mirror of
https://github.com/UberGames/EF2GameSource.git
synced 2024-11-14 00:11:10 +00:00
2993 lines
63 KiB
C++
2993 lines
63 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /EF2/Code/DLLs/game/helper_node.cpp $
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// $Revision:: 50 $
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// $Author:: Singlis $
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// $Date:: 9/26/03 2:36p $
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//
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// Copyright (C) 2001 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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#include "_pch_cpp.h"
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//#include "g_local.h"
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#include "helper_node.h"
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#include "actor.h"
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extern Event EV_SpawnFlags;
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//
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//======================================
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// Helper Node Event Declaration
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//======================================
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//
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Event EV_HelperNodeController_SendEvent
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(
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"sendevent",
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EV_DEFAULT,
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"ssSSSSSSS",
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"targetname eventName token1 token2 token3 token4 token5 token6 token7",
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"Sends the event to the specified node"
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);
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Event EV_HelperNode_SetNodeAnim
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(
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"setnodeanim",
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EV_SCRIPTONLY,
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"s",
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"animation",
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"Sets the animation that will be played by the actor on this node"
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);
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Event EV_HelperNode_SetNodeEntryThread
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(
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"setnodeentrythread",
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EV_SCRIPTONLY,
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"s",
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"thread",
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"Sets the thread that will be called by the actor when it reaches this node"
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);
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Event EV_HelperNode_SetNodeExitThread
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(
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"setnodeexitthread",
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EV_SCRIPTONLY,
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"s",
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"thread",
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"Sets the thread that will be called by the actor when it leaves this node"
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);
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Event EV_HelperNode_SetAnimCount
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(
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"animcount",
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EV_SCRIPTONLY,
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"i",
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"num_times",
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"Sets the max number of times that an animation can be set on this node"
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);
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Event EV_HelperNode_SetAnimTarget
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(
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"animtarget",
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EV_SCRIPTONLY,
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"s",
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"targetname",
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"Allows you to specify a target name to apply the animation to"
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);
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Event EV_HelperNode_SetAnimActive
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(
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"animactive",
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EV_SCRIPTONLY,
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"b",
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"active",
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"Specifies if the animation component is active"
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);
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Event EV_HelperNode_SetCoverType
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(
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"setcovertype",
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EV_SCRIPTONLY,
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"s",
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"cover_type",
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"Specifies the covertype of the node"
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);
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Event EV_HelperNode_SetCoverDirection
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(
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"setcoverdir",
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EV_SCRIPTONLY,
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"s",
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"cover_dir",
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"Specifies the direction from the cover that the AI can attack"
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);
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Event EV_HelperNode_SetWait
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(
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"wait",
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EV_SCRIPTONLY,
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"f",
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"time",
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"Makes a patrolling AI pause at this node for the specified time"
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);
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Event EV_HelperNode_SetWaitRandom
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(
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"waitrandom",
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EV_SCRIPTONLY,
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"f",
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"max_time",
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"Makes a patrolling AI pause randomly for a min time of 1 to a max time of specified"
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);
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Event EV_HelperNode_WaitForAnim
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(
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"waitforanim",
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EV_SCRIPTONLY,
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"b",
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"wait_for_anim",
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"Makes the AI wait until the anim is finished before finishing a behavior"
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);
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Event EV_HelperNode_SetKillTarget
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(
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"attacktarget",
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EV_SCRIPTONLY,
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"s",
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"targetname",
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"Specifies a target for a sniping AI to attack"
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);
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Event EV_HelperNode_SetCustomType
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(
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"setcustomtype",
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EV_SCRIPTONLY,
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"s",
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"type",
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"Specifies a custom helper node type"
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);
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Event EV_HelperNode_SetMaxKills
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(
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"maxkills",
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EV_SCRIPTONLY,
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"i",
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"max_kills",
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"Specifies the maximum number of kills that can be done from this node"
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);
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Event EV_HelperNode_SetMinHealth
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(
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"minhealth",
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EV_SCRIPTONLY,
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"f",
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"min_health",
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"Specifies the minimum health an actor is allowed to get to before leaving this node"
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);
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Event EV_HelperNode_SetMinEnemyRange
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(
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"minenemyrange",
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EV_SCRIPTONLY,
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"f",
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"min_range",
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"Specifies the minimum range an enemy is allowed to get before actor leaves this node"
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);
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Event EV_HelperNode_SetActivationRange
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(
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"activationrange",
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EV_SCRIPTONLY,
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"f",
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"activation_range",
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"Specifies the range an actor needs to be to consider using the node"
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);
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Event EV_HelperNode_SetPriority
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(
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"priority",
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EV_SCRIPTONLY,
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"f",
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"priority",
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"Specfies the priority for this node"
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);
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Event EV_HelperNode_SetNodeID
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(
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"nodeID",
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EV_SCRIPTONLY,
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"i",
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"node_id",
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"Assigns an ID to this node"
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);
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Event EV_HelperNode_SetCriticalChange
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(
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"criticalchange",
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EV_SCRIPTONLY,
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NULL,
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NULL,
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"Alerts the node to a critical change"
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);
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Event EV_HelperNode_SetDescriptor
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(
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"descriptor",
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EV_SCRIPTONLY,
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"s",
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"descriptorValue",
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"sets an additional descriptor for a node"
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);
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Event EV_HelperNode_SendCommand
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(
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"sendnodecommand",
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EV_SCRIPTONLY,
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"s",
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"commandToSend",
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"sends an event to the user of the node"
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);
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Event EV_HelperNode_AddAnimation
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(
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"addanim",
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EV_SCRIPTONLY,
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"ss",
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"anim waittype",
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"Adds an animation to the custom anim list"
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);
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//======================================
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// Helper Node Container
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//======================================
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Container<HelperNode*> HelperNodes;
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char CoverTypeStrings[ COVER_TYPE_TOTAL_NUMBER ][ 32 ] =
