Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
// Purpose:
//
//=============================================================================//
#ifndef AI_MOVEPROBE_H
#define AI_MOVEPROBE_H
#include "ai_component.h"
#include "ai_navtype.h"
#include "ai_movetypes.h"
#if defined( _WIN32 )
#pragma once
#endif
//-----------------------------------------------------------------------------
// Purpose: Set of basic tools for probing box movements through space.
// No moves actually take place
//-----------------------------------------------------------------------------
enum AI_TestGroundMoveFlags_t
{
AITGM_DEFAULT = 0,
AITGM_IGNORE_FLOOR = 0x01,
AITGM_IGNORE_INITIAL_STAND_POS = 0x02,
AITGM_2D = 0x04,
AITGM_DRAW_RESULTS = 0x08,
AITGM_CRAWL_LARGE_STEPS = 0x10,
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};
enum AI_MoveLimitFlags_t
{
AIMLF_DEFAULT = 0,
AIMLF_2D = 0x01,
AIMLF_DRAW_RESULTS = 0x02,
AIMLF_IGNORE_TRANSIENTS = 0x04,
AIMLF_QUICK_REJECT = 0x08,
};
class CAI_MoveProbe : public CAI_Component
{
public:
CAI_MoveProbe( CAI_BaseNPC *pOuter );
~CAI_MoveProbe();
// ----------------------------------------------------
// Queries & probes
// ----------------------------------------------------
bool MoveLimit( Navigation_t navType, const Vector &vecStart, const Vector &vecEnd, unsigned int collisionMask, const CBaseEntity *pTarget, AIMoveTrace_t* pMove = NULL );
bool MoveLimit( Navigation_t navType, const Vector &vecStart, const Vector &vecEnd, unsigned int collisionMask, const CBaseEntity *pTarget, float pctToCheckStandPositions, AIMoveTrace_t* pMove = NULL );
bool MoveLimit( Navigation_t navType, const Vector &vecStart, const Vector &vecEnd, unsigned int collisionMask, const CBaseEntity *pTarget, float pctToCheckStandPositions, unsigned flags, AIMoveTrace_t* pMove = NULL );
bool CheckStandPosition( const Vector &vecStart, unsigned int collisionMask ) const;
bool FloorPoint( const Vector &vecStart, unsigned int collisionMask, float flStartZ, float flEndZ, Vector *pVecResult ) const;
// --------------------------------
// Tracing tools
// --------------------------------
void TraceLine( const Vector &vecStart, const Vector &vecEnd, unsigned int mask,
bool bUseCollisionGroup, trace_t *pResult ) const;
void TraceHull( const Vector &vecStart, const Vector &vecEnd, const Vector &hullMin,
const Vector &hullMax, unsigned int mask,
trace_t *ptr ) const;
void TraceHull( const Vector &vecStart, const Vector &vecEnd, unsigned int mask,
trace_t *ptr ) const;
// --------------------------------
// Checks a ground-based movement
// --------------------------------
bool TestGroundMove( const Vector &vecActualStart, const Vector &vecDesiredEnd,
unsigned int collisionMask, unsigned flags, AIMoveTrace_t *pMoveTrace ) const;
bool TestGroundMove( const Vector &vecActualStart, const Vector &vecDesiredEnd,
unsigned int collisionMask, float pctToCheckStandPositions, unsigned flags, AIMoveTrace_t *pMoveTrace ) const;
bool ShouldBrushBeIgnored( CBaseEntity *pEntity );
void ClearBlockingEntity() { m_hLastBlockingEnt = NULL; }
CBaseEntity * GetBlockingEntity() { return m_hLastBlockingEnt; }
private:
struct CheckStepArgs_t
{
Vector vecStart;
Vector vecStepDir;
float stepSize;
float stepHeight;
float stepDownMultiplier;
float minStepLanding;
unsigned collisionMask;
StepGroundTest_t groundTest;
unsigned flags;
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};
struct CheckStepResult_t
{
Vector endPoint;
Vector hitNormal;
bool fStartSolid;
CBaseEntity * pBlocker;
bool bCrawling;
