_RegionMin[1], m_RegionMax[1]); |
|
m_pNodes[i].m_Region[2] = CALC_RANGE(m_pNodes[i].m_vecOrigin.z, m_RegionMin[2], m_RegionMax[2]); |
|
} |
|
|
|
for (i = 0; i < 3; i++) |
|
{ |
|
for (int j = 0; j < NUM_RANGES; j++) |
|
{ |
|
m_RangeStart[i][j] = 255; |
|
m_RangeEnd[i][j] = 0; |
|
} |
|
for (j = 0; j < m_cNodes; j++) |
|
{ |
|
m_di[j].m_SortedBy[i] = j; |
|
} |
|
|
|
for (j = 0; j < m_cNodes - 1; j++) |
|
{ |
|
int jNode = m_di[j].m_SortedBy[i]; |
|
int jCodeX = m_pNodes[jNode].m_Region[0]; |
|
int jCodeY = m_pNodes[jNode].m_Region[1]; |
|
int jCodeZ = m_pNodes[jNode].m_Region[2]; |
|
int jCode; |
|
switch (i) |
|
{ |
|
case 0: |
|
jCode = (jCodeX << 16) + (jCodeY << 8) + jCodeZ; |
|
break; |
|
case 1: |
|
jCode = (jCodeY << 16) + (jCodeZ << 8) + jCodeX; |
|
break; |
|
case 2: |
|
jCode = (jCodeZ << 16) + (jCodeX << 8) + jCodeY; |
|
break; |
|
} |
|
|
|
for (int k = j+1; k < m_cNodes; k++) |
|
{ |
|
int kNode = m_di[k].m_SortedBy[i]; |
|
int kCodeX = m_pNodes[kNode].m_Region[0]; |
|
int kCodeY = m_pNodes[kNode].m_Region[1]; |
|
int kCodeZ = m_pNodes[kNode].m_Region[2]; |
|
int kCode; |
|
switch (i) |
|
{ |
|
case 0: |
|
kCode = (kCodeX << 16) + (kCodeY << 8) + kCodeZ; |
|
break; |
|
case 1: |
|
kCode = (kCodeY << 16) + (kCodeZ << 8) + kCodeX; |
|
break; |
|
case 2: |
|
kCode = (kCodeZ << 16) + (kCodeX << 8) + kCodeY; |
|
break; |
|
} |
|
|
|
if (kCode < jCode) |
|
{ |
|
// Swap j and k entries. |
|
// |
|
int Tmp = m_di[j].m_SortedBy[i]; |
|
m_di[j].m_SortedBy[i] = m_di[k].m_SortedBy[i]; |
|
m_di[k].m_SortedBy[i] = Tmp; |
|
} |
|
} |
|
} |
|
} |
|
|
|
// Generate lookup tables. |
|
// |
|
for (i = 0; i < m_cNodes; i++) |
|
{ |
|
int CodeX = m_pNodes[m_di[i].m_SortedBy[0]].m_Region[0]; |
|
int CodeY = m_pNodes[m_di[i].m_SortedBy[1]].m_Region[1]; |
|
int CodeZ = m_pNodes[m_di[i].m_SortedBy[2]].m_Region[2]; |
|
|
|
if (i < m_RangeStart[0][CodeX]) |
|
{ |
|
m_RangeStart[0][CodeX] = i; |
|
} |
|
if (i < m_RangeStart[1][CodeY]) |
|
{ |
|
m_RangeStart[1][CodeY] = i; |
|
} |
|
if (i < m_RangeStart[2][CodeZ]) |
|
{ |
|
m_RangeStart[2][CodeZ] = i; |
|
} |
|
if (m_RangeEnd[0][CodeX] < i) |
|
{ |
|
m_RangeEnd[0][CodeX] = i; |
|
} |
|
if (m_RangeEnd[1][CodeY] < i) |
|
{ |
|
m_RangeEnd[1][CodeY] = i; |
|
} |
|
if (m_RangeEnd[2][CodeZ] < i) |
|
{ |
|
m_RangeEnd[2][CodeZ] = i; |
|
} |
|
} |
|
|
|
// Initialize the cache. |
|
// |
|
memset(m_Cache, 0, sizeof(m_Cache)); |
|
} |
|
|
|
void CGraph :: ComputeStaticRoutingTables( void ) |