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{
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"none",
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"crate",
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"wall"
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};
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char CoverDirStrings[ COVER_DIRECTION_TOTAL_NUMBER ][ 32 ] =
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{
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"none",
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"left",
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"right",
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"all"
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};
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char DescriptorTypeStrings[ DESCRIPTOR_TOTAL_NUMBER ][ 32 ] =
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{
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"none",
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"corridor"
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};
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//======================================
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// Helper Node Initialization
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//======================================
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CLASS_DECLARATION( Entity, HelperNodeController, "helpernodecontroller" )
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{
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{ &EV_HelperNodeController_SendEvent, &HelperNodeController::SendEventToNode },
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{ NULL, NULL }
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};
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HelperNodeController::HelperNodeController()
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{
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targetname = "nodecontroller";
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}
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HelperNodeController::~HelperNodeController()
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{
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}
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void HelperNodeController::SendEventToNode( Event *ev )
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{
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str nodeTargetName;
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str eventName;
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Event *nodeEvent;
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HelperNode* node;
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int i;
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//First grab our node target and event
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nodeTargetName = ev->GetString( 1 );
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eventName = ev->GetString( 2 );
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node = NULL;
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//Now lets find our target
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for ( i = HelperNodes.NumObjects() ; i > 0 ; i-- )
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{
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node = HelperNodes.ObjectAt( i );
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if ( node->targetname == nodeTargetName )
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break;
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}
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if ( !node )
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return;
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// Create our event
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nodeEvent = new Event( eventName.c_str() );
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if ( !nodeEvent )
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return;
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//Load our event with parameters
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for ( i = 3 ; i <= ev->NumArgs() ; i++ ) //start at 3, because we burnt through the first 2 already
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{
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nodeEvent->AddToken( ev->GetToken( i ) );
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}
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node->ProcessEvent( nodeEvent );
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}
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//
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// Class Declaration and Event Registration
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//
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CLASS_DECLARATION( Listener, HelperNode, "info_helpernode" )
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{
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// Core Events
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{ &EV_SetTargetName, &HelperNode::SetTargetName },
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{ &EV_SetTarget, &HelperNode::SetTarget },
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{ &EV_SetAngle, &HelperNode::SetAngle },
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{ &EV_SetOrigin, &HelperNode::SetOrigin },
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{ &EV_SpawnFlags, &HelperNode::SetFlags },
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{ &EV_HelperNode_SetNodeAnim, &HelperNode::SetAnim },
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{ &EV_HelperNode_SetNodeEntryThread, &HelperNode::SetEntryThread },
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{ &EV_HelperNode_SetNodeExitThread, &HelperNode::SetExitThread },
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{ &EV_HelperNode_SetAnimCount, &HelperNode::SetAnimCount },
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{ &EV_HelperNode_SetAnimTarget, &HelperNode::SetAnimTarget },
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{ &EV_HelperNode_SetAnimActive, &HelperNode::SetAnimActive },
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{ &EV_HelperNode_SetCoverType, &HelperNode::SetCoverType },
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{ &EV_HelperNode_SetCoverDirection, &HelperNode::SetCoverDir },
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{ &EV_HelperNode_SetWait, &HelperNode::SetWait },
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{ &EV_HelperNode_SetWaitRandom, &HelperNode::SetWaitRandom },
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{ &EV_HelperNode_WaitForAnim, &HelperNode::SetWaitForAnim },
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{ &EV_HelperNode_SetKillTarget, &HelperNode::SetKillTarget },
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{ &EV_HelperNode_SetCustomType, &HelperNode::SetCustomType },
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{ &EV_HelperNode_SetMaxKills, &HelperNode::SetMaxKills },
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{ &EV_HelperNode_SetMinHealth, &HelperNode::SetMinHealth },
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{ &EV_HelperNode_SetMinEnemyRange, &HelperNode::SetMinEnemyRange },
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{ &EV_HelperNode_SetActivationRange, &HelperNode::SetActivationRange },
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{ &EV_HelperNode_SetPriority, &HelperNode::SetPriority },
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{ &EV_HelperNode_SetNodeID, &HelperNode::SetID },
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{ &EV_HelperNode_SetCriticalChange, &HelperNode::SetCriticalChange },
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{ &EV_HelperNode_SetDescriptor, &HelperNode::SetDescriptor },
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{ &EV_HelperNode_SendCommand, &HelperNode::SendCommand },
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{ &EV_HelperNode_AddAnimation, &HelperNode::AddAnimation },
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{ NULL, NULL }
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};
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//
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// Name: HelperNode()
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// Class: HelperNode
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//
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// Description: Constructor
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//
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// Parameters: None
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//
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// Returns: None
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//
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HelperNode::HelperNode()
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{
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if ( !LoadingSavegame )
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{
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AddHelperNodeToList( this );
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_init();
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}
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}
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//
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// Name: ~HelperNode()
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// Class: HelperNode
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//
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// Description: Destructor
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//
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// Parameters: None
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//
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// Returns: None
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//
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HelperNode::~HelperNode()
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{
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customAnimListEntry_t* checkEntry;
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for ( int i = _customAnimList.NumObjects() ; i > 0 ; i-- )
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{
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checkEntry = _customAnimList.ObjectAt( i );
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delete checkEntry;
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checkEntry = NULL;
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_customAnimList.RemoveObjectAt( i );
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}
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}
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//
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// Name: _init()
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// Class: HelperNode
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//
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// Description: Initializes default values
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//
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// Parameters: None
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//
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// Returns: None
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//
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void HelperNode::_init()
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{
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_entryThread = "";
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_exitThread = "";
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_anim = "";
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_animtarget = "";
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_killtarget = "";
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// Default Value for _id means the node is open to everyone
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_id = -1;
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// Default Value for _animcount means no maximum
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_animcount = -1;
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// Default Value for _maxkills means no maximum
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_maxkills = -1;
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_animactive = true;
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_coveractive = true;
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_waitrandom = false;
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_waitforanim = false;
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_criticalchange = false;
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_waittime = 0.0f;
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_minhealth = 0.0f;
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_minenemyrange = 0.0f;
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_activationRange = 0.0f;
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_priority = 0.0f;
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_lastUseTime = 0.0f;
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_covertype = COVER_TYPE_NONE;
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_coverdir = COVER_DIRECTION_NONE;
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_descriptor = DESCRIPTOR_NONE;
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_reserved = false;
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_nodeflags = 0;
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_customAnimListIndex = 1;
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_usingCustomAnimList = false;
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_user = NULL;
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}
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//======================================
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// Core Functionality
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//======================================
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void HelperNode::SetTarget( Event *ev )
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{
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str name;
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name = ev->GetString( 1 );
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SetTarget(name);
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}
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void HelperNode::SetTargetName( Event *ev )
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{
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str name;
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name = ev->GetString( 1 );
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SetTargetName(name);
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}
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void HelperNode::SetAngle( Event *ev )
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{
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Vector movedir;
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movedir = G_GetMovedir( ev->GetFloat( 1 ) );
