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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// nav.h
// Data structures and constants for the Navigation Mesh system
// Author: Michael S. Booth (mike@turtlerockstudios.com), January 2003
#ifndef _NAV_H_
#define _NAV_H_
#include "doors.h"
#include "modelentities.h" // for CFuncBrush
/**
* Below are several constants used by the navigation system.
* @todo Move these into TheNavMesh singleton.
*/
const float GenerationStepSize =
25.0f; // (30) was 20, but bots can't fit always fit
const float JumpHeight =
41.8f; // if delta Z is less than this, we can jump up on it
#if defined(CSTRIKE_DLL)
const float JumpCrouchHeight = 58.0f; // (48) if delta Z is less than or equal
// to this, we can jumpcrouch up on it
#else
const float JumpCrouchHeight = 64.0f; // (48) if delta Z is less than or equal
// to this, we can jumpcrouch up on it
#endif
// There are 3 different definitions of StepHeight throughout the code, waiting
// to produce bugs if the 18.0 is ever changed.
const float StepHeight =
18.0f; // if delta Z is greater than this, we have to jump to get up
// TERROR: Increased DeathDrop from 200, since zombies don't take falling damage
#if defined(CSTRIKE_DLL)
const float DeathDrop =
200.0f; // (300) distance at which we will die if we fall - should be about
// 600, and pay attention to fall damage during pathfind
#else
const float DeathDrop =
400.0f; // (300) distance at which we will die if we fall - should be about
// 600, and pay attention to fall damage during pathfind
#endif
#if defined(CSTRIKE_DLL)
const float ClimbUpHeight =
JumpCrouchHeight; // CSBots assume all jump up links are reachable
#else
const float ClimbUpHeight = 200.0f; // height to check for climbing up
#endif
const float CliffHeight =
300.0f; // height which we consider a significant cliff which we would not
// want to fall off of
// TERROR: Converted these values to use the same numbers as the player bounding
// boxes etc
#define HalfHumanWidth 16
#define HalfHumanHeight 35.5
#define HumanHeight 71
#define HumanEyeHeight 62
#define HumanCrouchHeight 55
#define HumanCrouchEyeHeight 37
#define NAV_MAGIC_NUMBER 0xFEEDFACE // to help identify nav files
/**
* A place is a named group of navigation areas
*/
typedef unsigned int Place;
#define UNDEFINED_PLACE 0 // ie: "no place"
#define ANY_PLACE 0xFFFF
enum NavErrorType {
NAV_OK,
NAV_CANT_ACCESS_FILE,
NAV_INVALID_FILE,
NAV_BAD_FILE_VERSION,
NAV_FILE_OUT_OF_DATE,
NAV_CORRUPT_DATA,
NAV_OUT_OF_MEMORY,
};
enum NavAttributeType {
NAV_MESH_INVALID = 0,
NAV_MESH_CROUCH = 0x00000001, // must crouch to use this node/area
NAV_MESH_JUMP = 0x00000002, // must jump to traverse this area (only used
// during generation)
NAV_MESH_PRECISE =
0x00000004, // do not adjust for obstacles, just move along area
NAV_MESH_NO_JUMP = 0x00000008, // inhibit discontinuity jumping
NAV_MESH_STOP = 0x00000010, // must stop when entering this area
NAV_MESH_RUN = 0x00000020, // must run to traverse this area
NAV_MESH_WALK = 0x00000040, // must walk to traverse this area
NAV_MESH_AVOID =
0x00000080, // avoid this area unless alternatives are too dangerous
NAV_MESH_TRANSIENT = 0x00000100, // area may become blocked, and should be
// periodically checked
NAV_MESH_DONT_HIDE =
0x00000200, // area should not be considered for hiding spot generation