|
{ |
|
int nRoutes = m_cNodes*m_cNodes; |
|
#define FROM_TO(x,y) ((x)*m_cNodes+(y)) |
|
short *Routes = new short[nRoutes]; |
|
|
|
int *pMyPath = new int[m_cNodes]; |
|
unsigned short *BestNextNodes = new unsigned short[m_cNodes]; |
|
char *pRoute = new char[m_cNodes*2]; |
|
|
|
|
|
if (Routes && pMyPath && BestNextNodes && pRoute) |
|
{ |
|
int nTotalCompressedSize = 0; |
|
for (int iHull = 0; iHull < MAX_NODE_HULLS; iHull++) |
|
{ |
|
for (int iCap = 0; iCap < 2; iCap++) |
|
{ |
|
int iCapMask; |
|
switch (iCap) |
|
{ |
|
case 0: |
|
iCapMask = 0; |
|
break; |
|
|
|
case 1: |
|
iCapMask = bits_CAP_OPEN_DOORS | bits_CAP_AUTO_DOORS | bits_CAP_USE; |
|
break; |
|
} |
|
|
|
|
|
// Initialize Routing table to uncalculated. |
|
// |
|
for (int iFrom = 0; iFrom < m_cNodes; iFrom++) |
|
{ |
|
for (int iTo = 0; iTo < m_cNodes; iTo++) |
|
{ |
|
Routes[FROM_TO(iFrom, iTo)] = -1; |
|
} |
|
} |
|
|
|
for (iFrom = 0; iFrom < m_cNodes; iFrom++) |
|
{ |
|
for (int iTo = m_cNodes-1; iTo >= 0; iTo--) |
|
{ |
|
if (Routes[FROM_TO(iFrom, iTo)] != -1) continue; |
|
|
|
int cPathSize = FindShortestPath(pMyPath, iFrom, iTo, iHull, iCapMask); |
|
|
|
// Use the computed path to update the routing table. |
|
// |
|
if (cPathSize > 1) |
|
{ |
|
for (int iNode = 0; iNode < cPathSize-1; iNode++) |
|
{ |
|
int iStart = pMyPath[iNode]; |
|
int iNext = pMyPath[iNode+1]; |
|
for (int iNode1 = iNode+1; iNode1 < cPathSize; iNode1++) |
|
{ |
|
int iEnd = pMyPath[iNode1]; |
|
Routes[FROM_TO(iStart, iEnd)] = iNext; |
|
} |
|
} |
|
#if 0 |
|
// Well, at first glance, this should work, but actually it's safer |
|
// to be told explictly that you can take a series of node in a |
|
// particular direction. Some links don't appear to have links in |
|
// the opposite direction. |
|
// |
|
for (iNode = cPathSize-1; iNode >= 1; iNode--) |
|
{ |
|
int iStart = pMyPath[iNode]; |
|
int iNext = pMyPath[iNode-1]; |
|
for (int iNode1 = iNode-1; iNode1 >= 0; iNode1--) |
|
{ |
|
int iEnd = pMyPath[iNode1]; |
|
Routes[FROM_TO(iStart, iEnd)] = iNext; |
|
} |
|
} |
|
#endif |
|
} |
|
else |
|
{ |
|
Routes[FROM_TO(iFrom, iTo)] = iFrom; |
|
Routes[FROM_TO(iTo, iFrom)] = iTo; |
|
} |
|
} |
|
} |
|
|
|
for (iFrom = 0; iFrom < m_cNodes; iFrom++) |
|
{ |
|
for (int iTo = 0; iTo < m_cNodes; iTo++) |
|
{ |
|
BestNextNodes[iTo] = Routes[FROM_TO(iFrom, iTo)]; |
|
} |
|
|
|
// Compress this node's routing table. |
|
// |
|
int iLastNode = 9999999; // just really big. |