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SetAngle(movedir.toAngles());
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}
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void HelperNode::SetOrigin( Event *ev )
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{
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Vector pos;
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pos = ev->GetVector( 1 );
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SetOrigin(pos);
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}
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void HelperNode::SetTarget( const str &name )
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{
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target = name;
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}
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void HelperNode::SetTargetName( const str &name )
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{
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targetname = name;
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}
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void HelperNode::SetAngle( const Vector &ang )
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{
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angles = ang;
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}
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void HelperNode::SetOrigin( const Vector &pos )
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{
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origin = pos;
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}
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//======================================
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// Helper Node Event Interface
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//======================================
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//
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// Name: SetThread()
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// Class: HelperNode
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//
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// Description: Calls SetEntryThread()
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//
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// Parameters: Event *ev - Event containing the string
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//
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// Returns: None
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//
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void HelperNode::SetEntryThread( Event *ev )
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{
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SetEntryThread(ev->GetString( 1 ) );
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}
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//
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// Name: SetExitThread()
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// Class: HelperNode
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//
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// Description: Calls SetExitThread()
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//
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// Parameters: Event *ev -- Event containing the string
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//
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// Returns: None
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//
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void HelperNode::SetExitThread( Event *ev )
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{
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SetExitThread(ev->GetString( 1 ) );
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}
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//
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// Name: SetAnim()
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// Class: HelperNode
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//
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// Description: Calls SetAnim()
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//
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// Parameters: Event *ev - Event containing the string
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//
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// Returns: None
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//
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void HelperNode::SetAnim( Event *ev )
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{
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SetAnim( ev->GetString( 1 ) );
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}
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//
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// Name: SetAnimTarget()
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// Class: HelperNode
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//
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// Description: Calls SetAnimTarget()
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//
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// Parameters: Event *ev - Event containing the string
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//
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// Returns: None
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//
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void HelperNode::SetAnimTarget( Event *ev )
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{
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SetAnimTarget( ev->GetString( 1 ) );
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}
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//
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// Name: SetKillTarget()
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// Class: HelperNode
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//
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// Description: Calls SetKillTarget()
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//
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// Parameters: Event *ev - Event contaning the string
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//
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// Returns: None
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//
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void HelperNode::SetKillTarget( Event *ev )
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{
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SetKillTarget( ev->GetString( 1 ) );
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}
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//
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// Name: SetCustomType()
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// Class: HelperNode
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//
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// Description: Calls SetCustomType()
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//
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// Parameters: Event *ev - Event contaning the string
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//
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// Returns: None
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//
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void HelperNode::SetCustomType( Event *ev )
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{
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SetCustomType( ev->GetString( 1 ) );
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}
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//
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// Name: SetID()
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// Class: HelperNode
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//
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// Description: Calls SetID()
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//
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// Parameters: Event *ev - Event containing the integer
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//
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// Returns: None
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//
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void HelperNode::SetID( Event *ev )
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{
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SetID(ev->GetInteger( 1 ) );
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}
|
|
|
|
|
|
//
|
|
// Name: SetAnimCount()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Calls SetAnimCount()
|
|
//
|
|
// Parameters: Event *ev - Event containing the integer
|
|
//
|
|
// Returns: None
|
|
//
|
|
void HelperNode::SetAnimCount( Event *ev )
|
|
{
|
|
SetAnimCount( ev->GetInteger( 1 ) );
|
|
}
|
|
|
|
|
|
//
|
|
// Name: SetMaxKills()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Calls SetMaxKills()
|
|
//
|
|
// Parameters: Event *ev - Event containing the integer
|
|
//
|
|
// Returns: None
|
|
//
|
|
void HelperNode::SetMaxKills( Event *ev )
|
|
{
|
|
SetMaxKills( ev->GetInteger( 1 ) );
|
|
}
|
|
|
|
|
|
//
|
|
// Name: SetWait()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Calls SetWait()
|
|
//
|
|
// Parameters: Event *ev - Event containing the float
|
|
//
|
|
// Returns: None
|
|
//
|
|
void HelperNode::SetWait( Event *ev )
|
|
{
|
|
SetWait( ev->GetFloat( 1 ) );
|
|
}
|
|
|
|
|
|
//
|
|
// Name: SetWaitRandom()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Calls SetWaitRandom()
|
|
//
|
|
// Parameters: Event *ev - Event containing the float
|
|
//
|
|
// Returns: None
|
|
//
|
|
void HelperNode::SetWaitRandom( Event *ev )
|
|
{
|
|
SetWaitRandom( ev->GetFloat( 1 ) );
|
|
}
|
|
|
|
|
|
//
|
|
// Name: SetWaitForAnim()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Calls SetWaitForAnim()
|
|
//
|
|
// Parameters: Event *ev
|
|
//
|
|
// Returns: None
|
|
//
|
|
void HelperNode::SetWaitForAnim( Event *ev )
|
|
{
|
|
SetWaitForAnim( ev->GetBoolean( 1 ) );
|
|
}
|
|
|
|
|
|
//
|
|
// Name: SetCriticalChange()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Calls SetCriticalChange()
|
|
//
|
|
// Parameters: Event *ev
|
|
//
|
|
// Returns: None
|
|
//
|
|
void HelperNode::SetCriticalChange( Event * )
|
|
{
|
|
SetCriticalChange( true );
|
|
}
|
|
|
|
|
|
//
|
|
// Name: SetDescriptor()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Gets the enum for the string and calls
|
|
// SetDescriptor()
|
|
//
|
|
// Parameters: Event *ev -- The event containing the string
|
|
//
|
|
// Returns: None
|
|
//
|
|
void HelperNode::SetDescriptor( Event *ev )
|
|
{
|
|
str descriptor = ev->GetString( 1 );
|
|
SetDescriptor( _DescriptorForString(descriptor) );
|
|
}
|
|
|
|
|
|
void HelperNode::SetPriority( Event *ev )
|
|
{
|
|
float priority = ev->GetFloat( 1 );
|
|
SetPriority( priority );
|
|
}
|
|
|
|
//
|
|
// Name: SetMinHealth()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Calls SetMinHealth()
|
|
//
|
|
// Parameters: Event *ev - Event containing the float
|
|
//
|
|
// Returns: None
|
|
//
|
|
void HelperNode::SetMinHealth( Event *ev )
|
|
{
|
|
SetMinHealth( ev->GetFloat( 1 ) );
|
|
}
|
|
|
|
|
|
//
|
|
// Name: SetMinEnemyRange()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Calls SetMinEnemyRange()
|
|
//
|
|
// Parameters: Event *ev - Event containing the float
|
|
//
|
|
// Returns: None
|
|
//
|
|
void HelperNode::SetMinEnemyRange( Event *ev )
|
|
{
|
|
SetMinEnemyRange( ev->GetFloat( 1 ) );
|
|
}
|
|
|
|
|
|
void HelperNode::SetActivationRange( Event *ev )
|
|
{
|
|
SetActivationRange( ev->GetFloat( 1 ) );
|
|
}
|
|
|
|
//
|
|
// Name: SetFlags()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Calls SetFlags()
|
|
//
|
|
// Parameters: Event *ev - Event containing the float
|
|
//
|
|
// Returns: None
|
|
//
|
|
void HelperNode::SetFlags( Event *ev )
|
|
{
|
|
SetFlags(ev->GetInteger( 1 ) );
|
|
}
|
|
|
|
|
|
//
|
|
// Name: SetAnimActive()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Calls SetAnimActive()
|
|
//
|
|
// Parameters: Event *ev - Event containing the boolean
|
|
//
|
|
// Returns: None
|
|
//
|
|
void HelperNode::SetAnimActive( Event *ev )
|
|
{
|
|
SetAnimActive(ev->GetBoolean( 1 ) );
|
|
}
|
|
|
|
|
|
//
|
|
// Name: SetCoverActive()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Calls SetCoverActive()
|
|
//
|
|
// Parameters: Event *ev - Event containing the boolean
|
|
//
|
|
// Returns: None
|
|
//
|
|
void HelperNode::SetCoverActive( Event *ev )
|
|
{
|
|
SetCoverActive(ev->GetBoolean( 1 ) );
|
|
}
|
|
|
|
//
|
|
// Name: SetCoverType()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Calls SetCoverType()
|
|
//
|
|
// Parameters: Event *ev - Event containing the string
|
|
//
|
|
// Returns: None
|
|
//
|
|
void HelperNode::SetCoverType( Event *ev )
|
|
{
|
|
CoverType_t coverType;
|
|
coverType = _CoverTypeForString( ev->GetString( 1 ) );
|
|
|
|
SetCoverType(coverType);
|
|
}
|
|
|
|
|
|
//
|
|
// Name: SetCoverDir()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Calls SetCoverDir()
|
|
//
|
|
// Parameters: Event *ev - Event containing the string
|
|
//
|
|
// Returns: None
|
|
//
|
|
void HelperNode::SetCoverDir( Event *ev )
|
|
{
|
|
CoverDirection_t coverDir;
|
|
coverDir = _CoverDirectionForString( ev->GetString( 1 ) );
|
|
|
|
SetCoverDir(coverDir);
|
|
}
|
|
|
|
//======================================
|
|
// Helper Node Mutators
|
|
//======================================
|
|
|
|
//
|
|
// Name: SetEntryThread()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Sets the _entryThread variable
|
|
//
|
|
// Parameters: const str& thread - the thread to set
|
|
//
|
|
// Returns: None
|
|
//
|
|
void HelperNode::SetEntryThread( const str& thread )
|
|
{
|
|
_entryThread = thread;
|
|
}
|
|
|
|
|
|
//
|
|
// Name: SetExitThread()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Sets the _exitThread variable
|
|
//
|
|
// Parameters: const str& thread - the thread to set
|
|
//
|
|
// Returns: None
|
|
//
|
|
|
|
void HelperNode::SetExitThread( const str& thread )
|
|
{
|
|
_exitThread = thread;
|
|
}
|
|
|
|
//
|
|
// Name: SetAnim()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Sets the _anim variable
|
|
//
|
|
// Parameters: const str& anim
|
|
//
|
|
// Returns: None
|
|
//
|
|
void HelperNode::SetAnim( const str& anim )
|
|
{
|
|
_anim = anim;
|
|
}
|
|
|
|
|
|
//
|
|
// Name: SetAnimTarget()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Sets the _animtarget variable
|
|
//
|
|
// Parameters: const str& animtarget
|
|
//
|
|
// Returns: None
|
|
//
|
|
void HelperNode::SetAnimTarget( const str& animtarget )
|
|
{
|
|
_animtarget = animtarget;
|
|
}
|
|
|
|
|
|
//
|
|
// Name: SetKillTarget()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Sets the _killtarget variable
|
|
//
|
|
// Parameters: const str& killtarget
|
|
//
|
|
// Returns: None
|
|
//
|
|
void HelperNode::SetKillTarget( const str& killtarget )
|
|
{
|
|
_killtarget = killtarget;
|
|
}
|
|
|
|
|
|
//
|
|
// Name: SetCustomType()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Sets the _customType variable
|
|
//
|
|