NAV_MESH_STAND = 0x00000400, // bots hiding in this area should stand
NAV_MESH_NO_HOSTAGES = 0x00000800, // hostages shouldn't use this area
NAV_MESH_STAIRS =
0x00001000, // this area represents stairs, do not attempt to climb or
// jump them - just walk up
NAV_MESH_NO_MERGE =
0x00002000, // don't merge this area with adjacent areas
NAV_MESH_OBSTACLE_TOP = 0x00004000, // this nav area is the climb point on
// the tip of an obstacle
NAV_MESH_CLIFF = 0x00008000, // this nav area is adjacent to a drop of at
// least CliffHeight
NAV_MESH_FIRST_CUSTOM = 0x00010000, // apps may define custom app-specific
// bits starting with this value
NAV_MESH_LAST_CUSTOM =
0x04000000, // apps must not define custom app-specific bits higher
// than with this value
NAV_MESH_FUNC_COST = 0x20000000, // area has designer specified cost
// controlled by func_nav_cost entities
NAV_MESH_HAS_ELEVATOR = 0x40000000, // area is in an elevator's path
NAV_MESH_NAV_BLOCKER =
0x80000000 // area is blocked by nav blocker ( Alas, needed to hijack a
// bit in the attributes to get within a cache line
// [7/24/2008 tom])
};
extern NavAttributeType NameToNavAttribute(const char *name);
enum NavDirType {
NORTH = 0,
EAST = 1,
SOUTH = 2,
WEST = 3,
NUM_DIRECTIONS
};
/**
* Defines possible ways to move from one area to another
*/
enum NavTraverseType {
// NOTE: First 4 directions MUST match NavDirType
GO_NORTH = 0,
GO_EAST,
GO_SOUTH,
GO_WEST,
GO_LADDER_UP,
GO_LADDER_DOWN,
GO_JUMP,
GO_ELEVATOR_UP,
GO_ELEVATOR_DOWN,
NUM_TRAVERSE_TYPES
};
enum NavCornerType {
NORTH_WEST = 0,
NORTH_EAST = 1,
SOUTH_EAST = 2,
SOUTH_WEST = 3,
NUM_CORNERS
};
enum NavRelativeDirType {
FORWARD = 0,
RIGHT,
BACKWARD,
LEFT,
UP,
DOWN,
NUM_RELATIVE_DIRECTIONS
};
struct Extent {
Vector lo, hi;
void Init(void) {
lo.Init();
hi.Init();
}
void Init(CBaseEntity *entity) {
entity->CollisionProp()->WorldSpaceSurroundingBounds(&lo, &hi);
}
float SizeX(void) const { return hi.x - lo.x; }
float SizeY(void) const { return hi.y - lo.y; }
float SizeZ(void) const { return hi.z - lo.z; }
float Area(void) const { return SizeX() * SizeY(); }
// Increase bounds to contain the given point
void Encompass(const Vector &pos) {
for (int i = 0; i < 3; ++i) {
if (pos[i] < lo[i]) {
lo[i] = pos[i];
} else if (pos[i] > hi[i]) {
hi[i] = pos[i];
}
}
}
// Increase bounds to contain the given extent
void Encompass(const Extent &extent) {
Encompass(extent.lo);
Encompass(extent.hi);
}
// return true if 'pos' is inside of this extent
bool Contains(const Vector &pos) const {
return (pos.x >= lo.x && pos.x <= hi.x && pos.y >= lo.y &&
pos.y <= hi.y && pos.z >= lo.z && pos.z <= hi.z);
}
// return true if this extent overlaps the given one
bool IsOverlapping(const Extent &other) const {
return (lo.x <= other.hi.x && hi.x >= other.lo.x &&
lo.y <= other.hi.y && hi.y >= other.lo.y &&
lo.z <= other.hi.z && hi.z >= other.lo.z);
}
// return true if this extent completely contains the given one
bool IsEncompassing(const Extent &other, float tolerance = 0.0f) const {
return (
lo.x <= other.lo.x + tolerance && hi.x >= other.hi.x - tolerance &&
lo.y <= other.lo.y + tolerance && hi.y >= other.hi.y - tolerance &&
lo.z <= other.lo.z + tolerance && hi.z >= other.hi.z - tolerance);
}
};
struct Ray {
Vector from, to;
};
class CNavArea;
class CNavNode;