|
int cSequence = 0; |
|
int cRepeats = 0; |
|
int CompressedSize = 0; |
|
char *p = pRoute; |
|
for (int i = 0; i < m_cNodes; i++) |
|
{ |
|
BOOL CanRepeat = ((BestNextNodes[i] == iLastNode) && cRepeats < 127); |
|
BOOL CanSequence = (BestNextNodes[i] == i && cSequence < 128); |
|
|
|
if (cRepeats) |
|
{ |
|
if (CanRepeat) |
|
{ |
|
cRepeats++; |
|
} |
|
else |
|
{ |
|
// Emit the repeat phrase. |
|
// |
|
CompressedSize += 2; // (count-1, iLastNode-i) |
|
*p++ = cRepeats - 1; |
|
int a = iLastNode - iFrom; |
|
int b = iLastNode - iFrom + m_cNodes; |
|
int c = iLastNode - iFrom - m_cNodes; |
|
if (-128 <= a && a <= 127) |
|
{ |
|
*p++ = a; |
|
} |
|
else if (-128 <= b && b <= 127) |
|
{ |
|
*p++ = b; |
|
} |
|
else if (-128 <= c && c <= 127) |
|
{ |
|
*p++ = c; |
|
} |
|
else |
|
{ |
|
ALERT( at_aiconsole, "Nodes need sorting (%d,%d)!\n", iLastNode, iFrom); |
|
} |
|
cRepeats = 0; |
|
|
|
if (CanSequence) |
|
{ |
|
// Start a sequence. |
|
// |
|
cSequence++; |
|
} |
|
else |
|
{ |
|
// Start another repeat. |
|
// |
|
cRepeats++; |
|
} |
|
} |
|
} |
|
else if (cSequence) |
|
{ |
|
if (CanSequence) |
|
{ |
|
cSequence++; |
|
} |
|
else |
|
{ |
|
// It may be advantageous to combine |
|
// a single-entry sequence phrase with the |
|
// next repeat phrase. |
|
// |
|
if (cSequence == 1 && CanRepeat) |
|
{ |
|
// Combine with repeat phrase. |
|
// |
|
cRepeats = 2; |
|
cSequence = 0; |
|
} |
|
else |
|
{ |
|
// Emit the sequence phrase. |
|
// |
|
CompressedSize += 1; // (-count) |
|
*p++ = -cSequence; |
|
cSequence = 0; |
|
|
|
// Start a repeat sequence. |
|
// |
|
cRepeats++; |
|
} |
|
} |
|
} |
|
else |
|
{ |
|
if (CanSequence) |
|
{ |
|
// Start a sequence phrase. |
|
// |
|
cSequence++; |
|
} |
|
else |
|
{ |
|
// Start a repeat sequence. |
|
// |
|
cRepeats++; |
|
} |
|
} |
|
iLastNode = BestNextNodes[i]; |
|
} |
|
if (cRepeats) |
|
{ |
|
// Emit the repeat phrase. |
|
// |
|
CompressedSize += 2; |
|
*p++ = cRepeats - 1; |
|
#if 0 |
|
iLastNode = iFrom + *pRoute; |
|
if (iLastNode >= m_cNodes) iLastNode -= m_cNodes; |
|
else if (iLastNode < 0) iLastNode += m_cNodes; |
|
#endif |
|
int a = iLastNode - iFrom; |
|
int b = iLastNode - iFrom + m_cNodes; |
|
int c = iLastNode - iFrom - m_cNodes; |
|
if (-128 <= a && a <= 127) |
|
{ |
|
*p++ = a; |
|
} |
|
else if (-128 <= b && b <= 127) |
|
{ |
|
*p++ = b; |
|
} |
|
else if (-128 <= c && c <= 127) |
|
{ |
|
*p++ = c; |
|
} |
|
else |
|
{ |
|