// Parameters: const str& customtype
|
|
//
|
|
// Returns: None
|
|
//
|
|
void HelperNode::SetCustomType( const str& customtype )
|
|
{
|
|
_customType = customtype;
|
|
}
|
|
|
|
//
|
|
// Name: SetID()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Sets the _id variable
|
|
//
|
|
// Parameters: int ID - The id to set
|
|
//
|
|
// Returns: None
|
|
//
|
|
void HelperNode::SetID( int ID )
|
|
{
|
|
_id = ID;
|
|
}
|
|
|
|
|
|
//
|
|
// Name: SetAnimCount()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Sets the _animcount variable
|
|
//
|
|
// Parameters: int animcount
|
|
//
|
|
// Returns: None
|
|
//
|
|
void HelperNode::SetAnimCount( int animcount )
|
|
{
|
|
_animcount = animcount;
|
|
}
|
|
|
|
|
|
//
|
|
// Name: SetMaxKills()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Sets the _maxkills variable
|
|
//
|
|
// Parameters: int maxkills
|
|
//
|
|
// Returns: None
|
|
//
|
|
void HelperNode::SetMaxKills( int maxkills )
|
|
{
|
|
_maxkills = maxkills;
|
|
}
|
|
|
|
//
|
|
// Name: SetWait()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Sets the _wait variable
|
|
//
|
|
// Parameters: float wait
|
|
//
|
|
// Returns: None
|
|
//
|
|
void HelperNode::SetWait( float wait )
|
|
{
|
|
_waittime = wait;
|
|
}
|
|
|
|
//
|
|
// Name: SetWaitRandom()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Sets the _wait variable, and sets _waitRandom to true;
|
|
//
|
|
// Parameters: float wait
|
|
//
|
|
// Returns: None
|
|
//
|
|
void HelperNode::SetWaitRandom( float wait )
|
|
{
|
|
_waittime = wait;
|
|
_waitrandom = true;
|
|
}
|
|
|
|
|
|
//
|
|
// Name: SetWaitForAnim()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Sets the _waitforanim variable
|
|
//
|
|
// Parameters: qboolean wait
|
|
//
|
|
// Returns: None
|
|
//
|
|
void HelperNode::SetWaitForAnim(qboolean wait)
|
|
{
|
|
_waitforanim = wait;
|
|
}
|
|
|
|
//
|
|
// Name: SetMinHealth()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Sets _minhealth variable
|
|
//
|
|
// Parameters: float health - The health to set
|
|
//
|
|
// Returns: None
|
|
//
|
|
void HelperNode::SetMinHealth( float health )
|
|
{
|
|
_minhealth = health;
|
|
}
|
|
|
|
|
|
//
|
|
// Name: SetMinEnemyRange()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Sets _minenemyrange variable
|
|
//
|
|
// Parameters: float range - The range to set
|
|
//
|
|
// Returns: None
|
|
//
|
|
void HelperNode::SetMinEnemyRange( float range )
|
|
{
|
|
_minenemyrange = range;
|
|
}
|
|
|
|
void HelperNode::SetActivationRange( float range )
|
|
{
|
|
_activationRange = range;
|
|
}
|
|
|
|
//
|
|
// Name: SetAnimActive()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Sets the _animactive variable
|
|
//
|
|
// Parameters: qboolean animactive
|
|
//
|
|
// Returns: None
|
|
//
|
|
void HelperNode::SetAnimActive( qboolean animactive )
|
|
{
|
|
_animactive = animactive;
|
|
}
|
|
|
|
|
|
//
|
|
// Name: SetCoverActive()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Sets the _coveractive variable
|
|
//
|
|
// Parameters: qboolean coveractive
|
|
//
|
|
// Returns: None
|
|
//
|
|
void HelperNode::SetCoverActive( qboolean coveractive )
|
|
{
|
|
_coveractive = coveractive;
|
|
}
|
|
|
|
//
|
|
// Name: SetCoverType()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Sets the _covertype variable
|
|
//
|
|
// Parameters: CoverType_t covertype
|
|
//
|
|
// Returns: None
|
|
//
|
|
void HelperNode::SetCoverType( CoverType_t covertype )
|
|
{
|
|
_covertype = covertype;
|
|
}
|
|
|
|
|
|
//
|
|
// Name: SetCoverDir()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Sets the _coverdir variable
|
|
//
|
|
// Parameters: CoverDirection_t coverdir
|
|
//
|
|
// Returns: None
|
|
//
|
|
void HelperNode::SetCoverDir( CoverDirection_t coverdir )
|
|
{
|
|
_coverdir = coverdir;
|
|
}
|
|
|
|
|
|
//
|
|
// Name: SetCriticalChange()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Sets the _criticalchange variable
|
|
//
|
|
// Parameters: qboolean change
|
|
//
|
|
// Returns: None
|
|
//
|
|
void HelperNode::SetCriticalChange( qboolean change )
|
|
{
|
|
_criticalchange = change;
|
|
}
|
|
|
|
|
|
//
|
|
// Name: SetDescriptor()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Sets the _descriptor variable
|
|
//
|
|
// Parameters: NodeDescriptorType_t descriptor
|
|
//
|
|
// Returns: None
|
|
//
|
|
void HelperNode::SetDescriptor( NodeDescriptorType_t descriptor )
|
|
{
|
|
_descriptor = descriptor;
|
|
}
|
|
|
|
void HelperNode::SetPriority( float priority )
|
|
{
|
|
_priority = priority;
|
|
}
|
|
|
|
//
|
|
// Name: SetFlags()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Sets the NodeFlags
|
|
//
|
|
// Parameters: unsigned int flags - the integer mask of the flags
|
|
//
|
|
// Returns: None
|
|
//
|
|
void HelperNode::SetFlags( unsigned int flags )
|
|
{
|
|
_nodeflags = flags;
|
|
}
|
|
|
|
|
|
//======================================
|
|
// Helper Node Accessors
|
|
//======================================
|
|
|
|
//
|
|
// Name: GetEntryThread()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Returns the _thread variable
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: _entryThread
|
|
//
|
|
const str& HelperNode::GetEntryThread()
|
|
{
|
|
return _entryThread;
|
|
}
|
|
|
|
|
|
//
|
|
// Name: GetExitThread()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Returns the _exitThread
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: _exitThread
|
|
//
|
|
const str& HelperNode::GetExitThread()
|
|
{
|
|
return _exitThread;
|
|
}
|
|
|
|
//
|
|
// Name: GetAnim()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Returns the _anim variable
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: _anim
|
|
//
|
|
const str& HelperNode::GetAnim()
|
|
{
|
|
return _anim;
|
|
}
|
|
|
|
|
|
//
|
|
// Name: GetAnimTarget()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Returns _animtarget variable
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: _animtarget
|
|
//
|
|
const str& HelperNode::GetAnimTarget()
|
|
{
|
|
return _animtarget;
|
|
}
|
|
|
|
|
|
//
|
|
// Name: GetKillTarget()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Returns _killtarget variable
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: _killtarget
|
|
//
|
|
const str& HelperNode::GetKillTarget()
|
|
{
|
|
return _killtarget;
|
|
}
|
|
|
|
|
|
//
|
|
// Name: GetCustomType()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Returns _customType variable
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: _customType
|
|
//
|
|
const str& HelperNode::GetCustomType()
|
|
{
|
|
return _customType;
|
|
}
|
|
|
|
//
|
|
// Name: GetID()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Returns _id variable
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: _id
|
|
//
|
|
int HelperNode::GetID()
|
|
{
|
|
return _id;
|
|
}
|
|
|
|
//
|
|
// Name: GetAnimCount()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Returns the _animcount variable
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: _animcount
|
|
//
|
|
int HelperNode::GetAnimCount()
|
|
{
|
|
return _animcount;
|
|
}
|
|
|
|
//
|
|
// Name: GetMaxKills()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Returns the _maxkills variable
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: _maxkills
|
|
//
|
|
int HelperNode::GetMaxKills()
|
|
{
|
|
return _maxkills;
|
|
}
|
|
|
|
//
|
|
// Name: GetWaitTime()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Returns _waittime
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: _waittime
|
|
//
|
|
float HelperNode::GetWaitTime()
|
|
{
|
|
return _waittime;
|
|
}
|
|
|
|
|
|
//
|
|
// Name: GetMinHealth()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Returns _minhealth variable
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: _minhealth
|
|
//
|
|
float HelperNode::GetMinHealth()
|
|
{
|
|
return _minhealth;
|
|
}
|
|
|
|
|
|
//
|
|
// Name: GetMinEnemyRange()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Returns _minenemyrange;
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: _minenemyrange
|
|
//
|
|
float HelperNode::GetMinEnemyRange()
|
|
{
|
|
return _minenemyrange;
|
|
}
|
|
|
|
float HelperNode::GetActivationRange()
|
|
{
|
|
return _activationRange;
|
|
}
|
|
|
|
//
|
|
// Name: GetCoverType()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Returns _covertype
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: _covertype
|
|
//
|
|
CoverType_t HelperNode::GetCoverType()
|
|
{
|
|
return _covertype;
|
|
}
|
|
|
|
|
|
//
|
|
// Name: GetCoverDirection()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Returns _coverdir
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: _coverdir
|
|
//
|
|
CoverDirection_t HelperNode::GetCoverDirection()
|
|
{
|
|
return _coverdir;
|
|
}
|
|
|
|
|
|
//
|
|
// Name: GetDescriptor
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Returns _descriptor
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: NodeDescriptorType_t
|
|
//
|
|
NodeDescriptorType_t HelperNode::GetDescriptor()
|
|
{
|
|
return _descriptor;
|
|
}
|
|
|
|
float HelperNode::GetPriority()
|
|
{
|
|
return _priority;
|
|
}
|
|
|
|
//======================================
|
|
// Helper Node Queries
|
|
//======================================
|
|
|
|
|
|
//
|
|
// Name: isOfType()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Checks if the nodeflags match the passed in mask
|
|
//
|
|
// Parameters: unsigned int mask
|
|
//
|
|
// Returns: true or false;
|
|
//
|
|
qboolean HelperNode::isOfType(unsigned int mask)
|
|
{
|
|
return _nodeflags & ( mask );
|
|
}
|
|
|
|
|
|
//
|
|
// Name: isAnimActive()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Returns _animactive
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: true or false
|
|
//
|
|
qboolean HelperNode::isAnimActive()
|
|
{
|
|
return _animactive;
|
|
}
|
|
|
|
|
|
//
|
|
// Name: isCoverActive()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Returns _coveractive
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: true or false
|
|
//
|
|
qboolean HelperNode::isCoverActive()
|
|
{
|
|
return _coveractive;
|
|
}
|
|
|
|
|
|
//
|
|
// Name: isWaitRandom()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Returns _waitrandom
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: true or false
|
|
//
|
|
qboolean HelperNode::isWaitRandom()
|
|
{
|
|
return _waitrandom;
|
|
}
|
|
|
|
|
|
//
|
|
// Name: isWaitForAnim()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Returns _waitforanim
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: true or false
|
|
//
|
|
qboolean HelperNode::isWaitForAnim()
|
|
{
|
|
return _waitforanim;
|
|
}
|
|
|
|
|
|
//
|
|
// Name: isChanged()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Returns _criticalchange
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: true or false
|
|
//
|
|
qboolean HelperNode::isChanged()
|
|
{
|
|
return _criticalchange;
|
|
}
|
|
|
|
qboolean HelperNode::isReserved()
|
|
{
|
|
return _reserved;
|
|
}
|
|
|
|
//======================================
|
|
// Helper Node Utility
|
|
//======================================
|
|
|
|
|
|
//
|
|
// Name: RunEntryThread()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Runs the entry thread
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: None
|
|
//
|
|
void HelperNode::RunEntryThread()
|
|
{
|
|
if ( _entryThread.length() <= 0 )
|
|
return;
|
|
|
|
CThread *thread;
|
|
|
|
thread = Director.CreateThread( _entryThread );
|
|
|
|
if ( thread )
|
|
thread->DelayedStart( 0.0f );
|
|
}
|
|
|
|
|
|
//
|
|
// Name: RunExitThread()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Runs the exit thread
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: None
|
|
//
|
|
void HelperNode::RunExitThread()
|
|
{
|
|
if ( _exitThread.length() <= 0 )
|
|
return;
|
|
|
|
CThread *thread;
|
|
|
|
thread = Director.CreateThread( _exitThread );
|
|
|
|
if ( thread )
|
|
thread->DelayedStart( 0.0f );
|
|
}
|
|
|
|
|
|
//======================================
|
|
// Helper Node Convience Functions
|
|
//======================================
|
|
|
|
//
|
|
// Name: _CoverTypeForString()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Returns the enumerated covertype based on the string
|
|
//
|
|
// Parameters: const str &covertype
|
|
//
|
|
// Returns: CoverType_t coverType
|
|
//
|
|
CoverType_t HelperNode::_CoverTypeForString( const str &covertype )
|
|
{
|
|
CoverType_t coverType;
|
|
|
|
for ( int i = 0 ; i < COVER_TYPE_TOTAL_NUMBER ; i++ )
|
|
{
|
|
if ( !Q_stricmp(covertype.c_str() , CoverTypeStrings[i] ) )
|
|
{
|
|
coverType = (CoverType_t)i;
|
|
return coverType;
|
|
}
|
|
|
|
}
|
|
|
|
gi.WDPrintf( "Unknown CoverType - %s\n", covertype.c_str() );
|
|
return COVER_TYPE_NONE;
|
|
}
|
|
|
|
|
|
//
|
|
// Name: _CoverDirectionForString()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Returns the enumerated coverdir based on the string
|
|
//
|
|
// Parameters: const str &coverdir
|
|
//
|
|
// Returns: CoverType_t coverDir
|
|
//
|
|
CoverDirection_t HelperNode::_CoverDirectionForString( const str &coverdir )
|
|
{
|
|
CoverDirection_t coverDir;
|
|
|
|
for ( int i = 0 ; i < COVER_DIRECTION_TOTAL_NUMBER ; i++ )
|
|
{
|
|
if ( !Q_stricmp(coverdir.c_str() , CoverDirStrings[i] ) )
|
|
{
|
|
coverDir = (CoverDirection_t)i;
|
|
return coverDir;
|
|
}
|
|
|
|
}
|
|
|
|
gi.WDPrintf( "Unknown CoverDirection - %s\n", coverdir.c_str() );
|
|
return COVER_DIRECTION_NONE;
|
|
}
|
|
|
|
|
|
//
|
|
// Name: _CoverDirectionForString()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Returns the enumerated coverdir based on the string
|
|
//
|
|
// Parameters: const str &coverdir
|
|
//
|
|
// Returns: CoverType_t coverDir
|
|
//
|
|
NodeDescriptorType_t HelperNode::_DescriptorForString( const str &descriptor )
|
|
{
|
|
NodeDescriptorType_t descriptorType;
|
|
|
|
for ( int i = 0 ; i < DESCRIPTOR_TOTAL_NUMBER ; i++ )
|
|
{
|
|
if ( !Q_stricmp(descriptor.c_str() , DescriptorTypeStrings[i] ) )
|
|
{
|
|
descriptorType = (NodeDescriptorType_t)i;
|
|
return descriptorType;
|
|
}
|
|
|
|
}
|
|
|
|
gi.WDPrintf( "Unknown Descriptor - %s\n", descriptor.c_str() );
|
|
return DESCRIPTOR_NONE;
|
|
}
|
|
|
|
//
|
|
// Name: FindClosestHelperNode()
|
|
// Class: None
|
|
//
|
|
// Description: Return nearest valid helpernode based on the criteria passed in
|
|
//
|
|
// Parameters: Actor &self -- Actor looking for the node
|
|
// int mask -- Mask of the node
|
|
//
|
|
// Returns: HelperNode* bestNode
|
|
//
|
|
HelperNode* HelperNode::FindClosestHelperNode( Actor &self , int mask , float maxDist , float minDistanceFromPlayer, bool unreserveCurrentNode )
|
|
{
|
|
HelperNode *node;
|
|
HelperNode *bestNode;
|
|
float pathLen;
|
|
float bestDist;
|
|
float activationRange;
|
|
FindMovementPath find;
|
|
Path *path;
|
|
int nodeID;
|
|
|
|
|
|
// Set up our pathing heuristics
|
|
find.heuristic.self = &self;
|
|
find.heuristic.setSize( self.size );
|
|
find.heuristic.entnum = self.entnum;
|
|
|
|
// Initialize our nodes and distances
|
|
bestNode = NULL;
|
|
bestDist = 999999999.8f;
|
|
pathLen = bestDist - 1.0f;
|
|
|
|
//We are going to loop through all the helper nodes in the level, find ones matching
|
|
//our mask, and compare path lengths to each of them. We can't do a plain ol'line of
|
|
//sight check, because, it seems valid to me that the nearest helpernode might not be
|
|
//visible. We also can't just compare raw proximity, because we could have a node that
|
|
//is technically "closer" but behind a wall, forcing us to path a very long way to get
|
|
//to it.