//--------------------------------------------------------------------------------------------------------------
inline NavDirType OppositeDirection(NavDirType dir) {
switch (dir) {
case NORTH:
return SOUTH;
case SOUTH:
return NORTH;
case EAST:
return WEST;
case WEST:
return EAST;
default:
break;
}
return NORTH;
}
//--------------------------------------------------------------------------------------------------------------
inline NavDirType DirectionLeft(NavDirType dir) {
switch (dir) {
case NORTH:
return WEST;
case SOUTH:
return EAST;
case EAST:
return NORTH;
case WEST:
return SOUTH;
default:
break;
}
return NORTH;
}
//--------------------------------------------------------------------------------------------------------------
inline NavDirType DirectionRight(NavDirType dir) {
switch (dir) {
case NORTH:
return EAST;
case SOUTH:
return WEST;
case EAST:
return SOUTH;
case WEST:
return NORTH;
default:
break;
}
return NORTH;
}
//--------------------------------------------------------------------------------------------------------------
inline void AddDirectionVector(Vector *v, NavDirType dir, float amount) {
switch (dir) {
case NORTH:
v->y -= amount;
return;
case SOUTH:
v->y += amount;
return;
case EAST:
v->x += amount;
return;
case WEST:
v->x -= amount;
return;
default:
break;
}
}
//--------------------------------------------------------------------------------------------------------------
inline float DirectionToAngle(NavDirType dir) {
switch (dir) {
case NORTH:
return 270.0f;
case SOUTH:
return 90.0f;
case EAST:
return 0.0f;
case WEST:
return 180.0f;
default:
break;
}
return 0.0f;
}
//--------------------------------------------------------------------------------------------------------------
inline NavDirType AngleToDirection(float angle) {
while (angle < 0.0f) angle += 360.0f;
while (angle > 360.0f) angle -= 360.0f;
if (angle < 45 || angle > 315) return EAST;
if (angle >= 45 && angle < 135) return SOUTH;
if (angle >= 135 && angle < 225) return WEST;
return NORTH;
}
//--------------------------------------------------------------------------------------------------------------
inline void DirectionToVector2D(NavDirType dir, Vector2D *v) {
switch (dir) {
default:
Assert(0);
case NORTH:
v->x = 0.0f;
v->y = -1.0f;
break;
case SOUTH:
v->x = 0.0f;
v->y = 1.0f;
break;
case EAST:
v->x = 1.0f;
v->y = 0.0f;
break;
case WEST:
v->x = -1.0f;
v->y = 0.0f;
break;
}
}
//--------------------------------------------------------------------------------------------------------------
inline void CornerToVector2D(NavCornerType dir, Vector2D *v) {
switch (dir) {
default:
Assert(0);
case NORTH_WEST:
v->x = -1.0f;
v->y = -1.0f;
break;
case NORTH_EAST:
v->x = 1.0f;
v->y = -1.0f;
break;
case SOUTH_EAST:
v->x = 1.0f;
v->y = 1.0f;
break;
case SOUTH_WEST:
v->x = -1.0f;
v->y = 1.0f;
break;
}
v->NormalizeInPlace();
}
//--------------------------------------------------------------------------------------------------------------
// Gets the corner types that surround the given direction
inline void GetCornerTypesInDirection(NavDirType dir, NavCornerType *first,
NavCornerType *second) {
switch (dir) {
default:
Assert(0);
case NORTH:
*first = NORTH_WEST;
*second = NORTH_EAST;
break;
case SOUTH:
*first = SOUTH_WEST;
*second = SOUTH_EAST;
break;
case EAST:
*first = NORTH_EAST;
*second = SOUTH_EAST;
break;