ALERT( at_aiconsole, "Nodes need sorting (%d,%d)!\n", iLastNode, iFrom); |
|
} |
|
} |
|
if (cSequence) |
|
{ |
|
// Emit the Sequence phrase. |
|
// |
|
CompressedSize += 1; |
|
*p++ = -cSequence; |
|
} |
|
|
|
// Go find a place to store this thing and point to it. |
|
// |
|
int nRoute = p - pRoute; |
|
if (m_pRouteInfo) |
|
{ |
|
for (int i = 0; i < m_nRouteInfo - nRoute; i++) |
|
{ |
|
if (memcmp(m_pRouteInfo + i, pRoute, nRoute) == 0) |
|
{ |
|
break; |
|
} |
|
} |
|
if (i < m_nRouteInfo - nRoute) |
|
{ |
|
m_pNodes[ iFrom ].m_pNextBestNode[iHull][iCap] = i; |
|
} |
|
else |
|
{ |
|
char *Tmp = (char *)calloc(sizeof(char), (m_nRouteInfo + nRoute)); |
|
memcpy(Tmp, m_pRouteInfo, m_nRouteInfo); |
|
free(m_pRouteInfo); |
|
m_pRouteInfo = Tmp; |
|
memcpy(m_pRouteInfo + m_nRouteInfo, pRoute, nRoute); |
|
m_pNodes[ iFrom ].m_pNextBestNode[iHull][iCap] = m_nRouteInfo; |
|
m_nRouteInfo += nRoute; |
|
nTotalCompressedSize += CompressedSize; |
|
} |
|
} |
|
else |
|
{ |
|
m_nRouteInfo = nRoute; |
|
m_pRouteInfo = (char *)calloc(sizeof(char), nRoute); |
|
memcpy(m_pRouteInfo, pRoute, nRoute); |
|
m_pNodes[ iFrom ].m_pNextBestNode[iHull][iCap] = 0; |
|
nTotalCompressedSize += CompressedSize; |
|
} |
|
} |
|
} |
|
} |
|
ALERT( at_aiconsole, "Size of Routes = %d\n", nTotalCompressedSize); |
|
} |
|
if (Routes) delete Routes; |
|
if (BestNextNodes) delete BestNextNodes; |
|
if (pRoute) delete pRoute; |
|
if (pMyPath) delete pMyPath; |
|
Routes = 0; |
|
BestNextNodes = 0; |
|
pRoute = 0; |
|
pMyPath = 0; |
|
|
|
#if 0 |
|
TestRoutingTables(); |
|
#endif |
|
m_fRoutingComplete = TRUE; |
|
} |
|
|
|
// Test those routing tables. Doesn't really work, yet. |
|
// |
|
void CGraph :: TestRoutingTables( void ) |
|
{ |
|
int *pMyPath = new int[m_cNodes]; |
|
int *pMyPath2 = new int[m_cNodes]; |
|
if (pMyPath && pMyPath2) |
|
{ |
|
for (int iHull = 0; iHull < MAX_NODE_HULLS; iHull++) |
|
{ |
|
for (int iCap = 0; iCap < 2; iCap++) |
|
{ |
|
int iCapMask; |
|
switch (iCap) |
|
{ |
|
case 0: |
|
iCapMask = 0; |
|
break; |
|
|
|
case 1: |
|
iCapMask = bits_CAP_OPEN_DOORS | bits_CAP_AUTO_DOORS | bits_CAP_USE; |
|
break; |
|
} |
|
|
|
for (int iFrom = 0; iFrom < m_cNodes; iFrom++) |
|
{ |
|
for (int iTo = 0; iTo < m_cNodes; iTo++) |
|
{ |
|
m_fRoutingComplete = FALSE; |
|
int cPathSize1 = FindShortestPath(pMyPath, iFrom, iTo, iHull, iCapMask); |
|
m_fRoutingComplete = TRUE; |
|
int cPathSize2 = FindShortestPath(pMyPath2, iFrom, iTo, iHull, iCapMask); |