|
|
|
|
//Note this is a potientially VERY expensive function, and we need to keep an eye on it
|
|
//to make sure its not called a lot, and keep in mind that it may be a candidate for
|
|
//extensive optmization
|
|
for ( int i = 1 ; i <= HelperNodes.NumObjects() ; i++ )
|
|
{
|
|
node = NULL;
|
|
node = HelperNodes.ObjectAt( i );
|
|
nodeID = node->GetID();
|
|
|
|
if ( nodeID != -1 && nodeID != self.currentHelperNode.nodeID )
|
|
continue;
|
|
|
|
if ( node && node->isOfType(mask))
|
|
{
|
|
activationRange = node->GetActivationRange();
|
|
|
|
|
|
if ( activationRange > 0 )
|
|
{
|
|
if ( !self.WithinDistance( node->origin, activationRange ) )
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
if ( !self.WithinDistance( node->origin, maxDist ) )
|
|
continue;
|
|
}
|
|
|
|
if ( node == self.ignoreHelperNode.node )
|
|
continue;
|
|
|
|
if ( node->isReserved() )
|
|
continue;
|
|
|
|
Player* player;
|
|
player = GetPlayer(0);
|
|
if ( !player ) return false;
|
|
|
|
if ( player->WithinDistance( node->origin , minDistanceFromPlayer ) )
|
|
continue;
|
|
|
|
path = find.FindPath( self.origin, node->origin );
|
|
|
|
if ( path )
|
|
pathLen = path->Length();
|
|
|
|
delete path;
|
|
path = NULL;
|
|
|
|
if ( pathLen < bestDist )
|
|
{
|
|
bestDist = pathLen;
|
|
bestNode = node;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
if ( self.currentHelperNode.node && unreserveCurrentNode )
|
|
self.currentHelperNode.node->UnreserveNode();
|
|
|
|
self.currentHelperNode.node = bestNode;
|
|
self.currentHelperNode.mask = mask;
|
|
|
|
if ( bestNode )
|
|
bestNode->ReserveNode();
|
|
|
|
return bestNode;
|
|
}
|
|
|
|
|
|
//
|
|
// Name: FindClosestHelperNode()
|
|
// Class: None
|
|
//
|
|
// Description: Return nearest valid helpernode based on the criteria passed in
|
|
//
|
|
// Parameters: Actor &self -- Actor looking for the node
|
|
// int mask -- Mask of the node
|
|
//
|
|
// Returns: HelperNode* bestNode
|
|
//
|
|
HelperNode* HelperNode::FindClosestHelperNode( Actor &self , int mask , NodeDescriptorType_t descriptor, float maxDist)
|
|
{
|
|
HelperNode *node;
|
|
HelperNode *bestNode;
|
|
float pathLen;
|
|
float bestDist;
|
|
float activationRange;
|
|
FindMovementPath find;
|
|
Path *path;
|
|
int nodeID;
|
|
|
|
|
|
// Set up our pathing heuristics
|
|
find.heuristic.self = &self;
|
|
find.heuristic.setSize( self.size );
|
|
find.heuristic.entnum = self.entnum;
|
|
|
|
// Initialize our nodes and distances
|
|
bestNode = NULL;
|
|
bestDist = 999999999.8f;
|
|
pathLen = bestDist - 1.0f;
|
|
|
|
//We are going to loop through all the helper nodes in the level, find ones matching
|
|
//our mask, and compare path lengths to each of them. We can't do a plain ol'line of
|
|
//sight check, because, it seems valid to me that the nearest helpernode might not be
|
|
//visible. We also can't just compare raw proximity, because we could have a node that
|
|
//is technically "closer" but behind a wall, forcing us to path a very long way to get
|
|
//to it.
|
|
|
|
//Note this is a potientially VERY expensive function, and we need to keep an eye on it
|
|
//to make sure its not called a lot, and keep in mind that it may be a candidate for
|
|
//extensive optmization
|
|
for ( int i = 1 ; i <= HelperNodes.NumObjects() ; i++ )
|
|
{
|
|
node = NULL;
|
|
node = HelperNodes.ObjectAt( i );
|
|
nodeID = node->GetID();
|
|
|
|
if ( nodeID != -1 && nodeID != self.currentHelperNode.nodeID )
|
|
continue;
|
|
|
|
if ( node && node->isOfType(mask) && node->GetDescriptor() == descriptor )
|
|
{
|
|
activationRange = node->GetActivationRange();
|
|
|
|
if ( node->isReserved() )
|
|
continue;
|
|
|
|
if ( node == self.ignoreHelperNode.node )
|
|
continue;
|
|
|
|
|
|
if ( activationRange > 0 )
|
|
{
|
|
if ( !self.WithinDistance( node->origin, activationRange ) )
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
if ( !self.WithinDistance( node->origin, maxDist ) )
|
|
continue;
|
|
}
|
|
|
|
path = find.FindPath( self.origin, node->origin );
|
|
|
|
if ( path )
|
|
pathLen = path->Length();
|
|
|
|
delete path;
|
|
path = NULL;
|
|
|
|
if ( pathLen < bestDist )
|
|
{
|
|
bestDist = pathLen;
|
|
bestNode = node;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
if ( self.currentHelperNode.node )
|
|
self.currentHelperNode.node->UnreserveNode();
|
|
|
|
self.currentHelperNode.node = bestNode;
|
|
self.currentHelperNode.mask = mask;
|
|
|
|
if ( bestNode )
|
|
bestNode->ReserveNode();
|
|
|
|
return bestNode;
|
|
}
|
|
|
|
HelperNode* HelperNode::FindClosestHelperNodeAtDistanceFrom( Actor &self , Entity *ent , int mask , NodeDescriptorType_t descriptor , float maxDistFromSelf , float minDistFromEnt )
|
|
{
|
|
HelperNode *node;
|
|
HelperNode *bestNode;
|
|
float pathLen;
|
|
float bestDist;
|
|
float activationRange;
|
|
FindMovementPath find;
|
|
Path *path;
|
|
int nodeID;
|
|
|
|
|
|
// Set up our pathing heuristics
|
|
find.heuristic.self = &self;
|
|
find.heuristic.setSize( self.size );
|
|
find.heuristic.entnum = self.entnum;
|
|
|
|
// Initialize our nodes and distances
|
|
bestNode = NULL;
|
|
bestDist = 999999999.8f;
|
|
pathLen = bestDist - 1.0f;
|
|
|
|
//We are going to loop through all the helper nodes in the level, find ones matching
|
|
//our mask, and compare path lengths to each of them. We can't do a plain ol'line of
|
|
//sight check, because, it seems valid to me that the nearest helpernode might not be
|
|
//visible. We also can't just compare raw proximity, because we could have a node that
|
|
//is technically "closer" but behind a wall, forcing us to path a very long way to get
|
|
//to it.
|
|
|
|
//Note this is a potientially VERY expensive function, and we need to keep an eye on it
|
|
//to make sure its not called a lot, and keep in mind that it may be a candidate for
|
|
//extensive optmization
|
|
for ( int i = 1 ; i <= HelperNodes.NumObjects() ; i++ )
|
|
{
|
|
node = NULL;
|
|
node = HelperNodes.ObjectAt( i );
|
|
nodeID = node->GetID();
|
|
|
|
if ( nodeID != -1 && nodeID != self.currentHelperNode.nodeID )
|
|
continue;
|
|
|
|
if ( node && node->isOfType(mask) && node->GetDescriptor() == descriptor )
|
|
{
|
|
activationRange = node->GetActivationRange();
|
|
|
|
if ( node->isReserved() )
|
|
continue;
|
|
|
|
if ( activationRange > 0 )
|
|
{
|
|
if ( !self.WithinDistance( node->origin, activationRange ) )
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
if ( !self.WithinDistance( node->origin, maxDistFromSelf ) )
|
|
continue;
|
|
}
|
|
|
|
if ( ent->WithinDistance( node->origin , minDistFromEnt ) )
|
|
continue;
|
|
|
|
path = find.FindPath( self.origin, node->origin );
|
|
|
|
if ( path )
|
|
pathLen = path->Length();
|
|
|
|
delete path;
|
|
path = NULL;
|
|
|
|
if ( pathLen < bestDist )
|
|
{
|
|
bestDist = pathLen;
|
|
bestNode = node;
|
|
}
|
|
}
|
|
}
|
|
|
|
self.currentHelperNode.node = bestNode;
|
|
self.currentHelperNode.mask = mask;
|
|
return bestNode;
|
|
}
|
|
|
|
HelperNode* HelperNode::FindHelperNodeClosestToWithoutPathing( Actor &self , Entity *ent , int mask , float maxDist )
|
|
{
|
|
HelperNode *node;
|
|
HelperNode *bestNode;
|
|
float pathLen;
|
|
float bestDist;
|
|
float activationRange;
|
|
int nodeID;
|
|
|
|
|
|
if ( !ent )
|
|
return NULL;
|
|
|
|
// Initialize our nodes and distances
|
|
bestNode = NULL;
|
|
bestDist = 999999999.8f;
|
|
pathLen = bestDist - 1.0f;
|
|
|
|
//We are going to loop through all the helper nodes in the level, find ones matching
|
|
//our mask, and compare path lengths to each of them. We can't do a plain ol'line of
|
|
//sight check, because, it seems valid to me that the nearest helpernode might not be
|
|
//visible. We also can't just compare raw proximity, because we could have a node that
|
|
//is technically "closer" but behind a wall, forcing us to path a very long way to get
|
|
//to it.