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};
bool CheckStep( const CheckStepArgs_t &args, CheckStepResult_t *pResult ) const;
void SetupCheckStepTraceListData( const CheckStepArgs_t &args ) const;
void ResetTraceListData() const { if ( m_pTraceListData ) const_cast<CAI_MoveProbe *>(this)->m_pTraceListData->Reset(); }
bool OldCheckStandPosition( const Vector &vecStart, unsigned int collisionMask ) const;
// these check connections between positions in space, regardless of routes
void GroundMoveLimit( const Vector &vecStart, const Vector &vecEnd, unsigned int collisionMask, const CBaseEntity *pTarget, unsigned testGroundMoveFlags, float pctToCheckStandPositions, AIMoveTrace_t* pMoveTrace ) const;
void FlyMoveLimit( const Vector &vecStart, const Vector &vecEnd, unsigned int collisionMask, const CBaseEntity *pTarget, AIMoveTrace_t* pMoveTrace) const;
void JumpMoveLimit( const Vector &vecStart, const Vector &vecEnd, unsigned int collisionMask, const CBaseEntity *pTarget, AIMoveTrace_t* pMoveTrace) const;
void ClimbMoveLimit( const Vector &vecStart, const Vector &vecEnd, const CBaseEntity *pTarget, AIMoveTrace_t* pMoveTrace) const;
// A floorPoint that is useful only in the contect of iterative movement
bool IterativeFloorPoint( const Vector &vecStart, unsigned int collisionMask, Vector *pVecResult ) const;
bool IterativeFloorPoint( const Vector &vecStart, unsigned int collisionMask, float flAddedStep, Vector *pVecResult ) const;
bool IsJumpLegal( const Vector &startPos, const Vector &apex, const Vector &endPos ) const;
public:
Vector CalcJumpLaunchVelocity(const Vector &startPos, const Vector &endPos, float gravity, float *pminHeight, float maxHorzVelocity, Vector *vecApex ) const;
private:
void CheckStepOverLargeCrawl( CheckStepResult_t *pResult, const CheckStepArgs_t &args, const Vector &vecStart, const Vector &vecEnd, const trace_t &blockedTrace ) const;
// Confirm 3D connectivity between 2 nodes
bool Confirm3DConnectivity( AIMoveTrace_t *pMoveTrace, unsigned flags, const Vector &vecDesiredEnd ) const;
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// Common services provided by CAI_BaseNPC, Convenience methods to simplify code
float StepHeight() const;
bool CanStandOn( CBaseEntity *pSurface ) const;
bool m_bIgnoreTransientEntities;
ITraceListData * m_pTraceListData;
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EHANDLE m_hLastBlockingEnt;
DECLARE_SIMPLE_DATADESC();
};
// ----------------------------------------------------------------------------
inline bool CAI_MoveProbe::MoveLimit( Navigation_t navType, const Vector &vecStart, const Vector &vecEnd, unsigned int collisionMask, const CBaseEntity *pTarget, float pctToCheckStandPositions, AIMoveTrace_t* pMove)
{
return MoveLimit( navType, vecStart, vecEnd, collisionMask, pTarget, pctToCheckStandPositions, AIMLF_DEFAULT, pMove);
}
// ------------------------------------
inline bool CAI_MoveProbe::MoveLimit( Navigation_t navType, const Vector &vecStart, const Vector &vecEnd, unsigned int collisionMask, const CBaseEntity *pTarget, AIMoveTrace_t* pMove)
{
return MoveLimit( navType, vecStart, vecEnd, collisionMask, pTarget, 100.0f, AIMLF_DEFAULT, pMove);
}
// ------------------------------------
inline bool CAI_MoveProbe::TestGroundMove( const Vector &vecActualStart, const Vector &vecDesiredEnd, unsigned int collisionMask, unsigned flags, AIMoveTrace_t *pMoveTrace ) const
{
return TestGroundMove( vecActualStart, vecDesiredEnd, collisionMask, 100, flags, pMoveTrace ); // floor ignore flag will override 100%
}
#endif // AI_MOVEPROBE_H