|
|
|
// Unless we can look at the entire path, we can verify that it's correct. |
|
// |
|
if (cPathSize2 == MAX_PATH_SIZE) continue; |
|
|
|
// Compare distances. |
|
// |
|
#if 1 |
|
float flDistance1 = 0.0; |
|
for (int i = 0; i < cPathSize1-1; i++) |
|
{ |
|
// Find the link from pMyPath[i] to pMyPath[i+1] |
|
// |
|
if (pMyPath[i] == pMyPath[i+1]) continue; |
|
int iVisitNode; |
|
BOOL bFound = FALSE; |
|
for (int iLink = 0; iLink < m_pNodes[pMyPath[i]].m_cNumLinks; iLink++) |
|
{ |
|
iVisitNode = INodeLink ( pMyPath[i], iLink ); |
|
if (iVisitNode == pMyPath[i+1]) |
|
{ |
|
flDistance1 += m_pLinkPool[ m_pNodes[ pMyPath[i] ].m_iFirstLink + iLink].m_flWeight; |
|
bFound = TRUE; |
|
break; |
|
} |
|
} |
|
if (!bFound) |
|
{ |
|
ALERT(at_aiconsole, "No link.\n"); |
|
} |
|
} |
|
|
|
float flDistance2 = 0.0; |
|
for (i = 0; i < cPathSize2-1; i++) |
|
{ |
|
// Find the link from pMyPath2[i] to pMyPath2[i+1] |
|
// |
|
if (pMyPath2[i] == pMyPath2[i+1]) continue; |
|
int iVisitNode; |
|
BOOL bFound = FALSE; |
|
for (int iLink = 0; iLink < m_pNodes[pMyPath2[i]].m_cNumLinks; iLink++) |
|
{ |
|
iVisitNode = INodeLink ( pMyPath2[i], iLink ); |
|
if (iVisitNode == pMyPath2[i+1]) |
|
{ |
|
flDistance2 += m_pLinkPool[ m_pNodes[ pMyPath2[i] ].m_iFirstLink + iLink].m_flWeight; |
|
bFound = TRUE; |
|
break; |
|
} |
|
} |
|
if (!bFound) |
|
{ |
|
ALERT(at_aiconsole, "No link.\n"); |
|
} |
|
} |
|
if (fabs(flDistance1 - flDistance2) > 0.10) |
|
{ |
|
#else |
|
if (cPathSize1 != cPathSize2 || memcmp(pMyPath, pMyPath2, sizeof(int)*cPathSize1) != 0) |
|
{ |
|
#endif |
|
ALERT(at_aiconsole, "Routing is inconsistent!!!\n"); |
|
ALERT(at_aiconsole, "(%d to %d |%d/%d)1:", iFrom, iTo, iHull, iCap); |
|
for (int i = 0; i < cPathSize1; i++) |
|
{ |
|
ALERT(at_aiconsole, "%d ", pMyPath[i]); |
|
} |
|
ALERT(at_aiconsole, "\n(%d to %d |%d/%d)2:", iFrom, iTo, iHull, iCap); |
|
for (i = 0; i < cPathSize2; i++) |
|
{ |
|
ALERT(at_aiconsole, "%d ", pMyPath2[i]); |
|
} |
|
ALERT(at_aiconsole, "\n"); |
|
m_fRoutingComplete = FALSE; |
|
cPathSize1 = FindShortestPath(pMyPath, iFrom, iTo, iHull, iCapMask); |
|
m_fRoutingComplete = TRUE; |
|
cPathSize2 = FindShortestPath(pMyPath2, iFrom, iTo, iHull, iCapMask); |
|
goto EnoughSaid; |
|
} |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
EnoughSaid: |
|
|
|
if (pMyPath) delete pMyPath; |
|
if (pMyPath2) delete pMyPath2; |
|
pMyPath = 0; |
|
pMyPath2 = 0; |
