Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: AI Utility classes for building the initial AI Networks
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "ai_node.h"
#include "ai_hull.h"
#include "ai_hint.h"
#include "ai_initutils.h"
#include "ai_networkmanager.h"
// 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()".
#include "ai_network.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
LINK_ENTITY_TO_CLASS( info_hint, CNodeEnt );
LINK_ENTITY_TO_CLASS( info_node, CNodeEnt );
LINK_ENTITY_TO_CLASS( info_node_hint, CNodeEnt );
LINK_ENTITY_TO_CLASS( info_node_air, CNodeEnt );
LINK_ENTITY_TO_CLASS( info_node_air_hint, CNodeEnt );
LINK_ENTITY_TO_CLASS( info_node_climb, CNodeEnt );
LINK_ENTITY_TO_CLASS( aitesthull, CAI_TestHull );
//-----------------------------------------------------------------------------
// Init static variables
//-----------------------------------------------------------------------------
CAI_TestHull* CAI_TestHull::pTestHull = NULL;
#define PLAYER_MODEL "models/player.mdl"
//-----------------------------------------------------------------------------
// Purpose: Make sure we have a "player.mdl" hull to test with
//-----------------------------------------------------------------------------
void CAI_TestHull::Precache()
{
BaseClass::Precache();
PrecacheModel( PLAYER_MODEL );
}
//=========================================================
// CAI_TestHull::Spawn
//=========================================================
void CAI_TestHull::Spawn(void)
{
Precache();
SetModel( PLAYER_MODEL );
// Set an initial hull size (this will change later)
SetHullType(HULL_HUMAN);
SetHullSizeNormal();
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_SOLID );
SetMoveType( MOVETYPE_STEP );
m_iHealth = 50;
bInUse = false;
// Make this invisible
AddEffects( EF_NODRAW );
}
//-----------------------------------------------------------------------------
// Purpose: Get the test hull (create if none)
// Input :
// Output :
//-----------------------------------------------------------------------------
CAI_TestHull* CAI_TestHull::GetTestHull(void)
{
if (!CAI_TestHull::pTestHull)
{
CAI_TestHull::pTestHull = CREATE_ENTITY( CAI_TestHull, "aitesthull" );
CAI_TestHull::pTestHull->Spawn();
CAI_TestHull::pTestHull->AddFlag( FL_NPC );
}
if (CAI_TestHull::pTestHull->bInUse == true)
{
DevMsg("WARNING: TestHull used and never returned!\n");
Assert( 0 );
}
CAI_TestHull::pTestHull->RemoveSolidFlags( FSOLID_NOT_SOLID );
CAI_TestHull::pTestHull->bInUse = true;
return CAI_TestHull::pTestHull;
}
//-----------------------------------------------------------------------------
// Purpose: Get the test hull (create if none)
// Input :
// Output :
//-----------------------------------------------------------------------------
void CAI_TestHull::ReturnTestHull(void)
{
CAI_TestHull::pTestHull->bInUse = false;
CAI_TestHull::pTestHull->AddSolidFlags( FSOLID_NOT_SOLID );
UTIL_SetSize(CAI_TestHull::pTestHull, vec3_origin, vec3_origin);
UTIL_RemoveImmediate( pTestHull );
pTestHull = NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &startPos -
// &endPos -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CAI_TestHull::IsJumpLegal(const Vector &startPos, const Vector &apex, const Vector &endPos) const
{
const float MAX_JUMP_RISE = 1024.0f;
const float MAX_JUMP_DISTANCE = 1024.0f;
const float MAX_JUMP_DROP = 1024.0f;
return BaseClass::IsJumpLegal( startPos, apex, endPos, MAX_JUMP_RISE, MAX_JUMP_DISTANCE, MAX_JUMP_DROP );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
CAI_TestHull::~CAI_TestHull(void)
{
CAI_TestHull::pTestHull = NULL;
}
//###########################################################
// > CNodeEnt
//
// nodes start out as ents in the world. As they are spawned,
// the node info is recorded then the ents are discarded.