|
|
|
|
//Note this is a potientially VERY expensive function, and we need to keep an eye on it
|
|
//to make sure its not called a lot, and keep in mind that it may be a candidate for
|
|
//extensive optmization
|
|
for ( int i = 1 ; i <= HelperNodes.NumObjects() ; i++ )
|
|
{
|
|
node = NULL;
|
|
node = HelperNodes.ObjectAt( i );
|
|
nodeID = node->GetID();
|
|
|
|
if ( nodeID != -1 && nodeID != self.currentHelperNode.nodeID )
|
|
continue;
|
|
|
|
if ( node && node->isOfType(mask))
|
|
{
|
|
activationRange = node->GetActivationRange();
|
|
|
|
if ( activationRange > 0 )
|
|
{
|
|
if ( !ent->WithinDistance( node->origin, activationRange ) )
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
if ( !ent->WithinDistance( node->origin, maxDist ) )
|
|
continue;
|
|
}
|
|
|
|
if ( node == self.ignoreHelperNode.node )
|
|
continue;
|
|
|
|
if ( node->isReserved() )
|
|
continue;
|
|
|
|
Vector pathToNode = ent->origin - node->origin;
|
|
pathLen = pathToNode.length();
|
|
|
|
if ( pathLen < bestDist )
|
|
{
|
|
bestDist = pathLen;
|
|
bestNode = node;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
if ( self.currentHelperNode.node )
|
|
self.currentHelperNode.node->UnreserveNode();
|
|
|
|
self.currentHelperNode.node = bestNode;
|
|
self.currentHelperNode.mask = mask;
|
|
|
|
if ( bestNode )
|
|
bestNode->ReserveNode();
|
|
|
|
return bestNode;
|
|
}
|
|
|
|
|
|
|
|
HelperNode* HelperNode::FindHelperNodeClosestTo( Actor &self, Entity *ent , int mask , float maxDist )
|
|
{
|
|
HelperNode *node;
|
|
HelperNode *bestNode;
|
|
float pathLen;
|
|
float bestDist;
|
|
float activationRange;
|
|
FindMovementPath find;
|
|
Path *path;
|
|
int nodeID;
|
|
|
|
|
|
if ( !ent )
|
|
return NULL;
|
|
|
|
// Set up our pathing heuristics
|
|
find.heuristic.self = &self;
|
|
find.heuristic.setSize( self.size );
|
|
find.heuristic.entnum = self.entnum;
|
|
|
|
// Initialize our nodes and distances
|
|
bestNode = NULL;
|
|
bestDist = 999999999.8f;
|
|
pathLen = bestDist - 1.0f;
|
|
|
|
//We are going to loop through all the helper nodes in the level, find ones matching
|
|
//our mask, and compare path lengths to each of them. We can't do a plain ol'line of
|
|
//sight check, because, it seems valid to me that the nearest helpernode might not be
|
|
//visible. We also can't just compare raw proximity, because we could have a node that
|
|
//is technically "closer" but behind a wall, forcing us to path a very long way to get
|
|
//to it.
|
|
|
|
//Note this is a potientially VERY expensive function, and we need to keep an eye on it
|
|
//to make sure its not called a lot, and keep in mind that it may be a candidate for
|
|
//extensive optmization
|
|
for ( int i = 1 ; i <= HelperNodes.NumObjects() ; i++ )
|
|
{
|
|
node = NULL;
|
|
node = HelperNodes.ObjectAt( i );
|
|
nodeID = node->GetID();
|
|
|
|
if ( nodeID != -1 && nodeID != self.currentHelperNode.nodeID )
|
|
continue;
|
|
|
|
if ( node && node->isOfType(mask))
|
|
{
|
|
activationRange = node->GetActivationRange();
|
|
|
|
if ( activationRange > 0 )
|
|
{
|
|
if ( !ent->WithinDistance( node->origin, activationRange ) )
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
if ( !ent->WithinDistance( node->origin, maxDist ) )
|
|
continue;
|
|
}
|
|
|
|
if ( node == self.ignoreHelperNode.node )
|
|
continue;
|
|
|
|
if ( node->isReserved() )
|
|
continue;
|
|
|
|
path = find.FindPath( ent->origin, node->origin );
|
|
|
|
if ( path )
|
|
pathLen = path->Length();
|
|
|
|
delete path;
|
|
path = NULL;
|
|
|
|
if ( pathLen < bestDist )
|
|
{
|
|
bestDist = pathLen;
|
|
bestNode = node;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
if ( self.currentHelperNode.node )
|
|
self.currentHelperNode.node->UnreserveNode();
|
|
|
|
self.currentHelperNode.node = bestNode;
|
|
self.currentHelperNode.mask = mask;
|
|
|
|
if ( bestNode )
|
|
bestNode->ReserveNode();
|
|
|
|
return bestNode;
|
|
}
|
|
|
|
//
|
|
// Name: FindClosestHelperNodeWithoutPathing()
|
|
// Class: None
|
|
//
|
|
// Description: Return nearest valid helpernode based on the criteria passed in
|
|
//
|
|
// Parameters: Actor &self -- Actor looking for the node
|
|
// int mask -- Mask of the node
|
|
//
|
|
// Returns: HelperNode* bestNode
|
|
//
|
|
HelperNode* HelperNode::FindClosestHelperNodeWithoutPathing( Actor &self, float maxDist)
|
|
{
|
|
// Set up our pathing heuristics
|
|
FindMovementPath find;
|
|
find.heuristic.self = &self;
|
|
find.heuristic.setSize( self.size );
|
|
find.heuristic.entnum = self.entnum;
|
|
|
|
// Initialize our nodes and distances
|
|
HelperNode *bestNode = NULL;
|
|
float bestDistance = 999999999.8f;
|
|
|
|
for ( int i = 1 ; i <= HelperNodes.NumObjects() ; i++ )
|
|
{
|
|
HelperNode *node = NULL;
|
|
node = HelperNodes.ObjectAt( i );
|
|
int nodeID = node->GetID();
|
|
|
|
if ( ( nodeID != -1 ) && ( nodeID != self.currentHelperNode.nodeID) )
|
|
continue;
|
|
|
|
float activationRange = node->GetActivationRange();
|
|
|
|
if ( activationRange > 0 )
|
|
{
|
|
if ( !self.WithinDistance( node->origin, activationRange ) )
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
if ( !self.WithinDistance( node->origin, maxDist ) )
|
|
continue;
|
|
}
|
|
|
|
float currentDistance = Vector::Distance( self.origin, node->origin );
|
|
|
|
if ( currentDistance < bestDistance )
|
|
{
|
|
bestDistance = currentDistance;
|
|
bestNode = node;
|
|
}
|
|
}
|
|
|
|
self.currentHelperNode.node = bestNode;
|
|
return bestNode;
|
|
}
|
|
|
|
HelperNode* HelperNode::FindClosestHelperNodeThatCannotSeeEntity( Actor &self , int mask , unsigned int clipMask , float maxDist , float minDist , Entity *ent , float minDistFromPlayer )
|
|
{
|
|
HelperNode *node;
|
|
HelperNode *bestNode;
|
|
float pathLen;
|
|
float bestDist;
|
|
float activationRange;
|
|
FindMovementPath find;
|
|
Path *path;
|
|
int nodeID;
|
|
trace_t trace;
|
|
|
|
Q_UNUSED(clipMask);
|
|
|
|
// Set up our pathing heuristics
|
|
find.heuristic.self = &self;
|
|
find.heuristic.setSize( self.size );
|
|
find.heuristic.entnum = self.entnum;
|
|
|
|
// Initialize our nodes and distances
|
|
bestNode = NULL;
|
|
bestDist = 999999999.8f;
|
|
pathLen = bestDist - 1.0f;
|
|
|
|
//We are going to loop through all the helper nodes in the level, find ones matching
|
|
//our mask, and compare path lengths to each of them. We can't do a plain ol'line of
|
|
//sight check, because, it seems valid to me that the nearest helpernode might not be
|
|
//visible. We also can't just compare raw proximity, because we could have a node that
|
|
//is technically "closer" but behind a wall, forcing us to path a very long way to get
|
|
//to it.
|
|
|
|
//Note this is a potientially VERY expensive function, and we need to keep an eye on it
|
|
//to make sure its not called a lot, and keep in mind that it may be a candidate for
|
|
//extensive optmization
|
|
for ( int i = 1 ; i <= HelperNodes.NumObjects() ; i++ )
|
|
{
|
|
node = NULL;
|
|
node = HelperNodes.ObjectAt( i );
|
|
nodeID = node->GetID();
|
|
|
|
if ( nodeID != -1 && nodeID != self.currentHelperNode.nodeID )
|
|
continue;
|
|
|
|
|
|
if ( node && node->isOfType(mask))
|
|
{
|
|
|
|
activationRange = node->GetActivationRange();
|
|
|
|
if ( activationRange > 0 )
|
|
{
|
|
if ( !self.WithinDistance( node->origin, activationRange ) )
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
if ( !self.WithinDistance( node->origin, maxDist ) )
|
|
continue;
|
|
}
|
|
|
|
if ( node->isReserved() )
|
|
continue;
|
|
|
|
//Check if node is within the minimum distance of the player
|
|
Player* player;
|
|
player = GetPlayer(0);
|
|
if ( !player ) return false;
|
|
|
|
if ( player->WithinDistance( node->origin , minDistFromPlayer ) )
|
|
continue;
|
|
|
|
|
|
path = find.FindPath( self.origin, node->origin );
|
|
|
|
if ( !path )
|
|
continue;
|
|
|
|
pathLen = path->Length();
|
|
|
|
delete path;
|
|
path = NULL;
|
|
|
|
if ( pathLen < bestDist && !ent->WithinDistance( node->origin , minDist ) )
|
|
{
|
|
Vector endPos;
|
|
endPos = ent->centroid;
|
|
|
|
if ( ent->isSubclassOf(Actor) )
|
|
{
|
|
Actor *theActor;
|
|
theActor = (Actor*)ent;
|
|
endPos = theActor->EyePosition();
|
|
}
|
|
|
|
trace = G_Trace( node->origin , vec_zero , vec_zero , endPos , NULL , MASK_OPAQUE, false, "FindClosestHelperNode");
|
|
if ( trace.fraction > .9 )
|
|
continue;
|
|
|
|
bestDist = pathLen;
|
|
bestNode = node;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
if ( bestNode && self.currentHelperNode.node )
|
|
self.currentHelperNode.node->UnreserveNode();
|
|
|
|
if ( bestNode )
|
|
{
|
|
self.currentHelperNode.node = bestNode;
|
|
self.currentHelperNode.mask = mask;
|
|
}
|
|
|
|
if ( bestNode )
|
|
bestNode->ReserveNode();
|
|
|
|
return bestNode;
|
|
}
|
|
|
|
|
|
HelperNode* HelperNode::FindClosestHelperNode( Actor &self , const str& customType , float maxDist)
|
|
{
|
|
HelperNode *node;
|
|
HelperNode *bestNode;
|
|
float pathLen;
|
|
float bestDist;
|
|
FindMovementPath find;
|
|
Path *path;
|
|
int nodeID;
|
|
|
|
|
|
// Set up our pathing heuristics
|
|
find.heuristic.self = &self;
|
|
find.heuristic.setSize( self.size );
|
|
find.heuristic.entnum = self.entnum;
|
|
|
|
// Initialize our nodes and distances
|
|
bestNode = NULL;
|
|
bestDist = 999999999.8f;
|
|
pathLen = bestDist - 1.0f;
|
|
|
|
//We are going to loop through all the helper nodes in the level, find ones matching
|
|
//our mask, and compare path lengths to each of them. We can't do a plain ol'line of
|
|
//sight check, because, it seems valid to me that the nearest helpernode might not be
|
|
//visible. We also can't just compare raw proximity, because we could have a node that
|
|
//is technically "closer" but behind a wall, forcing us to path a very long way to get
|
|
//to it.