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//========================================================= |
|
// CNodeViewer - Draws a graph of the shorted path from all nodes |
|
// to current location (typically the player). It then draws |
|
// as many connects as it can per frame, trying not to overflow the buffer |
|
//========================================================= |
|
class CNodeViewer : public CBaseEntity |
|
{ |
|
public: |
|
void Spawn( void ); |
|
|
|
int m_iBaseNode; |
|
int m_iDraw; |
|
int m_nVisited; |
|
int m_aFrom[128]; |
|
int m_aTo[128]; |
|
int m_iHull; |
|
int m_afNodeType; |
|
Vector m_vecColor; |
|
|
|
void FindNodeConnections( int iNode ); |
|
void AddNode( int iFrom, int iTo ); |
|
void EXPORT DrawThink( void ); |
|
|
|
}; |
|
LINK_ENTITY_TO_CLASS( node_viewer, CNodeViewer ); |
|
LINK_ENTITY_TO_CLASS( node_viewer_human, CNodeViewer ); |
|
LINK_ENTITY_TO_CLASS( node_viewer_fly, CNodeViewer ); |
|
LINK_ENTITY_TO_CLASS( node_viewer_large, CNodeViewer ); |
|
|
|
void CNodeViewer::Spawn( ) |
|
{ |
|
if ( !WorldGraph.m_fGraphPresent || !WorldGraph.m_fGraphPointersSet ) |
|
{// protect us in the case that the node graph isn't available or built |
|
ALERT ( at_console, "Graph not ready!\n" ); |
|
UTIL_Remove( this ); |
|
return; |
|
} |
|
|
|
|
|
if (FClassnameIs( pev, "node_viewer_fly")) |
|
{ |
|
m_iHull = NODE_FLY_HULL; |
|
m_afNodeType = bits_NODE_AIR; |
|
m_vecColor = Vector( 160, 100, 255 ); |
|
} |
|
else if (FClassnameIs( pev, "node_viewer_large")) |
|
{ |
|
m_iHull = NODE_LARGE_HULL; |
|
m_afNodeType = bits_NODE_LAND | bits_NODE_WATER; |
|
m_vecColor = Vector( 100, 255, 160 ); |
|
} |
|
else |
|
{ |
|
m_iHull = NODE_HUMAN_HULL; |
|
m_afNodeType = bits_NODE_LAND | bits_NODE_WATER; |
|
m_vecColor = Vector( 255, 160, 100 ); |
|
} |
|
|
|
|
|
m_iBaseNode = WorldGraph.FindNearestNode ( pev->origin, m_afNodeType ); |
|
|
|
if ( m_iBaseNode < 0 ) |
|
{ |
|
ALERT( at_console, "No nearby node\n" ); |
|
return; |
|
} |
|
|
|
m_nVisited = 0; |
|
|
|
ALERT( at_aiconsole, "basenode %d\n", m_iBaseNode ); |
|
|
|
if (WorldGraph.m_cNodes < 128) |
|
{ |
|
for (int i = 0; i < WorldGraph.m_cNodes; i++) |
|
{ |
|
AddNode( i, WorldGraph.NextNodeInRoute( i, m_iBaseNode, m_iHull, 0 )); |
|
} |
|
} |
|
else |
|
{ |
|
// do a depth traversal |
|
FindNodeConnections( m_iBaseNode ); |
|
|
|
int start = 0; |
|
int end; |
|
do { |
|
end = m_nVisited; |
|
// ALERT( at_console, "%d :", m_nVisited ); |
|