//###########################################################
//----------------------------------------------------
// Static vars
//----------------------------------------------------
int CNodeEnt::m_nNodeCount = 0;
// -------------
// Data table
// -------------
BEGIN_SIMPLE_DATADESC( HintNodeData )
DEFINE_FIELD( strEntityName, FIELD_STRING ),
// DEFINE_FIELD( vecPosition, FIELD_VECTOR ), // Don't save
DEFINE_KEYFIELD( nHintType, FIELD_SHORT, "hinttype" ),
DEFINE_KEYFIELD( strGroup, FIELD_STRING, "Group" ),
DEFINE_KEYFIELD( iDisabled, FIELD_INTEGER, "StartHintDisabled" ),
DEFINE_FIELD( nNodeID, FIELD_INTEGER ),
DEFINE_KEYFIELD( iszGenericType, FIELD_STRING, "generictype" ),
DEFINE_KEYFIELD( iszActivityName, FIELD_STRING, "hintactivity" ),
DEFINE_KEYFIELD( nTargetWCNodeID, FIELD_INTEGER, "TargetNode" ),
DEFINE_KEYFIELD( nWCNodeID, FIELD_INTEGER, "nodeid" ),
DEFINE_KEYFIELD( fIgnoreFacing, FIELD_INTEGER, "IgnoreFacing" ),
DEFINE_KEYFIELD( minState, FIELD_INTEGER, "MinimumState" ),
DEFINE_KEYFIELD( maxState, FIELD_INTEGER, "MaximumState" ),
DEFINE_KEYFIELD( nRadius, FIELD_INTEGER, "radius" ),
END_DATADESC()
// -------------
// Data table
// -------------
BEGIN_DATADESC( CNodeEnt )
DEFINE_EMBEDDED( m_NodeData ),
END_DATADESC()
//=========================================================
//=========================================================
void CNodeEnt::Spawn( void )
{
Spawn( NULL );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pMapData -
//-----------------------------------------------------------------------------
int CNodeEnt::Spawn( const char *pMapData )
{
m_NodeData.strEntityName = GetEntityName();
m_NodeData.vecPosition = GetAbsOrigin();
m_NodeData.nNodeID = NO_NODE;
if ( m_NodeData.minState == NPC_STATE_NONE )
m_NodeData.minState = NPC_STATE_IDLE;
if ( m_NodeData.maxState == NPC_STATE_NONE )
m_NodeData.maxState = NPC_STATE_COMBAT;
// ---------------------------------------------------------------------------------
// If just a hint node (not used for navigation) just create a hint and bail
// ---------------------------------------------------------------------------------
if (FClassnameIs( this, "info_hint" ))
{
if (m_NodeData.nHintType)
{
CAI_HintManager::CreateHint( &m_NodeData, pMapData );
}
else
{
Warning("info_hint (HammerID: %d, position (%.2f, %.2f, %.2f)) with no hint type.\n", m_NodeData.nWCNodeID, m_NodeData.vecPosition.x, m_NodeData.vecPosition.y, m_NodeData.vecPosition.z );
}
UTIL_RemoveImmediate( this );
return -1;
}
// ---------------------------------------------------------------------------------
// First check if this node has a hint. If so create a hint entity
// ---------------------------------------------------------------------------------
CAI_Hint *pHint = NULL;
if ( ClassMatches( "info_node_hint" ) || ClassMatches( "info_node_air_hint" ) )
{
if ( m_NodeData.nHintType || m_NodeData.strGroup != NULL_STRING || m_NodeData.strEntityName != NULL_STRING )
{
m_NodeData.nNodeID = m_nNodeCount;
pHint = CAI_HintManager::CreateHint( &m_NodeData, pMapData );
pHint->AddSpawnFlags( GetSpawnFlags() );
}
}
// ---------------------------------------------------------------------------------
// If we loaded from disk, we can discard all these node ents as soon as they spawn
// unless we are in WC edited mode
// ---------------------------------------------------------------------------------
if ( g_pAINetworkManager->NetworksLoaded() && !engine->IsInEditMode())
{
// If hint exists for this node, set it
if (pHint)
{
CAI_Node *pNode = g_pBigAINet->GetNode(m_nNodeCount);
if (pNode)
pNode->SetHint( pHint );
else
{
DevMsg("AI node graph corrupt\n");
}
}
m_nNodeCount++;
UTIL_RemoveImmediate( this );
return -1;
}
else
{
m_nNodeCount++;
}
// ---------------------------------------------------------------------------------
// Add a new node to the network
// ---------------------------------------------------------------------------------
// For now just using one big AI network
CAI_Node *new_node = g_pBigAINet->AddNode( GetAbsOrigin(), GetAbsAngles().y );
new_node->SetHint( pHint );
// -------------------------------------------------------------------------
// Update table of how each WC id relates to each engine ID
// -------------------------------------------------------------------------
if (g_pAINetworkManager->GetEditOps()->m_pNodeIndexTable)
{
g_pAINetworkManager->GetEditOps()->m_pNodeIndexTable[new_node->GetId()] = m_NodeData.nWCNodeID;
}
// Keep track of largest index used by WC
if (g_pAINetworkManager->GetEditOps()->m_nNextWCIndex <= m_NodeData.nWCNodeID)
{
g_pAINetworkManager->GetEditOps()->m_nNextWCIndex = m_NodeData.nWCNodeID+1;
}
// -------------------------------------------------------------------------
// If in WC edit mode:
// Remember the original positions of the nodes before
// they drop so we can send the undropped positions to wc.
// -------------------------------------------------------------------------
if (engine->IsInEditMode())
{
if (g_pAINetworkManager->GetEditOps()->m_pWCPosition)
{
g_pAINetworkManager->GetEditOps()->m_pWCPosition[new_node->GetId()] = new_node->GetOrigin();
}
}
if (FClassnameIs( this, "info_node_air" ) || FClassnameIs( this, "info_node_air_hint" ))
{
new_node->SetType( NODE_AIR );
}
else if (FClassnameIs( this, "info_node_climb" ))
{
new_node->SetType( NODE_CLIMB );
}
else
{
new_node->SetType( NODE_GROUND );
}
new_node->m_eNodeInfo = ( m_spawnflags << NODE_ENT_FLAGS_SHIFT );
// Fix up don't drop spawnflag
if ( new_node->m_eNodeInfo & bits_LEGACY_DONT_DROP )
{
new_node->m_eNodeInfo |= bits_DONT_DROP;
}
// If changed as part of WC editing process note that network must be rebuilt
if (m_debugOverlays & OVERLAY_WC_CHANGE_ENTITY)
{
g_pAINetworkManager->GetEditOps()->SetRebuildFlags();
new_node->m_eNodeInfo |= bits_NODE_WC_CHANGED;
// Initialize the new nodes position. The graph may not be rebuild
// right away but the node should at least be positioned correctly
g_AINetworkBuilder.InitNodePosition( g_pBigAINet, new_node );
}
UTIL_RemoveImmediate( this );
return -1;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
CNodeEnt::CNodeEnt( void )
{
m_debugOverlays = 0;
}