|
|
|
|
//Note this is a potientially VERY expensive function, and we need to keep an eye on it
|
|
//to make sure its not called a lot, and keep in mind that it may be a candidate for
|
|
//extensive optmization
|
|
for ( int i = 1 ; i <= HelperNodes.NumObjects() ; i++ )
|
|
{
|
|
node = NULL;
|
|
node = HelperNodes.ObjectAt( i );
|
|
nodeID = node->GetID();
|
|
|
|
if ( nodeID != -1 && nodeID != self.currentHelperNode.nodeID )
|
|
continue;
|
|
|
|
if ( node == self.ignoreHelperNode.node )
|
|
continue;
|
|
|
|
if ( node->isReserved() )
|
|
continue;
|
|
|
|
if ( node && node->isOfType(NODETYPE_CUSTOM))
|
|
{
|
|
str type;
|
|
type = node->GetCustomType();
|
|
|
|
if ( !Q_stricmp(type.c_str() , customType.c_str() ) )
|
|
{
|
|
if ( !self.WithinDistance( node->origin , maxDist ) )
|
|
continue;
|
|
|
|
path = find.FindPath( self.origin, node->origin );
|
|
|
|
if ( path )
|
|
pathLen = path->Length();
|
|
|
|
delete path;
|
|
path = NULL;
|
|
|
|
if ( pathLen < bestDist )
|
|
{
|
|
bestDist = pathLen;
|
|
bestNode = node;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
if ( self.currentHelperNode.node )
|
|
self.currentHelperNode.node->UnreserveNode();
|
|
|
|
self.currentHelperNode.node = bestNode;
|
|
self.currentHelperNode.mask = NODETYPE_CUSTOM;
|
|
|
|
if ( bestNode )
|
|
bestNode->ReserveNode();
|
|
|
|
|
|
return bestNode;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
HelperNode* HelperNode::FindHighestPriorityNode( Actor& self , const str& customType )
|
|
{
|
|
HelperNode *node;
|
|
HelperNode *bestNode;
|
|
float priority;
|
|
float bestPriority;
|
|
int nodeID;
|
|
|
|
|
|
// Initialize our nodes and priorities
|
|
bestNode = NULL;
|
|
priority = 0.0f;
|
|
bestPriority = 0.0f;
|
|
|
|
|
|
for ( int i = 1 ; i <= HelperNodes.NumObjects() ; i++ )
|
|
{
|
|
node = NULL;
|
|
node = HelperNodes.ObjectAt( i );
|
|
nodeID = node->GetID();
|
|
|
|
if ( nodeID != -1 && nodeID != self.currentHelperNode.nodeID )
|
|
continue;
|
|
|
|
if ( node->isReserved() )
|
|
continue;
|
|
|
|
if ( node->isOfType(NODETYPE_CUSTOM))
|
|
{
|
|
str type;
|
|
type = node->GetCustomType();
|
|
|
|
if ( !stricmp(type.c_str() , customType.c_str() ) )
|
|
{
|
|
priority = node->GetPriority();
|
|
if ( priority > bestPriority )
|
|
{
|
|
bestPriority = priority;
|
|
bestNode = node;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
self.currentHelperNode.node = bestNode;
|
|
self.currentHelperNode.mask = NODETYPE_CUSTOM;
|
|
return bestNode;
|
|
}
|
|
|
|
HelperNode* HelperNode::FindHighestPriorityNode( Actor& self , const str& customType , const str &targetedTo )
|
|
{
|
|
HelperNode *node;
|
|
HelperNode *bestNode;
|
|
float priority;
|
|
float bestPriority;
|
|
int nodeID;
|
|
|
|
|
|
// Initialize our nodes and priorities
|
|
bestNode = NULL;
|
|
priority = 0.0f;
|
|
bestPriority = 999999.0f;
|
|
|
|
|
|
for ( int i = 1 ; i <= HelperNodes.NumObjects() ; i++ )
|
|
{
|
|
node = NULL;
|
|
node = HelperNodes.ObjectAt( i );
|
|
nodeID = node->GetID();
|
|
|
|
if ( nodeID != -1 && nodeID != self.currentHelperNode.nodeID )
|
|
continue;
|
|
|
|
if ( node->isReserved() )
|
|
continue;
|
|
|
|
if ( node->isOfType(NODETYPE_CUSTOM))
|
|
{
|
|
str type;
|
|
type = node->GetCustomType();
|
|
|
|
if ( !stricmp(type.c_str() , customType.c_str() ) && !stricmp(node->target, targetedTo.c_str() ) )
|
|
{
|
|
priority = node->GetPriority();
|
|
if ( priority < bestPriority )
|
|
{
|
|
bestPriority = priority;
|
|
bestNode = node;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
self.currentHelperNode.node = bestNode;
|
|
self.currentHelperNode.mask = NODETYPE_CUSTOM;
|
|
return bestNode;
|
|
}
|
|
|
|
//
|
|
// Name: FindClosestHelperNode()
|
|
// Class: None
|
|
//
|
|
// Description: Return nearest valid helpernode based on the criteria passed in
|
|
//
|
|
// Parameters: Actor &self -- Actor looking for the node
|
|
// int mask -- Mask of the node
|
|
//
|
|
// Returns: HelperNode* bestNode
|
|
//
|
|
HelperNode* HelperNode::FindClosestHelperNode( Actor &self , const str& targetName )
|
|
{
|
|
HelperNode *node;
|
|
HelperNode *bestNode;
|
|
float pathLen;
|
|
float bestDist;
|
|
FindMovementPath find;
|
|
Path *path;
|
|
|
|
// Set up our pathing heuristics
|
|
find.heuristic.self = &self;
|
|
find.heuristic.setSize( self.size );
|
|
find.heuristic.entnum = self.entnum;
|
|
|
|
// Initialize our nodes and distances
|
|
bestNode = NULL;
|
|
bestDist = 999999999.8f;
|
|
pathLen = bestDist - 1.0f;
|
|
|
|
//We are going to loop through all the helper nodes in the level, find ones matching
|
|
//our mask, and compare path lengths to each of them. We can't do a plain ol'line of
|
|
//sight check, because, it seems valid to me that the nearest helpernode might not be
|
|
//visible. We also can't just compare raw proximity, because we could have a node that
|
|
//is technically "closer" but behind a wall, forcing us to path a very long way to get
|
|
//to it.
|
|
|
|
//Note this is a potientially VERY expensive function, and we need to keep an eye on it
|
|
//to make sure its not called a lot, and keep in mind that it may be a candidate for
|
|
//extensive optmization
|
|
for ( int i = 1 ; i <= HelperNodes.NumObjects() ; i++ )
|
|
{
|
|
node = NULL;
|
|
node = HelperNodes.ObjectAt( i );
|
|
|
|
|
|
|
|
if ( node && node->targetname == targetName )
|
|
{
|
|
path = find.FindPath( self.origin, node->origin );
|
|
|
|
if ( path )
|
|
pathLen = path->Length();
|
|
|
|
delete path;
|
|
path = NULL;
|
|
|
|
if ( pathLen < bestDist )
|
|
{
|
|
bestDist = pathLen;
|
|
bestNode = node;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
self.currentHelperNode.node = bestNode;
|
|
return bestNode;
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: isHelperNodeInRange()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Checks if the helper node is within range
|
|
//
|
|
// Parameters: Actor &self,
|
|
// int mask,
|
|
// float range,
|
|
//
|
|
// Returns: true or false;
|
|
//--------------------------------------------------------------
|
|
bool HelperNode::isHelperNodeInRange( Actor &self , int mask , float range )
|
|
{
|
|
HelperNode *node;
|
|
|
|
node = FindHelperNodeClosestTo( self, &self, mask , range );
|
|
if ( node )
|
|
return true;
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
//
|
|
// Name: GetTargetdHelperNode()
|
|
// Class: None
|
|
//
|
|
// Description: Returns the helpernode with the passed in targetName
|
|
//
|
|
// Parameters: const str &targetName -- the targetName of the node to find
|
|
//
|
|
// Returns: HelperNode* node
|
|
//
|
|
HelperNode* HelperNode::GetTargetedHelperNode( const str& targetName )
|
|
{
|
|
HelperNode *node;
|
|
|
|
for ( int i = 1 ; i <= HelperNodes.NumObjects() ; i++ )
|
|
{
|
|
node = NULL;
|
|
node = HelperNodes.ObjectAt( i );
|
|
|
|
if ( node && (!Q_stricmp( node->targetname , targetName.c_str() ) ) )
|
|
{
|
|
return node;
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
//
|
|
// Name: GetHelperNodeMask()
|
|
// Class: None
|
|
//
|
|
// Description: Returns an integer bit mask based on the string passed in
|
|
//
|
|
// Parameters: const str& type -- string of the node type
|
|
//
|
|
// Returns: int mask
|
|
//
|
|
int HelperNode::GetHelperNodeMask( const str& type )
|
|
{
|
|
int mask;
|
|
|
|
mask = 0;
|
|
// Create our mask
|
|
if ( !Q_stricmp( type.c_str() , "flee" ) )
|
|
mask |= NODETYPE_FLEE;
|
|
else if ( !Q_stricmp( type.c_str() , "work" ) )
|
|
mask |= NODETYPE_WORK;
|
|
else if ( !Q_stricmp( type.c_str() , "anim" ) )
|
|
mask |= NODETYPE_ANIM;
|
|
else if ( !Q_stricmp( type.c_str() , "cover" ) )
|
|
mask |= NODETYPE_COVER;
|
|
else if ( !Q_stricmp( type.c_str() , "patrol" ) )
|
|
mask |= NODETYPE_PATROL;
|
|
else if ( !Q_stricmp( type.c_str() , "sniper" ) )
|
|
mask |= NODETYPE_SNIPER;
|
|
else if ( !Q_stricmp( type.c_str() , "custom" ) )
|
|
mask |= NODETYPE_CUSTOM;
|
|
else if ( !Q_stricmp( type.c_str() , "combat" ) )
|
|
mask |= NODETYPE_COMBAT;
|
|
|
|
return mask;
|
|
}
|
|
|
|
|
|
//
|
|
// Editor Setup
|
|
//
|
|
|
|
/*****************************************************************************/
|
|
/*QUAKED info_helpernode (1 0 1) (-16 -16 0) (16 16 16) FLEE WORK ANIM COVER PATROL SNIPER CUSTOM COMBAT
|
|
|
|
NodeType FLEE
|
|
Purpose: Marks this spot as a safe destination for the AI when they flee
|
|
|
|
Additional Commands for FLEE type Nodes
|
|
None at this time
|
|
|
|
|
|
NodeType WORK
|
|
Purpose: Marks this spot as a good place for the AI to work at.
