//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef AI_NETWORKMANAGER_H #define AI_NETWORKMANAGER_H #include "utlvector.h" #include "bitstring.h" #if defined( _WIN32 ) #pragma once #endif class CAI_NetworkEditTools; class CAI_Network; class CAI_Node; class CAI_Link; class CAI_TestHull; //----------------------------------------------------------------------------- // CAI_NetworkManager // // Purpose: The entity in the level responsible for building the network if it // isn't there, saving & loading of the network, and holding the // CAI_Network instance. // //----------------------------------------------------------------------------- class CAI_NetworkManager : public CPointEntity { public: static void InitializeAINetworks(); DECLARE_DATADESC(); DECLARE_CLASS( CAI_NetworkManager, CPointEntity ); public: CAI_NetworkManager(void); virtual ~CAI_NetworkManager(void); void Spawn (); virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() | FCAP_DONT_SAVE; } void RebuildNetworkGraph(); // Used in WC edit mode void StartRebuild(); // Used in WC edit mode void LoadNetworkGraph(); static bool NetworksLoaded() { return gm_fNetworksLoaded; } bool IsInitialized() { return m_fInitalized; } void BuildNetworkGraph(); static void DeleteAllAINetworks(); void FixupHints(); void MarkDontSaveGraph(); public: CAI_NetworkEditTools * GetEditOps() { return m_pEditOps; } CAI_Network * GetNetwork() { return m_pNetwork; } private: void DelayedInit(); void RebuildThink(); void SaveNetworkGraph( void) ; static bool IsAIFileCurrent( const char *szMapName ); static bool gm_fNetworksLoaded; // Have AINetworks been loaded bool m_bNeedGraphRebuild; CAI_NetworkEditTools * m_pEditOps; CAI_Network * m_pNetwork; bool m_fInitalized; bool m_bDontSaveGraph; }; //----------------------------------------------------------------------------- abstract_class CAI_NetworkBuildHelper : public CLogicalEntity { DECLARE_CLASS( CAI_NetworkBuildHelper, CLogicalEntity ); public: virtual void PostInitNodePosition( CAI_Network *pNetwork, CAI_Node *pNode ) = 0; }; //----------------------------------------------------------------------------- class CAI_NetworkBuilder { public: void Build( CAI_Network *pNetwork ); void Rebuild( CAI_Network *pNetwork ); void InitNodePosition( CAI_Network *pNetwork, CAI_Node *pNode ); void InitZones( CAI_Network *pNetwork ); private: void InitVisibility( CAI_Network *pNetwork, CAI_Node *pNode ); void InitNeighbors( CAI_Network *pNetwork, CAI_Node *pNode ); void InitClimbNodePosition( CAI_Network *pNetwork, CAI_Node *pNode ); void InitGroundNodePosition( CAI_Network *pNetwork, CAI_Node *pNode ); void InitLinks( CAI_Network *pNetwork, CAI_Node *pNode ); void ForceDynamicLinkNeighbors(); void FloodFillZone( CAI_Node **ppNodes, CAI_Node *pNode, int zone ); int ComputeConnection( CAI_Node *pSrcNode, CAI_Node *pDestNode, Hull_t hull ); void BeginBuild(); void EndBuild(); CUtlVector m_NeighborsTable; CVarBitVec m_DidSetNeighborsTable; CAI_TestHull * m_pTestHull; }; extern CAI_NetworkBuilder g_AINetworkBuilder; //----------------------------------------------------------------------------- // CAI_NetworkEditTools // // Purpose: Bridge class to Hammer node editing functionality // //----------------------------------------------------------------------------- class CAI_NetworkEditTools { public: CAI_NetworkEditTools(CAI_NetworkManager *); ~CAI_NetworkEditTools(); // ---------------------- // Debug & Edit fields // ---------------------- static CAI_Node * m_pLastDeletedNode; // For undo in wc edit mode static int m_iHullDrawNum; // Which hulls to draw static int m_iVisibilityNode; // Node I'm showing visibility for static int m_iGConnectivityNode; // Node I'm showing graph connectivity for static bool m_bAirEditMode; // Editing Air Nodes static bool m_bLinkEditMode; // Editing Links static float m_flAirEditDistance; // Distance editing Air Nodes static void DrawHull(Hull_t eHull); static void DrawNextHull(const char *ainet_name); // Draws next hull set for the named ai network static void SetDebugBits(const char *ainet_name,int debug_bit); static CAI_Node * FindAINodeNearestFacing( const Vector &origin, const Vector &facing, float threshold, int nNodeType); static CAI_Link * FindAILinkNearestFacing( const Vector &origin, const Vector &facing, float threshold); //--------------- // WC Editing //--------------- int m_nNextWCIndex; // Next unused index used by WC Vector * m_pWCPosition; // Array of vectors only used in wc edit mode //----------------- // Debugging Tools //----------------- int m_debugNetOverlays; // Which network debug overlays to draw void DrawAINetworkOverlay(void); // Draw network on the client void RecalcUsableNodesForHull(void); // Used only for debug drawing //----------------- void OnInit(); int GetNodeIdFromWCId( int nWCId ); int GetWCIdFromNodeId( int nNodeId ); int * m_pNodeIndexTable; // Table of WC Id's to Engine Id's void ClearRebuildFlags(); void SetRebuildFlags(); void DrawEditInfoOverlay(); #ifdef AI_PERF_MON //---------------------- // Performance stats //---------------------- static int m_nPerfStatNN; static int m_nPerfStatPB; static float m_fNextPerfStatTime; #endif CAI_NetworkManager *m_pManager; CAI_Network * m_pNetwork; }; //----------------------------------------------------------------------------- #endif // AI_NETWORKMANAGER_H