case WEST:
*first = NORTH_WEST;
*second = SOUTH_WEST;
break;
}
}
//--------------------------------------------------------------------------------------------------------------
inline float RoundToUnits(float val, float unit) {
val = val + ((val < 0.0f) ? -unit * 0.5f : unit * 0.5f);
return (float)(unit * (((int)val) / (int)unit));
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if given entity can be ignored when moving
*/
#define WALK_THRU_PROP_DOORS 0x01
#define WALK_THRU_FUNC_DOORS 0x02
#define WALK_THRU_DOORS (WALK_THRU_PROP_DOORS | WALK_THRU_FUNC_DOORS)
#define WALK_THRU_BREAKABLES 0x04
#define WALK_THRU_TOGGLE_BRUSHES 0x08
#define WALK_THRU_EVERYTHING \
(WALK_THRU_DOORS | WALK_THRU_BREAKABLES | WALK_THRU_TOGGLE_BRUSHES)
extern ConVar nav_solid_props;
inline bool IsEntityWalkable(CBaseEntity *entity, unsigned int flags) {
if (FClassnameIs(entity, "worldspawn")) return false;
if (FClassnameIs(entity, "player")) return false;
// if we hit a door, assume its walkable because it will open when we touch
// it
if (FClassnameIs(entity, "func_door*")) {
#ifdef PROBLEMATIC // cp_dustbowl doors dont open by touch - they use
// surrounding triggers
if (!entity->HasSpawnFlags(SF_DOOR_PTOUCH)) {
// this door is not opened by touching it, if it is closed, the area
// is blocked
CBaseDoor *door = (CBaseDoor *)entity;
return door->m_toggle_state == TS_AT_TOP;
}
#endif // _DEBUG
return (flags & WALK_THRU_FUNC_DOORS) ? true : false;
}
if (FClassnameIs(entity, "prop_door*")) {
return (flags & WALK_THRU_PROP_DOORS) ? true : false;
}
// if we hit a clip brush, ignore it if it is not BRUSHSOLID_ALWAYS
if (FClassnameIs(entity, "func_brush")) {
CFuncBrush *brush = (CFuncBrush *)entity;
switch (brush->m_iSolidity) {
case CFuncBrush::BRUSHSOLID_ALWAYS:
return false;
case CFuncBrush::BRUSHSOLID_NEVER:
return true;
case CFuncBrush::BRUSHSOLID_TOGGLE:
return (flags & WALK_THRU_TOGGLE_BRUSHES) ? true : false;
}
}
// if we hit a breakable object, assume its walkable because we will shoot
// it when we touch it
if (FClassnameIs(entity, "func_breakable") && entity->GetHealth() &&
entity->m_takedamage == DAMAGE_YES)
return (flags & WALK_THRU_BREAKABLES) ? true : false;
if (FClassnameIs(entity, "func_breakable_surf") &&
entity->m_takedamage == DAMAGE_YES)
return (flags & WALK_THRU_BREAKABLES) ? true : false;
if (FClassnameIs(entity, "func_playerinfected_clip") == true) return true;
if (nav_solid_props.GetBool() && FClassnameIs(entity, "prop_*"))
return true;
return false;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Trace filter that ignores players, NPCs, and objects that can be walked
* through
*/
class CTraceFilterWalkableEntities : public CTraceFilterNoNPCsOrPlayer {
public:
CTraceFilterWalkableEntities(const IHandleEntity *passentity,
int collisionGroup, unsigned int flags)
: CTraceFilterNoNPCsOrPlayer(passentity, collisionGroup),
m_flags(flags) {}
virtual bool ShouldHitEntity(IHandleEntity *pServerEntity,
int contentsMask) {
if (CTraceFilterNoNPCsOrPlayer::ShouldHitEntity(pServerEntity,
contentsMask)) {
CBaseEntity *pEntity = EntityFromEntityHandle(pServerEntity);
return (!IsEntityWalkable(pEntity, m_flags));
}
return false;
}
private:
unsigned int m_flags;
};
extern bool IsWalkableTraceLineClear(const Vector &from, const Vector &to,
unsigned int flags = 0);
#endif // _NAV_H_