|
|
The AI will turn to match the angles of helper node, so make sure to angle it appropriately.
|
|
The AI will also run the animation you specify with the "setnodeanim" event and execute the
|
|
thread you specify with the "setnodethread" event
|
|
|
|
Additional Commands for WORK type Nodes
|
|
setnodeanim -- Sets the animation that the AI will run while on this node
|
|
setnodeentrythread -- Sets the thread that the AI will call when they arrive at this node
|
|
setnodeexitthread -- Sets the thread that the AI will call when they leave the node
|
|
wait -- Sets the time at this work node
|
|
waitrandom -- Sets a random waittime from 1 to the time specified
|
|
waitforanim -- Sets the actor to work until his animation is completed
|
|
|
|
|
|
NodeType ANIM
|
|
Purpose: Allows you to specify a "special" animation to be played at this location. For example, if
|
|
you have a "dive through window" animation that you would like played as the AI moves through
|
|
the node, you can specify it here
|
|
|
|
Additional Commands for ANIM type Nodes
|
|
setnodeanim -- Sets the animation that the AI will run while on this node
|
|
animcount -- Number of times the anim can be played
|
|
animtarget -- TargetName for a specific entity you wish to be animated
|
|
animactive -- Sets if the animation component is active
|
|
1 is true ( default )
|
|
0 is false
|
|
if animactive is 0, then actors will not change animations at the node
|
|
|
|
NodeType COVER
|
|
Purpose: Marks this spot as a good place for the AI to use as cover. The AI will turn to match the angles
|
|
of the helper node, so make sure to angle it appropriately. The AI will also use the cover
|
|
according to the information you specify in the setcovertype and setcoverdir events.
|
|
|
|
Additional Commands for COVER type Nodes
|
|
setcovertype -- Sets the type of cover at this spot. Valid values are ( crate , wall )
|
|
setcoverdir -- Sets the direction that the AI can fire from ( Based Relative to the direction the node is facing )
|
|
valid values are ( left , right, all )
|
|
coveractive -- Sets if the cover component is active
|
|
1 is true ( default )
|
|
0 is false
|
|
if coveractive is 0, then actors will not use it for cover.
|
|
|
|
|
|
NodeType PATROL
|
|
Purpose: Marks a position in a patrol path. To be of any value, though, patrol helper nodes must be chained together.
|
|
If you want a full circuit, then you must connect all nodes together. Any nodes CANNOT be cross linked together.
|
|
I know, I know, it sucks, but unfortunately, due to limits with targetname, it is the way it must be.
|
|
If you do not make a circuit, the AI will stand idle at the last node until it decides to do something else.
|
|
|
|
Additional Commands for PATROL type Nodes
|
|
wait -- Makes the AI pause at this node for the specifed amount of time
|
|
waitrandom -- Makes the AI pause for a random amount of time (up to a max of the amount specified )
|
|
waitforanim -- Makes the AI pause long enough to complete his animation
|
|
|
|
|
|
NodeType SNIPER
|
|
Purpose: Marks a position as a good sniping position.
|
|
|
|
Additional Commands for SNIPER type Nodes
|
|
wait -- Specifies a maximum time the AI will sit at this Node
|
|
attacktarget -- Specifies a target to kill -- If not specified, will try and snipe any enemies in view
|
|
maxkills -- Specifies the maximum number of kills at this Node
|
|
|
|
|
|
NodeType CUSTOM
|
|
Purpose: Marks the node as a custom helper node. Must be used in conjunction with the customtype command
|
|
|
|
NodeType COMBAT
|
|
Purpose: Marks the node as a general place to do combat.
|
|
|
|
|
|
|
|
|
|
NodeType
|
|
|
|
******************************************************************************/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
// HelperNodeController
|
|
//=============================================================================
|
|
void HelperNodeController::Archive( Archiver &arc )
|
|
{
|
|
HelperNode* checkNode;
|
|
|
|
int num , i;
|
|
|
|
if ( arc.Saving() )
|
|
{
|
|
num = HelperNodes.NumObjects();
|
|
|
|
arc.ArchiveInteger( &num );
|
|
|
|
for ( i = 1 ; i <= num ; i++ )
|
|
{
|
|
checkNode = HelperNodes.ObjectAt( i );
|
|
arc.ArchiveObject( checkNode );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
arc.ArchiveInteger( &num );
|
|
HelperNodes.ClearObjectList();
|
|
HelperNodes.Resize( num );
|
|
|
|
for ( i = 1 ; i<= num ; i++ )
|
|
{
|
|
checkNode = new HelperNode;
|
|
arc.ArchiveObject( checkNode );
|
|
HelperNodes.AddObject( checkNode );
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: CleanupHelperNodeList()
|
|
// Class: HelperNode
|
|
//
|
|
// Description: Iterates through the helper node list and cleans
|
|
// it out
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void HelperNode::CleanupHelperNodeList()
|
|
{
|
|
HelperNode* checkNode;
|
|
|
|
for ( int i = HelperNodes.NumObjects() ; i > 0 ; i-- )
|
|
{
|
|
checkNode = HelperNodes.ObjectAt( i );
|
|
if ( checkNode )
|
|
{
|
|
delete checkNode;
|
|
checkNode = NULL;
|
|
HelperNodes.RemoveObjectAt( i );
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
waitType_t HelperNode::GetWaitType( const str &waitType )
|
|
{
|
|
if ( waitType == "anim" )
|
|
return WAITTYPE_ANIM;
|
|
else if ( waitType == "event" )
|
|
return WAITTYPE_EVENT;
|
|
else if ( waitType == "time" )
|
|
return WAITTYPE_TIME;
|
|
|
|
assert( "Unknown waitType" );
|
|
return WAITTYPE_ERROR;
|
|
}
|
|
|
|
|
|
void HelperNode::SendCommand( Event *ev )
|
|
{
|
|
Event *commandEvent;
|
|
int numArgs;
|
|
|
|
//First make sure we have a user to send
|
|
//the command event to
|
|
if ( !_user )
|
|
return;
|
|
|
|
commandEvent = new Event ( EV_HelperNodeCommand );
|
|
|
|
numArgs = ev->NumArgs();
|
|
for ( int i = 1 ; i <= numArgs ; i++ )
|
|
{
|
|
commandEvent->AddToken( ev->GetToken( i ) );
|
|
}
|
|
|
|
_user->ProcessEvent( commandEvent );
|
|
}
|
|
|
|
|
|
customAnimListEntry_t* HelperNode::GetNextAnimEntryFromList()
|
|
{
|
|
int animCount = _customAnimList.NumObjects();
|
|
int index = _customAnimListIndex;
|
|
|
|
if ( index < animCount )
|
|
index++;
|
|
|
|
return _customAnimList.ObjectAt( index );
|
|
}
|
|
|
|
customAnimListEntry_t* HelperNode::GetCurrentAnimEntryFromList()
|
|
{
|
|
int index = _customAnimListIndex;
|
|
return _customAnimList.ObjectAt( index );
|
|
}
|
|
|
|
void HelperNode::AddAnimation( Event *ev )
|
|
{
|
|
float time;
|
|
if ( ev->NumArgs() > 2 )
|
|
time = ev->GetFloat( 3 );
|
|
else
|
|
time = 0.0f;
|
|
|
|
AddAnimation(ev->GetString( 1 ) , GetWaitType( ev->GetString( 2 ) ) , time );
|
|
}
|
|
|
|
void HelperNode::AddAnimation( const str &anim , waitType_t waitType , float time )
|
|
{
|
|
customAnimListEntry_t* checkEntry;
|
|
|
|
checkEntry = new customAnimListEntry_t;
|
|
checkEntry->anim = anim;
|
|
checkEntry->waitType = waitType;
|
|
checkEntry->time = time;
|
|
_customAnimList.AddObject( checkEntry );
|
|
|
|
_usingCustomAnimList = true;
|
|
}
|
|
|
|
bool HelperNode::isAnimListFinished()
|
|
{
|
|
return _customAnimListIndex > _customAnimList.NumObjects();
|
|
}
|
|
|
|
void HelperNode::NextAnim()
|
|
{
|
|
_customAnimListIndex++;
|
|
}
|
|
|
|
//
|
|
// Global Functions
|
|
//
|
|
void AddHelperNodeToList( HelperNode* node )
|
|
{
|
|
if ( node )
|
|
HelperNodes.AddUniqueObject( node );
|
|
}
|
|
|
|
void RemoveHelperNodeFromList( HelperNode *node )
|
|
{
|
|
HelperNode* checkNode;
|
|
|
|
for ( int i = HelperNodes.NumObjects() ; i > 0 ; i-- )
|
|
{
|
|
checkNode = HelperNodes.ObjectAt( i );
|
|
if ( checkNode == node )
|
|
{
|
|
delete checkNode;
|
|
checkNode = NULL;
|
|
HelperNodes.RemoveObjectAt( i );
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|