for (end = m_nVisited; start < end; start++) |
|
{ |
|
FindNodeConnections( m_aFrom[start] ); |
|
FindNodeConnections( m_aTo[start] ); |
|
} |
|
} while (end != m_nVisited); |
|
} |
|
|
|
ALERT( at_aiconsole, "%d nodes\n", m_nVisited ); |
|
|
|
m_iDraw = 0; |
|
SetThink( &DrawThink ); |
|
pev->nextthink = gpGlobals->time; |
|
} |
|
|
|
|
|
void CNodeViewer :: FindNodeConnections ( int iNode ) |
|
{ |
|
AddNode( iNode, WorldGraph.NextNodeInRoute( iNode, m_iBaseNode, m_iHull, 0 )); |
|
for ( int i = 0 ; i < WorldGraph.m_pNodes[ iNode ].m_cNumLinks ; i++ ) |
|
{ |
|
CLink *pToLink = &WorldGraph.NodeLink( iNode, i); |
|
AddNode( pToLink->m_iDestNode, WorldGraph.NextNodeInRoute( pToLink->m_iDestNode, m_iBaseNode, m_iHull, 0 )); |
|
} |
|
} |
|
|
|
void CNodeViewer::AddNode( int iFrom, int iTo ) |
|
{ |
|
if (m_nVisited >= 128) |
|
{ |
|
return; |
|
} |
|
else |
|
{ |
|
if (iFrom == iTo) |
|
return; |
|
|
|
for (int i = 0; i < m_nVisited; i++) |
|
{ |
|
if (m_aFrom[i] == iFrom && m_aTo[i] == iTo) |
|
return; |
|
if (m_aFrom[i] == iTo && m_aTo[i] == iFrom) |
|
return; |
|
} |
|
m_aFrom[m_nVisited] = iFrom; |
|
m_aTo[m_nVisited] = iTo; |
|
m_nVisited++; |
|
} |
|
} |
|
|
|
|
|
void CNodeViewer :: DrawThink( void ) |
|
{ |
|
pev->nextthink = gpGlobals->time; |
|
|
|
for (int i = 0; i < 10; i++) |
|
{ |
|
if (m_iDraw == m_nVisited) |
|
{ |
|
UTIL_Remove( this ); |
|
return; |
|
} |
|
|
|
extern short g_sModelIndexLaser; |
|
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); |
|
WRITE_BYTE( TE_BEAMPOINTS ); |
|
WRITE_COORD( WorldGraph.m_pNodes[ m_aFrom[m_iDraw] ].m_vecOrigin.x ); |
|
WRITE_COORD( WorldGraph.m_pNodes[ m_aFrom[m_iDraw] ].m_vecOrigin.y ); |
|
WRITE_COORD( WorldGraph.m_pNodes[ m_aFrom[m_iDraw] ].m_vecOrigin.z + NODE_HEIGHT ); |
|
|
|
WRITE_COORD( WorldGraph.m_pNodes[ m_aTo[m_iDraw] ].m_vecOrigin.x ); |
|
WRITE_COORD( WorldGraph.m_pNodes[ m_aTo[m_iDraw] ].m_vecOrigin.y ); |
|
WRITE_COORD( WorldGraph.m_pNodes[ m_aTo[m_iDraw] ].m_vecOrigin.z + NODE_HEIGHT ); |
|
WRITE_SHORT( g_sModelIndexLaser ); |
|
WRITE_BYTE( 0 ); // framerate |
|
WRITE_BYTE( 0 ); // framerate |
|
WRITE_BYTE( 250 ); // life |
|
WRITE_BYTE( 40 ); // width |
|
WRITE_BYTE( 0 ); // noise |
|
WRITE_BYTE( m_vecColor.x ); // r, g, b |
|
WRITE_BYTE( m_vecColor.y ); // r, g, b |
|
WRITE_BYTE( m_vecColor.z ); // r, g, b |
|
WRITE_BYTE( 128 ); // brightness |
|
WRITE_BYTE( 0 ); // speed |
|
MESSAGE_END(); |
|
|
|
m_iDraw++; |
|
} |
|
} |
|
|
|
|
|
|